super-tux-devel Mailing List for Super Tux (Page 126)
Brought to you by:
wkendrick
You can subscribe to this list here.
2003 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(237) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2004 |
Jan
(150) |
Feb
(100) |
Mar
(276) |
Apr
(355) |
May
(749) |
Jun
(302) |
Jul
(240) |
Aug
(463) |
Sep
(171) |
Oct
(148) |
Nov
(169) |
Dec
(74) |
2005 |
Jan
(77) |
Feb
(85) |
Mar
(90) |
Apr
(74) |
May
(49) |
Jun
(7) |
Jul
(7) |
Aug
(2) |
Sep
(2) |
Oct
(4) |
Nov
(6) |
Dec
(8) |
2006 |
Jan
|
Feb
|
Mar
(1) |
Apr
|
May
(5) |
Jun
|
Jul
(1) |
Aug
(1) |
Sep
|
Oct
|
Nov
(1) |
Dec
|
2007 |
Jan
|
Feb
(1) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2008 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(2) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(1) |
2009 |
Jan
(4) |
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Ricardo C. <ri...@ae...> - 2004-03-16 17:49:51
|
Oh! It looks like we are calling foreground for different things ;D Let me explain... in supertux, foregrounds are the tiles that the player h= as=20 interaction with, but you are right, foregrounds are nothing more than=20 backgrounds, but are just drawn over everything. So, what term should we us= e=20 instead? Ricardo Cruz Em Ter=E7a, 16 de Mar=E7o de 2004 17:29, o Bill Kendrick escreveu: > On Tue, Mar 16, 2004 at 05:16:45PM +0000, Ricardo Cruz wrote: > > I don't think we need a fourth layer for rain implementation... > > Your idea about the scrolling foreground looks interesting, but I didn= 't > > understood it very well, could you explain it a little further for us, > > that know nothing about Yoshi's? :) > > In other words, you'd have larger 'foreground' objects (like plants, I > guess) that scroll faster than the main 'layer' (where Tux and the enemies > are). > > And, of course, the 'background' layer (with far-off stuff) scrolls slower > than the main layer. > > As for rain, though... yeah, no need to do another layer. > > In "BoboBot", I did snow in the Iceman level by just drawing little sprit= es > > :^) > > -bill! > > =2D-=20 Men are always ready to respect anything that bores them. -- Marilyn Monroe |
From: Tobias <tob...@gm...> - 2004-03-16 17:45:19
|
Am Di, den 16.03.2004 schrieb Ricardo Cruz um 12:07: > Hey, > Maybe we should repackage it to just make use of the old plain Makefile. At > least I am having problems with the configure; looks like it needs to be > installed, but when I try to install, it complains: > /bin/sh: line 1: /home/rick2/tmp/supertux-0.0.6/install-sh: Permission denied > (as root) > > Ricardo Cruz I've repackaged it. :) Execution permissions were missing. Greetz... Tobias Gläßer |
From: Christopher A. W. <cr...@li...> - 2004-03-16 17:33:21
|
> Yeah. I feel Super Tux is no longer 'my' project, since so many others > are contributing so much core stuff to it (and I haven't touched the code > in weeks!!), so I feel I'm a bottleneck :^) Regardless of what role you play now, you laid the foundation. That's important. Christopher Allan Webber | The bottom line |
From: Tobias <tob...@gm...> - 2004-03-16 17:31:00
|
Am Di, den 16.03.2004 schrieb Ricardo Cruz um 12:16: > I don't think we need a fourth layer for rain implementation... No, why should we need it? The layer I have spoken about are in the level ... that we need an additional "layer" for the wheather engine to render things is obvious. ;) > Your idea about the scrolling foreground looks interesting, but I didn't > understood it very well, could you explain it a little further for us, that > know nothing about Yoshi's? :) I also didn't understand, what he meant by scrolling foreground. :) If it was fort the wheather implementation he could mean fog for example, which makes parts of the screen invisible for a few seconds while "scrolling". But actually I didn't understand, what he wanted to state. Greetz... Tobias Gläßer > Em Quarta, 16 de Março de 2005 16:09, o Christopher A. Webber escreveu: > > > - Wheather effects. > > > I think having wheather effects, which could be choosen by the > > > level-designers, would be a great feature for SuperTux. It would make > > > hand drawn clouds in the background unneccassary and provide a random > > > and eyecandy behaviour. The first step is to create a special > > > engine for effects in the background. For 0.0.7 clouds should be > > > enough, but it is aimed to be easy extendible and things like dynamic > > > rain, sunshine and storm could round up the feeling later. > > > > Ah, weather effects. I think I know how to pull that off. We should > > have an optional fourth layer on which rain animations can be run, or > > even allow for a scrolling foreground (like the plants on level 1-1 of > > yoshi's island.) What ya think? > > Finals will be over soon, and I'll have a lot more free time to work on > > the project. Cheers! > > > > Christopher Allan Webber > > > > > > > > The bottom line -- |
From: Bill K. <nb...@so...> - 2004-03-16 17:29:52
|
On Tue, Mar 16, 2004 at 05:16:45PM +0000, Ricardo Cruz wrote: > > I don't think we need a fourth layer for rain implementation... > Your idea about the scrolling foreground looks interesting, but I didn't > understood it very well, could you explain it a little further for us, that > know nothing about Yoshi's? :) In other words, you'd have larger 'foreground' objects (like plants, I guess) that scroll faster than the main 'layer' (where Tux and the enemies are). And, of course, the 'background' layer (with far-off stuff) scrolls slower than the main layer. As for rain, though... yeah, no need to do another layer. In "BoboBot", I did snow in the Iceman level by just drawing little sprites :^) -bill! |
From: Ricardo C. <ri...@ae...> - 2004-03-16 17:24:42
|
I want to point out that I don't find your graphics to be ugly, and not=20 anything near it. It just happens that I would like to see a bit more of=20 fantasy and cartoonish into it, and that's why I allways supported Ingo's=20 style. For the record, I wish I had a bit of your talent for graphics, Bill. ;-) Ricardo Cruz Em Ter=E7a, 16 de Mar=E7o de 2004 17:15, o Bill Kendrick escreveu: > On Tue, Mar 16, 2004 at 05:10:37PM +0000, Ricardo Cruz wrote: > > I have already pointed to the 0.0.6 version. Ingo, please run the > > Makefile in the webserver. > > > > Kendrick, about your page, it looks really good, but the fact is that > > the one at the sourceforge is easier for every contributor to make > > changes (modifications can be made via cvs). > > Yeah. I feel Super Tux is no longer 'my' project, since so many others > are contributing so much core stuff to it (and I haven't touched the code > in weeks!!), so I feel I'm a bottleneck :^) > > I'll just replace all of the NBS Super Tux pages with redirect/info pages > to the SF site. > > THanks for everyone's hard work! :^) (And sorry my code and icons are > ugly ;^) :^P ;^) ) > > -bill! > =2D-=20 I did this 'cause Linux gives me a woody. It doesn't generate revenue. (Dave '-ddt->` Taylor, announcing DOOM for Linux) |
From: Tobias <tob...@gm...> - 2004-03-16 17:16:08
|
Am Di, den 16.03.2004 schrieb Ricardo Cruz um 12:07: > Hey, > Maybe we should repackage it to just make use of the old plain Makefile. At > least I am having problems with the configure; looks like it needs to be > installed, but when I try to install, it complains: > /bin/sh: line 1: /home/rick2/tmp/supertux-0.0.6/install-sh: Permission denied > (as root) > > Ricardo Cruz The old Makefile is distributed under the name Makefile.old. I'll check the rights of the files you mentioned and repackage it, if there really were wrong permissions. Greetz... Tobias Gläßer |
From: Bill K. <nb...@so...> - 2004-03-16 17:15:26
|
On Tue, Mar 16, 2004 at 05:10:37PM +0000, Ricardo Cruz wrote: > > I have already pointed to the 0.0.6 version. Ingo, please run the Makefile in > the webserver. > > Kendrick, about your page, it looks really good, but the fact is that the one > at the sourceforge is easier for every contributor to make changes > (modifications can be made via cvs). Yeah. I feel Super Tux is no longer 'my' project, since so many others are contributing so much core stuff to it (and I haven't touched the code in weeks!!), so I feel I'm a bottleneck :^) I'll just replace all of the NBS Super Tux pages with redirect/info pages to the SF site. THanks for everyone's hard work! :^) (And sorry my code and icons are ugly ;^) :^P ;^) ) -bill! |
From: Ricardo C. <ri...@ae...> - 2004-03-16 17:15:22
|
I don't think we need a fourth layer for rain implementation... Your idea about the scrolling foreground looks interesting, but I didn't=20 understood it very well, could you explain it a little further for us, that= =20 know nothing about Yoshi's? :) Ricardo Cruz Em Quarta, 16 de Mar=E7o de 2005 16:09, o Christopher A. Webber escreveu: > > - Wheather effects. > > I think having wheather effects, which could be choosen by the > > level-designers, would be a great feature for SuperTux. It would make > > hand drawn clouds in the background unneccassary and provide a random > > and eyecandy behaviour. The first step is to create a special > > engine for effects in the background. For 0.0.7 clouds should be > > enough, but it is aimed to be easy extendible and things like dynamic > > rain, sunshine and storm could round up the feeling later. > > Ah, weather effects. I think I know how to pull that off. We should > have an optional fourth layer on which rain animations can be run, or > even allow for a scrolling foreground (like the plants on level 1-1 of > yoshi's island.) What ya think? > Finals will be over soon, and I'll have a lot more free time to work on > the project. Cheers! > > Christopher Allan Webber > > > > The bottom line =2D-=20 honeymoon, n.: A short period of doting between dating and debting. -- Ray C. Bandy |
From: Ricardo C. <ri...@ae...> - 2004-03-16 17:09:09
|
I have already pointed to the 0.0.6 version. Ingo, please run the Makefile= in=20 the webserver. Kendrick, about your page, it looks really good, but the fact is that the = one=20 at the sourceforge is easier for every contributor to make changes=20 (modifications can be made via cvs). Ricardo Cruz Em Ter=E7a, 16 de Mar=E7o de 2004 13:52, o Bill Kendrick escreveu: > On Tue, Mar 16, 2004 at 09:25:41AM -0600, Christopher A. Webber wrote: > > I have developed a press release concerning the development of our > > game. Feel free to edit it as you like. > > Hehe, I think this page needs updating!! > > http://super-tux.sourceforge.net/download.html > > > I think I will soon abandon the "Super Tux" page at NBS and simply point > to the more up-to-date (and nicer looking ;^) ) one at SF. > > -bill! > bi...@ne... Check out the new, improved Tux Paint > site! http://newbreedsoftware.com/bill/ =20 > http://newbreedsoftware.com/tuxpaint/ > > =2D-=20 COMPASS [for the CDC-6000 series] is the sort of assembler one expects from a corporation whose president codes in octal. -- J.N. Gray |
From: Ricardo C. <ri...@ae...> - 2004-03-16 17:07:15
|
Hey, Maybe we should repackage it to just make use of the old plain Makefile. A= t=20 least I am having problems with the configure; looks like it needs to be=20 installed, but when I try to install, it complains: /bin/sh: line 1: /home/rick2/tmp/supertux-0.0.6/install-sh: Permission deni= ed (as root) Ricardo Cruz Em Ter=C3=A7a, 16 de Mar=C3=A7o de 2004 03:32, o Tobias Gl=C3=A4=C3=9Fer es= creveu: > Am Mo, den 15.03.2004 schrieb Chris Spencer um 16:28: > > or to make my point another way.... > > > > cspencer@chriss2:~/supertux-0.0.6$ ./configure > > configure: error: cannot find install-sh or install.sh in . ./.. ./../.. > > cspencer@chriss2:~/supertux-0.0.6$ > > > > -Chris > > k k, you have to install automake-1.7. > That's a unneccessary thingy. I'll update the package on SF > and directly put the needed files into the package. > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > > =2D-=20 QOTD: "My life is a soap opera, but who gets the movie rights?" |
From: Christopher A. W. <cr...@li...> - 2004-03-16 16:07:17
|
> - Wheather effects. > I think having wheather effects, which could be choosen by the > level-designers, would be a great feature for SuperTux. It would make > hand drawn clouds in the background unneccassary and provide a random > and eyecandy behaviour. The first step is to create a special > engine for effects in the background. For 0.0.7 clouds should be > enough, but it is aimed to be easy extendible and things like dynamic > rain, sunshine and storm could round up the feeling later. Ah, weather effects. I think I know how to pull that off. We should have an optional fourth layer on which rain animations can be run, or even allow for a scrolling foreground (like the plants on level 1-1 of yoshi's island.) What ya think? Finals will be over soon, and I'll have a lot more free time to work on the project. Cheers! Christopher Allan Webber | The bottom line |
From: Bill K. <nb...@so...> - 2004-03-16 13:52:11
|
On Tue, Mar 16, 2004 at 09:25:41AM -0600, Christopher A. Webber wrote: > I have developed a press release concerning the development of our > game. Feel free to edit it as you like. Hehe, I think this page needs updating!! http://super-tux.sourceforge.net/download.html I think I will soon abandon the "Super Tux" page at NBS and simply point to the more up-to-date (and nicer looking ;^) ) one at SF. -bill! bi...@ne... Check out the new, improved Tux Paint site! http://newbreedsoftware.com/bill/ http://newbreedsoftware.com/tuxpaint/ |
From: Tobias <tob...@gm...> - 2004-03-16 13:41:54
|
Hi all this is the official 0.0.7 TODO list: On the code site: - Integrate lisp(reader) parser into SuperTux and extend it (if there is a need). For example gunzip compression with zlib would be a nice feature. This parser will then be used for levels and any configuration files. - Improve the code reuse. We need a type that handles animations and actions for example. The aim is to make the engine more extendible, which goes along with the integration of the lispreader. - New and more flexible level-format using the lispreader. I'm sure discussions will take place about the exact needs, but as far as I can see the level-format for Milestone1 needs at least 3 layers. One for background tiles, which don't affect the gameplay. One for tiles, which build a map and don't move for example. And one for all special tiles (moving platforms) along with the bad guys. The idea is to give the level designer more freedom in the details, which means, that the level-format should be able to save the speed of a bad_guy for example or the direction a moving platform moves to. - Wheather effects. I think having wheather effects, which could be choosen by the level-designers, would be a great feature for SuperTux. It would make hand drawn clouds in the background unneccassary and provide a random and eyecandy behaviour. The first step is to create a special engine for effects in the background. For 0.0.7 clouds should be enough, but it is aimed to be easy extendible and things like dynamic rain, sunshine and storm could round up the feeling later. - The built-in level-editor should be able to save and load the new format, when 0.0.7 is released. Extend SuperTux's GUI for all upcoming needs. - Fix bugs. :) - Add comments to the sources. ;) On the artistic site: - Integrate new graphics and tiles into SuperTux and throw away old ones, which are seen as ugly by all parties. (However I don't think the old tiles are ugly, I only can't see them anymore ;) ) - Create new musics into SuperTux. We still need volunteers here. - Create sound effects for all kinds of bad_guys, screens and for the menu. This is the official 0.0.7 TODO list. Comments and further suggestions is appreciated. BUT keep in mind, that 0.0.7 is aimed to be a short cycled release, althought many new features are on this TODO list. Further wishes will have a hard time to be part of this TODO list and, if you want them to become true, you'll have to send patches for it. ;) Greetz... Tobias Gläßer -- |
From: Ricardo C. <ri...@ae...> - 2004-03-16 11:30:52
|
What are you saying? Your press release was super, but for submitting to=20 websites, we should be more objective and compact in the statements. Anyway, a larger press release can be posted in the webpage. grumbel: i've updated the download to 0.0.6, please make the xml->html thin= gie=20 in the webpage. Ricardo Cruz Em Quarta, 16 de Mar=E7o de 2005 10:29, o Christopher A. Webber escreveu: > Ah. > Sorry, hope I didn't screw things up. I have this amazing tendency to > do that. > > Christopher Allan Webber > > > > The bottom line =2D-=20 "This isn't brain surgery; it's just television." =2D David Letterman |
From: Christopher A. W. <cr...@li...> - 2004-03-16 10:27:43
|
Ah. Sorry, hope I didn't screw things up. I have this amazing tendency to do that. Christopher Allan Webber | The bottom line |
From: Ricardo C. <ri...@ae...> - 2004-03-16 09:53:19
|
Hi, That's really good, just misses the new features ;) The code is now much more mature, unfortunately this doesn't have a major= =20 reflection yet into the gameplay. But the user can count with the following= =20 additions: =2D support for OpenGL graphics rendering (use the -gl parameter, in case y= our=20 system has hardware rendering support); =2D full featured built-in level editor; =2D two new levels shipped, thus including a total of 4; =2D support for multiple levelsets and tilesets; =2D beautiful and easy to read fonts; =2D menus suffered a major improvement; =2D credits screen added; =2D saving/loading a game is now possible; =2D gameplay tunes: o BSoD gives a little jump, before falling (this incredibly reflects into = the=20 gameplay); o powerups directions is now depending on the Tux collision with the brick= s; o velocity has been adjusted. =2D support for stereo sounding; =2D a new music is used when you are lacking out of time. =46or more details, give a look at the ChangeLog file, shipped along with t= he=20 package. -- I don't think SuperTux's future should be mentioned in the announcement,=20 after all, it looks like we are asking sorry and are embarrassed by the=20 game. A brief mention can absolutely take place, but more information should be= =20 only available via the webpage for more interested players. Crediting the authors would be also nice. Ricardo Cruz Em Ter=E7a, 16 de Mar=E7o de 2004 15:25, o Christopher A. Webber escreveu: > I have developed a press release concerning the development of our > game. Feel free to edit it as you like. > > SuperTux version 0.0.6 is a massive rewrite of the older SuperTux code > (from 0.0.5, before the recent rejuvenation of the project). In other > words, not only have we made innumerable bugfixes, we've structured the > code so that it will be easier to build upon in the future. > The game is still very basic, but can at least in this sense it has > achieved the status of a fully playable minimalist jump-and-run game. > This is progress. > A level editor is now built into the game which is functional and yet > easy to use. We encourage you to pick up the game and its editor and > develop some well written levels and submit them to our mailing list, so > that we may incorporate them into upcoming releases. > Having come in as Game of the Month has certainly spurred SuperTux's > development. A handful of very talented coders and artists have stepped > forward to work toward Milestone one. Through our combined efforts and > discussion, we have agreed that moving toward Milestone 1 a new > direction is being taken for the game. The old geek humor of killing > BSODs and eating caffinated mints had a certain level of entertainment > to it... however, we want the game to be good in its own light and not > be held back by geek politics. This, along with what the team feels to > be a need for better aesthetic appeal, has led us to the decision to > completely redevelop the graphics of the project. We aim to implement > these by release 0.0.7. A mock screenshot of the new style is available > here: > http://super-tux.sourceforge.net/milestone1/images/supertux-gamescreen.jpg > and some of the artwork being developed is available here (along with > XCF files for GIMP users): > http://lingocomic.com/gfx/goodies/supertux/ > More information about our goals for milestone 1 can be found here: > http://super-tux.sourceforge.net/ > Moving forward, we also do not plan on continuing Supertux as a strict > clone of the Super Mario Bros series. While still maintaining the > initial concepts for game structure, we are allowing ourselves to branch > off into new, creative directions. > > ---- That's the end of the release. Other than adding comments about > how awesome it is that Christopher Webber of lingocomic.com is working > on the project, I don't think that there's anything else that needs to > be added ;) > > Christopher Allan Webber > > > > The bottom line =2D-=20 It's always a bad time for bills - especially phone bills and Bills Gates. |
From: Ricardo C. <ri...@ae...> - 2004-03-16 09:27:14
|
While that's a good idea, I think we should commit that along with our own= =20 mouse cursor implementation. In X11 systems (with the expection of nvidia=20 drivers), the mouse cursor is badly synchronized with the screen refresh,=20 resulting in flickering. I already post an implementation for that. I can improve it, but firstly w= e=20 would need graphics for mouse cursors (states: normal, link, click,=20 scroll...). They can have animations and use alpha. Ricardo Cruz Em Ter=E7a, 16 de Mar=E7o de 2004 01:44, o Michael George escreveu: > AFAICT nothing in the game uses the cursor except the level editor, so > I've attached a patch that removes the pointer from everywhere except > the level editor. > > --Mike =2D-=20 You can't mend a wristwatch while falling from an airplane. |
From: Ricardo C. <ri...@ae...> - 2004-03-16 09:22:07
|
Thanks Ingo, that does the trick. Ricardo Cruz Em Segunda, 15 de Mar=E7o de 2004 21:24, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > I really appreciate what you are doing, autoconf is definitively > > the way to go, but it would be cool if you could make obj files to > > be created to a obj folder... But it is not a must, obviously, > > however i would appreciate it. :) > > $ mkdir obj > $ cd obj > $ ../configure > $ make > > and all the building will take place in obj/ subdirectory. =2D-=20 It is all right to hold a conversation, but you should let go of it now and then. -- Richard Armour |
From: Christopher A. W. <cr...@li...> - 2004-03-16 03:03:27
|
I have developed a press release concerning the development of our game. Feel free to edit it as you like. SuperTux version 0.0.6 is a massive rewrite of the older SuperTux code (from 0.0.5, before the recent rejuvenation of the project). In other words, not only have we made innumerable bugfixes, we've structured the code so that it will be easier to build upon in the future. The game is still very basic, but can at least in this sense it has achieved the status of a fully playable minimalist jump-and-run game. This is progress. A level editor is now built into the game which is functional and yet easy to use. We encourage you to pick up the game and its editor and develop some well written levels and submit them to our mailing list, so that we may incorporate them into upcoming releases. Having come in as Game of the Month has certainly spurred SuperTux's development. A handful of very talented coders and artists have stepped forward to work toward Milestone one. Through our combined efforts and discussion, we have agreed that moving toward Milestone 1 a new direction is being taken for the game. The old geek humor of killing BSODs and eating caffinated mints had a certain level of entertainment to it... however, we want the game to be good in its own light and not be held back by geek politics. This, along with what the team feels to be a need for better aesthetic appeal, has led us to the decision to completely redevelop the graphics of the project. We aim to implement these by release 0.0.7. A mock screenshot of the new style is available here: http://super-tux.sourceforge.net/milestone1/images/supertux-gamescreen.jpg and some of the artwork being developed is available here (along with XCF files for GIMP users): http://lingocomic.com/gfx/goodies/supertux/ More information about our goals for milestone 1 can be found here: http://super-tux.sourceforge.net/ Moving forward, we also do not plan on continuing Supertux as a strict clone of the Super Mario Bros series. While still maintaining the initial concepts for game structure, we are allowing ourselves to branch off into new, creative directions. ---- That's the end of the release. Other than adding comments about how awesome it is that Christopher Webber of lingocomic.com is working on the project, I don't think that there's anything else that needs to be added ;) Christopher Allan Webber | The bottom line |
From: Michael G. <mi...@ge...> - 2004-03-16 01:39:05
|
AFAICT nothing in the game uses the cursor except the level editor, so I've attached a patch that removes the pointer from everywhere except the level editor. --Mike |
From: Chris S. <csp...@ca...> - 2004-03-15 21:42:22
|
Ah. Yes...I had some outdated 1.4 automake on this computer. Now it's just griping about time stamps. Probably just the time difference between here and there. -Chris |
From: Tobias <tob...@gm...> - 2004-03-15 21:31:22
|
Am Mo, den 15.03.2004 schrieb Chris Spencer um 16:28: > or to make my point another way.... > > cspencer@chriss2:~/supertux-0.0.6$ ./configure > configure: error: cannot find install-sh or install.sh in . ./.. ./../.. > cspencer@chriss2:~/supertux-0.0.6$ > > -Chris k k, you have to install automake-1.7. That's a unneccessary thingy. I'll update the package on SF and directly put the needed files into the package. Greetz... Tobias Gläßer |
From: Chris S. <csp...@ca...> - 2004-03-15 21:27:18
|
or to make my point another way.... cspencer@chriss2:~/supertux-0.0.6$ ./configure configure: error: cannot find install-sh or install.sh in . ./.. ./../.. cspencer@chriss2:~/supertux-0.0.6$ -Chris On Mon, 2004-03-15 at 19:37, Tobias Gl=E4=DFer wrote: > Hi all, >=20 > SuperTux 0.0.6 just was released! > https://sourceforge.net/project/showfiles.php?group_id=3D69183 >=20 > It would be great, if someone could write a good announcement for it > and send it to as many news sites as possible. :) >=20 > We can concentrate on new features again. I'll write a 0.0.7 TODO list, > on which you can comment tomorrow. > But now go and download 0.0.6 have fun and build a few levels so that > we can even release a 0.0.6.1. ;) >=20 > It would also be great, if you could build binary packages for your > favourite distribution. ;) >=20 > Greetz... >=20 > Tobias Gl=E4=DFer "There are only two things that are infinite: the universe and human stupidity. And I'm not sure about the universe." - Albert Einstein |
From: Chris S. <csp...@ca...> - 2004-03-15 21:25:52
|
What's with the symbolic links? (config.guess, config.sub, depcomp, install-sh, missing, mkinstalldirs) .... -Chris On Mon, 2004-03-15 at 19:37, Tobias Gl=E4=DFer wrote: > Hi all, >=20 > SuperTux 0.0.6 just was released! > https://sourceforge.net/project/showfiles.php?group_id=3D69183 >=20 > It would be great, if someone could write a good announcement for it > and send it to as many news sites as possible. :) >=20 > We can concentrate on new features again. I'll write a 0.0.7 TODO list, > on which you can comment tomorrow. > But now go and download 0.0.6 have fun and build a few levels so that > we can even release a 0.0.6.1. ;) >=20 > It would also be great, if you could build binary packages for your > favourite distribution. ;) >=20 > Greetz... >=20 > Tobias Gl=E4=DFer "Experience should teach us to be most on our guard to protect liberty when the Government's purposes are beneficent. Men born to freedom are naturally alert to repel invasion of their liberty by evil-minded rulers. The greatest dangers to liberty lurk in insidious encroachment by men of zeal, well-meaning but without understanding." - Supreme Court Justice Louis Brandeis, Olmstead v. U.S. (1928) |