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From: Tobias <tob...@gm...> - 2004-01-02 00:54:06
|
Am Do, den 01.01.2004 schrieb offipso um 19:50: > Actually I have a question. I've been working on a slope patch, so Tux > can slide down hills, walk up them, etc. Obviously this uses game_action > quite a bit, so I suppose I shouldn't work on this until you've > completed the new function? > > -Dan Koestler Yes and no. I don't want to stop anybody from working on SuperTux, of course. But if you work on these two functions I'll ignore your patches and you'll have to rewrite them, when the two functions are ready. I won't rewrite all the code at once and send appetizers in the CVS, so you can see how the new code works and perhaps you can even help me. That would be great. *eh There are still many other fields in SuperTux you could work on thought. ;) Greetz... Tobias Gläßer (who just became unpopular :-) ) > On Fri, 2004-01-02 at 01:11, Tobias Gläßer wrote: > > hi all, > > > > I'm going to rewrite the game_action and game_draw functions. > > This will provide us the possibility to extend SuperTux more > > easily in the future through having a flexible code-base. > > > > Please don't send any patches related to this two functions > > until this is done. > > > > If you have questions, ask. :) > > > > Greetz... > > > > Tobias Gläßer > > > > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > Click now! http://ads.osdn.com/?ad_id78&alloc_id371&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel -- |
From: offipso <of...@ab...> - 2004-01-02 00:45:08
|
Actually I have a question. I've been working on a slope patch, so Tux can slide down hills, walk up them, etc. Obviously this uses game_action quite a bit, so I suppose I shouldn't work on this until you've completed the new function? -Dan Koestler On Fri, 2004-01-02 at 01:11, Tobias Gl=C3=A4=C3=9Fer wrote: > hi all, >=20 > I'm going to rewrite the game_action and game_draw functions. > This will provide us the possibility to extend SuperTux more > easily in the future through having a flexible code-base. >=20 > Please don't send any patches related to this two functions > until this is done. >=20 > If you have questions, ask. :) >=20 > Greetz... >=20 > Tobias Gl=C3=A4=C3=9Fer |
From: Tobias <tob...@gm...> - 2004-01-02 00:11:34
|
hi all, I'm going to rewrite the game_action and game_draw functions. This will provide us the possibility to extend SuperTux more easily in the future through having a flexible code-base. Please don't send any patches related to this two functions until this is done. If you have questions, ask. :) Greetz... Tobias Gläßer -- |
From: Bill K. <nb...@so...> - 2004-01-01 23:40:56
|
On Thu, Jan 01, 2004 at 05:53:35PM -0500, offipso wrote: > Aha, I wasn't sure of that, and my NES wasn't hooked up to check! > Anyway, is Super Tux aiming to be a SMB1 clone, with only features that > appear in that game? Well, basically, that was the idea. :^) I think everyone wants more features, though. :^) So I guess it can be a hybrid. As long as it remains fairly simple and easy to play (only a few buttons used to control, for example) -bill! |
From: Tobias <tob...@gm...> - 2004-01-01 22:51:14
|
Am Do, den 01.01.2004 schrieb offipso um 17:53: > Aha, I wasn't sure of that, and my NES wasn't hooked up to check! > Anyway, is Super Tux aiming to be a SMB1 clone, with only features that > appear in that game? > > -Dan Koestler Definitively NO! My 2 Cents Greetz... Tobias Gläßer (who isn't going to clone anything) On Thu, 2004-01-01 at 17:36, Bill Kendrick wrote: > > On Thu, Jan 01, 2004 at 03:57:50PM -0500, offipso wrote: > > > Thanks! The only problems I can see with it are that the laptop is drawn > > > behind Tux, and I really don't know how to fix that yet. There are also > > > some strange problems when you kick it into a wall which is directly > > > next to you. I know that you can hold the shell in Mario 3 and run into > > > an enemy, and both will die, and I'm pretty sure you can do the same in > > > Mario 1. > > > > As I said, you can't carry enemies in Super Mario 1. If you walked into, > > or jump on, a closed turtle, you'd simply kick it. > > > > -bill! > > > > > > ------------------------------------------------------- > > This SF.net email is sponsored by: IBM Linux Tutorials. > > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > > _______________________________________________ > > Super-tux-devel mailing list > > Sup...@li... > > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > > > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel -- |
From: offipso <of...@ab...> - 2004-01-01 22:48:30
|
Aha, I wasn't sure of that, and my NES wasn't hooked up to check! Anyway, is Super Tux aiming to be a SMB1 clone, with only features that appear in that game? -Dan Koestler On Thu, 2004-01-01 at 17:36, Bill Kendrick wrote: > On Thu, Jan 01, 2004 at 03:57:50PM -0500, offipso wrote: > > Thanks! The only problems I can see with it are that the laptop is drawn > > behind Tux, and I really don't know how to fix that yet. There are also > > some strange problems when you kick it into a wall which is directly > > next to you. I know that you can hold the shell in Mario 3 and run into > > an enemy, and both will die, and I'm pretty sure you can do the same in > > Mario 1. > > As I said, you can't carry enemies in Super Mario 1. If you walked into, > or jump on, a closed turtle, you'd simply kick it. > > -bill! > > > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel |
From: Bill K. <nb...@so...> - 2004-01-01 22:36:38
|
On Thu, Jan 01, 2004 at 03:57:50PM -0500, offipso wrote: > Thanks! The only problems I can see with it are that the laptop is drawn > behind Tux, and I really don't know how to fix that yet. There are also > some strange problems when you kick it into a wall which is directly > next to you. I know that you can hold the shell in Mario 3 and run into > an enemy, and both will die, and I'm pretty sure you can do the same in > Mario 1. As I said, you can't carry enemies in Super Mario 1. If you walked into, or jump on, a closed turtle, you'd simply kick it. -bill! |
From: Bill K. <nb...@so...> - 2004-01-01 22:35:33
|
On Thu, Jan 01, 2004 at 05:12:56PM +0000, Ricardo Cruz wrote: > > Awesome work, Dan! > And are you sure that the turtle could be used as a shield? I didn't know it. In later Super Mario Bros games (like SMB3). SMB2 (in the US, which was really just an altered version of a Japanese game called "Doki Doki Panic"), the enemies were quite different. You could jump on most of them, and stand there riding them. You could then grab them, and pull them up over your head and carry them around. Throw them to smack other enemies. I'd like to do a SMB2 (Doki Doki) game one day, but it's a much different style from SMB1 and SMB3 (and the 'real' SMB2 in Japan). It was much more of a slow, wandering around game. You could (and sometimes had to) go backwards. There was no clock and no score, even! -bill! |
From: Bill K. <nb...@so...> - 2004-01-01 22:06:21
|
On Thu, Jan 01, 2004 at 02:32:40PM +0100, Duong-Khang NGUYEN wrote: > Hi all, > > Here is my last tiny patch. I'll stop working on SuperTux for a while, a > month or two I think. Anyway, happy hacking guys :-D Thanks for all your help! Happy New Year! <snip> > Changes: when "level_song_fast" is playing, "herring_song" will not play even > if the player get a herring I think, actually, what should really happen is that a 'fast' version of the Herring song should be played. They need to know that they've got the herring, and when it will stop (which the music tells them). They also need to know they're low on time (which the /speed/ of the music tells them). :^) Thanks again! -bill! bi...@ne... Got kids? Get Tux Paint! http://newbreedsoftware.com/bill/ http://newbreedsoftware.com/tuxpaint/ |
From: Bill K. <nb...@so...> - 2004-01-01 22:00:57
|
On Thu, Jan 01, 2004 at 12:30:01PM +0100, Duong-Khang NGUYEN wrote: > Hi there, > > For the poor father of SuperTux (who is he ?), Hehe, that's me! :^) > and all the hackers out there, > here is a screenshot of SuperTux on Windows XP Home edition. This is "just > for your eyes only" because SuperTux is still buggy (my working version) and > sometimes does a Segmentation Fault on WinXP, I don't want to release a > binary version of SuperTux for WinXP. Super Tux has been available for Windows in the past. :^) But regardless, cool. Thanks! :^) -bill! |
From: offipso <of...@ab...> - 2004-01-01 20:52:50
|
Thanks! The only problems I can see with it are that the laptop is drawn behind Tux, and I really don't know how to fix that yet. There are also some strange problems when you kick it into a wall which is directly next to you. I know that you can hold the shell in Mario 3 and run into an enemy, and both will die, and I'm pretty sure you can do the same in Mario 1. Anyway, thanks, I hope it contributes to Super Tux, -Dan Koestler On Thu, 2004-01-01 at 12:12, Ricardo Cruz wrote: > Awesome work, Dan! > And are you sure that the turtle could be used as a shield? I didn't know it. > > Congrats, > Ricardo > > Em Quarta, 31 de Dezembro de 2003 09:35, o offipso escreveu: > > As a learning experience I added the Mario-like ability to hold a laptop > > in your claws (paws, penguin-hands?) and shoot it. You approach a closed > > laptop with fire held down, and Tux'll pick it up, holding it until you > > release fire. It may not be perfect, and I didn't add the ability to use > > it as a shield, so don't go running into enemies with it. > > > > I'm not too confident about my patching abilities, but I'm under the > > impression this'll work...if not I'll be checking my mail in a couple of > > hours and can figure out another way then. > > > > http://www.abeminds.com/supertux.hold.patch > > > > -Dan Koestler > > > > > > |
From: Ricardo C. <ri...@ae...> - 2004-01-01 17:09:09
|
Awesome work, Dan! And are you sure that the turtle could be used as a shield? I didn't know it. Congrats, Ricardo Em Quarta, 31 de Dezembro de 2003 09:35, o offipso escreveu: > As a learning experience I added the Mario-like ability to hold a laptop > in your claws (paws, penguin-hands?) and shoot it. You approach a closed > laptop with fire held down, and Tux'll pick it up, holding it until you > release fire. It may not be perfect, and I didn't add the ability to use > it as a shield, so don't go running into enemies with it. > > I'm not too confident about my patching abilities, but I'm under the > impression this'll work...if not I'll be checking my mail in a couple of > hours and can figure out another way then. > > http://www.abeminds.com/supertux.hold.patch > > -Dan Koestler > > > -- Spreading peanut butter reminds me of opera!! I wonder why? |
From: Ingo R. <gr...@gm...> - 2004-01-01 14:39:45
|
Hiho, just a bunch of links to all kinds of SuperMario sprites which might come handy as source of inspiration or reference. The webpage contains also sprite from a quite a lot other console games: http://tsgk.captainn.net/sprites_nes_smb.html http://tsgk.captainn.net/sprites_snes_supermarioworld2.html http://tsgk.captainn.net/sprites_snes_supermarioworld.html http://tsgk.captainn.net/sprites_snes_supermarioallstars.html http://tsgk.captainn.net/sprites_gameboy_sml.html http://tsgk.captainn.net/sprites_gameboyadvance_warioland4.html http://tsgk.captainn.net/sprites_gameboy_sml2.html -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Duong-Khang N. <neo...@us...> - 2004-01-01 13:30:51
|
Hi all, Here is my last tiny patch. I'll stop working on SuperTux for a while, a month or two I think. Anyway, happy hacking guys :-D Changes, fixes, adds: Adds: free_music(level_song_fast) Changes: use the "HURRYUP_MUSIC" enum. I have introduced it to prepare the gameloop.c for the "level_song_fast". Adds: some WIN32 macros Fixes: "level_song_fast" now correctly played if we turn on/off music when we're low on time. Changes: when "level_song_fast" is playing, "herring_song" will not play even if the player get a herring Adds: LEVEL_NAME_MAX Fixes: in leveleditor.c "sprintf(str, "%s", current_level.name);". This was a possible segfault since str is char[10]; Fixes: high_scores.c: "free(filename)" Fixes: level.c "free(line)" Bug report: You guy, have to consider freeing memory SERIOUSLY once you have done with it. Does anyone bother about freeing tiles stuff for example ? Some functions like "unloadlevel()" are strongly recommanded ! -- Never say if I could turn back the time, life is going on ! |
From: Duong-Khang N. <neo...@us...> - 2004-01-01 13:30:48
|
Hi there, For the poor father of SuperTux (who is he ?), and all the hackers out there, here is a screenshot of SuperTux on Windows XP Home edition. This is "just for your eyes only" because SuperTux is still buggy (my working version) and sometimes does a Segmentation Fault on WinXP, I don't want to release a binary version of SuperTux for WinXP. Anyway, guys, keep working to make SuperTux better ! YA ! http://duongkhang.free.fr/supertux/supertux_winxp.png -- Never say if I could turn back the time, life is going on ! |
From: Tobias <tob...@gm...> - 2004-01-01 03:45:45
|
Hi folks, I just came from a nice silvester party and it's 4:44 AM right now. I'll apply all patches and fixes, believe me, but let me sleep until 12-14 o' clock please. :) Greetz... Tobias Gläßer -- |
From: Bill K. <nb...@so...> - 2003-12-31 21:19:50
|
On Wed, Dec 31, 2003 at 05:57:53PM +0000, Ricardo Cruz wrote: > I'll continue the development of the level editor... And I would like to know > what do you guys think that should deserve more attention... > For instance, I think that the gameloop code is not that much flexible and a > lot of features are missing... It would be cool to have more flexible bad > guys, variables lines and support for non-square tiles, for instance. More bad guys are definitely needed. And some 'objects' (lifters, sliding things, etc.), like in Super Mario Bros. (I have some cool ones in BoboBot's "Rock Man" level.) As for non-square tiles... well, if we really want to work on that and debug it, we can. I don't think it's a /necessity/, though. (Super Mario Bros was VERY fun without them. Sure, Super Mario 3 had some cool tricks you could do by sliding down slopes, etc., but I never planned on making Super Tux into Super Mario Bros _3_... just plain old Super Mario Bros. :^) Of course, it _was_ a 1-man project back then...) -bill! |
From: offipso <of...@ab...> - 2003-12-31 19:41:04
|
Phew, okay, it should be based on the very latest CVS now, so none of those problems. Again http://www.abeminds.com/supertux.hold.patch -Dan Koestler On Wed, 2003-12-31 at 14:00, Tobias Gl=C3=A4=C3=9Fer wrote: > Your patch reverses the CVS changes of the last day! Please update your > patch. Then I'll try to merge it. >=20 > Greetz... >=20 > Tobias Gl=C3=A4=C3=9Fer >=20 > Am Mi, den 31.12.2003 schrieb offipso um 04:35: > > As a learning experience I added the Mario-like ability to hold a lap= top > > in your claws (paws, penguin-hands?) and shoot it. You approach a clo= sed > > laptop with fire held down, and Tux'll pick it up, holding it until y= ou > > release fire. It may not be perfect, and I didn't add the ability to = use > > it as a shield, so don't go running into enemies with it. > >=20 > > I'm not too confident about my patching abilities, but I'm under the > > impression this'll work...if not I'll be checking my mail in a couple= of > > hours and can figure out another way then. > >=20 > > http://www.abeminds.com/supertux.hold.patch > >=20 > > -Dan Koestler >=20 >=20 >=20 >=20 >=20 > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM= 's > Free Linux Tutorials. Learn everything from the bash shell to sys admi= n. > Click now! http://ads.osdn.com/?ad_id=3D1278&alloc_id=3D3371&op=3Dclick > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel |
From: Ricardo C. <ri...@ae...> - 2003-12-31 18:44:10
|
Hey, I would like to write the Select Level menu for the level editor. And I wanted to know if it is currently possible to know the number of levels available. Thx, Ricardo -- Let others praise ancient times; I am glad I was born in these. -- Ovid (43 B.C. - A.D. 18) |
From: Ricardo C. <ri...@ae...> - 2003-12-31 18:39:44
|
Ooops! Looks like I have introduced a bug... Tobias please replace the following line in leveleditor.c (163): fire =3D UP; with fire =3D DOWN; Thanks, Ricardo Em Quarta, 31 de Dezembro de 2003 18:29, o Ricardo Cruz escreveu: > Hey Tobias, > > Great work! You deserve some rest now, but please apply only this patch = ;) > They just do some cleanups and fix a couple bugs related to the movement > code in the level editor, as I mentioned in a previous post. But the scro= ll > isn't still as I would like... > > Ricardo > > Em Quarta, 31 de Dezembro de 2003 09:14, o Tobias Gl=C3=A4=C3=9Fer escrev= eu: > > Hi all, > > > > it's 04:08 AM here and I'm tired. If you update to the > > latest CVS, you'll notice several changes, but I want > > you to know, that many of them are work in progress. > > > > I've migrated level-code to level.h/c applied Ricardo's patches, > > heard on the make problems of an amiga user added EXPERIMANTEL > > save support and fixed two dumb bugs. Moreover I've made the first > > step to our new level-structure (not the structure of a level-file, but > > the structure of level-file-collections) , which is based on > > level-subsets. > > > > I'm so tired. Good night. :) > > > > Greetz... > > > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 "The good Christian should beware of mathematicians and all those who make= =20 empty prophecies. The danger already exists that mathematicians have made= =20 a covenant with the devil to darken the spirit and confine man in the=20 bonds of Hell." -- Saint Augustine |
From: Ricardo C. <ri...@ae...> - 2003-12-31 18:25:36
|
Hey Tobias, Great work! You deserve some rest now, but please apply only this patch ;) They just do some cleanups and fix a couple bugs related to the movement c= ode=20 in the level editor, as I mentioned in a previous post. But the scroll isn'= t=20 still as I would like... Ricardo Em Quarta, 31 de Dezembro de 2003 09:14, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Hi all, > > it's 04:08 AM here and I'm tired. If you update to the > latest CVS, you'll notice several changes, but I want > you to know, that many of them are work in progress. > > I've migrated level-code to level.h/c applied Ricardo's patches, > heard on the make problems of an amiga user added EXPERIMANTEL > save support and fixed two dumb bugs. Moreover I've made the first > step to our new level-structure (not the structure of a level-file, but > the structure of level-file-collections) , which is based on > level-subsets. > > I'm so tired. Good night. :) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 Dear Sir, I am firmly opposed to the spread of microchips either to the home or to the office, We have more than enough of them foisted upon us in public places. They are a disgusting Americanism, and can only result in the farm= ers being forced to grow smaller potatoes, which in turn will cause massive un- employment in the already severely depressed agricultural industry. Yours faithfully, Capt. Quinton D'Arcy, J.P. Sevenoaks -- Letters To The Editor, The Times of London |
From: Ricardo C. <ri...@ae...> - 2003-12-31 17:54:05
|
Hey folks, 2004 is coming... I've noticed that a lot of effort is being done in the menu, level editor, level format and other poleshment stuff. The gameloop's face has been washed and its now more appealing to futher development. I'll continue the development of the level editor... And I would like to know what do you guys think that should deserve more attention... For instance, I think that the gameloop code is not that much flexible and a lot of features are missing... It would be cool to have more flexible bad guys, variables lines and support for non-square tiles, for instance. Hope to hear from you. Good 2004 everyone, Ricardo -- "I'd love to go out with you, but I'm taking punk totem pole carving." |
From: Tobias <tob...@gm...> - 2003-12-31 16:18:43
|
Hi all, as I'm a prophet I can already tell you something about the year 2004. I always believed in 2005 as THE Linux (Free Software) year, so 2004 won't be it. Nethertheless the community will grow and have more power than ever before, because many newbies that came to Linux (Free Software World) in 2003 will begin to actively participate in Free Software projects like SuperTux. In 2004 SuperTux will grow up to a full Mario replacement and it will be one of the games, which the big distros include on their first CDs. SuperTux will reach 5 stars at happypenguin.org, because people like grumbel (a very impressive guy) will begin to like it really. I'm looking forward to a TuxYear and I'm glad to be not alone. Happy new year ALL! Greetz... Tobias Gläßer. -- |
From: Tobias <tob...@gm...> - 2003-12-31 13:00:47
|
Your patch reverses the CVS changes of the last day! Please update your patch. Then I'll try to merge it. Greetz... Tobias Gläßer Am Mi, den 31.12.2003 schrieb offipso um 04:35: > As a learning experience I added the Mario-like ability to hold a laptop > in your claws (paws, penguin-hands?) and shoot it. You approach a closed > laptop with fire held down, and Tux'll pick it up, holding it until you > release fire. It may not be perfect, and I didn't add the ability to use > it as a shield, so don't go running into enemies with it. > > I'm not too confident about my patching abilities, but I'm under the > impression this'll work...if not I'll be checking my mail in a couple of > hours and can figure out another way then. > > http://www.abeminds.com/supertux.hold.patch > > -Dan Koestler |
From: Tobias <tob...@gm...> - 2003-12-31 10:59:08
|
Am Mi, den 31.12.2003 schrieb Armin Dittel um 03:46: > In function 'shape' the following code may lead to a segmentation fault > if yy is exactly 15, because the > array tiles has got only 15 elements (0 to 14). > > if (yy >= 0 && yy <= 15 && xx >= 0 && xx <= level_width) > c = tiles[yy][xx]; > > Changing the '<=' to '<' will fix this, I think.. > > I encountered this using MinGW on a Windows XP machine, where the blue > screen guys look somewhat familiar... Thanks, but this has already been solved in CVS. :) Greetz... Tobias Gläßer |