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From: Ricardo C. <ri...@ae...> - 2004-04-28 21:12:27
|
Well, all the documentation and stuff is being written has if it was *SuperTux*. Ricardo Em Quarta, 28 de Abril de 2004 19:20, o Bill Kendrick escreveu: > > Sigh. :^) But the game's /name/ is "Super Tux"! ;^) > > > > -bill! > -- The best you get is an even break. -- Franklin Adams |
From: Bill K. <nb...@so...> - 2004-04-28 19:06:33
|
On Wed, Apr 28, 2004 at 05:01:50PM +0100, Ricardo Cruz wrote: > Em Quarta, 28 de Abril de 2004 16:00, o Ingo Ruhnke escreveu: > > Marek <wa...@gm...> writes: > > > Another thing I noticed: Is there a way to delete a save slot? > > > > 'rm ~/.supertux/saves/slot1.stsg' currently not available via menu. > > Should it be? I mean, who wants to delete a previous saved game? Yes! If there's limited slots. Err. hmm.. maybe I'm thinking from a cartridge point of view. *boggle* Can't ... handle.... PC's.... -bill! |
From: Bill K. <nb...@so...> - 2004-04-28 19:03:32
|
On Wed, Apr 28, 2004 at 02:03:17PM +0200, Matze Braun wrote: > Hi, > > Supertux still crashs from time to time when the music changes. <snip> Is THAT why it's constantly segfaulting on me!? :^) It was pretty ridiculous last night! I had to try many times before I could actually start certain levels! -bill! |
From: Bill K. <nb...@so...> - 2004-04-28 18:20:43
|
On Wed, Apr 28, 2004 at 12:57:13PM +0100, Ricardo Cruz wrote: > It would be really great if you did that. There were ppl already that thought > that SuperTux was the one at supertux.sf.net ... > Besides, the entry at TheLinuxGamesTome should also be changed from 'Super > Tux' to 'SuperTux', since ppl when try to search for 'SuperTux' don't find > it. Sigh. :^) But the game's /name/ is "Super Tux"! ;^) We should convince Bob Z. to allow 'aliases' for games, to deal with typos. (I did something similar with the membership page for my Linux User Group's website. If you enter "John" it'll also show "Jonathan", just in case you never learned their full name when you met them at a meeting. Also, some people don't know "Daphne" spells her name like that. Or "Dmitriy" has that 2nd 'i' in his name. ;^) ) Honestly, it could just be a 'keyword' for the project. (e.g., "supertux, mario, nintendo, platform, jump, run" could be keywords for "Super Tux") -bill! |
From: C R. <zra...@mi...> - 2004-04-28 17:54:04
|
Has anyone contacted the person with the other SuperTux? Sounds like he=20= might have some good ideas from looking at supertux.sf.net. Ratchet On Apr 28, 2004, at 6:57 AM, Ricardo Cruz wrote: > Em Quarta, 28 de Abril de 2004 05:56, o sik0fewl =A0 escreveu: >> Hi, >> >> This patch fixes some grammar and formatting in the docs. >> >> By the way, would we be interested in getting the "supertux" project=20= >> name? >> The project admin for the project might give it up since it hasn't=20 >> been in >> development for a few years and the project's goals look similar to=20= >> this >> ones. >> > > It would be really great if you did that. There were ppl already that=20= > thought > that SuperTux was the one at supertux.sf.net ... > Besides, the entry at TheLinuxGamesTome should also be changed from=20= > 'Super > Tux' to 'SuperTux', since ppl when try to search for 'SuperTux' don't=20= > find > it. > > Thanks, > Ricardo Cruz > >> -- >> Ryan > > > --=20 > The best thing about being bald is, that, when unexpected company=20 > arrives, > all you have to do is straighten your tie. > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle=20 > 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id149&alloc_id=8166&op=3Dclick > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > --- Are YOU a Good Person? Go here:=20 http://www.wayofthemaster.com/wotm_flash.html |
From: Ingo R. <gr...@gm...> - 2004-04-28 16:24:58
|
Ricardo Cruz <ri...@ae...> writes: > Should it be? I mean, who wants to delete a previous saved game? Should be, but not for milestone1. It is usefull if people simply want to start from scratch and run out of saveslots, might however happen very seldomly, so its not really important and 'rm'ing it is very easy anyway. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-28 16:01:52
|
Em Quarta, 28 de Abril de 2004 16:00, o Ingo Ruhnke escreveu: > Marek <wa...@gm...> writes: > > Another thing I noticed: Is there a way to delete a save slot? > > 'rm ~/.supertux/saves/slot1.stsg' currently not available via menu. Should it be? I mean, who wants to delete a previous saved game? Ricardo -- Laws of Serendipity: (1) In order to discover anything, you must be looking for something. (2) If you wish to make an improved product, you must already be engaged in making an inferior one. |
From: Ingo R. <gr...@gm...> - 2004-04-28 15:00:46
|
Marek <wa...@gm...> writes: > Another thing I noticed: Is there a way to delete a save slot? 'rm ~/.supertux/saves/slot1.stsg' currently not available via menu. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: sik0fewl <xxd...@ho...> - 2004-04-28 14:34:51
|
>I also think that we should give (let's say) half of the score, when a >badguy is killed by a bullet. >Since it is so easy to do that... What do you say? I think that the player should still get full score. That's the advantage of having bullets (that and not dying as easily :) -- Ryan _________________________________________________________________ Tired of spam? Get advanced junk mail protection with MSN Premium http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines |
From: Ricardo C. <ri...@ae...> - 2004-04-28 14:11:37
|
Hey there, Just wondering if anyone has already made sure there were no memory leaks in the game. Cause sometimes I get messages like '*.png not freed' or 'free(): invalid pointer'. Ricardo Cruz -- And in the heartbreak years that lie ahead, Be true to yourself and the Grateful Dead. -- Joan Baez |
From: Ricardo C. <ri...@ae...> - 2004-04-28 14:00:07
|
It looks like it isn't possible to jump and duck has it used to be. And so, it was possible to reach to powerups in small places. Can anyone confirm me this and should this be considered a bug? Ricardo Cruz -- Look at it this way: Your daughter just named the fresh turkey you brought home "Cuddles", so you're going out to buy a canned ham. And you're still drinking ordinary scotch? |
From: Matze B. <ma...@br...> - 2004-04-28 12:44:23
|
Hi, Supertux still crashs from time to time when the music changes. I debugged this problem and I think I found the reason for these crashs inside the SDL_mixer/mikmod code. It seems a variable with the number of channels used for a module is used globally (which means for all modules) but is set each time you load a new module (I'll send details to SDL_mixer/mikmod lists soon). We should be able to workaround these problems in supertux by making sure that all our .mod files have the same number of channels. Maybe Marek or someone else could do this? Greetings, Matze |
From: Ricardo C. <ri...@ae...> - 2004-04-28 12:41:06
|
Em Quarta, 28 de Abril de 2004 13:18, o Marek escreveu: > Just asking... Why did you remove every email address from the CREDITS > file except mine? Want me to get all the spam, eh? ;-) > Fixed, I must have forgotten... > I'd also suggest that someone who is a native English speaker should go > through all the game text (i.e. credits, level titles, etc) looking for > grammar and spelling mistakes. I don't know if there are any, because I > am not a native speaker myself, but I hate to see bad spelling in > release versions. > Well, Ryan (sik0fewl) has already corrected a lot of grammar from myself ;) > See you around, > > Marek > > -- Proposed Country & Western Song Titles I Don't Mind If You Lie to Me, As Long As I Ain't Lyin' Alone I Wouldn't Take You to a Dog Fight Even If I Thought You Could Win If You Leave Me, Walk Out Backwards So I'll Think You're Comin' In Since You Learned to Lip-Sync, I'm At Your Disposal My John Deere Was Breaking Your Field, While Your Dear John Was Breaking My Heart Don't Cry, Little Darlin', You're Waterin' My Beer Tennis Must Be Your Racket, 'Cause Love Means Nothin' to You When You Say You Love Me, You're Full of Prunes, 'Cause Living With You Is the Pits I Wanted Your Hand in Marriage but All I Got Was the Finger -- "Wordplay" |
From: Marek <wa...@gm...> - 2004-04-28 12:18:00
|
Just asking... Why did you remove every email address from the CREDITS file except mine? Want me to get all the spam, eh? ;-) I'd also suggest that someone who is a native English speaker should go through all the game text (i.e. credits, level titles, etc) looking for grammar and spelling mistakes. I don't know if there are any, because I am not a native speaker myself, but I hate to see bad spelling in release versions. See you around, Marek |
From: Ricardo C. <ri...@ae...> - 2004-04-28 12:11:09
|
Em Quarta, 28 de Abril de 2004 02:05, o Matze Braun escreveu: > On Tue, 27 Apr 2004, Ricardo Cruz wrote: > > Hey there, > > > > I was wondering if there isn't any chance of implementing a mini-boss... > > I mean it is just the ingredient the Milestone1 lacks. > > Anyway, technically, how should it be coded? Should we use a script > > file? > > Some comments here: > > - milestone 1 should be released as soon as possible now, so extra > features are not good now. We should concentrate on squashing bugs. I agree if you said that regarding an ordinary release, but we are talking about a "Milestone" here! :) You don't find one of those everyday ;) > - The main problem is getting graphics for nolok done. As a miniboss > probably has several different actions, this will be alot of animations > frames to draw. I really think the biggest one would be coding it... > - If it's only 1 miniboss and if we want him implemented fastly then we > should not use a scriptfile. Don't underestimate the work needed to > define a nice API and scripting language for such a thing. You can > surely implement several minibosses in C++ in the same time. > You've got a good point there, but I am familiar with creating a C/C++ shared object and then use a script to give it orders. Anyway, I haven't ever done a scripting implementation for such a big thing. And yes, I agree that for now we should C++ing it, instead of scriptting it. (Besides, just the discussion about what language to use and how should it be implemented would take over a month ;) ) Ricardo Cruz > Greetings, > Matze > -- But you who live on dreams, you are better pleased with the sophistical reasoning and frauds of talkers about great and uncertain matters than those who speak of certain and natural matters, not of such lofty nature. -- Leonardo Da Vinci, "The Codex on the Flight of Birds" |
From: Ricardo C. <ri...@ae...> - 2004-04-28 12:00:37
|
Already did both, but I also think that nicknames doesn't belong there. Th= ey=20 would fit much better in a credits section on the webpage. Ricardo Em Ter=E7a, 27 de Abril de 2004 17:13, o sik0fewl =A0 escreveu: > >Modified Files: > > CREDITS > >Log Message: > >- added some mail addresses, but looks bloated again, might be a good id= ea > >to reorder it for people instead of for jobs > > I think it would be best to leave email address out of the CREDITS file if > it's going to be too bloated. we can save email address for the AUTHORS > file. > > -- > Ryan > =2D-=20 Somewhere on this globe, every ten seconds, there is a woman giving birth to a child. She must be found and stopped. -- Sam Levenson |
From: Ricardo C. <ri...@ae...> - 2004-04-28 11:59:27
|
Oh, please, not the big eyes again :D I really like your short beak version and I vote for replacing the current. Ricardo Em Quarta, 28 de Abril de 2004 01:59, o Benjamin P. Jung escreveu: > Thanks... ;-) > I think a shorter beak (that's the word if been looking for ... aargh!) > really _does_ the trick ... hm.. maybe mine grew a bit too short -- I've > provided an xcf-file download containing all the animation steps of the > modified right-looking small tux at http://www.phreakzone.com/tmp/ ... > have fun. > > Benjamin > > >Hey Benjamin, > > > > This time you have my bless ;) > > Really, yours looks a bit too fatty (too circular...), but I like the > > beak a lot more. > > > > I think Ingo's first smalltux was very good, but the current one has the > > beak too much long, I vote for using Benjamin's Tux modification. > -- The chief cause of problems is solutions. -- Eric Sevareid |
From: Ricardo C. <ri...@ae...> - 2004-04-28 11:58:21
|
Em Quarta, 28 de Abril de 2004 05:56, o sik0fewl =A0 escreveu: > Hi, > > This patch fixes some grammar and formatting in the docs. > > By the way, would we be interested in getting the "supertux" project name? > The project admin for the project might give it up since it hasn't been in > development for a few years and the project's goals look similar to this > ones. > It would be really great if you did that. There were ppl already that thou= ght=20 that SuperTux was the one at supertux.sf.net ... Besides, the entry at TheLinuxGamesTome should also be changed from 'Super= =20 Tux' to 'SuperTux', since ppl when try to search for 'SuperTux' don't find= =20 it. Thanks, Ricardo Cruz > -- > Ryan =2D-=20 The best thing about being bald is, that, when unexpected company arrives, all you have to do is straighten your tie. |
From: Matze B. <ma...@br...> - 2004-04-28 09:36:02
|
On Tue, 27 Apr 2004, Ricardo Cruz wrote: > > Well for this Milestone we decided it would be better to leave highscores for > that reason. > Ingo's opinion is that we should get rid of scores for good. My own is that > we just need to improve the way that we give scores to the player (ie. not > giving any scores when he jumps into an ice block). > Just for the record. I limited the iceblock problem yesterday by making it fall off the screen when it was squiched more than 10 times. Greetings, Matze |
From: Marek <wa...@gm...> - 2004-04-28 08:52:13
|
Christopher A. Webber wrote: >>/- The main problem is getting graphics for nolok done. As a miniboss >> probably has several different actions, this will be alot of animations >> frames to draw./ >> > > Nolok is not being implemented in Milestone 1. He is coming in > later. Please read my previous post titled "Nolok"... grumbel and I > already created a Nolok statue, which will at the moment serve the > purpose well enough. How about having the Nolok Statue spit out/summon various standard enemies? That way, we'd have a Miniboss that should be fairly easy to code without the need for new graphics. Marek |
From: Bill K. <nb...@so...> - 2004-04-28 05:14:06
|
On Wed, Apr 28, 2004 at 04:56:27AM +0000, sik0fewl ? wrote: > By the way, would we be interested in getting the "supertux" project name? > The project admin for the project might give it up since it hasn't been in > development for a few years and the project's goals look similar to this > ones. Meh, either way. *shrug* -bill! |
From: sik0fewl <xxd...@ho...> - 2004-04-28 04:56:33
|
Hi, This patch fixes some grammar and formatting in the docs. By the way, would we be interested in getting the "supertux" project name? The project admin for the project might give it up since it hasn't been in development for a few years and the project's goals look similar to this ones. -- Ryan _________________________________________________________________ http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines |
From: sik0fewl <xxd...@ho...> - 2004-04-28 04:02:28
|
>Well, I think that's a fairly good coverage of Nolok. On a different note, >I've drawn this >little guy. He looks good for the game, but I have no idea for what. >http://lingocomic.com/gfx/goodies/supertux/possible_enemy.jpg >Perhaps someone else has some better ideas. - Maybe another playable character? - Nolok's brother? Could be good or evil (or make a transition from one to the other as the story progresses.) -- Ryan _________________________________________________________________ MSN Premium helps eliminate e-mail viruses. Get 2 months FREE* http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines |
From: sik0fewl <xxd...@ho...> - 2004-04-28 02:27:04
|
>Modified Files: > CREDITS >Log Message: >- added some mail addresses, but looks bloated again, might be a good idea >to reorder it for people instead of for jobs I think it would be best to leave email address out of the CREDITS file if it's going to be too bloated. we can save email address for the AUTHORS file. -- Ryan _________________________________________________________________ http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines |
From: Alex V. <Al...@co...> - 2004-04-28 02:00:19
|
Benjamin P. Jung wrote: > Ok , ok .... sorry to bother you again and again .... > my idea of SuperTux having bigger eyes was obviously not very widely > accepted --- anyways ... the eyes have been changed and I think they > look great now. Still I'm of the impression that the small SuperTux > version might still be modified .... my idea is to change Tux's head > (German: Verdammt.... was heißt den Schnabel auf Englisch???). > You can find a modified version (an animated GIF -- as last time) at > http://www.phreakzone.com/tmp/ > Just look for yourselves -- I think it makes a lot of difference. I think Tux looks best with the shorter beak and smaller eyes. The shorter beak is a big improvement, but I think Grumbel is right. It seems a little to short now. Maybe somewhere in between... Alex |