Thread: [Super-tux-devel] New admins!
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From: Christopher A. W. <cw...@du...> - 2005-03-11 23:14:22
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Hello everyone, exciting news! The following users have now been given administrative access on SourceForge: * Ricardo Cruz (rmcruz) * Ingo Ruhnke (grumbel) * Marek Moeckel (wansti) * Matthias Braun (MatzeB) * Christopher A. Webber (paroneayea) (Thanks for granting us that, Bill Kendrick.) Bill Kendrick and Tobias are still admins as well. The main reason for this is to allow for more updating of the website regarding upcoming changes and such. matze and rmcruz: sorry, I don't think we told you about this in advance. We thought you were good canidates... and didn't suspect that you'd complain, anyway :) Christopher Allan Webber | The bottom line |
From: Ryan F. <rf...@gm...> - 2005-03-14 05:48:09
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On Fri, 11 Mar 2005 17:32:05 -0600, Christopher Allan Webber <cw...@du...> wrote: > Hello everyone, exciting news! The following users have now been > given administrative access on SourceForge: > * Ricardo Cruz (rmcruz) > * Ingo Ruhnke (grumbel) > * Marek Moeckel (wansti) > * Matthias Braun (MatzeB) > * Christopher A. Webber (paroneayea) > (Thanks for granting us that, Bill Kendrick.) > > Bill Kendrick and Tobias are still admins as well. The main reason > for this is to allow for more updating of the website regarding > upcoming changes and such. Actually, all that is needed is regular dev access to update the website. I'm the one that usually updates the website, but I've been slacking lately.. too much other stuff going on :/. I usually take care of new distro packages, too, but I have to send them through Tobias to add them to the SF project page. -- Ryan -- Ryan |
From: S.Groundwater <sl...@gl...> - 2005-03-15 03:45:10
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Hello Everyone. Here's my latest world map screen shot, *now with Tux in play: http://gluebox.com/creatures/BlueRockz/snowmaid_island.png 32x32 world map tile table: http://gluebox.com/creatures/BlueRockz/fm/webotine.html You can see the progress of this graphic by scrolling the top of my ST homepage (sandbox): http://gluebox.com/creatures/BlueRockz/ I think the comments to lighten it up and to reuse tiles helped make it look better. You can't see it in the screen shot, but it holds up pretty well next to the ice world. I understand we are working on a Forest World, but this map looks more like an island, so we'll call it Snowmaid's Island for now. This map could be expanded out to take up more screen real estate (bigger) and then it would look more like a Forest World. This graphic is still in progress so comments and additional help are welcome. Notice we have some distinct map locations for fun things like keys. Regarding Marek's cvs cleanup, I like the idea of an artwork stage area in contribs, this makes sense. (oh wait, I'm not a developer :) Regarding the new admins, great news! SuperTux has a lot going for it, it's good to see some project movement. enjoy, Stephen Groundwater |
From: Christopher A. W. <cw...@du...> - 2005-03-15 05:49:20
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"S.Groundwater" <sl...@gl...> writes: > Hello Everyone. > > Here's my latest world map screen shot, *now with Tux in play: > http://gluebox.com/creatures/BlueRockz/snowmaid_island.png Hum... looks pretty good, but I have to ask... where are all those paths going to? It seems that the user usually just wants to go from point a to point b... unless if those other areas are unlockable? Other than that, it looks a bit blurry, but I think it could be usable with a bit of touching up. Are the landmarks any indication of any "special" type of level in the area? Like the pyramid in world II of Mario 3.. |
From: S.Groundwater <sl...@gl...> - 2005-03-16 03:41:03
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>> http://gluebox.com/creatures/BlueRockz/snowmaid_island.png > Hum... looks pretty good, but I have to ask... where are all those paths going to? I was kind of thinking, five keys, five spots on a map for those keys to hide. - behind a waterfall - in some dense trees/cave etc. Part of this was a learning experience to figure out how to make a world map work. Anyone working on fixing the level editor? Actually, fixing the score would be higher on the priority list IMO. >It seems that the user usually just wants to go from > point a to point b... unless if those other areas are unlockable? Yea, unlockable, unique levels was my thinking. > Other than that, it looks a bit blurry Agreed, I'm going to tighten up the blur factor (make less blurry). I made a bunch of progress today but it might be towards the end of the week before I post updates. Thanks for the comments. |
From: Ricardo C. <ri...@ae...> - 2005-03-16 13:37:29
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Hello there, This is quite a suprise. I've been asking for a new maintainer for so long= ,=20 so this is definitively good news. Although, I think this is just a too=20 bloated team of admins, so I'd suggest to attribute functions to people. Yo= u=20 know, webmaster, release coordinator, etc, and maybe even a leader that=20 should have the last word on subjects and have a view of the road map. Anyway, what the project needs right now, in my opinion, is a sense of=20 direction on the coding part. I personally don't like the way coding is=20 heading, and I currently very much prefer when the code was C. It is gettin= g=20 too complex and, from what I've seen from the last re-code, less flexible.= =20 Small games like Alex 4 [1] kick SuperTux's ass big time, in terms of=20 playability. That said, I wouldn't like SuperTux die, because somehow it has a big base= of=20 players -- I was even asked some information about the project for an artic= le=20 about it for a quite popular Portuguese magazine (PCGuia). So, what about=20 organizing a few days in August or December for a meeting and some hacking? Cheers, RIcardo [1] http://allegator.sourceforge.net/ Em Sexta, 11 de Mar=E7o de 2005 23:32, o Christopher Allan Webber escreveu: > Hello everyone, exciting news! The following users have now been > given administrative access on SourceForge: > * Ricardo Cruz (rmcruz) > * Ingo Ruhnke (grumbel) > * Marek Moeckel (wansti) > * Matthias Braun (MatzeB) > * Christopher A. Webber (paroneayea) > (Thanks for granting us that, Bill Kendrick.) > > Bill Kendrick and Tobias are still admins as well. The main reason > for this is to allow for more updating of the website regarding > upcoming changes and such. > > matze and rmcruz: sorry, I don't think we told you about this in > advance. We thought you were good canidates... and didn't suspect > that you'd complain, anyway :) > > Christopher Allan Webber > =2D-=20 I think, therefore I am... I think. |
From: Marek <wa...@gm...> - 2005-03-16 14:30:17
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Ricardo Cruz wrote: >Hello there, > > This is quite a suprise. I've been asking for a new maintainer for so long, >so this is definitively good news. Although, I think this is just a too >bloated team of admins, so I'd suggest to attribute functions to people. You >know, webmaster, release coordinator, etc, and maybe even a leader that >should have the last word on subjects and have a view of the road map. > > I agree that assigning functions and even a leader is a good idea. The best thing, however, would be if we could manage without one, that is, with lots of discussion in the team. I suggest we assign functions to team members in a meeting and see how much we need those functions. > Anyway, what the project needs right now, in my opinion, is a sense of >direction on the coding part. I personally don't like the way coding is >heading, and I currently very much prefer when the code was C. It is getting >too complex and, from what I've seen from the last re-code, less flexible. >Small games like Alex 4 [1] kick SuperTux's ass big time, in terms of >playability. > > We currently need direction on every aspect of the game, not only the coding. We need major decisions on looks, story, gameplay, features, code etc. that will be included in milestone2. As for the complexity of the code: I think you can't really compare SuperTux to games like Alex4 anymore as their goals are completely different. Compared to Mario games, SuperTux might be about to become a SuperMarioWorld or even more than that, while Alex4 will probably stay at a SuperMarioLand stage. Not that this is a bad thing, though, it's just completely different; and complex games require complex code. IMHO, SuperTux' playability is great; it can still improve, which requires a lot of care when implementing new features. On the other hand, I agree that the code is confusing in parts; it's really hard for me to get to fully understand it. There are probably still a lot of hacks that need to be replaced by proper functions (i.e. lots of things I wrote because I didn't fully understand the code :) ). However, the code in it's current state is rather buggy. I guess Matze left some major bugs unfixed after the Big Commit (some of which eat up a lot of resources); that is what I meant when I said before that currently, only Matze fully understands the code. But I'm sure he'll fix those as soon as he's got the time again. (*wink* :-) ) However, I guess you noticed that some of his changes greatly improve handling the code, especially when it comes to implementing badguys, level objects and triggers. Anyway, the code should be a major topic in the meeting. > That said, I wouldn't like SuperTux die, because somehow it has a big base of >players -- I was even asked some information about the project for an article >about it for a quite popular Portuguese magazine (PCGuia). So, what about >organizing a few days in August or December for a meeting and some hacking? > > > About the article, that's great news! SuperTux seems to have a lot of fans, and we shouldn't disappoint them. I don't think it's going to die soon, as it seems we still all enjoy coding (and playing) it. And although we took a rather long break now, that doesn't mean SuperTux caught the DNF-Syndrome already. :-) Matze and I already thought about having a SuperTux coding session in Karlsruhe, during the LinuxTag days end of june. If anyone else is going to see the LinuxTag this year, it might be a good opportunity to meet. But first things first: We need a date for an IRC meeting soon. I suggest some day between March 29th and April 6th. Suggestions, anyone? Marek |
From: Christopher A. W. <cw...@du...> - 2005-03-16 17:47:21
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Marek <wa...@gm...> writes: > I agree that assigning functions and even a leader is a good idea. The > best thing, however, would be if we could manage without one, that is, > with lots of discussion in the team. I suggest we assign functions to > team members in a meeting and see how much we need those functions. Agreed. > But first things first: We need a date for an IRC meeting soon. I > suggest some day between March 29th and April 6th. Suggestions, anyone? Hum, this is unfortunate in some ways.. I was hoping we'd have a chnace at a meeting betweenthe 22nd and the 27th. However, I understand that I'm not the only one around. :) I am free on the first, second and third of April (a Friday, a Saturday and a Sunday). What about others? Christopher Allan Webber |
From: Alexander B. <Bro...@we...> - 2005-03-16 18:13:39
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Hello Christopher, > What about others? Are newcomers welcome? Alexander |
From: Marek <wa...@gm...> - 2005-03-16 18:19:24
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Alexander Brock wrote: >> What about others? > > > Are newcomers welcome? Of course. |
From: Alexander B. <Bro...@we...> - 2005-03-16 18:43:38
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Hello Marek, >> Are newcomers welcome? > > Of course. Good. If I'll have time I will participate. Alexander |
From: Christopher A. W. <cw...@du...> - 2005-03-16 18:27:20
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Alexander Brock <Bro...@we...> writes: > Hello Christopher, > >> What about others? > > Are newcomers welcome? > > Alexander If you can attend and think you might be able to contribute in any way, then, by all means! |
From: Matze B. <ma...@br...> - 2005-03-20 22:10:36
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Am Mittwoch, den 16.03.2005, 13:44 +0000 schrieb Ricardo Cruz: > Hello there, >=20 > This is quite a suprise. I've been asking for a new maintainer for so = long,=20 > so this is definitively good news. Although, I think this is just a too= =20 > bloated team of admins, so I'd suggest to attribute functions to people= . You=20 > know, webmaster, release coordinator, etc, and maybe even a leader that= =20 > should have the last word on subjects and have a view of the road map. Well these "small" roles like webmaster or release coordinator are probably not that important. In fact we can probably do best by not having any roles. I can't see anyone at the moment who spends enough time in supertux to "lead" the development, so we have to coordinate ourself and discuss some things instead of relying on a "leader". >=20 > Anyway, what the project needs right now, in my opinion, is a sense of= =20 > direction on the coding part. I personally don't like the way coding is= =20 > heading, and I currently very much prefer when the code was C. It is ge= tting=20 > too complex and, from what I've seen from the last re-code, less flexib= le.=20 > Small games like Alex 4 [1] kick SuperTux's ass big time, in terms of=20 > playability. I must agree to Marek here, what we really need is direction for the whole game not just this sub-aspect. Writing code gets alot easier the more you know what should come out, so this means we need exact! descriptions of new features, mockups, new graphics, testmaps etc. to really bring the code forward, otherwise we'll just stay optimizing around and fiddeling around with the system design. About this C-rant: I can't agree to any single 1 of your points above so you should really explain them a bit more: - In what sense is it more complex? I personally find the new code alot cleaner in design and interfaces compared to the old code (compare to the old code! not to something else!) - Why would writing the code in C be better? C is a subset of C++ so you can do all you did with C in C++ too, so this can't really be about C vs. C++, but about what datatypes, objects and design patterns to use, but please describe this more exactly, and not just a stupid "C++ sucks, C rules" type statement. - How did you come to the conclusion that the new code is less flexible? The opposite is the case IMO. - I'm still trying to get alex4 compiling here... so some more detailed point on where and why it is better would help alot here, otherwise we won't have a common ground to discuss this. Greetings, Matze > That said, I wouldn't like SuperTux die, because somehow it has a big = base of=20 > players -- I was even asked some information about the project for an a= rticle=20 > about it for a quite popular Portuguese magazine (PCGuia). So, what abo= ut=20 > organizing a few days in August or December for a meeting and some hack= ing? >=20 > Cheers, > RIcardo >=20 > [1] http://allegator.sourceforge.net/ >=20 > Em Sexta, 11 de Mar=E7o de 2005 23:32, o Christopher Allan Webber escre= veu: > > Hello everyone, exciting news! The following users have now been > > given administrative access on SourceForge: > > * Ricardo Cruz (rmcruz) > > * Ingo Ruhnke (grumbel) > > * Marek Moeckel (wansti) > > * Matthias Braun (MatzeB) > > * Christopher A. Webber (paroneayea) > > (Thanks for granting us that, Bill Kendrick.) > > > > Bill Kendrick and Tobias are still admins as well. The main reason > > for this is to allow for more updating of the website regarding > > upcoming changes and such. > > > > matze and rmcruz: sorry, I don't think we told you about this in > > advance. We thought you were good canidates... and didn't suspect > > that you'd complain, anyway :) > > > > Christopher Allan Webber > > |
From: Ricardo C. <ri...@ae...> - 2005-03-18 19:34:07
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Em Quarta, 16 de Mar=E7o de 2005 14:30, o Marek escreveu: > Ricardo Cruz wrote: > >Hello there, > > > > This is quite a suprise. I've been asking for a new maintainer for so > > long, so this is definitively good news. Although, I think this is just= a > > too bloated team of admins, so I'd suggest to attribute functions to > > people. You know, webmaster, release coordinator, etc, and maybe even a > > leader that should have the last word on subjects and have a view of the > > road map. > > I agree that assigning functions and even a leader is a good idea. The > best thing, however, would be if we could manage without one, that is, > with lots of discussion in the team. I suggest we assign functions to > team members in a meeting and see how much we need those functions. > > > Anyway, what the project needs right now, in my opinion, is a sense of > >direction on the coding part. I personally don't like the way coding is > >heading, and I currently very much prefer when the code was C. It is > > getting too complex and, from what I've seen from the last re-code, less > > flexible. Small games like Alex 4 [1] kick SuperTux's ass big time, in > > terms of playability. > > We currently need direction on every aspect of the game, not only the > coding. We need major decisions on looks, story, gameplay, features, > code etc. that will be included in milestone2. I agree. I guess I find the coding part more important right now, because= =20 this is where I can help and this is what's more active. But yes, especially the graphics are important to define, so that they loo= k=20 a-like. > As for the complexity of the code: I think you can't really compare > SuperTux to games like Alex4 anymore as their goals are completely > different. Compared to Mario games, SuperTux might be about to become a > SuperMarioWorld or even more than that, while Alex4 will probably stay > at a SuperMarioLand stage. Not that this is a bad thing, though, it's > just completely different; and complex games require complex code. IMHO, > SuperTux' playability is great; it can still improve, which requires a > lot of care when implementing new features. I really don't think they're not comparable. They are both games and of th= e=20 same genre. SuperTux might be more ambition yes, but it's still a Jump'n ru= n=20 game. Something like a world map could be easily implemented in Alex4. If y= ou=20 look at SuperTux's code that part is pretty much isolated in one file and a= s=20 far as I remember it is not much bigger than the 1000 lines. > On the other hand, I agree that the code is confusing in parts; it's > really hard for me to get to fully understand it. There are probably > still a lot of hacks that need to be replaced by proper functions (i.e. > lots of things I wrote because I didn't fully understand the code :) ). > However, the code in it's current state is rather buggy. I guess Matze > left some major bugs unfixed after the Big Commit (some of which eat up > a lot of resources); that is what I meant when I said before that > currently, only Matze fully understands the code. But I'm sure he'll fix > those as soon as he's got the time again. (*wink* :-) ) > However, I guess you noticed that some of his changes greatly improve > handling the code, especially when it comes to implementing badguys, > level objects and triggers. > Anyway, the code should be a major topic in the meeting. > I'd prefer to call it complex rather than complicated. I mean it doesn't u= se=20 any magic stuff, it's just that things are so spread and rely on each other= =20 and stuff. I don't like this kind of coding. Maybe I've spent too much time= =20 coding C this year. :) About the eating resources thing, that might be because of the ammount of= =20 STL, virtual methods and other expensive stuff use. I've recently developed= a=20 algorithm equation calculator in C, and it's amazing how optimized you can = be=20 when you're so limited. > > That said, I wouldn't like SuperTux die, because somehow it has a big > > base of players -- I was even asked some information about the project > > for an article about it for a quite popular Portuguese magazine (PCGuia= ). > > So, what about organizing a few days in August or December for a meeting > > and some hacking? > > About the article, that's great news! SuperTux seems to have a lot of > fans, and we shouldn't disappoint them. I don't think it's going to die > soon, as it seems we still all enjoy coding (and playing) it. And > although we took a rather long break now, that doesn't mean SuperTux > caught the DNF-Syndrome already. :-) Yeah, I also find it fascinating with the ammount of popularity SuperTux h= as.=20 But notice that this popularity is actually derivated from the fact that it= =20 is a SuperMario based, and is not completely ST's merit. > Matze and I already thought about having a SuperTux coding session in > Karlsruhe, during the LinuxTag days end of june. If anyone else is going > to see the LinuxTag this year, it might be a good opportunity to meet. > But first things first: We need a date for an IRC meeting soon. I > suggest some day between March 29th and April 6th. Suggestions, anyone? > I was looking forward a meeting a year ago, I'm not that excited about it= =20 right now, and I don't think I would make it in the Summer holidays. About a IRC meeting, I'd prefer if it was in a working day. At the end of = the=20 afternoon (say 6 o'clock GMT) or at night (9 h). See ya, Ricardo > Marek > > =2D-=20 The whole world is a scab. The point is to pick it constructively. -- Peter Beard |
From: Ryan F. <rf...@gm...> - 2005-03-18 23:12:13
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On Fri, 18 Mar 2005 19:32:21 +0000, Ricardo Cruz <ri...@ae...> wrote: > I was looking forward a meeting a year ago, I'm not that excited about it > right now, and I don't think I would make it in the Summer holidays. > > About a IRC meeting, I'd prefer if it was in a working day. At the end of the > afternoon (say 6 o'clock GMT) or at night (9 h). Not really plausible, since everybody in North America will still be in work or at school. -- Ryan |
From: Ricardo C. <ri...@ae...> - 2005-03-20 13:48:57
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Em Sexta, 18 de Mar=E7o de 2005 23:12, o Ryan Flegel escreveu: > On Fri, 18 Mar 2005 19:32:21 +0000, Ricardo Cruz <ri...@ae...> wrote: > > I was looking forward a meeting a year ago, I'm not that excited about > > it right now, and I don't think I would make it in the Summer holidays. > > > > About a IRC meeting, I'd prefer if it was in a working day. At the end > > of the afternoon (say 6 o'clock GMT) or at night (9 h). > > Not really plausible, since everybody in North America will still be > in work or at school. Don't you guys have Easter holidays the following next couple of weeks, as= =20 well? Cheers, Ricardo =2D-=20 It's easier to take it apart than to put it back together. -- Washlesky |
From: Ryan F. <rf...@gm...> - 2005-03-20 14:58:48
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On Sun, 20 Mar 2005 13:56:37 +0000, Ricardo Cruz <ri...@ae...> wrote: > Don't you guys have Easter holidays the following next couple of weeks, as > well? This upcoming weekend is Easter weekend (Easter is on the 27th). I have Friday to Tuesday off, but won't be able to make it to a meeting because I'm going to be back home. -- Ryan |
From: Alexander B. <Bro...@we...> - 2005-03-20 17:24:38
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Hello, > Don't you guys have Easter holidays the following next couple of weeks, as > well? I do have Easter holidays, that's why I have time all the three days. Alexander |