Thread: [TuxKart-devel] IRC Meeting?
Status: Alpha
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sjbaker
From: Steve B. <sjb...@ai...> - 2004-07-02 00:38:07
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Nobody replied (either here or on the HP forum) to the suggestion to hold an IRC meeting this weekend. I'm proposing 18:00 GMT on Sunday. Please respond with an "OK" or "Can't make it then" before Saturday morning. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Charles G. <ch...@ve...> - 2004-07-02 09:38:24
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On Thu, 2004-07-01 at 19:40 -0500, Steve Baker wrote: > Nobody replied (either here or on the HP forum) to the suggestion to > hold an IRC meeting this weekend. > > I'm proposing 18:00 GMT on Sunday. > > Please respond with an "OK" or "Can't make it then" before Saturday > morning. OK. -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Jacob P. <st...@ap...> - 2004-07-02 12:17:54
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On Friday 02 July 2004 00:40, Steve Baker wrote: > Nobody replied (either here or on the HP forum) to the suggestion to > hold an IRC meeting this weekend. > > I'm proposing 18:00 GMT on Sunday. > > Please respond with an "OK" or "Can't make it then" before Saturday > morning. OK - pretty much any time goes for me now. -- Name: Jacob Persson Homepage: www.apollo.nu/~straver |
From: Flash <Fl...@da...> - 2004-07-02 17:09:58
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OK ;) On Friday 02 July 2004 02:40, Steve Baker wrote: > Nobody replied (either here or on the HP forum) to the suggestion to > hold an IRC meeting this weekend. > > I'm proposing 18:00 GMT on Sunday. > > Please respond with an "OK" or "Can't make it then" before Saturday > morning. > > ---------------------------- 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----- > > > > ------------------------------------------------------- > This SF.Net email sponsored by Black Hat Briefings & Training. > Attend Black Hat Briefings & Training, Las Vegas July 24-29 - > digital self defense, top technical experts, no vendor pitches, > unmatched networking opportunities. Visit www.blackhat.com > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel |
From: Ricardo C. <ri...@ae...> - 2004-07-02 19:12:51
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I don't think I'll make it. Please send the log to the list. Thx, Ricardo Em Sexta, 2 de Julho de 2004 01:40, o Steve Baker escreveu: > Nobody replied (either here or on the HP forum) to the suggestion to > hold an IRC meeting this weekend. > > I'm proposing 18:00 GMT on Sunday. > > Please respond with an "OK" or "Can't make it then" before Saturday > morning. > -- It's not whether you win or lose, it's how you place the blame. |
From: Steve B. <sjb...@ai...> - 2004-07-02 20:37:03
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Ricardo Cruz wrote: > I don't think I'll make it. Please send the log to the list. Don't sweat it - I don't think it's going to happen. So far, we have only 2 Yes's - there isn't much point in doing it if we don't get at least half dozen. ---------------------------- 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: Flash <Fl...@da...> - 2004-07-02 23:15:49
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I counted more already ! On Friday 02 July 2004 22:39, Steve Baker wrote: > Ricardo Cruz wrote: > > I don't think I'll make it. Please send the log to the list. > > Don't sweat it - I don't think it's going to happen. > > So far, we have only 2 Yes's - there isn't much point in doing it > if we don't get at least half dozen. > > ---------------------------- 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----- > > > > ------------------------------------------------------- > This SF.Net email sponsored by Black Hat Briefings & Training. > Attend Black Hat Briefings & Training, Las Vegas July 24-29 - > digital self defense, top technical experts, no vendor pitches, > unmatched networking opportunities. Visit www.blackhat.com > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel |
From: Ryan F. <rf...@gm...> - 2004-07-03 00:11:25
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On Thu, 01 Jul 2004 19:40:17 -0500, Steve Baker <sjb...@ai...> wrote: > > Nobody replied (either here or on the HP forum) to the suggestion to > hold an IRC meeting this weekend. > > I'm proposing 18:00 GMT on Sunday. > > Please respond with an "OK" or "Can't make it then" before Saturday > morning. Maybe. -- Ryan |
From: Ryan F. <rf...@gm...> - 2004-07-03 20:54:12
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On Fri, 2 Jul 2004 18:11:17 -0600, Ryan Flegel <rf...@gm...> wrote: > On Thu, 01 Jul 2004 19:40:17 -0500, Steve Baker <sjb...@ai...> wrote: > > > > Nobody replied (either here or on the HP forum) to the suggestion to > > hold an IRC meeting this weekend. > > > > I'm proposing 18:00 GMT on Sunday. > > > > Please respond with an "OK" or "Can't make it then" before Saturday > > morning. > > Maybe. I'd like to upgrade mine to a "most likely". I may show up late, but I should be there. -- Ryan |
From: Matze B. <ma...@br...> - 2004-07-03 13:03:33
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On Thu, 1 Jul 2004, Steve Baker wrote: > Nobody replied (either here or on the HP forum) to the suggestion to > hold an IRC meeting this weekend. > > I'm proposing 18:00 GMT on Sunday. > > Please respond with an "OK" or "Can't make it then" before Saturday > morning. No (most probably). Greetings, Matze |
From: Steve B. <sjb...@ai...> - 2004-07-03 16:34:16
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Looks like Sunday is a bust then - too many No's and an awful lot of people who havn't replied at all. ---------------------------- 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: Matze B. <ma...@br...> - 2004-07-03 19:16:04
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On Sat, 3 Jul 2004, Steve Baker wrote: > Looks like Sunday is a bust then - too many No's and an awful lot > of people who havn't replied at all. What did you expect? You had ~3 yes. The whole supertux release was done by ~5 people. So if 4 people are in the meeting on sunday that would already be much. Also you've got the chance that discussions are short and on the point if not so many people join... Greetings, Matze |
From: philippe <phi...@vi...> - 2004-07-03 18:03:53
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Steve Baker wrote: > Looks like Sunday is a bust then - too many No's and an awful lot > of people who havn't replied at all. > > ---------------------------- 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----- > > > > ------------------------------------------------------- > This SF.Net email sponsored by Black Hat Briefings & Training. > Attend Black Hat Briefings & Training, Las Vegas July 24-29 - digital > self defense, top technical experts, no vendor pitches, unmatched > networking opportunities. Visit www.blackhat.com > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel > No. |
From: philippe <phi...@vi...> - 2004-07-03 18:06:58
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Steve Baker wrote: > Looks like Sunday is a bust then - too many No's and an awful lot > of people who havn't replied at all. > > ---------------------------- 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----- > > > > ------------------------------------------------------- > This SF.Net email sponsored by Black Hat Briefings & Training. > Attend Black Hat Briefings & Training, Las Vegas July 24-29 - digital > self defense, top technical experts, no vendor pitches, unmatched > networking opportunities. Visit www.blackhat.com > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel > Well, I said No but finaly I can. What server and channel ?? |
From: Ingo R. <gr...@gm...> - 2004-07-03 19:12:03
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philippe <phi...@vi...> writes: > Well, I said No but finaly I can. What server and channel ?? irc.freenote.net, #tuxkart, there are already ~10 peoples constantly hanging around in that channel. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-07-04 20:25:09
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Steve Baker <sjb...@ai...> writes: > Nobody replied (either here or on the HP forum) to the suggestion to > hold an IRC meeting this weekend. > > I'm proposing 18:00 GMT on Sunday. IRC Log of todays meeting: Jul 04 19:50:46 <blacksheep> hey there! looks like now it is almost 18:00 GMT Jul 04 19:51:11 <blacksheep> there will be a meeting, right? Jul 04 19:52:52 <straver> hopefully Jul 04 19:53:08 <blacksheep> straver: are you Steve? Jul 04 19:53:23 <straver> blacksheep: nope Jul 04 19:53:41 <blacksheep> is he here? Jul 04 19:54:06 --> IanWill (~willian@200.226.12.32) has joined #tuxkart Jul 04 19:54:10 <straver> don't think so but I'm unsure Jul 04 19:54:42 <straver> what nick does he use? Jul 04 19:55:01 <blacksheep> his email is sjbaker, so his nick should be similar... Jul 04 19:56:00 <blacksheep> i have just started reading a few messages from the mailing list, and it looks like there was a nasty discussion regarding the fact that Steve is somewhat disliking the Gotm ideas Jul 04 19:56:25 <blacksheep> but i hope he will be here. i mean, it is his game, afterall Jul 04 19:57:38 <straver> but he seemed to think too few people had said yes to the IRC-meeting Jul 04 19:57:39 <blacksheep> sik0fewl: Ryan, is it you? Jul 04 19:58:11 <blacksheep> i said no, but i managed to come Jul 04 19:58:49 <blacksheep> anyway, something that suprised me is how many ppl are daily in #supertux, and so few in #tuxkart (and #pingus, when it was gotm) Jul 04 19:59:08 <-- DarkStarter has quit (Read error: 110 (Connection timed out)) Jul 04 20:00:23 <blacksheep> it is 18:05 GMT. what about starting the meeting? Jul 04 20:00:26 <blacksheep> grumbel: there? Jul 04 20:00:44 <grumbel> yep Jul 04 20:01:00 <blacksheep> all righty! Jul 04 20:01:27 <blacksheep> grumbel: i've seen some of your characters. what characters collections do you have in mind? Jul 04 20:02:23 <grumbel> around 8 characters Jul 04 20:02:40 <grumbel> basically a few small ones, a few medium ones and a few big ones Jul 04 20:03:37 <blacksheep> i meant really the type of characters. i noticed that you are using a few characters from SuperTux and even from open source projects Jul 04 20:04:38 <grumbel> everything that looks like a nifty animal would be ok Jul 04 20:05:01 <grumbel> so tux, yeti, eviltux, dino/mozilla, nolok Jul 04 20:05:07 <grumbel> we need some small ones Jul 04 20:05:17 <blacksheep> it looks like ppl are looking forward to see physics improved. Have you looked at ODE yet? Jul 04 20:05:23 <grumbel> iceblocks doesn't have many fans and I agree with that Jul 04 20:05:38 <grumbel> blacksheep: I consider ODE a bad choice for tuxkart Jul 04 20:05:41 <blacksheep> grumbel: yep, i was the one asking not to do it. Jul 04 20:06:07 <grumbel> ode is just too real, have a hard time imagining how it could be cut down to mariokart like physics while still providing some usefull service Jul 04 20:06:09 --> Maff (~mi...@cp...) has joined #tuxkart Jul 04 20:06:27 <blacksheep> well, i am pretty sure we can disable a few stuff from ODE. and tweak others to give a better playability and less realism Jul 04 20:06:52 <blacksheep> but i dunno, since i have not really looked at it Jul 04 20:07:10 <grumbel> the thing is that ode is great when you want to have boxes that bounce around, but for tuxkart I want that exactly not Jul 04 20:07:21 <grumbel> karts should stay flat on the road Jul 04 20:07:32 <archpollux> hey Jul 04 20:07:50 <blacksheep> we can use sliding and other stuff, without really making use of jumping stuff... Jul 04 20:08:13 <blacksheep> anyway, wouldn't jumping karts make sense when you collide with something at a big speed? Jul 04 20:08:17 <grumbel> other thing is that these jump-slides of mariokart, are really not realistic in any way Jul 04 20:08:57 <grumbel> blacksheep: not really, in mariokart they just 'rotate' a bit when they hit something at big speed Jul 04 20:09:46 <blacksheep> so, in your opinion, we should implement physics code into tuxkart, instead of using some lib like ODE? Jul 04 20:09:57 <grumbel> yep Jul 04 20:10:28 <blacksheep> moving on, GUI seems to be a pretty controvertial subject, since Steve would like to to keep it more or less the way it is. While other ppl would like to make it more like any other game menu Jul 04 20:10:58 <grumbel> looks like Steve is pretty alone with his gui opinion Jul 04 20:11:13 <grumbel> and I really don't get how he would even fit all those options in a single screen Jul 04 20:11:19 <blacksheep> it looks like to me that there are two extreme positions. One saying that options and all that stuff should be in only one menu, while others would prefer even menus with only a couple of entries Jul 04 20:11:35 <grumbel> there is just far to much that isn't shared across game modes, so you would need to hide all kinds of gui elements all the time Jul 04 20:11:45 <grumbel> wouldn't really be any easier than multiscreen gui Jul 04 20:12:06 <blacksheep> what about a more moderate it menu? Options in a menu, track/vehicle chosen in another, and so on Jul 04 20:12:10 <grumbel> http://pingus.seul.org/~grumbel/tmp/singlescreen.png Jul 04 20:13:03 <grumbel> track and vehicle must go on a seperate screen, suboptions (kart color, mirrored track, etc.) can of course go on the vehicle and track screens Jul 04 20:13:40 <IanWill> excuse me for jumping in ... separating options in basic and advanced/extra seems better Jul 04 20:14:10 <IanWill> basic are those most frequently tweaked, of course Jul 04 20:14:10 <blacksheep> IanWill: i don't think there are that many "advanced" stuff... Jul 04 20:14:25 <blacksheep> IanWill: what do you mean by Advanced? Jul 04 20:14:40 <blacksheep> i mean what kind of stuff would you considered to be Advanced? Jul 04 20:14:44 <IanWill> advanced or extra is stuff you won't change that much Jul 04 20:15:01 <IanWill> no need to call it advanced ::) Jul 04 20:15:04 <grumbel> there is also a bunch of stuff that you can do with the controlls, up/down for select the kart color, left/right to select the kart Jul 04 20:15:06 <grumbel> and such Jul 04 20:15:13 <blacksheep> this is not a race game where you can choose tyres and all that. so i am not really seeing advanced stuff Jul 04 20:16:01 <blacksheep> something that i would like to see more discussed (haven't seen so far) is game modes Jul 04 20:16:01 <grumbel> advanced stuff would really just be kart color and number of laps, mirror/reverse for track Jul 04 20:16:12 <grumbel> there really aren't that many options and there really shouldn't be Jul 04 20:16:15 <IanWill> I just mean separation options in those that you may want to change per race and those you set less frequently (like controls, network, sound) Jul 04 20:16:20 <blacksheep> i think this is what gives replay value to the game, so i found them important to the game Jul 04 20:16:31 <blacksheep> what kinda of game modes have you guys thinking of? Jul 04 20:16:43 <archpollux> blacksheep: there is ;) NFS Underground ;) Jul 04 20:17:10 <archpollux> blacksheep: oops, n/m, read that the wrong way :) Jul 04 20:17:13 <basse_> it's great, no matter what game it is, it's always the same people Jul 04 20:17:19 <basse_> we have to stop meeting like this Jul 04 20:17:22 <archpollux> it's a racing game.. Jul 04 20:17:50 <IanWill> hey basse_ :) Jul 04 20:18:10 <blacksheep> anyway, is multi player supported in cvs? Jul 04 20:18:18 <basse_> hey hey.. Jul 04 20:18:39 <blacksheep> there seems to be possible to view the computers playing... it is possible for another human to play? Jul 04 20:19:04 <grumbel> blacksheep: not yet Jul 04 20:19:44 <blacksheep> grumbel: just noticed that Mirror/Reverse option. that kinda of stuff would surely give replay to the game, but it should only be available for practise mode, right? Jul 04 20:20:04 <grumbel> btw: http://pingus.seul.org/~grumbel/tmp/yetifaces.jpg Jul 04 20:20:31 <grumbel> blacksheep: might be available in grandprix as well Jul 04 20:20:35 <blacksheep> grumbel: that guy really needs a big kart ;) Jul 04 20:20:49 <grumbel> at least mirror could be available everywhere Jul 04 20:20:57 <grumbel> reverse is much more difficult Jul 04 20:21:45 <blacksheep> just wondering, is anyone here that started to do coding? Jul 04 20:21:49 <archpollux> grumbel: hehe, that looks more like a monkey to me :) Jul 04 20:22:03 <archpollux> grumbel: but of course, i'm really not sure what Yeti should look like, anyway :) Jul 04 20:22:23 <blacksheep> archpollux: Yeti looks depends very much on the culture Jul 04 20:22:41 <archpollux> blacksheep: my culture doesn't include yeti ;)) Jul 04 20:22:42 <grumbel> I guess yeti isn't to far away from a monkey, might even be some kind of gorilla, but nobody knows for sure :) Jul 04 20:22:52 <blacksheep> archpollux: lucky you :D Jul 04 20:22:58 <grumbel> archpollux: yeti is bigfoot in white Jul 04 20:23:01 <archpollux> hehe Jul 04 20:23:04 <archpollux> i know :) Jul 04 20:23:31 <basse_> grumbel: little mouth corner streching.. Jul 04 20:23:58 <archpollux> maybe thicker lips Jul 04 20:23:58 <blacksheep> i have seen this great idea for AI in the mailing list that consists in using vectors that are applied to the sides of the track. Is this the way it is planned to go? Jul 04 20:24:01 <grumbel> yep, mouth needs work Jul 04 20:24:31 <grumbel> blacksheep: maybe, question would be how to generate those vector fields Jul 04 20:25:12 <blacksheep> speaking about that, is any Blender bridge planned? Jul 04 20:25:30 <basse_> grumbel: what do those different stages mean? sub-d levels? Jul 04 20:25:39 <blacksheep> In my opinion, it is really needed, since most artists make use of it Jul 04 20:25:40 <grumbel> blacksheep: there is already an export script for tracks Jul 04 20:25:48 <archpollux> blacksheep: somebody came up with a python script to .ac Jul 04 20:25:51 <grumbel> blacksheep: for karts the standard ac3d exporter of blender will do Jul 04 20:26:18 <IanWill> btw I wrote both ac3d import/export and the new tuxkart exporter Jul 04 20:26:25 <blacksheep> okay Jul 04 20:26:28 <basse_> how do you export animation cycles? Jul 04 20:26:32 <archpollux> IanWill: yeah, it was u :) Jul 04 20:26:39 <grumbel> basse_: lower sub-d and the really low poly are with decimator applied Jul 04 20:26:41 <IanWill> I'm here to offer help case there's something missing Jul 04 20:26:49 <grumbel> basse_: anim cycles arn't yet supported Jul 04 20:27:07 <IanWill> steve has a tool for animation in plib Jul 04 20:27:10 <grumbel> basse_: there has been some talk about using cal3d, which already has a blender exporter Jul 04 20:27:18 <grumbel> might allow to use bones and stuff directly Jul 04 20:27:25 <IanWill> you export lines for the skeleton, than animate with his program Jul 04 20:27:26 <basse_> bones would be great Jul 04 20:27:42 <archpollux> grumbel: that's a lib only, right? Jul 04 20:27:54 <basse_> was it ogre3d or what .. hmm, 3d engine, that alrady had some sort of blender support.. Jul 04 20:28:04 <archpollux> basse_: yep, ogre3d Jul 04 20:28:06 <grumbel> archpollux: cal3d is a lib yep, matzb however said that it has a solid blender exporter Jul 04 20:28:17 <archpollux> grumbel: nice Jul 04 20:28:39 <IanWill> some engines have exporters from blender, neoengine, cs (no anim), etc Jul 04 20:29:21 <basse_> there's also the blender engine :) Jul 04 20:29:53 <blacksheep> grumbel: just noticed that one of the ODE uses would be for collision detection, as well. Aren't you afraid that creating a physic and collision detection engine would just be too much work? Jul 04 20:30:36 <archpollux> basse_: how does the blender engine work, though? how do u include animations in a game from it? Jul 04 20:30:41 <grumbel> blacksheep: I think plib already has some basic stuff for collission detection Jul 04 20:30:53 <basse_> archpollux: you do the whole game with it :) Jul 04 20:31:04 <archpollux> basse_: ah :) with python scripting? :) Jul 04 20:31:29 <blacksheep> grumbel: but it can't be very good, if you take in consideration the number of bugs regarding that Jul 04 20:31:39 <basse_> archpollux: yep.. and there are some building blocks too in the ui.. Jul 04 20:31:54 <archpollux> basse_: yeah, figured... but i'm concerned about speed Jul 04 20:31:56 <blacksheep> the hole in the track bug and one you collide with a rect side Jul 04 20:32:05 <basse_> archpollux: blazing fast on my XP2800+ :) Jul 04 20:32:18 <archpollux> basse_: cool, i have the same cpu :) Jul 04 20:32:33 <basse_> actually, it's not that slow on lower end machines either.. Jul 04 20:32:49 <grumbel> blacksheep: well, yes it needs work, but ODE doesn't come for free either Jul 04 20:33:04 <grumbel> blacksheep: and for plain collission detection there are already other libs Jul 04 20:33:17 <blacksheep> sounds reasonable Jul 04 20:33:20 <IanWill> the game engine is useful for testing tracks before exporting, it's easy to set up a basic racing game with it Jul 04 20:33:44 <sik0fewl> I think Matze is going to try out ODE, just to see if it works well in tuxkart Jul 04 20:34:03 <straver> another gui-proposal http://www.apollo.nu/~straver/temp/tuxkartmenu.jpeg Jul 04 20:34:13 <blacksheep> grumbel: you seem to have said that tracks shouldn't have many bonus/maluses. Is that right? Jul 04 20:34:37 <IanWill> collision detection is tricky, easy to miss a collision. There are modelling tricks to help there (like making objects have some interior hidden faces) Jul 04 20:34:43 <grumbel> straver: should the above buttons act as 'tabs'? Jul 04 20:34:49 <straver> yep Jul 04 20:35:02 <blacksheep> straver: i don't really like that much. Would prefer to see one where when you select Options, you would go for options and not using some kind of tabs system Jul 04 20:35:35 <blacksheep> it is confusing and not that usable Jul 04 20:36:03 <archpollux> i think tabs would work best Jul 04 20:36:04 <sik0fewl> and you can only have one kart selection at a time (shitty for multiplayer). Jul 04 20:36:11 <straver> blacksheep: I think it might give a better overlook Jul 04 20:36:15 <sik0fewl> tabs could work Jul 04 20:36:33 <grumbel> straver: wouldn't provide enough guidance I think, anyway, visualizing the current 'position' in the GUI would be ok, mariokart on GBA does that Jul 04 20:37:06 <basse_> what's the polycount on carts? Jul 04 20:37:12 <basse_> maximum Jul 04 20:37:29 <grumbel> basse_: at the moment I use ~3000 Jul 04 20:38:25 <basse_> ok Jul 04 20:40:09 <IanWill> blacksheep: quickie about game modes, wrote this in 2000! for tuxkart: http://sourceforge.net/mailarchive/forum.php?thread_id=150186&forum_id=3712 Jul 04 20:40:20 <grumbel> basse_: ever done any in-game 3d models (ie. non pre rendered)? Jul 04 20:41:18 <grumbel> IanWill: could you integrate that into the Wiki? Jul 04 20:41:46 <blacksheep> IanWill: give it a fast look. That idea of the looking for an object sounds pretty funny. About the battle mode, we need more bonues/maluses for it to work Jul 04 20:42:29 <basse_> grumbel: you mean low poly.. yes.. I've done some characters and objects.. Jul 04 20:42:53 <IanWill> grumbel: maybe better to discuss a little about it in ml first, see what looks ok for the current plans... Jul 04 20:43:26 <grumbel> basse_: how do you texture them? in blender or do you use a seperate uv-mapping tool? Jul 04 20:44:28 <grumbel> IanWill: wiki is still pretty much a collecting pod for ideas, just mark it as 'non-final' Jul 04 20:46:12 <IanWill> grumbel: I feel a little strange jumping in, I was to help with tuxkart since 4 years ago, exchanged *many* emails with Steve then got involved learning about programming / 2d/3d art and never finished a track Jul 04 20:46:40 <sik0fewl> herring should be replaced (or modified) to be more intuitive Jul 04 20:46:46 <sik0fewl> it's hard to remember what they are Jul 04 20:46:49 <IanWill> in fact I'm handling my time so badly that I don't believe 4 years have passed this fast Jul 04 20:47:24 <IanWill> a more cartoony and 3d fish would look much better Jul 04 20:47:32 <sik0fewl> yeah Jul 04 20:47:33 <grumbel> IanWill: wikis are meant to be edited, if people don't like stuff they just add comments and stuff :) Jul 04 20:48:04 <straver> sik0fewl: I get supprised everytime the green herring is bad. Jul 04 20:48:07 <grumbel> IanWill: problem with fish is that it would only be usefull for tux, neither for the karts nor for the other characters Jul 04 20:48:17 <IanWill> grumbel: ok, will clean that text a bit first then post it Jul 04 20:48:17 <grumbel> straver: I know that feeling :) Jul 04 20:49:07 <sik0fewl> straver: me too Jul 04 20:49:07 <sik0fewl> I like the silver/gold herring for filling up the meter Jul 04 20:49:08 <sik0fewl> to give more bonuses Jul 04 20:49:15 <grumbel> for bonus blocks I would suggest we do something similar to mariokart, pretty simple, plain and not to confusing Jul 04 20:49:15 <-- stpere has quit ("Leaving") Jul 04 20:49:18 <sik0fewl> but I find the red/green herring realy confusing Jul 04 20:49:39 <sik0fewl> grumbel: I agree Jul 04 20:50:03 <IanWill> grumbel: it's just a "meta" item :), the herring, like the flower in mario. A less realistic, flashier look will do to keep it, I guess. Jul 04 20:50:08 <sik0fewl> and maluses should look more like the bonuses (so players get them by mistake, ala mariokart) Jul 04 20:51:12 <grumbel> IanWill: the problem is that a herring doesn't contain anything, people don't expect to get something out of a fish Jul 04 20:51:40 <straver> perhaps the bonus could shift from good to bad look when you get close to them. Jul 04 20:51:44 <grumbel> IanWill: in mario you have coins and ?