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From: Tobias <tob...@gm...> - 2004-05-12 13:22:56
|
Hi all, it would be great, if Debian, Mandrake, Redhat, SuSe and Gentoo (sorry if I forgot your favourite) fan boys, contributed properly packaged versions of SuperTux 0.1.1 to the project. Thanks in advance. Greetz... Tobias Gläßer |
From: Tobias <tob...@gm...> - 2004-05-12 13:10:14
|
Hey folks, generally spoken most features are good features. I'd like to explain my release plan: The 0.1.x series is for bugfixing only from now on. The 0.2.x versions will be started now and are equivalent to the 0.0.x series (which means, that new features are a top priority). This efforts will result in the 0.3.x series aka 1.0.x. Greetz... Tobias Gläßer Am Mi, den 12.05.2004 um 13:36 Uhr +0100 schrieb Ricardo Cruz: > Hey there, > > I would like to discuss with you guys the plans for a future version. Here > goes my suggestions (highly influenced by those that Ingo described over the > webpage: http://super-tux.sourceforge.net/milestone2/index.html ). > > * Vertical scrolling > > Already made, there can be a bug here and there, but it is pretty good. > Now, we only need to make the built-in level editor supporting it... Does > FlexLay already supports it? > > * Auto horizontal scrolling > > I believe this is pretty stable by now. > To enable it, just add the line to the level: > (hor_autoscroll_speed 0.5) > Being 0.5 the speed you wish. The velocity is in pixels per the number of > frames at defines.h. > > * Back scrolling > > The camera stills needs work. It moves too fast in the beginning what is > really annoying and distracting. > Anyway, you can already make levels supporting it by adding the following > line: > (back_scrolling #t) > #t means true and #f false. > Note that you also need to be in debug mode (supertux --debug-mode), in order > to enable it! > > * Smart camera > > When the camera movement is improved, we can implement it to show more stuff > ahead Tux when he is running. > It should also be possible for Tux to be stuff below and upper when pressing > in the Up and Down keys. This would also mean the use of another key for > jumping. > > * Butt jump > > Ryan already made a simple implementation of this. Currently it destroys the > brick in the bottom after a jump and pressing both the Up and Down keys. > We still need graphics for it, and also to decide how it will be. I think it > should be enabled by keep down pressing after a full jump and it would also > create a small earthquake in the ground killing enemies in a short distance. > Tux would also get stuck for 1.5 second. > > * Ice flower > > In the end of the first world, Tux got the availability of the ice > flower...So, we should implement it. > IMHO, it should be a straight fire and the enemy would froze for 3 seconds or > so, Tux could then kill them or just run away. > I think this should not affect ice enemies... I mean, they are already > frozen :D > > The hard work will be the creation of graphics for the enemies... > > * 800x600 resolution > > I really would like to go for it, but it would mean a lot of artwork. > We could also just make use of a higher visible area... > > * Another world > > I would go for an industrial world, as Marek suggested. > > * More bad guys > > This is mostly artist work. Coding is pretty simple for this kinda of stuff, > graphics are the worse part. > > > Other nice stuff, not really necessary: > * Internationalization > * Info boxes, as those on Yoshi's and SM World. > > > Harder work that should go for another release: > * sliding, this would be great; > * swimming; > * bosses; > * moving platforms; > * certainly there are thousands of other cool stuff. > > I would like to see a few flamming about this :) > At least, send a replay to say if you agree or don't. > > Ricardo Cruz > > > -- > It's difficult to see the picture when you are inside the frame. > > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > deliver higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > |
From: Frederic R. <f.r...@fr...> - 2004-05-12 13:05:54
|
Hi, happy SuperTux developer. I have done a patch to make ready the source to support gettext. I have add all necessary "_()"; only on message for user (not error message for developer). In order to done this I have done some code modification - edit the leveleditor.cpp to done help more easier to translate - edit some use of VERSION in order to be translatable To have gettext up, anyone can done the gettextize structure. An other thing, the VERSION macro is not fill. But used in the code: for example "supertux --version" don't give the version. Fred. --- http://f.rodrigo.free.fr/ |
From: Ricardo C. <ri...@ae...> - 2004-05-12 12:59:08
|
Hey there, I would like to discuss with you guys the plans for a future version. Here goes my suggestions (highly influenced by those that Ingo described over the webpage: http://super-tux.sourceforge.net/milestone2/index.html ). * Vertical scrolling Already made, there can be a bug here and there, but it is pretty good. Now, we only need to make the built-in level editor supporting it... Does FlexLay already supports it? * Auto horizontal scrolling I believe this is pretty stable by now. To enable it, just add the line to the level: (hor_autoscroll_speed 0.5) Being 0.5 the speed you wish. The velocity is in pixels per the number of frames at defines.h. * Back scrolling The camera stills needs work. It moves too fast in the beginning what is really annoying and distracting. Anyway, you can already make levels supporting it by adding the following line: (back_scrolling #t) #t means true and #f false. Note that you also need to be in debug mode (supertux --debug-mode), in order to enable it! * Smart camera When the camera movement is improved, we can implement it to show more stuff ahead Tux when he is running. It should also be possible for Tux to be stuff below and upper when pressing in the Up and Down keys. This would also mean the use of another key for jumping. * Butt jump Ryan already made a simple implementation of this. Currently it destroys the brick in the bottom after a jump and pressing both the Up and Down keys. We still need graphics for it, and also to decide how it will be. I think it should be enabled by keep down pressing after a full jump and it would also create a small earthquake in the ground killing enemies in a short distance. Tux would also get stuck for 1.5 second. * Ice flower In the end of the first world, Tux got the availability of the ice flower...So, we should implement it. IMHO, it should be a straight fire and the enemy would froze for 3 seconds or so, Tux could then kill them or just run away. I think this should not affect ice enemies... I mean, they are already frozen :D The hard work will be the creation of graphics for the enemies... * 800x600 resolution I really would like to go for it, but it would mean a lot of artwork. We could also just make use of a higher visible area... * Another world I would go for an industrial world, as Marek suggested. * More bad guys This is mostly artist work. Coding is pretty simple for this kinda of stuff, graphics are the worse part. Other nice stuff, not really necessary: * Internationalization * Info boxes, as those on Yoshi's and SM World. Harder work that should go for another release: * sliding, this would be great; * swimming; * bosses; * moving platforms; * certainly there are thousands of other cool stuff. I would like to see a few flamming about this :) At least, send a replay to say if you agree or don't. Ricardo Cruz -- It's difficult to see the picture when you are inside the frame. |
From: Ricardo C. <ri...@ae...> - 2004-05-12 12:39:07
|
That bug isn't Matrix fault, it's probably some code I made regarding=20 vertical scrolling. Please, try a recent cvs and if the bug is still there, please tell us. Ricardo Cruz Em Ter=E7a, 11 de Maio de 2004 23:59, o Ingo Ruhnke escreveu: > matr1x <ma...@sh...> writes: > > okay. http://members.shaw.ca/matr1x/coldasice.tar.gz > > Crashed my SuperTux while playing the first level: > > (gdb) where > #0 Surface::draw_part (this=3D0x0, sx=3D695, sy=3D160, x=3D143, y=3D160,= w=3D32, h=3D32, > alpha=3D255 '\uffff', update=3Dfalse) at texture.cpp:232 > #1 0x080a05c5 in BouncyBrick::draw (this=3D0x87ad5a8) at gameobjs.cpp:169 > #2 0x0808dcb2 in World::draw (this=3D0x87af380) at world.cpp:221 > #3 0x08058a16 in GameSession::draw (this=3D0xbffff4d0) at gameloop.cpp:4= 92 > #4 0x08058e9a in GameSession::run (this=3D0xbffff4d0) at gameloop.cpp:598 > #5 0x0808ac1b in check_contrib_subset_menu () at title.cpp:152 > #6 0x0808b583 in title () at title.cpp:353 > #7 0x08085648 in main (argc=3D1, argv=3D0xbffffad4) at supertux.cpp:65 > (gdb) =2D-=20 The lion and the calf shall lie down together but the calf won't get much=20 sleep. -- Woody Allen |
From: Ricardo C. <ri...@ae...> - 2004-05-12 12:30:42
|
It would be nice to add gettext support, please send your patch here to the list. Ricardo Em Quarta, 12 de Maio de 2004 10:36, o Frederic Rodrigo escreveu: > Hi, happy SuperTux developer. > > I have done a patch to make ready the source to support gettext. I have > add all necessary "_()"; only on message for user (not error message for > developer). > In order to done this I have done some code modification > - edit the leveleditor.cpp to done help more easier to translate > - edit some use of VERSION in order to be translatable > To have gettext up, anyone can done the gettextize structure. > > An other thing, the VERSION macro is not fill. But used in the code: > for example "supertux --version" don't give the version. > > > Fred. > --- > http://f.rodrigo.free.fr/ > -- Computer programmers never die, they just get lost in the processing. |
From: Ricardo C. <ri...@ae...> - 2004-05-12 12:29:15
|
Em Quarta, 12 de Maio de 2004 07:30, o Nathan McCoy escreveu: > I couldn't find anywhere else to post bugs, so I'm posting them here. If > this is the wrong place, could you direct me to the right one? > > Bugs: > - Jumping into a ceiling and releasing an Icecube can injure Tux. > - Scoring for bouncing on enemies and killing them with Icecubes is a > bit wonky - if you've bounced on an Icecube after bouncing on other > enemies and the Icecube slides into enemies, it'll give you points equal > to what you got for hitting the last enemy until you touch the ground. > - Moving backwards past a checkpoint and then dying will send you back > to the previous checkpoint. > - Time keeps counting down after finishing a level. > About this time bug, at least you don't die, in case it goes negative. An easy work around for this is not to display the time in the end sequence... The others should be added to TODO. > > Suggestions: > > - Give a score bonus for time left at the end of a level. i already thought about that, but score is already so huge without that... Anyway, it would be nice. > - Create "sparkles" for various events - glittery stars when you grab a > coin, a burst of fire when a fireball hits an enemy, a cloud of smoke > when it hits a wall, a shiny 1UP sign over Tux when you get an extra > life, etc. Well, animations would be great, but they need artwork... What I would really like to see is an animation when Tux goes big from small. Is anyone willing to create the necessary frames? > - Create an enemy immune to fireballs. Maybe those steel enemies should be immune to fireballs. Do you agree? > > Further future: > Swimming - Tux is a penguin, so should be able to swim much better than > a certain portly plumber. > Ecco the Dolphin for reference? > That's a must, but shouldn't be for anywhere soon. > > Also, I've created some improved sound effects, derived from the current > ones - should I post them to the list? > Yeah, send those over :) Ricardo Cruz -- The best laid plans of mice and men are held up in the legal department. |
From: Theveneau H. <tha...@wa...> - 2004-05-12 11:42:25
|
Hello, How did you make this so good game? Have you got some guiles for the=20 programming? and for use the SDL? Thanks you! Bye! |
From: Marek <wa...@gm...> - 2004-05-12 11:16:12
|
Update: The Matr1x level's rock! Need a little polishing here and there, but they should definitely be in milestone 2. I love the warp-zone-secret in level3. :-) Marek -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS dpu@ s:+ a-- C++(++++)$ UL++>++++ P+ L+++>+++++ E- W++ N o? K- w--- O M+@ V- !PS !PE Y+ PGP++@ t--- 5-- X- R+(++) tv-- b++@ DI+ D+>++++ G++ e>++++ h--- r++(+++) y+++ ------END GEEK CODE BLOCK------ |
From: Marek <wa...@gm...> - 2004-05-12 11:09:17
|
Hi! I haven't played Matr1x's levels yet, but I will definitely try them today. From Ricardo's description, they sound really cool. How about making some kind of factory/technical-themed world 2? We can use lava tiles there, and I already have a piece of music that would fit nicely into that kind of environment. Marek >Hello Matr1x :) > > I have two words for your levels: "love them". They are way more different >from the current world, so I think they would be excellent levels for the 2nd >world ;) > They are more exotic, harder, giving a different experience than the current >ones. > > Anyway, we still have to decide what should the world2 theme be about. Matrix >told he has done some lava tiles... > What about a tropical world? :-P > |
From: Matze B. <ma...@br...> - 2004-05-12 10:23:14
|
On Tue, 11 May 2004, Ryan Flegel wrote: > On Tue, 11 May 2004 21:28:20 -0400, Kevin L. Mitchell <kl...@mi...> wrote: > > > Bug 1: supertux.cpp fails to build due to conflicting types: > > > In file included from supertux.cpp:36: > > worldmap.h:84: error: conflicting types for `NONE' > > leveleditor.h:36: error: previous declaration as `<anonymous enum> NONE' > > Hmm.. that's weird. Those shouldn't conflict, they're both different > enum's. One is "Direction" and the other is "ExitStatus". I'll look > into it though. That doesn't matter, enum values are available from global context not only in the context of the enums. (that's ANSI C standard). Would be a good idea ot prefix the names somehow or to put different parts of the game in different namespaces. Greetings, Matze |
From: Frederic R. <f.r...@fr...> - 2004-05-12 09:37:17
|
Hi, happy SuperTux developer. I have done a patch to make ready the source to support gettext. I have add all necessary "_()"; only on message for user (not error message for developer). In order to done this I have done some code modification - edit the leveleditor.cpp to done help more easier to translate - edit some use of VERSION in order to be translatable To have gettext up, anyone can done the gettextize structure. An other thing, the VERSION macro is not fill. But used in the code: for example "supertux --version" don't give the version. Fred. --- http://f.rodrigo.free.fr/ |
From: Nathan M. <nm...@oz...> - 2004-05-12 06:30:04
|
I couldn't find anywhere else to post bugs, so I'm posting them here. If this is the wrong place, could you direct me to the right one? Bugs: - Jumping into a ceiling and releasing an Icecube can injure Tux. - Scoring for bouncing on enemies and killing them with Icecubes is a bit wonky - if you've bounced on an Icecube after bouncing on other enemies and the Icecube slides into enemies, it'll give you points equal to what you got for hitting the last enemy until you touch the ground. - Moving backwards past a checkpoint and then dying will send you back to the previous checkpoint. - Time keeps counting down after finishing a level. Suggestions: - Give a score bonus for time left at the end of a level. - Create "sparkles" for various events - glittery stars when you grab a coin, a burst of fire when a fireball hits an enemy, a cloud of smoke when it hits a wall, a shiny 1UP sign over Tux when you get an extra life, etc. - blocks like the Ice Blocks from Mario 3 - You can pick them up from the level, and slide them at enemies like Icecubes, but they break when they hit a wall rather than bouncing. - allow sliding things to break breakable blocks and knock things out of ? blocks. - give enemies killed with a fireball or Icecube an upward velocity and flip them vertically. - Switch - turn blocks into coins, coins into blocks, until time runs out. - Create an enemy immune to fireballs. Further future: Swimming - Tux is a penguin, so should be able to swim much better than a certain portly plumber. Ecco the Dolphin for reference? Lots of powerups, and perhaps give each power versatile uses - see Kirby's Super Star for some examples (The fire power, for instance, lets you breathe fire or turn into a fireball depending on how and when you press the button). It might be a good idea to make the "run" button and "use power" button distinct. Random ideas: Frozen Bubble (like eggs in Yoshi's Island, maybe different colors can have different effects), Ninja Tux (attack like cape/tail from Mario). Perhaps upgradeable powerups? Top-of-the-head example: Fireball can be upgraded to Golden Fireball (which turns enemies into coins), or Charge Fireball (which lets you hold the button to charge up a fireball that can trample over multiple enemies). Also, I've created some improved sound effects, derived from the current ones - should I post them to the list? |
From: Ryan F. <rf...@gm...> - 2004-05-12 04:35:38
|
Tobias, It'd be nice if the level editor inserted line breaks in the tilemaps when saving a level to a file. Sometimes I like to edit the file by hand :) Also, the level editor doesn't seem to be scrolling all the way to the end of the level (at least on datal/levels/test/level1.stl. After retiling the level I still had some snow and the very end of the level. -- Ryan |
From: Ryan F. <rf...@gm...> - 2004-05-12 02:11:39
|
> > In file included from supertux.cpp:36: > > worldmap.h:84: error: conflicting types for `NONE' > > leveleditor.h:36: error: previous declaration as `<anonymous enum> NONE' > > Hmm.. that's weird. Those shouldn't conflict, they're both different > enum's. One is "Direction" and the other is "ExitStatus". I'll look > into it though. Nevermind.. fixed it. I obviously didn't look close enough. -- Ryan |
From: Ryan F. <rf...@gm...> - 2004-05-12 01:45:49
|
On Tue, 11 May 2004 21:28:20 -0400, Kevin L. Mitchell <kl...@mi...> wrote: > Bug 1: supertux.cpp fails to build due to conflicting types: > In file included from supertux.cpp:36: > worldmap.h:84: error: conflicting types for `NONE' > leveleditor.h:36: error: previous declaration as `<anonymous enum> NONE' Hmm.. that's weird. Those shouldn't conflict, they're both different enum's. One is "Direction" and the other is "ExitStatus". I'll look into it though. If possible could you try compiling it with g++ 3.3.3 and tell us the results? > Bug 2: Make fails to handle filenames with spaces Yeah, that was my fault. I fixed it right after I originally commited. Unfortunately anon cvs is always a few hours behind developer cvs. > Bug 3: > > The "Cold As Ice" level set seems to be missing its music. Shouldn't be.. works fine for me. > Bug 4: > > As of this CVS version, anything that pops out of a "Bonus" block now > just appears without any animation. That's been fixed. Thanks for the email, but keep in mind that this is CVS and we're gonna be breaking things a lot in the next little while :) If you like, come to #supertux on irc.freenode.net and ask about CVS problems there, since they're most likely just temporary. -- Ryan |
From: Kevin L. M. <kl...@MI...> - 2004-05-12 01:28:24
|
[klmitch@kit supertux]$ g++ --version g++ (GCC) 3.3.2 20040108 (Red Hat Linux 3.3.2-6) Copyright (C) 2003 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. Bug 1: supertux.cpp fails to build due to conflicting types: Making all in src make[1]: Entering directory `/home/klmitch/devel/src/supertux/src' if g++ -DPACKAGE_NAME=3D\"SuperTux\" -DPACKAGE_TARNAME=3D\"supertux\" -DPACKAGE_VERSION=3D\"0.1.1\" -DPACKAGE_STRING=3D\"SuperTux\ 0.1.1\" -DPACKAGE_BUGREPORT=3D\"\" -DPACKAGE=3D\"supertux\" -DVERSION=3D\"0.1.1\" -DHAVE_DIRENT_H=3D1 -DSTDC_HEADERS=3D1 -DHAVE_SYS_TYPES_H=3D1 -DHAVE_SYS_STAT_H=3D1 -DHAVE_STDLIB_H=3D1 -DHAVE_STRING_H=3D1 -DHAVE_MEMORY_H=3D1 -DHAVE_STRINGS_H=3D1 -DHAVE_INTTYPES_H=3D1 -DHAVE_STDINT_H=3D1 -DHAVE_UNISTD_H=3D1 -DHAVE_UNISTD_H=3D1 -DHAVE_LIBSDL_MIXER=3D1 -DHAVE_LIBSDL_IMAGE=3D1 -DHAVE_PTHREAD=3D1 -DHAVE_LIBZ=3D1 -DHAVE_MKDIR=3D1 -DHAVE_STRDUP=3D1 -DHAVE_STRSTR=3D1 -I. -I. -g -O2 -Wall -W -DDEBUG -O0 -g3 -I/usr/include/SDL -D_REENTRANT -I/usr/X11R6/include=20 -DDATA_PREFIX=3D'"/home/klmitch/devel/install/share/supertux"' -MT supertux.o -MD -MP -MF ".deps/supertux.Tpo" \ -c -o supertux.o `test -f 'supertux.cpp' || echo './'`supertux.cpp; \ then mv -f ".deps/supertux.Tpo" ".deps/supertux.Po"; \ else rm -f ".deps/supertux.Tpo"; exit 1; \ fi In file included from supertux.cpp:36: worldmap.h:84: error: conflicting types for `NONE' leveleditor.h:36: error: previous declaration as `<anonymous enum> NONE' make[1]: *** [supertux.o] Error 1 make[1]: Leaving directory `/home/klmitch/devel/src/supertux/src' make: *** [all-recursive] Error 1 I worked around this by commenting out the #include for leveleditor.h and inserting a declaration for leveleditor() Bug 2: Make fails to handle filenames with spaces Making all in data make[1]: Entering directory `/home/klmitch/devel/src/supertux/data' make[1]: *** No rule to make target `levels/Cold', needed by `all-am'.=20 Stop. make[1]: Leaving directory `/home/klmitch/devel/src/supertux/data' make: *** [all-recursive] Error 1 I worked around this by removing the directory "Cold As Ice". (Took me forever to figure this one out, though...) Bug 3: The "Cold As Ice" level set seems to be missing its music. Bug 4: As of this CVS version, anything that pops out of a "Bonus" block now just appears without any animation. Keep up the good work! --=20 Kevin L. Mitchell <kl...@mi...> |
From: Ricardo C. <ri...@ae...> - 2004-05-11 23:26:03
|
Hello Matr1x :) I have two words for your levels: "love them". They are way more different= =20 from the current world, so I think they would be excellent levels for the 2= nd=20 world ;) They are more exotic, harder, giving a different experience than the curre= nt=20 ones. Anyway, we still have to decide what should the world2 theme be about. Mat= rix=20 told he has done some lava tiles... What about a tropical world? :-P Cheers, Ricardo Em Ter=E7a, 11 de Maio de 2004 14:44, o matr1x escreveu: > I've created a few levels should anyone wish to test them. I've tried to > make them a little different from the current batch using the current > icons. > > I've put them online at http://members.shaw.ca/matr1x/Cold As Ice/ > > Level 1 was designed to be a level of pipes > > Level 2 was designed to be a kind of fish/water world. lots of fish > jumping at you in that one. > > Level 3 was designed to be like a castle rooftop > > please let me know what you think. > > =2D-=20 Shit Happens. |
From: Ingo R. <gr...@gm...> - 2004-05-11 23:00:02
|
matr1x <ma...@sh...> writes: > okay. http://members.shaw.ca/matr1x/coldasice.tar.gz Crashed my SuperTux while playing the first level: (gdb) where #0 Surface::draw_part (this=0x0, sx=695, sy=160, x=143, y=160, w=32, h=32, alpha=255 '\uffff', update=false) at texture.cpp:232 #1 0x080a05c5 in BouncyBrick::draw (this=0x87ad5a8) at gameobjs.cpp:169 #2 0x0808dcb2 in World::draw (this=0x87af380) at world.cpp:221 #3 0x08058a16 in GameSession::draw (this=0xbffff4d0) at gameloop.cpp:492 #4 0x08058e9a in GameSession::run (this=0xbffff4d0) at gameloop.cpp:598 #5 0x0808ac1b in check_contrib_subset_menu () at title.cpp:152 #6 0x0808b583 in title () at title.cpp:353 #7 0x08085648 in main (argc=1, argv=0xbffffad4) at supertux.cpp:65 (gdb) -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: matr1x <ma...@sh...> - 2004-05-11 20:57:04
|
> Hi level making folks, > if you want to show your levels, > go to $HOME/.supertux/levels and tar -cvz SubsetName. > Then =C2=A0people only have to extract your level subset into > $HOME/.supertux/levels (which is a lot easier) and all works like > expected. > Greetz... > Tobias Gl=C3=83=C2=A4=C3=83=C5=B8er okay. http://members.shaw.ca/matr1x/coldasice.tar.gz |
From: Tobias <tob...@gm...> - 2004-05-11 19:01:09
|
Hi level making folks, if you want to show your levels, go to $HOME/.supertux/levels and tar -cvz SubsetName. Then people only have to extract your level subset into $HOME/.supertux/levels (which is a lot easier) and all works like expected. Greetz... Tobias Gläßer Am Di, den 11.05.2004 um 13:44 Uhr +0000 schrieb matr1x: > I've created a few levels should anyone wish to test them. I've tried to make > them a little different from the current batch using the current icons. > > I've put them online at http://members.shaw.ca/matr1x/Cold As Ice/ > > Level 1 was designed to be a level of pipes > > Level 2 was designed to be a kind of fish/water world. lots of fish jumping > at you in that one. > > Level 3 was designed to be like a castle rooftop > > please let me know what you think. > > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > deliver higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > |
From: matr1x <ma...@sh...> - 2004-05-11 18:48:17
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I've created a few levels should anyone wish to test them. I've tried to make them a little different from the current batch using the current icons. I've put them online at http://members.shaw.ca/matr1x/Cold As Ice/ Level 1 was designed to be a level of pipes Level 2 was designed to be a kind of fish/water world. lots of fish jumping at you in that one. Level 3 was designed to be like a castle rooftop please let me know what you think. |
From: Keir L. <ke...@th...> - 2004-05-11 17:46:44
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On Tue, 2004-05-11 at 13:58 +0200, Tobias Gl=E4=DFer wrote: > Am Di, den 11.05.2004 um 9:17 Uhr +0100 schrieb Keir Lawson:=20 > > a few comments on the level editor (im sure your aware of most of this > > stuf already): > >=20 > > - There is no way to specify half-way points >=20 > To be honest, I've no idea what you mean. :) check points, restart points, whatever you call them, if i recall correctly several levels in the game have them Keir Lawson |
From: Ricardo C. <ri...@ae...> - 2004-05-11 17:38:03
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The OpenGL fps wouldn't suprise me, in case you don't have an accelerated= =20 card or the drivers are not installed... About the software rendering, it is too slow... Well, SuperTux (in my P4)= =20 already runs slower in windows than in linux, and i already tried SuperTux = in=20 a Celeron and it was a bit slow, so I guess it was because of these two=20 factors. Ricardo Cruz Em Ter=E7a, 11 de Maio de 2004 14:46, o Benjamin P. Jung escreveu: > > I've just give it a try to SuperTux in Windows 98 and it worked very > > well. I was able to change between OpenGL and SDL, Window and FullScreen > > for a few times... without probs and pretty fast. > > > > The only probs I had was a crash when i double-pressed the icon... I > > think that was just one of the usualls windows messages to not keep the > > operating system use boring :) > > Once when i changed between video modes, the mouse stopped moving... I > > guess we can attribute this fault to MS as well. > > I've been giving the Windows binaries a try under Win2k on my old > P2-266 Notebook ... installation made no problems. > To noone's surprise I had a very low framerate > (~ 12fps) and OpenGL mode made the game drop > below 3fps -- hmmm: didn't crash the machine so I guess it's working > as supposed to. I'm not able to report on fullscreen issues since my > old Thinkpad 770E doesn't support resolutions < 1024x768 ... > in other words: fullscreen worked quite well: gave me a 640x480 > window with a black border 'round it in less than 5 secs. :-) > > > Benjamin > > =2D-=20 Them as has, gets. |
From: Tobias <tob...@gm...> - 2004-05-11 13:35:13
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Am Di, den 11.05.2004 um 12:16 Uhr +0200 schrieb Ingo Ruhnke: > Tobias Gläßer <tob...@gm...> writes: > > > Download it now and for free at: > > https://sourceforge.net/project/showfiles.php?group_id=69183 > > Configure script is a bit broken: > > | checking whether build environment is sane... yes > | /home/ingo/src/supertux-0.1.1/missing: Unknown `--run' option > | Try `/home/ingo/src/supertux-0.1.1/missing --help' for more information > | configure: WARNING: `missing' script is too old or missing > > This one is caused I think by a unclean source directory, a clean > checkout or 'rm missing' might help, after that rerun autogen.sh > > | checking for IMG_Load in -lSDL_image... yes > | ./configure: line 5041: AX_CHECK_GL: command not found > | checking for gzopen in -lz... yes > > When running aclocal one needs to add the mk/autoconf dir: > > aclocal-1.7 -I mk/autoconf Both problems are fixed. Greetz... Tobias Gläßer |