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From: James G. <jr...@ds...> - 2004-10-26 16:53:33
|
I don't quite understand how public wikis can prevent this sort of thing. James |
From: Red Z. <red...@pa...> - 2004-10-21 23:09:18
|
Just double checked on the compare issue. Seems like older gcc ain't compliant to ansi. :-( and lib definition changed. How about just working around that and using something like memcmp(lhs.c_str(), rhs.c_str(), lhs.length() - rhs.length())==0 Red. On Wed, 2004-10-20 at 21:57, Red Zebra wrote: > Hi, > > Not sure this is the right channel but I just compiled the latest CVS. > I had to made some small changes for compatiblility in order to > compile with 2.95.3. (running gentoo) None of these should break > anything and are very straight forward > > If someone would be so nice to add them or let me doit that would be > nice before the next official release. > > So here I go > > -------------------------------------------------------------- > /cvsroot/tuxkart/tuxkart/src/KartManager.cxx > /cvsroot/tuxkart/tuxkart/src/RaceManager.cxx > /cvsroot/tuxkart/tuxkart/src/StringUtils.cxx > /cvsroot/tuxkart/tuxkart/src/World.cxx > > had to add : > #include <algorithm> Committed... > ------------------------------------------------------------ > /cvsroot/tuxkart/tuxkart/src/start_tuxkart.cxx > replace: and by && > replace: or by || Committed... > -------------------------------------------------------------- > /cvsroot/tuxkart/tuxkart/src/StringUtils.cxx > > < return lhs.compare(lhs.length() - rhs.length(), rhs.length(), rhs) == > > return lhs.compare(rhs, lhs.length() - rhs.length(), rhs.length()) == > > none of the compare methods seems std++ ? Not committed (at least by me, someone else might commit it) because according to "The C++ Programming Language" compare can take: const basic_string& const Ch* size_type, size_type, const basic_string& size_type, size_typ[e, const basic_string&, size_type, size_type size_type, size_type, const Ch*, size_type Currently it uses the 3rd one, your one doesn"t seem to be there, so I"m not quite sure if that would fix more problems than it would create? > -------------------------------------------------------------- > /cvsroot/tuxkart/tuxkart/src/lisp/Lexer.cxx > > std::streamsize n = stream.readsome(buffer, BUFFER_SIZE); > > This is a bit different. readsome is not availabel in older > versions so I replaced it with > stream.reads(buffer, BUFFER_SIZE); > std::streamsize n = stream.gcount(); > Which should be exactly the same. However if that"s realy the case then > there might be an error in the 2 places a bit further where there > is an check fo stream.eof. because then stream.eof would be true > before c is at the end of the read buffer. (stream is already read > and reached the end but there"s still data there.) So I > had to put the stream.eof check to ( while(1) and if (0) ) I"ll leave someone else who understands that code to deal with that. Thanks, James |
From: James G. <j....@vi...> - 2004-10-20 22:50:18
|
On Wed, 2004-10-20 at 21:57, Red Zebra wrote: > Hi, > > Not sure this is the right channel but I just compiled the latest CVS. > I had to made some small changes for compatiblility in order to > compile with 2.95.3. (running gentoo) None of these should break > anything and are very straight forward > > If someone would be so nice to add them or let me doit that would be > nice before the next official release. > > So here I go > > -------------------------------------------------------------- > /cvsroot/tuxkart/tuxkart/src/KartManager.cxx > /cvsroot/tuxkart/tuxkart/src/RaceManager.cxx > /cvsroot/tuxkart/tuxkart/src/StringUtils.cxx > /cvsroot/tuxkart/tuxkart/src/World.cxx > > had to add : > #include <algorithm> Committed... > ------------------------------------------------------------ > /cvsroot/tuxkart/tuxkart/src/start_tuxkart.cxx > replace: and by && > replace: or by || Committed... > -------------------------------------------------------------- > /cvsroot/tuxkart/tuxkart/src/StringUtils.cxx > > < return lhs.compare(lhs.length() - rhs.length(), rhs.length(), rhs) == > > return lhs.compare(rhs, lhs.length() - rhs.length(), rhs.length()) == > > none of the compare methods seems std++ ? Not committed (at least by me, someone else might commit it) because according to "The C++ Programming Language" compare can take: const basic_string& const Ch* size_type, size_type, const basic_string& size_type, size_typ[e, const basic_string&, size_type, size_type size_type, size_type, const Ch*, size_type Currently it uses the 3rd one, your one doesn't seem to be there, so I'm not quite sure if that would fix more problems than it would create? > -------------------------------------------------------------- > /cvsroot/tuxkart/tuxkart/src/lisp/Lexer.cxx > > std::streamsize n = stream.readsome(buffer, BUFFER_SIZE); > > This is a bit different. readsome is not availabel in older > versions so I replaced it with > stream.reads(buffer, BUFFER_SIZE); > std::streamsize n = stream.gcount(); > Which should be exactly the same. However if that's realy the case then > there might be an error in the 2 places a bit further where there > is an check fo stream.eof. because then stream.eof would be true > before c is at the end of the read buffer. (stream is already read > and reached the end but there's still data there.) So I > had to put the stream.eof check to ( while(1) and if (0) ) I'll leave someone else who understands that code to deal with that. Thanks, James |
From: Red Z. <red...@pa...> - 2004-10-20 19:32:59
|
Hi, Not sure this is the right channel but I just compiled the latest CVS. I had to made some small changes for compatiblility in order to compile with 2.95.3. (running gentoo) None of these should break anything and are very straight forward If someone would be so nice to add them or let me doit that would be nice before the next official release. So here I go -------------------------------------------------------------- /cvsroot/tuxkart/tuxkart/src/KartManager.cxx /cvsroot/tuxkart/tuxkart/src/RaceManager.cxx /cvsroot/tuxkart/tuxkart/src/StringUtils.cxx /cvsroot/tuxkart/tuxkart/src/World.cxx had to add : #include <algorithm> ------------------------------------------------------------ /cvsroot/tuxkart/tuxkart/src/start_tuxkart.cxx replace: and by && replace: or by || -------------------------------------------------------------- /cvsroot/tuxkart/tuxkart/src/StringUtils.cxx < return lhs.compare(lhs.length() - rhs.length(), rhs.length(), rhs) == > return lhs.compare(rhs, lhs.length() - rhs.length(), rhs.length()) == none of the compare methods seems std++ ? -------------------------------------------------------------- /cvsroot/tuxkart/tuxkart/src/lisp/Lexer.cxx std::streamsize n = stream.readsome(buffer, BUFFER_SIZE); This is a bit different. readsome is not availabel in older versions so I replaced it with stream.reads(buffer, BUFFER_SIZE); std::streamsize n = stream.gcount(); Which should be exactly the same. However if that's realy the case then there might be an error in the 2 places a bit further where there is an check fo stream.eof. because then stream.eof would be true before c is at the end of the read buffer. (stream is already read and reached the end but there's still data there.) So I had to put the stream.eof check to ( while(1) and if (0) ) -------------------------------------------------------------- After all of this the games runs nicely and looks real good :-) red. |
From: Ryan F. <rf...@gm...> - 2004-10-18 00:38:43
|
On Sun, 17 Oct 2004 18:57:32 -0400, Eduardo Hern=C3=A1ndez <cos...@ho...> wrote: > I'm planning to add some AI. Details on the tuxkart wiki.. Game Design ->= AI That sounds good. Nobody is actively working on AI. To get SF dev access, message a request to this list with your sourceforge username. --=20 Ryan |
From: <cos...@ho...> - 2004-10-17 22:58:08
|
I'm planning to add some AI. Details on the tuxkart wiki.. Game Design -> AI _________________________________________________________________ MSN Amor: busca tu ½ naranja http://latam.msn.com/amor/ |
From: <cos...@ho...> - 2004-10-17 22:49:08
|
I just wanted to know what each developer is working on.. _________________________________________________________________ Las mejores tiendas, los precios mas bajos, entregas en todo el mundo, YupiMSN Compras: http://latam.msn.com/compras/ |
From: Steve B. <sjb...@ai...> - 2004-10-13 01:43:01
|
James Gregory wrote: > On Mon, 2004-10-11 at 23:35, Steve Baker wrote: > >>However, if you delete one window *then* create the other - then you'll >>certainly have to reload the textures - which would definitely be a PITA. > > It's very, very tempting to think you're trying to be funny. SDL doesn't > support multiple windows. No - actually, I don't use SDL - I wasn't aware of that limitation. But if I *had* thought of it, it would have been a pretty on-the-mark criticism! :-) ---------------------------- 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: Ricardo C. <ri...@ae...> - 2004-10-12 18:50:42
|
I personally like the jump key ever since I saw it in an old racing arcade game. I think it would be fun to have it on TuxKart. By the way, I haven't checked it lately, but it was working some time ago... Cheers, Ricardo Em Segunda, 11 de Outubro de 2004 21:23, o Matze Braun escreveu: > On Mon, 11 Oct 2004, James Gregory wrote: > > On Mon, 2004-10-11 at 11:24, Matze Braun wrote: > > Also, either fix or remove jump. > > I'd say remove, jumping is relatively useless and feels strange IMO... > -- You buttered your bread, now lie in it. |
From: Ricardo C. <ri...@ae...> - 2004-10-12 18:48:39
|
Em Segunda, 11 de Outubro de 2004 15:45, o James Gregory escreveu: > On Mon, 2004-10-11 at 13:51, Ricardo Cruz wrote: > > Em Segunda, 11 de Outubro de 2004 13:18, o James Gregory escreveu: > > > On Mon, 2004-10-11 at 11:24, Matze Braun wrote: > > > > 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. > > > > No, you don't. Just call: SDL_SetVideoMode(); and feed that to the > > screen Surface, if any exists. > > You might have to do that, but for change of resolutions. Even then, I > > don't think you need. > > > > By the way, SDL_WM_ToggleFullScreen(); might be a more friendly call, > > but it only works on X11. > > You evidently understand it better than I do, so feel free to add it. > Well, it looks like you have to reload all textures again afterall. Anyway, since you know the buttons code better than anyone else, maybe you could add that button and then call an empty function. Then, somebody else would write the necessary code for the function. > > No, you're wrong, they are needed. Instead of had removing them > > (something that you seem delighted to do), you should had improved them, > > by adding a different color, size or an icon. > > You think I'm wrong, I think I'm right. Nonetheless, if you want to put > them back, feel free, as I'm bored of arguing. > Pressing Esc to open/close a menu or quit is something that anyone is confortable with, but not really to go back to the previous menu. Besides, the target of the game should be ordinary ppl with no to little computer knowledge, and believe me when I say that an ordinary person doesn't know the keyboard layout that well. Especially, since, at least in Portugal, English key names are not translated - including the Esc key. You might argue that they have to know English to play the game, but believe me that it is much easier to understand a full text than a short text for something, Esc -> Escape. Cheers, Ricardo > James > -- A man walked into a bar with his alligator and asked the bartender, "Do you serve lawyers here?". "Sure do," replied the bartender. "Good," said the man. "Give me a beer, and I'll have a lawyer for my 'gator." |
From: James G. <j....@vi...> - 2004-10-12 06:17:14
|
On Mon, 2004-10-11 at 23:35, Steve Baker wrote: > James Gregory wrote: > > > 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. > > You ought to be able to open a second window which shares resources with > the first one - then delete the first window. If resources are shared > then you shouldn't have to reload textures. > > However, if you delete one window *then* create the other - then you'll > certainly have to reload the textures - which would definitely be a PITA. It's very, very tempting to think you're trying to be funny. SDL doesn't support multiple windows. James |
From: Steve B. <sjb...@ai...> - 2004-10-11 22:38:18
|
James Gregory wrote: > 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. You ought to be able to open a second window which shares resources with the first one - then delete the first window. If resources are shared then you shouldn't have to reload textures. However, if you delete one window *then* create the other - then you'll certainly have to reload the textures - which would definitely be a PITA. ---------------------------- 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: Matze B. <ma...@br...> - 2004-10-11 20:23:16
|
On Mon, 11 Oct 2004, James Gregory wrote: > 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... It's really not that hard, the values are in the kart profile files and there was some debug mode to change them I think. > > Also, either fix or remove jump. I'd say remove, jumping is relatively useless and feels strange IMO... > > > 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. That looks like some refcounting is wrong here. Why don't you try to fix it yourself? Refusing to learn plib won't really help you when working on tuxkart. (Docu about refcounting: http://plib.sourceforge.net/ssg/ssgBase.html) > > > -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). Well ok, you can still remove/disable network multiplayer and basically all buttons that do nothing. > > > 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. From what I've seen it's easily possible to reload all textures. So the easiest solution is to abort all main loops, shutdown everything and start the app from beginning again. > > > -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: I can't comment about the messy, but they surely aren't unnecessary. I always wonder for a few seconds how to get back to last screen before I find out ESC works. So this is surely bad for userfriendliness. Greetings, Matze |
From: Matze B. <ma...@br...> - 2004-10-11 20:16:59
|
On Mon, 11 Oct 2004, Ricardo Cruz wrote: > Em Segunda, 11 de Outubro de 2004 13:18, o James Gregory escreveu: > > On Mon, 2004-10-11 at 11:24, Matze Braun wrote: > > > 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. > > > No, you don't. Just call: SDL_SetVideoMode(); and feed that to the screen > Surface, if any exists. > You might have to do that, but for change of resolutions. Even then, I don't > think you need. AFAIK you have to reaload textures when switching from windowed into fullscreen mode. At least on win32 all textures turned white when doing so and on linux I had a xserver crash from time to time when not reloading textures. I wasn't able to find an official statement about this, but since the openglcontext is completely destroyed and reconstructed when switching I assume that you have to reload the textures. An alternative to complicated reload stuff would be to shut everything down and start the app again from the beginning. Greetings, Matze |
From: James G. <j....@vi...> - 2004-10-11 13:46:39
|
On Mon, 2004-10-11 at 13:51, Ricardo Cruz wrote: > Em Segunda, 11 de Outubro de 2004 13:18, o James Gregory escreveu: > > On Mon, 2004-10-11 at 11:24, Matze Braun wrote: > > > 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. > > > No, you don't. Just call: SDL_SetVideoMode(); and feed that to the screen > Surface, if any exists. > You might have to do that, but for change of resolutions. Even then, I don't > think you need. > > By the way, SDL_WM_ToggleFullScreen(); might be a more friendly call, but it > only works on X11. You evidently understand it better than I do, so feel free to add it. > No, you're wrong, they are needed. Instead of had removing them (something > that you seem delighted to do), you should had improved them, by adding a > different color, size or an icon. You think I'm wrong, I think I'm right. Nonetheless, if you want to put them back, feel free, as I'm bored of arguing. James |
From: James G. <j....@vi...> - 2004-10-11 13:42:23
|
As I added in support for joystick configuration it will mess up if it reads an old config file. Thanks, James |
From: Ricardo C. <ri...@ae...> - 2004-10-11 12:39:45
|
Em Segunda, 11 de Outubro de 2004 13:18, o James Gregory escreveu: > On Mon, 2004-10-11 at 11:24, Matze Braun wrote: > > 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. > No, you don't. Just call: SDL_SetVideoMode(); and feed that to the screen Surface, if any exists. You might have to do that, but for change of resolutions. Even then, I don't think you need. By the way, SDL_WM_ToggleFullScreen(); might be a more friendly call, but it only works on X11. > > -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 > No, you're wrong, they are needed. Instead of had removing them (something that you seem delighted to do), you should had improved them, by adding a different color, size or an icon. Also something that annoys me is that you can't press Up in the first item and go to last, and also press Down on last item to go to first. Cheers, Ricardo -- economist, n: Someone who's good with figures, but doesn't have enough personality to become an accountant. |
From: Ricardo C. <ri...@ae...> - 2004-10-11 12:30:57
|
I just want to ask to stop asking to remove stuff! It's just plain stupid and revails your ignorance. If it is bad implemented, it's one thing. But if it just isn't tweaked or polished enough, why not just disable it?? Cheers, Ricardo Em Segunda, 11 de Outubro de 2004 13:18, o James Gregory escreveu: > 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 > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > Use IT products in your business? Tell us what you think of them. Give us > Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel -- Keep your Eye on the Ball, Your Shoulder to the Wheel, Your Nose to the Grindstone, Your Feet on the Ground, Your Head on your Shoulders. Now... try to get something DONE! |
From: James G. <j....@vi...> - 2004-10-11 11:36:44
|
On Mon, 2004-10-11 at 11:24, Matze Braun wrote: > On Mon, 11 Oct 2004, James Gregory wrote: > Oh, two other things: 1. You currently have to run it from the root directory, i.e. ./src/tuxkart, or otherwise it will fail to load all the textures. Surely this isn't very hard to fix if you understand how textures are loaded? 2. Grumbel said that the way the kart keeps flicking round would be easy to fix. Is it? James |
From: James G. <j....@vi...> - 2004-10-11 11:19:03
|
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 |
From: Matze B. <ma...@br...> - 2004-10-11 10:24:15
|
On Mon, 11 Oct 2004, James Gregory 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) > - Either fixing tire tracks or simply removing them At the moment we should disable them, since tire tracks only happen when the car slides, just with the current physics code the car simply doesn't slide. > - Sorting out LOD. > > And actually releasing something? 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 -Cleanup main menu (No multiplayer button, if there is no multiplayer, same goes for sound and display settings). A display setting for resolution and fullscreen would be a good idea though. -Add back buttons to the menus -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. Greetings, Matze |
From: James G. <j....@vi...> - 2004-10-11 05:45:26
|
- 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 - Either fixing tire tracks or simply removing them - Sorting out LOD. And actually releasing something? James |
From: Matze B. <ma...@br...> - 2004-09-29 00:35:31
|
On Tue, 28 Sep 2004, Joel Davis wrote: > Hello.. I saw the gotm mention of tuxkart (a little > late, I guess) and wanted to try and contribute. I'm a > programmer but I want to get a little more practice > doing level design and level building so I was > thinking of trying to build a "halloween" themed track > (before halloween). > > I had some questions, first a political one: Is there > any objections to using non-free software to create > content as long as the content is given to the tuxkart > project? There aren't any legal issues, but people > might have concerns about the open-source purity of > the project, and I'd respect that. All of the links > and tutorials mention only open source tools. (I'll > contibute any exporters I write in the process). If > people have a problem with the use of proprietary > tools, I'll find another way to contribute. > You can use non-free tools too. In fact all old tuxkart tracks have been created with ac3d which is no free app. Although there are some good reasons why we prefer free tools: - Ideological: After all we're writing free software and wanna push usage of free software - Practical: If others want to change/improve/work on your models they are forced to buy a commercial app. Often this makes it impossible for people to contribute. > Next, some technical questions: > - How does the engine handle visibility? Should I > break the track into chunks that the engine can cull, > or will it do that when it loads? How big should each > chunk be for the engine to be happy? Yes we need chunks, I'm not really sure what chunk size is optimal. > - instancing? See file format docu at homepage > - does the ac3d format support per-vertex color (aka > prelight?) I think yes, eventually consult google or the source code of the ac3d loader in plib. > - texture budget? And is the 256 res. limit still in > effect now that no one uses voodoo cards? I think textures can be any color depth and png now. > - how does the engine decide what to use for > collision? can we mark geometry to not-collide? what > about collision-only geometry? should I just use > regular geometry with a 100% transparent map? You can set flags on a per-texture basis. (Though there isn't even a NoCollision flag yet I think but it should be easy to add). > > I'm sure I'll have more questions once I start > modeling, and I can always dig through the code to > answer them, but I thought I'd ask the experts, and > introduce myself. Welcome Joe Greetings, Matze |
From: Joel D. <jo...@ya...> - 2004-09-28 20:22:24
|
Hello.. I saw the gotm mention of tuxkart (a little late, I guess) and wanted to try and contribute. I'm a programmer but I want to get a little more practice doing level design and level building so I was thinking of trying to build a "halloween" themed track (before halloween). I had some questions, first a political one: Is there any objections to using non-free software to create content as long as the content is given to the tuxkart project? There aren't any legal issues, but people might have concerns about the open-source purity of the project, and I'd respect that. All of the links and tutorials mention only open source tools. (I'll contibute any exporters I write in the process). If people have a problem with the use of proprietary tools, I'll find another way to contribute. Next, some technical questions: - How does the engine handle visibility? Should I break the track into chunks that the engine can cull, or will it do that when it loads? How big should each chunk be for the engine to be happy? - instancing? - does the ac3d format support per-vertex color (aka prelight?) - texture budget? And is the 256 res. limit still in effect now that no one uses voodoo cards? - how does the engine decide what to use for collision? can we mark geometry to not-collide? what about collision-only geometry? should I just use regular geometry with a 100% transparent map? I'm sure I'll have more questions once I start modeling, and I can always dig through the code to answer them, but I thought I'd ask the experts, and introduce myself. Thanks! Joel |
From: Charles G. <ch...@ve...> - 2004-09-08 10:38:29
|
On Wed, 2004-09-08 at 12:18 +0200, Charles Bigcat wrote: > I can provide original loopable background music for all tracks in Ogg > format. It'll be more > along the classical lines (say, like the music from Diddy Kong Racing). Please do! I see no reason why good submissions wouldn't be immediately accepted and put into the game. -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |