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From: wagner f. <fre...@im...> - 2007-03-25 10:29:15
|
On Sat, Mar 24, 2007 at 03:07:21PM -0300, Claudio wrote: > The diference with spikes it is that nothing can touch the trapola, nev= er. If you let touch one time, you reduce the difference, actually. Other d= iference it is that enemies activates the trapola, with target player, even= is player it is not near. Sliding fires activates. If you freeze an ice ov= er a trapola, you die (in spikes you cant freeze). Activation can come from= both sides ( up and down) of trapola. ok, maybe i made myself not too clear when I speak of difference I speak in term of level design, in terms of "what do trapolas forbid the player to do ?" If i have a trapola level I could replace the trapola with very quick spikes=20 what the trapola does is forbid the player to throw ice over and under it or to walk on it same for the spikes : the player can't throw ice over and under them or walk on them=20 so basically, if I replace a trapola in a level by quick spikes the solution for that level doesn't change (for example in pompei6z) (this is not entirely true, there is one possibility of levels behaving differently for example in pompei3z) so trapolas don't allow me lots of new level ideas since their power is almost the same as spikes but if we allow different kinds of trapolas (with states) i see lots of new level possibilities opening because the player should have to be careful about his choices of whether or not cross the trapola i think it wouldn't take too long to implement new kind of trapolas. also you could keep your levels unchanged claudio by putting in the map=20 "half-broken" trapolas instead of trapolas but then again it's just an idea, it's ok for me if you don't agree with that or if we do that later see you, Fred |
From: Peter G. <pe...@us...> - 2007-03-25 08:40:03
|
Here's my take on the bugs: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=412311 "magicor doesn't start (undefined symbol: mouse_seteventhandler)" --- Not a bug in Magicor, but in PyGame. The from pygame.locals import * in Magicor causes PyGame to crash, this bug should be forwarded to PyGame developers. (or at least the PyGame Debian package maintainer) http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=412391 "If underneath blocks, victory animation partly obscured by blocks." --- Yeah, how about this, when you clear the level all ice is destroyed in a magnificent cascade of broken ice? It might be CPU-intense, but it could look cool and the blocks wouldn't obscure the player. http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=412460 "Penguins don't have teeth" --- Although this is very true, it is a -game- and I for one think the penguin grin looks funny as hell. :) http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=412486 "If blocks fall to right above Tux, artifact of his head remains in the blocks" --- Just like with the victory animation this needs to be addressed. So, guys! I'm pretty happy with this. Aside from a few graphical bugs and biological misconceptions regarding teeth, our game is actualy -working-! :) Next week I'll be spending some time refining the graphics further. Any graphics you wish to submit to the 1.1 should be submitted before Mars 31st. After that I will tag the 1.1 and commence making the graphics fancy as hell. Heck, I'll even try to make a new logo. :) There will be more/better animation frames and more shading/antialiasing. I want to alter the game to have a more "pro" looking atmosphere and I think that can be done easily by just spending a few hours on the graphics, making sure everything looks really cool. After that we'll whip out 1.1, with new packages and installers and try to get a stable release as quickly as possibly. I've read about the music being boring, which may be true considering I strained to finish the songs. Since I finally have my own livingroom studio configured I might record a few songs and put them in the game along-side with some blippy MOD's, hehe. /Peter |
From: Claudio <cla...@ya...> - 2007-03-24 19:10:18
|
peter wrote --> The two most important things are stability and a Windows-installer. <-- peter wrote No problem; when you want, put a mail saying : 'rev xxx must be released with the version name zzzz'. peter wrote --> Regarding the JPG's that are PNG's, I have no idea. The only JPG image I found was the title-sky.jpg and it is a JPG. I would prefer large backgrounds to be JPG format because of the size and load time. Images requiring transparency or with the size around 256x256 or smaller can be PNG. The latest stable PyGame is 1.7.1, we cannot support versions of PyGame that has not been officially released as stable yet. <-- peter wrote I coincide with the last point, so actions regarding this can wait after the release. But seems that I wasent clear: the point is not wheter jpg or not, or when to use jpg. The isue is: all space background ( and pompei, after following the leader ) are files in the JPEG file format. But have the wrong extension .PNG . This in general is bad practice, and in particular some software can crash or refuse to load a missnamed file. So, the question may be reformulated as: you do it on purpose or it was a glitch ? Implicit it is that at some time we need to strighten this. As I said, this can wait, and if release is very near then it *must* wait. peter wrote--> Please get the eye-candy stuff ready for the new maps, I want to take a few screenshots and put on the website news so that Magicor gamers know that there's some nice, new features and graphics being developed. Tell me when you feel the new non-stones.py levels are ready. Also, even though I have limited graphic editing skills, do you want me to have a look at all the new 1.1 graphics? I can smooth things and I have a pretty good feeling for animated stuff. <--peter wrote At this point I like the looks and I feel as release. For me it is totally freezed till release ( code, art, levels, whatever ), except if a bug report comes. If you want to edit anything, feel free to do. cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-24 18:28:03
|
All but the crash are informally considered minor, and things to adress when developement pass near the relevant code. None were solved, but there are in the 'to do' list. The crash needed a unix dev to investigate; from the reports seems that a SDL library outdated and beta can be the cause. At some time Peter offer to investigate; ask him. If it not, maybe you, Oswald, can contact the user and investigate ( you are listed as maintainer of the debian package, right ? :) ) cya claudio Xavier Oswald <x.o...@fr...> escribió: On 13:43 Fri 23 Mar , Peter Gebauer wrote: And what do you think about these bugs ? http://bugs.debian.org/cgi-bin/pkgreport.cgi?src=magicor Are some of them solved ? friendly, -- ,''`. Xavier Oswald : :' : GNU/LINUX Debian & Debian-Edu `. `' GnuPG Key ID 0x88BBB51E `- 938D D715 6915 8860 9679 4A0C A430 C6AA 88BB B51E ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Magicor-devel mailing list Mag...@li... https://lists.sourceforge.net/lists/listinfo/magicor-devel --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-24 18:07:29
|
Fred wrote--> also about trapola I was wondering : would it be possible to modify them a bit : i'd like to have 2 kinds of images for the green box - perfect (like now) - half broken (new image) the idea would be that the trapola would go from perfect to half broken the first time ice or someone steps in or under it. second time it would go from half broken to broken and the player gets hunted and killed this would be nice because it would add some new level ideas for us. right now trapola are nice but they behave almost exactly like spikes <-- Fred wrote The diference with spikes it is that nothing can touch the trapola, never. If you let touch one time, you reduce the difference, actually. Other diference it is that enemies activates the trapola, with target player, even is player it is not near. Sliding fires activates. If you freeze an ice over a trapola, you die (in spikes you cant freeze). Activation can come from both sides ( up and down) of trapola. Enough diferences to me. But if you think it would be of interest, another entity with the behavoir you want can be done, 1st with sketchy art only for prove the utility, then if retained someone must do the art. But, maybe this can wait after the release ? Lets peter decide. Fred wrote --> i forgot something : there is a small bug with trapolas : if you stand above one it gets broken and collapses but the penguin keeps standing at the same place : in the air this looks a bit odd <--Fred wrote This can be fixed without touching the code: edit the level ( as text till the moment the editor knows about trapolas ), add a tile in the same position of the trapola. I dont have here the magicor stuff nor svn software, so you can do by yourself. But do a test run before commit any level modified. yes, Fred, I am Claudio. :) claudio cya --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: wagner f. <fre...@im...> - 2007-03-24 16:12:34
|
On Sat, Mar 24, 2007 at 08:37:36AM +0100, wagner frederic wrote: > On Fri, Mar 23, 2007 at 08:04:48PM -0300, Claudio wrote: > hi mario, oh and sorry, it should read "hi claudio" of course /me will sleep a bit more Fred |
From: wagner f. <fre...@im...> - 2007-03-24 07:44:24
|
i forgot something : there is a small bug with trapolas : if you stand above one it gets broken and collapses but the penguin keeps standing at the same place : in the air this looks a bit odd Fred |
From: wagner f. <fre...@im...> - 2007-03-24 07:39:39
|
On Fri, Mar 23, 2007 at 08:04:48PM -0300, Claudio wrote: > Well, I checked out relevant parts. I will try to report today. > Please, anybody who is at rev 187 (or more) check if it can run the tra= pola levels ( p03z, p06z, p15 are the importants, they are pompei levels. 0= 11a is a devel level so it its not relevant to release, but anyway reports = will be apreciated. ). Be sure to not edit this files with the magicorEdito= r as they will end corrupted ( editor dont knows about trapolas ATM) hi mario, it's ok for me now, I needed to add something to the debian package to get it working also about trapola I was wondering : would it be possible to modify them a bit : i'd like to have 2 kinds of images for the green box=20 - perfect (like now) - half broken (new image) the idea would be that the trapola would go from perfect to half broken the first time ice or someone steps in or under it. second time it would go from half broken to broken and the player gets hunted and killed this would be nice because it would add some new level ideas for us. right now trapola are nice but they behave almost exactly like spikes so they don't bring new map possibilities. see you, Fred |
From: Xavier O. <x.o...@fr...> - 2007-03-23 23:22:41
|
On 13:43 Fri 23 Mar , Peter Gebauer wrote: And what do you think about these bugs ? http://bugs.debian.org/cgi-bin/pkgreport.cgi?src=magicor Are some of them solved ? friendly, -- ,''`. Xavier Oswald <x.o...@fr...> : :' : GNU/LINUX Debian & Debian-Edu `. `' GnuPG Key ID 0x88BBB51E `- 938D D715 6915 8860 9679 4A0C A430 C6AA 88BB B51E |
From: Claudio <cla...@ya...> - 2007-03-23 23:05:00
|
Well, I checked out relevant parts. I will try to report today. Please, anybody who is at rev 187 (or more) check if it can run the trapola levels ( p03z, p06z, p15 are the importants, they are pompei levels. 011a is a devel level so it its not relevant to release, but anyway reports will be apreciated. ). Be sure to not edit this files with the magicorEditor as they will end corrupted ( editor dont knows about trapolas ATM) cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-23 22:17:26
|
hi all. Fred wrote: >ps: am i the only one to see a bug in the level menu ? i can't launch >the trapola level I load ok *in the game* all trapola levels, both in the _test dir and those in pompei (levels 03z, 06z, 15). But theres the posibility that my real working copy has gone desynch with the sourceforgr repos. Currently Im cheking out r187 (my last) to compare with my workimg copy, but the net is slow here and now. Can you tell more Fred ? Like what revision , if your working copy is clean, if all the trapola levels fails to load, if you load and save the level(s) with the MagicorEditor ( the editor dont knows about trapolas, the output file will not be correct). Any other people at rev187 can tell if it had problems? claudio - online while waiting for the checkout. Any --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: wagner f. <fre...@im...> - 2007-03-23 13:38:03
|
On Fri, Mar 23, 2007 at 01:43:50PM +0100, Peter Gebauer wrote: > Hi! hello all, > Claudio, your suggestions regarding the aproach to releasing a 1.1 RC1=20 > sounds good to me. The two most important things are stability and a=20 > Windows-installer. Most "bugs" reported for 1.0 was the absence of a prop= er=20 > Windows installer, Windows users are not too keen on unpacking sources=20 > manually it seems. i've been pretty busy at work these weeks so I had little time to help. i will finish the snow levels this week end as to get ready for next release Fred ps: am i the only one to see a bug in the level menu ? i can't launch the trapola level |
From: Peter G. <pe...@us...> - 2007-03-23 12:44:18
|
Hi! Claudio, your suggestions regarding the aproach to releasing a 1.1 RC1 sounds good to me. The two most important things are stability and a Windows-installer. Most "bugs" reported for 1.0 was the absence of a proper Windows installer, Windows users are not too keen on unpacking sources manually it seems. Regarding the JPG's that are PNG's, I have no idea. The only JPG image I found was the title-sky.jpg and it is a JPG. I would prefer large backgrounds to be JPG format because of the size and load time. Images requiring transparency or with the size around 256x256 or smaller can be PNG. The latest stable PyGame is 1.7.1, we cannot support versions of PyGame that has not been officially released as stable yet. Please get the eye-candy stuff ready for the new maps, I want to take a few screenshots and put on the website news so that Magicor gamers know that there's some nice, new features and graphics being developed. Tell me when you feel the new non-stones.py levels are ready. Also, even though I have limited graphic editing skills, do you want me to have a look at all the new 1.1 graphics? I can smooth things and I have a pretty good feeling for animated stuff. /Peter |
From: Claudio <cla...@ya...> - 2007-03-21 15:29:33
|
Ok, trapola is dressed with animations, 3 new pompei levels using it. Peter, if you want to release, do it. Maybe its worth to remind the *packagers* that the directory data\levels\_test it is not for release ( spoiler and uninteresting to players ). ** update scripts **. If you feel like it, theres two little things that can be done: .make the editor be aware of trapola .a little bug in options: the option 'sound' has no effect When a tentative release date is know, post in the list and I will look to work to be done; same for freeze dates, unfreeze. cya. claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-19 22:43:51
|
rev 186: added classes Seekers and Trapola . Now when a fire falls out of the level a swarm of seekers is released, player is hunted and killed. See example at test level 010a. . New class for levels: Trapola. When anything (except decorations and lights) touches the trapola, a swarm of seekers is released , player is hunted and dies. see example at test level 011a. Note: you must add manually the entity at the .lvl, I not touched the editor code so probably it dont knows anything about trapolas. The code is simple, so I not expect nasty surprises from it. Animation for trapola was for code purposes only, need beautification. Seekers look good. cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-16 21:05:41
|
rev 183: added optional gravity for balls and fixed some bugs in getSpritesTouched() gravity is not perfect but looks good. Balls tends to increase energy ( bounces higher ) but it is a very slow derive; I think it is bareable. Colision is better, but need more work. See _test\level-07g.lvl for demo. rev 184: new developer support for control flooding of the console. See the revision log for details. Use 'dbgPrint' with apropiate key in lieu of 'print' to have control of what is printed in each session. rev 185: magicor\sprites\__init__.py changed all 'print' to 'dbgPrint' with key 'sb' and toggle F5. cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-13 12:28:12
|
rev182 is out: . re_added some _test levels lost in rev181 . new dev mode: if you start magicor with the switch -d then you can use F11 to toggle between normal an frame by frame run. When in frame by frame each keydown in an unbinded key will advance one frame. . finally the basics for flying things begins to come: . New base classs PhysicsStoneSprite and supporting functions . First derived class Ball, mainly for demo and base class testing. Design goals for PhysicsStoneSprite class: It must suport natural description of the type: 'the thing moves so and so ( vertical, diagonal, with or without gravity ), and if it touches a blatzo it happens this ( explosions, bounces, atachs, etc ) Movement type can change at touchs or other events. Low level calcs ( update position, colision detection, bounce calculations, etc ) must be in the base class and supporting functions. How it is implemented: Unbounded functions implement the details of type of movement and world colision ( functions mov_h, mov_v, mov_diag ) The class instance has a member .move who stores the function that describes the current type of movement. Other unbounded functions are meant to proceess other kinematic related events: sprite colision detection, collision_bounce(), colision_atach(), etc Finally, there is a method .doAction() used to do the actions resulting of a sprite colision, and an analog for world colisions .onWorldColision. Then the .physics() method of the class is what glue all this. In pseudocode it looks like this: physics(): update position and velocity for each spriteTouched: self.doAction(self_action) // bounce, explode, heat, froze, ... spriteTouched(inflict_action) // idem The derived classes will provide initial movement type, and info about what sprites are meant to interact with, and how this iteraction work. Plus the apropiate media. Developement status for base class: . world colision done . sprite colision mostly done; remains special conditions to do. Note that colisions with old style classes can fail when the old style entity is moving. This is due ATM to old classes not detecting colisions with new classes, I still need to write this. . need to write proper new events, like atach, fision, heat, froze. Notes: . in this release the new class code is only executed ( excluding trivialities ) in levels when the new classes are present, so magicor will not see changes in stability in old levels. Feedback is wellcome. cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-07 22:49:53
|
claudio wrote: >Question: must I create a new branch ? No, I have found a clever way of inject the new code so as levels not using new classes dont see any new code. Also the old classes remain the same, with minor aditions. Two or three days and I will commit. Sorry if any double post, seems that changes in yahoo sometimes produces them. cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-06 20:19:07
|
moved dev levels to a new level subdir: _test This directory must not be included in any package, it is intended for internal demo features, bug exposition, code testing. The rationale is . to not clean the levels directory for each release . levels demo of new code are spoilers or uninteresting as game . preserve bug demo levels even when the bug was fixed, should it be reintroduced Other rev changes: minor changes to pompei levels ( three new backgrounds ) updated winstaller to not include levels\_test , minor documentation changes, version adjust. Packagers, please update yours scripts to exclude levels/_test ( or complain & tell Peter to revert if it is a bad time ) cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-05 23:38:54
|
Question: must I create a new branch ? Im working in new classes for lava lumps, flying stones, etc. World colision is done, movement is done, stone to sprite colision is advanced, but needs changes to old PhysicsSprite class, and the derived classes. The changes are minor, but not localized. To be specific, I need that PhysicsSprite support members .direction ( list, direction[0]=sign(velocity in x) , direction[1]=sign(velocity in y) .fasteness ( aprox the module of velocity ) The current code doenst have a member .direction at PhysicsSprite class but some derived classes yes, and it isnt an homogeneous use: Player : .direction is a scalar ; seems that 1=heading right, -1 heading left Enemies : .direction is a string meaning heading tubes : .direction is a string meaning what side is open to travel .fasteness doenst exist in any of the old classes, the meaning is harcoded ( like self.x +=3 ) The replacement of the old code could be easy: .direction in player maps directly to the new .direction[0] For the other clases, a string table maping from the new direction to the old direction will be strightfoward At last, the situation is: .each change needed is small .the old code will look similar to the current code .but there are a bunch of locations in wich change the code. The conservative way would be to branch, leaving trunk proven and free to accept small changes. So, Peter, do you mind if I do a branch ? Any comments ? --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-05 23:35:59
|
as for March 5 , 22hs UTC the svn server refuses conection. Maybe a temporary problem, but looking for the status in sourceforge it tells nothing about downtime, and there is an update from 2006 12 01 prompting to change the URL any svn project ( points at an info page at https://www.sourceforge.net/docs/E09#notice ). Well, certainly my working copy has the old URL, but following the procedure dont worked for me. Has anyone done the change ? Problems whith svn ? anyway, there were not terrific changes; a little cleanup and 3 new backgrounds for pompei levels. Will commit next time. cya --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-01 15:36:16
|
Xavier wrote: >And this one, but maybe it's related on the debian package but it was >on AMD64. >And as I don't have this architecture, Im not able to reproduce this >bug. >- http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=412311 Taken from this bugreport: ImportError: /usr/lib/libSDL-1.2.so.0: undefined symbol: mouse_seteventhandler ii libglade2-0 1:2.6.0-4 library to load .glade files at ru ii libsdl-image1.2 1.2.5-2+b1 image loading library for Simple D ii libsdl-mixer1.2 1.2.6-1.1+b1 mixer library for Simple DirectMed ii magicor-data 1.0-1 data files for the magicor puzzle And looking to the other bugreport ( Debian Bug report logs - #412391) who was able to run the game -> ii libglade2-0 1:2.6.0-4 library to load .glade files at ru ii libsdl-image1.2 1.2.5-3 image loading library for Simple D ii libsdl-mixer1.2 1.2.6-1.1+b2 mixer library for Simple DirectMed -> the first user has an older SDL library, and beta Perhaps someone in unix can contact this user and investigate if an SDL upgrade solves the problem ? Xavier wrote: >If you want to get informed about bugreport. Please subscribe to the >package >tracking system: http://packages.qa.debian.org/m/magicor.html subscribed. cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Claudio <cla...@ya...> - 2007-03-01 15:34:31
|
Xavier wrote: >And this one, but maybe it's related on the debian package but it was >on AMD64. >And as I don't have this architecture, Im not able to reproduce this >bug. >- http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=412311 Taken from this bugreport: ImportError: /usr/lib/libSDL-1.2.so.0: undefined symbol: mouse_seteventhandler ii libglade2-0 1:2.6.0-4 library to load .glade files at ru ii libsdl-image1.2 1.2.5-2+b1 image loading library for Simple D ii libsdl-mixer1.2 1.2.6-1.1+b1 mixer library for Simple DirectMed ii magicor-data 1.0-1 data files for the magicor puzzle And looking to the other bugreport ( Debian Bug report logs - #412391) who was able to run the game -> ii libglade2-0 1:2.6.0-4 library to load .glade files at ru ii libsdl-image1.2 1.2.5-3 image loading library for Simple D ii libsdl-mixer1.2 1.2.6-1.1+b2 mixer library for Simple DirectMed -> the first user has an older SDL library, and beta Perhaps someone in unix can contact this user and investigate if an SDL upgrade solves the problem ? Xavier wrote: >If you want to get informed about bugreport. Please subscribe to the >package >tracking system: http://packages.qa.debian.org/m/magicor.html subscribed. cya claudio --------------------------------- Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). Probalo ya! |
From: Xavier O. <x.o...@fr...> - 2007-02-27 16:26:46
|
Hi, Since Magicor is in debian lots of people will test it. Then if they found errors/bugs or wish new features, they will do bugreports. So if you are interested to solve bug and be informed: http://packages.qa.debian.org/m/magicor.html If some bugs are closed in future versions, just tell me and after uploading the new version, I will close this bug in debian. Thanks!!! friendly, -- ,''`. Xavier Oswald <x.o...@fr...> : :' : GNU/LINUX Debian & Debian-Edu `. `' GnuPG Key ID 0x88BBB51E `- 938D D715 6915 8860 9679 4A0C A430 C6AA 88BB B51E |
From: Xavier O. <x.o...@fr...> - 2007-02-26 19:09:16
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On 10:36 Sun 25 Feb , Xavier Oswald wrote: > Hi, > > What do you think about using a IRC channel for the magicor project. > I suggest to use freenode or oftc for the server. I have created the magicor channel on irc.freenode.net. If someone is interested, feel free ot join with: /server irc.freenode.net /join #magicor Friendly, -- ,''`. Xavier Oswald <x.o...@fr...> : :' : GNU/LINUX Debian & Debian-Edu `. `' GnuPG Key ID 0x88BBB51E `- 938D D715 6915 8860 9679 4A0C A430 C6AA 88BB B51E |