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From: Reva H. <rom...@ae...> - 2006-10-12 00:25:20
|
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From: Chong K. X. <des...@ph...> - 2004-03-02 21:42:28
|
On Tue, 2004-03-02 at 13:02 -0800, Jey Kottalam wrote: > Hello World :-) >=20 > -Jey Kottalam >=20 >=20 > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438&op=3Dclick > _______________________________________________ > Copter-devel mailing list > Cop...@li... > https://lists.sourceforge.net/lists/listinfo/copter-devel Yee-haw! Time to rock and roll.=20 --=20 Chong Kai Xiong aka 'Descender' |
From: Jey K. <je...@ko...> - 2004-03-02 21:16:59
|
Hello World :-) -Jey Kottalam |
From: Chong K. X. <des...@cl...> - 2004-02-24 01:37:04
|
Just woke up and saw the message you left on ICQ: >>> (04:28:15) Jey: i think you need to cvs add src/gfx/image.cpp .. and we should probably use the automake SUBDIRS and LDADD directives to link with subdirs (04:28:28) Jey: well just adding to SOURCES is fine for now >>> Actually that's what I thought. I'll change it later. >>> (05:06:53) Jey: the ac test for ImageMagick++ should use Magick++-config instead of pkg-config as i think the ImageMagick people dont actually bundle the pkg-config file; it was probably your distro or something that provided the Magick++.pc file >>> I just checked. ImageMagick++ has a file for pkg-config since 5.5.7. I'm not sure when this version was released, but a look at their FTP shows that ImageMagick-5.5.7-16.tar.bz2 was dated 6 Feb 2004, so I think it isn't unreasonable to expect users to have this. Later, Chong Kai Xiong aka 'Descender' |
From: Kai S. <sk...@WP...> - 2000-12-18 05:06:42
|
It isn't really anything major. About one and a half weeks ago, the CEO of DRaW Computing Assoc. Inc. wrote me an email requesting that I immediately take down the openworlds.org website and change the name of Open Worlds. DRaW's major product is OpenWorlds, which is a set of tools for Virtual Reality development. (I didn't look into their products much, they don't seem incredibly interesting). They've been trademarking by Common Law for about 4 years now. They own openworlds.com. I replied that I would not switch to another website, since openworlds.org is a .org top level domain, and we are an organisation, his claim on the domain name is invalid. Yet, the source package was up till a few days ago refered to as Open Worlds. Eventhough it is free and Open Source ( some would argue that it could classify as written artwork, and thereby not a product), it could be called a product. Due to the highly similar nature of the source code package and DRaW's product, I chose to change the name of the code package to OpenWorldsVR to avoid (or at least delay) getting a cease and desist request from the guys lawyer. My reply to his email was not a friendly one, starting with how an accusation of trademark infringement is a direct insult to an organisation which prides itself in freedom and generosity. In any case, I don't think I'll hear from him again as long as I don't use the name Open Worlds directly... -kai On Sun, 17 Dec 2000, Jey Kottalam wrote: > What the hell is this copyright infringement that i hear of?! Can you > tell me a little about it? You didn't post anything on the list, so I'm > quite curious as to what is going on. > > Thanks, > Jey Kottalam > > |
From: Kai S. <sk...@sk...> - 2000-12-06 06:00:40
|
Hi Kids, yes, after 6 months and a LOT of blank time in between, I finally got the OpenWorlds source to look something like what it's going to remain. The reason why this took so long is: 1. I was in college damn it, second year in CS at WPI when you're trying to graduate in three years is painful. 2. I was distracted... a girl... actually two of them, but they're both gone now, because of my own stupidity. 3. Actually getting the implementation of Open Worlds right so it would scale and grow nicely really wasn't easy... between the last piece of code that I realeased, which was probably a gfx module of early June, and this, there are probably around 150-200 hours of work, and approximately 1000 new lines of code, although probably another 3000 were once written then deleted agan. what's different? If you simply run the program, it will have much less functionality than a copter gfx module. But, the whole framework is now present for the messaging system to grow. Multithreading is implemented, and object updates are a few hours of work away. Anyway, I'm just letting you know that I'm still doing something, even if at a very slow and sporadic pace. The code that is released now is available at www.openworlds.org, but really isn't useful for anything unless you want to read some code, and see what I've been doing. Oh, yeah, Season's Greetings, all'ya people out there... -Kai -- -- Kai_Schutte sk...@sk... -- |
From: Peteris K. <pet...@ap...> - 2000-11-03 15:35:47
|
Ok, whatever else, I can be at irc.galaxynet.org, #copter in 14-16 GMT... If everyone wants and can, come too. I will simply be idle in that channel until someone will pop up. Don't feel guilty if you can't, I will have lot of other things to do in same time. I can start to do something but I still need understanding about that all core stuff... As I'm just beginer (ups! ;)) It's very little we need for start, isn't it? Peter. |
From: Kai S. <sk...@sk...> - 2000-10-30 23:10:59
|
> > *Ok, if we drop completely modular design and leave something of semi-god > > AI, > > what we have then? > Modularity is a vital part to modern software development. It doesn't add > overhead for us, it actually helps us. You are right, when thinking long term. Yet modularity will of course slow you down at first, because you need to develop a lot of tools to make everything nice and smooth... > We only need to focus on copter, but > our design, naturally, should allow us to change things if we wanted to. yep. > I personally think we should not have this OpenWorlds project seperate from > Copter! project. We should make our own engine with our own team rather than > having a seperate team. mmuh??? > > *What about one irc meeting? In sunday or saturday? hmmm... I can't make promises. Well... I'm here and I'm alive, yet I'm not really kicking in the direction of Open Worlds these days, although I would like to. I have a couple commercial projects on a roll, and a busy student life (meaning academic and social)... sorry guys... -Kai |
From: Jey K. <je...@ho...> - 2000-10-30 22:57:32
|
> So... this silence is too much (for me), I will try to fill it with > something. ;) > > I have tried to re-think the whole thing from beginning... There I left: > *Ok, if we drop completely modular design and leave something of semi-god > AI, > what we have then? that's first... Modularity is a vital part to modern software development. It doesn't add overhead for us, it actually helps us. We only need to focus on copter, but our design, naturally, should allow us to change things if we wanted to. I personally think we should not have this OpenWorlds project seperate from Copter! project. We should make our own engine with our own team rather than having a seperate team. > *The structure of engines and whole other design can be as it was - there's > no problem. > *What about one irc meeting? In sunday or saturday? Aack! I'd love to attend, but I'm participating in a research project all day saturday and sunday. > Peter. (Waiting answer from Skander or Manuel) ;)) > P.S. And is anybody still here? ;) Maybe I'm speaking with myself. Hi! I'm here =) -Jey Kottalam |
From: Peteris K. <pet...@ap...> - 2000-10-30 08:03:54
|
So... this silence is too much (for me), I will try to fill it with something. ;) I have tried to re-think the whole thing from beginning... There I left: *Ok, if we drop completely modular design and leave something of semi-god AI, what we have then? that's first... *The structure of engines and whole other design can be as it was - there's no problem. *What about one irc meeting? In sunday or saturday? Peter. (Waiting answer from Skander or Manuel) ;)) P.S. And is anybody still here? ;) Maybe I'm speaking with myself. |
From: Manuel G. A. <ir...@ct...> - 2000-09-17 16:01:31
|
On Sun, 17 Sep 2000, Jey Kottalam wrote: > I'm sorry fro leaving, but my place in this project dissappeared and I am > too busy anyways. I certainly enjoyed making all those designs, and finding > all these people. I feel that I contributed, even if a small amount, it's a > significant amount, and now the project has grown beyond me..... and my > current situation does not permit me to grow with the project. > > I really feel bad about leaving..... I feel like I'm supposed to be here.... > I was the first programmer, and I shoved this project. You did everything for free and don't worry. About the people you still know them and about your new project with strong AI... I'd tell you that you learn tcl and clips (for my project), but ... you never pay attention :PPPPPPPP Regards/Saludos Manolo www.ctv.es/USERS/irmina /TeEncontreX.html /texpython.htm /pyttex.htm /cruo/cruolinux.htm ICQ:77697936 (sirve el ICQ para algo?) QOTD: I love your outfit, does it come in your size? |
From: Jey K. <je...@ho...> - 2000-09-17 14:54:42
|
> > >Well, I can't really contribute anymore. I'm too busy and I have started my > >own project. I think you should find someone to take my position... > whatever > >that was.... > > > >-Jey Kottalam > > Hmmm... that's sad but thanks anyway! ;) > We will remember you ;) I'm sorry fro leaving, but my place in this project dissappeared and I am too busy anyways. I certainly enjoyed making all those designs, and finding all these people. I feel that I contributed, even if a small amount, it's a significant amount, and now the project has grown beyond me..... and my current situation does not permit me to grow with the project. > > If it's not secret, what type of project it is? Just curious. > I'm finishing up a utility I 've been writing for SWAT3. It is used to make installing, uninstalling, mixing and matching mods for SWAT3 much easier. And, I'm working on a game that's some what like a dream game to me. I just didn't think I had the ability to do it. In fact, I kept mentioning this game idea when I was designing Copter's AI system.... a police sim! :-) The player is a policeman in a city, and I'll be implmenting that AI system in here. It's almost Copter but with a policeman and not a full 3D engine. I'll have a top-down view, but not 2D tiles for everything. The buildings will be real 3D, but everything else is just a sprite. So cars, people, etc are sprites. I'd like to focus on developing a robust AI mainly. So I'm not going to be learning major 3D programming and writing a full 3D engine. I had started designing this type of game long ago, but I stopped when I decided that a 2D top-view tile engine would look *horrible* for this sort of game. A first/third person 3D engine was just out of the question. I didn't have the knowledge to do such a thing, and I didn't want to focus myself so much on the graphics engine. I would never finish the game that way (take too long), and I don't care much about the graphics engine. So I essentially dropped the project. Now I'm learning OpenGL and I've decided to use the aforementioned system, similar to GTA. -Jey Kottalam I really feel bad about leaving..... I feel like I'm supposed to be here.... I was the first programmer, and I shoved this project. It started rolling, but looks like the friction overwhelmed it, and now it's stopped "rolling." Someone else has to give it a shove now. I'm too tired. I will still be subscribed to the mailing list, and take part in discussions possibly. |
From: Peteris K. <pet...@ap...> - 2000-09-17 09:59:29
|
> Better two weeks from now. We have to feed this mailing list with > the stuff and > then discuss it. Ok, then first and main question - how world update will happen? Firstly there was that idea of two lists - events and dispachers, quickly dropped. Then was that idea of metadispachers, and....? Where we left? Peter. |
From: Manuel G. A. <ir...@ct...> - 2000-09-17 09:48:19
|
On Sun, 17 Sep 2000, Peteris Krisjanis wrote: > Maybe who can let's make a irc meeting to hear what's new, how to do or why > to do, etc. > > What are you saying? Better two weeks from now. We have to feed this mailing list with the stuff and then discuss it. Regards/Saludos Manolo www.ctv.es/USERS/irmina /TeEncontreX.html /texpython.htm /pyttex.htm /cruo/cruolinux.htm ICQ:77697936 (sirve el ICQ para algo?) sushi, n.: When that-which-may-still-be-alive is put on top of rice and strapped on with electrical tape. |
From: Manuel G. A. <ir...@ct...> - 2000-09-17 09:47:20
|
On Sun, 17 Sep 2000, Peteris Krisjanis wrote: > > So, a 5 % of copter! may have been already done by me. > > Maybe you can tell how is your AI... And more about map generator... > ;)) Advanced, modular and _improvable_ :P You'll see it in time :P Regards/Saludos Manolo www.ctv.es/USERS/irmina /TeEncontreX.html /texpython.htm /pyttex.htm /cruo/cruolinux.htm ICQ:77697936 (sirve el ICQ para algo?) sushi, n.: When that-which-may-still-be-alive is put on top of rice and strapped on with electrical tape. |
From: Peteris K. <pet...@ap...> - 2000-09-17 09:37:33
|
Maybe who can let's make a irc meeting to hear what's new, how to do or why to do, etc. What are you saying? Peter. |
From: Peteris K. <pet...@ap...> - 2000-09-17 09:36:38
|
> > My project is : > - a GUI with a map where you can see units, written in python/tk. > We can reuse it for tracing general variables or even as a 2-D > representation of the game. Very curious, it use color codes to > mark things. > - the core , pure python . This is not reusable , nice but not > directly reusable. > - the map generator. Well, perhaps it may interest you. Pure python. > - AI module. Using a expect/tk interfase to a Clips expert system. > Here we "only" have to substitute the current rules for copter! > rules and the IBD (let's say the API). So we can have a decent/modular > AI quite, quite easily. Of course, we always have to programm it, > but rules are the easiest form of getting AI and complex > behaviours even for the newbies. > > So, a 5 % of copter! may have been already done by me. Maybe you can tell how is your AI... And more about map generator... ;)) Peter. |
From: Manuel G. A. <ir...@ct...> - 2000-09-17 09:29:10
|
On Sun, 17 Sep 2000, Peteris Krisjanis wrote: > Hmmm... that's sad but thanks anyway! ;) > We will remember you ;) > > If it's not secret, what type of project it is? Just curious. To tell the truth, my project is almost finished and I could write some C++ code in a few weeks, if university guys behave well. I think some parts of my project will be a good place to learn AI or we can use the same structure to have AI's. My project is : - a GUI with a map where you can see units, written in python/tk. We can reuse it for tracing general variables or even as a 2-D representation of the game. Very curious, it use color codes to mark things. - the core , pure python . This is not reusable , nice but not directly reusable. - the map generator. Well, perhaps it may interest you. Pure python. - AI module. Using a expect/tk interfase to a Clips expert system. Here we "only" have to substitute the current rules for copter! rules and the IBD (let's say the API). So we can have a decent/modular AI quite, quite easily. Of course, we always have to programm it, but rules are the easiest form of getting AI and complex behaviours even for the newbies. So, a 5 % of copter! may have been already done by me. Regards/Saludos Manolo www.ctv.es/USERS/irmina /TeEncontreX.html /texpython.htm /pyttex.htm /cruo/cruolinux.htm ICQ:77697936 (sirve el ICQ para algo?) sushi, n.: When that-which-may-still-be-alive is put on top of rice and strapped on with electrical tape. |
From: Peteris K. <pet...@ap...> - 2000-09-17 07:49:57
|
>Well, I can't really contribute anymore. I'm too busy and I have started my >own project. I think you should find someone to take my position... whatever >that was.... > >-Jey Kottalam Hmmm... that's sad but thanks anyway! ;) We will remember you ;) If it's not secret, what type of project it is? Just curious. About OW - ok, I agree that we can create Copter directly, BUT i think we can use the same architecture, because it's seems good for us. Anything but the case anyway now is to understand how those things will happen - I mean world update, etc. theoretical stuff. How was those our old ideas? Rewind all this someone. (Excatly I mean world update). Peter. P.S. I hope that Kai Schuttle won't leave this so soon ;)) |
From: Jey K. <je...@ho...> - 2000-09-17 00:12:55
|
Well, I can't really contribute anymore. I'm too busy and I have started my own project. I think you should find someone to take my position... whatever that was.... -Jey Kottalam ----- Original Message ----- From: "Kai Schutte" <sk...@WP...> To: <cop...@li...> Sent: Saturday, September 16, 2000 1:19 PM Subject: Re: [Copter-devel] Re: What's happening? > > I can't really tell you about an exact architecture, I need to do a lot > more programming before I can do that. I'm keeping the project alive by > working on it every once in a while, but that's all I can afford to do > timewise. It's probably best for y'all to maybe forget about OW for a > while, and plan out Copter completely... no code writing, just making up > the game itself... make up missions, and write them down... that type of > thing is what y'all could do. OW will slowly ooze along, and someday will > be a working program, but you'll be waiting a looononng time if you're > waiting for me to get OW somewhat done before doing anything else. > > I've been repeating this same thing for many months now it seems, and I > promise this was the last time that I said it. > > :) > -Kai > > On Fri, 15 Sep 2000, Peteris Krisjanis wrote: > > > Actually All I want is one guy to coordinate all this, that's all - don't > > look at how many we are and such things. > > Propably I will offline next few months (regular daily mailcheck, but > > nothing more), but I still will work on my computer. > > I learn now rather big distance from home, and computer haven't traveled to > > new location yet. ;) > > Project actually isn't dead, but it's on hold - due of lack of managment, > > time and kick-off things like clear architecture. > > If will manage these things - got someone to lead us (Kai Schutte after > > getting his internet connection ready, e.g.), get some time (I will have it > > rather much, but still - I have no computer yet on my new living place) and > > at least fundamental things about OW engine. > > > > And nothing more actually ;) > > > > For example, we still have much things to discuss, so at least we can work > > on that. > > If you still want it, of coarse. ;)))) > > > > > > Peter. > > > > _______________________________________________ > > Copter-devel mailing list > > Cop...@li... > > http://lists.sourceforge.net/mailman/listinfo/copter-devel > > > > _______________________________________________ > Copter-devel mailing list > Cop...@li... > http://lists.sourceforge.net/mailman/listinfo/copter-devel |
From: Kai S. <sk...@WP...> - 2000-09-16 20:19:51
|
I can't really tell you about an exact architecture, I need to do a lot more programming before I can do that. I'm keeping the project alive by working on it every once in a while, but that's all I can afford to do timewise. It's probably best for y'all to maybe forget about OW for a while, and plan out Copter completely... no code writing, just making up the game itself... make up missions, and write them down... that type of thing is what y'all could do. OW will slowly ooze along, and someday will be a working program, but you'll be waiting a looononng time if you're waiting for me to get OW somewhat done before doing anything else. I've been repeating this same thing for many months now it seems, and I promise this was the last time that I said it. :) -Kai On Fri, 15 Sep 2000, Peteris Krisjanis wrote: > Actually All I want is one guy to coordinate all this, that's all - don't > look at how many we are and such things. > Propably I will offline next few months (regular daily mailcheck, but > nothing more), but I still will work on my computer. > I learn now rather big distance from home, and computer haven't traveled to > new location yet. ;) > Project actually isn't dead, but it's on hold - due of lack of managment, > time and kick-off things like clear architecture. > If will manage these things - got someone to lead us (Kai Schutte after > getting his internet connection ready, e.g.), get some time (I will have it > rather much, but still - I have no computer yet on my new living place) and > at least fundamental things about OW engine. > > And nothing more actually ;) > > For example, we still have much things to discuss, so at least we can work > on that. > If you still want it, of coarse. ;)))) > > > Peter. > > _______________________________________________ > Copter-devel mailing list > Cop...@li... > http://lists.sourceforge.net/mailman/listinfo/copter-devel > |
From: Peteris K. <pet...@ap...> - 2000-09-15 16:52:42
|
Actually All I want is one guy to coordinate all this, that's all - don't look at how many we are and such things. Propably I will offline next few months (regular daily mailcheck, but nothing more), but I still will work on my computer. I learn now rather big distance from home, and computer haven't traveled to new location yet. ;) Project actually isn't dead, but it's on hold - due of lack of managment, time and kick-off things like clear architecture. If will manage these things - got someone to lead us (Kai Schutte after getting his internet connection ready, e.g.), get some time (I will have it rather much, but still - I have no computer yet on my new living place) and at least fundamental things about OW engine. And nothing more actually ;) For example, we still have much things to discuss, so at least we can work on that. If you still want it, of coarse. ;)))) Peter. |
From: Nicolay R. <ni...@os...> - 2000-09-12 08:51:33
|
> The project will be alive while there's a single man thinking that > it's not dead. Obviously, so now we need to find someone who wants to/has the time to keep this going. - Nico |
From: Manuel G. A. <ir...@ct...> - 2000-09-11 20:29:59
|
On Mon, 11 Sep 2000, Jey Kottalam wrote: > > At this point, I too would be surprised if the project is alive in another > year. The project will be alive while there's a single man thinking that it's not dead. Regards/Saludos Manolo www.ctv.es/USERS/irmina /TeEncontreX.html /texpython.htm /pyttex.htm /cruo/cruolinux.htm ICQ:77697936 (sirve el ICQ para algo?) Concept, n.: Any "idea" for which an outside consultant billed you more than $25,000. |
From: Jey K. <jey...@ho...> - 2000-09-11 19:14:16
|
>To be completely honest, I'll be very surprised if this project is still >alive in a year. The only one that's been doing anything is Schutte, and >even you haven't been doing anything for months. However, we can keep this >going. All it takes is motivation (wich seems to have been lacking all the >time in my oppinion). I'd like to say that there was LOTS of motivation back in the 3 or 4 months before we requested help.... then everything got complex and went POOF. Those 3 or 4 months were when the team consisted of people with lots of ideas, and plans, but it seems like when we tried to implement them, morale went down. At this point, I too would be surprised if the project is alive in another year. We need to find talented individuals who are willing to do work on this project. -Jey Kottalam _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. Share information about yourself, create your own public profile at http://profiles.msn.com. |