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From: gregory <gr...@me...> - 2001-03-08 03:47:29
|
hello, i can't play GL Tron on my PowerComputing 240 (MAC OS 8.1 and OpenGL 1.2.1) i get this message saying that i don't have the "InterfaceLib--LMGetUnitTableEntryCount" i don't know what to do or where to look for help! (i am not a programmer) thanks greg |
From: Darrell W. <dwa...@pu...> - 2001-03-08 03:40:13
|
On Wed, 7 Mar 2001, gregory wrote: This is an issue with 8.1 and earlier MacOS versions. When I get 8.1 installed on my machine again, I will try to resolve these issues. Thanks! Darrella |
From: gregory <gr...@me...> - 2001-03-08 03:35:19
|
From: William G. <bi...@ri...> - 2001-02-24 21:04:24
|
what angles are you useing I wonder. If I were to set up a scene in 3D and render out the skybox...whats the best way to do that. Where can I upload the sky boxgraphics I've made? Gotta go play again! > RE: > 1. UPDATE - MetalTron (Nicolas Zimmermann) > > --__--__-- > > Message: 1 > Date: Sat, 24 Feb 2001 00:03:15 +0100 > From: Nicolas Zimmermann <nic...@wa...> > Organization: - > To: liste develop gltron <glt...@li...> > Subject: [Gltron-devel] UPDATE - MetalTron > > Hi everybody, > I have finished the MetalTron artpack that's included in gltron now=2E I > re-rendered the images I needed for the skybox with precise camera > angles, fixed them so that they were a lot more seamless when applied on > the box and finished them=2E=2E=2E and voil=E0 ! > I'd highly suggest everyone here to get it now=2E > Andreas, please, put it into CVS, and this time Darrell, get it too :) > I've spent enough time on this to allow Mac users to get the finished > version when it's available, and it is :) > > you can d/l it there : > www=2Echez=2Ecom/nicozim/divers/metalTron=2Ezip > > enjoy ! > --=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 > --- > > --__--__-- > > _______________________________________________ > Gltron-devel mailing list > Glt...@li... > http://lists.sourceforge.net/lists/listinfo/gltron-devel > > End of Gltron-devel Digest |
From: Nicolas Z. <nic...@wa...> - 2001-02-24 09:02:14
|
Hi everybody, I have finished the MetalTron artpack that's included in gltron now=2E I re-rendered the images I needed for the skybox with precise camera angles, fixed them so that they were a lot more seamless when applied on the box and finished them=2E=2E=2E and voil=E0 ! I'd highly suggest everyone here to get it now=2E Andreas, please, put it into CVS, and this time Darrell, get it too :) I've spent enough time on this to allow Mac users to get the finished version when it's available, and it is :) you can d/l it there : www=2Echez=2Ecom/nicozim/divers/metalTron=2Ezip enjoy ! --=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: Nicolas Z. <nic...@wa...> - 2001-02-18 17:53:53
|
you can have a look at it here : www=2Echez=2Ecom/nicozim/divers/trailbug2=2Epng it appears that the traildecal texture is not superimposed with the white to alpha fade at the beginning of the trail=2E you can easily see this in the red box, though it's not really noticeable with "standard" trail patterns --=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: Nicolas Z. <nic...@wa...> - 2001-02-18 16:35:04
|
almost forgot that one=2E=2E=2E it's not new but when a player crashes, it's path is still visible=2E=2E=2E I noticed that when I first play-tested metaltron as its floor texture is a lot brighter than the default texture (on which this bug sould of course almost not show)=2E=2E=2E I took a screenshot, you can have a look at it there : www=2Echez=2Ecom/nicozim/divers/trailbug=2Epng --=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: Darrell W. <dwa...@pu...> - 2001-02-18 02:13:40
|
Sorry Andi! The .sit file I originally posted does not contain the SDL and SDL Mixer libraries. The correct file is here: http://icdweb.cc.purdue.edu/~walisser/gltron/GLTron-Pre0.6-021701.sit Too bad 400 people downloaded the f***ed-up version ;-( |
From: A. U. <ma...@da...> - 2001-02-17 22:50:56
|
From www.gltron.org/#news 17.2.2001 - new beta for all platforms That's right, a new beta is available for all platforms. Also, this release features 3D sound. This is likely the last release before the final 0.60, so please mail all your last minute suggestions NOW. Download: * Mac OS http://www.gltron.org/stuff/GLTron-Pre0.6-021701.sit * Win32 http://www.gltron.org/stuff/gltron-0.60-beta-20010217-win32-installer.exe * Linux (binary, with Loki installer) http://www.gltron.org/stuff/gltron-0.60-beta-20010217-installer.sh Note: The linux version only asks that you have OpenGL installed. No additional libraries necessary. Just run the installer. 5.2.2001 - status update Have fun! - 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: Bill G. @ H. <bi...@ri...> - 2001-01-24 21:11:03
|
Just wondering if that is what you are talking about. Does this mean we can order beer and pretzels while watching GL-TRON? Doppler effects--yeah baby yeah. Have you seen U-TRON at planetunreal.com? It's a Tron based Unreal Tournament mod that is looking really hot. Would be awesome if GL-TRon and Utron could be wrapped into on mighty game!!!! Someday.... Keep up the good work! 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. Re: announcement: skybox support (A. Umbach) > > --__--__-- > > Message: 1 > Date: Wed, 24 Jan 2001 16:02:33 +0100 > From: "A. Umbach" <au...@st...> > To: glt...@li... > Subject: Re: [Gltron-devel] announcement: skybox support > > A. Umbach <ma...@da...> schrieb am 06 Jan 2001: > > Ok, latest CVS contains skybox support. Wall & floor texture are now > > automagically checked for an alpha layer. > > > > Have fun, and send my your skyboxes, > > Well, it's been three weeks and I haven't received any skyboxes yet. > Anyone working on it? > > - Andreas (currently rewriting the sound code to include engine sound > and doppler effects (think WROMMMM)) > -- > 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) > > --__--__-- > > _______________________________________________ > Gltron-devel mailing list > Glt...@li... > http://lists.sourceforge.net/lists/listinfo/gltron-devel > > End of Gltron-devel Digest -- William Griffin Ritta & Associates | Systems Administrator 568 Grand Ave Englewood, NJ 07631 vox/fax: 201 567 4400/7330 http:/ritta.com |
From: A. U. <au...@st...> - 2001-01-24 15:00:09
|
A. Umbach <ma...@da...> schrieb am 06 Jan 2001: > Ok, latest CVS contains skybox support. Wall & floor texture are now > automagically checked for an alpha layer. > > Have fun, and send my your skyboxes, Well, it's been three weeks and I haven't received any skyboxes yet. Anyone working on it? - Andreas (currently rewriting the sound code to include engine sound and doppler effects (think WROMMMM)) -- 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: Darrell W. <dwa...@pu...> - 2001-01-07 19:40:41
|
This adds .bmp screenshots and skybox support, and metaltron art pack : http://icdweb.cc.purdue.edu/~walisser/gltron/GLTron-Pre0.6-010701.sit |
From: A. U. <ma...@da...> - 2001-01-06 16:09:23
|
A. Umbach <ma...@da...> schrieb am 06 Jan 2001: > > Yes yes! Skyboxes would be maaaaahvelous! > > Ok, I heard you. I'll dig up some stuff on skyboxes (how many textures, > where to map them) later today, I can't image this being too hard implement. > If anybody already got some pointers to resources, send them to me. Ok, latest CVS contains skybox support. Wall & floor texture are now automagically checked for an alpha layer. You enable the skybox in the Video / Display Options / Texture Details menu Disable wall and floor texture to get a first impression. A screenshot is available at http://www.gltron.org/stuff/skybox.png I put up a new win32 snapshot at http://www.gltron.org/stuff/gltron-0.60-beta-20010106.zip Darrell, when you find a minute, can you compile a mac version? Oh, yes, CVS has the code too, of course. Have fun, and send my your skyboxes, - 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: A. U. <ma...@da...> - 2001-01-06 10:33:43
|
Shiro Akaishi <ak...@sk...> schrieb am 05 Jan 2001: > > > hi there, > > i remember someone talking about it here, and i think that'd be a good > > idea to allow artpack artists to do skyboxes. this would be even better > > with the ability to use an alpha layer on the walls. what do you think > > about this ? > Yes yes! Skyboxes would be maaaaahvelous! Ok, I heard you. I'll dig up some stuff on skyboxes (how many textures, where to map them) later today, I can't image this being too hard implement. If anybody already got some pointers to resources, send them to me. - 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: Shiro A. <ak...@sk...> - 2001-01-06 00:21:15
|
Yes yes! Skyboxes would be maaaaahvelous! > hi there, > i remember someone talking about it here, and i think that'd be a good > idea to allow artpack artists to do skyboxes. this would be even better > with the ability to use an alpha layer on the walls. what do you think > about this ? |
From: Damon L. <da...@da...> - 2001-01-05 20:11:46
|
As a graphic designer, I like BOTH ideas a lot. Skyboxes with alpha channels would be cool too. With alpha channels, you could have cloud layers that faded in and out of the sky color and walls that had viewports and fades into the skybox. All exciting possibilities. IMHO. On 1/5/01 10:00 AM, nic...@wa... wrote: > hi there, > i remember someone talking about it here, and i think that'd be a good > idea to allow artpack artists to do skyboxes. this would be even better > with the ability to use an alpha layer on the walls. what do you think > about this ? Damon Law | http://www.thestark.com | http://www.darkers.com |
From: Nicolas Z. <nic...@wa...> - 2001-01-05 19:30:21
|
hi there, i remember someone talking about it here, and i think that'd be a good idea to allow artpack artists to do skyboxes=2E this would be even better with the ability to use an alpha layer on the walls=2E what do you think about this ? --=20 ************************************************************ Nicolas Zimmermann - Dingue de Mac et de Skate =E0 roulettes ICQ# : 52813400 AIM : Skateboy FR nico=2Ezim@wanadoo=2Efr Site Perso sur http://www=2Echez=2Ecom/nicozim ID de cl=E9 PGP : 0x76603B93 ************************************************************ "Il vaut mieux se taire et passer pour un con que l'ouvrir et le prouver=2E" ------------A=2E Roger (un ami a moi) ************************************************************ |
From: Nicolas Z. <nic...@wa...> - 2000-12-23 17:26:02
|
hi, i think it would be useful to add an option in the video menu to enable texture bit-depth switching (16 or 32 bit) and screen bit depth the same way= =2E=2E=2E cause if you want to play in 16 bit (ie, for better fluidity when playing with a buddy on your box) you actually need to switch your desktop bit depth to 16 bit=2E=2E=2E that's not a major issue though, but let's see what you can do about it=2E= =2E=2E --=20 ************************************************************ Nicolas Zimmermann - Dingue de Mac et de Skate =E0 roulettes ICQ# : 52813400 AIM : Skateboy FR nico=2Ezim@wanadoo=2Efr Site Perso sur http://www=2Echez=2Ecom/nicozim ID de cl=E9 PGP : 0x76603B93 ************************************************************ "Il vaut mieux se taire et passer pour un con que l'ouvrir et le prouver=2E" ------------A=2E Roger (un ami a moi) ************************************************************ |
From: A. U. <au...@st...> - 2000-12-18 01:41:10
|
Nicolas Zimmermann <nic...@wa...> schrieb am 10 Dec 2000: > art-pack support is something I want in that one" > so basically an art pack should be a texture set... Art-Pack support is in. You can see a screenshot from Nicolas' metalTron pack at http://www.gltron.org/stuff/gltron-0.60.png The metalTron pack is also included in the GLtron snapshot, 0.60 beta/prerelease at http://www.gltron.org/stuff/gltron-0.60-beta-20001218.zip It may be buggy, and I know at least one way to crash it, but if you don't mess with the soundtrack menu, it shouldn't be too bad. Darrell should have the mac version ready tomorrow, I guess. They are usually at the usual site (http://icdweb.cc.purdue.edu/~walisser/gltron/) latest build currently there is the 12-12 snapshot, which has not the new stuff. Preferred distribution method for packs is a zip-file with the following structure mypackname.zip: art/mypackname/gltron_floor.png art/mypackname/gltron_wall1.png ... don't include textures that you didn't change, they will be loaded from the 'default' package. - Andreas -- Check out my 3D lightcycle game: http://www.gltron.org More than 90'000 Downloads of the latest version (0.59) |
From: A. U. <au...@st...> - 2000-12-18 01:33:55
|
Nicolas Zimmermann <nic...@wa...> schrieb am 14 Dec 2000: > in most sizes (tiny,big and vast) the wall textures are not displayed > entirely and therefore throws off the textures (which is paradoxal in a > game where we want to allow user input for textures - remember what > Andreas said about art packs for v. 0.6 !). here's a table of the arena > size before and after fix : > > CURRENT SIZES > > name/size/num. of times the texture is displayed on a wall > > tiny 160 2/3x > medium 240 1x (correct) > big 400 5/3x > vast 600 5/2x > extreme 1200 5x (correct) Ok, the new sizes are: 160, 240, 480, 720, 1200 There is an option in Video->Display Options->Texture details to either 1) Repeat the textures (2,3,5 times) 2) Stretch the texture, so it fits the wall exactly once. The aspect ratio is preserved, so the wall gets VERY high in the larger arenas - Andreas -- Check out my 3D lightcycle game: http://www.gltron.org More than 90'000 Downloads of the latest version (0.59) |
From: Nicolas Z. <nic...@wa...> - 2000-12-16 01:06:40
|
hi there, i've started working on an art pack for the game, and I previewed my wall textures in the game=2E trying it on all the different area sizes it came up to me that the settings for arena dimensions should be worked on aga= in=2E=2E=2E in most sizes (tiny,big and vast) the wall textures are not displayed entirely and therefore throws off the textures (which is paradoxal in a game where we want to allow user input for textures - remember what Andreas said about art packs for v=2E 0=2E6 !)=2E here's a table of the are= na size before and after fix : CURRENT SIZES name/size/num=2E of times the texture is displayed on a wall tiny 160 2/3x medium 240 1x (correct) big 400 5/3x vast 600 5/2x extreme 1200 5x (correct) here is the table that should be used by the game to allow full texture display (no cut textures) tiny 240 1x medium 480 2x big 720 3x vast 960 4x extreme 1200 5x with those correct values the textures are displayed *entirely* on the walls :-) what do you think about this Andreas ? don't think it's too long to change (if i knew in which source file it is i maybe could even have changed it myself ;-) (btw : congrats for implementing the "menu item glow" feat=2E so fast :-) --=20 ************************************************************ Nicolas Zimmermann - Dingue de Mac et de Skate =E0 roulettes ICQ# : 52813400 AIM : Skateboy FR nico=2Ezim@wanadoo=2Efr Site Perso sur http://www=2Echez=2Ecom/nicozim ID de cl=E9 PGP : 0x76603B93 ************************************************************ "Il vaut mieux se taire et passer pour un con que l'ouvrir et le prouver=2E" ------------A=2E Roger (un ami a moi) ************************************************************ |
From: Nicolas Z. <nic...@wa...> - 2000-12-11 17:40:37
|
hi all, as Andreas told me this weekend the todo list for version 0.6 has changed a lot from what was already planned. he said : "I'm dropping features to get something out-of-the door. networking is the first to go. I also sort-of pushed back the transparency fix. I have it almost-perfect now, and there are no artefacts in solid-mode, so I'll leave that for now I'm not sure of ripping out demo recording. Maybe simplify it and just offer a 'replay' option I will do the drop shadows, optimized with textures, but I don't aim for correct shadows while turning (at least not on slow hardware) I'm also not sure about the scripting. I probably roll that in the next release too. and I don't plan to wait another 9 month for that :-) art-pack support is something I want in that one" so basically an art pack should be a texture set... here comes the new todo list : (2) do drop shadows (3) save key definitions to .gltronrc (3) fix demo recording / playback (3) decide on packaging (installer?) (2) art pack support (2) modified bot-AI networking is out, but only for v. 0.6 (oh goody :-) i'll slip in a small suggestion : in the menus now we have a red frame around the current selected item. it'd look cool if it would glow (ie from totally translucent to full red through different orange levels)... Andreas, hope you don't want to kill me because i copy/pasted what you told me on ICQ, but it's been a long time since we had status updates and there were e-mails sent to this list ;-) cya all -- ************************************************************ Nicolas Zimmermann - Dingue de Mac et de Skate à roulettes ICQ# : 52813400 AIM : Skateboy FR nic...@wa... Site Perso sur http://www.chez.com/nicozim ID de clé PGP : 0x76603B93 ************************************************************ "Il vaut mieux se taire et passer pour un con que l'ouvrir et le prouver." ------------A. Roger (un ami a moi) ************************************************************ |
From: Nicolas Z. <nic...@wa...> - 2000-10-23 10:56:33
|
hi everyone, are there any texturers out there ? as Eminem would say, "please stand up" :-) we'd need a few new texture sets, because when the scripting language will be implemented in gltron, a setting that allows the player to choose the environment (read : texture set) he wants for his current game would be a no brainer and is most likely to appear... i remember of KEYHOLE talking about his art here... you still there man ? -- ************************************************************ Nicolas Zimmermann - Dingue de Mac et de Skate à roulettes ICQ# : 52813400 AIM : Skateboy FR nic...@wa... Site Perso sur http://www.chez.com/nicozim ID de clé PGP : 0x76603B93 ************************************************************ "Il vaut mieux se taire et passer pour un con que l'ouvrir et le prouver." ------------A. Roger (un ami a moi) ************************************************************ |
From: Matthew H. <mh...@pa...> - 2000-10-10 05:46:04
|
Hey all, I've recently downloaded and built GLTron -- excellent work, BTW! -- and it occurs to me that it would make a very cool screensaver. I don't imagine that adding code to do this would be too difficult: just give the program a command line switch that automatically sets up a game with 4 computer players and turns off in-game pausing. -- Matt Hiller <mh...@pa...> http://home.pacbell.net/mhiller/ Denemo - the GNU graphical music notation editor http://www.gnu.org/software/denemo/denemo.html |
From: Darrell W. <dwa...@pu...> - 2000-09-15 15:04:19
|
On Wed, 26 Jul 2000, Morgan Aldridge wrote: > Cool! Cocoa, eh? That should be nice, will there be a Carbon version > for those who would want to run it under Mac OS 9 or Mac OS X? Also, > I've been wondering why you don't include the source, obviously it's > slightly different than the Windows source. No, its not ;-) Well, maybe it used to be, but not anymore... > > Morgan > > On Wed, 5 Jul 2000, Darrell Walisser wrote: > >Actually, I could say more. Here is the real URL > > > >http://icdweb.cc.purdue.edu/~walisser/gltron/gltron-macosx.tiff > > -- > ______ ________________________________________________________ > | ____ | | / > || || | Classic Mac Workshop / > |!____!| | http://www.sover.net/~jams/Classic_Mac_Workshop/ / > | --=| | cl...@so... \ > '======' !______________________________________________________\ > |