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From: Alexander R. <a_r...@in...> - 2000-12-15 23:50:50
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Hi, Ed Page wrote: > > On Thu, 30 November 2000, Alexander Rawass wrote: > > Hi, > > I downloaded omigg-0.1.2.tar.bz2 twice, but but bzip2 complains that the > > archive is corrupted. > > I downloaded it from > > http://download.sourceforge.net/cubesoft/omigg-0.1.2.tar.bz2 > > Please try to download it for yourself to check it, maybe Murphy's Law > > stroke here > > I only had time to download the light, which worked. I would think that both would work, but I will go ahead and try the full download The light-version was not currupted, did you test the full version yet? Alex -- Alexander Rawass Email: ale...@us... Project Homepage: http://tuxfleet.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |
From: Ed P. <cub...@te...> - 2000-12-01 14:30:51
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On Thu, 30 November 2000, Alexander Rawass wrote: > Hi, > I downloaded omigg-0.1.2.tar.bz2 twice, but but bzip2 complains that the > archive is corrupted. > I downloaded it from > http://download.sourceforge.net/cubesoft/omigg-0.1.2.tar.bz2 > Please try to download it for yourself to check it, maybe Murphy's Law > stroke here I only had time to download the light, which worked. I would think that both would work, but I will go ahead and try the full download ____________________ Ed Page Cubesoft Development http://cubesoft.sourceforge.net _______________________________________________________ Are you a Techie? Get Your Free Tech Email Address Now! Many to choose from! Visit http://www.TechEmail.com |
From: Alexander R. <a_r...@in...> - 2000-12-01 04:33:33
|
Hi, I downloaded omigg-0.1.2.tar.bz2 twice, but but bzip2 complains that the archive is corrupted. I downloaded it from http://download.sourceforge.net/cubesoft/omigg-0.1.2.tar.bz2 Please try to download it for yourself to check it, maybe Murphy's Law stroke here Alex -- Alexander Rawass Email: ale...@us... Project Homepage: http://tuxfleet.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |
From: Bernhard J. <fir...@gm...> - 2000-11-26 13:03:42
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I looked into the code yesterday and found it interesting, but i don't understand all yet. The only problem I see, what stops me of contributing, is the 0.1.2 version i have, which is over 2 month old. When will be the next release or CVS ready for use? I'll try to work more into cs and omigg. Then I'll see if I can contribute or not :) (I'm not a very good programmer) Bernhard Jungk |
From: Alexander R. <a_r...@in...> - 2000-11-11 03:18:41
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Hi, I looked at the omigg-light tarball (no time to download the full version). What is the difference between omigg-light and omigg? I understand: omigg = CS + omig-light? I looked for models/3d data in omigg-light. I expect them to be in gamelib.zip/library? I had a look at http://www.fortunecity.com/tattooine/gernsback/375/gamegallery.html Great Ships! Is the 3D-data available for download in a common format? Do you know if the artist would be willing to let TuxFleet (on whatever it is based) use his ships - I'll contact him on that shurely :-) alex@annika:/vast1/source/new/omigg/CS/apps/omigg > dir total 197 -rw-r----- 1 alex users 16698 Sep 9 04:13 cmd.cpp -rw-r----- 1 alex users 3872 Sep 9 04:13 cmd.h -rw-r----- 1 alex users 11226 Sep 9 04:13 console.cpp -rw-r----- 1 alex users 6443 Sep 9 04:13 console.h -rw-r--r-- 1 alex users 3461 Sep 9 04:13 getstd.h -rw-r--r-- 1 alex users 121562 Sep 9 04:13 omigg.cpp ^^^^^^ Eeeek! What a monster! That will be very hard to read or to browse - my TuxFleet consists of lot of files the greatest 500 lines! Can you split that monster up for future versions? -rw-r----- 1 alex users 29800 Sep 9 04:13 omigg.h -rw-r----- 1 alex users 1649 Sep 9 04:13 omigg.mak alex@annika:/vast1/source/new/omigg/CS/apps/omigg > Is that 'all' the code omigg consists of? Alex -- Alexander Rawass Email: ale...@us... Project Homepage: http://tuxfleet.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |
From: Alexander R. <a_r...@in...> - 2000-11-08 02:56:22
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Hi, Ed Page wrote: > > Hello > > On Mon, 06 November 2000, Alexander Rawass wrote: > > I am maintainer of tuxfleet.sourceforge.net > > TuxFleet is a free, extensible GPLd 3D-Space Fight Simulator. > > Yes I have seen your site before. Looks promising. It's nice to hear that at least someone has seen my site ;-) > > The aim behind TuxFleet's design was to write a Space Fight Sim with a > > 'universal' gaming engine behind it, so that TuxFleet can be extended to > > be a Heli-Sim, a Car-Racing game, maybe even Quake, a Tank game, > > whatever. > > Another goal was to able to play all those games together in a universe > > (if your machine can take it) > > Another goal was to get TuxFleet action-capabilities as well as > > strategic modes. > > I did not notice the versatility you want to achieve in your project, or else I would have taken more notice. I have to admit that the code doesn't look or feel very versatile at all, but I think I could bring it to that point (in the far future). I tried to do a Space Flight Sim that _can_ be extended at some time (if I ever get the space flight sim complete) Yet there's only action-mode, strategic playing will be far away in the future. > > Now I stumbled across your homepage: > > So nice to know people visiyt. Most people download OMIGG without a peep to me to get feedback on the current state. The