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From: Frank G. <fr...@ge...> - 2014-03-03 20:40:10
|
On Mon, Mar 03, 2014 at 08:43:06PM +0100, Balázs Nagy wrote: > Dear Sir/Madame, > > I read about your opensource project on the Google Summer of Code website. Are you sure you picked the right mailing list? TuxKart is dead. The active project that took over from TuxKart, and which did indeed get selected for GSoC, is SuperTuxKart. Frank -- "Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." - Brian W. Kernighan |
From: Balázs N. <bal...@gm...> - 2014-03-03 19:43:12
|
Dear Sir/Madame, I read about your opensource project on the Google Summer of Code website. I was always interested in such a game development project like yours. I am currently studying on the German course of BUTE as a software engineer and I've been learning C/C++ programming for 2 years. Beside the university I take part in several projects but I've never been in an open source game development project before. So I would like to ask a few question: 1.) If I've never been programming game graphics before but I can code in C++ and I am very eager and ready for challenge (I love PC games) then can I join your project? I'm very interested in it because I want to learn it and maybe later work as a game developer. //Besides C/C++ I can code in Java and C#, and I can work with html/css, javascript, php and a little Python. At the moment I'm working on a little website with my friends, too. 2.) So if your answer is 'Yes' then what do you expect from me? I mean I'm interested in the GUI engine and I would like to ask a simple briefing or a simple task before the great application something where I can begin all of this. I learn fast (if I'm interested :)) so a little help would be appreciated. 3.) Have you been thinking about mobile platforms for example Android, iOS or WP? Maybe with an advertisement free version on Google Play you could earn money to develop the game better with reinvest money. I've got also a few ideas for the game e.g. new Arena mod with just fighting (like in FlatOut or Crashday) or another stunt mod (like in Trackmania) where player should make e.g. flips to make points. I look forward to hearing from you as soon as possible. Greetings, Balázs Nagy |
From: <sam...@ya...> - 2013-02-23 18:26:09
|
Hello..i recommend this site http://fonio-bio.org/default/36I%20stay%20on%20top%20of%20my%20game5 |
From: <vij...@ya...> - 2013-02-01 02:17:22
|
I recommend this site http://cmarchionni.com/users/97Internet%20is%20one%20of%20the%20most%20powerful%20businesses%201 |
From: Coz - <cos...@ho...> - 2011-02-14 15:05:40
|
.Hello! This is a good proposal for you and your family! http://signin.co.il/2011.php?hotmailID=4353 . |
From: Coz - <cos...@ho...> - 2011-02-10 06:04:15
|
..The single place, where everybody can help! http://www.santoadriano.org/2011.php?hotmailID=6619 ... |
From: Coz - <cos...@ho...> - 2011-01-24 02:03:59
|
http://www.senortango2.it/2011.php?ID=4957 |
From: Steve B. <sjb...@ai...> - 2005-04-12 14:26:27
|
Coz - wrote: > Maybe I misread, maybe you did and forgot, maybe someone else sayd so > and I tought it was you XD It was just that I tought it would be a nice > way of separating, one who has more driving related features(for example > different ways of taking a curve or small speed boosts while being > behind a driver, something that would not be wise in a kart game where > the other karts probably have rear weapons coz it makes you an easier > target, I don't mean to make any of the games being better than the > other in the end). The original Tuxkart has both weapons and speedup/slowdown collectables. It doesn't really seem likely that I'd be talking about taking things out of the original game does it? > I just picked supertuxkart coz I tought that you might work on tuxkart, > not that I wouldn't be interested in tuxkart but prolly supertuxkart > would collect more dust, and I don't want to see the GOTM effort, even > if it wasn't something very productive, go to waste. The original Tuxkart is only about 7,000 lines of code - I wrote it over about one or two weekends and built additional tracks as I felt like it. If I had an urge to do something major with it at this stage, I'd probably just start over - so it's unlikely that I'll do much more than fix bugs and maintain portability and such. It's possible (since I'm now leading the Nintendo DS Linux porting effort) that TuxKart will make an appearance on the DS. >> Neither SuperTuxKart nor TuxKart project have at the moment anybody >> activly working on them and there is really no good reason why they >> shouldn't join back into one sooner or later. > > Oh. And a big Oh this one is XD > I like the 'there is really no good reason why they shouldn't join back > into one sooner or later' part. No reason if someone is prepared to do a lot of work to make that happen. > Now I wonder what I should really do to get the project back at how it > was supposed to be in the first place.. either try to implement the > things of supertuxkart in tuxkart, or to fix the bugs in supertuxkart? > O.o Suggestions? Well, the major problem I have with the mods that were done to TuxKart was that it made the thing really hard for me to maintain. (And notice that whilst I don't plan major improvements to TuxKart - I *do* actively maintain it). The original TuxKart relied only on the PLIB library. That made maintenance very easy. If PLIB changes then *maybe* I have to upgrade TuxKart (but since PLIB is one of my other projects - that's an easy thing). You don't write a moderately successful game and say "Well, that's done" - you have to deal with between several - and dozens of emails per week from people who have some stupid problem or other with it. That support can easily eat 100% of your spare time - so programming 'defensively' to make installation as simple as it can possibly be is a driving force behind game design that you won't appreciate until you've been slashdotted! The new version depends on at least one or two other libraries too. It doesn't *need* to - people just gave up on using the PLIB facilities largely because they didn't understand them...but also because PLIB doesn't implement full-screen rendering under all OS's (although that could have been fixed). That drastically increases the difficulty of maintaining TuxKart and would also cause a large spike in the number of people emailing me to complain that it doesn't compile on their machines (typically because one or more libraries either isn't installed, isn't installed in the right place, or with the right header files, or is of some horribly outdated version). Helping those people can become a phenomenal burden and limiting the number of packages my games depend on is something I'm quite fanatical about. That's why I wrote and maintain PLIB - it's "one stop shopping". Some of the new track designs are OK - others are either too many polygons or are ill-structured - I'm not sure which and I don't have the time to track down and/or fix the problems. The new kart designs are OK - although they aren't what I would have chosen to do. All of the new GUI stuff is way more complex than it needs to be - I'd be strongly inclined to simply delete all of it - it adds nothing. The one single thing that TuxKart *REALLY* needed, it didn't get - and that was better AI and Kart-handling physics. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- 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: Ingo R. <gr...@gm...> - 2005-04-12 12:11:07
|
Ricardo Cruz <ri...@ae...> writes: > I'd say port SuperTuxKart completely to Plib. I'm sure you will > catch most of the bugs on the process. No, the non-plib code is just window initialisation and such, while all the relevant bugs are gameplay related. So switching stuff back to plib will do nothing more then remove features from the game (fullscreen mode, etc.) while fixing none of the gameplay related issues. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Charles G. <ch...@ve...> - 2005-04-12 11:53:24
|
On Tue, 2005-04-12 at 10:32 +0100, Ricardo Cruz wrote: > I'd say port SuperTuxKart completely to Plib. I'm sure you will catch most of > the bugs on the process. I'd say that making it work well would be ahead of porting to Plib. If it worked well, then I'm sure Steve wouldn't mind using that even if he wanted to move it to pure Plib himself. Making the game run well is not a giant task (probably more tedious than difficult). Porting to Plib at the same time as fixing the bugs and the missing features would be a fairly intimidating task. - C |
From: Ricardo C. <ri...@ae...> - 2005-04-12 09:28:05
|
I'd say port SuperTuxKart completely to Plib. I'm sure you will catch most= of=20 the bugs on the process. Cheers, Ricardo Em Ter=E7a, 12 de Abril de 2005 05:38, o Coz - escreveu: > >SuperTuxKart is really nothing more than a 'parking lot' for the work > >done in the TuxKart GoTM. Steve didn't like some changes we did, a > >bunch of developers lost interest and left and in the end Steve wanted > >to roll back the CVS to a working state before the GoTM, so we simple > >create SuperTuxKart project to 'park' all the stuff we had done in the > >GoTM for possible later reuse. So the whole reason for the fork is not > >because we had so many ideas and workpower that they didn't fit all > >into one project, but because we hadn't have enough manpower to get > >even a single project into a working state. > > > >Neither SuperTuxKart nor TuxKart project have at the moment anybody > >activly working on them and there is really no good reason why they > >shouldn't join back into one sooner or later. > > Oh. And a big Oh this one is XD > I like the 'there is really no good reason why they shouldn't join back > into one sooner or later' part. > > Now I wonder what I should really do to get the project back at how it was > supposed to be in the first place.. either try to implement the things of > supertuxkart in tuxkart, or to fix the bugs in supertuxkart? O.o > Suggestions? > =2D-=20 In the eyes of my dog, I'm a man. -- Martin Mull |
From: Ryan F. <rf...@gm...> - 2005-04-12 04:47:49
|
> Oh. And a big Oh this one is XD > I like the 'there is really no good reason why they shouldn't join back into > one sooner or later' part. > > Now I wonder what I should really do to get the project back at how it was > supposed to be in the first place.. either try to implement the things of > supertuxkart in tuxkart, or to fix the bugs in supertuxkart? O.o > Suggestions? Well, I think there are a few reasons that Steve doesn't want supertuxkart (as it is now) to be the current TuxKart. I would recommend working on supertuxkart to implement the missing features (whatever they may be) and fixing up bugs. -- Ryan |
From: Coz - <cos...@ho...> - 2005-04-12 04:38:25
|
>Message: 1 >Date: Mon, 11 Apr 2005 07:17:45 -0700 >From: Steve Baker <sjb...@ai...> >To: tux...@li... >Subject: Re: [TuxKart-devel] A small tought about diferences in tuxkart and > supertuxkart design.. >Reply-To: tux...@li... > >Caleb Sawtell wrote: > > >>I remember once that steve barker sayd that in tuxkart people should >spend > >>almost all the time driving. > >Do you mean me? Steve Baker? > >If so, I don't recall ever saying that. Maybe I misread, maybe you did and forgot, maybe someone else sayd so and I tought it was you XD It was just that I tought it would be a nice way of separating, one who has more driving related features(for example different ways of taking a curve or small speed boosts while being behind a driver, something that would not be wise in a kart game where the other karts probably have rear weapons coz it makes you an easier target, I don't mean to make any of the games being better than the other in the end). > >>If anybody is listening, specially steve barker since tuxkart is his > >>project, I pretty much would just want to know that if someone works in > >>tuxkart and someone else works in supertuxkart in the end they will be > >>pretty much be the same thing just with minimal differences that nobody > >>cares and when someone asks which one is better instead of saying "if >you > >>like <insert type of game> more you should choose tuxkart but if you >like > >><insert type of game here> more you should choose supertuxkart", they >say > >>"well.. emm.. I dunno they are almost the same it's just matter of > >>preference...". > >I didn't choose to make the supertuxkart/tuxkart split. I know XD that is why I don't say supertuxkart is your project :p >All I wanted was for the public distribution of TuxKart to actually *WORK* >and be portable and easy to maintain. > >I demanded of the team that tore Tuxkart apart that they finish making it >work before I'd sanction another public release. When they stopped working >on it (there had been no check-ins for months) and the project wouldn't >even >compile (at least not on my computer), I didn't have time to start fixing >up all of the chaos that was left behind. > >Left with a situation where the current CVS wouldn't compile on most Linux >distro's and when it did, it was full of bugs - and I had pressures at work >and commitments to other project - so I had no time to get in and fix stuff >myself, I had no choice but to say that there could be no further public >releases unless I backed out most (or perhaps all) of the changes they'd >made. I'm not saying that it's your fault or anything, I just wanted to atract your attention coz like I sayd, tuxkart is your project. >This provoked the project fork - I have not been following events since >then. > >Project forks are generally evil - but I can understand why they did that >and have not created a fuss over it. > >If you wish to pick up supertuxkart and make it different/better/whatever, >that's a good thing and I wish you luck with it. I just picked supertuxkart coz I tought that you might work on tuxkart, not that I wouldn't be interested in tuxkart but prolly supertuxkart would collect more dust, and I don't want to see the GOTM effort, even if it wasn't something very productive, go to waste. >Message: 2 >To: tux...@li... >Subject: Re: [TuxKart-devel] A small tought about diferences in tuxkart and > supertuxkart design.. >From: Ingo Ruhnke <gr...@gm...> >Date: Mon, 11 Apr 2005 14:52:14 +0200 >Reply-To: tux...@li... > >"Coz -" <cos...@ho...> writes: > > > I was just thinking that tuxkart and supertuxkart, since they are > > different proyects now should have slightly different aims. Besides > > all the supertuxkart is more desorganized than tuxkart but > > supertuxkart has more features thingie, I mean like, design aims. > >SuperTuxKart is really nothing more than a 'parking lot' for the work >done in the TuxKart GoTM. Steve didn't like some changes we did, a >bunch of developers lost interest and left and in the end Steve wanted >to roll back the CVS to a working state before the GoTM, so we simple >create SuperTuxKart project to 'park' all the stuff we had done in the >GoTM for possible later reuse. So the whole reason for the fork is not >because we had so many ideas and workpower that they didn't fit all >into one project, but because we hadn't have enough manpower to get >even a single project into a working state. > >Neither SuperTuxKart nor TuxKart project have at the moment anybody >activly working on them and there is really no good reason why they >shouldn't join back into one sooner or later. Oh. And a big Oh this one is XD I like the 'there is really no good reason why they shouldn't join back into one sooner or later' part. Now I wonder what I should really do to get the project back at how it was supposed to be in the first place.. either try to implement the things of supertuxkart in tuxkart, or to fix the bugs in supertuxkart? O.o Suggestions? _________________________________________________________________ Charla con tus amigos en línea mediante MSN Messenger: http://messenger.latam.msn.com/ |
From: Coz - <cos...@ho...> - 2005-04-11 21:51:02
|
>From: Ricardo Cruz <ri...@ae...> >To: tux...@li... >CC: "Coz -" <cos...@ho...> >Subject: Re: [TuxKart-devel] A small tought about diferences in tuxkart and >supertuxkart design.. >Date: Mon, 11 Apr 2005 15:01:46 +0100 >MIME-Version: 1.0 >Received: from mailrly03.isp.novis.pt ([195.23.133.213]) by >mc2-f24.hotmail.com with Microsoft SMTPSVC(6.0.3790.211); Mon, 11 Apr 2005 >06:52:10 -0700 >Received: (qmail 7803 invoked from network); 11 Apr 2005 13:52:12 -0000 >Received: from unknown (HELO mailfrt12.isp.novis.pt) ([195.23.133.228]) > (envelope-sender <ri...@ae...>) by mailrly03.isp.novis.pt >with compressed SMTP; 11 Apr 2005 13:52:12 -0000 >Received: (qmail 3831 invoked from network); 11 Apr 2005 13:52:11 -0000 >Received: from unknown (HELO docelar.lan) >(Sent_by_authenticated_user_x2476431@[195.23.152.238]) >(envelope-sender <ri...@ae...>) by mailfrt12.isp.novis.pt with >SMTP; 11 Apr 2005 13:52:11 -0000 >X-Message-Info: JGTYoYF78jEHjJx36Oi8+Z3TmmkSEdPtfpLB7P/ybN8= >User-Agent: KMail/1.7.1 >References: <BAY...@ph...l> >Return-Path: ri...@ae... >X-OriginalArrivalTime: 11 Apr 2005 13:52:10.0947 (UTC) >FILETIME=[A89B6130:01C53E9D] > > >Hi Coz, > > I'd be already happy if *one* person would work in *one* of the projects! >:D > > Really, in my modest opinion, that idea of yours is imbecil. Because it >would >be waste of efforts and, in the end, we would end up with two unfinished >games. Besides, there aren't that many differences between computer kart >games. Or do you have any to suggest? > > Anyway, in the far future, when TuxKart is mature enough, it might be a >good >idea to create some mods. But a better approach might be to throw lots of >functionality that could be enabled by track designers. > >Cheers, > Ricardo > >Em Domingo, 10 de Abril de 2005 18:46, o Coz - escreveu: > > I was just thinking that tuxkart and supertuxkart, since they are >different > > proyects now should have slightly different aims. Besides all the > > supertuxkart is more desorganized than tuxkart but supertuxkart has more > > features thingie, I mean like, design aims. > > > > I remember once that steve barker sayd that in tuxkart people should >spend > > almost all the time driving. Maybe we could turn that into a gameplay > > difference, where supertuxkart would focus more on fighting than driving > > and the opposite would be for tuxkart? > > > > If anybody is listening, specially steve barker since tuxkart is his > > project, I pretty much would just want to know that if someone works in > > tuxkart and someone else works in supertuxkart in the end they will be > > pretty much be the same thing just with minimal differences that nobody > > cares and when someone asks which one is better instead of saying "if >you > > like <insert type of game> more you should choose tuxkart but if you >like > > <insert type of game here> more you should choose supertuxkart", they >say > > "well.. emm.. I dunno they are almost the same it's just matter of > > preference...". > > >-- ><cesarb> Damn, every time I spawn, qf-client-x11 locks hard ><Zoid> Don't die? ><Knghtbrd> good incentive. _________________________________________________________________ MSN Amor: busca tu ½ naranja http://latam.msn.com/amor/ |
From: Ricardo C. <ri...@ae...> - 2005-04-11 13:52:28
|
Hi Coz, I'd be already happy if *one* person would work in *one* of the projects! :D Really, in my modest opinion, that idea of yours is imbecil. Because it would be waste of efforts and, in the end, we would end up with two unfinished games. Besides, there aren't that many differences between computer kart games. Or do you have any to suggest? Anyway, in the far future, when TuxKart is mature enough, it might be a good idea to create some mods. But a better approach might be to throw lots of functionality that could be enabled by track designers. Cheers, Ricardo Em Domingo, 10 de Abril de 2005 18:46, o Coz - escreveu: > I was just thinking that tuxkart and supertuxkart, since they are different > proyects now should have slightly different aims. Besides all the > supertuxkart is more desorganized than tuxkart but supertuxkart has more > features thingie, I mean like, design aims. > > I remember once that steve barker sayd that in tuxkart people should spend > almost all the time driving. Maybe we could turn that into a gameplay > difference, where supertuxkart would focus more on fighting than driving > and the opposite would be for tuxkart? > > If anybody is listening, specially steve barker since tuxkart is his > project, I pretty much would just want to know that if someone works in > tuxkart and someone else works in supertuxkart in the end they will be > pretty much be the same thing just with minimal differences that nobody > cares and when someone asks which one is better instead of saying "if you > like <insert type of game> more you should choose tuxkart but if you like > <insert type of game here> more you should choose supertuxkart", they say > "well.. emm.. I dunno they are almost the same it's just matter of > preference...". > -- <cesarb> Damn, every time I spawn, qf-client-x11 locks hard <Zoid> Don't die? <Knghtbrd> good incentive. |
From: Ingo R. <gr...@gm...> - 2005-04-11 12:52:26
|
"Coz -" <cos...@ho...> writes: > I was just thinking that tuxkart and supertuxkart, since they are > different proyects now should have slightly different aims. Besides > all the supertuxkart is more desorganized than tuxkart but > supertuxkart has more features thingie, I mean like, design aims. SuperTuxKart is really nothing more than a 'parking lot' for the work done in the TuxKart GoTM. Steve didn't like some changes we did, a bunch of developers lost interest and left and in the end Steve wanted to roll back the CVS to a working state before the GoTM, so we simple create SuperTuxKart project to 'park' all the stuff we had done in the GoTM for possible later reuse. So the whole reason for the fork is not because we had so many ideas and workpower that they didn't fit all into one project, but because we hadn't have enough manpower to get even a single project into a working state. Neither SuperTuxKart nor TuxKart project have at the moment anybody activly working on them and there is really no good reason why they shouldn't join back into one sooner or later. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Steve B. <sjb...@ai...> - 2005-04-11 12:24:01
|
