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From: Ricardo C. <ri...@ae...> - 2004-05-04 11:42:19
|
Of course it does, if you do the maths, that means 384, bigger than half o= f=20 the screen! The number has to be below 320. Anyway, I don't see why you only have problems with that now... You never= =20 complaint before, I just need to touch the code and you enter in your=20 bitching mode. Ricardo Cruz Em Ter=E7a, 4 de Maio de 2004 10:51, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > It is just a matter of tuning the SPACE_X definition in world.cpp file. > > Feel free to purpose any values. > > Anyway, checkout the last version. > > A correct value would be: > > #define X_SPACE (640-256) > > But that renders the backscrolling code completly unuseable. =2D-=20 It is up to us to produce better-quality movies. -- Lloyd Kaufman, producer of "Stuff Stephanie in the Incinerator" |
From: Ingo R. <gr...@gm...> - 2004-05-04 10:02:47
|
Ricardo Cruz <ri...@ae...> writes: > True, there should be more cons in using the fire powers, since it is so much > powerfull. In its current form its not really powerfull, its slow and often misses enemies, in fact I already got the request to make it more powerfull again. One could make it even less powerfull by making some enemies immune against fireballs (ie. everything with a steal helmet or so). > Back scrolling is already implemented, but it has to be enabled in the > level... None of the current levels use it. Backscrolling in its current form is only usefull for debugging, not for gameplay, checkout Yoshis Island to see why, ie. the place to look forward is far to small, it should be larger than half of the screen, but that doesn't work with the current code. > About bosses, we have already discussed about scripting a few > times, but you can't expect that that soon. Maybe we should mark a > meeting for that, but before we should all give suggestions about > scripting languages and everybody should read about it before start > bitching 'mine is better' :) First of all it would be good to know for what to use scripting language. Its nice for scripting triggers, but for badguys you would have to export a shitload of C++ functions first to make scripting usefull, which in itself would be a huge boring task. > - butt jumps (we still have to talk about how should they be triggered and if > they should be a power...); In standard Yoshis Island way, ie. press down while in air. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Matze B. <ma...@br...> - 2004-05-04 10:02:29
|
On Tue, 4 May 2004, Ricardo Cruz wrote: > > It is just a matter of tuning the SPACE_X definition in world.cpp file. > Feel free to purpose any values. > Anyway, checkout the last version. Just because the fix is very easy doesn't mean it isn't broken. It was workin before and after your commit it didn't anymore. A good default value is part of the solution or would you really like to start supertux with "--scroll_x=120 --fix-blup-bug --workaround-musiccrashes"? Greetings, Matze |
From: Ingo R. <gr...@gm...> - 2004-05-04 09:51:45
|
Ricardo Cruz <ri...@ae...> writes: > It is just a matter of tuning the SPACE_X definition in world.cpp file. > Feel free to purpose any values. > Anyway, checkout the last version. A correct value would be: #define X_SPACE (640-256) But that renders the backscrolling code completly unuseable. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-05-04 09:33:45
|
C Ratchet <zra...@mi...> writes: > What about FDL or Creative Commons licenses? FDL is again not really generic, but very specific to written work. Creative Commons Licenses on the other side are pretty good I think. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: C R. <zra...@mi...> - 2004-05-04 01:33:08
|
What about FDL or Creative Commons licenses? Ratchet On May 3, 2004, at 1:11 PM, Ingo Ruhnke wrote: > Ryan Flegel <rf...@gm...> writes: > >> Actually, it's not a violation to not distribute the .xcf files. It >> becomes a violation when you are requested for the source files by >> any third party and refuse. > > One would have to include a 'written offer' or such. Beside that its a > difficult issue, since .xcf files often do not exist, ie. Layers are > created, but flattened before saving it to .png, no intermediate .xcf > is ever saved. It gets even worse if stuff is directly saved into jpg, > since you then not even have a loseless format. The GPL doesn't really > address this issue. > > -- > WWW: http://pingus.seul.org/~grumbel/ > JabberID: gr...@ja... > ICQ: 59461927 > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle > 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: Francisco <pa...@ar...> - 2004-05-04 01:27:11
|
Evil pink jelly monsters muhahahahaha http://arsfortunata.com/images/jelly.gif I made him for a failed proyect so instead of laying in my hd getting dust = and=20 waiting the entropy to wipe the file I just donate it to you. The image is an animated gif .. if you open with the gimp you will get 1 la= yer=20 per frame... =2D-=20 Arsfortunata http://arsfortunata.com/ |
From: Ricardo C. <ri...@ae...> - 2004-05-04 00:25:14
|
Your ideas are welcome, but maybe it would be better to discuss them when everything is more calmed down. Anyway, that doesn't stop me from making a few comments. :) Em Segunda, 3 de Maio de 2004 23:14, o C Ratchet escreveu: > I have some ideas on how an inventory could work in Supertux, and some > other ideas. > > Running: Tux should get tired after a while (maybe have a energy meter) > and have to recharge. He could also get headphones (since runners > listen to music) to augment run energy/speed for a while. > Well, I think I prefer the SM3 behavior where, when you run for a while, you start to running really fast and then you can do stuff like flying, in case you have the fox (or whatever that power is). > Sizing: Tux should scale size smoothly instead of just getting big. > Maybe he should catch and eat fish to get bigger, and maybe use a > sardine tin as a super (get big instantly) powerup. Also maybe he could > get too big and pop. And hitting badguys would make him get smaller. > > Pacman Power: Tux could get a speical powerup that allows him to eat > badguys and get bigger. > Just one thing; it seems to me that your opinion is that how bigger Tux is, better it is. i don't think I share the same opinion. Anyway, besides the technical issues, i don't think that would contribute much to the gaming experience... > Fire flowers: Tux should have a certain amount of fireballs to spit > (and the sounds need to be replaced when getting fireflower/spitting). > He should have to reload once in a while. > True, there should be more cons in using the fire powers, since it is so much powerfull. The only current limitation is that there can only be two bullets at maximum (can be changed) in the screen and the cons is that you don't get as much scores as if you would hit them. But there should be more cons and/or limitations. > Ice flowers: Tux could spit snowflakes and freeze badguys for 10 > seconds. And this should have reloading too. > > Timestop (stopsign clock): Tux could get this to freeze all badguys for > 30 seconds. > Those sound like interesting features. > Flying Carpet: would come out of a genie lamp and be used when in > midair (that is, its meter would go down when in the air) > We have already agreed that some sort of vehicle would be cool to have... That type of stuff is a must. Anyway, you remembered me about those mad carpert enemies that appear in SM2 and that you could destroy them and use their carpet. That would be neat :) > Boomerang: would act like iceblock (be able to hit multiple badguys and > come back) but wouldn't hurt you. > That sounds neat, but very destructive at the same time. Tux should not have such a powerfull weapon. Maybe, the boomerang should only have a maximum of a screen range and Tux should not be able to move until he got it back... > XRay Vision: would show invisible blocks, checkpoints, and secret level > entrances for 30 seconds > Secret stuff is used to add a more repetitive playing value, that would destroy a bit of the fun for more advanced players, i think. > The meters for these things could appear/disappear as needed at the > bottom of the screen. The shift key could be used to switch between > powers. > > Coins should be replaced by pebbles (maybe shiny or colored). They are > something penguins actually collect for their mates. > I guess I agree, but it is very odd to think how those should look like, since they are not perfectly rounded... > Blocks should be able to crumble and/or fall like stalactites/icicles. > Block bad guys, like in SM3, are a must have ;) > Avalanches should be triggerable by buttjumps, bigtux bounces, or bomb > explodes. Bombs should take out some of the platforms when exploding. > I think that can be just a bit hard to implement ;) > Killer whales, leopard seals, and sharks could be dangerous. > We have agreed that we will not make use of animals in the game as enemies. There can be graphics that are inspired in an animal, but should not really give the feeling as if it was one. > Fires and geysers could be interesting dangers too. > Those sound like really good ideas and should be pretty easy to implement. > Shoes could be colorized to indicate if badguys fall off platforms > and/or climb ladders or not. > There is just this detail; does every badguy use shoes? :D Have to check that. :) > I want back scrolling and vertical scrolling!!! > Back scrolling is already implemented, but it has to be enabled in the level... None of the current levels use it. Vertical scrolling can be a bit tricky, especially in the level files, but I will work on that. > Last but not least, there should be some worlds that are in Nolok's > fortresses (i.e. Nolok's Office, Nolok's Dungeons, Nolok's Private > Airport, Nolok's Aquarium) each with new badguys. (i.e. staplers, bats, > fighterplanes, sharks) > It is currently trivial to add new badguys, the only problem is really the graphics. About bosses, we have already discussed about scripting a few times, but you can't expect that that soon. Maybe we should mark a meeting for that, but before we should all give suggestions about scripting languages and everybody should read about it before start bitching 'mine is better' :) > Ratchet > > PS I have a picture, but too big for the list :( Send me, I can put it in the webpage to let people see it. To sum up, your ideas sound all right, but I think these should get priority, since they can make the game experience to improve a lot more: - vertical scrolling and also allow levels to force horizontal scrolling, like in SM3; - butt jumps (we still have to talk about how should they be triggered and if they should be a power...); - moving platforms, flying bad guys and stuff; - sliding - I think this is definitively a must, since it would make SuperTux to be really an unique game. Anyway, it can be a little hard to implement. Ricardo Cruz -- Science and religion are in full accord but science and faith are in complete discord. |
From: Ricardo C. <ri...@ae...> - 2004-05-03 23:54:30
|
It is just a matter of tuning the SPACE_X definition in world.cpp file. Feel free to purpose any values. Anyway, checkout the last version. Ricardo Cruz Em Segunda, 3 de Maio de 2004 21:21, o Ingo Ruhnke escreveu: > Ryan Flegel <sik...@us...> writes: > > - fixed scrolling bug > > I wouldn't called it fixed, scrolling is still horrible broken, ie. > the visible region to the right is *far* to small, it should be 3/4 of > the screen, currently its not even a half. With the current setting > the game is almost unplayable, since you will very often run into > enemies since you see them far too late. -- What if nothing exists and we're all in somebody's dream? Or what's worse, what if only that fat guy in the third row exists? -- Woody Allen, "Without Feathers" |
From: John S. <jc...@yo...> - 2004-05-03 23:18:53
|
Hello, I am enjoying playing supertux, it has come a long way! Two minor notes: -The joystick trigger ought to be usable for things like entering a level on the map. It's very unintuitive that button 2 should be used. -The README file says "Basically, the only keys you will need to use in-game are to do the following actions: jump, duck, right left and 'P' to pause/unpause the game." The power/run key should be explained here, particularly since its use is required to complete the very first level. Regards, John Spray (jc...@yo...) |
From: Ingo R. <gr...@gm...> - 2004-05-03 23:07:07
|
C Ratchet <zra...@mi...> writes: > Running: Tux should get tired after a while (maybe have a energy > meter) and have to recharge. Recharging itself is ok, but it should only be used for special extras and not for basic functionellity like running. One could of course add a special run (Metroid speedbooster like or so) that would need to recharge. > He could also get headphones (since runners listen to music) to > augment run energy/speed for a while. Don't like that, would prefer to keep technical stuff either completly outside of the game or an the badguy side. > Sizing: Tux should scale size smoothly instead of just getting big. > Maybe he should catch and eat fish to get bigger, and maybe use a > sardine tin as a super (get big instantly) powerup. Also maybe he > could get too big and pop. And hitting badguys would make him get > smaller. Don't like this either, adds to much randomness to the game and it would remove the 'solidness' of the game. > Pacman Power: Tux could get a speical powerup that allows him to eat > badguys and get bigger. The star already does that, beside the eating thing, but that would get difficult anyway, since Tux mouth is too small, better reserved for 'bonus animals' if we ever get them. > Fire flowers: Tux should have a certain amount of fireballs to spit > (and the sounds need to be replaced when getting > fireflower/spitting). He should have to reload once in a while. > > Ice flowers: Tux could spit snowflakes and freeze badguys for 10 > seconds. And this should have reloading too. Possible, the whole fire/ice flower stuff should be completly redone, ie. not make it just some rather lame extra, but a much more important part of the gameplay (ie. metroid like again, freeze badguys to use them as a 'step' to reach special places and stuff like that). > Timestop (stopsign clock): Tux could get this to freeze all badguys > for 30 seconds. Sounds good again, could be done as some 'snowstorm' thingy or