feedback I get is also nearly nought. > > I have yet to download omigg and CS , so I can't say yet more, but what > > you say in your homepage sounds promising! > > I notice that you use Plib. I reconigize Plib from being used in the Mario clone and the Free Flight Sim project. My concerns are in optimzation. I wonder how well does Plib handle the 3D versatility we would need of indoors, outdoors, and terrain. Don't know ;-) I choose plib because it was the easiest 3d renderer with the best docu I could find. I had a look at CS some time ago, but their homepage & archive was a mess. Can you tell me where to find good documentation/tutorial for CS? I have abstracted calls to plib in a seperate class, so I will probably be able to switch to another renderer (on compile time at least) > CS, the project I use, is designbed as an indoor engine with outdoor plugin. my only concern I have had over CS is space, for which we could use an unoptimized dual sky dome to create a sphere. Sky Domes are infinitely far walls in CS. You would use 2, one for up and one for down to create a sphere. Maybe we could work with CS folk from their and optimize. There are no optimizations in TuxFleet yet - neither for game logic, nor for 3d rendering. That has to be done yet, I worked for functionality, not for speed, although that may sound weird for a 'fast' action game. > The dvelopment style problem is that you make it sound like you want a complete space game, and then change it later to make it versatile. I Yes, my code/style got not so extensible like I wanted it to be, I am already discussing that with other people, probably thinking of a re-write or like that for some parts of my game. implement a feature, then make it versatile then. This makes it so major code changes needed do to versatility are done as early as possible. Maybe Yeah, that's better :-) you could just be on the forefront of features while I work on my priorities and making it versatile. We'll see. > So as you can see, my concerns aren';t too great. You're lucky that you are 'many people' - I am only one coder, no chance to talk to other people for brainstorming before ;-( > I will try and get around to downloading your code and taking a look at it to see the structure to see if we can handle a code merger or if we should take one of our code bases and move to other. The code of TuxFleet is now so mangled that I can say that - in this state - it can be no code base :-( > I think this is a very promising idea to share our work and join up. I am doing no more TuxFleet development at the moment, more discussing things with other people/finding other people to help/get helped etc. There are some other projects like mine around, like SpaceThing, MOTE, Foundation, Unreality, Gauge3d, whatever I'm just looking at all of them to decide what to do and where to go before I continue on TuxFleet or decide to work elsewhere ;-) What about 3D models? I had a very hard time searching for free 3D models of spaceships (or other) in the net, but most spaceship-models I found were designed for ray-tracing and have far too many polygons to be useful for me :-( Where do you get your 3d models in different levels of detail from? Or can you breakdown high-polyon models at runtime? Alex -- Alexander Rawass Email: ale...@us... Project Homepage: http://tuxfleet.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |
From: Alexander R. <a_r...@in...> - 2000-11-07 00:58:32
|
Hi, I am maintainer of tuxfleet.sourceforge.net TuxFleet is a free, extensible GPLd 3D-Space Fight Simulator. The aim behind TuxFleet's design was to write a Space Fight Sim with a 'universal' gaming engine behind it, so that TuxFleet can be extended to be a Heli-Sim, a Car-Racing game, maybe even Quake, a Tank game, whatever. Another goal was to able to play all those games together in a universe (if your machine can take it) Another goal was to get TuxFleet action-capabilities as well as strategic modes. Now I stumbled across your homepage: Goal:Our goal for this game is to have a 3d game with multiple implementations of several game genres, like RPG elements, shooter style, vehicle control(like MechWarrior), strategy(like Mech Commander or Star Seige Tribes), and Flight Sim(like Fury3 and Descent). It would include features like branching story line also. This system will be easily modifiable to make several games. The different games will be in the frame set of basically a Total Conversion, with the regular stuff converted, plus enhancments in AI and physics for that implementation. This will be Open Source software and be under the GNU GPL. Seems that we are doing sort of same stuff - why not have a look at my project? I have yet to download omigg and CS , so I can't say yet more, but what you say in your homepage sounds promising! Alex -- Alexander Rawass Email: ale...@us... Project Homepage: http://tuxfleet.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |
From: Bernhard J. <fir...@gm...> - 2000-08-29 22:25:52
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Hello I'm following this project for a few months. I want to participate, but I think CVS IS necessary if more than 1 or 2 people are working on the same programm. Therefore I would be glad to know if CVS is planed and when it will be available. Bernhard |
From: Bernhard J. <BJ1...@gm...> - 2000-01-06 12:04:23
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Non of the builded binaries start up. The last message of a binary is always the same. I use gcc 2.95.2 and the glx-module for g400 (it's a version of november or december 1999) Can I use an older or newer release of crystal space? Bernhard |