Thread: [Super-tux-devel] today's CVS commit
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From: Tobias <tob...@gm...> - 2004-01-20 22:32:20
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hi all, I fixed a few bugs, so that it's possible to play a bit again. The most hated bug stays. :) More important is the removal of static sized arrays and the replacement with dynamic arrays (a very simple implementation doing it's job :) ). This means, that we can have an unlimited number of bad guys in a level for example and if there are only 7 badguys in a level, only the space for 7 badguy objects will be allocated. These things can change on demand now. Moreover I did a few code cleanups. Here is still MUCH to do. The most noticeable one is the launch of the base_type, which makes all types using it suitable for certain functions. Greetz... Tobias Gläßer -- |
From: Tobias <tob...@gm...> - 2004-01-21 22:53:55
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hi all, I made more code cleanups and fixed a few bugs, so that you can nearly play the game now. The biggest bug isn't fixed yet. ;) Greetz... Tobias Gläßer -- |
From: Ricardo C. <ri...@ae...> - 2004-01-23 01:11:31
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Well, I can't still play the game in my laptop. It is a bit slow (Pentium= =20 Celeron), so the Tux isn't updated too often and takes off the screen... I am not sure if these kind of code is making the slowness: while (issolid(pplayer->base.x, pplayer->base.y + 31)) { if (pplayer->base.ym < 0) pplayer->base.y++; else if (pplayer->base.ym > 0) pplayer->base.y--; } Tobias, maybe we should focus in putting the game working. Look at what th= is=20 user got when running supertux in opengl mode with an ATI: http://mysticaldream.sourceforge.net/crap/supertux-opengl.png I'll give you an hand after next week. Good luck, Ricardo Cruz Em Quinta, 22 de Janeiro de 2004 04:56, o Tobias Gl=C3=A4=C3=9Fer escreveu: > hi all, > > I made more code cleanups and fixed a few bugs, so > that you can nearly play the game now. > The biggest bug isn't fixed yet. ;) > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 Good evening, gentlemen. I am a HAL 9000 computer. I became operational at the HAL plant in Urbana, Illinois, on January 11th, nineteen hundred ninety-five. My supervisor was Mr. Langley, and he taught me to sing a song. If you would like, I could sing it for you. |
From: Tobias <tob...@gm...> - 2004-01-23 12:06:10
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Am Do, den 22.01.2004 schrieb Ricardo Cruz um 20:16: > Well, I can't still play the game in my laptop. It is a bit slow (Pentium > Celeron), so the Tux isn't updated too often and takes off the screen... Hmm, I can't test the game on low-end machines currently. (AMD 2500+ , NVIDIA GF4200TI, 256DDR) :( The game is currently optimized to "produce" as many frames per second as possible. (up to 100) In the old code 40 were the absolute maximum and probably never reached. I'll introduce an option (CLI and menu) to tune SuperTux for old machines. Stay tuned. :) > I am not sure if these kind of code is making the slowness: > while (issolid(pplayer->base.x, pplayer->base.y + 31)) > { > if (pplayer->base.ym < 0) > pplayer->base.y++; > else if (pplayer->base.ym > 0) > pplayer->base.y--; > } this code had been in the "old" SuperTux, too. > Tobias, maybe we should focus in putting the game working. Look at what this I agree, but I don't want to announce a feature freze yet. > user got when running supertux in opengl mode with an ATI: > http://mysticaldream.sourceforge.net/crap/supertux-opengl.png I couldn't test with ATI cards. :( Moreover the OpenGL mode IS experimental! It's NOT our goal to get it stable and working on every thinkable computer for 0.0.6. SDL will be the default for 0.0.6. > > I'll give you an hand after next week. Good news. :) > Good luck, > Ricardo Cruz Greetz... Tobias Gläßer |
From: Ricardo C. <ri...@ae...> - 2004-01-23 14:13:48
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Em Sexta, 23 de Janeiro de 2004 18:08, o Tobias Gl=C3=A4=C3=9Fer escreveu: > Am Do, den 22.01.2004 schrieb Ricardo Cruz um 20:16: > > Well, I can't still play the game in my laptop. It is a bit slow > > (Pentium Celeron), so the Tux isn't updated too often and takes off the > > screen... > > Hmm, I can't test the game on low-end machines currently. (AMD 2500+ , > NVIDIA GF4200TI, 256DDR) > > :( > > The game is currently optimized to "produce" as many frames per second > as possible. (up to 100) In the old code 40 were the absolute maximum > and probably never reached. > I'll introduce an option (CLI and menu) to tune SuperTux for old > machines. Stay tuned. :) > i have made 3 snapshots to see what's the situation: http://rpmcruz.planetaclix.pt/trash/supertux1.png http://rpmcruz.planetaclix.pt/trash/supertux2.png http://rpmcruz.planetaclix.pt/trash/supertux3.png Tux collision with bricks is not even tested, because it just "moves" way = too=20 fast. Since the framerate is so low, the game makes Tux to move without=20 updating all positions. And many ppl still use Pentium 2. > > I am not sure if these kind of code is making the slowness: > > while (issolid(pplayer->base.x, pplayer->base.y + 31)) > > { > > if (pplayer->base.ym < 0) > > pplayer->base.y++; > > else if (pplayer->base.ym > 0) > > pplayer->base.y--; > > } > > this code had been in the "old" SuperTux, too. > Didn't notice, the old gameloop was so huge :) Anyway, then it's the timer's fault. Ricardo Cruz =2D-=20 Help a swallow land at Capistrano. |
From: offipso <of...@ab...> - 2004-01-27 13:01:32
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What! Did you just call that low-end? Oh my, I feel ancient. -Dan On Fri, 2004-01-23 at 13:08, Tobias Gl=C3=A4=C3=9Fer wrote: > Am Do, den 22.01.2004 schrieb Ricardo Cruz um 20:16: > > Well, I can't still play the game in my laptop. It is a bit slow (Pe= ntium=20 > > Celeron), so the Tux isn't updated too often and takes off the screen= ... >=20 > Hmm, I can't test the game on low-end machines currently. (AMD 2500+ , > NVIDIA GF4200TI, 256DDR) > :( > The game is currently optimized to "produce" as many frames per second > as possible. (up to 100) In the old code 40 were the absolute maximum > and probably never reached. > I'll introduce an option (CLI and menu) to tune SuperTux for old > machines. Stay tuned. :) >=20 >=20 > > I am not sure if these kind of code is making the slowness: > > while (issolid(pplayer->base.x, pplayer->base.y + 31)) > > { > > if (pplayer->base.ym < 0) > > pplayer->base.y++; > > else if (pplayer->base.ym > 0) > > pplayer->base.y--; > > } > this code had been in the "old" SuperTux, too. >=20 > > Tobias, maybe we should focus in putting the game working. Look at w= hat this=20 > I agree, but I don't want to announce a feature freze yet. >=20 > > user got when running supertux in opengl mode with an ATI: > > http://mysticaldream.sourceforge.net/crap/supertux-opengl.png > I couldn't test with ATI cards. :( Moreover the OpenGL mode IS > experimental! It's NOT our goal to get it stable and > working on every thinkable computer for 0.0.6. > SDL will be the default for 0.0.6. >=20 > >=20 > > I'll give you an hand after next week. > Good news. :) >=20 > > Good luck, > > Ricardo Cruz >=20 > Greetz... >=20 > Tobias Gl=C3=A4=C3=9Fer >=20 >=20 >=20 > ------------------------------------------------------- > The SF.Net email is sponsored by EclipseCon 2004 > Premiere Conference on Open Tools Development and Integration > See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. > http://www.eclipsecon.org/osdn > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel |
From: Bill K. <nb...@so...> - 2004-01-27 21:19:32
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On Sat, Jan 24, 2004 at 03:44:11PM -0500, offipso wrote: > What! Did you just call that low-end? Oh my, I feel ancient. My 'high-end' machine is a 300MHz Celeron, overclocked to 450MHz, with a Voodoo 3 2000 video card. I think my wife's laptop is a little faster, but I don't think we ever looked into whether it could do accelerated 3D... -bill! |
From: Tobias <tob...@gm...> - 2004-01-27 21:31:41
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Am Di, den 27.01.2004 schrieb Bill Kendrick um 16:19: > On Sat, Jan 24, 2004 at 03:44:11PM -0500, offipso wrote: > > What! Did you just call that low-end? Oh my, I feel ancient. > > My 'high-end' machine is a 300MHz Celeron, overclocked to 450MHz, with a > Voodoo 3 2000 video card. > > I think my wife's laptop is a little faster, but I don't think we ever looked > into whether it could do accelerated 3D... > > -bill! The machine I described is a 'high-end' one, of course. ;) Greetz... Tobias Gläßer |
From: Chris S. <csp...@ca...> - 2004-01-28 04:54:13
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I have a dual proc Pentium Pro 180mhz with a complete piece of junk video card and my other system is a Pentium 2 233mhz with a decent NVidia video card 64MB video ram... However most of the time I use my work notebook (P4-1.6Ghz, some Nvidia 64MB card) or my wifes notebook (P3-1Ghz, crappy integrated video card with shared memory) My daughter (who plays super tux because she thinks it's fun) is pretty much stuck the the P2 though so I would be happy to test on that. -Chris On Tue, 2004-01-27 at 15:19, Bill Kendrick wrote: > On Sat, Jan 24, 2004 at 03:44:11PM -0500, offipso wrote: > > What! Did you just call that low-end? Oh my, I feel ancient. > > My 'high-end' machine is a 300MHz Celeron, overclocked to 450MHz, with a > Voodoo 3 2000 video card. > > I think my wife's laptop is a little faster, but I don't think we ever looked > into whether it could do accelerated 3D... > > -bill! > > > ------------------------------------------------------- > The SF.Net email is sponsored by EclipseCon 2004 > Premiere Conference on Open Tools Development and Integration > See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. > http://www.eclipsecon.org/osdn > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > |
From: Ricardo C. <ri...@ae...> - 2004-01-23 01:12:55
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Hey Tobias, Dynamic arrays is nice for bad_guys and stuff, but there should be a maxim= um=20 for bullets, right? What about 3 (like before) or even 2? Nice to see that you also added support for this in the leveleditor. Ricardo Cruz Em Quarta, 21 de Janeiro de 2004 04:34, o Tobias Gl=C3=A4=C3=9Fer escreveu: > hi all, > > I fixed a few bugs, so that it's possible to play a bit again. > The most hated bug stays. :) > > More important is the removal of static sized arrays and the > replacement with dynamic arrays (a very simple implementation doing it's > job :) ). > This means, that we can have an unlimited number of bad guys in a level > for example and if there are only 7 badguys in a level, only the space > for 7 badguy objects will be allocated. These things can change on > demand now. > > Moreover I did a few code cleanups. Here is still MUCH to do. > The most noticeable one is the launch of the base_type, which > makes all types using it suitable for certain functions. > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer =2D-=20 Great minds run in great circles. |