so. > Invulnerability might be more interesting if you could turn on/off > your shield with the control key and have a meter that shows how much > you have. Would give to much power, ie. invulnurabilty is something that the player shouldn't have control over. > Flying Carpet: would come out of a genie lamp and be used when in > midair (that is, its meter would go down when in the air) Mario2 had that, not a big fan of it, since it wasn't that interesting to controll. However certanly something that would fit into a desert level. > Boomerang: would act like iceblock (be able to hit multiple badguys > and come back) but wouldn't hurt you. Possible. > XRay Vision: would show invisible blocks, checkpoints, and secret > level entrances for 30 seconds Would need to have a more usefull integration into the gameplay, just providing it to the player would make finding secrets to easy, after all they are meant to be secret and not be uncoverable by an extra near them. > Flashlight: light up dark areas. Must have :) > The meters for these things could appear/disappear as needed at the > bottom of the screen. The shift key could be used to switch between > powers. I wouldn't like to have meters for these things, they should have a more 'fluent' integration into the gameplay. > Coins should be replaced by pebbles (maybe shiny or colored). They are > something penguins actually collect for their mates. Possible, coins are rather boring indeed. > Blocks should be able to crumble and/or fall like stalactites/icicles. > Avalanches should be triggerable by buttjumps, bigtux bounces, or bomb > explodes. Bombs should take out some of the platforms when exploding. Sound interesting, but could get difficult to get fun. > Killer whales, leopard seals, and sharks could be dangerous. Doable, MarioBros3 had some cool large fishes, was fun to dodge them. > Shoes could be colorized to indicate if badguys fall off platforms > and/or climb ladders or not. Yep. > I want back scrolling and vertical scrolling!!! Yep, Milestone2 stuff :) > Last but not least, there should be some worlds that are in Nolok's > fortresses (i.e. Nolok's Office, Nolok's Dungeons, Nolok's Private > Airport, Nolok's Aquarium) each with new badguys. (i.e. staplers, > bats, fighterplanes, sharks) Last world will be traditionally in Noloks 'island', however, thats still a long way to go. > PS I have a picture, but too big for the list :( Upload somewhere and post a link. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: C R. <zra...@mi...> - 2004-05-03 22:14:52
|
I have some ideas on how an inventory could work in Supertux, and some other ideas. Running: Tux should get tired after a while (maybe have a energy meter) and have to recharge. He could also get headphones (since runners listen to music) to augment run energy/speed for a while. Sizing: Tux should scale size smoothly instead of just getting big. Maybe he should catch and eat fish to get bigger, and maybe use a sardine tin as a super (get big instantly) powerup. Also maybe he could get too big and pop. And hitting badguys would make him get smaller. Pacman Power: Tux could get a speical powerup that allows him to eat badguys and get bigger. Fire flowers: Tux should have a certain amount of fireballs to spit (and the sounds need to be replaced when getting fireflower/spitting). He should have to reload once in a while. Ice flowers: Tux could spit snowflakes and freeze badguys for 10 seconds. And this should have reloading too. Timestop (stopsign clock): Tux could get this to freeze all badguys for 30 seconds. Invulnerability might be more interesting if you could turn on/off your shield with the control key and have a meter that shows how much you have. Flying Carpet: would come out of a genie lamp and be used when in midair (that is, its meter would go down when in the air) Boomerang: would act like iceblock (be able to hit multiple badguys and come back) but wouldn't hurt you. XRay Vision: would show invisible blocks, checkpoints, and secret level entrances for 30 seconds Flashlight: light up dark areas. The meters for these things could appear/disappear as needed at the bottom of the screen. The shift key could be used to switch between powers. Coins should be replaced by pebbles (maybe shiny or colored). They are something penguins actually collect for their mates. Blocks should be able to crumble and/or fall like stalactites/icicles. Avalanches should be triggerable by buttjumps, bigtux bounces, or bomb explodes. Bombs should take out some of the platforms when exploding. Blimps could be used as a moving platform. Killer whales, leopard seals, and sharks could be dangerous. Fires and geysers could be interesting dangers too. Shoes could be colorized to indicate if badguys fall off platforms and/or climb ladders or not. I want back scrolling and vertical scrolling!!! Last but not least, there should be some worlds that are in Nolok's fortresses (i.e. Nolok's Office, Nolok's Dungeons, Nolok's Private Airport, Nolok's Aquarium) each with new badguys. (i.e. staplers, bats, fighterplanes, sharks) Ratchet PS I have a picture, but too big for the list :( --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: Ingo R. <gr...@gm...> - 2004-05-03 20:21:32
|
Ryan Flegel <sik...@us...> writes: > - fixed scrolling bug I wouldn't called it fixed, scrolling is still horrible broken, ie. the visible region to the right is *far* to small, it should be 3/4 of the screen, currently its not even a half. With the current setting the game is almost unplayable, since you will very often run into enemies since you see them far too late. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ryan F. <rf...@gm...> - 2004-05-03 19:54:17
|
On Mon, 03 May 2004 21:36:10 +0200, Marek <wa...@gm...> wrote: > Hi there, > a new bug appeared in the scrolling code: Tux runs far too near to the > right border of the screen. Fixed. I think it should be okay now. > Also, after tux looses a life the life counter is decreased when the > level is restarted; this allows the player to leave the level through > the menu without loosing a life - not dure if it's worth fixing. You can > start another senseless flamewar about it ;-) Well, let me be the first to say that's a stupid idea and you're stupid for even thinking of it because it will never work :-) Actually, it's probably something that should be changed :) -- Ryan |
From: Christopher A. W. <cr...@li...> - 2004-05-03 19:49:13
|
On Mon, 2004-05-03 at 14:36, Marek wrote: > Hi there, > a new bug appeared in the scrolling code: Tux runs far too near to the > right border of the screen. > Also, after tux looses a life the life counter is decreased when the > level is restarted; this allows the player to leave the level through > the menu without loosing a life - not dure if it's worth fixing. You can > start another senseless flamewar about it ;-) NEIN! FLAMEWAR IS FORBIDDEN! :) Christopher A. Webber | The bottom line |
From: Marek <wa...@gm...> - 2004-05-03 19:36:37
|
Hi there, a new bug appeared in the scrolling code: Tux runs far too near to the right border of the screen. Also, after tux looses a life the life counter is decreased when the level is restarted; this allows the player to leave the level through the menu without loosing a life - not dure if it's worth fixing. You can start another senseless flamewar about it ;-) Marek -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: Ingo R. <gr...@gm...> - 2004-05-03 18:12:16
|
Ryan Flegel <rf...@gm...> writes: > Actually, it's not a violation to not distribute the .xcf files. It > becomes a violation when you are requested for the source files by > any third party and refuse. One would have to include a 'written offer' or such. Beside that its a difficult issue, since .xcf files often do not exist, ie. Layers are created, but flattened before saving it to .png, no intermediate .xcf is ever saved. It gets even worse if stuff is directly saved into jpg, since you then not even have a loseless format. The GPL doesn't really address this issue. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-05-03 18:05:34
|
Am Mo, den 03.05.2004 schrieb Ryan Flegel um 19:54: > On Mon, 03 May 2004 17:10:11 +0200, Ingo Ruhnke <gr...@gm...> wrote: > > > Not really, the GPL doesn't apply much to graphics, beside that the > > graphics don't contain a license 'sticker'. Beside that you would > > already violate the GPL by not including the .xcf files for the > > images. In short GPL and images is a tricky thinc and only works > > because nobody has started questioning it. > > Actually, it's not a violation to not distribute the .xcf files. It > becomes a violation when you are requested for the source files by any > third party and refuse. With the exception that you have to have the .xcf files then. Remember that you can also paint a PNG file directly. You can compare this to a program written in a script language like PERL. I don't doubt there are better licenses for content, but GPLing it isn't all that wrong either. Greetz... Tobias Gläßer -- |
From: Ryan F. <rf...@gm...> - 2004-05-03 17:54:20
|
On Mon, 03 May 2004 17:10:11 +0200, Ingo Ruhnke <gr...@gm...> wrote: > Not really, the GPL doesn't apply much to graphics, beside that the > graphics don't contain a license 'sticker'. Beside that you would > already violate the GPL by not including the .xcf files for the > images. In short GPL and images is a tricky thinc and only works > because nobody has started questioning it. Actually, it's not a violation to not distribute the .xcf files. It becomes a violation when you are requested for the source files by any third party and refuse. -- Ryan |
From: C R. <zra...@mi...> - 2004-05-03 17:34:24
