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From: Ville <vil...@ik...> - 2003-11-19 18:56:56
|
FYI: Red Hat 9 and Fedora Core 1 RPMs of UQM 0.3 and the content pack are available from www.fedora.us, the "testing" repository. Feel free to add a link to sc2.sf.net if you like. (And let me know if this is not the correct place for announcements like this...) |
From: Jason D. S. <js...@an...> - 2003-11-19 10:19:45
|
I assume improving the AI is not currently a priority, but as an experienced Melee player it is something I am interested in. The easiest and most boring way to improve the cyborg AI would be by introducing non-combat strategy: specifically non-random ship selection. Each ship generally has around 5 ships that it is particularly strong against and 5 ships that it is particularly weak against. As an example, the Druuge is a good ship to pick against the Chmmr, while the Spathi generally is not. Simply adding a few ship 'preferences' here could make the cyborg vastly more competitive. More complicated strategy might take into account the damage level of the ship you are facing off against, or how a particular choice matches up against other ships remaining in the opponents' fleet. But making this type of change reduces the variety of battles that you encounter, so it will also make the Cyborg more boring. Not good. Improving the tactics of the cyborg should be a bigger priority. The cyborg is already a spectacular pilot and gunner - facing a cyborg Pkunk or Druuge can be an excercise in frustration because of this (again, not something that is fun). But in tactics the cyborg is very weak. It should use more correct tactics against its opponents, and also use more varied tactics. Both will add both to the competitiveness and the entertainment value of the AI. I was discussing this with a friend the other day, and tried to codify the different tactics that I use regularly. I came up with 6 of them. In order of increasing sophistication, they are: stand, charge, flee, circle, get planet-whip, get planetary orbit. Looking at the current cyborg code, I see four different tactics: pursue (charge?), avoid (flee?), entice (circle?), and wait (stand?). As I recall the AI is fairly incapable of using the planet: it occasionally gets planet-whip but never keeps it for long, and never orbits the planet. To design the AI as an expert system, I would teach the AI to use the above six tactics, teach it to recognize the opponent's tactics, and then add code to select the current tactic. A simple way to do this is to choose our tactic based on the opponent's; something like stand => circle/charge charge => flee/get planet whip flee => circle/charge/get planet whip circle => circle/charge planet whip => charge/stand orbit planet => charge/circle but this is probably similar to the current algorithm, and will fail in many cases. Something more extensive, but still logically simplistic would take into account the current ship and the opponent's ship as well as the opponent's tactics. In the most brain-dead case this could take the form of a 25x25x6 matrix of tactical choices; however this would have a lot of redundancy and still wouldn't be as good as a human tactical agent. It would, however, be easy to put in the ship-description data-files rather than directly in the code, thus being more modular and modifiable. It is also desirable to change tactics from time to time and/or choose a somewhat random element in picking a tactic. In most situations there are two or three reasonable tactics, and if one doesn't work you should try another. This is probably the area where the current cyborg is most deficient. A 25x25x6x3 matrix may sound daunting and unmaintainable, but in the grand scheme of things I think it should be manageable. However, such a scheme would still leave many things out, and at that point adding more complexity is too much. Ideally the cyborg could deduce the correct strategy from the basic laws of the system and its knowledge of each ship's abilities. For instance it should be able to deduce that a ship that is faster and has longer range than its opponent should maintain an ideal distance and then open fire. Coming up with a full list of such rules will take a real expert (even this rule is overly simplistic and only works against the 'stand' tactic). There may be a few additional values that the cyborg would like to know that could be measured by human experts and then put into the ship description files. For me, the Supox-versus-Yehat battle is an example of how increased tactical sophistication can make the game more interesting. When I first started playing (against human opponents), the Yehat would generally win. Soon the flee and circle tactics were developed, and things swung over to the Supox's side. When we discovered the tactic of getting planet-whip, things were balanced out again. However, with a combination of intercept-and-flee tactics, the Supox can defeat this. With the introduction of the most sophisticated tactic I know, planetary orbit, the Yehat was able to again recover an even number of victories. But could we have known all that just by looking at the ships' statistics? The supox can fire backwards and sideways to its vector of acceleration, so it is a good candidate for flee and circle tactics. The Yehat has good acceleration and low top speed, so it is a good candidate for planetary tactics. Maybe. -jason short |
From: Jouni A. <mar...@sp...> - 2003-09-26 06:07:32
|
>I don't know if it is consistently reproductible, but the game froze. >The Ilwrath were talking to me and preparing to attack. I paused with >the text "Dogar and Kazon" on screen, and the Ilwrath was speaking the >final syllable of Kazon. > >When I unpaused, the Ilwrath finished his syllable, but the progress >indicator did not move. I tried Enter, arrow keys, space, and none >worked. I also tried F10 to exit, but could not. Finally, F12 exited. Actually I had some kind of bug after Fwiffo's conversation at Pluto. I don't remember if I did enter this bug into Bugzilla back then, seems that I should report this bug now, I think have the console errors somewhere in logs.. ah, seems that I did enter it; http://uqm.stack.nl/cgi-bin/bugs/show_bug.cgi?id=496 // Jouni -- Jouni Airaksinen // markvera[at]spacesynth.net // www.spacesynth.net/markvera www.spacesynth.net the place where spacesynth scene meets! |
From: Francois B. <fb...@us...> - 2003-09-26 02:22:43
|
Hi, I don't know if it is consistently reproductible, but the game froze.=20 The Ilwrath were talking to me and preparing to attack. I paused with the text "Dogar and Kazon" on screen, and the Ilwrath was speaking the final syllable of Kazon. When I unpaused, the Ilwrath finished his syllable, but the progress indicator did not move. I tried Enter, arrow keys, space, and none worked. I also tried F10 to exit, but could not. Finally, F12 exited. Hope that helps, Fran=E7ois Developer of Java Gui Builder http://jgb.sourceforge.net/ |
From: Francois B. <fb...@us...> - 2003-09-26 00:58:17
|
Thank you Michael for the information. Bye ! Fran=E7ois On Thu, 25 Sep 2003 17:06:47 -0700 (PDT), "Michael Chapman Martin" <mcm...@st...> said: > On Thu, 25 Sep 2003, Francois Beausoleil wrote: >=20 > > Hi ! > > > > I am playing the game and have trouble finding stars. I would think > > there is a file somewhere that lists name vs. coordinates. Where would > > this file be ? I extracted the content ZIP and searched in there, but > > did not find anything. >=20 > The actual data is derived from the source file "plandata.c" and is > pretty > opaque. You can find resources on star data at the main Star Control fan > site, http://www.star-control.com/ -- click on "Star Search." >=20 > --Michael >=20 >=20 >=20 > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Sc2-devel mailing list > Sc2...@li... > https://lists.sourceforge.net/lists/listinfo/sc2-devel Developer of Java Gui Builder http://jgb.sourceforge.net/ |
From: Michael C. M. <mcm...@st...> - 2003-09-26 00:08:26
|
On Thu, 25 Sep 2003, Francois Beausoleil wrote: > Hi ! > > I am playing the game and have trouble finding stars. I would think > there is a file somewhere that lists name vs. coordinates. Where would > this file be ? I extracted the content ZIP and searched in there, but > did not find anything. The actual data is derived from the source file "plandata.c" and is pretty opaque. You can find resources on star data at the main Star Control fan site, http://www.star-control.com/ -- click on "Star Search." --Michael |
From: Francois B. <fb...@us...> - 2003-09-25 22:00:24
|
Hi ! I am playing the game and have trouble finding stars. I would think there is a file somewhere that lists name vs. coordinates. Where would this file be ? I extracted the content ZIP and searched in there, but did not find anything. Thanks for any help. By the way, great work ! Bye, Fran=E7ois Developer of Java Gui Builder http://jgb.sourceforge.net/ |
From: <sv...@st...> - 2003-08-24 02:57:08
|
See the attached file for details |
From: <pos...@ut...> - 2003-08-19 16:11:39
|
Osoitteellasi lahetetyssa viestissa (tiedosto: thank_you.pif) osoitteeseen ka...@ut... oli virus WORM_SOBIG.F. Virus on poistettu ja vastaanottaja on saanut viestin. Lisatietoja sahkopostiviestien virustorjunnasta loytyy osoitteesta: http://www.uta.fi/laitokset/tkk/ohjeet/unix/postiskanneri.shtml HUOM! Jos yllamainittu virus on KLEZ, YAHA, BUGBEAR tai BRID, niin tama ilmoitus on aiheeton. Mainitut postimadot vaarentavat lahettamiinsa viesteihin lahettajan osoitteen, mista johtuen naita viesteja lahtee satunnaisiin osoitteisiin. The mail message (file: thank_you.pif) sent from your address to ka...@ut... contained the virus WORM_SOBIG.F. The virus has been removed and the message has reached its recipient. NOTICE! If the virus mentioned above is KLEZ, YAHA, BUGBEAR or BRID, this message was sent to you in error. The aforementioned email worms forge the sender's address, which causes these messages to be sent to random recipients. (InterScan on the network) |
From: Serge v. d. B. <sv...@st...> - 2003-07-09 15:09:50
|
On Wed, 9 Jul 2003, Id Kong wrote: > Hi, I'm trying to understand the source code of this version of > StarControl and I'm surprised (perhaps I shouldn't be) by how complex it is. > I'll start with a simple to help me going, if you don't mind. > I don't understand the resource system. You pass into LoadGraphic() an > integer that represents the image you want and you get another integer. In > fact, LoadGraphric() simply turns around and calls GetResource() passing > your integer and returning a handle of some kind. > Where do these resources come from? How does the resource system > translate an integer into a handle? I'm kind of embarrased to ask this next > question but what is this handle? How does this generic handle get turned > into something useful? No need to be embarrased. This is very complicated code (possibly the most complicated part), and there was absolutely no documentation. However, since we've got this code, I've documented some things. The integer passed to GetResource() is described in doc/devel/resources. The files to which these resources correspond are listed in starcon.ndx, the *.con, *.shp, and *.sc2 files. If you're interested in how that information is stored in those files, you could check doc/devel/pkgformat. The memory handle (returned by among others, GetResource) gets translated into a memory address by calls to mem_lock. There are various wrappers for various resources, for instance 'LockDrawable', or 'LockStarShip'. Apart from indicating that the resource is in being used, I think part of the original purpose was to deal with the segmented memory model of the 'real mode' Intel architecture. It's probably quite a bit simpler now than it once was, but still, this will all be replaced by a more modern, and a bit more flexible way of managing resources. I'm personally working on this. Greetings, Serge |
From: Michael C. M. <mcm...@st...> - 2003-07-09 08:36:50
|
Alex! Good to see you're still reading the lists. On Wed, 9 Jul 2003, Alex Volkov wrote: > I think Serge van den Boom (aka Meep-Eep) is in the process of rewriting > that entire code, if he hadn't done so already. I saw some CVS check-ins of > the new resource system code. So if you hadn't checked out from CVS > recently, you should do so, as all of that code is going to change. The packaging code has been committed; the reworking of the resource system has not yet been done. This has, indeed, been Serge's main coding project for some months now. All of the old resource and memlib code is, to my knowledge, slated for destruction once it's done. Much of UQM's code complexity comes from the number of layers in the code; TFB had a rather involved framework that they used themselves (some of that has actually been removed so as to use SDL directly, but much still remains), then there's the SDL layer on top of the 3DO layer which is itself presumably on top of the original 386 layer (the PC-specific parts of which would have been removed before the 3DO source release). Most of the grotesque features of the original code (deliberate buffer overruns or undecidably messy pointer arithmetic with deterministic results, for instance, both of which were common in the old graphics code) were cleaned away by the time of 0.2. There have been various proposals for rearchitecting the game; we've been deliberately shelving/ignoring those until all the functionality is present unless it blocks us. (It has, several times, and then we rearchitected just that part.) Most of the code itself worked when we got it, despite being really messy, so we try not to touch it unless we have to (fixing bugs or tieing in new backends, usually). We may pay for this later, but by leaving the original code alone as much as possible, we have a fully playable game at basically all times. Oh, and also, this list is pretty quiet most of the time; the development community is mostly at #sc2 on the Freenode IRC network (irc.freenode.net). --Michael |
From: Alex V. <co...@us...> - 2003-07-09 07:36:41
|
David, I think Serge van den Boom (aka Meep-Eep) is in the process of rewriting that entire code, if he hadn't done so already. I saw some CVS check-ins of the new resource system code. So if you hadn't checked out from CVS recently, you should do so, as all of that code is going to change. As for the old resource code: the integer passed in is an identifier that refers to a package, type and index of an item. There is a resource index file that links these IDs to corresponding files. The returned handle is, in fact, what it is -- a handle ;-). There is a memory manager that deals with them -- legacy of the original code. If I remember correctly, some handles have been changed to actual memory pointers since then. Cannot recall which ones were. Cheers! Alex Volkov. ----- Original Message ----- From: "Id Kong" <dav...@ro...> To: <sc2...@li...> Sent: Wednesday, July 09, 2003 1:42 AM Subject: [Sc2-devel] Where do Star Control images come from? > Hi, I'm trying to understand the source code of this version of > StarControl and I'm surprised (perhaps I shouldn't be) by how complex it is. > I'll start with a simple to help me going, if you don't mind. > I don't understand the resource system. You pass into LoadGraphic() an > integer that represents the image you want and you get another integer. In > fact, LoadGraphric() simply turns around and calls GetResource() passing > your integer and returning a handle of some kind. > Where do these resources come from? How does the resource system > translate an integer into a handle? I'm kind of embarrased to ask this next > question but what is this handle? How does this generic handle get turned > into something useful? > Thank you so much for your help. I would very much like to understand > this code... > > > > > > ------------------------------------------------------- > This SF.Net email sponsored by: Parasoft > Error proof Web apps, automate testing & more. > Download & eval WebKing and get a free book. > www.parasoft.com/bulletproofapps > _______________________________________________ > Sc2-devel mailing list > Sc2...@li... > https://lists.sourceforge.net/lists/listinfo/sc2-devel |
From: Id K. <dav...@ro...> - 2003-07-09 05:28:43
|
Hi, I'm trying to understand the source code of this version of StarControl and I'm surprised (perhaps I shouldn't be) by how complex it is. I'll start with a simple to help me going, if you don't mind. I don't understand the resource system. You pass into LoadGraphic() an integer that represents the image you want and you get another integer. In fact, LoadGraphric() simply turns around and calls GetResource() passing your integer and returning a handle of some kind. Where do these resources come from? How does the resource system translate an integer into a handle? I'm kind of embarrased to ask this next question but what is this handle? How does this generic handle get turned into something useful? Thank you so much for your help. I would very much like to understand this code... |
From: Pasi K. <pk...@cs...> - 2003-03-21 00:20:05
|
Hello, I wrote a small program to generate random teams for Super Melee, and noticed a small oddness in the way melee.cfg is ordered. short and rough "disassembly" of the melee.cfg contents: 1 byte, control flags, team 2 12 bytes, shiplist, team 1 40 bytes, team name, team 1 1 byte, control flags, team 1 12 bytes, shiplist, team 2 40 bytes, team name, team 2 total 106 bytes Now, it looks to me like the team control flag bytes are switched. I tried looking through the code, but didn't get much wiser, I also looked through the bugzilla and didn't notice this there; and this looks to me like a bug. (minor one, but still...) The UQM I tested this on is the CVS version from march 17th. The program to generate the random teams is at http://cs.joensuu.fi/~pkalli/code/uqmteams.c -- ---------------------+--------------------------------------------- Pasi Kallinen |"That's what the boys are there for." -Hitler pk...@cs... |SciFiFantasyHorrorBooks|Magic:tG|Nethack|RPGs |
From: Serge v. d. B. <sv...@st...> - 2003-02-04 01:05:28
|
Hi, On Mon, 3 Feb 2003, Theodore Bisson wrote: > I was having some difficulty determining where to send this, so I appologize > if this is the wrong place. We've got a board set up on our forum on uqm.sourceforge.net as the official place for bugs. It has also got a list of the bugs that have been fixed since the 0.1 alpha release. We're switching to a bugzilla bug database in the near future though. > First off, great job! This is my favorite game, and I am so happy to be > able to play it again on my current PC! Really, well done! Thanks (I think I speak for the rest of the team too here). It's always nice to receive positive feedback, especially from someone who's worked on Diablo II, a game I enjoyed playing myself. > I encountered a few bugs you might want to add to your lists: The version you seem to be running is the 0.1 alpha release, which still had lots of bugs. The current version (available through cvs) has many of those fixed. We're working towards a 0.2 alpha release now which will be available in binary form with a nice installer, like the 0.1 version. > 1. Battle against the Sa-Matra is not winnable. I was able to destroy all > but 2 of the shield generators, > counting clockwise from the shield starting at 1, number 3 and number 7 > didn't want to blow up. I used Pkunk vessels. I've attached the save game. The 0.1 alpha still did collision detection using bounding boxes. Being unable to destroy all the shield generators is one of the symptoms (Spathi that keep hitting themselves in combat is another). This problem has already been taken care of. > 2. Pkunk vessels won't turn right while holding the special ability > (recharge weapon) key down. The input code has been rewritten since the 0.1 alpha, which fixed some keyboard problems (others are caused by keyboards being unable to handle certain combinations of keys pressed). The '+' (or was it the '-'?) on the numeric keypad should work as an alternative key with your current build though (which is not the most comfortable way to play a game). > 3. When using the autopilot in hyperspace, the game frequently hangs when > entering a star system. > When I stopped the autopilot just short of the star system, and entered > myself, I had no problems. It's been fixed. > Thanks, and keep it up! > Ted Bisson Thanks for the report. Serge P.S. Sorry to hear you might be working for Microsoft soon (if the rumours are true). |
From: Theodore B. <TB...@bl...> - 2003-02-03 23:37:59
|
Hello, I was having some difficulty determining where to send this, so I appologize if this is the wrong place. First off, great job! This is my favorite game, and I am so happy to be able to play it again on my current PC! Really, well done! I encountered a few bugs you might want to add to your lists: 1. Battle against the Sa-Matra is not winnable. I was able to destroy all but 2 of the shield generators, counting clockwise from the shield starting at 1, number 3 and number 7 didn't want to blow up. I used Pkunk vessels. I've attached the save game. 2. Pkunk vessels won't turn right while holding the special ability (recharge weapon) key down. 3. When using the autopilot in hyperspace, the game frequently hangs when entering a star system. When I stopped the autopilot just short of the star system, and entered myself, I had no problems. I am using Windows XP Pro, P4/2.5, 1GB RAM. I run the game with the -f and -m parameters only. Thanks, and keep it up! Ted Bisson <<SC2 Save.zip>> |
From: Serge v. d. B. <sv...@st...> - 2003-02-02 16:30:53
|
On Sat, 1 Feb 2003, Sebastien Caisse wrote: > > At the moment, the place to report bugs would be the bugs board on the UQM > > forum (http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl?board=Techissues). > > We hope to have a bugzilla database up soon. > I'm not very knowledgable on the subject really (sourceforge features that > is), but doesn't sourceforge provide a pretty good bug tracking service? Or > did you choose bugzilla for specific reasons? I personally haven't used the sourceforge bugtracker, but the co-developers who have find it terrible. We've actualy got bugzilla all set up now, but the already reported bugs need to be transfered to it before we can really use it. The problem we have now is that the person who was originally going to do this (though probably with help) seems to have disappeared. (There's only Orz now.) Serge |
From: Sebastien C. <re...@du...> - 2003-02-01 19:09:29
|
> At the moment, the place to report bugs would be the bugs board on the UQM > forum (http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl?board=Techissues). > We hope to have a bugzilla database up soon. I'm not very knowledgable on the subject really (sourceforge features that is), but doesn't sourceforge provide a pretty good bug tracking service? Or did you choose bugzilla for specific reasons? _________________ Red! - Sebastien Caisse |
From: Serge v. d. B. <sv...@st...> - 2003-02-01 17:23:16
|
On Sat, 1 Feb 2003, Chris Emge wrote: > I have a bug (I think) to report and this is the only avenue I know how to > report it as I currently don't have an IRC client on my machine. At the moment, the place to report bugs would be the bugs board on the UQM forum (http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl?board=Techissues). We hope to have a bugzilla database up soon. > When trying to complete the Syreen/Mycon quest, the syreen direct you to > Beta Brahae to plant the suggestion with the Mycon that Organon would be a > good place for one of their deep children, which is of course a trap by > the syreen. The problem is that when I converse at the mycon homeworld > and tell them of Organon the conversation ends strangely with my having to > say goodbye as: "Goodbye Sun Device." Also the Mycon on the home world or > any ships in the system will not respond to this conversation thread again > and also will not act on it making this quest un-finishable. Any > suggestions? It's been reported before, and we'll look into it. Serge |
From: Chris E. <cs...@co...> - 2003-02-01 16:13:11
|
Hello guys, I have a bug (I think) to report and this is the only avenue I know how to report it as I currently don't have an IRC client on my machine. Anyway... When trying to complete the Syreen/Mycon quest, the syreen direct you to Beta Brahae to plant the suggestion with the Mycon that Organon would be a good place for one of their deep children, which is of course a trap by the syreen. The problem is that when I converse at the mycon homeworld and tell them of Organon the conversation ends strangely with my having to say goodbye as: "Goodbye Sun Device." Also the Mycon on the home world or any ships in the system will not respond to this conversation thread again and also will not act on it making this quest un-finishable. Any suggestions? Thanks, Chris Emge |
From: Serge v. d. B. <sv...@st...> - 2003-01-29 19:27:54
|
On Tue, 28 Jan 2003, Scott Irving wrote: > Not that you really all need to know this but whatever, > I tried Conathan's e-mail in both the mail programs I have Outlook XP and > Incredimail Xe I didn't have a problem viewing it. > Ive got a question that will sound equally stupid here, what does > quoted-printable" mean? it's quoteable and printable? but it's all just text > any isn't it? No, it replaces some characters, including line ends, by "=AB" where "AB" is a hexadecimal value. '=' itself should always be encoded ('quoted') this way, but in the sourceforge footer, it isn't. See http://www.ietf.org/rfc/rfc1521.txt, section 5.1 for more information. Appearantly those programs you mention above just continue on encountering an illegal encoding. Serge |
From: Serge v. d. B. <sv...@st...> - 2003-01-29 19:18:28
|
On Tue, 28 Jan 2003 con...@co... wrote: > > We don't tinker with palettes the way the PC version does. The effect is > > emulated though. > I found all your images, and that .ani. Anything else I should know about > how to do this? Yes: the .ct files contain the palettes. The doc/devel/strtab file contains info on the format. > > Also, some animations are in fact several animations applied > > simultaneously. For example the Spathi eye and claw animations. > and mouth? Mouth too. > > P.S. Your mail program uses "quoted-printable" as encoding. This goes > > wrong, (among others?) as sourceforge adds a footer which isn't QP > > encoded. So I (and probably others) can't read your mail directly. > > Though the footer is really a error from sourceforge, using QP is plain > > silly, and I suggest you educate your mail program. > This is going to sound real stupid, but I am not sure how... I am using > SquirrelMail if that helps [squirrelmail.sf.net]. I've never used SquirrelMail. I'd expect that it has some option 'encoding' in some preferences menu, but I guess that would be too easy :) But it seems 'quoted-printable' is not so uncommon after all... so I guess it's the mailing list software of Sourceforge that needs to be fixed. Serge |
From: Scott I. <sc...@ir...> - 2003-01-28 22:06:40
|
=0D Not that you really all need to know this but whatever,=0D I tried Conathan's e-mail in both the mail programs I have Outlook XP and Incredimail Xe I didn't have a problem viewing it.=0D Ive got a question that will sound equally stupid here, what does=20 quoted-printable" mean? it's quoteable and printable? but it's all just t= ext any isn't it?=0D Scott,=0D =0D -------Original Message-------=0D =0D From: sc2...@li...=0D Date: January 28, 2003 12:57:14 PM=0D To: sc2...@li...=0D Subject: Re: [Sc2-devel] Conversation Information=0D =0D > Hi,=0D =0D hey!=0D =0D > The format as used for the .ani files is described in the CVS tree in=0D > doc/devel/aniformat.=0D > 1 - filename=0D > 2 - index in the palette that is transparant, or -1 if none, or not=0D > paletted. 3 - the number of the palette to use, or -1 if not paletted.=0D > 4 - hotspot x=0D > 5 - hotspot y=0D > The hotspot is the location in the picture which is seen as (0,0). This= =0D > location can even be outside of the image.=0D =0D alright.=0D =0D > We don't tinker with palettes the way the PC version does. The effect i= s=0D > emulated though.=0D =0D I found all your images, and that .ani. Anything else I should know about= =0D how to do this?=0D =0D > Also, some animations are in fact several animations applied=0D > simultaneously. For example the Spathi eye and claw animations.=0D =0D and mouth?=0D =0D > Good luck with it,=0D >=0D > Serge=0D >=0D >=0D > P.S. Your mail program uses "quoted-printable" as encoding. This goes=0D > wrong, (among others?) as sourceforge adds a footer which isn't QP=0D > encoded. So I (and probably others) can't read your mail directly.=0D > Though the footer is really a error from sourceforge, using QP is plain= =0D > silly, and I suggest you educate your mail program.=0D =0D This is going to sound real stupid, but I am not sure how... I am using=0D SquirrelMail if that helps [squirrelmail.sf.net].=0D =0D =0D =0D =0D -------------------------------------------------------=0D This SF.NET email is sponsored by:=0D SourceForge Enterprise Edition + IBM + LinuxWorld Something 2 See!=0D http://www.vasoftware.com=0D _______________________________________________=0D Sc2-devel mailing list=0D Sc2...@li...=0D https://lists.sourceforge.net/lists/listinfo/sc2-devel=0D =0D =2E |
From: <con...@co...> - 2003-01-28 19:51:15
|
> Hi, hey! > The format as used for the .ani files is described in the CVS tree in > doc/devel/aniformat. > 1 - filename > 2 - index in the palette that is transparant, or -1 if none, or not > paletted. 3 - the number of the palette to use, or -1 if not paletted. > 4 - hotspot x > 5 - hotspot y > The hotspot is the location in the picture which is seen as (0,0). This > location can even be outside of the image. alright. > We don't tinker with palettes the way the PC version does. The effect i= s > emulated though. I found all your images, and that .ani. Anything else I should know abou= t how to do this? > Also, some animations are in fact several animations applied > simultaneously. For example the Spathi eye and claw animations. and mouth? > Good luck with it, > > Serge > > > P.S. Your mail program uses "quoted-printable" as encoding. This goes > wrong, (among others?) as sourceforge adds a footer which isn't QP > encoded. So I (and probably others) can't read your mail directly. > Though the footer is really a error from sourceforge, using QP is plain > silly, and I suggest you educate your mail program. This is going to sound real stupid, but I am not sure how... I am using SquirrelMail if that helps [squirrelmail.sf.net]. |
From: Serge v. d. B. <sv...@st...> - 2003-01-28 17:44:01
|
Hi, The format as used for the .ani files is described in the CVS tree in doc/devel/aniformat. 1 - filename 2 - index in the palette that is transparant, or -1 if none, or not paletted. 3 - the number of the palette to use, or -1 if not paletted. 4 - hotspot x 5 - hotspot y The hotspot is the location in the picture which is seen as (0,0). This location can even be outside of the image. We don't tinker with palettes the way the PC version does. The effect is emulated though. Also, some animations are in fact several animations applied simultaneously. For example the Spathi eye and claw animations. Good luck with it, Serge P.S. Your mail program uses "quoted-printable" as encoding. This goes wrong, (among others?) as sourceforge adds a footer which isn't QP encoded. So I (and probably others) can't read your mail directly. Though the footer is really a error from sourceforge, using QP is plain silly, and I suggest you educate your mail program. |