pipmak-users Mailing List for Pipmak Game Engine (Page 32)
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From: <in...@gy...> - 2005-10-25 12:16:17
|
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From: Christian W. <cwa...@gm...> - 2005-10-22 13:17:42
|
At <http://pipmak.sourceforge.net/Reference.pdf> (and in the CVS), there's now an updated version of the Pipmak reference manual. Sections 2.3 "How Pipmak Finds Projects" and 2.7 "Cubic Panoramas" now have actual content. Please tell me if the new paragraphs are clear enough (in particular, if 2.7 clearly explains the problem recently discussed in the thread "panorama problem" (Jeff McArthur, did using the right FOV fix your problem?)). -Christian |
From: Jeff M. t. G. <gua...@vi...> - 2005-10-14 13:04:16
|
I've had problems with this same issue, And my cameras were 90, and 1:1. It seems to not be able to handle it if there is complex geometry close to the camera. Such as a wooden pathway under the camera. Some tips on how to set the camera up in some of the more common 3D applications would be great. Jeff -- ----------------------------------------------- EYE WREATHED IN PAIN The eye, it's always watching. It changes colors, change angles, changes stance. It is more than an eye wreathed in pain, More than an eye staring blankly in the dark. It's a mind, a face, a thought. It's more than you will ever dream of. It's beyond your comprehension. And it is frightful. For it has scared the few who have seen it. And now they are a blank wall. Yet it burns with longing to see. To comprehend, to love, for the blank walls are like scars to it. Failed attempts, living evidence. That all it can do is fail. For the eye has spoken. The tear has fallen. The end is coming, the flame is dying. The light is fading. The burnt spot growing. Jeff McArthur Poems From The Raging Heart Full collection at http://jeff.bluegillweb.com 2002 - 2005 |
From: Christian W. <cwa...@gm...> - 2005-10-14 12:04:18
|
>> I wonder if my camera setting (I use Maya 6.5, FOV=90 degrees)is >> wrong or is >> there a specific camera setting for pipmak. > > Depending on what resolution you are rendering the images at, actually > (according to Christian Walther) the FOV should be slightly different > (something > with the pixels at the edges of the image...) > ------------------ > |Image Res| FOV | > | 128*128 |90.449| > | 256*256 |90.224| > | 512*512 |90.112| > |1024*1024|90.056| > ------------------ > > Don't ask me why, but it seems to work. That's correct. The reason is explained in the manual in figures 3 and 4 on page 7, but unfortunately the text about it hasn't been written yet. It's got to do with the fact that with bilinear interpolation, the pixel values give the color at the *center* of the pixel, and seamless interpolation across a cube edge is therefore easiest to achieve by scaling the image up a tiny bit such that the *centers* of the outermost pixels lie on the cube edge. I guess it's high time that I do some work on the manual again - at least include that table. Hope that helps Christian |
From: Ben S. <gu...@ea...> - 2005-10-14 05:41:46
|
> I wonder if my camera setting (I use Maya 6.5, FOV=90 degrees)is wrong or is > there a specific camera setting for pipmak. Depending on what resolution you are rendering the images at, actually (according to Christian Walther) the FOV should be slightly different (something with the pixels at the edges of the image...) ------------------ |Image Res| FOV | | 128*128 |90.449| | 256*256 |90.224| | 512*512 |90.112| |1024*1024|90.056| ------------------ Don't ask me why, but it seems to work. |
From: Nathan W. <nat...@ma...> - 2005-10-13 23:09:28
|
Did you make sure that you pixel aspect ratio is 1:1. Nathan Warden On Oct 13, 2005, at 5:45 PM, Jeff L. wrote: > Hi, > > Pipmak is really great, keep up the good work. > > I have a problem with panorama. When I tried my own renders, I > realized that the > textures was not seamless so I could see the corners of the cube. > Then I > examined the pipmak demo and could not see the corners; they were > seamless. > > I wonder if my camera setting (I use Maya 6.5, FOV=90 degrees)is > wrong or is > there a specific camera setting for pipmak. > > Thanks in advance. > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Power Architecture Resource Center: Free content, downloads, > discussions, > and more. http://solutions.newsforge.com/ibmarch.tmpl > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: Jeff L. <los...@ho...> - 2005-10-13 22:00:49
|
Hi, Pipmak is really great, keep up the good work. I have a problem with panorama. When I tried my own renders, I realized that the textures was not seamless so I could see the corners of the cube. Then I examined the pipmak demo and could not see the corners; they were seamless. I wonder if my camera setting (I use Maya 6.5, FOV=90 degrees)is wrong or is there a specific camera setting for pipmak. Thanks in advance. |
From: hOSHI <ho...@ga...> - 2005-09-28 17:34:24
|
Okay, i understand that now. I just played ScummVM on my MDA and enjoyed it that much, playing an adventure on the phone. So I wondered about those myst-puzzlegames. I think there is one for PocketPC already: Atlantis Redux. But I'm not sure if it is 360° 3D-Cube. Christian Walther wrote: > hOSHI wrote: > >> isn't there some kind of openGL-emulation maybe, >> or something like that? > > > That's what I was talking about. It's of course possible to do OpenGL > rendering in software (Mesa <http://www.mesa3d.org/> is a popular > open-source implementation used on Linux, Mac OS X and Windows have > their own software renderers, and I'm sure there are others). But for > the simple kind of graphics Pipmak uses, going through a full-featured > 3D renderer is much less efficient than what a specialized renderer > could do. The only reason to use OpenGL for Pipmak is that with today's > graphics hardware, the capability for fast OpenGL rendering is there, > and making use of it is much simpler and faster than letting the GPU sit > idle and doing the work on the already busy CPU (even though it could be > done more efficiently there). > > Just try running Pipmak on a Mac or PC without (supported) 3D hardware: > you'll see that it runs just fine, but it's very slow - much slower than > e.g. QuickTime VR, which does its own software rendering. > > -Christian > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Power Architecture Resource Center: Free content, downloads, discussions, > and more. http://solutions.newsforge.com/ibmarch.tmpl |
From: Christian W. <cwa...@gm...> - 2005-09-28 11:27:03
|
hOSHI wrote: > isn't there some kind of openGL-emulation maybe, > or something like that? That's what I was talking about. It's of course possible to do OpenGL rendering in software (Mesa <http://www.mesa3d.org/> is a popular open-source implementation used on Linux, Mac OS X and Windows have their own software renderers, and I'm sure there are others). But for the simple kind of graphics Pipmak uses, going through a full-featured 3D renderer is much less efficient than what a specialized renderer could do. The only reason to use OpenGL for Pipmak is that with today's graphics hardware, the capability for fast OpenGL rendering is there, and making use of it is much simpler and faster than letting the GPU sit idle and doing the work on the already busy CPU (even though it could be done more efficiently there). Just try running Pipmak on a Mac or PC without (supported) 3D hardware: you'll see that it runs just fine, but it's very slow - much slower than e.g. QuickTime VR, which does its own software rendering. -Christian |
From: hOSHI <ho...@ga...> - 2005-09-28 09:40:13
|
Okay, i would definitely try developing that port, if i wasn't just a graphicalartist ;) isn't there some kind of openGL-emulation maybe, or something like that? Christian Walther wrote: >> i wonder if it would be possible to port pipmak to >> handheld, pocketpc and so on... >> Would like that very much ;) > > > I recently thought about that when I heard about the GP2X > (http://www.gpx2.com/product/product.asp, http://www.gp32x.com/). The > main problem is that such devices usually don't have 3D hardware, and > OpenGL software rendering is quite inefficient for the things Pipmak > does and would most likely be too slow. So you'd have to implement > software rendering in Pipmak, and given that Pipmak's whole design is > centered on OpenGL rendering, that looks like a lot of work. > > Since I don't have any such hardware, this is not something I plan to > tackle anytime soon. But if anyone else wants to, go ahead and I'll be > happy to assist! > > -Christian > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Power Architecture Resource Center: Free content, downloads, discussions, > and more. http://solutions.newsforge.com/ibmarch.tmpl |
From: Christian W. <cwa...@gm...> - 2005-09-28 08:30:12
|
> i wonder if it would be possible to port pipmak to > handheld, pocketpc and so on... > Would like that very much ;) I recently thought about that when I heard about the GP2X (http://www.gpx2.com/product/product.asp, http://www.gp32x.com/). The main problem is that such devices usually don't have 3D hardware, and OpenGL software rendering is quite inefficient for the things Pipmak does and would most likely be too slow. So you'd have to implement software rendering in Pipmak, and given that Pipmak's whole design is centered on OpenGL rendering, that looks like a lot of work. Since I don't have any such hardware, this is not something I plan to tackle anytime soon. But if anyone else wants to, go ahead and I'll be happy to assist! -Christian |
From: Jeff M. t. G. <gua...@vi...> - 2005-09-28 05:02:33
|
How about waiting until the Mac/PC/Linix version is in a complete state :) >hi there again, >i wonder if it would be possible to port pipmak to >handheld, pocketpc and so on... >Would like that very much ;) -- ----------------------------------------------- EYE WREATHED IN PAIN The eye, it's always watching. It changes colors, change angles, changes stance. It is more than an eye wreathed in pain, More than an eye staring blankly in the dark. It's a mind, a face, a thought. It's more than you will ever dream of. It's beyond your comprehension. And it is frightful. For it has scared the few who have seen it. And now they are a blank wall. Yet it burns with longing to see. To comprehend, to love, for the blank walls are like scars to it. Failed attempts, living evidence. That all it can do is fail. For the eye has spoken. The tear has fallen. The end is coming, the flame is dying. The light is fading. The burnt spot growing. Jeff McArthur Poems From The Raging Heart Full collection at http://jeff.bluegillweb.com 2002 - 2005 |
From: hOSHI <ho...@ga...> - 2005-09-27 19:25:14
|
hi there again, i wonder if it would be possible to port pipmak to handheld, pocketpc and so on... Would like that very much ;) |
From: Christian W. <cwa...@gm...> - 2005-07-17 18:07:08
|
Urs Holzer wrote: > Logan W wrote: >> Is there a way to make the pipmak engine go fullscreen? > > Pressing F should work except in the main menu. I checked it right now. > Seems to be a bug (in the ix86 binaries and in the self compiled > version). That's a bug indeed. Fixed in CVS - thanks for reporting. If you want to fix it in your copy, replace 0/node.lua in the "Pipmak Resources" ZIP archive by revision 1.2 that should soon turn up at <http://cvs.sourceforge.net/viewcvs.py/pipmak/pipmak/resources/0/ node.lua?view=log>. Or just swap the "true" and "false" return values of the keydown handler in there manually. Or you can work around the problem by going to the Preferences or About screen, pressing F there, and returning to the main menu. -Christian |
From: Urs H. <ur...@an...> - 2005-07-17 15:40:19
|
Logan W wrote: > Is there a way to make the pipmak engine go fullscreen? > Pressing F should work except in the main menu. I checked it right now. Seems to be a bug (in the ix86 binaries and in the self compiled version). Urs |
From: Logan W <dr...@gm...> - 2005-07-17 14:37:56
|
Is there a way to make the pipmak engine go fullscreen? --=20 http://www.binarytide.com http://www.blog.binarytide.com |
From: Urs H. <ur...@an...> - 2005-07-14 18:22:36
|
The 0.2.1 Linux i686 binaries work correctly on my system: - OpenGL rendering with hardware acceleration works - fullscreen and change of resolution works - Mouse input works - All Features of Demo.pipmak seem to work as they should good work! |
From: Christian W. <cwa...@gm...> - 2005-07-12 12:59:02
|
Hi Urs > Pipmak is exactly what I was looking for. Since long I have been > dreaming of creating my own myst-like game. I'm going to use POV-Ray[1] > as renderer and Pipmak as game engine. As a first step, I want to > create a little game that shows some features of POV-Ray and Pipmak. I'm using POV-Ray myself, and I was planning to publish the tools I used in POV-Ray to create the Demo project one day, but I never got around to actually getting them into a releasable state... > I'm running here Linux (Debian testing) on a P4 2Ghz with a Nvidia > GeForce FX 5200 graphics card. > Pipmak compiles without error on my machine, but there is a problem > with > the GL and GLU libraries, wich I will investigate further. OK, and post on the Pipmak-Devel list if you find that something has to be fixed in Pipmak itself. I only occasionally use Linux, but having Pipmak work there is important to me. Have you tried the binary release? The x86 release was compiled on Fedora Core 3 and not tested anywhere else, so I have no idea on what distributions it works. (The PPC release was compiled on Ubuntu 4.10 and tested on FC3, so I guess it should work on Debian as well.) > The up to now implemented features of Pipmak are impressive. Additional > features I will need are sound and playing of mpeg1-videos (with > sound). As far as I know, there exist SDL-libraries for these tasks. Yup, these are probably the most requested features. Unfortunately they're not the simplest ones to implement, and I haven't even started planning how to do them. > Perhaps I will even implement some features on my own. That would be very welcome. If you're familiar with Linux GUI programming, implementing the platform-specific functions for Linux (or generic Unixes) would probably be a worthwile target. Currently pipmak_dummyplatform.c is used on Linux, which provides stubs that should work everywhere, but the goal is to eventually have something like pipmak_macosx.m or pipmak_windows.c. I haven't currently learnt enough about GTK to implement this myself (or even to judge whether GTK is the right way to go). Before you start bigger endeavours on other parts of Pipmak, you might want to wait until some results of the complete internal refactorization that I'm currently working on arrive (or at least coordinate with me). There's a branch "lugano-branch" in CVS for it, but at the moment it's just a copy of the trunk and doesn't contain any of the changes I've made so far yet. Thanks for your interest! -Christian |
From: Urs H. <win...@hp...> - 2005-07-12 12:01:24
|
Pipmak is exactly what I was looking for. Since long I have been dreaming of creating my own myst-like game. I'm going to use POV-Ray[1] as renderer and Pipmak as game engine. As a first step, I want to create a little game that shows some features of POV-Ray and Pipmak. I'm running here Linux (Debian testing) on a P4 2Ghz with a Nvidia GeForce FX 5200 graphics card. Pipmak compiles without error on my machine, but there is a problem with the GL and GLU libraries, wich I will investigate further. The up to now implemented features of Pipmak are impressive. Additional features I will need are sound and playing of mpeg1-videos (with sound). As far as I know, there exist SDL-libraries for these tasks. But this doesn't hurry for me. Perhaps I will even implement some features on my own. Great work so far! Urs |
From: Christian W. <cwa...@gm...> - 2005-06-30 17:53:23
|
Logan W wrote: > But I can bundle a modified version of Pipmak, liscensed under the GPL > with a copyrighted project and sell that, right? Yes. You could even sell the modified (or even the original) Pipmak alone, the GPL doesn't prohibit that, you just can't forbid your customers to give it away after they bought it, and you must make the source available. -Christian |
From: Logan W <dr...@gm...> - 2005-06-30 16:49:54
|
But I can bundle a modified version of Pipmak, liscensed under the GPL with= =20 a copyrighted project and sell that, right? On 6/30/05, Christian Walther <cwa...@gm...> wrote: >=20 > > Are we allowed to sell projects made in Pipmak? I attempted to find > > this in the GPL, but it was all legalese. >=20 > Yes. >=20 > Your project is not a "work based on" Pipmak (in the same way that an > interpreted program is not based on the interpreter, see > <http://www.fsf.org/licensing/licenses/gpl- > faq.html#IfInterpreterIsGPL>), and shipping Pipmak together with your > project constitutes a "mere aggregation", so you are not required to > license your project under the GPL. You can license it under any terms > you want. At least that's my understanding of the GPL, and it's the way > I want Pipmak to be licensed. I want Pipmak to be used as widely as > possible, so I encourage its use in commercial projects (although it > may not be very well suited for that purpose in its current state...). >=20 > On the other hand, if you modify Pipmak itself, you have to license the > modified Pipmak under the GPL, i.e. make its source available so that > everyone can benefit from your improvements. I don't want anyone to > make some small improvements to Pipmak and then sell it, making money > from what is mainly my work. >=20 > Hope that clears it up somewhat. I actually expected that question to > turn up sooner or later. If some lawyer disagrees with my > interpretation of the GPL, let me know and I'll add an exception, but I > currently believe that none is necessary. >=20 > -Christian >=20 >=20 >=20 > ------------------------------------------------------- > SF.Net <http://SF.Net> email is sponsored by: Discover Easy Linux=20 > Migration Strategies > from IBM. Find simple to follow Roadmaps, straightforward articles, > informative Webcasts and more! Get everything you need to get up to > speed, fast. http://ads.osdn.com/?ad_id=3D7477&alloc_id=3D16492&op=3Dclic= k > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users >=20 --=20 http://www.binarytide.com http://www.blog.binarytide.com |
From: Christian W. <cwa...@gm...> - 2005-06-30 16:13:04
|
> Are we allowed to sell projects made in Pipmak? I attempted to find > this in the GPL, but it was all legalese. Yes. Your project is not a "work based on" Pipmak (in the same way that an interpreted program is not based on the interpreter, see <http://www.fsf.org/licensing/licenses/gpl- faq.html#IfInterpreterIsGPL>), and shipping Pipmak together with your project constitutes a "mere aggregation", so you are not required to license your project under the GPL. You can license it under any terms you want. At least that's my understanding of the GPL, and it's the way I want Pipmak to be licensed. I want Pipmak to be used as widely as possible, so I encourage its use in commercial projects (although it may not be very well suited for that purpose in its current state...). On the other hand, if you modify Pipmak itself, you have to license the modified Pipmak under the GPL, i.e. make its source available so that everyone can benefit from your improvements. I don't want anyone to make some small improvements to Pipmak and then sell it, making money from what is mainly my work. Hope that clears it up somewhat. I actually expected that question to turn up sooner or later. If some lawyer disagrees with my interpretation of the GPL, let me know and I'll add an exception, but I currently believe that none is necessary. -Christian |
From: Logan W <dr...@gm...> - 2005-06-30 14:43:43
|
Are we allowed to sell projects made in Pipmak? I attempted to find this in the GPL, but it was all legalese. On 6/30/05, Christian Walther <cwa...@gm...> wrote: > hOSHI wrote: > > Yes, > > that is exactly what i meant :) > > a users section, ... > > I think i'm going to put my project online soon. >=20 > Looking forward to it :) Announce it here, and I'll add a > projects/links/examples/whatever section with a link and maybe a > screenshot or something. >=20 > > maybe pipmak's own forum directly on the page. >=20 > That's what we have the mailing lists/newsgroups for? >=20 > > .... but what about standalone executable pipmak applications? >=20 > That's what the "2.3 How Pipmak Finds Projects" section in the manual > would explain, had I written it yet :). >=20 > When Pipmak is started without the user specifying a project to open (by > doubleclicking it in the Finder or Explorer, or naming it on the command > line), it looks for files or folders with names ending in ".pipmak" in > the following places, in that order: >=20 > o Pipmak's own resources folder/archive. On Mac OS X, that's the folder > Pipmak.app/Contents/Resources/, on Windows the ZIP archive "Pipmak > Resources" next to the application, and on Linux the ZIP archive > "pipmak-resources" next to the application. >=20 > o The folder that contains the Pipmak application. >=20 > o All mounted CDs (currently not on Windows, see To Do.txt - bug me > about it if that's a problem for you). >=20 > Pipmak then tries to open the first such file or folder found. If none > is found, or if the first one found is not a proper Pipmak project, it > displays the usual main menu instead. >=20 > So, to make a standalone project, you'd put your project into the > resources folder or archive, or if you want one package that includes > applications for all platforms, place it next to the applications. >=20 > It just occurs to me that I could simplify that process by offering a > download containing the applications for all four platforms. In > particular, non-Mac-OS-X users will probably have problems getting > Pipmak for Mac OS X out of the disk image file... >=20 > -Christian >=20 >=20 >=20 > ------------------------------------------------------- > SF.Net email is sponsored by: Discover Easy Linux Migration Strategies > from IBM. Find simple to follow Roadmaps, straightforward articles, > informative Webcasts and more! Get everything you need to get up to > speed, fast. http://ads.osdn.com/?ad_id=3D7477&alloc_id=3D16492&op=3Dclic= k > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users >=20 --=20 http://www.binarytide.com http://www.blog.binarytide.com |
From: Christian W. <cwa...@gm...> - 2005-06-30 12:14:39
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hOSHI wrote: > Yes, > that is exactly what i meant :) > a users section, ... > I think i'm going to put my project online soon. Looking forward to it :) Announce it here, and I'll add a projects/links/examples/whatever section with a link and maybe a screenshot or something. > maybe pipmak's own forum directly on the page. That's what we have the mailing lists/newsgroups for? > .... but what about standalone executable pipmak applications? That's what the "2.3 How Pipmak Finds Projects" section in the manual would explain, had I written it yet :). When Pipmak is started without the user specifying a project to open (by doubleclicking it in the Finder or Explorer, or naming it on the command line), it looks for files or folders with names ending in ".pipmak" in the following places, in that order: o Pipmak's own resources folder/archive. On Mac OS X, that's the folder Pipmak.app/Contents/Resources/, on Windows the ZIP archive "Pipmak Resources" next to the application, and on Linux the ZIP archive "pipmak-resources" next to the application. o The folder that contains the Pipmak application. o All mounted CDs (currently not on Windows, see To Do.txt - bug me about it if that's a problem for you). Pipmak then tries to open the first such file or folder found. If none is found, or if the first one found is not a proper Pipmak project, it displays the usual main menu instead. So, to make a standalone project, you'd put your project into the resources folder or archive, or if you want one package that includes applications for all platforms, place it next to the applications. It just occurs to me that I could simplify that process by offering a download containing the applications for all four platforms. In particular, non-Mac-OS-X users will probably have problems getting Pipmak for Mac OS X out of the disk image file... -Christian |
From: hOSHI <ho...@ga...> - 2005-06-30 11:08:47
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Yes, that is exactly what i meant :) a users section, maybe pipmak's own forum directly on the page. I think i'm going to put my project online soon. ... but what about standalone executable pipmak applications? |