super-tux-devel Mailing List for Super Tux (Page 127)
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: Ingo R. <gr...@gm...> - 2004-03-15 21:24:58
|
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. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-03-15 19:36:58
|
Hi all, SuperTux 0.0.6 just was released! https://sourceforge.net/project/showfiles.php?group_id=69183 It would be great, if someone could write a good announcement for it and send it to as many news sites as possible. :) 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. ;) It would also be great, if you could build binary packages for your favourite distribution. ;) Greetz... Tobias Gläßer -- |
From: Ricardo C. <ri...@ae...> - 2004-03-15 11:43:29
|
Hi, This just fixes two small issues. They are not noticed in the current cvs, since the laptop doesn't even get flat. Tobias, commit my previous patch too and don't forget to remove line 98 firstly. Ricardo Cruz -- Justice always prevails ... three times out of seven! -- Michael J. Wagner |
From: Ricardo C. <ri...@ae...> - 2004-03-15 00:36:46
|
Hi, I just noticed about this bug in the patch I sent. I generally hand edit t= he=20 patch files, in order to removed printfs and other code. And so there was a= =20 condition that I missed. Please remove the line 98 of the patch. Sorry, Ricardo Cruz Em Domingo, 14 de Mar=E7o de 2004 00:48, o Ricardo Cruz escreveu: > Hey there, > > This patch fixes a few issues (not all!) from bad guys, give it a try. > (the patch is small, but gave some work, so appreciate it! ;) ) > > The following bugs should be fixed: > - When Tux is big and is stopped, laptop does not harm him. This is a > result of the fact that now collisions are not tested upon the velocity, > but player's position and size; > - When laptop is being hold, you are invincible. This is a gameplay issue, > laptop could be destroyed/kicked after the first enemy killed or/and play= er > could only hold the laptop for a few time. > > Collision system should be studied a little more, since there seem to be= a > few issues, regarding it. > > There was this bug: > if(pbad->dir =3D LEFT) > (line 174 badguys.c) > Shouldn't gcc said anything? We are using -Wall... At least, g++ would > have warn about that. > > Tobias, I sent a few time ago, a patch for making the powerups going in > the opposite direction of the side that the player collided with the > brick... It looks like that isn't being done, wanna me to patch that agai= n? > > > Anyway, I had a look at SuperTux 0.0.5 code and i must say that it has > evolved a lot. I mean *a lot*! So, I guess, SuperTux future can only be > brilliant, after all ;) > > Bests, > Ricardo Cruz =2D-=20 Physically there is nothing to distinguish human society from the farm-yard except that children are more troublesome and costly than chickens and women are not so completely enslaved as farm stock. -- George Bernard Shaw, "Getting Married" |
From: Ricardo C. <ri...@ae...> - 2004-03-15 00:22:14
|
Stupid me, there was no meeting, sorry :( Ricardo Cruz Em Domingo, 14 de Mar=E7o de 2004 06:17, o Michael George escreveu: > > Ricardo Cruz wrote: > | Hi, > | > | I just remembered about the today's meeting! Don't miss it! :) > > Gah, I missed it. is there a log somewhere? > > - --Mike =2D-=20 The Bible is not my Book and Christianity is not my religion. I could never give assent to the long complicated statements of Christian dogma. =2D Abraham Lincoln |
From: Ricardo C. <ri...@ae...> - 2004-03-15 00:22:14
|
Hello, I really appreciate what you are doing, autoconf is definitively the way t= o=20 go, but it would be cool if you could make obj files to be created to a obj= =20 folder... But it is not a must, obviously, however i would appreciate it. :) Anyway, there is no rush about that. The next version can be released with= =20 the ordinary Makefile. Ricardo Cruz Em Domingo, 14 de Mar=E7o de 2004 11:53, o Duong-Khang NGUYEN escreveu: > Hi there, > > The "configure" script is there again. Now it uses AM_PATH_SDL as > recommended by grumbel, (thanks for this hint:) ) I commited it so that p= pl > can help and report bugs. Some "enable-stuff" were introduced to improve > developers' life :) Please type "configure --help" for more details. The = =2Eo > and supertux will be compiled directly into the "src" directory. Do not t= ry > "install" because the data files are not handled yet :) > > By the way, I have some serious real life issues currently. That's why= I > won't be here during next week. > > Keep on working guys ! =2D-=20 QOTD: "He's on the same bus, but he's sure as hell got a different ticket." |
From: Christopher A. W. <cr...@li...> - 2004-03-14 22:29:40
|
It's already being committed to the CVS... in fact I already _knew_ this... grumbel and/or tobgle told me. There was no reason for me to send it to the mailing list. I'm just stupid like that. Sorry peeps, Christopher Allan Webber | The bottom line |
From: Christopher A. W. <cr...@li...> - 2004-03-14 21:33:39
|
Forgot to include the patch in my last email ^_^ It's attached to this version. Christopher Allan Webber | The bottom line |
From: Christopher A. W. <cr...@li...> - 2004-03-14 21:32:05
|
This simple fix makes it so that tux no longer can skid while turning directions in midair.... which just didn't make sense :) Christopher Allan Webber | The bottom line |
From: Michael G. <mi...@ge...> - 2004-03-14 20:54:21
|
Bill Kendrick wrote: > On Sun, Mar 14, 2004 at 02:38:51AM +0000, Ricardo Cruz wrote: > >>>Mix the current background, with this alpha-masked blurred version and >>>NOW, we have a cool "invisible Predator" style effect! >>> >> >>SuperTux supports Alpha blending, so couldn't that be made by setting up some >>pixels, in the stalactite image, to a value from 0-255 ? >> >>(a part; stalactite normal image, can be animated!) > > > That's what I was suggesting. ;^) Yes. > > Of course, I went a step further and suggested BLURRING, as well as > blending, but I think that's overkill... > > -bill! > If you wanted to do blurring and blending, the way I would do it would be to provide a small matrix at each pixel giving the contribution of the surrounding pixels. This more general approach would subsume blurring and blending, would be as efficient as blurring, and would allow even fancier effects like small refraction distortions, which could be useful for all kinds of effects. Of course, the whole thing is super-overkill anyway, and I think the performance penalty would be too high, but it's fun to think about it anyway :) --Mike |
From: Bill K. <nb...@so...> - 2004-03-14 12:26:10
|
On Sun, Mar 14, 2004 at 02:38:51AM +0000, Ricardo Cruz wrote: > > Mix the current background, with this alpha-masked blurred version and > > NOW, we have a cool "invisible Predator" style effect! > > > > SuperTux supports Alpha blending, so couldn't that be made by setting up some > pixels, in the stalactite image, to a value from 0-255 ? > > (a part; stalactite normal image, can be animated!) That's what I was suggesting. ;^) Yes. Of course, I went a step further and suggested BLURRING, as well as blending, but I think that's overkill... -bill! |
From: Duong-Khang N. <neo...@us...> - 2004-03-14 11:56:35
|
Hi there, The "configure" script is there again. Now it uses AM_PATH_SDL as recommended by grumbel, (thanks for this hint:) ) I commited it so that ppl can help and report bugs. Some "enable-stuff" were introduced to improve developers' life :) Please type "configure --help" for more details. The .o and supertux will be compiled directly into the "src" directory. Do not try "install" because the data files are not handled yet :) By the way, I have some serious real life issues currently. That's why I won't be here during next week. Keep on working guys ! -- Never say if I could turn back the time, life is going on ! |
From: Arjun A. <arj...@gm...> - 2004-03-14 06:32:53
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Saturday 13 March 2004 16:14, you wrote: > Hi Arjun Asthana, > > Try to call this at the prompt: > > /sbin/ldconfig -p | grep "libSDL_mixer" > > You should see something like this: > > libSDL_mixer.so (libc6) => /usr/lib/libSDL_mixer.so > libSDL_mixer-1.2.so.0 (libc6) => /usr/lib/libSDL_mixer-1.2.so.0 Yup. libSDL_mixer.so (libc6) => /usr/lib/libSDL_mixer.so libSDL_mixer-1.2.so.0 (libc6) => /usr/lib/libSDL_mixer-1.2.so.0 > Otherwise I think that you need to do type "ldconfig" at the prompt as > root > > Cya. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.0.6 (GNU/Linux) Comment: For info see http://www.gnupg.org iD8DBQFAU/t+9mAtgws7e1wRApAwAJ0b4SOxCBVLFOv6H3UXYjfFmmHotACfR9U1 emj1VqRGMAj/EoGjWvRku8M= =53mb -----END PGP SIGNATURE----- |
From: Michael G. <mi...@ge...> - 2004-03-14 06:11:55
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Ricardo Cruz wrote: | Hi, | | I just remembered about the today's meeting! Don't miss it! :) | Gah, I missed it. is there a log somewhere? - --Mike -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.3 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org iD8DBQFAU/kCrJDiig1GCW0RAngzAJ495t/S/hq8FgoIrJZkN2jfkB2PsACbBmD9 QrteHb+Aoqy0A1aBZR8wZR8= =Et1R -----END PGP SIGNATURE----- |
From: Ricardo C. <ri...@ae...> - 2004-03-14 02:39:02
|
Em Domingo, 14 de Mar=C3=A7o de 2004 07:14, o Tobias Gl=C3=A4=C3=9Fer escre= veu: > Am Sa, den 13.03.2004 schrieb Ricardo Cruz um 19:48: > > Collision system should be studied a little more, since there seem to = be > > a few issues, regarding it. > > You mean collisions between game objects, right? Yeah, that's true! > For game-object with map collisions I'd say there is only one known bug, > which occurs in a very special situation with low frames, so we can > nearly say it was perfect. > Yes, in laptops, for instance, the player seems to continue colliding with= =20 them after the first collision. This happens because the loop is so fast that the player doesn't have the= =20 time to jump and be away from the enemies' square. Solution is to (when the= re=20 is a collision) make sure the collider's position is changed in order to be= =20 away from the collided, and apply the jump, as we do now. > > There was this bug: > > if(pbad->dir =3D LEFT) > > (line 174 badguys.c) > > Shouldn't gcc said anything? We are using -Wall... At least, g++ would > > have warn about that. > > This compilers are playing tricks on us. :( > Really, shouldn't the gcc report this? Is there any more flag needed to be= =20 putted? > > Tobias, I sent a few time ago, a patch for making the powerups going in > > the opposite direction of the side that the player collided with the > > brick... It looks like that isn't being done, wanna me to patch that > > again? > > I applied that patch. Dunno why it isn't working anymore. :( > Well, maybe you committed over it or something... Good thing, I keep my=20 patches, here it goes (had to make changes). Ricardo Cruz > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 Remember, God could only create the world in 6 days because he didn't have an established user base. |
From: Ricardo C. <ri...@ae...> - 2004-03-14 02:37:37
|
Em Quinta, 11 de Mar=E7o de 2004 11:05, o Bill Kendrick escreveu: > On Thu, Mar 11, 2004 at 10:31:16AM +0000, Ricardo Cruz wrote: > > > > If we were being REALLY fancy, we could hand-code a blur routine that > > > would actually give more of a glass effect. But, since the graphics > > > will be relatively small, blurring is relatively expensive, and it wi= ll > > > eventually all be moving so fast, I don't think it's worth it... > > > > Not sure what you meant, but SuperTux has OpenGL support... > > As an option, I hope. ;^) I reinstalled my Debian system recently and > only have software GL support right now, for example. ;^) It =3D=3D SLOW! > OpenGL can be used by passing the --opengl / -gl argument. The decision was that, in the (far) future, if there are some things that= =20 need to be done and cannot be implemented in SDL (for performance reasons)= =20 and that affect the gameplay, SDL will be dropped, in favor of OpenGL. > The gist of the idea is that instead of simply being see-through, or > tinting the background, the ice could actually affect the clarity of > the background behind it. > > I suppose one way to do it would be to: > > 1. Do a general blur of the area the stalactite takes (using a > mask to determine which pixels we should blur, so that we don't > waste time doing the full rectangular area around the object). > > ...look at the pixels in the background (before drawing any part of the > stalactite) and combine them to blur it. E.g., if the background looked > like this: > > > Mix the current background, with this alpha-masked blurred version and > NOW, we have a cool "invisible Predator" style effect! > SuperTux supports Alpha blending, so couldn't that be made by setting up s= ome=20 pixels, in the stalactite image, to a value from 0-255 ? (a part; stalactite normal image, can be animated!) Ricardo Cruz =2D-=20 Many of the convicted thieves Parker has met began their life of crime after taking college Computer Science courses. -- Roger Rapoport, "Programs for Plunder", Omni, March 1981 |
From: Tobias <tob...@gm...> - 2004-03-14 01:13:55
|
Am Sa, den 13.03.2004 schrieb Ricardo Cruz um 19:48: > Hey there, > > This patch fixes a few issues (not all!) from bad guys, give it a try. (the > patch is small, but gave some work, so appreciate it! ;) ) Of course, I do. :) > The following bugs should be fixed: > - When Tux is big and is stopped, laptop does not harm him. This is a result > of the fact that now collisions are not tested upon the velocity, but > player's position and size; > - When laptop is being hold, you are invincible. This is a gameplay issue, > laptop could be destroyed/kicked after the first enemy killed or/and player > could only hold the laptop for a few time. I'd say the laptop should be destroyed after the first enemy is kicked. > Collision system should be studied a little more, since there seem to be a > few issues, regarding it. You mean collisions between game objects, right? Yeah, that's true! For game-object with map collisions I'd say there is only one known bug, which occurs in a very special situation with low frames, so we can nearly say it was perfect. > There was this bug: > if(pbad->dir = LEFT) > (line 174 badguys.c) > Shouldn't gcc said anything? We are using -Wall... At least, g++ would have > warn about that. This compilers are playing tricks on us. :( > Tobias, I sent a few time ago, a patch for making the powerups going in the > opposite direction of the side that the player collided with the brick... It > looks like that isn't being done, wanna me to patch that again? I applied that patch. Dunno why it isn't working anymore. :( Greetz... Tobias Gläßer -- |
From: Ricardo C. <ri...@ae...> - 2004-03-14 01:01:09
|
Hi Zachary, In a computer world, certainly there will be computers, laptops and mouses= =2E=20 But we just think that those stuff doesn't fit very well in the Antarctica= =20 one... The aimed graphics style has also changed, so Bill Kendrick's style maybe= =20 left and replaced for more cartoonish ones. About the Micro$oft/Windowze thingies... I think it was settled that we wo= n't=20 include SuperTux in a OSes war, so a possible Computer world would not focu= s=20 on that. Anyway, we will certainly, make available a pack of contributed=20 graphics/levels that do not fit with the main style, but that we will not=20 just throw away. Someone, smooth the text in the webpage (Milestone1->Enemies) for somethin= g=20 like I written. Cheers, Ricardo Cruz Em S=E1bado, 13 de Mar=E7o de 2004 23:22, o Zachary Slaviero escreveu: > About the Geek theme > > If you don't want it in the main distro, then add it > to the download list as a separate file, I love that > theme so much and that's one of the reasons I play > Super Tux, I think the Geek theme would be a good > "extras" item add more enemies, (ex. Flat Panel BSOD, > Windows Logo enemy,Carey Sherman (someone from the > RIAA), Clippies (The office assistant from MS Office), > Bill Gates) Also add allies (ex.Beasty, etc.) > > =2D-=20 Alive without breath, As cold as death; Never thirsty, ever drinking, All in mail ever clinking. |
From: Ricardo C. <ri...@ae...> - 2004-03-14 00:47:05
|
Hey there, This patch fixes a few issues (not all!) from bad guys, give it a try. (the patch is small, but gave some work, so appreciate it! ;) ) The following bugs should be fixed: - When Tux is big and is stopped, laptop does not harm him. This is a result of the fact that now collisions are not tested upon the velocity, but player's position and size; - When laptop is being hold, you are invincible. This is a gameplay issue, laptop could be destroyed/kicked after the first enemy killed or/and player could only hold the laptop for a few time. Collision system should be studied a little more, since there seem to be a few issues, regarding it. There was this bug: if(pbad->dir = LEFT) (line 174 badguys.c) Shouldn't gcc said anything? We are using -Wall... At least, g++ would have warn about that. Tobias, I sent a few time ago, a patch for making the powerups going in the opposite direction of the side that the player collided with the brick... It looks like that isn't being done, wanna me to patch that again? Anyway, I had a look at SuperTux 0.0.5 code and i must say that it has evolved a lot. I mean *a lot*! So, I guess, SuperTux future can only be brilliant, after all ;) Bests, Ricardo Cruz -- The best portion of a good man's life, his little, nameless, unremembered acts of kindness and love. -- Wordsworth |
From: Zachary S. <zm...@sb...> - 2004-03-13 23:22:13
|
About the Geek theme If you don't want it in the main distro, then add it to the download list as a separate file, I love that theme so much and that's one of the reasons I play Super Tux, I think the Geek theme would be a good "extras" item add more enemies, (ex. Flat Panel BSOD, Windows Logo enemy,Carey Sherman (someone from the RIAA), Clippies (The office assistant from MS Office), Bill Gates) Also add allies (ex.Beasty, etc.) |
From: Martin R. <mar...@gm...> - 2004-03-13 19:52:52
|
On Sat, Mar 13, 2004 at 01:01:56PM -0500, Tobias Gläßer wrote: > I tried your patch, but my FPS sunk in OpenGL mode from 100 to 65. + if(frames_left < 1.0) Maybe try 0.5 here, or -1 (to disable the SDL_Delay). > Moreover the game doesn't feel runny anymore. I hope this was only because of the SDL_Delay above. > Your solution is more a workaround than a real bug-fix. Yes. I'm still curious to see a real bug-fix implemented. bye, Martin |
From: Ricardo C. <ri...@ae...> - 2004-03-13 18:46:57
|
Hi, I just remembered about the today's meeting! Don't miss it! :) check GMT time at: http://wwp.GreenwichMeanTime.com/home.htm Ricardo Cruz Em Segunda, 8 de Mar=E7o de 2004 11:56, o Ingo Ruhnke escreveu: > I think its time to schedule a new IRC meeting, this time with the > topic "Level building". So that we can introduce people to the level > editor, discuss issues with building good levels, level testing, > missing tiles, style guide, ie. simply give people a general > introduction on how to build levels and answer questions that people > will have. Prerequirement for this would be: > > a) a working editor > b) all new tiles useable in the editor > c) a level fileformat > d) a tile fileformat > e) hard limits for the gamemechanics (ie. jump-height/width) > > Issue a seems to be meet, we actually have two working level editors. > > Issue b however isn't meet, mostly due to issues c and d. > > Issue e is half done, ie. I would suggest 4 tiles for the jump height, > 5 for accelerated jump (see milestone1 site for more info), not sure > if everybody agrees here and jump-width is an unsolved issue. However > this don't have to be completly hard-limits, but they should be hard > enough to keep the number of tweeks needed for the levels low. > > If we can fix issues b,c,d till the weekend I would suggest: > > Sat March 13 20:00 GMT 2004 > > as a date, is that doable or are there any showstoppers? =2D-=20 =2D- I have seen the FUN -- |
From: Tobias <tob...@gm...> - 2004-03-13 18:20:15
|
Am Sa, den 13.03.2004 schrieb Ricardo Cruz um 11:13: > Hey there, > > The patch just removes the Y < 0 check, so that Tux can go into the upper > part of the screen, even if it doesn't scroll (this was already requested and > happens in SM1). I'll apply it, thanks. :) > I also include a level I've made that takes place in the sky. It has two > problems though; first of all, it ends in the middle (?) and I was unable to > use background colors, instead of the image (gives a black color, instead of > the wanted colors). I never tested the color things, so it's good that you found the bug before the release. I'll fix it. Your level is very nice! I think it can be included in 0.0.6, but it would be great, if you polished it a bit and also used few snow tiles. Greetz... Tobias Gläßer -- |
From: Ricardo C. <ri...@ae...> - 2004-03-13 16:12:20
|
Hey there, The patch just removes the Y < 0 check, so that Tux can go into the upper part of the screen, even if it doesn't scroll (this was already requested and happens in SM1). I also include a level I've made that takes place in the sky. It has two problems though; first of all, it ends in the middle (?) and I was unable to use background colors, instead of the image (gives a black color, instead of the wanted colors). Ricardo Cruz -- IF I HAD A MINE SHAFT, I don't think I would just abandon it. There's got to be a better way. -- Jack Handley, The New Mexican, 1988. |
From: Tobias <tob...@gm...> - 2004-03-13 12:29:51
|
Am Fr, den 12.03.2004 schrieb Ricardo Cruz um 22:00: > Was it just me or you need to remove your home dir .supertux folder to add > another level to the main tree? Is it because of permissions in the level > editor? I can either insert the level in DATA_PREFIX/data/levels/default as level3.dat or in $HOME/.supertux/levels/default as level3.dat. Both works for me and SHOULD work for you, too. Greetz... Tobias Gläßer |