tuxkart-devel Mailing List for Tux Kart (Page 6)
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From: Steve B. <sjb...@ai...> - 2004-08-22 17:48:03
|
Ricardo Cruz wrote: > Steven, may I get CVS access? My sourceforge nickname is rmcruz . Thx! Sure - Welcome to the project! ---------------------------- 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...> - 2004-08-22 13:36:26
|
Em Domingo, 22 de Agosto de 2004 14:24, o Ingo Ruhnke escreveu: > James Gregory <jam...@bt...> writes: > > The whole mid-race HUD needs quite some work, hence I think why > > noone has yet put your patch in. I agree your patch makes it look > > better, but if the whole thing is going to be changed round there's > > not much point applying a minor patch to it. > > Applied the patch. Yes, the HUD needs a complete rework, but after all > we have to start somewhere and this patch is a good start :) Thanks. I also agree that the In-game UI needs to be re-worked. By the way, I've just noticed that there is a page in the wiki that has some information about how the UI should look like: http://netpanzer.berlios.de/tuxkart/index.php/User Interface In the following days, I'll work to make the UI looking like that one on the wiki page. Steven, may I get CVS access? My sourceforge nickname is rmcruz . Thx! Cheers, Ricardo -- A private sin is not so prejudicial in the world as a public indecency. -- Miguel de Cervantes |
From: Ingo R. <gr...@gm...> - 2004-08-22 13:24:24
|
James Gregory <jam...@bt...> writes: > The whole mid-race HUD needs quite some work, hence I think why > noone has yet put your patch in. I agree your patch makes it look > better, but if the whole thing is going to be changed round there's > not much point applying a minor patch to it. Applied the patch. Yes, the HUD needs a complete rework, but after all we have to start somewhere and this patch is a good start :) -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: <jam...@bt...> - 2004-08-22 12:13:13
|
--- Ricardo Cruz <ri...@ae...> wrote: > > In case I didn't make myself clear, here what I > mean: > > http://rpmcruz.planetaclix.pt/trash/tuxkart.png > > The position of the player against the others > should be indicated in the map, > just like any other racing game. > > And please replace, in the patch, 400 by 360, so > that it doesn't get over the > bonus image. The whole mid-race HUD needs quite some work, hence I think why noone has yet put your patch in. I agree your patch makes it look better, but if the whole thing is going to be changed round there's not much point applying a minor patch to it. James |
From: Ricardo C. <ri...@ae...> - 2004-08-22 12:04:59
|
In case I didn't make myself clear, here what I mean: http://rpmcruz.planetaclix.pt/trash/tuxkart.png The position of the player against the others should be indicated in the m= ap,=20 just like any other racing game. And please replace, in the patch, 400 by 360, so that it doesn't get over = the=20 bonus image. Cheers, Ricardo Em S=E1bado, 21 de Agosto de 2004 16:58, o Ricardo Cruz escreveu: > Hey there, > > I don't like those icons on the bottom showing player's positions. I'd > prefer to have player's positions on the left, and, in the map, a square > showing karts position, having the player a different square color, > obviously. > > This patch makes karts position icons being displayed in the left. If you > like it, I could try to make the map thing, though I don't know the code. > > Cheers, > Ricardo =2D-=20 A team effort is a lot of people doing what I say. -- Michael Winner, British film director |
From: <jam...@bt...> - 2004-08-22 08:36:21
|
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 > =================================================================== > RCS file: /cvsroot/tuxkart/tuxkart/src/WidgetSet.cxx,v > retrieving revision 1.8 > retrieving revision 1.9 > diff -u -d -r1.8 -r1.9 > --- WidgetSet.cxx 20 Aug 2004 19:28:25 -0000 1.8 > +++ WidgetSet.cxx 22 Aug 2004 05:51:45 -0000 1.9 > @@ -1503,14 +1503,14 @@ > > /* 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) > xflag = 1; > > (and in the next commit:) > > - 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 |
From: Ricardo C. <ri...@ae...> - 2004-08-21 15:49:57
|
Hey there, I don't like those icons on the bottom showing player's positions. I'd prefer to have player's positions on the left, and, in the map, a square showing karts position, having the player a different square color, obviously. This patch makes karts position icons being displayed in the left. If you like it, I could try to make the map thing, though I don't know the code. Cheers, Ricardo -- I'd be a poorer man if I'd never seen an eagle fly. -- John Denver [I saw an eagle fly once. Fortunately, I had my eagle fly swatter handy. Ed.] |
From: Ricardo C. <ri...@ae...> - 2004-08-21 14:13:23
|
Em S=E1bado, 21 de Agosto de 2004 00:53, o Caleb Sawtell escreveu: > On Sat, 14 Aug 2004 16:01:53 +0100, Ricardo Cruz <ri...@ae...> wrote: > > Em S=E1bado, 14 de Agosto de 2004 15:14, o Charles Goodwin escreveu: > > > On Sat, 2004-08-14 at 12:47 +0200, Ingo Ruhnke wrote: > > > > The skidmarks currently just grow and grow all the time, so yep, if > > > > you do a lots of laps you will reach a point where it will get quite > > > > slow, especially with multiple vehicles, this should however change > > > > as soon as we start placing skidmarks only when you skid and not all > > > > the time. Expiring skidmarks might also help, even so this might not > > > > really be necesarry. > > > > > > Regardless, I think skidmarks should be optional, and optionally > > > expire. Don't forget the users with crap hardware - they need a 'back > > > to basics' graphics mode or a compromise inbetween. > > the skid makrs should also be more realistic cause you would not skid > on a little turn would you? > They should also be graphically more realistic. They should look more like= a=20 piece of burned wheel, rather than just a transparent color. Using a textur= e=20 might help a lot. Also make it starting right below the wheel. Just making the marks startin= g a=20 few pixels before will do the trick. Cheers, Ricardo > > What about adding an option to lower the quality of the graphics. > > Something like: Graphical quality: Low/Medium/High. > > > > Cheers, > > Ricardo > > > > -- > > Q: How many gradual (sorry, that's supposed to be "graduate") > > students does it take to screw in a lightbulb? > > A: "I'm afraid we don't know, but make my stipend tax-free, give my > > advisor a $30,000 grant of the taxpayer's money, and I'm sure he > > can tell me how to do the shit work for him so he can take the > > credit for answering this incredibly vital question." > > > > > > > > > > ------------------------------------------------------- > > 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 > > ------------------------------------------------------- > 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 $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel =2D-=20 You own a dog, but you can only feed a cat. |
From: Steve B. <sjb...@ai...> - 2004-08-21 03:20:42
|
r. mutt wrote: > let's try this again > helo steve baker, > i would like to contribute to tuxkart Hi! Sorry about the screwup - welcome to the team! ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ 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...> - 2004-08-21 03:16:43
|
Ingo Ruhnke wrote: > Doing the math, we need around 1 million polygons per second in this > setup, advertisement tells me that even a Geforce256 should be able to > render 10 million polygons per second. That's benchmark numbers. That's 10 million *perfectly* tri-stripped polygons with minimal additional data (ie no normals, no texture coords) - with the CPU doing nothing else but feeding the polygons into the hardware - no texture map switching, no switching of rendering modes, etc, etc. It also assumes that you've used some nVidia-specific extensions and insider information associated with the size of the data blocks that end up going over AGP. > Is Tuxkart doing something seriously wrong when it comes to rendering > or am I simply expecting to much from the rendering hardware and we > need to fall back to much simpler models and tracks? Using LOD for the > karts will of course help too, however it will quite seriously > increase the time needed to finish the kart models, so I would prefer > to avoid it. LOD is a huge help. ---------------------------- 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...> - 2004-08-20 23:53:23
|
On Sat, 14 Aug 2004 16:01:53 +0100, Ricardo Cruz <ri...@ae...> wrote: > Em S=E1bado, 14 de Agosto de 2004 15:14, o Charles Goodwin escreveu: > > On Sat, 2004-08-14 at 12:47 +0200, Ingo Ruhnke wrote: > > > The skidmarks currently just grow and grow all the time, so yep, if > > > you do a lots of laps you will reach a point where it will get quite > > > slow, especially with multiple vehicles, this should however change a= s > > > soon as we start placing skidmarks only when you skid and not all the > > > time. Expiring skidmarks might also help, even so this might not > > > really be necesarry. > > > > Regardless, I think skidmarks should be optional, and optionally expire= . > > Don't forget the users with crap hardware - they need a 'back to basics= ' > > graphics mode or a compromise inbetween. the skid makrs should also be more realistic cause you would not skid on a little turn would you? >=20 > What about adding an option to lower the quality of the graphics. Someth= ing > like: Graphical quality: Low/Medium/High. >=20 > Cheers, > Ricardo >=20 > -- > Q: How many gradual (sorry, that's supposed to be "graduate") studen= ts > does it take to screw in a lightbulb? > A: "I'm afraid we don't know, but make my stipend tax-free, give my > advisor a $30,000 grant of the taxpayer's money, and I'm sure he > can tell me how to do the shit work for him so he can take the > credit for answering this incredibly vital question." >=20 >=20 >=20 >=20 > ------------------------------------------------------- > 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 > |
From: Ingo R. <gr...@gm...> - 2004-08-20 20:49:24
|
Ingo Ruhnke <gr...@gm...> writes: > Any other suggestion on how to fix these performance issues? I have now tried the plib VBO 'patch' found at: http://fgfs.narod.ru/ssg.zip It was a little cumbersome to get working and seems to have some bugs, however the performance improved by factor two. With VBO: RaceTrack + 10 * Tux: 20fps RaceTrack + 10 * Penny: 40fps Without VBO: RaceTrack + 10 * Tux: 10fps RaceTrack + 10 * Penny: 20fps While this is already a pretty good improvment, I am still not really satisfied with just 40fps on an extremly simple track, on more complicated, while still rather simple tracks (Around the lighthouse), the performance is already down to 20fps, which is not really acceptable. Not really sure if LOD can help here, since at start, everybody is pretty close together. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: r. m. <anj...@ya...> - 2004-08-20 18:18:50
|
let's try this again helo steve baker, i would like to contribute to tuxkart sourceforge account: oaf_thadres thanks, __________________________________ Do you Yahoo!? Yahoo! Mail Address AutoComplete - You start. We finish. http://promotions.yahoo.com/new_mail |
From: Ingo R. <gr...@gm...> - 2004-08-20 17:22:29
|
I now produced a penny-kart with 1100 polys, which is basically as low as you can get when the model should still look reasonably good when looking at it in-game. However even if I use that model for all karts and remove skidmarks and particle effects and use a simple 2000 poly track the game still slows down quite a bit if all ten karts are in the view, which happens for example when you start. This slow down happens here on a 1Ghz Athlon with GeForce5200FX at 800x600. Doing the math, we need around 1 million polygons per second in this setup, advertisement tells me that even a Geforce256 should be able to render 10 million polygons per second. Is Tuxkart doing something seriously wrong when it comes to rendering or am I simply expecting to much from the rendering hardware and we need to fall back to much simpler models and tracks? Using LOD for the karts will of course help too, however it will quite seriously increase the time needed to finish the kart models, so I would prefer to avoid it. Another 'solution' might be to just limit the framerate, so that the slowdowns are much less noticeable, however that doesn't really sound much good either. Any other suggestion on how to fix these performance issues? PS: Could someone look into the code and figure out why the models in the character select are flat shaded? -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Steve B. <sjb...@ai...> - 2004-08-20 12:04:26
|
r. mutt wrote: > so that would be a "no you can't have" for the cvs > access? Eh? No - I havn't turned anyone down. Did I miss an email or something? ---------------------------- 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...> - 2004-08-20 10:08:29
|
Or more likely, I don't think Steve has checked his mail recently. On Thu, 2004-08-19 at 23:28 -0700, r. mutt wrote: > so that would be a "no you can't have" for the cvs access? -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: r. m. <anj...@ya...> - 2004-08-20 06:28:45
|
so that would be a "no you can't have" for the cvs access? __________________________________ Do you Yahoo!? Yahoo! Mail Address AutoComplete - You start. We finish. http://promotions.yahoo.com/new_mail |
From: r. m. <anj...@ya...> - 2004-08-18 06:33:13
|
selecting timetrial from the gamemode menu goes to the character selection screen before the track selection screen and then starts the game w/ no ai karts __________________________________ Do you Yahoo!? Yahoo! Mail Address AutoComplete - You start. We finish. http://promotions.yahoo.com/new_mail |
From: r. m. <anj...@ya...> - 2004-08-16 03:11:28
|
sourceforge account: oaf_thadres thanks, __________________________________ Do you Yahoo!? Yahoo! Mail - 50x more storage than other providers! http://promotions.yahoo.com/new_mail |
From: Pascal G. <pa...@gu...> - 2004-08-14 22:59:36
|
Good job! It's now fully playable even when lagging! Even at 15fps, i get to turn and i can't do incredibly long and high jumps anymore ;) The incomplete parts, i notice the more now, are: - all parts of the track have the same coefficient of friction, i mean, you can go as fast on grass than on asphalt. - floating skidrows, i can jump and burn "the air" - the AI -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...> - 2004-08-14 21:23:44
|
Ingo Ruhnke <gr...@gm...> wrote: James Gregory writes: >> Log Message: - moved PlayerKartDriver out of the Driver-hierachy, to >> seperate input from the actual simulation, will do the same with >> AutoDriver stuff > > The input stuff already is seperate from the simulation, its in > sdldrv.cxx in a function called kartInput(). The one exception is the > cheat code for infinite ammo. I left this in player kart driver > because that's where it was originally and I decided to leave it where > it was in case this had been done for a good reason that had passed me > by. Basically I want to have the KartDriver 'AI' plugable, so that I can switch from a PlayerKartDriver to a AutoKartDriver at any time, will be necesarry if we for example want to display race times after the finished race as on overlay about the kart driving around the course, ie. MarioKart-like. The joystick/keyboard stuff itself isn't affected by that. BTW. Speaking about joystick/keyboard input, that might need a bit cleanup as well, currently incomingJoystick() and incomingKeyboard() are quite far away from each other in the source, while they are actually quite closly related. Again, the only thing incomingKeyboard() is used for is a single cheat code. Either: a) Add a "cheat enabled" bool to the joystick struct and treat it as joystick input or b) just delete it James |
From: Ingo R. <gr...@gm...> - 2004-08-14 17:49:33
|
James Gregory <jam...@bt...> writes: >> Log Message: - moved PlayerKartDriver out of the Driver-hierachy, to >> seperate input from the actual simulation, will do the same with >> AutoDriver stuff > > The input stuff already is seperate from the simulation, its in > sdldrv.cxx in a function called kartInput(). The one exception is the > cheat code for infinite ammo. I left this in player kart driver > because that's where it was originally and I decided to leave it where > it was in case this had been done for a good reason that had passed me > by. Basically I want to have the KartDriver 'AI' plugable, so that I can switch from a PlayerKartDriver to a AutoKartDriver at any time, will be necesarry if we for example want to display race times after the finished race as on overlay about the kart driving around the course, ie. MarioKart-like. The joystick/keyboard stuff itself isn't affected by that. BTW. Speaking about joystick/keyboard input, that might need a bit cleanup as well, currently incomingJoystick() and incomingKeyboard() are quite far away from each other in the source, while they are actually quite closly related. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: <jam...@bt...> - 2004-08-14 17:26:55
|
> Log Message: > - moved PlayerKartDriver out of the Driver-hierachy, to seperate input > from the actual simulation, will do the same with AutoDriver stuff The input stuff already is seperate from the simulation, its in sdldrv.cxx in a function called kartInput(). The one exception is the cheat code for infinite ammo. I left this in player kart driver because that's where it was originally and I decided to leave it where it was in case this had been done for a good reason that had passed me by. Index: RaceGUI.cxx =================================================================== ((PlayerKartDriver*)World::current()->kart[0])->incomingKeystroke ( key ) ; + // FIXME: '0' alone can't be correct, can it? + PlayerDriver* driver = World::current()->kart [ 0 ]->getDriver(); As it only affects the infinite ammo cheat it doesn't really matter. I would have thought the easiest solution would be to move the infinite ammo cheat into the kartInput() function, or maybe take it out altogether, rather than removing the driver hierarchy. James |
From: Ingo R. <gr...@gm...> - 2004-08-14 15:30:26
|
jo...@bv... writes: > I am trying 'make' tuxkart, > Mandrake on a PowerBook, > this is what it says: > > g++ -DPACKAGE=\"tuxkart\" -DVERSION=\"0.4.0\" -DHAVE_LIBGL=1 > -DSTDC_HEADERS=1 -DHAVE_GL_GL_H=1 -DLINUX_JOYSTICK_IS_PRESENT=1 > -DTUXKART_DATADIR=\"/chez/joel/share/games/tuxkart\" -I. -I. > -I/usr/local/include -g -O2 -O6 -Wall -c -o gfx.o `test -f gfx.cxx || > echo './'`gfx.cxx > gfx.cxx:7:20: sys/io.h: No such file or directory > gfx.cxx:8:81: sys/perm.h: No such file or directory > > glibc is properly installed and ./configure worked > without error. Apparently, this file is supposed > to not exist on ppc. > > What should I do to get it working? Hide the includes: #include <sys/io.h> #include <sys/perm.h> in gfx.h behind '#ifndef UL_LINUX ... #endif' and see if it works then, if it does, just send us a patch which you can get by "cvs diff -u". -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-08-14 14:54:01
|
Em S=E1bado, 14 de Agosto de 2004 15:14, o Charles Goodwin escreveu: > On Sat, 2004-08-14 at 12:47 +0200, Ingo Ruhnke wrote: > > The skidmarks currently just grow and grow all the time, so yep, if > > you do a lots of laps you will reach a point where it will get quite > > slow, especially with multiple vehicles, this should however change as > > soon as we start placing skidmarks only when you skid and not all the > > time. Expiring skidmarks might also help, even so this might not > > really be necesarry. > > Regardless, I think skidmarks should be optional, and optionally expire. > Don't forget the users with crap hardware - they need a 'back to basics' > graphics mode or a compromise inbetween. What about adding an option to lower the quality of the graphics. Somethin= g=20 like: Graphical quality: Low/Medium/High. Cheers, Ricardo =2D-=20 Q: How many gradual (sorry, that's supposed to be "graduate") students does it take to screw in a lightbulb? A: "I'm afraid we don't know, but make my stipend tax-free, give my advisor a $30,000 grant of the taxpayer's money, and I'm sure he can tell me how to do the shit work for him so he can take the credit for answering this incredibly vital question." |