Caleb Sawtell wrote: >>I remember once that steve barker sayd that in tuxkart people should spend >>almost all the time driving. Do you mean me? Steve Baker? If so, I don't recall ever saying that. >>If anybody is listening, specially steve barker since tuxkart is his >>project, I pretty much would just want to know that if someone works in >>tuxkart and someone else works in supertuxkart in the end they will be >>pretty much be the same thing just with minimal differences that nobody >>cares and when someone asks which one is better instead of saying "if you >>like <insert type of game> more you should choose tuxkart but if you like >><insert type of game here> more you should choose supertuxkart", they say >>"well.. emm.. I dunno they are almost the same it's just matter of >>preference...". I didn't choose to make the supertuxkart/tuxkart split. All I wanted was for the public distribution of TuxKart to actually *WORK* and be portable and easy to maintain. I demanded of the team that tore Tuxkart apart that they finish making it work before I'd sanction another public release. When they stopped working on it (there had been no check-ins for months) and the project wouldn't even compile (at least not on my computer), I didn't have time to start fixing up all of the chaos that was left behind. Left with a situation where the current CVS wouldn't compile on most Linux distro's and when it did, it was full of bugs - and I had pressures at work and commitments to other project - so I had no time to get in and fix stuff myself, I had no choice but to say that there could be no further public releases unless I backed out most (or perhaps all) of the changes they'd made. This provoked the project fork - I have not been following events since then. Project forks are generally evil - but I can understand why they did that and have not created a fuss over it. If you wish to pick up supertuxkart and make it different/better/whatever, that's a good thing and I wish you luck with it. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- 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: Caleb S. <gam...@gm...> - 2005-04-10 19:11:04
|
Yeah that sounds cool. On Apr 11, 2005 5:46 AM, Coz - <cos...@ho...> wrote: > I was just thinking that tuxkart and supertuxkart, since they are differe= nt > proyects now should have slightly different aims. Besides all the > supertuxkart is more desorganized than tuxkart but supertuxkart has more > features thingie, I mean like, design aims. >=20 > I remember once that steve barker sayd that in tuxkart people should spen= d > almost all the time driving. Maybe we could turn that into a gameplay > difference, where supertuxkart would focus more on fighting than driving = and > the opposite would be for tuxkart? >=20 > If anybody is listening, specially steve barker since tuxkart is his > project, I pretty much would just want to know that if someone works in > tuxkart and someone else works in supertuxkart in the end they will be > pretty much be the same thing just with minimal differences that nobody > cares and when someone asks which one is better instead of saying "if y= ou > like <insert type of game> more you should choose tuxkart but if you like > <insert type of game here> more you should choose supertuxkart", they say > "well.. emm.. I dunno they are almost the same it's just matter of > preference...". >=20 > _________________________________________________________________ > Charla con tus amigos en l=EDnea mediante MSN Messenger: > http://messenger.latam.msn.com/ >=20 > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=3D6595&alloc_id=3D14396&op=3Dclick > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel > |
From: Coz - <cos...@ho...> - 2005-04-10 17:48:22
|
I was just thinking that tuxkart and supertuxkart, since they are different proyects now should have slightly different aims. Besides all the supertuxkart is more desorganized than tuxkart but supertuxkart has more features thingie, I mean like, design aims. I remember once that steve barker sayd that in tuxkart people should spend almost all the time driving. Maybe we could turn that into a gameplay difference, where supertuxkart would focus more on fighting than driving and the opposite would be for tuxkart? If anybody is listening, specially steve barker since tuxkart is his project, I pretty much would just want to know that if someone works in tuxkart and someone else works in supertuxkart in the end they will be pretty much be the same thing just with minimal differences that nobody cares and when someone asks which one is better instead of saying "if you like <insert type of game> more you should choose tuxkart but if you like <insert type of game here> more you should choose supertuxkart", they say "well.. emm.. I dunno they are almost the same it's just matter of preference...". _________________________________________________________________ Charla con tus amigos en línea mediante MSN Messenger: http://messenger.latam.msn.com/ |
From: Charles G. <ch...@ve...> - 2004-10-27 10:31:39
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On Wed, 2004-10-27 at 11:38 +0200, Matze Braun wrote: > You already have to sign in at the moment. Let's just hope that this won't > happen again soon. Otherwise I might change it to registration by mail but > I'd really hate to do that... Why? It's not like it's a huge inconvenience for genuine contributors. -- - Charlie Charles Goodwin <ch...@ve...> Online @ http://charlie.vexico.com |
From: Matze B. <ma...@br...> - 2004-10-27 09:38:26
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You already have to sign in at the moment. Let's just hope that this won't happen again soon. Otherwise I might change it to registration by mail but I'd really hate to do that... Greetings, Matze On Tue, 26 Oct 2004, Steve Baker wrote: > James Gregory wrote: >> I don't quite understand how public wikis can prevent this sort of >> thing. > > Requiring people to sign in before they can post would help - but not > much. > > The general idea is that on large Wiki's, there are a lot of people > looking at the content - and that kind of junk disappears pretty quickly. > > ---------------------------- Steve Baker ------------------------- > HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> > HomePage : http://www.sjbaker.org > Projects : http://plib.sf.net http://tuxaqfh.sf.net > http://tuxkart.sf.net http://prettypoly.sf.net > -----BEGIN GEEK CODE BLOCK----- > GCS d-- 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----- > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Sybase ASE Linux Express Edition - download now for FREE > LinuxWorld Reader's Choice Award Winner for best database on Linux. > http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel > > > |
From: Steve B. <sjb...@ai...> - 2004-10-27 03:24:31
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James Gregory wrote: > I don't quite understand how public wikis can prevent this sort of > thing. Requiring people to sign in before they can post would help - but not much. The general idea is that on large Wiki's, there are a lot of people looking at the content - and that kind of junk disappears pretty quickly. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- 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: Charles G. <ch...@ve...> - 2004-10-26 21:59:37
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On Tue, 2004-10-26 at 14:28 -0600, Ryan Flegel wrote: > Only by having people regularily check for updates to the wiki and > deleting spam. It's probably also possible to ban by IP. Or do it the easy way and have a user/pass based wiki. I don't envisage many spammers applying to the mailing list for passwords. -- - Charlie Charles Goodwin <ch...@ve...> Online @ http://charlie.vexico.com |
From: Ricardo C. <ri...@ae...> - 2004-10-26 21:02:46
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Em Ter=E7a, 26 de Outubro de 2004 21:28, o Ryan Flegel escreveu: > On Tue, 26 Oct 2004 18:53:29 +0100, James Gregory <jr...@ds...> wro= te: > > I don't quite understand how public wikis can prevent this sort of > > thing. > > Only by having people regularily check for updates to the wiki and > deleting spam. It's probably also possible to ban by IP. I was going to suggest the IP ban, but there is a cons about it. In Portug= al,=20 a lot of ISP use transparent proxies and so a lot of different people have= =20 the same IP. This would punish a lot of innocent folks. Also, IPs are usually dynamic, so you would ban one, but, next connection,= he=20 would have another. I guess that if this starts happening a lot "privatizing" the wiki would b= e=20 the best thing. Unless someone doesn't mind to do the dirty job of doing=20 regularly checks for spam. Cheers, Ricardo =2D-=20 If one cannot enjoy reading a book over and over again, there is no use in reading it at all. -- Oscar Wilde |
From: Ryan F. <rf...@gm...> - 2004-10-26 20:28:37
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On Tue, 26 Oct 2004 18:53:29 +0100, James Gregory <jr...@ds...> wrote: > I don't quite understand how public wikis can prevent this sort of > thing. Only by having people regularily check for updates to the wiki and deleting spam. It's probably also possible to ban by IP. -- Ryan |