|
Yes, only in OpenGL. Works fine in SDL which I am still using at the moment because of that bug. Ratchet On May 3, 2004, at 4:05 AM, Ricardo Cruz wrote: > > Does that only happens in the OpenGL mode? > If not, it is most likely a SDL issue. > > Ricardo > > Em Domingo, 2 de Maio de 2004 19:48, o C Ratchet escreveu: >> OpenGL's not exactly broken for me, but the cursor is still reversed >> (moving mouse up goes down and vice versa) last time I tried GL mode a >> few days ago. >> >> I'm on an iMac G4 with nVidia GeForce4 MX graphics if that's any help. >> >> Ratchet >> >> On May 2, 2004, at 3:48 AM, Keir Lawson wrote: >>> On Sun, 2004-05-02 at 09:15 +0100, Keir Lawson wrote: >>>> On Sat, 2004-05-01 at 22:48 +0200, Marek wrote: >>>>> OpenGL works again! >>>>> I just got another cvs update, compiled it and it works. >>>>> I also got me a new kernel in the meantime, so I don't know what >>>>> really >>>>> solved the problem, but everything seems to be fine now. >>>>> (Except for the fact that I'm about to hose my system with my >>>>> kernel >>>>> experiments, but that's another story. :-) ) >>>> >>>> just checked out latest CVS, still the same problem for me. >>>> interestingly i have found another app that the same thing appears >>>> to >>>> happen in zsnes in opengl mode, which leads me to believe that it is >>>> indeed the drivers fault. ive just spotted a driver upgrade in the >>>> repositry i use, i will try it. >>> >>> no luck... same problem >>> >>> Keir >>> >>> > > -- > Bilbo's First Law: > You cannot count friends that are all packed up in barrels. > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle > 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- Are YOU a Good Person? Go here: http://www.wayofthemaster.com/wotm_flash.html |
From: Ryan F. <rf...@gm...> - 2004-05-03 17:31:51
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> Modified Files: > level13.stl > Log Message: > Enabled back scrolling on this level. > It is mostly for people give it a try. Maybe we should just make a copy of that level and put it under the contrib/test levels. -- Ryan |
From: Ricardo C. <ri...@ae...> - 2004-05-03 15:53:53
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Em Segunda, 3 de Maio de 2004 16:45, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > You have abused of the power invested in you to release a version as > > if it was official, besides from that you knew there were people > > against it. > > Yes, I abused it to drive the project forward instead of twinkling > around in CVS version forever. It isn't about intentions, but behaviors. That said, Cheers, Ricardo -- I stopped believing in Santa Claus when I was six. Mother took me to see him in a department store and he asked for my autograph. -- Shirley Temple |
From: Ingo R. <gr...@gm...> - 2004-05-03 15:45:53
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Ricardo Cruz <ri...@ae...> writes: > Man, I already talked to you so many times about this! It not a > matter of what is missing or not, this is bigger. So you say that the release should have been only held back for political reasons and not for technical or gameplay ones? > You have abused of the power invested in you to release a version as > if it was official, besides from that you knew there were people > against it. Yes, I abused it to drive the project forward instead of twinkling around in CVS version forever. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-05-03 15:44:33
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Em Segunda, 3 de Maio de 2004 16:29, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > If we keep Ingo's version has official we are just encouraging his > > attitude. > > So this is all about you being right and me being wrong instead of > what is good for the people out there playing the game? Now that > sounds constructive... > Sometimes, doing what it is correct is better than doing what would be better for the community. The ultimate example is when Jesus let Judas to treason him, it is a lesson that you should think about. > > Besides from that, it is very easy for making it to dissapear (just > > remove it from the download page and contact the happypenguin > > staff). > > I doubt that... You doubt what? I already mailed Bob regarding this situation, in a day he should clear things out with our maintainer and give me an answer. Peace, Ricardo -- Marriage, n.: The evil aye. |
From: Ingo R. <gr...@gm...> - 2004-05-03 15:44:20
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Ricardo Cruz <ri...@ae...> writes: > It is not breaking, if you tried it, you would notice that it is working > fine. Milestone1 was decided to not have any backscrolling, introducing backscrolling into it is a bug, even if it works reasonablly.. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |