tuxkart-devel Mailing List for Tux Kart (Page 14)
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From: Steve B. <sjb...@ai...> - 2004-07-15 01:10:21
|
Pascal Giard wrote: >>please give me your sourceforge account name and I'll get you >>developer access to CVS and you can do your work there. > > alrite, my sf.net user is evilynux: Congratulations! You have developer access. ---------------------------- 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...> - 2004-07-15 00:17:11
|
Jacob Persson wrote: > On Tuesday 13 July 2004 13:53, Steve Baker wrote: > >>Anyway, the point is that if the AI 'arrow map' is just another 3D >>polygonal model, then we can deal with it with minimal additional >>code and build/visualise it using the tools we're already >>familiar with. > > > What worries me with this is how ai should be able to make predictions > if it only has the 3d-model. But does the AI model *need* to make predictions in realtime? The arrows are generated offline to point in the 'best' direction for a kart to go in. All of the 'prediction' is done when the arrow map is made. ---------------------------- 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...> - 2004-07-14 20:46:35
|
eGore <eg...@gm...> writes: > i wanted to try to build a track (and get known to blender). > But i do not have "Edit->Toggle Cyclic" in my menu :( Am I, my Blender (2.8) > or is the guide wrong? Blender2.33 here, and Edit->Toggle Cyclic is there when you edit a Bezier Curve. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: eGore <eg...@gm...> - 2004-07-14 20:36:27
|
Hi list, i wanted to try to build a track (and get known to blender). But i do not have "Edit->Toggle Cyclic" in my menu :( Am I, my Blender (2.8) or is the guide wrong? Any hints appreciated, Christoph Brill aka egore |
From: Pascal G. <pa...@gu...> - 2004-07-14 06:34:45
|
> I'm wondering if that is due to the fact that i don't have real .loc files. By > real i mean, meant for that track. > I'm also wondering if it's caused by AI players going offbound... > (that"s also caused by having a wrong/fake .loc file) oops, i meant fake .drv files, not .loc ... the .loc are easy to create... -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...> - 2004-07-13 23:48:51
|
On Tuesday 13 July 2004 13:53, Steve Baker wrote: > Anyway, the point is that if the AI 'arrow map' is just another 3D > polygonal model, then we can deal with it with minimal additional > code and build/visualise it using the tools we're already > familiar with. What worries me with this is how ai should be able to make predictions if it only has the 3d-model. I think you must set up the sectors of the main route in linked list or simular so it easily can look up the next coming sectors. -- Name: Jacob Persson Homepage: www.apollo.nu/~straver/ |
From: Pascal G. <pa...@gu...> - 2004-07-13 23:29:36
|
On Tue, 13 Jul 2004 21:26:50 +0200, Ingo Ruhnke wrote > Has the same 'very slow at start, but later on ok' problem like the > other track, so it kind of seems related to the complexity of the > model. i get a similar problem with all your [Ingo] new tracks. The problems varies... For example, in flattrack: It starts slow, gets smooth within the first 8 seconds. It plays smooth until i reach 30seconds, then it gets slow has hell... till the end. in track2-8, it's damn slow for the first 50seconds, then it lags very little, but is playable. i could give more examples if needed. I'm wondering if that is due to the fact that i don't have real .loc files. By real i mean, meant for that track. I'm also wondering if it's caused by AI players going offbound... (that's also caused by having a wrong/fake .loc file) Info about my hw: AMD Duron 1.3GHz 256MB DDR nVidia GeForce 4 MX440 64MB DDR -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...> - 2004-07-13 23:07:15
|
On Tue, 13 Jul 2004 07:44:49 -0500, Steve Baker wrote > I really hate having to keep adding stuff for other people in the > form of patches (generally that consumes more of my time than > actually writing the code myself!) the reasons i was doing this in the form of a patch is that it gives you the opportunity to try/review it and give me comments. some maintainers/devs also prefer it to be that way. > - so if you want to contribute, i sure do, but i warn you [again] that i don't have much C++ knowledge. that said, i always test what i upload/modify. > please give me your sourceforge account name and I'll get you > developer access to CVS and you can do your work there. alrite, my sf.net user is evilynux: http://sourceforge.net/users/evilynux/ -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...> - 2004-07-13 20:47:47
|
Ryan Flegel wrote: > > http://www.squid-cache.org/ > :-) Of course that's a squid - not an octopus - but we forgive 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: Ingo R. <gr...@gm...> - 2004-07-13 19:28:11
|
Arnaud Quette <arn...@fr...> writes: > there seems to be some permissions issue. > I can't download the ac nor blend files, > on the jpg... Fixed. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-07-13 19:26:59
|
Steve Baker <sjb...@ai...> writes: > OK - I'll download the model and try it on my machine. Started now modeling another track loosely based on: http://www.sjbaker.org/tmp/beach1.jpg http://www.mathematik.uni-bielefeld.de/~ingo/beachtrack.png http://www.mathematik.uni-bielefeld.de/~ingo/beachtrack-4.ac http://www.mathematik.uni-bielefeld.de/~ingo/beachtrack-4.blend Has the same 'very slow at start, but later on ok' problem like the other track, so it kind of seems related to the complexity of the model. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ryan F. <rf...@gm...> - 2004-07-13 18:45:25
|
On Tue, 13 Jul 2004 02:20:45 -0700 (PDT), michel vilain <vi...@ya...> wrote: > Of course, one (or more) visibly distinct characters > like the squid (even not having a OSS background) > would be OK for me and thus, by extrapolation, for > everybody ;-). Well, I'm sure every animal above and under the sea can be related to *some* open source project :) http://www.squid-cache.org/ -- Ryan |
From: Arnaud Q. <arn...@fr...> - 2004-07-13 17:25:07
|
Ingo Ruhnke wrote: >Just another track in progress, this time a little bit longer (takes >around 1:40 to drive at the moment): > >http://www.mathematik.uni-bielefeld.de/~ingo/track2-prev.jpg >http://www.mathematik.uni-bielefeld.de/~ingo/track2-8.blend >http://www.mathematik.uni-bielefeld.de/~ingo/track2-8.ac >[...] > > there seems to be some permissions issue. I can't download the ac nor blend files, on the jpg... Arnaud --- Debian Developer OpenSource Developer (NUT, ...) |
From: Steve B. <sjb...@ai...> - 2004-07-13 13:53:20
|
Ingo Ruhnke wrote: > Steve Baker <sjb...@ai...> writes: > >>That's weird. I'll try it on my machine. It's hard to imagine what >>that could be unless it's taking an exhorbitant amount of time to >>upload textures on the first occasion that they come into view or >>something. Could it be that it goes smoothly after you've 'seen' all >>of the track polygons inside the field of view at least once? > > Nope, it happens even if I don't move the kart at all, after exactly > 37sec everything goes suddenly fluent. For testing I just copied the > .ac over gownsbow.ac, not sure if the incorrect track topologie or the > extras on the track might cause any throuble. OK - I'll download the model and try it on my machine. >>What hardware are you running this on? > GeforceFX5200 That's what I currently have in my dev machine. ---------------------------- 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...> - 2004-07-13 13:50:47
|
Charles Goodwin wrote: > One thing Ingo and I chatted about was the AI. We seem to agree on an > 'arrow-map' method where the track is broken into segments with each > segment assigned an arrow, the properties of which dicate how the AI > karts make decisions on that section of the track. Yep - that seems like the way to go. > What's the plan on this? Who is implementing it? How will it be > implemented? And how will track builders generate these arrow maps? Well, a couple of people said they wanted to work on AI. I havn't heard from either of them since those early discussions. I can easily make the track loader pull in the 'ai model' as another 3D model just like the 'visual model' - PLIB can store it and you can do collision testing just like the visual model so we know which 'arrow polygon' each AI Kart is driving over. From then on, it's up to the AI code to deal with it. The 'ai model' would be built just like the visual model - except that it would be **MUCH** simpler. I think the easiest way to store the "arrow direction" for each polygon is to apply a texture to it with an actual texture-mapped arrow on it. Then, it's easy to pull the 3D model into blender or whatever and *see* where the arrows are pointing. We could also (in principle) have a hidden keystroke in TuxKart to toggle between displaying the visual model and displaying the ai model. Hence, if something is going wrong with the AI, you'd be able to easily see whether the underlying 'ai model' was confusing them somehow. One nice feature about doing the arrow map as a 3D model is that it can (in principle) have things like animation in it. Suppose (for example) that you had a bridge providing a short-cut over a river - and a longer way around that avoided the bridge. We could maybe have it possible to blow up the bridge with a missile. The bridge destruction animation would switch the bridge model for a destroyed bridge model - and AT THE SAME TIME, it could switch the AI model of the turns leading up to the bridge to automatically make the AI karts "know" that they now have to go the long way around. I'm sure you could think of other uses. Anyway, the point is that if the AI 'arrow map' is just another 3D polygonal model, then we can deal with it with minimal additional code and build/visualise it using the tools we're already familiar with. However, things *have* gone rather quiet. ---------------------------- 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...> - 2004-07-13 13:22:45
|
Steve Baker <sjb...@ai...> writes: > That's weird. I'll try it on my machine. It's hard to imagine what > that could be unless it's taking an exhorbitant amount of time to > upload textures on the first occasion that they come into view or > something. Could it be that it goes smoothly after you've 'seen' all > of the track polygons inside the field of view at least once? Nope, it happens even if I don't move the kart at all, after exactly 37sec everything goes suddenly fluent. For testing I just copied the .ac over gownsbow.ac, not sure if the incorrect track topologie or the extras on the track might cause any throuble. > What hardware are you running this on? GeforceFX5200 > Any advice you can add to the Wiki in the light of practical > experience has *got* to be a good thing if we want to get more > people into the track building business. I started the tutorial at: http://netpanzer.berlios.de/tuxkart/index.php/Track%20Building%20Tutorial -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Steve B. <sjb...@ai...> - 2004-07-13 12:53:42
|
michel vilain wrote: > I sure hope the GotM has some effect on TuxKart. Just > cleaning up the bugs (falling through the floor would > be my n=B01)... Yes - I think that's everyone's #1. It's a consequence of some pretty obscure collision detection issues. I have left off attacking that until/unless someone picks up the 'physics' ball and runs with it since a total rewrite of the game physics is certainly needed and collision detection code would get a complete re-write as a part of that process. There isn't much point in trying to fix something that's likely to be tossed out anyway. > and updating the karts/tracks would already > be a great result to me. (Plus things like the ground > shadows)=20 Yes. > No need to rewrite the game from the ground up. If the > GotM changes could reinvigorate TuxKart development, > such a next-generation TuxKart (with ODE, character > anim, network play, SDL,...)could then be tackled in a > follow-up project by other parties. I'm agnostic about the ODE issue. I think it could be made to work and would add a LOT of interesting motion into the game - however, I can also understand the desire to do cruder 'game physics' stuff instead. I think that decision rests with whoever undertakes the work. Character animation is also highly desirable. Much here depends on how the heck we get the data out of blender. There are also all the other little eye-candy things like smoke and sparks and skid-marks and such. Network play is do-able, but I don't think it's something we need to do with GoTM. SDL?!? We don't need SDL. Why the heck would we want that? It just adds a bunch more unnecessary dependancies. ---------------------------- 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...> - 2004-07-13 12:42:23
|
On Mon, 2004-07-12 at 21:39 -0400, Pascal Giard wrote: >should i modify my patch do add some corrections or one of you guys will take >care of that ? I really hate having to keep adding stuff for other people in the form of patches (generally that consumes more of my time than actually writing the code myself!) - so if you want to contribute, please give me your sourceforge account name and I'll get you developer access to CVS and you can do your work there. That's generally easier for all concerned. ---------------------------- 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...> - 2004-07-13 12:40:38
|
On Tue, 2004-07-13 at 07:34 -0500, Steve Baker wrote: > I put a bit of a HowTo on the Wiki - it's not really modeller-specific > but explains how I've been building them. AC3D doesn't have the nice > spline curve features that blender evidently does - so I'm using nothing > but cut/paste features, plus the ability to select a bunch of vertices > and do rotate/translate type operations on them. > > Any advice you can add to the Wiki in the light of practical experience > has *got* to be a good thing if we want to get more people into the > track building business. One thing Ingo and I chatted about was the AI. We seem to agree on an 'arrow-map' method where the track is broken into segments with each segment assigned an arrow, the properties of which dicate how the AI karts make decisions on that section of the track. What's the plan on this? Who is implementing it? How will it be implemented? And how will track builders generate these arrow maps? -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Steve B. <sjb...@ai...> - 2004-07-13 12:38:02
|
Charles Goodwin wrote: > On Tue, 2004-07-13 at 03:14 +0200, Ingo Ruhnke wrote: > >>Another thing, anybody interested in a little track building HowTo or >>all people interested in building tracks familiar with blender anyway? > > > I would really appreciate a track building HowTo and am not at all > familiar with Blender (will be using TuxKart modelling as an excuse to > get more so). If you are learning blender, it might be better to start of building "decor" items - things like trees, buildings and other stuff that can be placed around the track for decorative value. That way, you invest less time in each item you build and it's not such a disaster if late on in building it, you come to realise you made some fatal mistake earlier on. I wrote something of a HOWTO in the Wiki: http://netpanzer.berlios.de/tuxkart/index.php/Procedure%20For%20Building%20Tracks ...and Ingo added this (which is more blender-specific): http://netpanzer.berlios.de/tuxkart/index.php/Track%20Building%20Tutorial ---------------------------- 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...> - 2004-07-13 12:32:08
|
Ingo Ruhnke wrote: > Just another track in progress, this time a little bit longer (takes > around 1:40 to drive at the moment): Nice! > One problem with the track, it starts out extremly slow and jerky > (1-2fps), but after 40sec it goes pretty fluent, doesn't seem to be > related with the position on the track at all, neither are AI drivers > related to this problem (disabled them in the code via NUM_KARTS). That's weird. I'll try it on my machine. It's hard to imagine what that could be unless it's taking an exhorbitant amount of time to upload textures on the first occasion that they come into view or something. Could it be that it goes smoothly after you've 'seen' all of the track polygons inside the field of view at least once? What hardware are you running this on? > Another thing, anybody interested in a little track building HowTo or > all people interested in building tracks familiar with blender anyway? I put a bit of a HowTo on the Wiki - it's not really modeller-specific but explains how I've been building them. AC3D doesn't have the nice spline curve features that blender evidently does - so I'm using nothing but cut/paste features, plus the ability to select a bunch of vertices and do rotate/translate type operations on them. Any advice you can add to the Wiki in the light of practical experience has *got* to be a good thing if we want to get more people into the track building business. ---------------------------- 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...> - 2004-07-13 09:50:11
|
On Tue, 2004-07-13 at 02:20 -0700, michel vilain wrote: > TuxKart currently uses a mix of character: > Open Source characters (Tux, Geecko) > Made up characters (Gown) > Concepts (BSOD) > > As it is a racing simulation, I would expect to see > 'real' characters the player can identify with. As a > nod to Open Source. I would also lire the game to > stick to OpenSource characters. This would give us > both recognisable, distinct characters (a penguin, a > Gnu, a little devil, a Dino,...) and still have a > level of 'geekiness' in there (Linux! GNU! BSD! > Mozilla!) The new character proposals are all in the wiki. Geeko and possibly BSOD are going to be dropped (only 'possibly' BSOD because there's a very nice BSOD model available, so it would be a shame to waste it). > As example of a visibly distinct character/kart, I > would propose the Ape-driven trike I uploaded to the > Wiki (done with a mouse in MSPaint, so pretty crappy). Interesting. Are you going to grab Blender and have a go? :) > If we use the Gnome foor icon with it (or the > Ximian-logo) we could pass him off as 'Simian' As he > would probably be created in Blender, he might even be > called Suzanne (Blender has a monkey-head 'primitive' > called just that) Why not just 'Simon' or something simple. ;) > I sure hope the GotM has some effect on TuxKart. Just > cleaning up the bugs (falling through the floor would > be my n1) and updating the karts/tracks would already > be a great result to me. (Plus things like the ground > shadows) It will. Ingo has done a massive amount of design work and doesn't show any signs of letting up (the man is a juggernaut!) so TuxKart will have a very large boost. > No need to rewrite the game from the ground up. If the > GotM changes could reinvigorate TuxKart development, > such a next-generation TuxKart (with ODE, character > anim, network play, SDL,...)could then be tackled in a > follow-up project by other parties. Yup, that's (roughly) the plan! -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: michel v. <vi...@ya...> - 2004-07-13 09:20:47
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Hi, First time contact with the list, so please be gentle with me.... TuxKart currently uses a mix of character: Open Source characters (Tux, Geecko) Made up characters (Gown) Concepts (BSOD) As it is a racing simulation, I would expect to see 'real' characters the player can identify with. As a nod to Open Source. I would also lire the game to stick to OpenSource characters. This would give us both recognisable, distinct characters (a penguin, a Gnu, a little devil, a Dino,...) and still have a level of 'geekiness' in there (Linux! GNU! BSD! Mozilla!) Of course, one (or more) visibly distinct characters like the squid (even not having a OSS background) would be OK for me and thus, by extrapolation, for everybody ;-). I don't see how people can identify with BSOD, the Mac-icon or even an ice-cube so I would propose to drop the concept/abstract/surreal characters. As example of a visibly distinct character/kart, I would propose the Ape-driven trike I uploaded to the Wiki (done with a mouse in MSPaint, so pretty crappy). If we use the Gnome foor icon with it (or the Ximian-logo) we could pass him off as 'Simian' As he would probably be created in Blender, he might even be called Suzanne (Blender has a monkey-head 'primitive' called just that) I sure hope the GotM has some effect on TuxKart. Just cleaning up the bugs (falling through the floor would be my n°1) and updating the karts/tracks would already be a great result to me. (Plus things like the ground shadows) No need to rewrite the game from the ground up. If the GotM changes could reinvigorate TuxKart development, such a next-generation TuxKart (with ODE, character anim, network play, SDL,...)could then be tackled in a follow-up project by other parties. Any thoughts? Feedback? I'll crawl back under my rock now... UglyMike __________________________________ Do you Yahoo!? Yahoo! Mail Address AutoComplete - You start. We finish. http://promotions.yahoo.com/new_mail |
From: Pascal G. <pa...@gu...> - 2004-07-13 02:54:08
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After trying "./tuxkart --nbrLaps d" i added a check below line 443: nl = nl > 0 ? nl : 1; Perhaps "1" should be replaced with "5" (default nbr of laps) ? -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...> - 2004-07-13 02:31:16
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This version is an improved version of the first patch i sent. The for became a while and there's a small test in order to skip the params arguments. If possible, i'd like to have more information about the screen modes and colour depth. e.g. it'd be nice to be able to add --fullscreen to the supported params. Again, comments and suggestions are very welcome! -Pascal -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |