tuxkart-devel Mailing List for Tux Kart (Page 26)
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From: Caleb S. <gam...@gm...> - 2004-06-27 03:22:35
|
can plib do particles it probably can but I am just asking |
From: Steve B. <sjb...@ai...> - 2004-06-27 03:19:24
|
Caleb Sawtell wrote: > I think this is the right list isnt it?? Well, I guess it depends on what you were expecting. If you wanted TuxKart Developers - then this is the correct list. If you wanted "Cat Herding for Fun and Profit" - then you are probably in the wrong place! :-) Things have been pretty quiet on this list - but it looks like we are gonna get very busy very soon as GoTM'ers start arriving! ---------------------------- 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...> - 2004-06-27 03:14:21
|
Norman Vine wrote: > Steve Baker writes: > >>Ryan Flegel wrote: >> >> >>>There should be a tuxkart-commit where all CVS commits are sent to >>>("logged"). It makes it much easier to keep track of new changes. >> >>That's OK by me - some of my other projects are set up that way. >> >>Do you know how to do that with SourceForge? > > > http://sourceforge.net/docman/display_doc.php?docid=772&group_id=1#scriptsyncmail Thanks! Unfortunately, I don't seem to be able to checkout the CVSROOT directory?!? All I get is a L-O-N-G delay and a "Connection timed out" from SourceForge. It's probably SF running slowly again. I'll try again later. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Caleb S. <gam...@gm...> - 2004-06-27 03:11:29
|
I think this is the right list isnt it?? please tell me is it is the wrong one Caleb |
From: Norman V. <nh...@ca...> - 2004-06-27 00:05:48
|
Steve Baker writes: > Ryan Flegel wrote: > > > There should be a tuxkart-commit where all CVS commits are sent to > > ("logged"). It makes it much easier to keep track of new changes. > > That's OK by me - some of my other projects are set up that way. > > Do you know how to do that with SourceForge? http://sourceforge.net/docman/display_doc.php?docid=772&group_id=1#scriptsyncmail HTH Norman |
From: Steve B. <sjb...@ai...> - 2004-06-26 23:57:37
|
Ryan Flegel wrote: > There should be a tuxkart-commit where all CVS commits are sent to > ("logged"). It makes it much easier to keep track of new changes. That's OK by me - some of my other projects are set up that way. Do you know how to do that with SourceForge? ---------------------------- 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: Ryan F. <rf...@gm...> - 2004-06-26 21:45:09
|
There should be a tuxkart-commit where all CVS commits are sent to ("logged"). It makes it much easier to keep track of new changes. -- Ryan |
From: Steve B. <sjb...@ai...> - 2002-02-14 04:34:45
|
Lance Simmons wrote: > > I learned today that TuxKart has made it into Debian Sid, so I > downloaded it and tried it out. It works fine, and I'm confident > my kids will like to play with it. Thanks! Did you get the *very* latest version (0.1.0) that I released just a few days ago? It's a fairly major improvement - lots of bugs fixed and one new racetrack. If you see 'Oliver's Math Class' in the list of tracks then you have 0.1.0 and all is good. If you don't then it would be *really* good if you could upgrade to 0.1.0 instead. > Now if only tux a quest for herring could get debianized! I've tried a > couple of times to install it myself, but never got it working, for > whatever reason (a combination of laziness and incompetence, mostly). That's bizarre. TuxAQFH and TuxKart use all the same libraries and an essentially identical configure mechanism and directory structure. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Steve B. <sjb...@ai...> - 2002-02-03 02:09:07
|
FYI: There is a new racetrack up and running (in the CVS version of TuxKart) - it's not 100% finished yet - but it's already quite a bit of fun. It's a fairly exact model of my Son's 5th grade math class - minus most of the desks and plus a few herring! It uses a *LOT* of large texture maps - so it may not run too well on very old graphics cards. (Dave: This isn't the final version - so no need to make me another build *yet*). ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Steve B. <sjb...@ai...> - 2002-01-29 05:38:27
|
Sorry for the intrusion - please ignore this message. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Steve B. <sjb...@ai...> - 2001-11-06 09:55:09
|
(Someone reported that this list was 'broken' - so I'm testing it) -- NOTE: MY HOME PAGE HAS MOVED TO http://www.sjbaker.org - PLEASE UPDATE YOUR LINKS AND BOOKMARKS ACCORDINGLY! ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Leonardo A. da C. <le...@ig...> - 2001-04-12 04:30:13
|
Hello, I'm love games. I'm new in list, my name is Leonardo and i not live in USA, Canad=E1, England or another place with native language is English. I'm a programmer in C++. Musician. I have job to do and i do to contribute with Tuxkart. (hehehehe) I wait replay. Leonardo Alves da Costa le...@ig... |
From: Steve B. <sjb...@ai...> - 2001-01-14 04:15:26
|
Mads Bondo Dydensborg wrote: > The following is a patch against tuxkart-0.0.3 that adds a status text > during start of a new game. Thanks! > It changes the "static" declaration of 2 functions, and I do not know if > it uses pu correctly - I hacked it in to demonstrate OSS to a friend. Could you send me the two files you changed - I can't make those patches sync up with my current in-development version of the code. Please send them privately to <sjb...@ai...> so we don't clutter up the mailing list. Thanks! -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Mads B. D. <ma...@ch...> - 2001-01-12 13:09:50
|
Hi there. The following is a patch against tuxkart-0.0.3 that adds a status text during start of a new game. It changes the "static" declaration of 2 functions, and I do not know if it uses pu correctly - I hacked it in to demonstrate OSS to a friend. If replying, please cc me, as I am not on the tuxkart-devel list. Thanks, Mads diff -ru tuxkart-0.0.3.org/src/start_tuxkart.cxx tuxkart-0.0.3/src/start_tuxkart.cxx --- tuxkart-0.0.3.org/src/start_tuxkart.cxx Sun Jul 2 08:26:03 2000 +++ tuxkart-0.0.3/src/start_tuxkart.cxx Fri Jan 12 14:03:34 2001 @@ -22,6 +22,9 @@ static ssgSimpleState *intro_gst ; +/* This is to show some status during loads */ +puButton *statusButton ; + #define MAX_TRACKS 10 static char *track_names [ MAX_TRACKS ] ; @@ -71,7 +74,7 @@ * * \***********************************/ -static void displayfn (void) +void displayfn (void) { glMatrixMode ( GL_PROJECTION ) ; glLoadIdentity () ; @@ -118,9 +121,16 @@ int t ; int nl ; + /* Center the status button in the middle of the screen */ + statusButton = new puButton( 240, 200, 400, 250); + statusButton -> setLegend ( "Starting Game" ) ; + displayfn(); + trackButtons -> getValue ( & t ) ; nl = atoi ( numLapsText->getLegend () ) ; + tuxkart_main ( nl, track_idents[t] ) ; + delete numLapsSlider ; delete numLapsText ; delete playButton ; @@ -129,8 +139,9 @@ delete intro_gst ; delete sorority ; delete fnt ; + + delete statusButton; - tuxkart_main ( nl, track_idents[t] ) ; } diff -ru tuxkart-0.0.3.org/src/tuxkart.cxx tuxkart-0.0.3/src/tuxkart.cxx --- tuxkart-0.0.3.org/src/tuxkart.cxx Tue Jul 4 07:38:06 2000 +++ tuxkart-0.0.3/src/tuxkart.cxx Fri Jan 12 14:01:42 2001 @@ -1,6 +1,10 @@ - #include "tuxkart.h" +/* Stuff to show status while loading first map */ +#include <plib/pu.h> +extern puButton *statusButton ; +extern void displayfn(); + #define MIN_CAM_DISTANCE 5.0f #define MAX_CAM_DISTANCE 15.0f @@ -472,6 +476,8 @@ scene -> addKid ( kart[1] -> getModel() ) ; kart[1]->getModel()->clrTraversalMaskBits(SSGTRAV_ISECT|SSGTRAV_HOT); + statusButton -> setLegend ( "Loading Karts" ) ; + displayfn(); for ( int i = 2 ; i < NUM_KARTS ; i++ ) { kart[i] = new AutoKartDriver ( i, new ssgTransform ) ; @@ -480,6 +486,8 @@ } + statusButton -> setLegend ( "Loading Projectiles" ) ; + displayfn(); for ( int i = 0 ; i < NUM_PROJECTILES ; i++ ) { projectile[i] = new Projectile ( new ssgTransform ) ; @@ -494,7 +502,12 @@ sprintf ( fname, "data/%s.loc", trackname ) ; + statusButton -> setLegend ( "Loading Tracks" ) ; + displayfn(); load_track ( trackb, fname ) ; + + statusButton -> setLegend ( "Loading Players" ) ; + displayfn(); load_players () ; return TRUE ; -- Mads Bondo Dydensborg. ma...@ch... Sure, some companies might run successful businesses by making Linux easier to use and offering technical support for the systems, but no business model based on service and support is ever going to approach the incredible level of profitability of a Microsoft-style 'pay us for breathing' business - Pat Dorsey, Morningstar |
From: Steve B. <sjb...@ai...> - 2000-11-07 12:34:29
|
Anyone interested in taking up this offer? ------8<----------8<---------8<---------8<----------8<---------- Alexander Perry wrote: > As you may know, I'll be running the FlightGear booth at > New York in late January. The organizers have issued the > last call for other projects that would like to request > free booth space at the show. I thought I'd mention it > in case PLIB, or one of the projects dependent on it, > would like to make themselves conspicuous as well. > > http://www.linuxworldexpo.com > > [Please forward to relevant mailing lists (other than FGFS)] > > From: Che...@id... > Date: Mon, 6 Nov 2000 14:35:09 -0500 > Subject: LinuxWorld Conference & Expo > > > [...] We have limited space and it is filling > > fast. This is a first come, first serve area. Once we have recieved 24 signed > > booth contracts we unfortunately, will close the area. |
From: Steve B. <sjb...@ai...> - 2000-09-16 04:17:38
|
FYI: PLIB 1.3.1 has just been released. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Steve B. <sjb...@ai...> - 2000-08-21 03:54:41
|
Thanks to Matt Thomas, we now have a bunch of new music for TuxKart - I've checked in a few of his contributions into the CVS archive. Matt is working at an incredible pace, turning out some *really* classy stuff - please check it out - he invites comments and claims to have a high tolerance for criticism! One of his tracks has inspired me to produce a new racetrack (Yes, it's unusual for the level to be designed to fit the music - but "why not?" I say!)...that's not quite 'runnable' yet - but I should be able to check it in in a couple of days. I've also extended the '.loc' files to allow per-racetrack music, so you get different (music) tracks on different (race) tracks. I see Matt has subscribed to this list - so we can discuss this stuff with him directly. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Stephen J B. <sj...@li...> - 2000-07-20 16:13:45
|
Several people have asked about SigGraph...I guess quite a few of us developer types will be there and it would be cool if we could meet up somewhere. The most obvious place would be the informal Birds Of a Feather (BOF) meetings for Linux/OpenGL/Mesa: | * OpenGL Birds of a Feather - 7/26 | 6:30PM - 8 PM Hilton Hotel, Napoleon | Room, 3rd Floor. | | * Linux 3D Birds of a Feather 7/27 | 6:30PM - 8 PM Hilton Riverside, | Versaille Ballroom. I plan to attend both of those - it would be nice to get some face-to-face contact and instanciate some of those 'virtual beers' that I've been promised! :-) Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Steve B. <sjb...@ai...> - 2000-07-16 00:05:54
|
FYI: I just committed a tiny fix for a bug in the new steadycam stuff - sometimes (once each lap on anticlockwise laps for example) the camera would do a quick 360 degree twirl. (eg on BSOD's Battlements, just after you get on top of the castle and head down inside the walls). -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Vallevand, M. K <Mar...@UN...> - 2000-07-14 21:31:33
|
The one kart game I saw had the karts sprout periscopes while they drove underwater, and trail little bubbles. Cute. Regards. Mark K Vallevand ma...@rs... Outside of a dog, a book is man's best friend. Inside of a dog, its too dark to read. - Groucho > Anyway, an underwater gokart driving game?!? I suppose so. > > We could switch their models over to bright yellow mini-submarines > with big bubble cockpits! > Steve Baker |
From: Steve B. <sjb...@ai...> - 2000-07-14 20:48:06
|
"Vallevand, Mark K" wrote: > > OK. > I've posted some new code and a new win32 executable. > http://vallevand.homepage.com/tuxkart/tuxkart.tar.gz > http://vallevand.homepage.com/tuxkart/tuxkart+.exe > > The tar file contains the original code that it was > derived from, because I'm perpetually behind the latest > CVS. It contains the same new code for the MS VC++ > changes I posted before. It contains the PPE test code > that Steve posted on the PPE-Devel list. And, it > contains some code for underwater effects. That code > is purely experimental. The executable has a different > name because it contains that experimental code. > > The underwater code is a 500x500 meter textured quad. > Actually, its two quads, one up-facing and one down- > facing. There is code to change fog characteristics > when the camera is underwater. The 'sealevel' is coded > as .5 meters. > > If someone tries this code, I'd like some feedback. It > certainly is a hack. But, it may be workable. If the > Tux puts on a scuba tank when underwater, it might be > kind of fun. That sounds exactly like I do in my other Tux game (Tux_AQFH). The water in several levels is a pair of back-to-back polygons with the fog coloured cyan when the camera is beneath it. It's not a perfect solution - but it fools most of the people most of the time. If you ever manage to get the camera beneath one of the Lava pools in tux_aqfh, the fog goes bright red! Anyway, an underwater gokart driving game?!? I suppose so. We could switch their models over to bright yellow mini-submarines with big bubble cockpits! Hmmm - not *this* week! -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Steve B. <sjb...@ai...> - 2000-07-14 20:47:58
|
Kevin Cowtan wrote: > > Steve Baker wrote: > > Do you think the 0.2 and 0.1's here should actually be somehow > > related to the time delta between frames? > > > > > ! steady_cam.xyz[0] = steady_cam.xyz[0] + 0.2f*diff.xyz[0]; > > > ! steady_cam.xyz[1] = steady_cam.xyz[1] + 0.2f*diff.xyz[1]; > > > ! steady_cam.xyz[2] = steady_cam.xyz[2] + 0.2f*diff.xyz[2]; > > > ! steady_cam.hpr[0] = steady_cam.hpr[0] + 0.1f*diff.hpr[0]; > > > ! steady_cam.hpr[1] = steady_cam.hpr[1] + 0.1f*diff.hpr[1]; > > > ! steady_cam.hpr[2] = steady_cam.hpr[2] + 0.1f*diff.hpr[2]; > > > > It seems like this would look different on a high frame rate machine > > than on a low rate system. > > Oh yes, you are absolutely right. The values either need to be scaled > proportionally to the time since the last frame, or there needs to be > some sort of time based history mechanism (which I presume is what your > cart history does). Yep - I just need to change those 0.1/0.2 values into <something>*delta_t Those hard-coded numbers seem to look good at ~30Hz frame rate - so <something> should be about 30*0.1 and 30*0.2 or so. > I initially meant to have a look and see if this routine was driven off > a timer or off the frame update, and then didn't get round to it. It's executed once per frame (unless you have a VERY slow PC) and the timer sets delta_t to ensure your speed is not affected by the frame rate. > Also, from the code, it looks like there is the possibility > (unimplemented?) of flipping the view between karts. My patch will cause > the camera to spin erratically through walls if this happens. Actually, it is implemented - page-up and page-down steps through a number of fixed cameras and each of the karts in turn. It's useful when debugging (eg "Gown doesn't seem to be moving anymore - I wonder what went wrong" - I can move the camera to follow her and see why she's driving around in circles or whatever). We should implement that properly and have a 1st person view, a far distant view, a close up view and a view looking backwards or something. It won't be hard to fix your code so that the camera can 'teleport' between views rather than interpolating it's way across half the 'world'. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Vallevand, M. K <Mar...@UN...> - 2000-07-14 15:41:42
|
I meant the sealevel was coded as -.5 meters. Regards. Mark K Vallevand ma...@rs... Outside of a dog, a book is man's best friend. Inside of a dog, its too dark to read. - Groucho > when the camera is underwater. The 'sealevel' is coded > as .5 meters. |
From: Vallevand, M. K <Mar...@UN...> - 2000-07-14 15:32:57
|
OK. I've posted some new code and a new win32 executable. http://vallevand.homepage.com/tuxkart/tuxkart.tar.gz http://vallevand.homepage.com/tuxkart/tuxkart+.exe The tar file contains the original code that it was derived from, because I'm perpetually behind the latest CVS. It contains the same new code for the MS VC++ changes I posted before. It contains the PPE test code that Steve posted on the PPE-Devel list. And, it contains some code for underwater effects. That code is purely experimental. The executable has a different name because it contains that experimental code. The underwater code is a 500x500 meter textured quad. Actually, its two quads, one up-facing and one down- facing. There is code to change fog characteristics when the camera is underwater. The 'sealevel' is coded as .5 meters. If someone tries this code, I'd like some feedback. It certainly is a hack. But, it may be workable. If the Tux puts on a scuba tank when underwater, it might be kind of fun. Regards. Mark K Vallevand ma...@rs... Outside of a dog, a book is man's best friend. Inside of a dog, its too dark to read. - Groucho |
From: Steve B. <sjb...@ai...> - 2000-07-14 02:07:10
|
I'm forwarding this from the PLIB developers list. I wonder how we'd want to use automatic terrain/road code?? It's an interesting thought. "Vallevand, Mark K" wrote: > > Great. I'll post sample workspace and project files, too. > They should go a long ways toward getting any MSVC6 programmer > up and compiling. I've got some ideas to play with myself... > I've got some automatic terrain and road generation code lying > around from some SimCity-clone test beds. And some neat > underwater effects. > > Time. I need time. > > Regards. > Mark K Vallevand ma...@rs... > Outside of a dog, a book is man's best friend. > Inside of a dog, its too dark to read. - Groucho -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |