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Showing 11 results of 11

 Re: [Supertuxkart-devel] Problems making character From: M. Gagnon - 2007-11-09 21:12:52 ``` >> >> That's because there is no minimum. :p Again, my mistake for assuming >> people would figure it out without knowing how things work. I added it >> to the wiki. >> > > I don't quite understand... since there's only 2 models of karts (high-po= ly and low-poly) there surely can only be maximums? Ah never mind i'm so stupid, i had not noticed the kart and character where= considered seperately ;) ________________________________ Envoie un sourire, fais rire, amuse-toi! Employez-le maintenant! _________________________________________________________________ Envoie un sourire, fais rire, amuse-toi! Employez-le maintenant! http://www.emoticonesgratuites.ca/?icid=3DEMFRCA120= ```
 Re: [Supertuxkart-devel] Problems making character From: M. Gagnon - 2007-11-09 15:40:36 Attachments: Message as HTML ```> Sorry for that; the message did got through, but I just did not> replied = in time. If it happens again and you want to know if your> message got thro= ugh, check the list archives at> http://sourceforge.net/mailarchive/forum.p= hp?forum_name=3Dsupertuxkart-devel> and if your message is there, you can b= e certain that it got through.> >=20 =20 Hi, i was wasn't judging that it didn't go through because you didn't reply= the next day :P i indeed looked at that page but did not see my message in= it, not sure why (I had problems in the past where i would send messages t= o lists and they never made it... i definitely need to take the time to mig= rate the zillion accounts i registered over years to something else than ho= tmail!) > > However, I do think we need a tutorial of some sort, and it's> somethin= g anyone who has experience with creating characters can do;> if you want t= o start it just by writing the steps you have followed> and keep writing as= you finish your characters, I can create a page at> the wiki for that.> > = If you want access, you should create a wiki user and reply with your> user= name, so I can give you SysOps rights. =20 I could definitely do that. Of course if any of you who are more experience= s than me can do it, it may be better, but if you're all busy i'm sure my i= nstructions would be better than none at all ;) my wiki account is 'Auria'. > > PS: The current article includes 4 maximum polygon counts, and no minim= ums (even though it's trivial to see which one was supposed to be the minim= um by the numbers)> > That's because there is no minimum. :p Again, my mist= ake for assuming> people would figure it out without knowing how things wor= k. I added it> to the wiki.>=20 =20 I don't quite understand... since there's only 2 models of karts (high-poly= and low-poly) there surely can only be 2 maximums? =20 _________________________________________________________________ Envoie un sourire, fais rire, amuse-toi! Employez-le maintenant! http://www.emoticonesgratuites.ca/?icid=3DEMFRCA120= ```
 Re: [Supertuxkart-devel] falling through the track From: Magne Djupvik - 2007-11-09 14:15:04 Attachments: history.dat.gz ```Joerg Henrichs skrev: >> This happens to the AI players all the time for me at the 'bridge' in >> "Star Track"; making the level WAY too easy. >> > Ah - I guess that's most likely the AI triggering a rescue because it > gets stuck somewhere ... or thinks it is stuck. That's at least easier > to find then a problem with the karts really falling trough the track :) > > The AI have not been optimised/tuned for the new physics. I would > suspect that this is the reason for the problems you see. Still, getting > a history file (see previous post) might help Coz then to identify this > problem. Here´s the history file. Notice that kart 5 (Tux) is me, and that I stopped for a while, as you see at the end of the file. ```
 Re: [Supertuxkart-devel] falling through the track From: Joerg Henrichs - 2007-11-09 13:59:45 ```-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 > This happens to the AI players all the time for me at the 'bridge' in > "Star Track"; making the level WAY too easy. Ah - I guess that's most likely the AI triggering a rescue because it gets stuck somewhere ... or thinks it is stuck. That's at least easier to find then a problem with the karts really falling trough the track :) The AI have not been optimised/tuned for the new physics. I would suspect that this is the reason for the problems you see. Still, getting a history file (see previous post) might help Coz then to identify this problem. I remembered one additional problem: a rescued kart will not face the direction in which it should be driving, this need to be fixed (it's in the bug tracker now: 1828972). That might solve part of the problem, since the kart will at least be better able to restart after being stuck. Cheers, Joerg - -- - ---------------------------------------------------------------- Joerg Henrichs Luding Administration e-mail: joerg@... URL: http://luding.org -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFHNGjALC0mrNKFwF4RAhZiAJ9UiDpA7tVr/xQJURa2r2nGrolIDQCfej8u gofEkK6iUGvDNr8B+u8b5No= =ej9s -----END PGP SIGNATURE----- ```
 Re: [Supertuxkart-devel] falling through the track From: Magne Djupvik - 2007-11-09 13:39:53 ```Joerg Henrichs skrev: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > Hi Robert, > > [...] > >> one major issue that bugs me is that on some track e.g. Volcano the >> karts seem to fall through the track (magnet constantly retrieves the kart). >> > Gee - that sounds bad. STK was suffering from a compiler bug (-O2 would > create incorrect code for my faster height of terrain computation), but > that has been fixed for ages. > > Hmm - are you talking of player karts, or AI karts? The AI might trigger > a rescue if they appear to be blocked. > This happens to the AI players all the time for me at the 'bridge' in "Star Track"; making the level WAY too easy. ```
 Re: [Supertuxkart-devel] falling through the track From: Joerg Henrichs - 2007-11-09 13:33:37 ```-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi Robert, [...] > one major issue that bugs me is that on some track e.g. Volcano the > karts seem to fall through the track (magnet constantly retrieves the kart). Gee - that sounds bad. STK was suffering from a compiler bug (-O2 would create incorrect code for my faster height of terrain computation), but that has been fixed for ages. Hmm - are you talking of player karts, or AI karts? The AI might trigger a rescue if they appear to be blocked. > This happens with bullet as well as the old physics code. That's even stranger, sounds more like a problem with the track (which I admit is somewhat unlikely). > Any idea what is wrong? Not at this stage. Could you supply a history file (see http://supertuxkart.sourceforge.net/HistoryFiles for details), and send me the compressed file (history.dat). Use as few karts as possible, to keep the size small (and make it easier for me to fix it). It might take a few days before I can work again though. Cheers, Joerg - -- - ---------------------------------------------------------------- Joerg Henrichs Luding Administration e-mail: joerg@... URL: http://luding.org -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFHNGKHLC0mrNKFwF4RAs/hAKCRq4GPCQqoG+x4xCwRWQydWVEJFACgjWuh v5vqzkATb7YZyFMAbbxF6R0= =7Yta -----END PGP SIGNATURE----- ```
 [Supertuxkart-devel] falling through the track From: Robert Schuster - 2007-11-09 12:56:57 Attachments: signature.asc ```Hi, one major issue that bugs me is that on some track e.g. Volcano the karts seem to fall through the track (magnet constantly retrieves the kar= t). This happens with bullet as well as the old physics code. Any idea what is wrong? Regards Robert ```
 Re: [Supertuxkart-devel] Bullet crash after one race From: - 2007-11-09 06:14:26 ```Hi Joerg, > I think I fixed the problem with the bullet implementation crashing after one (or > more) races, e.g. in a Grand Prix. I couldn't do a full set of tests (my train > arrived and I had to stop testing, and can't do any Grand Prix here at work :)) ), so > it would be good if you could have a look and a few test drives as well. I played through the first 3 tracks of the Grand Prix, and it didn't crashed it :) -Coz ```
 Re: [Supertuxkart-devel] Problems making character From: - 2007-11-09 05:53:49 ```Hi, > This is the second time i send this message. The first one doesn't seem to have passed to the list for some unknown reason. Please excuse any double post if in the end it did make it to the list. Sorry for that; the message did got through, but I just did not replied in time. If it happens again and you want to know if your message got through, check the list archives at http://sourceforge.net/mailarchive/forum.php?forum_name=supertuxkart-devel and if your message is there, you can be certain that it got through. > > I asked because I wanted to know where I should add the information > > about the materials.dat file. What I want is to remove the guessing > > from the 'messing with stuff until it works' part, so it would be > > useful if you could tell us a few things that gave you the most > > trouble so far. > I think extending the current guidelines for making karts with more info, or in a different article, would be cool. About improving the content of the guidelines page, recently we are working on improving the developer's docs in general; it just will take some time to get there. However, I do think we need a tutorial of some sort, and it's something anyone who has experience with creating characters can do; if you want to start it just by writing the steps you have followed and keep writing as you finish your characters, I can create a page at the wiki for that. > i solved the issue by making sure objects were not rotated at all and rotating the mesh instead, there might be a better way also. also, how do you tell where is the front and the back, etc. not hard to discover, but docs are better than discovery. Yes, it's a bit counter intuitive; most people would expect instinctively that the kart should face them in Blender, but it should actually be looking forward. Like you wrote, it should be written in the wiki. > i also spent quite a bit of time trying to figure out where blender hides the script directory on mac OS X, and also the fact that there is many described procedures for scripts, including an outdated one, didn't help. I also needed to tweak the size of the model, guidelines for how many units wide might help. The size of the model certainly is something that I should add. Actually, I just added the measures of the TuxKart and a notice to watch out for that. The rest of what you mentioned should also be improved. >Finally, there is the materials.dat file i was not aware of. Also, a short description of what files to write and in what folders and also what info they contain (once again, it was easy to figure out, but a list is always nicer than guessing.) Actually, the materials.day file is mentioned in the guidelines, almost at the end. However, I think made the mistake of assuming that people would instantly understand the directory structure and know where to put everything, so this should be fixed. > PS: The current article includes 4 maximum polygon counts, and no minimums (even though it's trivial to see which one was supposed to be the minimum by the numbers) That's because there is no minimum. :p Again, my mistake for assuming people would figure it out without knowing how things work. I added it to the wiki. > > Don't worry about it, I wasn't even thinking about it. But, if the > > only reason to because of lack of knowledge of STK and Blender, like > > Joerg pointed out in another message related to the site, the > > important thing is to organize and write well; but I mean this only if > > you would *like* to do it, not because you feel you should. > > If i have write access, i would surely like to contribute something to the best of my knowledge, and at least add info of how to change the scripts on OS X, in what folders to put files, etc. i can definitely do that. I am slowly adding sections that can be modified by registered users where you don't need knowledge of STK's internals to contribute, but you might need it to establish the kart making guidelines, thought not for a tutorial. If you want access, you should create a wiki user and reply with your user name, so I can give you SysOps rights. -Coz ```
 Re: [Supertuxkart-devel] "become STK's webmaster" From: - 2007-11-09 04:55:53 ```Hi Constantin, > I'd really like to help out with STK. Since now I've tried to find a > little into the STK-code and to improve some models, but since I'm > pretty busy with my biology diploma thesis, I would be pretty confident > working as a webmaster. Since 4 years, I'm an admin to the studentportal > http://www.rubstudent.de, co-leading a team of over 30 team-members, dealing > with over 3000 registered students of the ruhr-universit=E4t-bochum. The > "job-description" of coz is pretty much the way I work for a long time > now. I'm abled to do some html/php/mySQL-stuff, but don't feel like I > need to program anything that might be practical - the easyer, the > better ^^. I like team work and have no problems to plan changes in a > constant dialog with a team. Thanks for offering to help :) I'm Coz, one of the maintainers, and Joerg, the person who replied to you before is another one. Like Joerg wrote, the first thing is to subscribe to the mailing list(since it's our primary form of communication), you can do so at https://lists.sourceforge.net/lists/listinfo/supertuxkart-devel . After that, you should register at the wiki website at http://supertuxkart.sourceforge.net/site/index.php?title=3DSpecial:Userlogi= n . E-mail back your Username to me or to the list, so I can give you SysOps rights. To manipulate the website files directly you need to register on SourceForge, then tell me your SourceForge Username to add you to the list of STK's developers, but I'm sure you won't need to do this in the near future, so you don't have to do this now. We were looking for two persons to work together on the site, just in case something happens (like getting sick), so I won't take down the "Become STK's webmaster" page yet. It's not often that I had to work with programming in the website; mostly when creating or moving a wiki, and before having a wiki website, to update the webpages. To give you an idea of where to start, you could organize the game design ideas page into sections better, lower the protection of some pages in the developer's documentation section as described in the protected page guidelines(this is in the developer's docs too), find places in the documentation that mentions another page but doesn't links to it(which it should, since it's a wiki) or just fix typos. -Coz ```
 Re: [Supertuxkart-devel] Problems making character From: M. Gagnon - 2007-11-09 01:32:22 ```This is the second time i send this message. The first one doesn't seem to = have passed to the list for some unknown reason. Please excuse any double p= ost if in the end it did make it to the list. > I asked because I wanted to know where I should add the information > about the materials.dat file. What I want is to remove the guessing > from the 'messing with stuff until it works' part, so it would be > useful if you could tell us a few things that gave you the most > trouble so far. I think extending the current guidelines for making karts with more info, o= r in a different article, would be cool. Well i am a bit new to blender so of course that was part of the challenge = ;) A problem i met is not knowing how to deal with character orientation an= d also i had trouble with the rotation of their center vs the rotation of t= he mesh inside them. (when going inside the game, the character was not ori= ented correctly.) i solved the issue by making sure objects were not rotated at all and rotat= ing the mesh instead, there might be a better way also. also, how do you te= ll where is the front and the back, etc. not hard to discover, but docs are= better than discovery. i also spent quite a bit of time trying to figure out where blender hides t= he script directory on mac OS X, and also the fact that there is many descr= ibed procedures for scripts, including an outdated one, didn't help. I also= needed to tweak the size of the model, guidelines for how many units wide = might help. Finally, there is the materials.dat file i was not aware of. Al= so, a short description of what files to write and in what folders and als= o what info they contain (once again, it was easy to figure out, but a list= is always nicer than guessing.) PS: The current article includes 4 maximum polygon counts, and no minimums = (even though it's trivial to see wich one was supposed to be the minimum by= the numbers) =20 =20 > Don't worry about it, I wasn't even thinking about it. But, if the > only reason to because of lack of knowledge of STK and Blender, like > Joerg pointed out in another message related to the site, the > important thing is to organize and write well; but I mean this only if > you would *like* to do it, not because you feel you should. =20 If i have write access, i would surely like to contribute something to the = best of my knowledge, and at least add info of how to change the scripts on= OS X, in what folders to put files, etc. i can definitely do that. _________________________________________________________________ Envoie un sourire, fais rire, amuse-toi! Employez-le maintenant! http://www.emoticonesgratuites.ca/?icid=3DEMFRCA120= ```

Showing 11 results of 11