Thread: RE: [Plib-devel] TuxKart on Win32 works fine
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From: Vallevand, M. K <Mar...@UN...> - 2000-07-06 17:06:52
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> -----Original Message----- > From: Norman Vine [mailto:nh...@ca...] > Sent: Thursday, July 06, 2000 10:44 AM > To: pli...@li... > Subject: RE: [Plib-devel] TuxKart on Win32 works fine > > > Mark Vallevand writes: > > >The GLUT game mode doesn't work as advertised on my system, so I > >hacked it to run in a window like non-win32 systems. I want to > >investigate this more. It *should* work. > > Hmm... This code is identical to what we use in FGFS > try changing the gamemode string to > sprintf( game_mode_str, "width=640 height=480 bpp=32" ); > experiment with the bpp=%d > This should really be a command line option I'll play with this. I'd also like to change it to switch to game mode in the current resolution. Switching to 640x480 full screen does funky stuff to my system. And, yes, it should be an option somehow. > > > > >Also, the joystick code misbehaves if you have a broken joystick > >driver. My WinNT joystick driver stopped reporting buttons. All > >buttons are set. It might be the port HW. I tried other sticks. > >Anyway, after unplugging the joystick, everything works fine. > > Hmm.. > Works fine on Cygwin > which is using the same code as you are.. I'm reasonably sure that its busted HW or SW on my system. I just need to dig some more. > > Cheers > > Norman Regards. Mark K Vallevand ma...@rs... Outside of a dog, a book is man's best friend. Inside of a dog, its too dark to read. - Groucho > |
From: Vallevand, M. K <Mar...@UN...> - 2000-07-11 15:46:30
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> > "Vallevand, Mark K" wrote: > > > > I ported TuxKart to Win32 last night. It was pretty easy. It > > is very runable at 640x480 with accelerated OpenGL on a P2-333. > > > > I found a bunch of typical unix-isms and window-isms in the code. > > This is a common one that doesn't work in windows: > > > > for ( int i = 0; i < foo; i++ ) blah(); > > for ( int i = 0; i < foo; i++ ) moreblah(); > > Well, it *does* work in Windoze - it just doesn't work with MSVC++. > CygWin has no problems with it. Correct. I made a series of MSVC++ changes. Not just Win32. > > If you'd care to post your fixes to a web site somewhere - I'll > merge them into the current stuff. Alternatively, if you'd like > CVS access - let me know what your sourceforge userid is and I'll > "make it so". > > > The GLUT game mode doesn't work as advertised on my system, so I > > hacked it to run in a window like non-win32 systems. I want to > > investigate this more. It *should* work. > > Yes - I'm not too sure about that code - it doesn't work > well on all Linux systems either. I made a simple change that works will for me. I don't supply the game mode string and just let the game mode code use its defaults. > > > Also, the joystick code misbehaves if you have a broken joystick > > driver. My WinNT joystick driver stopped reporting buttons. All > > buttons are set. It might be the port HW. I tried other sticks. > > Anyway, after unplugging the joystick, everything works fine. > > That's strange - the joystick code is just PLIB - and that's > reported to work OK for FGFS and Tux_AQFH under Windoze. > > Does the PLIB joystick test program exhibit the same symptoms? I haven't tried it, but I have tried the NT joystick setup, and, yes, it fails, too. It looks like either all buttons are lit. > > > I'll clean up my changes and put them, a DevStudio workspace and > > project, and an executable Win32 Tuxkart on a website later. Maybe > > tonight or this weekend. > > OK. > http://vallevand.homepage.com/tuxkart/tuxcart.exe http://vallevand.homepage.com/tuxkart/tuxkart-0.0.3-msvc.tar.gz But, I forgot to include the workspace and project files. But you can see the code. > -- > Steve Baker Regards. Mark K Vallevand ma...@rs... Outside of a dog, a book is man's best friend. Inside of a dog, its too dark to read. - Groucho |
From: Steve B. <sjb...@ai...> - 2000-07-12 01:39:26
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"Vallevand, Mark K" wrote: > http://vallevand.homepage.com/tuxkart/tuxkart-0.0.3-msvc.tar.gz > > But, I forgot to include the workspace and project files. But you > can see the code. That link delivers a ~16kb file - but the GNU unzipper claims that it's prematurely truncated. Any ideas? -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Vallevand, M. K <Mar...@UN...> - 2000-07-12 16:24:38
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I used a non-standard gzipper. I've never had it fail before. However, it does unzip and has the correct files in it. At least it works for me using WinZip on WinNT at work. WinZip reports the problem as trailing garbage. Anyway, I'll follow up and post a better version. Posted. Try again... It should work now. (I had to use real ftp. Some web-based uploader was putting extra characters at the end of the file.) Regards. Mark K Vallevand ma...@rs... Outside of a dog, a book is man's best friend. Inside of a dog, its too dark to read. - Groucho > -----Original Message----- > From: Steve Baker [mailto:sjb...@ai...] > Sent: Tuesday, July 11, 2000 8:38 PM > To: pli...@li... > Subject: Re: [Plib-devel] TuxKart on Win32 works fine > > > "Vallevand, Mark K" wrote: > > > http://vallevand.homepage.com/tuxkart/tuxkart-0.0.3-msvc.tar.gz > > > > But, I forgot to include the workspace and project files. But you > > can see the code. > > That link delivers a ~16kb file - but the GNU unzipper claims that > it's prematurely truncated. > > Any ideas? > > -- > Steve Baker HomeEmail: <sjb...@ai...> > WorkEmail: <sj...@li...> > HomePage : http://web2.airmail.net/sjbaker1 > Projects : http://plib.sourceforge.net > http://tuxaqfh.sourceforge.net > http://tuxkart.sourceforge.net > http://prettypoly.sourceforge.net > > > _______________________________________________ > plib-devel mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-devel > |
From: Steve B. <sjb...@ai...> - 2000-07-13 03:01:24
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"Vallevand, Mark K" wrote: > Posted. Try again... It should work now. (I had to use real > ftp. Some web-based uploader was putting extra characters at > the end of the file.) Thanks - I have it. I need to make some changes so it'll compile with either PLIB 1.2 or 1.3 - then I'll commit your changes. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Vallevand, M. K <Mar...@UN...> - 2000-07-13 14:54:23
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Great. I'll post sample workspace and project files, too. They should go a long ways toward getting any MSVC6 programmer up and compiling. I've got some ideas to play with myself... I've got some automatic terrain and road generation code lying around from some SimCity-clone test beds. And some neat underwater effects. Time. I need time. Regards. Mark K Vallevand ma...@rs... Outside of a dog, a book is man's best friend. Inside of a dog, its too dark to read. - Groucho > -----Original Message----- > From: Steve Baker [mailto:sjb...@ai...] > Sent: Wednesday, July 12, 2000 8:49 PM > To: pli...@li... > Subject: Re: [Plib-devel] TuxKart on Win32 works fine > > > "Vallevand, Mark K" wrote: > > > Posted. Try again... It should work now. (I had to use real > > ftp. Some web-based uploader was putting extra characters at > > the end of the file.) > > Thanks - I have it. I need to make some changes so it'll > compile with either PLIB 1.2 or 1.3 - then I'll commit your > changes. > > -- > Steve Baker HomeEmail: <sjb...@ai...> > WorkEmail: <sj...@li...> > HomePage : http://web2.airmail.net/sjbaker1 > Projects : http://plib.sourceforge.net > http://tuxaqfh.sourceforge.net > http://tuxkart.sourceforge.net > http://prettypoly.sourceforge.net > > > > _______________________________________________ > plib-devel mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-devel > |
From: Steve B. <sjb...@ai...> - 2000-07-14 02:03:53
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"Vallevand, Mark K" wrote: > > Great. I'll post sample workspace and project files, too. > They should go a long ways toward getting any MSVC6 programmer > up and compiling. I've got some ideas to play with myself... > I've got some automatic terrain and road generation code lying > around from some SimCity-clone test beds. And some neat > underwater effects. I think we are on the wrong mailing list...this belongs on TuxKart-devel. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |