tuxkart-devel Mailing List for Tux Kart (Page 5)
Status: Alpha
Brought to you by:
sjbaker
You can subscribe to this list here.
2000 |
Jan
|
Feb
|
Mar
|
Apr
(2) |
May
|
Jun
(8) |
Jul
(46) |
Aug
(1) |
Sep
(1) |
Oct
|
Nov
(1) |
Dec
|
---|---|---|---|---|---|---|---|---|---|---|---|---|
2001 |
Jan
(2) |
Feb
|
Mar
|
Apr
(1) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(1) |
Dec
|
2002 |
Jan
(1) |
Feb
(2) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2004 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
(192) |
Jul
(199) |
Aug
(137) |
Sep
(59) |
Oct
(28) |
Nov
|
Dec
|
2005 |
Jan
|
Feb
|
Mar
|
Apr
(12) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2011 |
Jan
(1) |
Feb
(2) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2013 |
Jan
|
Feb
(2) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2014 |
Jan
|
Feb
|
Mar
(2) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Charles G. <ch...@ve...> - 2004-09-01 22:47:28
|
On Wed, 2004-09-01 at 23:28 +0100, ri...@ae... wrote: > The game is quite slow and, after a while, it can get the system > unusable. I don't know what the problem is, but it looks like > polygons have been reduced from Karts. > > My question is if that is really needed? It doesn't look like > Karts are the problem, since it is slow as well when the Karts > are not there, and the game keep getting slow is not certainly > fault of the Karts. Consensus is that the problem lies with the way PLIB handles the tracks (ie large polygonal models) and the physics code taking up far too much CPU time. Whilst people have been poking around the physics code, it seems nobody has actually seen nor solved that particular issue. There are patches for PLIB that improve things roughly twofold, and hopefully they will make it into PLIB sooner rather than later. But even then, the performance is no where near what it should be for such a relatively simple game. The only other way to improve things on this issue is to break up the tracks into sections, but that's messing the level designers about. Really, Steve needs to grab PLIB by the scruff of the neck on this issue and other PLIB problems, but he's publicly refusing to get involved. (Which is surprising, because if he'd fixed them, then there would be no need for the current SDL dependency and he'd be happy again. *Sigh*) -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Charles G. <ch...@ve...> - 2004-09-01 22:38:43
|
On Wed, 2004-09-01 at 23:29 +0100, ri...@ae... wrote: > I don't know OpenGL that well, but shouldn't this be something like > this: > > glEnable(GL_BLEND); > glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); Have you tried it? (Sorry, I don't know either.) -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: <ri...@ae...> - 2004-09-01 22:29:27
|
Hi there,=20 =20 Just wanna report that alpha isn't working that well in the=20 RaceGUI.cxx code. =20 I suspect it is because of this:=20 =20 glEnable ( GL_ALPHA_TEST ) ;=20 glAlphaFunc ( GL_GREATER, 0.1 ) ;=20 glEnable ( GL_BLEND ) ;=20 =20 I don't know OpenGL that well, but shouldn't this be something like=20 this:=20 =20 glEnable(GL_BLEND);=20 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);=20 =20 Cheers,=20 Ricardo=20 =20 -- =20 To refuse praise is to seek praise twice.=20 =20 _________________________________________________________ Pensa comprar um carro novo? Pe=E7a uma proposta online: Audi, VW ou Skod= a http://www.aeiou.pt/promo/siva/ |
From: <ri...@ae...> - 2004-09-01 22:28:55
|
Hi there,=20 =20 I've made fonts being cached to avoid calls to TTF_Open(). Anyone=20 knows if =20 this is really worth it?=20 =20 Cheers,=20 Ricardo=20 =20 -- =20 How many retured bricklayers from FLORIDA are out purchasing PENCIL=20 SHARPENERS right NOW??=20 =20 _________________________________________________________ Pensa comprar um carro novo? Pe=E7a uma proposta online: Audi, VW ou Skod= a http://www.aeiou.pt/promo/siva/ |
From: <ri...@ae...> - 2004-09-01 22:28:30
|
Hello there,=20 =20 The game is quite slow and, after a while, it can get the system=20 unusable. I =20 don't know what the problem is, but it looks like polygons have been=20 reduced =20 from Karts.=20 My question is if that is really needed? It doesn't look like Karts=20 are the =20 problem, since it is slow as well when the Karts are not there, and=20 the game =20 keep getting slow is not certainly fault of the Karts.=20 This Karts polygons reduction is resulting in Karts uglier and less=20 detailed =20 than the DOS Kart games ones.=20 =20 By the way, I'm using a Nvidia GeForce 4 MX 440. I believe with the=20 latest =20 (or so) version of the nvidia provided drivers.=20 =20 Cheers,=20 Ricardo=20 -- =20 The net of law is spread so wide,=20 No sinner from its sweep may hide.=20 Its meshes are so fine and strong,=20 They take in every child of wrong.=20 O wondrous web of mystery!=20 Big fish alone escape from thee!=20 -- James Jeffrey Roche=20 _________________________________________________________ Pensa comprar um carro novo? Pe=E7a uma proposta online: Audi, VW ou Skod= a http://www.aeiou.pt/promo/siva/ |
From: r. m. <anj...@ya...> - 2004-09-01 02:40:39
|
--- ri...@ae... wrote: > Looks like someone forgot to upload a file > (Player.h) to CVS: > sorry about that, i was busy with other things when making that commit, and have been busy w/ university since (i expect the same is true for quite a few others, since IRC and the mailing-lists have been very quiet the last so many days) the Player class adds per player names (only used in the control configuration gui currently), and the saving and loading of the control configuration (though i haven't sorted out the joystick use yet). the only other problem w/ it is that the defaults are currently loaded outside of the Config class, and they are loaded AFTER the config file is loaded. so the control is defaulted every time you start tuxkart. not a hard thing to fix, but i've been busy (and no-one else had the code). hope it helps more than hurts, -paul __________________________________ Do you Yahoo!? Yahoo! Mail - Helps protect you from nasty viruses. http://promotions.yahoo.com/new_mail |
From: <ri...@ae...> - 2004-08-31 09:44:41
|
Looks like someone forgot to upload a file (Player.h) to CVS:=20 =20 rick2@docelar:/home/prog/tuxkart/tuxkart/ > make=20 Making all in src=20 make[1]: Entering directory `/home/prog/tuxkart/tuxkart/src'=20 if g++ -DPACKAGE_NAME=3D\"\" -DPACKAGE_TARNAME=3D\"\"=20 -DPACKAGE_VERSION=3D\"\" =20 -DPACKAGE_STRING=3D\"\" -DPACKAGE_BUGREPORT=3D\"\" -DPACKAGE=3D\"tuxkart\= " =20 -DVERSION=3D\"0.4.0\" -DHAVE_LIBSDL=3D1 -DHAVE_LIBSDL_IMAGE=3D1=20 -DHAVE_LIBSDL_TTF=3D1 =20 -DSTDC_HEADERS=3D1 -DHAVE_SYS_TYPES_H=3D1 -DHAVE_SYS_STAT_H=3D1=20 -DHAVE_STDLIB_H=3D1 =20 -DHAVE_STRING_H=3D1 -DHAVE_MEMORY_H=3D1 -DHAVE_STRINGS_H=3D1=20 -DHAVE_INTTYPES_H=3D1 =20 -DHAVE_STDINT_H=3D1 -DHAVE_UNISTD_H=3D1 -DHAVE_PTHREAD=3D1=20 -DSTDC_HEADERS=3D1 =20 -DLINUX_JOYSTICK_IS_PRESENT=3D1 =20 -DTUXKART_DATADIR=3D\"/usr/local/share/games/tuxkart\" -I. -I. -g=20 -O2 =20 -I/usr/include/SDL -D_REENTRANT -I/usr/X11R6/include -Wall -MT=20 sdldrv.o -MD =20 -MP -MF ".deps/sdldrv.Tpo" \=20 -c -o sdldrv.o `test -f 'sdldrv.cxx' || echo './'`sdldrv.cxx; \=20 then mv -f ".deps/sdldrv.Tpo" ".deps/sdldrv.Po"; \=20 else rm -f ".deps/sdldrv.Tpo"; exit 1; \=20 fi=20 In file included from sdldrv.cxx:33:=20 Config.h:26:20: Player.h: No such file or directory=20 In file included from sdldrv.cxx:33:=20 Config.h:47: error: syntax error before `[' token=20 sdldrv.cxx: In function `void setupControls()':=20 sdldrv.cxx:82: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:86: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:89: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:89: error: `CD_KEYBOARD' undeclared (first use this=20 function)=20 sdldrv.cxx:89: error: (Each undeclared identifier is reported only=20 once for =20 each function it appears in.)=20 sdldrv.cxx:89: error: `KC_LEFT' undeclared (first use this function)=20 sdldrv.cxx:90: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:90: error: `KC_RIGHT' undeclared (first use this=20 function)=20 sdldrv.cxx:91: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:91: error: `KC_UP' undeclared (first use this function)=20 sdldrv.cxx:92: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:92: error: `KC_DOWN' undeclared (first use this function)=20 sdldrv.cxx:93: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:93: error: `KC_WHEELIE' undeclared (first use this=20 function)=20 sdldrv.cxx:94: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:94: error: `KC_JUMP' undeclared (first use this function)=20 sdldrv.cxx:95: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:95: error: `KC_RESCUE' undeclared (first use this=20 function)=20 sdldrv.cxx:96: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:96: error: `KC_FIRE' undeclared (first use this function)=20 sdldrv.cxx:99: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:100: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:101: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:102: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:103: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:104: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:105: error: 'class Config' has no member named 'player'=20 sdldrv.cxx:106: error: 'class Config' has no member named 'player'=20 sdldrv.cxx: In function `void pollEvents()':=20 sdldrv.cxx:131: error: 'class Config' has no member named 'player'=20 sdldrv.cxx: In function `void kartInput(RaceSetup&)':=20 sdldrv.cxx:200: error: `Player' undeclared (first use this function)=20 sdldrv.cxx:200: error: `plyr' undeclared (first use this function)=20 sdldrv.cxx:200: error: 'class Config' has no member named 'player'=20 make[1]: ** [sdldrv.o] Erro 1=20 make[1]: Leaving directory `/home/prog/tuxkart/tuxkart/src'=20 make: ** [all-recursive] Erro 1=20 =20 =20 Cheers,=20 Ricardo=20 =20 -- =20 O, it is excellent=20 To have a giant's strength; but it is tyrannous=20 To use it like a giant.=20 -- Shakespeare, "Measure for Measure", II, 2=20 =20 _________________________________________________________ Revista S=E1bado - 12 edi=E7=F5es por um euro - Sem Compromisso=20 clique aqui: http://revistasabado.online.pt |
From: Ingo R. <gr...@gm...> - 2004-08-26 23:55:26
|
James Gregory <j....@vi...> writes: > Well, ideally we don't want to demand people have geforce 2s, Lowest level that I would care about are TNT2 and MatroxG450, with reduced LOD level that might be doable. > however if it's a choice between that, rewriting the whole 3D engine > or going back to the old kart models, the choice is less clear cut. The old karts are 400-800 polys, a new medium-LOD kart would be 500 polys, a low-LOD would be ~250, high-LOD 1000-1500. So in case I get all the karts + LOD levels modeled, we should be more or less save performance wise and be at a similar level like the old version, well, at least for the simpler tracks. >> -We should make the tracks a bit more attractive by adding more >> background stuff. It would also be a good idea, to add a >> possibility for skydomes (ie. 6 images projected on an infinitely >> far-away cube), that typically improves the look alot. > Well, if you're going to do this then I'm certainly not going to > complain, but it does strike me that in the time it would take someone > to make this work, maybe they could have written new AI code or > something else more vital to the game 's basic playability. Skydome should be relativly simple from a programming point of view, the biggest problem I see with them is really how to create them, since you can't simply draw them in Gimp. Some post-processing in Blender or so might be needed. > And is Straver still working on the smoke? If not, then maybe we > should just remove it (unless of course someone else wants to make > it look better). Smoke can be easily disabled in case it doesn't get better, no need to remove it. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Charles G. <ch...@ve...> - 2004-08-26 23:31:05
|
On Thu, 2004-08-26 at 18:20 -0500, Steve Baker wrote: > Well, tell me what I'm supposed to do. I disagree strongly with the > incorporation of additional libraries. I don't want to enter into > long pointless arguments about it. I know that in the end, I'll be > maintaining this package and it'll be a lot easier to do that if I > don't have those external dependancies. I just told you... work on the bits that are not related to the usage of SDL or SDL_ttf and leave that side of things until later. Look at the lists people are producing of tasks to be done. They are not small and the majority are unrelated to SDL/SDL_ttf. For a highly paid programmer, you're showing a remarkable lack of initiative. I don't know whether to find that incredibly worrying (what is this world coming to) or incredibly promising (gives me hope of such lucrative earnings). I agree, ignore the flame-fest for now. Focus on the areas where you are needed most. -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Steve B. <sjb...@ai...> - 2004-08-26 23:20:44
|
Charles Goodwin wrote: > On Thu, 2004-08-26 at 17:21 -0500, Steve Baker wrote: > >>>Perhaps if you pitch in *now* rather than after GotM then we'd stand a >>>chance of achieving our goals. >> >>No - I want to wait until I can do it at my own pace without lots >>of arguments. > > > Ugh, that's just... well... frankly it's immature. > > Can't you just focus on things that don't irk you, like performance > issues or AI or anything. And then leave the tasks that do bother you > until later so you can do it at your "own pace". > > *sigh* I won't bring it up again. Your disinterest is sickening. Well, tell me what I'm supposed to do. I disagree strongly with the incorporation of additional libraries. I don't want to enter into long pointless arguments about it. I know that in the end, I'll be maintaining this package and it'll be a lot easier to do that if I don't have those external dependancies. I could start an enormous flame-fest in an attempt to get these libraries removed - I could start fighting you guys by reverting things from CVS - there are lots of completely obnoxious things I could do...but *those* are all immature things to do - and I won't do them. So, I'll wait until you guys are done - and the dust has settled and I can quietly remove the stuff I don't want and do whatever is necessary to either add functionality to PLIB or simplify the game to make that happen. I'm just not going to get into a huge, stressful argument about it and if I start doing it now, it'll just slow you guys down and cause you much more inconvenience. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Ricardo C. <ri...@ae...> - 2004-08-26 23:11:12
|
Don't remove it just now. I mean, TuxKart code is still on development and someone might improve it. I don't know the code, but it just seems to need tweaking, not really a re-write. If it still is sucky and you want to make a release, better to just comment it out than to remove the code. Cheers, Ricardo Em Quinta, 26 de Agosto de 2004 15:43, o Matze Braun escreveu: > On Wed, 25 Aug 2004, James Gregory wrote: > -Kart smoke looks very ugly. We should either improve or remove it, > currently it doesn't look good... -- If the odds are a million to one against something occurring, chances are 50-50 it will. |
From: Charles G. <ch...@ve...> - 2004-08-26 22:48:10
|
On Thu, 2004-08-26 at 17:21 -0500, Steve Baker wrote: > > Perhaps if you pitch in *now* rather than after GotM then we'd stand a > > chance of achieving our goals. > > No - I want to wait until I can do it at my own pace without lots > of arguments. Ugh, that's just... well... frankly it's immature. Can't you just focus on things that don't irk you, like performance issues or AI or anything. And then leave the tasks that do bother you until later so you can do it at your "own pace". *sigh* I won't bring it up again. Your disinterest is sickening. -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Steve B. <sjb...@ai...> - 2004-08-26 22:22:04
|
Charles Goodwin wrote: > On Wed, 2004-08-25 at 20:20 -0500, Steve Baker wrote: > Perhaps if you pitch in *now* rather than after GotM then we'd stand a > chance of achieving our goals. No - I want to wait until I can do it at my own pace without lots of arguments. ---------------------------- 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. <j....@vi...> - 2004-08-26 21:06:10
|
On Thu, 2004-08-26 at 15:43, Matze Braun wrote: > On Wed, 25 Aug 2004, James Gregory wrote: > > - FPS issues. Grumbel said he hacked a patch for VBO support into > > TuxKart, are you going to commit it grumbel or is it too buggy? Also, > > maybe we could reduce the default number of karts in a race to perhaps > > 6? Even with double the FPS the game will still struggle on slower > > computers as it now stands. > I think we need more research in this area. At the moment it seems we're > not using any culling at all, which results in the whole track getting > always fed to the 3d hardware. > VBO might be an option (if plib isn't getting ready for it soon enough, > then we could implement a custom VBOVtxTable or something in tuxkart). > However you should keep in mind that VBO is only available on > geforce2-class hardware, would this be our target audience? Well, ideally we don't want to demand people have geforce 2s, however if it's a choice between that, rewriting the whole 3D engine or going back to the old kart models, the choice is less clear cut. > -transparent parts in the subsea track are not z-sorted. So sometimes you > don't see the stuff behind the transparent parts... > -Kart smoke looks very ugly. We should either improve or remove it, > currently it doesn't look good... > -We should make the tracks a bit more attractive by adding more > background stuff. It would also be a good idea, to add a possibility for > skydomes (ie. 6 images projected on an infinitely far-away cube), that > typically improves the look alot. Well, if you're going to do this then I'm certainly not going to complain, but it does strike me that in the time it would take someone to make this work, maybe they could have written new AI code or something else more vital to the game 's basic playability. > -physics is totally pointless at the moment: no sliding, breaking or only > drawing skidmarks when the kart is really skidding. Also the collision > feedback didn't improve (velocity is simply set to 0 which feeld odd). > -in-game gui is still not nice Hopefully I'll have time to change round the in-game GUI to SDL_ttf this weekend, and then maybe I can make minor adjustments each weekday evening. > -specials disappeared > > all in all we totally lack a funny gameplay at the moment, our first goal > should be to get the game into a state where it is fun to play. So I think > our first goals should be to improve the physics and bringing back AI, > special and the different game modes. > The rest should come by itself then I think... Concerning physics (and the AI which depends on it): is Straver still working on this? Or can someone just dive in and rewrite the physics code as they see fit? And is Straver still working on the smoke? If not, then maybe we should just remove it (unless of course someone else wants to make it look better). James |
From: Ricardo C. <ri...@ae...> - 2004-08-26 16:01:59
|
Just want to add two important points to the list: - Physics - Turning, acceleration, steering, etc. should be tuned. It is much better than it was a couple of weeks ago, but it still isn't that fun. - Collisions - They seem to be a bit worse than they were before Gotm - just try to climb stuff and collide with some stuff. And stuff like water or lava should affect somehow the player, even if it is to kill him. Also holes should put the player back to the track - with a delay as drawback, obviously. Cheers, Ricardo Em Quarta, 25 de Agosto de 2004 23:25, o James Gregory escreveu: > Well, it's a little less than a week until the originally proposed > release date for GOTM. > > I assume we're extending the target date? Even so, it might be nice if > we had a definite list of what we will and won't be doing and who will > be doing it, and sticking to our list as much as possible so we don't > end up with new half-finished features/multiple people working on fixing > the same small problems, otherwise this is going to go on for ever. > > Also, if Steve is still refusing to use the Tuxkart Sourceforge account > to host a download (Steve?) has anyone got any ideas about where else it > might be hosted? > > A list of what I can see really needs fixing before a release (much of > this is already in the wiki): > > - AI!!! Still noone has touched this... > - Grand Prix mode and saving best race times, grumbel seems to be on the > case with this > - FPS issues. Grumbel said he hacked a patch for VBO support into > TuxKart, are you going to commit it grumbel or is it too buggy? Also, > maybe we could reduce the default number of karts in a race to perhaps > 6? Even with double the FPS the game will still struggle on slower > computers as it now stands. > - sometimes the kart models flick right round, grumbel said this was > just a rounding error and he could fix this in a few minutes though? > - The tire tracks are sometimes blue? Plus on some tracks they just look > messy (I'm thinking Star Track/Gown's Bow in particular here), maybe it > could be a track-defined option as to whether they get used? > - Tire tracks appear even if a kart is currently airborne > - Though you can't see that you are leaving them, if you reverse you can > see that tire tracks are left even when you are on a straight > - Input configuration should be finished. I started but people were > telling me I was doing it wrong so I left it. Should I finish off the > job or is someone else going to do it the way they want it done? > - Why do karts start off in the air before a race begins? Is it some > hack to avoid having to work out exactly what height karts have to be > placed at? Even if it is, it looked silly to begin with, and with the > new start sequence it looks even sillier > - The smoke coming out of karts is, apart from anything else, too big, > it makes the karts look really messy and polluting, when they're > supposed to look cute and cartoony > - The text in some of the menu screens is too small but fixing this is a > 5 minute job > - maybe all the Race GUI stuff could be converted to use the widget set > and SDL_ttf, or is this not worth it? > - The new tracks don't have track data > - the old TuxKart had a bug whereby it often couldn't keep track of laps > correctly, I guess it's probably still there > - depite what "pole" has written in the wiki, keyboard input still isn't > inter-polated > - I can see through the head of the new Penny model > - Game probably still memory leaks a shed load when you quit a race > > Blimey that's a lot of stuff. > > James > > > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel -- Has anyone ever tasted an "end"? Are they really bitter? |
From: Matze B. <ma...@br...> - 2004-08-26 14:43:11
|
On Wed, 25 Aug 2004, James Gregory wrote: > Well, it's a little less than a week until the originally proposed > release date for GOTM. > > I assume we're extending the target date? Even so, it might be nice if > we had a definite list of what we will and won't be doing and who will > be doing it, and sticking to our list as much as possible so we don't > end up with new half-finished features/multiple people working on fixing > the same small problems, otherwise this is going to go on for ever. To me it seems like we need at least 1 more likely 2 extra months... I must admit that I didn't really get into the code yet so that I could fully concentrate on a single thing and make it perfect... > > Also, if Steve is still refusing to use the Tuxkart Sourceforge account > to host a download (Steve?) has anyone got any ideas about where else it > might be hosted? > > A list of what I can see really needs fixing before a release (much of > this is already in the wiki): > > - AI!!! Still noone has touched this... > - Grand Prix mode and saving best race times, grumbel seems to be on the > case with this > - FPS issues. Grumbel said he hacked a patch for VBO support into > TuxKart, are you going to commit it grumbel or is it too buggy? Also, > maybe we could reduce the default number of karts in a race to perhaps > 6? Even with double the FPS the game will still struggle on slower > computers as it now stands. I think we need more research in this area. At the moment it seems we're not using any culling at all, which results in the whole track getting always fed to the 3d hardware. VBO might be an option (if plib isn't getting ready for it soon enough, then we could implement a custom VBOVtxTable or something in tuxkart). However you should keep in mind that VBO is only available on geforce2-class hardware, would this be our target audience? > - sometimes the kart models flick right round, grumbel said this was > just a rounding error and he could fix this in a few minutes though? > - The tire tracks are sometimes blue? Plus on some tracks they just look > messy (I'm thinking Star Track/Gown's Bow in particular here), maybe it > could be a track-defined option as to whether they get used? > - Tire tracks appear even if a kart is currently airborne > - Though you can't see that you are leaving them, if you reverse you can > see that tire tracks are left even when you are on a straight > - Input configuration should be finished. I started but people were > telling me I was doing it wrong so I left it. Should I finish off the > job or is someone else going to do it the way they want it done? > - Why do karts start off in the air before a race begins? Is it some > hack to avoid having to work out exactly what height karts have to be > placed at? Even if it is, it looked silly to begin with, and with the > new start sequence it looks even sillier > - The smoke coming out of karts is, apart from anything else, too big, > it makes the karts look really messy and polluting, when they're > supposed to look cute and cartoony > - The text in some of the menu screens is too small but fixing this is a > 5 minute job > - maybe all the Race GUI stuff could be converted to use the widget set > and SDL_ttf, or is this not worth it? > - The new tracks don't have track data > - the old TuxKart had a bug whereby it often couldn't keep track of laps > correctly, I guess it's probably still there > - depite what "pole" has written in the wiki, keyboard input still isn't > inter-polated > - I can see through the head of the new Penny model > - Game probably still memory leaks a shed load when you quit a race -transparent parts in the subsea track are not z-sorted. So sometimes you don't see the stuff behind the transparent parts... -Kart smoke looks very ugly. We should either improve or remove it, currently it doesn't look good... -We should make the tracks a bit more attractive by adding more background stuff. It would also be a good idea, to add a possibility for skydomes (ie. 6 images projected on an infinitely far-away cube), that typically improves the look alot. -physics is totally pointless at the moment: no sliding, breaking or only drawing skidmarks when the kart is really skidding. Also the collision feedback didn't improve (velocity is simply set to 0 which feeld odd). -in-game gui is still not nice -specials disappeared all in all we totally lack a funny gameplay at the moment, our first goal should be to get the game into a state where it is fun to play. So I think our first goals should be to improve the physics and bringing back AI, special and the different game modes. The rest should come by itself then I think... Greetings, Matze |
From: Charles G. <ch...@ve...> - 2004-08-26 09:33:39
|
On Wed, 2004-08-25 at 20:20 -0500, Steve Baker wrote: > After you guys are done - I'm going to take a look at what I want to continue > to support. If it's not too much effort, I'll be ripping out all of the SDL > nonsense - reverting menu systems and image loaders to use PLIB...generally > getting rid of the unnecessarily awkard stuff. Hopefully you'll be fixing plib with regards to the issues that SDL has been used to solve rather than just ripping out SDL for the sake of it. > If you guys would pitch in to fix that, we could get a release that we'd > all agree on. Perhaps if you pitch in *now* rather than after GotM then we'd stand a chance of achieving our goals. -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Steve B. <sjb...@ai...> - 2004-08-26 01:20:59
|
James Gregory wrote: > Also, if Steve is still refusing to use the Tuxkart Sourceforge account > to host a download (Steve?) has anyone got any ideas about where else it > might be hosted? After you guys are done - I'm going to take a look at what I want to continue to support. If it's not too much effort, I'll be ripping out all of the SDL nonsense - reverting menu systems and image loaders to use PLIB...generally getting rid of the unnecessarily awkard stuff. If you guys would pitch in to fix that, we could get a release that we'd all agree on. Then I'll make a proper release and go back to maintaining it. I won't maintain a version that depends on a bunch of other libraries though. I know from VERY painful experience how my email in-box will look if we do that. > - FPS issues. Grumbel said he hacked a patch for VBO support into > TuxKart, are you going to commit it grumbel or is it too buggy? I would be suprised if this patch improved frame rates on all graphics card types - but if it does, then it should be rolled into PLIB and not be a TuxKart-only thing. ---------------------------- 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...> - 2004-08-25 23:01:08
|
James Gregory <j....@vi...> writes: > Well, it's a little less than a week until the originally proposed > release date for GOTM. > > I assume we're extending the target date? I would suggest another two weeks or something like that. > Also, if Steve is still refusing to use the Tuxkart Sourceforge > account to host a download (Steve?) has anyone got any ideas about > where else it might be hosted? Finding hosting should be a non-issue, enough free hosting services around. > - Grand Prix mode and saving best race times, grumbel seems to be on > the case with this Yep, shouldn't be to hard to get it working completly, just needs some more stuff to gather the times and to display them. Without AI we are however in serious throuble. > - FPS issues. Grumbel said he hacked a patch for VBO support into > TuxKart, are you going to commit it grumbel or is it too buggy? The 'patch', available at http://pingus.seul.org/~grumbel/tmp/ssg.zip, is against plib1.6 and basically replaces ssgVtxTabel and something else and adds multitexture, multicolor support along with VBO and maybe some other stuff, I havn't had a closer look at it, but just copied it over to a recent plib and changed some compile throubles to get it working. It doubles the performance, but particles and colors in the character view are kind of broken. Its also against plib1.6 I think, so it might some additional work to cleanly integrate with plib1.8. My OpenGL knowledge is rather limited, so if somebody else could have a look at it, that might be helpfull. Would be a shame to give up the factor 2 speed improvement. > Also, maybe we could reduce the default number of karts in a race to > perhaps 6? Even with double the FPS the game will still struggle on > slower computers as it now stands. Some of the current characters (ie. sushi) are still extremly high poly, I am currently stretching them all down to 1000 polys, with probally two LOD levels (500, 200). After that performance should be more useable. For lower end PCs we could then just switch the default LOD level down to make the game more playable, using good old fog will of course help too. > - sometimes the kart models flick right round, grumbel said this was > just a rounding error and he could fix this in a few minutes though? Havn't had looked at it, but I guess its the relaxation code for the kart position that 'relaxes' a angle of >360 in the wrong direction than it should, fmod() might help. > - The tire tracks are sometimes blue? Plus on some tracks they just > look messy (I'm thinking Star Track/Gown's Bow in particular here), > maybe it could be a track-defined option as to whether they get > used? The tire tracks look broken because they aren't marked as 'transparent', so plib draws them in the wrong order, leading to those transparency artefacts. Should be easily fixable with a deeper look into the plib manual. > - Tire tracks appear even if a kart is currently airborne Tiretracks are also not aligned to the track and apear on all steering, instead of only on highspeed + drift situations. > - Why do karts start off in the air before a race begins? Is it some > hack to avoid having to work out exactly what height karts have to > be placed at? Even if it is, it looked silly to begin with, and with > the new start sequence it looks even sillier Its a hack that needs fixing, calculating the height of the track is however not so difficult, it just needs to be done at startup so that the karts can be placed correctly. > - The smoke coming out of karts is, apart from anything else, too big, > it makes the karts look really messy and polluting, when they're > supposed to look cute and cartoony smoke needs to be much more transparent, much more random, come from the right places (ie. exhausts) from the kart and should act differently when you accelarate (ie. more smoke at startup, then back to a lower smoke level). > - maybe all the Race GUI stuff could be converted to use the widget > set and SDL_ttf, or is this not worth it? Its worth it, the current RaceGUI font is pretty pixely and ugly. > - The new tracks don't have track data Some have, some however have buggy or reversed data, its however relativly easy to generate, bigger problem is that basically all tracks suck, since the physics is still not all that good and fine-tuning tracks without final physics is a bit difficult. > - the old TuxKart had a bug whereby it often couldn't keep track of laps > correctly, I guess it's probably still there Basically the whole track meta-data is still just a list of waypoints, so the detection is naturally a bit buggy. Might be worth to switch that to something more descriptive, but that basically goes hand in hand with the AI. > - I can see through the head of the new Penny model Reversed normal, easy to fix on the model. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: James G. <j....@vi...> - 2004-08-25 21:25:28
|
Well, it's a little less than a week until the originally proposed release date for GOTM. I assume we're extending the target date? Even so, it might be nice if we had a definite list of what we will and won't be doing and who will be doing it, and sticking to our list as much as possible so we don't end up with new half-finished features/multiple people working on fixing the same small problems, otherwise this is going to go on for ever. Also, if Steve is still refusing to use the Tuxkart Sourceforge account to host a download (Steve?) has anyone got any ideas about where else it might be hosted? A list of what I can see really needs fixing before a release (much of this is already in the wiki): - AI!!! Still noone has touched this... - Grand Prix mode and saving best race times, grumbel seems to be on the case with this - FPS issues. Grumbel said he hacked a patch for VBO support into TuxKart, are you going to commit it grumbel or is it too buggy? Also, maybe we could reduce the default number of karts in a race to perhaps 6? Even with double the FPS the game will still struggle on slower computers as it now stands. - sometimes the kart models flick right round, grumbel said this was just a rounding error and he could fix this in a few minutes though? - The tire tracks are sometimes blue? Plus on some tracks they just look messy (I'm thinking Star Track/Gown's Bow in particular here), maybe it could be a track-defined option as to whether they get used? - Tire tracks appear even if a kart is currently airborne - Though you can't see that you are leaving them, if you reverse you can see that tire tracks are left even when you are on a straight - Input configuration should be finished. I started but people were telling me I was doing it wrong so I left it. Should I finish off the job or is someone else going to do it the way they want it done? - Why do karts start off in the air before a race begins? Is it some hack to avoid having to work out exactly what height karts have to be placed at? Even if it is, it looked silly to begin with, and with the new start sequence it looks even sillier - The smoke coming out of karts is, apart from anything else, too big, it makes the karts look really messy and polluting, when they're supposed to look cute and cartoony - The text in some of the menu screens is too small but fixing this is a 5 minute job - maybe all the Race GUI stuff could be converted to use the widget set and SDL_ttf, or is this not worth it? - The new tracks don't have track data - the old TuxKart had a bug whereby it often couldn't keep track of laps correctly, I guess it's probably still there - depite what "pole" has written in the wiki, keyboard input still isn't inter-polated - I can see through the head of the new Penny model - Game probably still memory leaks a shed load when you quit a race Blimey that's a lot of stuff. James |
From: Pascal G. <pa...@gu...> - 2004-08-25 07:50:24
|
Just in case you haven't notice, two player gaming no longer works. At least, only one player is displayed and the screen isn't split. Starting 3-4 multiplayer races/grand prix causes the game to "crash" with the message: "More than 200 hooknodes in database!". -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: <jam...@bt...> - 2004-08-22 23:47:26
|
--- "r. mutt" <anj...@ya...> wrote: > > checking for x/y == 0 is necessary for digital > sticks/pads to work properly > (because they jump from 0 to +/-maximum) > otherwise you get a single movement out of them > before > they go dead. > and yes, > if x/y is 0 then it will be between -JOY_MID and > +JOY_MID, but when x/y isn't 0 we still need the old > test for better analog support > (stick doesn't have to go all the way back to > center). > > in my testing w/ the if(!y || -JOY_MID <= y && y <= > +JOY_MID) > i had no side-effects w/ analog support > and the digital worked fine > if you have a fix for digital pad support you like > better, i'm certainly ok w/ it. > > -paul I see what you are trying to do now, and if you say it works then that's good and I'm happy to leave it. It's just that with no commit message it wasn't very obvious what you were trying to do given that originally "!x" was taken to mean "no movement in the x axis", and you've now changed it to mean "x axis at 0". James |
From: r. m. <anj...@ya...> - 2004-08-22 23:08:37
|
> > > Modified Files: > > > WidgetSet.cxx > > > Log Message: > > > %1 > > > i just noticed that the script i've been using for commits was using %1 instead of $1 which of course meant the my descriptions of changes weren't being sent, but instead the rather opaque '%1' which might explain the misunderstanding. my apologies. -paul __________________________________ Do you Yahoo!? Yahoo! Mail is new and improved - Check it out! http://promotions.yahoo.com/new_mail |
From: r. m. <anj...@ya...> - 2004-08-22 22:43:29
|
--- James Gregory <jam...@bt...> wrote: > On Sun, 2004-08-22 at 06:51, > tux...@li... > wrote: > > Update of /cvsroot/tuxkart/tuxkart/src > > In directory > sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv23256/src > > > > Modified Files: > > WidgetSet.cxx > > Log Message: > > %1 > > > > Index: WidgetSet.cxx > > > =================================================================== > /* Find a new active widget in the direction > of > joystick motion. */ > > - if (x && -JOY_MID <= x && x <= +JOY_MID) > + if (!x || -JOY_MID <= x && x <= +JOY_MID) > The reason that it originally checked to make sure x > was true is that a > value of 0 for an axis doesn't mean "stick is > central", rather it means > "the motion event was not in this axis". > > See sdldrv.cxx: > > int x = 0; > int y = 0; > > if (event.jaxis.axis == 0) > x = event.jaxis.value; > else if (event.jaxis.axis == 1) > y = event.jaxis.value; > if (gui) > gui -> stick ( x, y ); > > N.B. even a value of 0 did mean "stick is central" > then testing for !x > would still be pointless, as unless you have some > very > crazy constants > when x == 0 then -JOY_MID <= x && x <= +JOY_MID will > always be true. > > James checking for x/y == 0 is necessary for digital sticks/pads to work properly (because they jump from 0 to +/-maximum) otherwise you get a single movement out of them before they go dead. and yes, if x/y is 0 then it will be between -JOY_MID and +JOY_MID, but when x/y isn't 0 we still need the old test for better analog support (stick doesn't have to go all the way back to center). in my testing w/ the if(!y || -JOY_MID <= y && y <= +JOY_MID) i had no side-effects w/ analog support and the digital worked fine if you have a fix for digital pad support you like better, i'm certainly ok w/ it. -paul __________________________________ Do you Yahoo!? New and Improved Yahoo! Mail - Send 10MB messages! http://promotions.yahoo.com/new_mail |
From: Ricardo C. <ri...@ae...> - 2004-08-22 18:33:19
|
Thank you, Steve. Ricardo Em Domingo, 22 de Agosto de 2004 18:53, o Steve Baker escreveu: > Ricardo Cruz wrote: > > Steven, may I get CVS access? My sourceforge nickname is rmcruz . Thx! > > Sure - Welcome to the project! -- A truth that's told with bad intent Beats all the lies you can invent. -- William Blake |