tuxkart-devel Mailing List for Tux Kart (Page 12)
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From: Pascal G. <pa...@gu...> - 2004-07-20 17:39:25
|
> --listtracks or --list-tracks would > avoid possible confusion... > > >what do you guys think of that ? > > > > > yeh, might be useful to find which > number for the desired track to > be launched with --track the list could be directly included when calling --help unless we fear a big --help output. 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. I'd use *trackNames, which is created by parsing data/levels.dat . The limitation of course is that i won't be able to determine a race type and/or difficulty. -Pascal -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |
From: Arnaud Q. <arn...@fr...> - 2004-07-20 17:28:53
|
Pascal Giard wrote: >>e.g.: tuxkart --list >> --listtracks or --list-tracks would avoid possible confusion... >what do you guys think of that ? > > yeh, might be useful to find which number for the desired track to be launched with --track Arnaud |
From: Pascal G. <pa...@gu...> - 2004-07-20 07:18:54
|
> e.g.: tuxkart --list > Track# Name Type Difficulty > ---+------------------------+--------------------+--------- > 0 - Random track [any] [any] > 1 - Dry Gulch Desert Easy > 2 - Shifting Sands Desert Medium > 3 - Arctic Expressway Snow/Ice Medium > 4 - Herring Highway Snow/Ice Easy > 5 - Falling Waters Water Easy > 6 - Raging River Water Hard > 7 - Sunny Beach Water Medium > ... > > Just a thought. what do you guys think of that ? i could easily add it... -Pascal -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |
From: Pascal G. <pa...@gu...> - 2004-07-20 07:15:10
|
> setting 'w' and 'h' to -1 forces them to the full width or height > of the screen. Hence you can have full screen windows with or > without borders and non-full screen windows with or without borders too. > > > At the moment, what annoys me is that the way i do it, either of them need to > > be called before pwInit because pwInit determines the size of the window. > > Outside pwInit, I don't know how to change the window size yet... > > pwSetSize, pwSetOrigin or pwSetSizeOrigin > > PW is an extremely simple windowing system - the documentation for > it is here: > > http://plib.sourceforge.net/pw/index.html thank you for the hint. see the CVS for the changes. -Pascal -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |
From: Paul B. <pb...@sb...> - 2004-07-20 01:25:04
|
On Monday 19 July 2004 12:18 am, Pascal Giard wrote: > Hi there guys, > i've just commited some changes to the CVS adding the possibility to > choose your screen resolution and removing the window borders. > [more comments below for those interested]=B9 Cut From Wiki: >PascalGiard has added some options to the command line: > > --track n Start at track number n. First track is 0. > --nbrLaps n Define number of laps to n. > --reverse Enable reverse mode. > --mirror Enable mirror mode (when supported). > --screenMode n Set the screen mode to: > 0: 320x240 5: 960x720 > 1: 400x300 6: 1024x768 > 2: 512x384 7: 1152x864 > 3: 640x480 8: 1280x1024 > 4: 800x600 > --noBorder Disable window borders/decoration. > I like the command line options, but I can see the need for another option.= =20 Please consider adding a list command to list out the existing tracks by in= =20 some logical order. Maybe sorted by theme, difficulty?, name, etc... e.g.: tuxkart --list Track# Name Type Difficulty ---+------------------------+--------------------+--------- 0 - Random track [any] [any] 1 - Dry Gulch Desert Easy 2 - Shifting Sands Desert Medium 3 - Arctic Expressway Snow/Ice Medium 4 - Herring Highway Snow/Ice Easy =20 5 - Falling Waters Water Easy 6 - Raging River Water Hard 7 - Sunny Beach Water Medium ... Just a thought. PBoese Tuckart-devel lurker |
From: Steve B. <sjb...@ai...> - 2004-07-20 00:05:44
|
Jacob Persson wrote: > I've been playing with ODE and plib trying achieve some collision detection > between meshes loaded from AC-models. Yeah - that's an interesting problem. > 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 also wonder if > getVertex (0) returns the pointer to the start of the vertex-array. Yes - it does. But that array isn't transformed by any ssgTransform's above them in the tree because that would preclude moving parts in the model. > And At > last does plib store it's meshes using indices? if so can get you get access > to them? There are actually several different leaf nodes that operate in different ways. ---------------------------- 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: Steve B. <sjb...@ai...> - 2004-07-20 00:01:08
|
Ingo Ruhnke wrote: > You can get into fullscreen by calling pwInit(FALSE, 0), however that > doesn't give you real fullscreen, just a borderless window at the size > of your desktop, which won't be much good for the lower-end hardware, > see: There isn't a whole lot of difference between a maximally sized borderless window and a "full screen" window in any current OpenGL implementations. The only ones where it really mattered were the old Voodoo-1/2 cards which could really only do full-screen and where the fallback without full-screen was abysmally slow. However, TuxKart isn't gonna runs bearably on that kind of hardware once we've improved the graphics much more than they are right now. > No idea if there is a way to switch the graphics mode with plib to get > fullscreen in a custom resolution. No - there isn't a way to do that. ---------------------------- 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: Steve B. <sjb...@ai...> - 2004-07-19 23:57:17
|
Pascal Giard wrote: > I know i can't use glutFullScreen(), we're not using GLUT... No - early versions of TuxKart used GLUT - but I got sick of Windows users whining that it wasn't installed on their systems and that the BeOS version of GLUT was utterly braindead. Hence, PLIB now includes a very simple windowing library which includes all the important= bits of GLUT that most games actually need and none of the junk that it doesn't need. PW uses the convention that passing '-1' as the window width/height will make it fill the screen. So, on startup: pwInit ( 0, 0, -1, -1, FALSE, "TuxKart", FALSE, 0 ) ; =2E..or later... pwSetSizeOrigin ( 0, 0, -1, -1 ) ; =2E..there isn't a mechanism to turn the borders on and off once the window is opened. > I saw your answer Steve=B9, but i don't understand what is managing the= windows > for tuxkart... PW is the windowing library that comes with PLIB: http://plib.sourceforge.net/pw/index.html ---------------------------- 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: Steve B. <sjb...@ai...> - 2004-07-19 23:51:00
|
Pascal Giard wrote: > but as you might observe, --noBorder isn't there. The reason is simple, i want > a full-fledge --fullscreen option but didn't find how to proceed yet. > > i'd appreciate some cues ;) The 'pwInit' call is the thing here. void pwInit ( int x, int y, int w, int h, int multisample, char *title, int border, int num_samples ) ; ...setting 'border' to FALSE gets rid of the window decoration, setting 'w' and 'h' to -1 forces them to the full width or height of the screen. Hence you can have full screen windows with or without borders and non-full screen windows with or without borders too. > At the moment, what annoys me is that the way i do it, either of them need to > be called before pwInit because pwInit determines the size of the window. > Outside pwInit, I don't know how to change the window size yet... pwSetSize, pwSetOrigin or pwSetSizeOrigin PW is an extremely simple windowing system - the documentation for it is here: http://plib.sourceforge.net/pw/index.html ---------------------------- 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...> - 2004-07-19 18:32:48
|
eGore <eg...@gm...> writes: > where to get the textures used for the track building tutorial? They are floating around in: http://pingus.seul.org/~grumbel/tmp/tuxkart/ You can of course also just use the ones that come with Tuxkart or draw yourself some textures. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: eGore <eg...@gm...> - 2004-07-19 17:50:53
|
Hi list where to get the textures used for the track building tutorial? Thanks, Christoph aka egore |
From: Matze B. <ma...@br...> - 2004-07-19 15:01:37
|
On Mon, 19 Jul 2004, Jacob Persson wrote: > I've been playing with ODE and plib trying achieve some collision detection > between meshes loaded from AC-models. > > I've seen the getNumTriangles functions and such in ssgLeaf but I don't > understand how you get to them from ssgTransform. I also wonder if > getVertex (0) returns the pointer to the start of the vertex-array. And At > last does plib store it's meshes using indices? if so can get you get access > to them? From what I've seen in plib, getVertex(index) does return the actual vertex (the pointer is to a float[3]). A transform itself has no vertices or faces, you have to look at the children (eventually it's just more ssgBranches), but somewhere down in that tree you'll find ssgLeaf's that contain the geometry. (In my testapp this resulted in a nasty long line like this: //world->print(); // oh how ugly... but this is just a prototype app... ssgBranch* branch = dynamic_cast<ssgBranch*> (world); if(branch) { ssgTransform* trans = dynamic_cast<ssgTransform*> (branch->getKid(0)); if(trans) { ssgBranch* branch = dynamic_cast<ssgBranch*>(trans->getKid(0)); if(branch) { for(int i = 0; i < branch->getNumKids(); ++i) { ssgLeaf* leaf = dynamic_cast<ssgLeaf*> (branch->getKid(i)); ... ). I couldn't find a nicer way so far, maybe Steve knows one... Greetings, Matze |
From: Matze B. <ma...@br...> - 2004-07-19 14:51:37
|
I did similar experiments here: http://www.stud.uni-karlsruhe.de/~uxsm/odekart.tar.bz2 (althought I've given up for now, since ode is more complicated than I expected (or my physics knowledge is too limited...)) but the code might be a start or inspiration for you :) Greetings, Matze On Mon, 19 Jul 2004, Jacob Persson wrote: > I've been playing with ODE and plib trying achieve some collision detection > between meshes loaded from AC-models. > > I've seen the getNumTriangles functions and such in ssgLeaf but I don't > understand how you get to them from ssgTransform. I also wonder if > getVertex (0) returns the pointer to the start of the vertex-array. And At > last does plib store it's meshes using indices? if so can get you get access > to them? > > > -- > Name: Jacob Persson > Homepage: www.apollo.nu/~straver/ > > > ------------------------------------------------------- > 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: Pascal G. <pa...@gu...> - 2004-07-19 14:22:15
|
> You can get into fullscreen by calling pwInit(FALSE, 0), however that > doesn't give you real fullscreen, just a borderless window at the > size of your desktop, which won't be much good for the lower-end > hardware, see: > > * http://plib.sourceforge.net/pw/ yes, that's exactly what my "undocumented" option --noBorder does. > No idea if there is a way to switch the graphics mode with plib to > get fullscreen in a custom resolution. that's what i want to know... be able to switch into fullscreen in a different resolution than your desktop's resolution. -Pascal -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |
From: Jacob P. <st...@ap...> - 2004-07-19 13:43:56
|
I've been playing with ODE and plib trying achieve some collision detection between meshes loaded from AC-models. I've seen the getNumTriangles functions and such in ssgLeaf but I don't understand how you get to them from ssgTransform. I also wonder if getVertex (0) returns the pointer to the start of the vertex-array. And At last does plib store it's meshes using indices? if so can get you get access to them? -- Name: Jacob Persson Homepage: www.apollo.nu/~straver/ |
From: Ingo R. <gr...@gm...> - 2004-07-19 12:12:13
|
tux...@li... writes: > Update of /cvsroot/tuxkart/tuxkart > In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv14354 > > Modified Files: > README > Log Message: > trying to get commit messages to work [...] There you go, commits are now send correctly to the tuxkart-cvs mailing lists. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-07-19 11:39:14
|
"Pascal Giard" <pa...@gu...> writes: > I know i can't use glutFullScreen(), we're not using GLUT... > > I saw your answer Steve=B9, but i don't understand what is managing the w= indows > for tuxkart... You can get into fullscreen by calling pwInit(FALSE, 0), however that doesn't give you real fullscreen, just a borderless window at the size of your desktop, which won't be much good for the lower-end hardware, see: * http://plib.sourceforge.net/pw/ No idea if there is a way to switch the graphics mode with plib to get fullscreen in a custom resolution. --=20 WWW: http://pingus.seul.org/~grumbel/=20 JabberID: gr...@ja...=20 ICQ: 59461927 |
From: Pascal G. <pa...@gu...> - 2004-07-19 06:07:20
|
I know i can't use glutFullScreen(), we're not using GLUT... I saw your answer Steve¹, but i don't understand what is managing the windows for tuxkart... -Pascal ¹ http://sourceforge.net/mailarchive/message.php?msg_id=485262 -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |
From: Pascal G. <pa...@gu...> - 2004-07-19 05:27:48
|
Hi there guys, i've just commited some changes to the CVS adding the possibility to choose your screen resolution and removing the window borders. [more comments below for those interested]¹ you might want to try choosing your desktop resolution in fullscreen. mine is 1024x768, so in order to play fullscreen: ./tuxkart --screenMode 6 --noBorder again, all the options are listed with --help... but as you might observe, --noBorder isn't there. The reason is simple, i want a full-fledge --fullscreen option but didn't find how to proceed yet. i'd appreciate some cues ;) anyway, that's it for now... -Pascal PS: please try my modifications and send your comments, there're well appreciated! ¹ It was quite easy to change the resolution, i used reshape(x,y). it's pointing on setScreenSize(x,y). At the moment, what annoys me is that the way i do it, either of them need to be called before pwInit because pwInit determines the size of the window. Outside pwInit, I don't know how to change the window size yet... Another thing is that the SplashScreen (InitialScreen) isn't scalable yet. -- 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...> - 2004-07-18 20:02:40
|
Paul Sandulescu wrote: > I talked to a musician and he already started working on a first audio track > for Tuxkart. I heard some of his previous songs, and they're not bad at all! > Also, he already has some stuff that could be used in the game. He or I will > post something here or on the Wiki with some samples whenever he gets them > ready. What formats is he going to work in? TuxKart currently uses 'MOD' format because it produces *tiny* file sizes. Most musicians think they can just turn in an MP3 or something - but we'd need to rewrite the music code (and probably the entire sound system) in that case. ---------------------------- 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: Steve B. <sjb...@ai...> - 2004-07-18 20:00:06
|
Charles Goodwin wrote: > I chatted to Ingo about this a few days ago and we agreed then that the > way forward with his prototypes was to reduce the kart size and > emphasize the individual characters. Although we also agreed that parts > of the karts should remain large and exaggerated such as the exhausts. Yes, I agree. Shrinking the kart (or enlarging the characters) makes the character more visible from behind - that would greatly help the player to see which kart is which person - and also increase the interest in the look of the things from behind. Generally employing cartooning conventions (certainly huge exhausts) will also help. > "Funny fun-game" sums up what I think we all desire for TuxKart. Yes. ---------------------------- 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: Steve B. <sjb...@ai...> - 2004-07-18 19:00:12
|
Arnaud Quette wrote: > Arnaud Quette wrote: > >> ... >> [2] http://www.opengl.org/developers/code/mjktips/TexFont/TexFont.html >> > I reply to myself as I've found the new URL: > http://www.opengl.org/resources/code/rendering/mjktips/TexFont/TexFont.html > > @Steven: can you update the links on FNT page. OK - that's done. Since Mark stopped maintaining that document, OpenGL.org keep moving it around as they reorganize their system. It makes it very painful to keep links to their stuff up to date. ---------------------------- 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: Arnaud Q. <arn...@fr...> - 2004-07-17 22:19:28
|
Arnaud Quette wrote: > ... > [2] http://www.opengl.org/developers/code/mjktips/TexFont/TexFont.html > I reply to myself as I've found the new URL: http://www.opengl.org/resources/code/rendering/mjktips/TexFont/TexFont.html @Steven: can you update the links on FNT page. Thanks, Arnaud |
From: Arnaud Q. <arn...@fr...> - 2004-07-17 19:48:03
|
looking for improving the in-game UI (according to the wiki [1]), I digged through Plib's FNT and found that "Marks's document and tools about Textured Fonts"[2] has disapeared :-( Can somebody (Steve ;-) restore it somewhere or send me the files. Thanks, Arnaud [1] http://netpanzer.berlios.de/tuxkart/index.php/User Interface [2] http://www.opengl.org/developers/code/mjktips/TexFont/TexFont.html |
From: Arnaud Q. <arn...@fr...> - 2004-07-17 18:58:40
|
Ingo Ruhnke wrote: >Arnaud Quette <arn...@fr...> writes: > > >>You missed the tilda in the URL (it's a unix home dir ;-). >> >> > >Wiki is editing ~'s, not sure why. > > doubling it seems to solve the issue! not sure why too, but it works... >>But you're right, the URL on the Tools section is wrong! >>The good one is: >>http://www.mathematik.uni-bielefeld.de/~ingo/ac3d_exportv2.py >> >>However, this script is now included in blender. >> >> > >Nope, its not. The one included in blender doesn't handle meshes with >multiple texture images applied, the one above does. > > ooops, thanks for the correction. |