Re: [TuxKart-devel] How about
Status: Alpha
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From: James G. <j....@vi...> - 2004-10-11 11:19:03
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On Mon, 2004-10-11 at 11:24, Matze Braun wrote: > > - Copying and pasting in the old physics+AI code from the pre-GOTM > > Tuxkart, and then just making some minor tweaks to the sensitivity of > > the handling > Well the physics currently in cvs isn't worse than the old physics, so it > should be okay to keep it IMO. (Maybe some more tweaking with the > constants could improve it) Well, OK, but it would have to be you who did said tweaking, the reason I suggested copying and pasting the old code is that it was very simple, and hence it would be very simple for anyone to tweak it in a short space of time. The same cannot be said for the current code... Also, either fix or remove jump. > Yep pushing for a release would be a good idea. I'll have my last exam > tomorrow and then I should have a little more time to work on this... > There's also other stuff that could easily be worked on: > -Fix splitscreen multiplayer I thought it already worked fine, but then I just had a quick go to make sure and it appears that in multiplayer some tracks segfault when the race starts, whilst others don't segfault but it does segfault when you exit the race and quit from the main menu. Trying to backtrace the in-game crash gave: #0 0x452c6067 in ?? () Cannot access memory at address 0x0 Hmm. Backtracing the on-exit crash gave: #0 0x40373d71 in kill () from /lib/i686/libc.so.6 #1 0x400e8871 in pthread_kill () from /lib/i686/libpthread.so.0 #2 0x400e8b8b in raise () from /lib/i686/libpthread.so.0 #3 0x40373b04 in raise () from /lib/i686/libc.so.6 #4 0x403751e0 in abort () from /lib/i686/libc.so.6 #5 0x4036d0ad in __assert_fail () from /lib/i686/libc.so.6 #6 0x08081ae4 in ssgDeRefDelete(ssgBase*) (s=0x400edb84) at ssg.cxx:89 #7 0x080a0afd in ~ssgVtxTable (this=0x8e42768) at ssgVtxTable.cxx:244 #8 0x08081ac6 in ssgDeRefDelete(ssgBase*) (s=0x8e42768) at ssg.cxx:89 #9 0x08084887 in ssgBranch::removeKid(int) (this=0x8d02698, n=29) at ssgBranch.cxx:97 #10 0x08084909 in ssgBranch::removeAllKids() (this=0x8d02698) at ssgBranch.cxx:112 #11 0x080845d7 in ~ssgBranch (this=0x8d02698) at ssgBranch.cxx:59 #12 0x080d0345 in ~ssgBaseTransform (this=0x0) at ssgBaseTransform.cxx:49 #13 0x08096fc6 in ~ssgTransform (this=0x8d02698) at ssgTransform.cxx:52 #14 0x08081ac6 in ssgDeRefDelete(ssgBase*) (s=0x1d) at ssg.cxx:89 #15 0x08084887 in ssgBranch::removeKid(int) (this=0x8e38630, n=0) at ssgBranch.cxx:97 #16 0x08084909 in ssgBranch::removeAllKids() (this=0x8e38630) at ssgBranch.cxx:112 #17 0x080845d7 in ~ssgBranch (this=0x8e38630) at ssgBranch.cxx:59 #18 0x080d0345 in ~ssgBaseTransform (this=0x0) at ssgBaseTransform.cxx:49 #19 0x08096fc6 in ~ssgTransform (this=0x8e38630) at ssgTransform.cxx:52 #20 0x08081ac6 in ssgDeRefDelete(ssgBase*) (s=0x0) at ssg.cxx:89 #21 0x08084887 in ssgBranch::removeKid(int) (this=0x8cf3658, n=7) at ssgBranch.cxx:97 #22 0x08084909 in ssgBranch::removeAllKids() (this=0x8cf3658) at ssgBranch.cxx:112 #23 0x08084697 in ~ssgBranch (this=0x8cf3658) at ssgBranch.cxx:59 #24 0x08081ac6 in ssgDeRefDelete(ssgBase*) (s=0x7) at ssg.cxx:89 #25 0x08084887 in ssgBranch::removeKid(int) (this=0x8d7c8b0, n=0) at ssgBranch.cxx:97 #26 0x08084909 in ssgBranch::removeAllKids() (this=0x8d7c8b0) at ssgBranch.cxx:112 #27 0x080845d7 in ~ssgBranch (this=0x8d7c8b0) at ssgBranch.cxx:59 #28 0x080d0345 in ~ssgBaseTransform (this=0x0) at ssgBaseTransform.cxx:49 #29 0x08096fc6 in ~ssgTransform (this=0x8d7c8b0) at ssgTransform.cxx:52 #30 0x08081ac6 in ssgDeRefDelete(ssgBase*) (s=0x0) at ssg.cxx:89 #31 0x08054145 in ~KartProperties (this=0x8b665a0) at KartProperties.cxx:88 #32 0x0805464f in ~KartManager (this=0x81016f8) at KartManager.cxx:37 #33 0x40376270 in exit () from /lib/i686/libc.so.6 #34 0x40360c5f in __libc_start_main () from /lib/i686/libc.so.6 I've no idea how all that ssg stuff works so someone else will have to fix it. > -Cleanup main menu (No multiplayer button, if there is no multiplayer There is split screen multiplayer, and other than the aforementioned segfaulting plus the fact the framerate drops low enough to make it unplayable, it works. I should make joystick controls configurable and not just keyboard ones, I'll do it once it's clear other people are also doing something (as it will be boring). > same goes for sound and display settings). A display setting for > resolution and fullscreen would be a good idea though. Adding in a menu button called "fullscreen" is easy, but as far as I know when you do something like switch to/from fullscreen you have to reload all textures, which means someone who knows OpenGL/Plib would need to do it. > -Add back buttons to the menus Someone (I think oaf_thadres) already did this, but then I removed them as I thought they looked messy and were unnecessary. You can go back in menus by: - pressing escape - pressing the brake keyboard button - pressing the brake joystick button - pressing the right mouse button Still, I've done enough arguing on this list, if someone really wants to put them back again, go ahead. > -Add a highscore for timetrial (and eventually single race) > -Add a score table that is displayed at the end of each race in > championship mode. > -Add a credits screen > -Fix bullets and specials (probably remove some bad working ones like the > magnet, the rockets and speed powerups should be easy to revive) > -give penality when beaming back to the track. (ie. when pressing d or > when you hit a deadly-texture or so). Your car should get beamed back and > blink or fade in for a second or 2 in which you can't drive. > > These should be all easy tasks to do and are needed for the release to be > at least fun to play IMO. If someone volunteers to do these things, then yes they would add greatly to the game and wouldn't be particularly major undertakings. But someone would still have to volunteer to do them. James |