Thread: [TuxKart-devel] Split-screen mode.
Status: Alpha
Brought to you by:
sjbaker
From: Steve B. <sjb...@ai...> - 2004-06-29 10:57:30
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(CVS commit emails don't seem to be working...Doh!) I've just committed a bunch of changes to make TuxKart able to render 1, 2 or 4 views of the track at once. (Use the num-players GUI widget to select how many). It's nowhere near finished yet - but I've had enough for tonight and it's still playable - so I committed it anyway. Known issues for me to fix tomorrow night: 1) It needs some kind of a line between the windows to break up the graphics somewhat. 2) The status displays are not changed yet - so you can only see player zero's bonuses - and things like the map have to be moved and/or shrunk. 3) You can still only control one kart right now. I played a bit with the fields of view to try to keep things reasonably large on the screen in the more split up modes. It's always a compromise between field of view and size of objects, so in the 4-way split, your field of view is a little smaller than usual but your cart isn't a fly-speck on the screen. In the 2-way split, your horizontal field of view is wider than usual but the vertical field of view is cut down a bit. There are serious problems with three or four people sharing a keyboard(!) - not just a matter of how many people you can sit in front of one keyboard - it's also a matter of this problem: http://www.sjbaker.org/steve/omniv/keyboards_are_evil.html ...which is **nasty**. We could make it work with four joysticks (but who owns four joysticks?)...or two people using the keyboard, one the mouse and another the joystick. Dunno - maybe four player is pointless - but it's easy to do and handy for debugging AI characters. ---------------------------- 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...> - 2004-06-29 04:28:40
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(CVS commit emails don't seem to be working...Doh!) I've just committed a bunch of changes to make TuxKart able to render 1, 2 or 4 views of the track at once. (Use the num-players GUI widget to select how many). It's nowhere near finished yet - but I've had enough for tonight and it's still playable - so I committed it anyway. Known issues for me to fix tomorrow night: 1) It needs some kind of a line between the windows to break up the graphics somewhat. 2) The status displays are not changed yet - so you can only see player zero's bonuses - and things like the map have to be moved and/or shrunk. 3) You can still only control one kart right now. I played a bit with the fields of view to try to keep things reasonably large on the screen in the more split up modes. It's always a compromise between field of view and size of objects, so in the 4-way split, your field of view is a little smaller than usual but your cart isn't a fly-speck on the screen. In the 2-way split, your horizontal field of view is wider than usual but the vertical field of view is cut down a bit. There are serious problems with three or four people sharing a keyboard(!) - not just a matter of how many people you can sit in front of one keyboard - it's also a matter of this problem: http://www.sjbaker.org/steve/omniv/keyboards_are_evil.html ...which is **nasty**. We could make it work with four joysticks (but who owns four joysticks?)...or two people using the keyboard, one the mouse and another the joystick. Dunno - maybe four player is pointless - but it's easy to do and handy for debugging AI characters. ---------------------------- 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...> - 2004-06-29 17:48:51
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On Tue, 29 Jun 2004 00:27:24 -0500, Steve Baker <sjb...@ai...> wrote: > > (CVS commit emails don't seem to be working...Doh!) Hopefully they will be soon. SF can be a bit slow at times. :) > We could make it work with four joysticks (but who owns four > joysticks?)...or two people using the keyboard, one the mouse > and another the joystick. Well, I think we should have all inputs configurable. Have it possible to use the keyboard as much as the user wants (and let them define the keys). If they want to try to use more than two people on the keyboard, good luck to them :) Alternate inputs would be each attached joystick. As for mouse, I think that would be a bitch to use. -- Ryan |
From: Steve B. <sjb...@ai...> - 2004-06-29 22:08:50
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Ryan Flegel wrote: > Well, I think we should have all inputs configurable. Have it possible > to use the keyboard as much as the user wants (and let them define the > keys). If they want to try to use more than two people on the > keyboard, good luck to them :) Alternate inputs would be each attached > joystick. As for mouse, I think that would be a bitch to use. I'm guessing you didn't read the document I pointed you guys at: http://www.sjbaker.org/steve/omniv/keyboards_are_evil.html If you let the players configure their own keys - then Very Bad Things Will Happen for two or more players...but you'll have to read the document to understand why. It's possible to very carefully choose sets of characters for two people to play with - but they tend not to be very ergonomic or memorable...for three or four players, it's almost impossible to find enough usable sets to avoid the problem. ---------------------------- 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...> - 2004-06-29 22:22:36
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On Tue, 29 Jun 2004 17:11:07 -0500, Steve Baker <sjb...@ai...> wrote: > > Ryan Flegel wrote: > > > Well, I think we should have all inputs configurable. Have it possible > > to use the keyboard as much as the user wants (and let them define the > > keys). If they want to try to use more than two people on the > > keyboard, good luck to them :) Alternate inputs would be each attached > > joystick. As for mouse, I think that would be a bitch to use. > > I'm guessing you didn't read the document I pointed you guys at: > > http://www.sjbaker.org/steve/omniv/keyboards_are_evil.html I opened it up in a new tab but somehow managed to close it without reading it. I now see what you are saying. How does limiting to only 2 keyboard characters sound? I think that's what most games do. Of course we'd still have to make sure users didn't pick bad key combinations. -- Ryan |
From: Steve B. <sjb...@ai...> - 2004-06-30 02:20:36
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Ryan Flegel wrote: > I now see what you are saying. Nasty isn't it! > How does limiting to only 2 keyboard characters sound? I think that's > what most games do. Of course we'd still have to make sure users > didn't pick bad key combinations. Yep. We could certainly offer them some choices - you know: "Which key combo would you like to use? Setting A: this set of keys Setting B: some other set of keys ...but not: "What key would you like to use for Accellerate?" It's possible we could get three players - but maybe with only one choice for key commands. The fourth player could be using the mouse. If they have a joystick or two, we can cope with that too. ---------------------------- 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...> - 2004-06-30 02:59:40
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On Tue, 2004-06-29 at 21:22 -0500, Steve Baker wrote: > > How does limiting to only 2 keyboard characters sound? I think that's > > what most games do. Of course we'd still have to make sure users > > didn't pick bad key combinations. > > Yep. We could certainly offer them some choices - you know: > > "Which key combo would you like to use? > Setting A: this set of keys > Setting B: some other set of keys > > ...but not: "What key would you like to use for Accellerate?" > > It's possible we could get three players - but maybe with only > one choice for key commands. The fourth player could be using > the mouse. If they have a joystick or two, we can cope with > that too. Rather than have two hardcoded settings, why not just have a default setting and then let the player define their own set of keyboard controls as a _complete_ alternative? ie a "Configure New Control Settings" dialogue; that way you can force an inability to create arbitrary settings that conflict. Ruling out custom keyboard settings altogether sounds a bit harsh. -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Steve B. <sjb...@ai...> - 2004-06-30 03:17:46
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Charles Goodwin wrote: > Ruling out custom keyboard settings altogether sounds a bit harsh. Well, it might seem that way - but a smart key configurator that seemingly arbitarily disallowed just about every combo you thought you'd like would be HORRIBLE. Computer: "What key to use for FIRE?" Me: "F please!" Computer: "Sorry - not allowed" Me: "SPACE ?" Computer: "Sorry - not allowed" Me: "How about...erm...Enter ?" Computer: "Nope - not as such" Me: "Damn... maybe: @" ?? Computer: "Close...try again!" Me: RESET A key configuratore that let you create combo's that don't work would produce stacks of bug reports of keys seemingly randomly not working. (eg Your opponent is holding down 'Accellerate' and 'Left turn' - and that blocks out your 'Fire' button - but you don't know he's holding those down - it just seems like your Fire button only works half the time...so you bitch that the game sucks). Pre-selecting keys ourselves is decidedly tricky because the nature of what happens when you hold down two keys and try to strike a third varies between keyboard controller chip manufacturers and between keyboards of different nationalities. Automating that is HARD. I'm happy to hear good ideas though. ---------------------------- 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----- |