super-tux-devel Mailing List for Super Tux (Page 129)
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From: Bill K. <nb...@so...> - 2004-03-11 08:15:24
|
On Thu, Mar 11, 2004 at 03:35:57AM +0000, Ricardo Cruz wrote: > These months are crucial for SuperTux, if it doesn't improve it will probably > die. Hehe, I think that's funny, since I wrote the original code in a few days back in 2000, and it got resurrected now. :^P ;^) -bill! |
From: Ricardo C. <ri...@ae...> - 2004-03-11 03:52:56
|
Hey there, This is a new stalactite. My graphics sux, Gaia already contributed with a great one that fits very well with Ingo's style (Settra: please change the resolution to 48x64 and make another for the after of the collision with the ground). If you change the graphics, don't forget that the width and height is all hard coded. The stalactites start shaking when the player is in a range of 40 pixels and fall when it is in 10 pixels. Running is possible to get by the stalactites without dying. When the stalactites hit the ground, maybe there should be an animation, not just a static image. Should be added in future for all bad guys. Cheers, Ricardo Cruz -- Fess: Well, you must admit there is something innately humorous about a man chasing an invention of his own halfway across the galaxy. Rod: Oh yeah, it's a million yuks, sure. But after all, isn't that the basic difference between robots and humans? Fess: What, the ability to form imaginary constructs? Rod: No, the ability to get hung up on them. -- Christopher Stasheff, "The Warlock in Spite of Himself" |
From: Ricardo C. <ri...@ae...> - 2004-03-11 03:52:55
|
Hello, While implementing a new bad guy, I could see how much the code sucks for extensability. Really, how do we expect to have scripting, lots of great enemies and scoped tiles, if all stuff is hard coded! It took me half an hour just to add a basic bad guy. Really, it was damn hard to found the right places in gameloop and level editor (and the names do not help at all). And it really pisses me off to see lots of hard coded values and duplicated code. Don't make me starting to talk about the readability of the code! Tobias told me in the IRC that he was not thinking about a C++ port. That was my last hope for a redesign of SuperTux and I really felt like abandoning the boat. Sure, SuperTux already uses a object oriented approach, but at what cost? There is a tentative to make Badguys and Player to share the same functions via Physics. In C++, a base class for both would clear the code. A lot of stuff would be so much easier to do in C++, just as managing tiles and eliminating duplications, for instance in Badguys code. I guess what I am trying to say is "does this worths it?". I mean, have a look at the code and say sincerely that he is flexible, extensible and easy to read. These months are crucial for SuperTux, if it doesn't improve it will probably die. I don't think there is anyone willing to start it over and over again. In my opinion, we should focus our attention in releasing the next version by putting the gameplay as it was before and adding a few levels. This way we will create a community of users and the motivation earned will be precious. Next thing, is to freeze the code and to do a section on the webpage for a redesign. Porting to c++, automatizing everything by the use of files, merging files, make decent names and indentation. To sum up, I don't really want to bash anyone's work and much less to make destructrive criticism, I'm just upset with the current situation and wouldn't like to pledge myself in a worthless project. Take care, Ricardo Cruz -- MMM-MM!! So THIS is BIO-NEBULATION! |
From: Duong-Khang N. <neo...@us...> - 2004-03-10 19:51:10
|
Hi, My recent commit didn't modify the contents of others files in the CVS. Except the date, sorry for this because I was working on a copy of my co. The #define error was corrected just few minutes after my first commit. Since I use 56k connection it took me a bit time. The old Makefile is now "Makefile.cvs" I have already talked about this in another mail. I don't have good knowledge about "autoconfing" stuff, but someone has to do this one day. And since my works don't affects the others, I commited them into the CVS so that everyone can participate and help. By the way, to test the current configure script, enter the "obj" directory and type ../configure and then do a make in the same dir, that's all The syntax error due in the "gameloop.c" had been already there before my works. I have fixed it man ! I'm not the guy who introduced that bug. ... I'd like to become bug writer next time :D It seems that ppl updated the CVS already, I wonder if we really need to revert my commit ? Normally I would have sent a patch but in this case there're just new files added, and no diff. Cya, any comment is welcome -- Never say if I could turn back the time, life is going on ! |
From: Bill K. <nb...@so...> - 2004-03-10 15:12:53
|
On Wed, Mar 10, 2004 at 05:28:27PM +0530, Arjun Asthana wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > On Wednesday 10 March 2004 15:50, you wrote: > > Sounds like an older version of SDL_Mixer is installed. > > I just downloaded it today! > The latest, presumably? ;^) From source? Just asking! ;) -bill! |
From: Arjun A. <arj...@gm...> - 2004-03-10 12:21:17
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Wednesday 10 March 2004 15:50, you wrote: > Sounds like an older version of SDL_Mixer is installed. I just downloaded it today! > I think tricks like 'effects' and 'panning' are only in newer versions of > the lib. > > (This will neeed to be tested for in the configure scripts people are > working on! Either don't use sound at all, or, preferably, disable use > of these newer functions if they're unavailable.) > > Note: I have neither Linux nor the latest Super Tux or SDL_Mixer libs > in front of me right now ;) > [snip] -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.0.6 (GNU/Linux) Comment: For info see http://www.gnupg.org iD8DBQFATwLp9mAtgws7e1wRAhAMAJ9SRP1WmSOmdXGIh/usycUVsrVVaACeLmzI N4Fwj8RExwfcWwstu/k8zFo= =IXJA -----END PGP SIGNATURE----- |
From: Bill K. <nb...@so...> - 2004-03-10 10:37:55
|
Sounds like an older version of SDL_Mixer is installed. I think tricks like 'effects' and 'panning' are only in newer versions of the lib. (This will neeed to be tested for in the configure scripts people are working on! Either don't use sound at all, or, preferably, disable use of these newer functions if they're unavailable.) Note: I have neither Linux nor the latest Super Tux or SDL_Mixer libs in front of me right now ;) On Wed, Mar 10, 2004 at 03:39:17PM +0530, Arjun Asthana wrote: > obj/sound.o: In function `open_audio': > obj/sound.o(.text+0x73): undefined reference to `Mix_SetPanning' > obj/sound.o(.text+0x87): undefined reference to `Mix_SetPanning' > obj/sound.o: In function `close_audio': > obj/sound.o(.text+0xba): undefined reference to `Mix_UnregisterAllEffects' > obj/sound.o(.text+0xc7): undefined reference to `Mix_UnregisterAllEffects' > obj/sound.o: In function `play_sound': > obj/sound.o(.text+0x1cd): undefined reference to `Mix_SetPanning' > obj/sound.o(.text+0x1e5): undefined reference to `Mix_SetPanning' > collect2: ld returned 1 exit status > make: *** [supertux] Error 1 <snip> |
From: Arjun A. <arj...@gm...> - 2004-03-10 10:32:08
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hello, My earlier problem is solved (thanks to Mr. Kratz00 in IRC). Now my problem is that I'm getting an error in make: gcc -Wall-O2 -I/usr/include/SDL -D_REENTRANT - -DDATA_PREFIX=\"/home/all/Desktop/Downloads/supertux/supertux/data/\" - -D__SOUND -D__OPENGL -DLINUX -DJOY_YES -DDEBUG -pg obj/supertux.o obj/setup.o obj/intro.o obj/title.o obj/scene.o obj/collision.o obj/bitmask.o obj/type.o obj/timer.o obj/text.o obj/texture.o obj/badguy.o obj/special.o obj/world.o obj/player.o obj/level.o obj/gameloop.o obj/screen.o obj/sound.o obj/high_scores.o obj/menu.o obj/leveleditor.o obj/globals.o obj/button.o obj/physic.o -o supertux -lSDL_mixer -lSDL_image -L/usr/lib - -Wl,-rpath,/usr/lib -lSDL -lpthread -L/usr/X11R6/lib -lGL obj/sound.o: In function `open_audio': obj/sound.o(.text+0x73): undefined reference to `Mix_SetPanning' obj/sound.o(.text+0x87): undefined reference to `Mix_SetPanning' obj/sound.o: In function `close_audio': obj/sound.o(.text+0xba): undefined reference to `Mix_UnregisterAllEffects' obj/sound.o(.text+0xc7): undefined reference to `Mix_UnregisterAllEffects' obj/sound.o: In function `play_sound': obj/sound.o(.text+0x1cd): undefined reference to `Mix_SetPanning' obj/sound.o(.text+0x1e5): undefined reference to `Mix_SetPanning' collect2: ld returned 1 exit status make: *** [supertux] Error 1 - ------ If I make with nosound: - ------ make supertux SDL_MIXER= NOSOUNDFLAG=NOSOUND make[1]: Entering directory `/home/all/Desktop/Downloads/supertux/supertux' make[1]: *** No rule to make target `supertux'. Stop. make[1]: Leaving directory `/home/all/Desktop/Downloads/supertux/supertux' make: *** [nosound] Error 2 - ---- I'm dieing of boredom. Please save me. Help! Evil withc of boredom is taking me away!! ;-> - -- Waiting for you to save me, Arjun - - Linux: Choose your freedom - -#-#- : ####[ GNU/Linux One Stanza Tip (LOST) ]####################### Sub : Sending winpopup message from linux LOST #540 To send a winpopup message to windows machines through SAMBA: #!/bin/sh # Usage: $0 netbiosname message echo $2 |smbclient -M $1 > /dev/null if [ $? -ne 0 ]; then echo "$0: failed"; exit 1; fi echo "Message sent successfully" ####[logsnaath (at) yahoo.com]################################ : -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.0.6 (GNU/Linux) Comment: For info see http://www.gnupg.org iD8DBQFATulQ9mAtgws7e1wRAtQoAJ9rmUlCRFVl95VKxMIDt4w03/ClswCggQca BR2MqxL3qtleJgCsmg5eYsw= =TXFT -----END PGP SIGNATURE----- |
From: Arjun A. <arj...@gm...> - 2004-03-10 09:04:30
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hello, I just downloaded supertux from the CVS but when configuring, it said that there is no makefile.in. it is my first CVS download. Here is the full output: [arjun@asthana ~/Desktop/Downloads/supertux]$ cvs -z3 - -d:pserver:ano...@cv...:/cvsroot/super-tux co supertux cvs server: Updating supertux U supertux/AUTHORS U supertux/COPYING U supertux/ChangeLog U supertux/INSTALL U supertux/LEVELDESIGN U supertux/Makefile.am U supertux/Makefile.cvs U supertux/NEWS U supertux/README U supertux/TODO.txt U supertux/configure U supertux/configure.in U supertux/install-sh U supertux/missing U supertux/mkinstalldirs cvs server: Updating supertux/data U supertux/data/CREDITS cvs server: Updating supertux/data/images U supertux/data/images/icon.png cvs server: Updating supertux/data/images/antarctica cvs server: Updating supertux/data/images/background U supertux/data/images/background/arctis.png cvs server: Updating supertux/data/images/highscore U supertux/data/images/highscore/highscore.png U supertux/data/images/highscore/highscore.xcf cvs server: Updating supertux/data/images/icons U supertux/data/images/icons/bad.png U supertux/data/images/icons/bgd.png U supertux/data/images/icons/default-icon.png U supertux/data/images/icons/down.png U supertux/data/images/icons/fgd.png U supertux/data/images/icons/left.png U supertux/data/images/icons/right.png U supertux/data/images/icons/rubber.png U supertux/data/images/icons/save.png U supertux/data/images/icons/select-mode1.png U supertux/data/images/icons/select-mode2.png U supertux/data/images/icons/settings.png U supertux/data/images/icons/test-level.png U supertux/data/images/icons/up.png cvs server: Updating supertux/data/images/intro U supertux/data/images/intro/beam.png U supertux/data/images/intro/copter-squish.png U supertux/data/images/intro/copter-stretch.png U supertux/data/images/intro/copter1.png U supertux/data/images/intro/copter2.png U supertux/data/images/intro/gown-lookup.png U supertux/data/images/intro/gown-sit.png U supertux/data/images/intro/gown-upset.png U supertux/data/images/intro/intro-old.png U supertux/data/images/intro/intro.png U supertux/data/images/intro/tux-mad.png U supertux/data/images/intro/tux-sit.png U supertux/data/images/intro/tux-upset.png cvs server: Updating supertux/data/images/level1 cvs server: Updating supertux/data/images/level2 cvs server: Updating supertux/data/images/leveleditor U supertux/data/images/leveleditor/select.png cvs server: Updating supertux/data/images/map U supertux/data/images/map/map.png cvs server: Updating supertux/data/images/shared U supertux/data/images/shared/bag-left-0.png U supertux/data/images/shared/bag-left-1.png U supertux/data/images/shared/bag-right-0.png U supertux/data/images/shared/bag-right-1.png U supertux/data/images/shared/bigcape-left-0.png U supertux/data/images/shared/bigcape-left-1.png U supertux/data/images/shared/bigcape-right-0.png U supertux/data/images/shared/bigcape-right-1.png U supertux/data/images/shared/bigfiretux-left-0.png U supertux/data/images/shared/bigfiretux-left-1.png U supertux/data/images/shared/bigfiretux-left-2.png U supertux/data/images/shared/bigfiretux-left-jump.png U supertux/data/images/shared/bigfiretux-right-0.png U supertux/data/images/shared/bigfiretux-right-1.png U supertux/data/images/shared/bigfiretux-right-2.png U supertux/data/images/shared/bigfiretux-right-jump.png U supertux/data/images/shared/bigtux-left-0.png U supertux/data/images/shared/bigtux-left-1.png U supertux/data/images/shared/bigtux-left-2.png U supertux/data/images/shared/bigtux-left-jump.png U supertux/data/images/shared/bigtux-right-0.png U supertux/data/images/shared/bigtux-right-1.png U supertux/data/images/shared/bigtux-right-2.png U supertux/data/images/shared/bigtux-right-jump.png U supertux/data/images/shared/box-empty.png U supertux/data/images/shared/box-full.png U supertux/data/images/shared/bsod-falling-left.png U supertux/data/images/shared/bsod-falling-right.png U supertux/data/images/shared/bsod-left-0.png U supertux/data/images/shared/bsod-left-1.png U supertux/data/images/shared/bsod-left-2.png U supertux/data/images/shared/bsod-left-3.png U supertux/data/images/shared/bsod-right-0.png U supertux/data/images/shared/bsod-right-1.png U supertux/data/images/shared/bsod-right-2.png U supertux/data/images/shared/bsod-right-3.png U supertux/data/images/shared/bsod-squished-left.png U supertux/data/images/shared/bsod-squished-right.png U supertux/data/images/shared/bullet.png U supertux/data/images/shared/cape-left-0.png U supertux/data/images/shared/cape-left-1.png U supertux/data/images/shared/cape-right-0.png U supertux/data/images/shared/cape-right-1.png U supertux/data/images/shared/cloud-00.png U supertux/data/images/shared/cloud-01.png U supertux/data/images/shared/cloud-02.png U supertux/data/images/shared/cloud-03.png U supertux/data/images/shared/cloud-10.png U supertux/data/images/shared/cloud-11.png U supertux/data/images/shared/cloud-12.png U supertux/data/images/shared/cloud-13.png U supertux/data/images/shared/coffee.png U supertux/data/images/shared/distro-0.png U supertux/data/images/shared/distro-1.png U supertux/data/images/shared/distro-2.png U supertux/data/images/shared/distro-3.png U supertux/data/images/shared/duckfiretux-left.png U supertux/data/images/shared/duckfiretux-right.png U supertux/data/images/shared/ducktux-left.png U supertux/data/images/shared/ducktux-right.png U supertux/data/images/shared/firetux-left-0.png U supertux/data/images/shared/firetux-left-1.png U supertux/data/images/shared/firetux-left-2.png U supertux/data/images/shared/firetux-right-0.png U supertux/data/images/shared/firetux-right-1.png U supertux/data/images/shared/firetux-right-2.png U supertux/data/images/shared/flag-0.png U supertux/data/images/shared/flag-1.png U supertux/data/images/shared/golden-herring.png U supertux/data/images/shared/laptop-falling-left.png U supertux/data/images/shared/laptop-falling-right.png U supertux/data/images/shared/laptop-flat-left.png U supertux/data/images/shared/laptop-flat-right.png U supertux/data/images/shared/laptop-left-0.png U supertux/data/images/shared/laptop-left-1.png U supertux/data/images/shared/laptop-left-2.png U supertux/data/images/shared/laptop-right-0.png U supertux/data/images/shared/laptop-right-1.png U supertux/data/images/shared/laptop-right-2.png U supertux/data/images/shared/mints.png U supertux/data/images/shared/pole.png U supertux/data/images/shared/poletop.png U supertux/data/images/shared/red-glow.png U supertux/data/images/shared/skidfiretux-left.png U supertux/data/images/shared/skidfiretux-right.png U supertux/data/images/shared/skidtux-left.png U supertux/data/images/shared/skidtux-right.png U supertux/data/images/shared/super-bkgd.png U supertux/data/images/shared/tux-left-0.png U supertux/data/images/shared/tux-left-1.png U supertux/data/images/shared/tux-left-2.png U supertux/data/images/shared/tux-life.png U supertux/data/images/shared/tux-right-0.png U supertux/data/images/shared/tux-right-1.png U supertux/data/images/shared/tux-right-2.png U supertux/data/images/shared/water.png U supertux/data/images/shared/waves-0.png U supertux/data/images/shared/waves-1.png U supertux/data/images/shared/waves-2.png cvs server: Updating supertux/data/images/shared/old U supertux/data/images/shared/old/box-full.png U supertux/data/images/shared/old/bullet.png U supertux/data/images/shared/old/coffee.png U supertux/data/images/shared/old/distro-0.png U supertux/data/images/shared/old/distro-1.png U supertux/data/images/shared/old/distro-2.png U supertux/data/images/shared/old/distro-3.png U supertux/data/images/shared/old/mints.png U supertux/data/images/shared/old/water.png U supertux/data/images/shared/old/waves-0.png U supertux/data/images/shared/old/waves-1.png U supertux/data/images/shared/old/waves-2.png cvs server: Updating supertux/data/images/status U supertux/data/images/status/back.png U supertux/data/images/status/back.xcf U supertux/data/images/status/checkbox-checked.png U supertux/data/images/status/checkbox-checked.xcf U supertux/data/images/status/checkbox.png U supertux/data/images/status/checkbox.xcf U supertux/data/images/status/choose-level-subset.png U supertux/data/images/status/choose-level-subset.xcf U supertux/data/images/status/choose-subset.png U supertux/data/images/status/choose-subset.xcf U supertux/data/images/status/letters-black.png U supertux/data/images/status/letters-blue.png U supertux/data/images/status/letters-gold.png U supertux/data/images/status/letters-red.png U supertux/data/images/status/letters-white-big.png U supertux/data/images/status/letters-white-small.png U supertux/data/images/status/letters-white.png U supertux/data/images/status/level-subset-info.png U supertux/data/images/status/lives.png U supertux/data/images/status/numbers.png U supertux/data/images/status/score.png cvs server: Updating supertux/data/images/themes cvs server: Updating supertux/data/images/themes/antarctica U supertux/data/images/themes/antarctica/bkgd-00.png U supertux/data/images/themes/antarctica/bkgd-01.png U supertux/data/images/themes/antarctica/bkgd-02.png U supertux/data/images/themes/antarctica/bkgd-03.png U supertux/data/images/themes/antarctica/bkgd-10.png U supertux/data/images/themes/antarctica/bkgd-11.png U supertux/data/images/themes/antarctica/bkgd-12.png U supertux/data/images/themes/antarctica/bkgd-13.png U supertux/data/images/themes/antarctica/brick0.png U supertux/data/images/themes/antarctica/brick1.png U supertux/data/images/themes/antarctica/solid0.png U supertux/data/images/themes/antarctica/solid1.png U supertux/data/images/themes/antarctica/solid2.png U supertux/data/images/themes/antarctica/solid3.png cvs server: Updating supertux/data/images/themes/darkstone U supertux/data/images/themes/darkstone/bkgd-00.png U supertux/data/images/themes/darkstone/bkgd-01.png U supertux/data/images/themes/darkstone/bkgd-02.png U supertux/data/images/themes/darkstone/bkgd-03.png U supertux/data/images/themes/darkstone/bkgd-10.png U supertux/data/images/themes/darkstone/bkgd-11.png U supertux/data/images/themes/darkstone/bkgd-12.png U supertux/data/images/themes/darkstone/bkgd-13.png U supertux/data/images/themes/darkstone/brick0.png U supertux/data/images/themes/darkstone/brick1.png U supertux/data/images/themes/darkstone/solid0.png U supertux/data/images/themes/darkstone/solid1.png U supertux/data/images/themes/darkstone/solid2.png U supertux/data/images/themes/darkstone/solid3.png cvs server: Updating supertux/data/images/title U supertux/data/images/title/title-anim1.png U supertux/data/images/title/title-anim2.png U supertux/data/images/title/title.png cvs server: Updating supertux/data/levels cvs server: Updating supertux/data/levels/default U supertux/data/levels/default/info U supertux/data/levels/default/info.png U supertux/data/levels/default/level1.dat U supertux/data/levels/default/level2.dat U supertux/data/levels/default/levels cvs server: Updating supertux/data/music U supertux/data/music/Mortimers_chipdisko-fast.mod U supertux/data/music/Mortimers_chipdisko.mod U supertux/data/music/SALCON-fast.MOD U supertux/data/music/SALCON.MOD cvs server: Updating supertux/data/sounds U supertux/data/sounds/bigjump.wav U supertux/data/sounds/brick.wav U supertux/data/sounds/bump-upgrade.wav U supertux/data/sounds/coffee.wav U supertux/data/sounds/distro.wav U supertux/data/sounds/excellent.wav U supertux/data/sounds/fall.wav U supertux/data/sounds/herring.wav U supertux/data/sounds/hurt.wav U supertux/data/sounds/jump.wav U supertux/data/sounds/kick.wav U supertux/data/sounds/lifeup.wav U supertux/data/sounds/ricochet.wav U supertux/data/sounds/shoot.wav U supertux/data/sounds/skid.wav U supertux/data/sounds/squish.wav U supertux/data/sounds/stomp.wav U supertux/data/sounds/upgrade.wav cvs server: Updating supertux/data/sounds/old cvs server: Updating supertux/obj U supertux/obj/.empty-file cvs server: Updating supertux/src U supertux/src/Makefile.am U supertux/src/badguy.c U supertux/src/badguy.h U supertux/src/bitmask.c U supertux/src/bitmask.h U supertux/src/button.c U supertux/src/button.h U supertux/src/collision.c U supertux/src/collision.h U supertux/src/defines.h U supertux/src/gameloop.c U supertux/src/gameloop.h U supertux/src/globals.c U supertux/src/globals.h U supertux/src/high_scores.c U supertux/src/high_scores.h U supertux/src/intro.c U supertux/src/intro.h U supertux/src/level.c U supertux/src/level.h U supertux/src/leveleditor.c U supertux/src/leveleditor.h U supertux/src/menu.c U supertux/src/menu.h U supertux/src/physic.c U supertux/src/physic.h U supertux/src/player.c U supertux/src/player.h U supertux/src/scene.c U supertux/src/scene.h U supertux/src/screen.c U supertux/src/screen.h U supertux/src/setup.c U supertux/src/setup.h U supertux/src/sound.c U supertux/src/sound.h U supertux/src/special.c U supertux/src/special.h U supertux/src/supertux.c U supertux/src/supertux.h U supertux/src/text.c U supertux/src/text.h U supertux/src/texture.c U supertux/src/texture.h U supertux/src/timer.c U supertux/src/timer.h U supertux/src/title.c U supertux/src/title.h U supertux/src/type.c U supertux/src/type.h U supertux/src/world.c U supertux/src/world.h [arjun@asthana ~/Desktop/Downloads/supertux]$ ls supertux [arjun@asthana ~/Desktop/Downloads/supertux]$ cd supertux/ [arjun@asthana ~/Desktop/Downloads/supertux/supertux]$ ls AUTHORS COPYING install-sh missing README ChangeLog CVS LEVELDESIGN mkinstalldirs src configure data Makefile.am NEWS TODO.txt configure.in INSTALL Makefile.cvs obj [arjun@asthana ~/Desktop/Downloads/supertux/supertux]$ ./configure creating cache ./config.cache checking for a BSD compatible install... /usr/bin/install -c checking whether build environment is sane... yes checking whether make sets ${MAKE}... yes checking for working aclocal-1.4... missing checking for working autoconf... found checking for working automake-1.4... missing checking for working autoheader... found checking for working makeinfo... found checking for SDL_Init in -lSDL... yes checking for SDL_OpenAudio in -lSDL_mixer... yes checking for IMG_Load in -lSDL_image... yes checking for glBegin in -lGL... yes checking for dirent.h that defines DIR... yes checking for opendir in -ldir... no checking how to run the C preprocessor... gcc -E checking for ANSI C header files... yes checking for unistd.h... yes checking for working const... yes checking for mkdir... yes checking for strdup... yes checking for strstr... yes updating cache ./config.cache creating ./config.status creating src/Makefile sed: can't read ./src/Makefile.in: No such file or directory creating Makefile sed: can't read ./Makefile.in: No such file or directory -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.0.6 (GNU/Linux) Comment: For info see http://www.gnupg.org iD8DBQFATtSD9mAtgws7e1wRAsCYAJ0f/G0jqfDusFFTnAod7gw429zSQgCfQBPB B9zk+1+KAuyRPCNpaAdnxDE= =Qnnc -----END PGP SIGNATURE----- |
From: Tobias <tob...@gm...> - 2004-03-09 17:38:27
|
Am Di, den 09.03.2004 schrieb Ricardo Cruz um 12:15: > Em Terça, 9 de Março de 2004 22:02, o Tobias Gläßer escreveu: > > Am Di, den 09.03.2004 schrieb Duong-Khang NGUYEN um 10:47: > > > Hi there, > > > > > > The work in progress of configure support is now in the CVS. > > > Everything is not detected automatically yet. I'm working on it > > > > Please don't make such experimental commits to the repository or at > > least send a patch, which can be tested and reviewed by all, to the > > mailing list. You would receive advices like the one grumbel just send. > > > > Agreed, you should firstly make all things working in your local working > directory before committing anything. > > > > > > Fixes: gameloop.c : syntax error > > > > Are you sure you didn't damage other things, too? > > I mean, the CVS isn't compileable anymore! What did you? > > It is possible to use the old Makefile. Duong renamed it to Makefile.cvs. Well, there are other changes which make compiling in current CVS impossible for me. For example Duong commented out #define VERSION 0.0.6 and this produces a syntax error in setup.c. Greetz... Tobias Gläßer > Ricardo Cruz -- |
From: Ricardo C. <ri...@ae...> - 2004-03-09 17:32:36
|
Em Ter=C3=A7a, 9 de Mar=C3=A7o de 2004 22:02, o Tobias Gl=C3=A4=C3=9Fer esc= reveu: > Am Di, den 09.03.2004 schrieb Duong-Khang NGUYEN um 10:47: > > Hi there, > > > > The work in progress of configure support is now in the CVS. > > Everything is not detected automatically yet. I'm working on it > > Please don't make such experimental commits to the repository or at > least send a patch, which can be tested and reviewed by all, to the > mailing list. You would receive advices like the one grumbel just send. > Agreed, you should firstly make all things working in your local working=20 directory before committing anything. > > > Fixes: gameloop.c : syntax error > > Are you sure you didn't damage other things, too? > I mean, the CVS isn't compileable anymore! What did you? It is possible to use the old Makefile. Duong renamed it to Makefile.cvs. Ricardo Cruz =2D-=20 Being popular is important. Otherwise people might not like you. |
From: Tobias <tob...@gm...> - 2004-03-09 16:18:46
|
Am Di, den 09.03.2004 schrieb Duong-Khang NGUYEN um 10:47: > Hi there, > > The work in progress of configure support is now in the CVS. Everything is > not detected automatically yet. I'm working on it Please don't make such experimental commits to the repository or at least send a patch, which can be tested and reviewed by all, to the mailing list. You would receive advices like the one grumbel just send. > Note: I accidentally "touch" all the files :) I really don't like this. > Fixes: gameloop.c : syntax error Are you sure you didn't damage other things, too? I mean, the CVS isn't compileable anymore! What did you? Please revert your commit. :(( I'm sorry. Greetz... Tobias Gläßer -- |
From: Ingo R. <gr...@gm...> - 2004-03-09 16:14:42
|
Duong-Khang NGUYEN <neo...@us...> writes: > The work in progress of configure support is now in the CVS. Everything is > not detected automatically yet. I'm working on it SDL comes with a AM_PATH_SDL() macro which you might want to use instead of the manual AC_CHECK_LIB checks -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Duong-Khang N. <neo...@us...> - 2004-03-09 16:00:32
|
Hi there, The work in progress of configure support is now in the CVS. Everything is not detected automatically yet. I'm working on it Note: I accidentally "touch" all the files :) Fixes: gameloop.c : syntax error -- Never say if I could turn back the time, life is going on ! |
From: Duong-Khang N. <neo...@us...> - 2004-03-09 14:15:58
|
Hi developers, The current Makefile is now "Makefile.cvs". Please use "Makefile.cvs" while I'm trying to autoconf stuff. Thanks ! -- Never say if I could turn back the time, life is going on ! |
From: Christopher A. W. <cr...@li...> - 2004-03-08 18:22:59
|
I'm sorry... I'm probably not understanding all of this... are we planning to build scripting of any sort (python, perl... preferably python, IMHO) into this, for the action of baddies and such? Just wondering. Christopher Allan Webber | The bottom line |
From: Tobias <tob...@gm...> - 2004-03-08 17:26:44
|
One addition. :) We should decide for one file-format and therefore for one parser, which gets implemented in SuperTux. Wasting energy (for the first implementation and maintaining) to write one parser esspecially for config files and another one for the levels and another one for scripts etc. is something we should avoide. Let's decide for a powerful way to parse data and use it throughout SuperTux. Greetz... Tobias Gläßer Am Mo, den 08.03.2004 schrieb Tobias Gläßer um 18:03: > Am Mo, den 08.03.2004 schrieb Ingo Ruhnke um 10:41: > > Ricardo Cruz <ri...@ae...> writes: > > > > > I could implement the use of files for tiles, but we need to agree > > > with a file format. As I said before, the INI-like file format would > > > be, IMO, the one that fits better with this. It is powerfull more > > > than enough and very easy to edit. > > > > For the tile-format I am fine with .ini, it serve the purpose there > > good enough. For the levelformat however its not that good, yep, it > > would work for milestone1, but it wouldn't win a price for eleganc > > (ie. simply misses any way to handle structured data across multiple > > levels). > > Only copying the .ini style is not very innovative. :) > .ini like file formats could make the deal for current SuperTux needs, > but when I think of more complicated stuff and SuperTux's beyond 0.1 > future, I'm sure this can't be our choice. Why? Think alone of scripting > abilities and you'll agree. > > > I am personally happy with the lispreader library which I used in > > Construo (no extra library dependency, since its just two files that > > can be assimilated): > > > > http://www.complang.tuwien.ac.at/~schani/lispreader/ > > > > It provides a way to read in lisp-like S-Expressions and returns a > > parse-tree. Levelformat itself would then look like: > > > > (supertux-level > > (version 1) > > (properties > > (name "Hello World") > > (width 500)) > > (enemies > > (snowball (pos 11 10)) > > (icecube (pos 10 10))) > > (tilemap > > (data 1 2 3 4 5 6 1 414 23 4324 > > 1 2 3 4 5 6 1 414 23 4324 > > 1 2 3 4 5 6 1 414 23 4324))) > > I've to admit that this format is very promising and I already took > a look into the implementation. I'm not sure, if this API fits all > our needs, but possibly we could write a wrapper around it and even > extend it's functionality. For example we could extend it with > gzip compression, which is really easy to implement. > > Don't get me wrong I didn't decide anything regarding to this issue yet. > Implementing our own innovative file format with SuperTux 1.0 needs in > mind could be another solution. A time consuming one, but for sure a > innovative one. > > > Advantage would be that its trivially to parse in Lisp/Scheme like > > languages, parsers for perl and python exists too, but its not that > > widespread as XML. > > The widespreadness is a non-issue. :) At least the lisp format isn't > as bloated as the XML approach. > > > Another way which I would also find interesting is directory based > > level format, ie. a level is represented as a directory: > > I guess every developer has thought about such a design at some point. > But in SuperTux's case this isn't the way to go IMHO. :) > > > $ ls foobar.supertux > > =map.data > > =name > > =default-archive > > =width > > =height > > $ > > > > Each file there contains then the relevant data (ie. tilemap data gets > > its own file, level name gets its own name, etc.). Never used that in > > practice, but its used in both QMail and Arch and has the advantage > > that it is easy to parse from all languages, even bash, since there is > > after all not much to parse, but just a directory tree to read in. > > Disadvantages are of course that its a bit obscure to edit with a > > text-editor, since its a multi-file format. -- |
From: Tobias <tob...@gm...> - 2004-03-08 17:20:02
|
Am Mo, den 08.03.2004 schrieb Ingo Ruhnke um 10:41: > Ricardo Cruz <ri...@ae...> writes: > > > I could implement the use of files for tiles, but we need to agree > > with a file format. As I said before, the INI-like file format would > > be, IMO, the one that fits better with this. It is powerfull more > > than enough and very easy to edit. > > For the tile-format I am fine with .ini, it serve the purpose there > good enough. For the levelformat however its not that good, yep, it > would work for milestone1, but it wouldn't win a price for eleganc > (ie. simply misses any way to handle structured data across multiple > levels). Only copying the .ini style is not very innovative. :) .ini like file formats could make the deal for current SuperTux needs, but when I think of more complicated stuff and SuperTux's beyond 0.1 future, I'm sure this can't be our choice. Why? Think alone of scripting abilities and you'll agree. > I am personally happy with the lispreader library which I used in > Construo (no extra library dependency, since its just two files that > can be assimilated): > > http://www.complang.tuwien.ac.at/~schani/lispreader/ > > It provides a way to read in lisp-like S-Expressions and returns a > parse-tree. Levelformat itself would then look like: > > (supertux-level > (version 1) > (properties > (name "Hello World") > (width 500)) > (enemies > (snowball (pos 11 10)) > (icecube (pos 10 10))) > (tilemap > (data 1 2 3 4 5 6 1 414 23 4324 > 1 2 3 4 5 6 1 414 23 4324 > 1 2 3 4 5 6 1 414 23 4324))) I've to admit that this format is very promising and I already took a look into the implementation. I'm not sure, if this API fits all our needs, but possibly we could write a wrapper around it and even extend it's functionality. For example we could extend it with gzip compression, which is really easy to implement. Don't get me wrong I didn't decide anything regarding to this issue yet. Implementing our own innovative file format with SuperTux 1.0 needs in mind could be another solution. A time consuming one, but for sure a innovative one. > Advantage would be that its trivially to parse in Lisp/Scheme like > languages, parsers for perl and python exists too, but its not that > widespread as XML. The widespreadness is a non-issue. :) At least the lisp format isn't as bloated as the XML approach. > Another way which I would also find interesting is directory based > level format, ie. a level is represented as a directory: I guess every developer has thought about such a design at some point. But in SuperTux's case this isn't the way to go IMHO. :) > $ ls foobar.supertux > =map.data > =name > =default-archive > =width > =height > $ > > Each file there contains then the relevant data (ie. tilemap data gets > its own file, level name gets its own name, etc.). Never used that in > practice, but its used in both QMail and Arch and has the advantage > that it is easy to parse from all languages, even bash, since there is > after all not much to parse, but just a directory tree to read in. > Disadvantages are of course that its a bit obscure to edit with a > text-editor, since its a multi-file format. -- |
From: Ricardo C. <ri...@ae...> - 2004-03-08 16:57:33
|
Em Segunda, 8 de Mar=E7o de 2004 15:41, o Ingo Ruhnke escreveu: > Ricardo Cruz <ri...@ae...> writes: > > I could implement the use of files for tiles, but we need to agree > > with a file format. As I said before, the INI-like file format would > > be, IMO, the one that fits better with this. It is powerfull more > > than enough and very easy to edit. > > For the tile-format I am fine with .ini, it serve the purpose there > good enough. For the levelformat however its not that good, yep, it > would work for milestone1, but it wouldn't win a price for eleganc > (ie. simply misses any way to handle structured data across multiple > levels). > Nice to have a vote, would like to hear from Tobias. About the level file, I just suggested the use of the ini-like file as an= =20 alternative to the current one, that is hard coded readed and hasn't any=20 flexibility. Of course, in the future, INI-like format would not be that go= od=20 to use to make enemies position pixel-based or implementing moving platform= s=20 or places that would be creating enemies all the time... > > I am personally happy with the lispreader library which I used in > Construo (no extra library dependency, since its just two files that > can be assimilated): > > http://www.complang.tuwien.ac.at/~schani/lispreader/ > > It provides a way to read in lisp-like S-Expressions and returns a > parse-tree. Levelformat itself would then look like: > > (supertux-level > (version 1) > (properties > (name "Hello World") > (width 500)) > (enemies > (snowball (pos 11 10)) > (icecube (pos 10 10))) > (tilemap > (data 1 2 3 4 5 6 1 414 23 4324 > 1 2 3 4 5 6 1 414 23 4324 > 1 2 3 4 5 6 1 414 23 4324))) > I don't think that file format to be powerfull enough. Futhermore, an ini= =20 could be used like this: [LEVEL] version=3D1 name=3DHello World enemies_number=3D2 [ENEMY0] type=3Dsnowball xpos=3D11 ypos=3D10 [ENEMY1] type=3Dicecube xpos=3D11 ypos=3D10 [TILEMAP] rows=3D3 row0=3D 1 2 3 4 5 6 1 414 23 4324 row1=3D 1 2 3 4 5 6 1 414 23 4324 row2=3D 1 2 3 4 5 6 1 414 23 4324 The enemies_number and rows entries could even be omitted. > > > Another way which I would also find interesting is directory based > level format, ie. a level is represented as a directory: > > $ ls foobar.supertux/ > =3Dmap.data > =3Dname > =3Ddefault-archive > =3Dwidth > =3Dheight > $ > > Each file there contains then the relevant data (ie. tilemap data gets > its own file, level name gets its own name, etc.). Never used that in > practice, but its used in both QMail and Arch and has the advantage > that it is easy to parse from all languages, even bash, since there is > after all not much to parse, but just a directory tree to read in. > Disadvantages are of course that its a bit obscure to edit with a > text-editor, since its a multi-file format. That looks interesting, but managements and editing doesn't sound much=20 appealing to me, Ricardo Cruz =2D-=20 A fool and his honey are soon parted. |
From: Ingo R. <gr...@gm...> - 2004-03-08 15:58:11
|
Ricardo Cruz <ri...@ae...> writes: > I could implement the use of files for tiles, but we need to agree > with a file format. As I said before, the INI-like file format would > be, IMO, the one that fits better with this. It is powerfull more > than enough and very easy to edit. For the tile-format I am fine with .ini, it serve the purpose there good enough. For the levelformat however its not that good, yep, it would work for milestone1, but it wouldn't win a price for eleganc (ie. simply misses any way to handle structured data across multiple levels). I am personally happy with the lispreader library which I used in Construo (no extra library dependency, since its just two files that can be assimilated): http://www.complang.tuwien.ac.at/~schani/lispreader/ It provides a way to read in lisp-like S-Expressions and returns a parse-tree. Levelformat itself would then look like: (supertux-level (version 1) (properties (name "Hello World") (width 500)) (enemies (snowball (pos 11 10)) (icecube (pos 10 10))) (tilemap (data 1 2 3 4 5 6 1 414 23 4324 1 2 3 4 5 6 1 414 23 4324 1 2 3 4 5 6 1 414 23 4324))) Advantage would be that its trivially to parse in Lisp/Scheme like languages, parsers for perl and python exists too, but its not that widespread as XML. Another way which I would also find interesting is directory based level format, ie. a level is represented as a directory: $ ls foobar.supertux/ =map.data =name =default-archive =width =height $ Each file there contains then the relevant data (ie. tilemap data gets its own file, level name gets its own name, etc.). Never used that in practice, but its used in both QMail and Arch and has the advantage that it is easy to parse from all languages, even bash, since there is after all not much to parse, but just a directory tree to read in. Disadvantages are of course that its a bit obscure to edit with a text-editor, since its a multi-file format. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-03-08 15:19:05
|
I could implement the use of files for tiles, but we need to agree with a= =20 file format. As I said before, the INI-like file format would be, IMO, the= =20 one that fits better with this. It is powerfull more than enough and very=20 easy to edit. March 13 looks like a fine date to me. 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 A man paints with his brains and not with his hands. |
From: Ricardo C. <ri...@ae...> - 2004-03-08 15:18:48
|
When I read your mail, at first I thought you were referring 'You' to me,= =20 since you are replaying to my mail. Hope, it's not the case :) Anyway, I think your drawings have a wax pencil look that does not fit, IM= O,=20 with Ingo's style of graphics. I am no artist, but what if you use gradients for colors to smooth them an= d=20 use more defined out lines... Good work though, Ricardo Cruz Em Segunda, 8 de Mar=E7o de 2004 00:13, o Christopher A. Webber escreveu: > Yeah, yeah... so I'm a lazy bum. What's it to you? > Oh. Right. > Anyway, I got the whole second frame of wing animation thing done... I > uploaded it to http://lingocomic.com/gfx/goodies/supertux/ > You can either view it by looking at wingling_color2.png (or whatever I > called it) or by picking up the new, shiny XCF file... for all of you > out there who have the GIMP, which SHOULD be all of you. If you don't > have the GIMP I don't even want to talk to your pathetic self. > Should you be viewing the XCF, note that I've separated out the wing > outline and color from the rest of the body now... for both frames of > the flying animation. Both of them are in the XCF, it's just that the > first frame-ish-thing's visibility is turned off. > I'm thinking of a third frame of animation before I shrink this down to > sprite-friendly size. > Tell me what you think. Or don't tell me and be a big jerk about it. > > Christopher Allan Webber > > > > The bottom line > > > > =2D-=20 God runs electromagnetics by wave theory on Monday, Wednesday, and Friday, and the Devil runs them by quantum theory on Tuesday, Thursday, and Saturda= y. -- William Bragg |
From: Ingo R. <gr...@gm...> - 2004-03-08 12:12:36
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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? -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-03-08 10:34:30
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Ricardo Cruz <ri...@ae...> writes: > SuperTux aiming is to get Tux to travel all around the worlds. So, > there can be a computers world... But it was already decided to get > ride of the geek elements from the artict. Yep, I agree, a computer/industrial world wouldn't be a bad idea, it could work, but it really has to be able to stand on its own feet and not end up as a lame 'lets-bash-microsoft' thing. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-03-08 10:31:54
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"Christopher A. Webber" <cr...@li...> writes: > I'm thinking of a third frame of animation before I shrink this down > to sprite-friendly size. The animation definitivly needs more frames, currently it lacks real motion and only more or less flips between two states. I think four frames would be good, ie: 1. wings up 2. wings moving down 3. wings down 4. wings moving up In addition to the wings having the tail a bit animated (ie having it swinging sinus-curve like or so) should give this thing more motion. Having the feet 'flapping/wipping' together with the wings rythm might also look good (or not, can't really know until you tried). -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |