tuxkart-devel Mailing List for Tux Kart (Page 11)
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From: James G. <jam...@bt...> - 2004-07-30 21:15:44
|
On Fri, 2004-07-30 at 21:58, Steve Baker wrote: > James Gregory wrote: > > Thanks, > > I need your sourceforge account name. jamesgregory Thanks, James |
From: Steve B. <sjb...@ai...> - 2004-07-30 20:54:13
|
James Gregory wrote: > Thanks, I need your sourceforge account name. ---------------------------- 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: James G. <jam...@bt...> - 2004-07-30 17:13:52
|
Thanks, James |
From: Ingo R. <gr...@gm...> - 2004-07-29 21:45:07
|
Currently all commit mails that go to tuxkart-cvs come with an incorrect From-header: From: tux...@li... The cvs-commit scripts itself should be correct and work in other projects as expected, so I think its something with the tuxkart-cvs mailing lists setting. Steve, could you check if there is anything set in the mailing lists setting so that the From header gets overwritten? And while at that, it would also be nice if you could set the Reply-To: header of tuxkart-cvs mail to tux...@li... in the settings so that discussion stays on this list. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-07-29 16:56:24
|
James Gregory <jam...@bt...> writes: > - physics, car handling > - AI > - generic stuff which needs doing in all programs - parsing/dealing > with text files, user interface, etc Physics is currently the most important thing todo, unless that gets done right, everything else is basically worthless, so I would suggest to work in that area. A nice tutorial for vehicle physics is available at: * http://home.planet.nl/~monstrous/tutcar.html * http://home.planet.nl/~monstrous/download.html#cardem08 and should provide a much better start then using ODE, which is IMHO overly complex for 'fun-kart-physics'. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: James G. <jam...@bt...> - 2004-07-28 21:25:28
|
I wouldn't mind helping out with this GOTM thing, but I'd need some directions as to what I might do such that I'm not doing work already being done/being made obsolete by someone else. What I can/am willing do: - write stuff in C++ - learn simple scripting languages if required - I know a bit about physics What I can't do: - I know very little about OpenGL - I can't draw - I can't do 3D modelling - I can't write music Therefore, examples of things I could help out with would be: - physics, car handling - AI - generic stuff which needs doing in all programs - parsing/dealing with text files, user interface, etc Examples of things I couldn't really help out with would be: - graphics - loading/dealing with models and textures I'm happy to either collaborate with someone else on something or alternatively just to be given something that needs doing and go away and do it. Thanks, James |
From: Paul B. <pb...@sb...> - 2004-07-27 02:43:18
|
FWIW Department: I'd like to see levels.dat go away. The Track directories should be dynamically parsed. And even if someone screws up and gives themes and tracks the same name, the parser should not choke, but display all themes/tracks it finds. How it gets displayed in the menus is another matter. Here we just want to populate a structure with all the theme/track information needed by the game engine and UI. There should be NO sharing of textures or models between themes. They should be standalone entities. Any common items like karts, players, herrings and effects are assumed to be elsewhere. Of course it might be nice to have themeable overrides for the herrings and maybe other common elements. (Hmmmmm) Maybe a nice recursive method could be used to populate the theme/track info structures. The names of directory's should not be significant to the parser. In fact the whole hierarchy should be case insensitive. The parser should be indifferent to DOS/UNIX line endings. (I think the current .loc parser tuxkart/plib already handles this) Within each THEME directory there should be ONE .nfo file: There should be a .loc file for each track within a that theme directory. The .drv will also be at this level. Subdirectories for models, textures, and audio exist to organize the common componets of the theme. The parser must be robust should not choke if it does not find any directories or files. Errors for missing items should be sent to stderr or whatever method plib supports for OMG messages are mandatory to make developers lives easier. The track/theme directory hierarchy could go something like this: ( where <...> are directories and [...] are files and # set off comments.) <Players_root> <Theme_root> <Theme_dir_1> [theme.nfo] : Theme Name, Theme Background image?, Theme Music? #PARSE ME for Theme info #Theme info - Maybe the menu system could change the background and #theme music as the player scrolls through the available themes/tracks #Would probably require some code to make the transition between images #and music smooth. Obviously these ideas are currently outside of the #agreed upon enhancements for the current revision. Perhaps in the #future.. [track_a.drv] : Drive file [track_a.loc] : Location file - Track Name, Track Music, Herrings, etc... #PARSE ME for track info [track_b.drv] [track_b.loc] ... <models> : models, animations... [track_a.ac] [track_b.ac] [widget.ac] [widget.bones] ... <textures> [texture.rgb]... <sources> : storage for theme development files... #Possibly not distributed with binary distributions? [something.blend]... [bricks.xcf]... <audio> [blam.wav]... :Theme specific sound files... [rockon.mod]... <Theme_dir_2> ... <Theme_dir_n> Gosh it's late and I've rambled on too long here. Hope someone can make sense of this. Improve it, reprove, dicuss... G'nite. Pb - Tuxkart Lurker Flames invited! On Sunday 25 July 2004 04:27 pm, Pascal Giard wrote: > Hi there guys, > > i'm trying to get to understand more about why tuxkart currently loads > tracks this way in order to add support for > ~/tuxkart/tracks/{*.{loc,drv,ac},levels.dat} (like listed at > http://netpanzer.berlios.de/tuxkart/index.php/Tasks). > > Firstly, that perhaps only Steve can answer: > i'm wondering what is the purpose of the constant MAX_TRACKS ? > can't we just look for a \0 or ' ' in levels.dat ? > > I'm also seeking for ideas in order to cleanly support two tracks > directories. I know some ugly ways to implement it, but would definitly > appreciate to find/learn-about better solutions. > > -Pascal > -- > Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) > Projet [e]MoviX[2] (http://movix.sf.net) > Debian Project (http://www.debian.org) > TuxKart (Wiki (GOTM): http://netpanzer.berlios.de/tuxkart/index.php) > > > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel |
From: Steve B. <sjb...@ai...> - 2004-07-27 01:49:08
|
Michael George wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > Hi, > > I spent some time this weekend creating a blender model of one of the > sketches in the upload section of the wiki. I would like to upload, but > I guess I need a login for the wiki to add content. Could someone > please tell me how to get one? It tells you right there in the Wiki main page - click on: "How To use this wiki" ...then follow the instructions. ---------------------------- 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...> - 2004-07-26 11:37:46
|
Michael George <mi...@ge...> writes: > I spent some time this weekend creating a blender model of one of > the sketches in the upload section of the wiki. I would like to > upload, but I guess I need a login for the wiki to add content. > Could someone please tell me how to get one? Just login with a name that contains at least two uppercase letters, ie. 'JonDoe', see: http://netpanzer.berlios.de/tuxkart/index.php/How%20To -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Michael G. <mi...@ge...> - 2004-07-26 04:34:32
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi, I spent some time this weekend creating a blender model of one of the sketches in the upload section of the wiki. I would like to upload, but I guess I need a login for the wiki to add content. Could someone please tell me how to get one? Thanks, Mike George -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.3 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org iD8DBQFBBInOrJDiig1GCW0RAufuAJ43ae0ywlM2iS3bystZv0/Jwlz0fQCcCWMm LmE1QeIIjqNI4DUIpDTwhCo= =nOwA -----END PGP SIGNATURE----- |
From: Pascal G. <pa...@gu...> - 2004-07-25 21:37:30
|
Hi there guys, i'm trying to get to understand more about why tuxkart currently loads tracks this way in order to add support for ~/tuxkart/tracks/{*.{loc,drv,ac},levels.dat} (like listed at http://netpanzer.berlios.de/tuxkart/index.php/Tasks). Firstly, that perhaps only Steve can answer: i'm wondering what is the purpose of the constant MAX_TRACKS ? can't we just look for a \0 or ' ' in levels.dat ? I'm also seeking for ideas in order to cleanly support two tracks directories. I know some ugly ways to implement it, but would definitly appreciate to find/learn-about better solutions. -Pascal -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) TuxKart (Wiki (GOTM): http://netpanzer.berlios.de/tuxkart/index.php) |
From: Matze B. <ma...@br...> - 2004-07-23 10:58:20
|
newer autoconf packages come with the "autoreconf" tool, so autogen.sh should be a thing of the past for 95% of projects... Greetings, Matze On Thu, 22 Jul 2004, Arnaud Quette wrote: > an autogen.sh would be useful for cvs > usage. The one from plib is fine. > > I can do it if somebody give me the > right (sf user: uzuul) > > Arnaud > --- > Debian Developer > OpenSource Developer (Network UPS Tools, ...) > > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel > > |
From: Paul B. <pb...@sb...> - 2004-07-23 01:22:02
|
I think there is a script called "reconf" that's already in the root that does the same thing. Pb On Thursday 22 July 2004 12:36 pm, Arnaud Quette wrote: > an autogen.sh would be useful for cvs > usage. The one from plib is fine. > > I can do it if somebody give me the > right (sf user: uzuul) > > Arnaud > --- > Debian Developer > OpenSource Developer (Network UPS Tools, ...) > > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel |
From: Arnaud Q. <arn...@fr...> - 2004-07-22 17:36:41
|
an autogen.sh would be useful for cvs usage. The one from plib is fine. I can do it if somebody give me the right (sf user: uzuul) Arnaud --- Debian Developer OpenSource Developer (Network UPS Tools, ...) |
From: Pascal G. <pa...@gu...> - 2004-07-22 04:14:57
|
> EEEEWWWWWWWWWWWW!!!!! > > Who uses CapitalLetters in --app-arguments? > > "./tuxkart --list-tracks" please! fixed! --no-start-screen Quick race. --track n Start at track number n (see --list-tracks). --list-tracks Show available tracks. --laps n Define number of laps to n. --players n Define number of players to either 1, 2 or 4. --reverse Enable reverse mode. --mirror Enable mirror mode (when supported). --fullscreen Fullscreen display. --no-borders Disable window borders/decorations. --screensize WIDTH HEIGHT Set the screen resolution (e.g. 320 200). --version Show version. -Pascal -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |
From: Charles G. <ch...@ve...> - 2004-07-21 16:30:54
|
On Wed, 2004-07-21 at 12:03 -0400, Pascal Giard wrote: > With current version in CVS (at least available to developpers), just use > "./tuxkart --listTracks". EEEEWWWWWWWWWWWW!!!!! Who uses CapitalLetters in --app-arguments? "./tuxkart --list-tracks" please! -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Pascal G. <pa...@gu...> - 2004-07-21 16:13:08
|
> > '--help' should just give a list of command line options and not > > clutter up valuable screen space in a terminal with track names or > > other data (there are after all just 24 lines per default). > > > I believe he meant that the list should be shown when passing '- > -help tracks-list', not just '--help'. With current version in CVS (at least available to developpers), just use "./tuxkart --listTracks". -Pascal -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |
From: Ingo R. <gr...@gm...> - 2004-07-21 15:03:27
|
Steve Baker <sjb...@ai...> writes: > ODE would give us things like animation of suspension parts and > convincing animation of things like crashes, jumps and stuff like > tipping up on two wheels. Once you've gone through the pain of > making it work, ODE gives you a lot of cool/unplanned effects 'for > free'. The question is if we actually want these effects. Its after all a gokart simulation and gokarts in general don't do much jumps and stuff in real life, neither is it much common that they roll-over (could end up a little bit ugly for the driver) and stuff like that. In my view the gokart should basically just basically have three states: 1) its on the road with all four weels 2) its in the air doing a jump 3) it got hit by a weapon and does some kind of 'rotation' animation The transition between those stages shouldn't be physically accurate, it should basically all be hard wired stuff. I don't want a kart to tipping on two wheels or collide realistically with some object and land on the side. If it collides it should bounce of the target in a way that makes most sense from a gameplay point of view, ie. automatically position the kart in the right direction so that the driver doesn't lose too much time. Same with a jump, if I for example jump onto another kart, I want the kart to be simply displaced a bit, not have a physical accurate collision where both karts start to roll over and such. Its after all a fun game, so collision handling should be more based on comic-physics (having characters flap with there arms a bit before starting to fall into a pit) than on real life ones. Beside that having convincing collisions would get extremly throuble some with real life physics, since the karts consists to 80% out of characters and are not solid objects like a char. So unless there is a whole bunch of rag-doll physics involved it won't look much convincing even if the kart itself behaves more or less correctly. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Matze B. <ma...@br...> - 2004-07-21 13:24:26
|
Hi, I just fixed the broken blender2cal3d script, so now we should have a nice toolchain for creating and using animations with blender and cal3d. You can find the tool and some instructions here: http://netpanzer.berlios.de/tuxkart/index.php/Cal3d%20Exporter Should we use cal3d in tuxkart? Do you have any opinions on that Steve? Greetings, Matze |
From: Ricardo C. <ri...@ae...> - 2004-07-21 10:31:58
|
Em Ter=E7a, 20 de Julho de 2004 19:08, o Ingo Ruhnke escreveu: > "Pascal Giard" <pa...@gu...> writes: > > the list could be directly included when calling --help unless we > > fear a big --help output. > > '--help' should just give a list of command line options and not > clutter up valuable screen space in a terminal with track names or > other data (there are after all just 24 lines per default). > I believe he meant that the list should be shown when passing '--help=20 tracks-list', not just '--help'. Ricardo =2D-=20 Smoking Prohibited. Absolutely no ifs, ands, or butts. |
From: Pascal G. <pa...@gu...> - 2004-07-21 06:25:53
|
> --listtracks or --list-tracks would > avoid possible confusion... i've just commited new modifications: --listTracks made its way thru. '--screenMode n' became '--resolution X Y' where X and Y are your desired width and height. -Pascal -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |
From: Steve B. <sjb...@ai...> - 2004-07-21 05:20:52
|
Ingo Ruhnke wrote: > Found a little tutorial on vehicles physics, comes even with a little > example programm (compiles without problems with allegro): > > * http://home.planet.nl/~monstrous/tutcar.html > * http://home.planet.nl/~monstrous/download.html#cardem08 > > Might provide a good start for Tuxkart physics and should be a whole > lot less throublesome than full blown ODE support. Wow! That's a good tutorial. So back to the question of ODE versus home-grown dynamics. ODE would give us things like animation of suspension parts and convincing animation of things like crashes, jumps and stuff like tipping up on two wheels. Once you've gone through the pain of making it work, ODE gives you a lot of cool/unplanned effects 'for free'. We should look at how Torcs works - I believe it uses ODE and PLIB - maybe they've done a lot of the work for us. However, doing something based on this tutorial would be much easier to implement and subsequently be easier to tune. It's a really hard call. ---------------------------- 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...> - 2004-07-20 18:13:48
|
Found a little tutorial on vehicles physics, comes even with a little example programm (compiles without problems with allegro): * http://home.planet.nl/~monstrous/tutcar.html * http://home.planet.nl/~monstrous/download.html#cardem08 Might provide a good start for Tuxkart physics and should be a whole lot less throublesome than full blown ODE support. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Jacob P. <st...@ap...> - 2004-07-20 18:13:45
|
On Tuesday 20 July 2004 00:08, Steve Baker wrote: > Jacob Persson wrote: > > I've seen the getNumTriangles functions and such in ssgLeaf but I don't > > understand how you get to them from ssgTransform. > > They come though un-transformed...it has to be like that for many reasons. > > The ODE collision library must have some mechanism for indicating that > objects are stuck under a transform. I don't think that's a problem because ODE stores its own transformations which you then can apply to ssg. how exactly do I access the vertices? -- Name: Jacob Persson Homepage: www.apollo.nu/~straver/ |
From: Ingo R. <gr...@gm...> - 2004-07-20 18:08:34
|
"Pascal Giard" <pa...@gu...> writes: > the list could be directly included when calling --help unless we > fear a big --help output. '--help' should just give a list of command line options and not clutter up valuable screen space in a terminal with track names or other data (there are after all just 24 lines per default). > the thing that concerns more is that a user can definitly change > it's tracks later on. We could even, at some point, create packages > that contains more tracks. So i don't think it's a good idea to have > some hardcoded information. In the long run tracks should all go into their own directory, so a --track option should just act on the filename or directory name. So currently it should be like: ./tuxkart --track data/geekopeak.loc or even better just: ./tuxkart data/geekopeak.loc Anyway, the whole command line options are mainly meant for debugging to surpass the in-game GUI, so changing them later to something else is really a not an issue. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |