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From: Ricardo C. <ri...@ae...> - 2004-04-13 15:15:08
|
Hey, Is someone willing to take screenshots of a few versions, in order to make a screenshot section at the webpage? (Just from full releases) Bill Kendrick, I noticed you removed the screenshots from your webpage, could you provide them? Thx, Ricardo Cruz -- The brotherhood of man is not a mere poet's dream; it is a most depressing and humiliating reality. -- Oscar Wilde |
From: Ricardo C. <ri...@ae...> - 2004-04-13 15:10:39
|
The levels were not removed, I've just organised them a bit and made them= =20 accessible from the Contrib Levels menu. The 4th level was moved from the default package, since it doesn't fit the= re.=20 It was done by me and I am thinking about making a 'In the Clouds' worldmap= =20 or something ;) The --worldmap parameter should be working fine now and supports the defau= lt=20 levels. Ricardo Cruz Em Ter=E7a, 13 de Abril de 2004 15:47, o Marek escreveu: > Hi! > Why did you remove all those levels from the cvs? I thought they were > pretty cool, just needed some final polishing... > > Marek =2D-=20 Or you or I must yield up his life to Ahrimanes. I would rather it were yo= u. I should have no hesitation in sacrificing my own life to spare yours, but we take stock next week, and it would not be fair on the company. -- J. Wellington Wells |
From: Marek <wa...@gm...> - 2004-04-13 14:47:59
|
Hi! Why did you remove all those levels from the cvs? I thought they were pretty cool, just needed some final polishing... 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...> - 2004-04-13 13:19:11
|
Ingo Ruhnke <gr...@gm...> writes: >> I don't even think this code will allow for a videomode change. Just implemented mode switching from SDL to OpenGL and back, so far it seems to be working very well. Only shadow-fonts are currently broken, since I am not so sure on how long a SDL_Surface will live (ie. does it get invalid on a modeswitch, do all get invalid or only some, etc). -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-04-13 12:28:46
|
Ricardo Cruz <ri...@ae...> writes: > I don't know who redesigned the texture.cpp code, but I don't agree > with having two separate classes for both SDL and OpenGL. Thats pretty much the same as it was before. Move gl_texture to SurfaceSDL and you have exactly the same as before. It makes not really a difference if you dispatch something manually via a function pointer or via C++ vtable. > The code would stay clean and simple, if they just shared the same > class and there was a function pointing out for the right functions > to use. It is far more cleaner to have the function seperated in to class then have one class and twigle manually with function pointers. > I don't even think this code will allow for a videomode change. Sure, it does. The user code just sees 'Surface', while Surface dispatches everything to SurfaceSDL or SurfaceOpenGL, which is pretty much the same as the pointer-stuff that was there before. So all you need to do is to let Surface switch from SurfaceSDL to SurfaceOpenGL on video mode changes, which shouldn't be much of a big problem if you add some code to Surface that caches the data needed to create the surface (ie. filename and size, or another surface). -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-13 12:06:48
|
Hey, I don't know who redesigned the texture.cpp code, but I don't agree with having two separate classes for both SDL and OpenGL. The code would stay clean and simple, if they just shared the same class and there was a function pointing out for the right functions to use. I don't even think this code will allow for a videomode change. I vote for returning to the old code and do a simple structure->class change, as I was going to do. Ricardo Cruz -- The IBM purchase of ROLM gives new meaning to the term "twisted pair". -- Howard Anderson, "Yankee Group" |
From: Ingo R. <gr...@gm...> - 2004-04-13 11:52:18
|
Ricardo Cruz <ri...@ae...> writes: > But why have gl_textures the need to be reseted? > They are not freed in the 1st place and no, I don't turn them back to > NO_TEXTURE. gl_textures are local to their opengl context, so if you free the context (ie. by switching modes), you free the textures and have to reload them. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-13 11:44:40
|
Just for the record, it looks like texture code has been redesigned, so th= e=20 stuff I did are all messed up. Please, don't use the OpenGL option in the menu. Ricardo Cruz Em Ter=E7a, 13 de Abril de 2004 12:15, o Ricardo Cruz escreveu: > But why have gl_textures the need to be reseted? > They are not freed in the 1st place and no, I don't turn them back to > NO_TEXTURE. > > Ricardo Cruz > > Em Ter=E7a, 13 de Abril de 2004 03:45, o Ingo Ruhnke escreveu: > > Ricardo Cruz <rm...@us...> writes: > > > A first attempt to make a simple and clean way of an on the fly > > > videomode change. But there is this problem: it seems to work on the > > > first transition from SDL to OpenGL, but doesn't work well in the > > > following transitions to OpenGL. > > > > The problem is that once you switched to OpenGL all texture_types will > > be converted to OpenGL textures, but when you switch back, you will > > lose them while not resetting the gl_texture id's back to NO_TEXTURE, > > so they won't be loaded again. =2D-=20 Entropy isn't what it used to be. |
From: Ricardo C. <ri...@ae...> - 2004-04-13 11:23:43
|
But why have gl_textures the need to be reseted? They are not freed in the 1st place and no, I don't turn them back to=20 NO_TEXTURE. Ricardo Cruz Em Ter=E7a, 13 de Abril de 2004 03:45, o Ingo Ruhnke escreveu: > Ricardo Cruz <rm...@us...> writes: > > A first attempt to make a simple and clean way of an on the fly > > videomode change. But there is this problem: it seems to work on the > > first transition from SDL to OpenGL, but doesn't work well in the > > following transitions to OpenGL. > > The problem is that once you switched to OpenGL all texture_types will > be converted to OpenGL textures, but when you switch back, you will > lose them while not resetting the gl_texture id's back to NO_TEXTURE, > so they won't be loaded again. =2D-=20 Ambition, n: An overmastering desire to be vilified by enemies while living and made ridiculous by friends when dead. -- Ambrose Bierce |
From: Ingo R. <gr...@gm...> - 2004-04-13 02:46:06
|
Ricardo Cruz <rm...@us...> writes: > A first attempt to make a simple and clean way of an on the fly > videomode change. But there is this problem: it seems to work on the > first transition from SDL to OpenGL, but doesn't work well in the > following transitions to OpenGL. The problem is that once you switched to OpenGL all texture_types will be converted to OpenGL textures, but when you switch back, you will lose them while not resetting the gl_texture id's back to NO_TEXTURE, so they won't be loaded again. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-12 23:56:55
|
Hey, Now, the levels can be all reached through the Contrib Levels entry (checkout the newest cvs). There are lots of them and most are pure fun ;) Have fun, Ricardo Cruz -- Every living thing wants to survive. -- Spock, "The Ultimate Computer", stardate 4731.3 |
From: Ricardo C. <ri...@ae...> - 2004-04-12 20:34:52
|
Before commenting them, let me just say thx for your comments. Em Segunda, 12 de Abril de 2004 01:57, o Athanasios Voyatzis escreveu: > I found a little bug in supertux: when you play the game more than 1 time, > the > hiscore don't start at 0, it continues. (sorry for my bad english) e.g. > first > game ends with 500 points, second game starts with 500 pts. > That's a known bug (at least to me ;) ), but since a lot of code is being redesigned, its naturally that bugs like that appear. Will be fixed later. > the second is, that if you get hurt, you get automaticly small, even if you > > are super-coffee-tux. It would be better, if you get at first normal big > tux > I agree with you, but it currently follows SM1 behaviour, I also think that the SM3 one is much better. Do you guys think we should follow SM3 behaviour? > and then small. By the way, after a hit by an enemy, tux should be for 1 - > 2 > > sec unmortal. > Doesn't that happen already? > One thing I don't like (and my girlfriend), is the time. I haven't got any > time to find some secrets ... (are there any? e.g. hidden lives, coins or > fishes?). It would be nicer, if you can choose, on or off, or you get more > time. > I agree, especially in the 1st level, the time is just too short. Anyway, the levels are being polished... Futhermore, the built-in leveleditor is not totally working, so we can't yet easily change them. > what about SVGA (1024x768) or higher? > That resolution is just too much, but I agree to go for 860x600. > I thinkthe enemys are a good idea (computer, laptops ...) but the style of > them are no the same as of tux (he is cute ;o) - girlfriend -) > If you keep updated with the cvs, you'll noticed that the enemies are being redrawn by Ingo Ruhnke. > I hope you can understand what I wanted to say, and I wish you a good > evening > and happy Eastern > Thx and happy Easter to you too, Ricardo Cruz > Atha > > At...@gm... -- Use the Force, Luke. |
From: Bill K. <nb...@so...> - 2004-04-12 07:25:31
|
On Mon, Apr 12, 2004 at 02:57:34AM +0200, Athanasios Voyatzis wrote: > the second is, that if you get hurt, you get automaticly small, even if you > are super-coffee-tux. It would be better, if you get at first normal big tux > and then small. Hrm... I'll have to fire up my Nintendo to see how Super Mario Bros did it. Just kidding! :^) I think either way would be good, but one way will affect game play in a different way than the other! We should consider it carefully. (e.g., a level may be almost impossible if the rule works one way, versus the other) > By the way, after a hit by an enemy, tux should be for 1 - 2 > sec unmortal. I agree with that. :^) -bill! |
From: Athanasios V. <Ath...@gm...> - 2004-04-12 00:57:42
|
I found a little bug in supertux: when you play the game more than 1 time, the hiscore don't start at 0, it continues. (sorry for my bad english) e.g. first game ends with 500 points, second game starts with 500 pts. the second is, that if you get hurt, you get automaticly small, even if you are super-coffee-tux. It would be better, if you get at first normal big tux and then small. By the way, after a hit by an enemy, tux should be for 1 - 2 sec unmortal. One thing I don't like (and my girlfriend), is the time. I haven't got any time to find some secrets ... (are there any? e.g. hidden lives, coins or fishes?). It would be nicer, if you can choose, on or off, or you get more time. what about SVGA (1024x768) or higher? I thinkthe enemys are a good idea (computer, laptops ...) but the style of them are no the same as of tux (he is cute ;o) - girlfriend -) I hope you can understand what I wanted to say, and I wish you a good evening and happy Eastern Atha At...@gm... -- E-Mail: Ath...@GM... At...@gm... At...@Sc... SMS (O2): 0170/1755800 NEU : GMX Internet.FreeDSL Ab sofort DSL-Tarif ohne Grundgebühr: http://www.gmx.net/info |
From: Ricardo C. <ri...@ae...> - 2004-04-11 22:52:02
|
I really liked your levels, so I have added a levelset only for you ;) (you can change its name in the info file). You guys have to try these, they can be accessed from the Contrib Levels menu. (Ingo: your worldmap is not working, cause of missing files) Ricardo Cruz Em Domingo, 11 de Abril de 2004 18:39, o Marek M. escreveu: > Hi everybody! > > I just brought a little order into my contributed files. I split all the > stuff in two archives, which you can download from my web page: > > - st-contrib.zip contains everything new I made for Super Tux. > Currently, it holds five levels I created from scratch, plus cleaned-up > versions of the maps level1.stl - level4.stl from the CVS. > - st-update.zip (which does not exist yet) will contain updates to > contributed files that are already on the CVS. > > For more detailed information, see the changelogs inside these archives. > > Here are the links: > http://www.wansti.de/files/st-contrib.zip > http://www.wansti.de/files/st-update.zip > > I hope this helps keeping track of the data and saving bandwidth. > > Marek "Wansti" M. > > -- You enjoy the company of other people. |
From: Ricardo C. <ri...@ae...> - 2004-04-11 18:25:55
|
Done! I also committed your levels, they are pretty cool ;) Em Quarta, 7 de Abril de 2004 10:27, o Marek M. escreveu: > Hi all! > I made a few fixes to my contributed data, which are the following: > > -Minor design flaws in level4 fixed > -Created new background image for level4 - it is no masterpiece, far > from it - but it somewhat fits the scenery. Decide for yourself what you > do with it. :) > -Updated my own supertux.stgt file to include the changes sik0fewl made > to it > -Changed the instruments I used in fortress(-fast).mod > > That last update is important, because there may be copyright issues > with the old instruments. I changed them to new, GPL-compatible ones. > Since the music files are already in your cvs, I recommend to use the > new ones to avoid possible copyright problems. > > The updated data is -as always- located at > http://www.wansti.de/files/st-wansti.zip > > See ya, > > Marek "Wansti" M. > > -- In English, every word can be verbed. Would that it were so in our programming languages. |
From: Marek M. <wa...@gm...> - 2004-04-11 17:41:51
|
Hi everybody! I just brought a little order into my contributed files. I split all the stuff in two archives, which you can download from my web page: - st-contrib.zip contains everything new I made for Super Tux. Currently, it holds five levels I created from scratch, plus cleaned-up versions of the maps level1.stl - level4.stl from the CVS. - st-update.zip (which does not exist yet) will contain updates to contributed files that are already on the CVS. For more detailed information, see the changelogs inside these archives. Here are the links: http://www.wansti.de/files/st-contrib.zip http://www.wansti.de/files/st-update.zip I hope this helps keeping track of the data and saving bandwidth. Marek "Wansti" M. |
From: Ingo R. <gr...@gm...> - 2004-04-10 21:38:17
|
Ricardo Cruz <ri...@ae...> writes: > I think we should apply the same thing to music. In the beginning of a level > we could show "Music by .... " . No, thats what the credit screen is for, music is rather generic and not per level, so no need to credit it there. Level author is special, especially when it comes to contrib levels. > About graphics, they should be listed in the credits page, with a > description of what graphics have done. In the case of Ingo, it's > probably easier to list the graphics he didn't do ;D If anybody wants to keep track of that go on, but that could get a major pain. Better leave it as it is and just track it in the CVS commit messages. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-10 20:37:26
|
Hey there, We have already agreed that level's author name will be recorded in the level file and shown at the level's start, right? I think we should apply the same thing to music. In the beginning of a level we could show "Music by .... " . My question is if SDL_Mixer is able to get that author info. As far as i know, MP3 files support author field, and i am pretty sure OGG and those XM also do. About graphics, they should be listed in the credits page, with a description of what graphics have done. In the case of Ingo, it's probably easier to list the graphics he didn't do ;D Cheers, Ricardo Cruz -- For knighthood is not in the feats of war, As for to fight in quarrel right or wrong, But in a cause which truth cannot defer: He ought himself for to make sure and strong, Just to keep mixt with mercy among: And no quarrel a knight ought to take But for a truth, or for the common's sake. -- Stephen Hawes |
From: Marek M. <wa...@gm...> - 2004-04-10 15:31:03
|
Ingo Ruhnke wrote: >Here again a little todo on what I want to have finished till >milestone1 release, since I would really like to get this out real >soon, we should cut everything that isn't doable in a short time frame >(ie. a few days): > > >- levels, we currently have enough levels, but neither of them are > polished and tweaking for gameplay, extras and enemies, this area > still needs a lot of work > > I volunteer for that part. Btw, the new gfx look really cool - from the two "1up's", I'd prefer the second one (the tux doll). Just my opinion. Marek |
From: Ingo R. <gr...@gm...> - 2004-04-10 15:14:03
|
Ricardo Cruz <ri...@ae...> writes: > You won, I agree ;) So will you implement it? >> Another thing that would be interested would be support for >> flipping the sprite at load time, instead of keeping a flipped version >> on the disk. > Don't forget that we will have different Tilesets, so it would be crazy to > load them all. The level should ask for the tilesets during run-time, as it > is currently. Hm, don't really get what you mean here, Tilesets are something different and not really related to sprites at this point, they also have their own definition file for animations, so they don't need to use Sprites at this point, since the current way already works fine. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-04-10 15:02:36
|
Em Sexta, 9 de Abril de 2004 19:24, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > Anyway, I can do the coding for that, but the hard work will be to put > > frames together in one file... Not really hard work (it's really simple), > > but can take time. Well, but I could do that. > > > > So, do you agree with this? > > No, not really. Having frames in seperate images is perfectly fine and > since its already the way it is, it should stay that way. However what > we really need is a way to define sprites in a file, something ala: > > (sprite > (name "foo") > (fps 20) > (type 'loop) > (image (file "foo1.png") (alignment 10 10)) > (image (file "foo2.png") (alignment 10 20) (hflip #t)) > (image (file "foo3.png"))) > > So that the game code only needs to do a Sprite("foo") and not > hardcode all the images, alignment and frame-rate stuff into the code, > which makes it quite hard to tweak animations and alignment. If needed > one could easily add support for one-file animations to such an > approach. You won, I agree ;) > Another thing that would be interested would be support for > flipping the sprite at load time, instead of keeping a flipped version > on the disk. > Don't forget that we will have different Tilesets, so it would be crazy to load them all. The level should ask for the tilesets during run-time, as it is currently. -- Teutonic: Not enough gin. |
From: Ingo R. <gr...@gm...> - 2004-04-10 13:33:27
|
Here again a little todo on what I want to have finished till milestone1 release, since I would really like to get this out real soon, we should cut everything that isn't doable in a short time frame (ie. a few days): - an additional background layer that scrolls with half the speed, ie. paralax scrolling, this is needed for the cave, graphics pretty much done, it just needs code, this is needed for the cave level and for the boss level (even so no gfx here yet, but shouldn't be hard to create) - instead a flat background color I would prefer to have a background gradient from one color to another, workaround if this can't be done would be a simple bitmap, instead of a custom gradient (needed for the snow levels) - reset points in the levels, these should be configurable via the level file, needed especially in the boss level, if possible reset points should get a player visible graphic, but not a must have - a boss as proposed at: http://pingus.seul.org/~grumbel/tmp/supertux-boss.jpg this however will require some serious cleanup of tux current grab and throw behaviour first, including some new graphics for grabbing an item - laptop (now mriceblock) fixes, laptop still acts pretty weird in a lot of situations and doesn't feel very natural, it also gets stucky in some situations - fish should turn around when falling done and should only be vulurable when falling done, since it doesn't make much sense to jump on his mouth and kill him, while not getting harmed oneself - flyingsnowball could accelerate and slowdown, instead of just having a constant velocity, some very little (as in a few pixels) sin-wave like swinging on the x axis might also be good - new items (well, just new gfx): http://pingus.seul.org/~grumbel/tmp/iceflower.png http://pingus.seul.org/~grumbel/tmp/1up.png http://pingus.seul.org/~grumbel/tmp/1up2.png http://pingus.seul.org/~grumbel/tmp/grow.png these are not perfect, but should be useable, if somebody comes up with better ideas I can create gfx for them - levels, we currently have enough levels, but neither of them are polished and tweaking for gameplay, extras and enemies, this area still needs a lot of work - joystick buttons need to be configurable - keyboard keys should be configurable - menu needs a bit reordering: - 'Load Game' should be renamed to 'Start Game', old 'Start Game' thus gets replaced and can be removed - worldmap needs an exit/option menu, together with a way to save the current state - there should be a 'Quick Play/Custom Game' menu that lets one play custom levelsets, this would require to save the game-state in some way for levelsets, since already played/finished levels should be marked and unplayed levels should be locked - worldmap needs scrolling - level end sequence, I commited gfx for the end-iglo in cvs, however there still needs to be code to handle this, ie: - once tux walked over a given line at the end of the level, say 960 pixels before the level end, the game should switch to the level end sequence, which simply means holding down 'right' button, the rest will need to be handled by the level itself, ie. placement of the iglo in the foreground/background layers. Since iglo is to complicated for custom levels, levelfile should get a flag if iglo-mode should be used or not - in addition to the iglo it would be nice to have a rotating star-elpise as shown in: http://pingus.seul.org/~grumbel/tmp/supertux-endscreen.jpg this should collapse or expand (whatever looks better) and start the main endsequence Comments or additional items that need to be done? If level creators need more/special tiles, write me a mail or visit IRC please. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Chris S. <csp...@ca...> - 2004-04-09 21:26:54
|
I am against software patents. Hell I am against any company that doesn't give a rats ass about their customer base. Boycott Nokia! Boycott HP! Boycott Microsoft! Boycott the RIAA! Boycott MPAA! Boycott SCO! It all doesn't mean a thing if you can't get the lazy ass couch potato to care. Nobody seems to care about anything except the get rich, kill innovation, hurt the consumer fat cat politicians and their big business bosses that seem to rule this whole screwed up world....and since nobody seems to care....well then I don't need to bother caring either, right? -Chris "They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin, Historical Review of Pennsylvania, 1759 |
From: Ricardo C. <ri...@ae...> - 2004-04-09 18:54:41
|
Hey, I saw the protest post at the webpage ;) Just to say I agree with that, patents can ruin, not just free projects, but also close projects from small companies. Ricardo Cruz -- Rubber bands have snappy endings! |