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From: Lennart L. <len...@ya...> - 2004-07-03 10:35:26
|
Hi @ all, First of all: Thanks for that great gaming experience! I was definetly = inspired by gltron and am looking forward to contribute to the game = develop - after i successfully compiled the source...which is still kind = of a trouble. I have not much experience in CVS source codes, but i = checked out successfully and tried to compile the source using Visual = Studio 6 (gltron.dsw project file). Besides some missing files (for = instance geom.c now in the attic folder) i had trouble getting the = headers of SDL/SDL_sound/LIBPNG and ZLIB being recognised. Now my = compiler turns up with lots of "unresolved external". Looks like i have = wrong libraries? Any help (your compiling stategy) most welcome! Here is my error debug: Linking... MSVCRTD.lib(cinitexe.obj) : warning LNK4098: defaultlib "msvcrt.lib" = conflicts with use of other libs; use /NODEFAULTLIB:library computer.obj : error LNK2001: unresolved external symbol _ai_evasive computer.obj : error LNK2001: unresolved external symbol _ai_aggressive computer.obj : error LNK2001: unresolved external symbol _ai_getConfig computer.obj : error LNK2001: unresolved external symbol = _ai_getClosestOpponent computer.obj : error LNK2001: unresolved external symbol = _ai_getDistances engine.obj : error LNK2001: unresolved external symbol _game_ScaleLevel engine.obj : error LNK2001: unresolved external symbol _game_CreateLevel engine.obj : error LNK2001: unresolved external symbol _game_FreeLevel gamegraphics.obj : error LNK2001: unresolved external symbol = _video_Shader_Cleanup graphics_world.obj : error LNK2001: unresolved external symbol = _video_Shader_Cleanup gamegraphics.obj : error LNK2001: unresolved external symbol = _nebu_Mesh_DrawGeometry graphics_world.obj : error LNK2001: unresolved external symbol = _nebu_Mesh_DrawGeometry visuals_2d.obj : error LNK2001: unresolved external symbol = _nebu_Mesh_DrawGeometry gamegraphics.obj : error LNK2001: unresolved external symbol = _video_Shader_Setup graphics_world.obj : error LNK2001: unresolved external symbol = _video_Shader_Setup graphics_hud.obj : error LNK2001: unresolved external symbol = _nebu_2d_Draw init.obj : error LNK2001: unresolved external symbol _nebu_Audio_Init material.obj : error LNK2001: unresolved external symbol _gzgets model.obj : error LNK2001: unresolved external symbol _gzgets material.obj : error LNK2001: unresolved external symbol _gzopen model.obj : error LNK2001: unresolved external symbol _gzopen model.obj : error LNK2001: unresolved external symbol _gzclose texture.obj : error LNK2001: unresolved external symbol _nebu_2d_Create texture.obj : error LNK2001: unresolved external symbol = _nebu_Surface_LoadPNG video.obj : error LNK2001: unresolved external symbol _video_ScaleLevel video.obj : error LNK2001: unresolved external symbol _video_CreateLevel video.obj : error LNK2001: unresolved external symbol _video_FreeLevel libpng.lib(pngread.obj) : error LNK2001: unresolved external symbol = _setjmp libpng.lib(pngwrite.obj) : error LNK2001: unresolved external symbol = _setjmp libpng.lib(pngread.obj) : error LNK2001: unresolved external symbol = _inflateInit_ libpng.lib(pngread.obj) : error LNK2001: unresolved external symbol = _inflate libpng.lib(pngrutil.obj) : error LNK2001: unresolved external symbol = _inflate libpng.lib(pngread.obj) : error LNK2001: unresolved external symbol = _inflateEnd libpng.lib(png.obj) : error LNK2001: unresolved external symbol _crc32 libpng.lib(png.obj) : error LNK2001: unresolved external symbol = _inflateReset libpng.lib(pngrutil.obj) : error LNK2001: unresolved external symbol = _inflateReset libpng.lib(pngwrite.obj) : error LNK2001: unresolved external symbol = _deflate libpng.lib(pngwutil.obj) : error LNK2001: unresolved external symbol = _deflate libpng.lib(pngwrite.obj) : error LNK2001: unresolved external symbol = _deflateEnd libpng.lib(pngset.obj) : error LNK2001: unresolved external symbol = _strcpy@8 libpng.lib(pngrutil.obj) : error LNK2001: unresolved external symbol = _strcpy@8 libpng.lib(pngset.obj) : error LNK2001: unresolved external symbol = __strlen@4 libpng.lib(pngrutil.obj) : error LNK2001: unresolved external symbol = __strlen@4 libpng.lib(pngwutil.obj) : error LNK2001: unresolved external symbol = __strlen@4 libpng.lib(pngrtran.obj) : error LNK2001: unresolved external symbol = __fabs@8 libpng.lib(pngwutil.obj) : error LNK2001: unresolved external symbol = _deflateReset libpng.lib(pngwutil.obj) : error LNK2001: unresolved external symbol = _deflateInit2_ Debug/gltron.exe : fatal error LNK1120: 34 unresolved externals Error executing link.exe. |
From: A. U. <ma...@da...> - 2002-12-24 14:07:44
|
Hello, I'm very happy to finally announce the release GLtron 0.62. It doesn't include networking (that is still being worked on, though), but it has many improvements over the previously released 0.61. I encourage everyone to upgrade. Some of the changes: * better & faster shadows * red outlines on the recognizer * better 3D sound effects * sound effects for player's lightcycle * sound effects for recognizer flying overhead * support for 'switching songs' (add your own music) * mp3 support * joystick support * better 2d map (3 sizes) * more intuitive config options If you already downloaded the 0.62 pre4 that was released on Saturday, there's no need to download 0.62 again, unless you have a joystick/gamepad and have some problems with it (I included a fix for joysticks which can't be properly calibrated). My thanks to all the people who helped with their feedback on the far too numerous pre-releases & beta versions. Have fun, merry christmas and a happy new year! - Andreas Umbach |
From: A. U. <ma...@da...> - 2002-12-21 17:16:55
|
Hello, I'm glad to announce that GLtron 0.62 pre4 is released, and, if no big showstoppers show up, the 'official' GLtron 0.62 will be released on christmas eve (if no bugs are found, they'll be identical - so no need to download it again then). Currently, downloads are for linux & windows, mac downloads will hopefully be available shortly. Windows: http://www.gltron.org/stuff/gltron-0.62-pre4-setup.exe (3.3 MB) Linux: http://www.gltron.org/stuff/gltron-0.62-pre4.sh (4.5 MB) So please test this as hard as you can, and send me e-mail if you find bugs, and also if it works flawlessy. New features include: * better & faster shadows * red outlines on the recognizer * better 3D sound effects * sound effects for player's lightcycle * sound effects for recognizer flying overhead * support for 'switching songs' (add your own files to the music/ dir) * mp3 support * joystick support * better 2d map (3 sizes) * more intuitive config options Thanks for all your support, fanmail & patience - Andreas |
From: Andreas U. <ma...@da...> - 2002-04-28 17:27:08
|
Hi everyone, I fixed the sound system today, and your own cycle, as well as the recognizer, do make a sound now. However, I can't find any suitable wav for the recognizer right now. So if you have one, please send it to me. Greetings, Andreas --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.346 / Virus Database: 194 - Release Date: 4/10/2002 |
From: Darrell W. <dwa...@pu...> - 2002-02-24 20:01:27
|
I've made a few changes to CVS to support Mac OS (other platforms please check to make sure I didn't break anything). The new builds are available here: Mac OS 9: http://icdweb.cc.purdue.edu/~walisser/gltron/GLTron.sit Mac OS X: http://icdweb.cc.purdue.edu/~walisser/gltron/GLTron.dmg.gz |
From: Andreas U. <ma...@da...> - 2002-02-23 16:33:11
|
Hello, GLtron development as gained some momentum again, thanks to Jon Atkins, Todd Kirby, Nicolas Deniaud and Darrell Walisser, who are busy contributing patches, pointing out bugs, maintaining the (upcoming) network branch, assuring cross-platform availability etc. We're almost ready to make a 0.62 release. As the version number indicates, this is mainly a 'maintenance' release. However, tons of bugs have been fixed. Visual appearance has improved. It sports a scripting language now. Tons of more configurable options. Totally new sound engine (can play mp3's now). It's cleaner to work with etc. The current TODO list is at http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/gltron/gltron/TODO?rev=HEAD&c ontent-type=text/vnd.viewcvs-markup This is a link into CVS, so the list will always be more or less up-to-date. I'm interested in feedback and comments regarding the TODO list. Send it either to the mailing list: glt...@li... or to me: ma...@da... Which items should definitely be fixed berote the 0.62 release? Is there anything important missing from the TODO? There's no binaries available at this point, but you can fetch the source (3 MB) from http://www.gltron.org/stuff/gltron-0.62pre2.tar.gz The INSTALL file got a bit updated. I suggest you read it. Note that you either need to do a 'make install' or run ./configure with the --enable-localdata switch in order to play. Have fun, - Andreas |
From: Darrell W. <dwa...@pu...> - 2002-02-12 04:34:05
|
Follow the links below to grab a build of last night's CVS: http://expert.cc.purdue.edu/~walisser/gltron/GLTron-OS9.sit http://expert.cc.purdue.edu/~walisser/gltron/GLTron.dmg.gz Please report any bugs or feature requests! Thanks, Darrell |
From: Darrell W. <dwa...@pu...> - 2002-02-04 14:40:04
|
On Monday, February 4, 2002, at 06:41 AM, Andreas Umbach wrote: > > There's been some confusion with the move of part of the source to C++. > Apparently codewarrior doesn't want to compile .c files as 'pure C'? > As for C++, it's decided now that we use the 'new' for scoping, e.g. > for(int > i = 0; ... ) everytime, not just for the first loop in the block. > May those MSVC lusers go to hell (including me...). I hear .NET fixes > this > though. It turns out that the CodeWarrior *does* autodetect C++, I managed to find this out the hard way but the issue has been resolved. One gotcha we have to look out for is to put extern "C" around *any* API that is used in C++, but written in C. It is probably good to do something like this just to be safe: #ifdef __cplusplus extern "C" { #endif <prototypes> #ifdef __cplusplus } #endif -D |
From: Darrell W. <dwa...@pu...> - 2001-07-02 05:35:27
|
I have checked some fixes into CVS today and additionally built and packaged the OS9 and OSX versions for your testing delight. The most notable fix was for a bug introduced in texture loading by the new load screen. The server seems to be broken on OS 9, I assume because SDLNet doesn't support server sockets on OS 9. Well, the files are in the usual spot: http://icdweb.cc.purdue.edu/~walisser/gltron GLTron-MacOSX-Network.dmg.gz GLTron-Network.sit Regards, Darrell |
From: Nicolas Z. <nic...@wa...> - 2001-06-04 15:39:37
|
doh, seems like cvs is dead ?! --=20 Nicolas "SkateBoy" Zimmermann - Dingue de Mac et de Skate =E0 roulettes R=E9dacteur Quake 3 Macjnet (www=2Emacjnet=2Ecom) ICQ# : 52813400 www=2Echez=2Ecom/nicozim/sitecadres=2Ehtml --- Gerry's ICQ, le meilleur client ICQ alternatif pour Mac OS classic et Mac OS X=2E http://www=2Egicq-europe=2Ecom/ --- "Les Voix Off elles arr=EAtent pas de foutre la merde=2E" (Jeanne D'Arc)=2E |
From: Nicolas Z. <nic...@wa...> - 2001-06-04 15:10:11
|
ok guys, I invite you to checkout gltron/art/default on CVS since I fixed a few things on the fonts=2E I've been playing a bit at crazy speed ("fast" felt too slow) and it seems like we have less control over our lightcycle at this speed=2E in fact this is due to the value used for line_spacing, which is set to 20 by default=2E I suggest the ability to change this value as a server parameter (range : 20 max, more is too big, maybe 5 min)=2E I've set mine to 0 actually and at crazy speed, it feels a lot better - I suggest you try it in your test network games (since this value can be changed, allowing support for it in the net code would avoid some errors), but I'd not suggests allowing to use it since there may be bugs or something like that=2E lower values require some getting-used to though, since when doing a real fast L turn your movement will be a lot smaller=2E 5 feels good also=2E I think that under 5 you don't see much difference=2E I haven't tried something between 20 and 5, but it will probably show up a line_spacing limit=2E=2E=2E I don't know the engine good enough to tell but= =2E=2E (?) with values below 10, you have a lot finer control over your lightcycle and can therefore do quick, sharp turns without crashing in a trail/wall=2E=20 also, it seems like the ability to turn on/off smooth camera turning when the cycle turns has gone=2E I find this rather bothering, especially when I'm doing lightning fast L turns near a forthcoming victim and I guess some people feel the same as me=2E there's a turn_cycle option in the =2Eini file=2E=2E=2E but if I set it to 0= =2E the cycle model is not rotated in any way=2E can you pleeeeez bring it back Andreas ? :-) --=20 Nicolas "SkateBoy" Zimmermann - Dingue de Mac et de Skate =E0 roulettes R=E9dacteur Quake 3 Macjnet (www=2Emacjnet=2Ecom) ICQ# : 52813400 www=2Echez=2Ecom/nicozim/sitecadres=2Ehtml --- Gerry's ICQ, le meilleur client ICQ alternatif pour Mac OS classic et Mac OS X=2E http://www=2Egicq-europe=2Ecom/ --- "Les Voix Off elles arr=EAtent pas de foutre la merde=2E" (Jeanne D'Arc)=2E |
From: Paul S J. <ps...@fi...> - 2001-04-29 18:01:45
|
Hi Andreas.=0D =0D Attached is a patch against the latest CVS which adds full install rules an= d passing of the data directory installed to the code by DEFINEing GLTRONDA= TADIR as the directory.=0D =0D It installs the following:=0D =0D ${datadir}/gltron (defined at ./configure time)=0D |- data (files from data subdirectory)=0D | |- music (music files)=0D |- sounds (sounds files)=0D |- art (artpacks directory)=0D |- arcade_spots=0D |- artpacks=0D |- default=0D |- metalTron=0D =0D If these install locations are wrong, please change them in the Makefile.am= 's. Also, some sounds (.wav files) are in the data directory and some in t= he sounds directory in the source. I left them where they were for the ins= tall. Are the data directory ones old and will be removed later?=0D =0D The build process uses a DEFINE to set GLTRONDATADIR to ${datadir}/gltron. = I have tested some sample code to check this can be read by gltron by modi= fying file.c to look in this directory. It all worked fine and I could use= "make install" and get gltron to find some of the files at run time. Howe= ver I have not provided this in the patch as it was bad code. I thought I = better leave it you to code how to use the DEFINE properly :-)=0D =0D I hope this helps and moves one step nearer to getting "make install" to wo= rk.=0D =0D Yours,=0D =0D Paul =3D=3D ------------------------------------------=0D =0D Paul S Jenner=0D UNIX Systems Administrator=0D =0D E-mail: ps...@fi...=0D =0D UNSOLICITED COMMERCIAL E-MAIL IS NOT=0D WELCOME AT THIS ADDRESS _____________________________________________________________ Want a new web-based email account ? ---> http://www.firstlinux.net |
From: Paul S J. <ps...@fi...> - 2001-04-28 11:17:27
|
--- "A. Umbach" <au...@st...> > wrote: >I applied your patch and put it into CVS. Thanks Andreas. I hope it was obvious how the patch worked. >Send me your sourceforge >username and I'll give you CVS write access. Thanks. I'll set up an account (I haven't got one yet) and mail you the details. >Playing after make install still isn't possible though, for >obvious reasons: > >Of course, that's not what we want when installing the >platform independant stuff into /usr/local/share/gltron, >so I need configure to provide me some -D flags (or pull off >some config.h magic). Either approach should be easy enough. The pkgdatadir prefix (where make install would put the data files) is set at configure time (see ./configure --help and look at a Makefile.in for what paths get set). This should be really easy to export as a variable which the code can see. I think the config.h method is cleanest though. It may also clean up some other stuff (sound etc.). >I was thinking about: > >- a configure option where to build a binary that looks in the >executable directory (for the loki-installer binary) >- a variable that holds the install path or prefix See above. automake should do it for you. >I'll add checking of an environment variable again, so the >user can override the compiled in path anyway, if he know's what >he's doing. Agreed. Using the loki installer, you should be able to install the game anywhere, regardless how it was compiled. Maybe rather than an environment variable in the long-term it could be a commnd-line option to gltron (e.g. "gltron --datadir=/usr/local/share/gltron"). That way a loki installer etc. could create a gltron start script which runs gltron with the right options wherever it was installed without people having to know about environment variables. Also, do environment variables work on Win32, MacOS etc? What do you think? Hope these comments are useful. Thanks for integrating the patch - I think it makes building etc. a lot easier. Also, have you any objection to RPMs? I have a simple spec file to build a gltron RPM which may be useful to others. Any thoughts? Yours, Paul == ------------------------------------------ Paul S Jenner UNIX Systems Administrator E-mail: ps...@fi... UNSOLICITED COMMERCIAL E-MAIL IS NOT WELCOME AT THIS ADDRESS _____________________________________________________________ Want a new web-based email account ? ---> http://www.firstlinux.net |
From: Nicolas Z. <nic...@wa...> - 2001-04-17 17:20:55
|
PLayed a bit the last version=2E=2E=2E a recurrent fact :) Now I can post every new texture I make to CVS myself=2E=2E but this time=2E=2E=2E wasn't 0=2E6 supposed to ship with arcad= e spots in, and especially biohazard ? don't have this in my d/l even though I have commited this to CVS=2E But it's ok, since there should be a 0=2E6 "point release" to fix a few things :) about the few things to fix : when switching to follow cam, the default angle is bothering I think=2E Why not putting the previous version's angle and zoom values for default, and/or add something to allow the user to set his default follow cam angle (ie, a key, or a menu item that allows a preview with the game engine) a "are you sure you want to quit glTron ?" message with yes/no choice at the end would be nice=2E plus, we could polish its looks in the next big release with the interface modifications=2E adding something that says what version it is would be helpful=2E for ex, it'd allow us to tell bug reports from 0=2E6d6 and 0=2E6 (since older versions don't have version info, hrm, bah) clicking the mouse button zooms out, but how to zoom in ? putting a limit for zooming out and camera angle (to prevent cheating with, hehe, **upcoming secret gameplay feature, eh Sem :) ** ) as Udo pointed out it's a bit like cheating - which seems a bit like it to me also= =2E for Darrell : where the hell is gltron=2Eini ? as it's still mentioned in the mac readme file, some users might find it confusing actually not to find it in gltron's dir but in the system folder instead=2E just drop them a note :) screenshot key is f11 and gives bmp images on the mac version panic quit key has been removed -> should be moved off the readme=2E apart from that, it's a good release=2E I'm happy to work with you guys :) --=20 Nicolas "SkateBoy" Zimmermann - Dingue de Mac et de Skate =E0 roulettes R=E9dacteur Quake 3 Macjnet (www=2Emacjnet=2Ecom) Admissions Quake 3 clan [MAK] (www=2Emacgeneration=2Ecom/jeux/mak/) ICQ# : 52813400 www=2Echez=2Ecom/nicozim/sitecadres=2Ehtml "Les Voix Off elles arr=EAtent pas de foutre la merde=2E" (Jeanne D'Arc)=2E --- |
From: A. U. <ma...@da...> - 2001-04-17 07:31:55
|
Hello, First, thanks to everyone who pointed out the bug. I've had numerous reports from people experiencing a lock-up when two cycles collide. I cannot reproduce the crash on my system, and believe me, I've seen hundreds of cycles crash into each other. But with help from Patrick McCarthy, I was able to reproduce another bug occuring in this situation, that apparently makes your machine crash but not mine. I tracked that bug down and fixed it. The 0.61 release for win32 and linux (MacOS will follow), as well as incremental patches (so you only have to download a small file) are available from http://www.gltron.org/ Changes from 0.60 to 0.61: * Fixed crash on some systems, when two lightcycles collide * Fixed a few z-buffer problems * Camera settings are now saved between games - Andreas |
From: Shiro A. <ak...@sk...> - 2001-04-16 20:08:43
|
This showed up for me in .60 and is still in .61 - I'm sure it's been noted and mentioned but just in case... I can see the top of the trails through my cycle in mouse-look mode as a white line. Happens with or without alpha trails. |
From: Darrell W. <dwa...@pu...> - 2001-04-16 18:30:36
|
On Mon, 16 Apr 2001, Nicolas Zimmermann wrote: I did test for "runability" on 8.1, 8.6, 9.0.4, and 9.1, which all passed with flying colors (I saw mention that some crazy guy is actually running this on 7.6.1!). But I didn't stress-test very much. I'll check on all these OS versions for the bug and see what I come up with. As mentioned before, the previous lock on cycle crashes was apparently a divide-by-zero exception (which has been fixed in the current CVS). On a related note, I have found that the MacOS X version consistently crashes in the audio code. I doubt this is a compiling problem, most likely a bug in the code that the slightly different memory protection (from Linux that is) in OS X managed to catch. This next statement is purely hypothetical, but I have a feeling that the crash is happening because two sounds try to play really close together, and that somehow changes the audio mixing in such a way as to create a lockup. > I think I've got it... > I went to macgamefiles.com and watched all 15 reviews from users. > all the reviews that mentioned the lockup when you crash into a > lightcycle are from february, which means the bug is in the 0.6d6 > release - in which I could experiment this crash pretty often too. > So I guess that the ppl that still experience this bug are still playing > on the old 0.6d6 release (-> there should really be a version indication > in the game) > > -- > Nicolas "SkateBoy" Zimmermann - Dingue de Mac et de Skate =E0 roulettes > > R=E9dacteur Quake 3 Macjnet (www.macjnet.com) > Admissions Quake 3 clan [MAK] (www.macgeneration.com/jeux/mak/) > > ICQ# : 52813400 > www.chez.com/nicozim/sitecadres.html > > "Les Voix Off elles arr=EAtent pas de foutre la merde." (Jeanne D'Arc). > --- > > > _______________________________________________ > Gltron-devel mailing list > Glt...@li... > http://lists.sourceforge.net/lists/listinfo/gltron-devel > |
From: Nicolas Z. <nic...@wa...> - 2001-04-16 17:35:48
|
I think I've got it=2E=2E=2E I went to macgamefiles=2Ecom and watched all 15 reviews from users=2E all the reviews that mentioned the lockup when you crash into a lightcycle are from february, which means the bug is in the 0=2E6d6 release - in which I could experiment this crash pretty often too=2E So I guess that the ppl that still experience this bug are still playing on the old 0=2E6d6 release (-> there should really be a version indication in the game) --=20 Nicolas "SkateBoy" Zimmermann - Dingue de Mac et de Skate =E0 roulettes R=E9dacteur Quake 3 Macjnet (www=2Emacjnet=2Ecom) Admissions Quake 3 clan [MAK] (www=2Emacgeneration=2Ecom/jeux/mak/) ICQ# : 52813400 www=2Echez=2Ecom/nicozim/sitecadres=2Ehtml "Les Voix Off elles arr=EAtent pas de foutre la merde=2E" (Jeanne D'Arc)=2E --- |
From: Postmaster <pos...@ri...> - 2001-04-16 15:01:23
|
YOU ROCK! glt...@li... wrote: > Send Gltron-devel mailing list submissions to > glt...@li... > > To subscribe or unsubscribe via the World Wide Web, visit > http://lists.sourceforge.net/lists/listinfo/gltron-devel > or, via email, send a message with subject or body 'help' to > glt...@li... > > You can reach the person managing the list at > glt...@li... > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of Gltron-devel digest..." > > Today's Topics: > > 1. GLtron 0.60 release announcement (A. Umbach) > > --__--__-- > > Message: 1 > Date: Sun, 15 Apr 2001 17:45:40 +0200 > From: "A. Umbach" <ma...@da...> > To: glt...@li..., glt...@li..., > cru...@li..., web...@gl..., web...@ga..., > bpb...@vs..., sw...@de..., ti...@3d... > Subject: [Gltron-devel] GLtron 0.60 release announcement > > Announcement: GLtron 0.60 > - by Andreas Umbach <ma...@da...> > > Yes, this is the real release and not a preview. > > I'm proud to present the latest release for GLtron. This version has been > well tested and should be considered stable. > > Major changes include: > > Usage: > - new camera controls, use the mouse to tweak/rotate/zoom > - simplified the menu structure > - graphical installer > Graphics: > - vastly better visuals due to lighting & shadows > - fixed many rendering artefacts > - added recognizers > - new textures / create your own sets > Audio: > - 3D positional sound & doppler effects > Gameplay: > - more movie-like default > - much much stronger AI options (try to beat the MCP) > > What are you waiting for? Go and download it from http://www.gltron.org/ > > - Andreas > -- > Check out my 3D lightcycle game: http://www.gltron.org > More than 100'000 Downloads of the last version (0.59) > > --__--__-- > > _______________________________________________ > Gltron-devel mailing list > Glt...@li... > http://lists.sourceforge.net/lists/listinfo/gltron-devel > > End of Gltron-devel Digest |
From: Shiro A. <ak...@sk...> - 2001-04-15 20:49:10
|
>stability: >It was a common problem that the beta crashed if two cycles collided at the exactly >same place (our work-around: two computers running GLTron. If one hangs up we >raced to the second). Now I didn`t manage to hang up the system on purpose, have >to try it in multi player and also on the Mac. System specs: P3 800MHz, Win98. I had this happen in my first session of playing. I collided with the red cycle and the game locked. Haven't been able to reproduce it yet, I can't catch the MCP bots! That said, the doppler sound is very welcome although I think the engine noise (and the recognizer noise) should probably have a little more range - I play at the vast size and hardly ever hear other cycles. The effect is so cool I want to hear more of it! |
From: Udo W. <Udo...@ww...> - 2001-04-15 19:58:56
|
Hi to all! Here my thoughts about the new version: stability: It was a common problem that the beta crashed if two cycles collided at = the exactly same place (our work-around: two computers running GLTron. = If one hangs up we raced to the second). Now I didn`t manage to hang up = the system on purpose, have to try it in multi player and also on the = Mac. System specs: P3 800MHz, Win98. the new 'behind' perspective: My biggest concern. The only way to play seriously is the behind = position. You can drive now more precisely because the 'camera' is in a = higher position. This shows my test: against one MCP bot with = crazy/medium size settings the score was exactly 12:88 in the beta. Now = the score is 19:81. But I like the old behind position much better. It = was much more involving and faster, so being more fun. Now it seems to = be slower (it isn't, you need exatcly the same space for one u-turn then = before), and the head-on-head races aren't as exciting as before. You = can adjust the camera position with your mouse, but it always goes back = to default after one race. This is my next point: I think for competitive play everyone should be = forced to use the exactly same camera position, so no one is in = advantage. If you zoom out far enough it's nearly like the 2D version, = and in my eyes thats cheating. Lukily this guard type of thing blocks = your view :) My suggestions: - force the old 'behind' position, at least it should be adjustable = without getting back to default - make it FASTER !! but I=B4ve no idea how to achieve this without the = u-turns becoming to large (max. should stay roughly 1 square) Anyways GLTron is great, still the best Tron-game out there! Sincerely Mister U |
From: A. U. <ma...@da...> - 2001-04-15 15:45:29
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Announcement: GLtron 0.60 - by Andreas Umbach <ma...@da...> Yes, this is the real release and not a preview. I'm proud to present the latest release for GLtron. This version has been well tested and should be considered stable. Major changes include: Usage: - new camera controls, use the mouse to tweak/rotate/zoom - simplified the menu structure - graphical installer Graphics: - vastly better visuals due to lighting & shadows - fixed many rendering artefacts - added recognizers - new textures / create your own sets Audio: - 3D positional sound & doppler effects Gameplay: - more movie-like default - much much stronger AI options (try to beat the MCP) What are you waiting for? Go and download it from http://www.gltron.org/ - Andreas -- Check out my 3D lightcycle game: http://www.gltron.org More than 100'000 Downloads of the last version (0.59) |
From: Nicolas Z. <nic...@wa...> - 2001-04-07 22:33:18
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I'm not very happy with this build :( the circle cam is completely broken here : when I switch to this mode I can only see a static lightcycle halo on a black background=2E framerate suddenly drops when the recognizer is just above me=2E I still can't hear my own lightcycle's engine (does it have a selective silencer ? :-) thought you added this=2E=2E=2E Did you commit biohazard, arcade spots, final metaltron and lightened default textures to CVS ? could only get the old default set and old metaltron walls (that don't even have alpha layers in them) in the build Darrell made=2E=2E=2E is it jus= t his fault ? :-) still, there are good things in this=2E=2E=2E the video menus have been re-organized, no crashes when engine sounds go berzerk, drop shadows with LOD settings=2E=2E=2E --=20 Nicolas Zimmermann - Dingue de Mac et de Skate =E0 roulettes R=E9dacteur Quake 3 Macjnet (www=2Emacjnet=2Ecom) Admissions Quake 3 clan [MAK] (www=2Emacgeneration=2Ecom/jeux/mak/) ICQ# : 52813400 www=2Echez=2Ecom/nicozim/sitecadres=2Ehtml "Les Voix Off elles arr=EAtent pas de foutre la merde=2E" (Jeanne D'Arc)=2E --- |
From: A. U. <au...@st...> - 2001-03-10 19:44:19
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Nicolas Zimmermann <nic...@wa...> schrieb am 10 Mar 2001: > have a look at this : > www.chez.com/nicozim/divers/trailbug3.png > strange eh ? does it all the time, as soon as the cycle gets past a > trail apparently. It's a bug in the depth-sorting routine. That one 'mostly' works, but these kinds of artefacts stilll shou up from time to time. - Andreas -- Check out my 3D lightcycle game: http://www.gltron.org A 0.60 preview/beta for win32/mac is available NOW! More than 100'000 Downloads of the last version (0.59) |
From: Nicolas Z. <nic...@wa...> - 2001-03-10 17:57:18
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have a look at this : www=2Echez=2Ecom/nicozim/divers/trailbug3=2Epng strange eh ? does it all the time, as soon as the cycle gets past a trail apparently=2E --=20 Nicolas Zimmermann - Dingue de Mac et de Skate =E0 roulettes R=E9dacteur Quake 3 Macjnet (www=2Emacjnet=2Ecom) Admissions Quake 3 clan [MAK] (www=2Emacgeneration=2Ecom/jeux/mak/) ICQ# : 52813400 www=2Echez=2Ecom/nicozim/sitecadres=2Ehtml "Les Voix Off elles arr=EAtent pas de foutre la merde=2E" (Jeanne D'Arc)=2E --- |