-blocks, both extremly generic items, which do exactly what you expect Jul 04 20:51:48 <sik0fewl> grumbel: yep. but I think we should keep silver/gold herring for the bonus meter Jul 04 20:51:56 <IanWill> they get used in a second, it's part of the game atmosphere Jul 04 20:52:14 <grumbel> straver: bad-bonuses that look like good ones should really be keep to an absolute minimum Jul 04 20:52:36 <sik0fewl> maluses shouldn't look exactly the same Jul 04 20:52:44 <sik0fewl> but you shouldn't be able to tell them apart until you get close Jul 04 20:53:01 <straver> sik0fewl: that was what I meant Jul 04 20:53:13 <sik0fewl> otherwise people will easily avoid them if they can see them from far away Jul 04 20:53:36 <IanWill> track design: you place them in places the player can fall easily Jul 04 20:53:42 <grumbel> currently green herrings are *WAY* overused in tuxkart Jul 04 20:53:51 <IanWill> like after a zipper, hard to avoid Jul 04 20:54:03 <grumbel> in mariokart those things are special items droped by enemies, they aren't all around on the track Jul 04 20:54:26 <-- Si\ has quit ("Leaving") Jul 04 20:54:28 --> Si_ (~si...@ho...) has joined #tuxkart Jul 04 20:54:45 <sik0fewl> yeah, I think they worked best in the mariokart fashion Jul 04 20:54:59 <sik0fewl> if they are part of the track they are still easy to avoid if you've played the track a couple times Jul 04 20:55:32 <grumbel> yep, and biggest problem with them is that they only give frustration, they provide nothing possitive Jul 04 20:55:40 <IanWill> well: if herrings are kept: player grabs, then mourns about it being rotten, then it becomes an item to be used against competitors, dropped when the owner feels like, like in mk Jul 04 20:55:56 <sik0fewl> grumbel: yep Jul 04 20:56:02 <IanWill> I mean: only after getting it it can become green Jul 04 20:56:49 <blacksheep> grumbel: just wondering, are you afraid that the Karts you are doing will not get recoginized by the player during the game, the way Steve is? Jul 04 20:57:02 --- Received a CTCP PING 2172982375 from quickflash_ Jul 04 20:57:11 <grumbel> blacksheep: not at all Jul 04 20:57:32 <straver> IanWill: wouldn't that slow down the action? Jul 04 20:57:37 <grumbel> even if they would all look exactly the same, it wouldn't be much of a problem Jul 04 20:58:14 <sik0fewl> color is the biggest way to tell them apart (especially from a distance) Jul 04 20:58:31 <IanWill> straver: it just makes red herring work like those "?" boxes in mk 64: you don't know what it will serve for until you grab it. Jul 04 20:58:54 <-- Maff has quit ("Leaving") Jul 04 20:59:06 <blacksheep> grumbel: i don't agree with that last sentence. I mean, then you'd just need to make a kart and use it for all the others... Jul 04 20:59:30 <grumbel> blacksheep: exactly Jul 04 20:59:48 <grumbel> blacksheep: the point is that it completly unimportant for the game to differentiate them Jul 04 21:00:13 <blacksheep> as a player, i like to see different characters, even if they are AI players Jul 04 21:00:44 <straver> IanWill: thought you meant that you had to pick up a herring and wait for it to rotten before you can use it Jul 04 21:00:53 <grumbel> the only way you recognize the karts is like "the kart who just overtook me", not like mario, luigi or whatever Jul 04 21:00:57 <basse_> grumbel: i dont. I've only done blends Jul 04 21:01:09 <basse_> grumbel: sorry took a bit long to reply.. :) Jul 04 21:01:15 <grumbel> having them look different is just a graphic, not a gameplay relevant thing Jul 04 21:01:18 <IanWill> it's even an option if you don't stick karts to racers: the player can choose both the driver and the kart to use (or win the kart after finishing cups or breaking pre-defined track times) Jul 04 21:01:24 <grumbel> unless of course we have special charater items Jul 04 21:02:38 <basse_> i have to say this, because I saw some screenshots and sketches.. and.. why do all linux opensource games have to have the same characters? Jul 04 21:02:40 <grumbel> basse_: same here, havn't done much uv-texturing either Jul 04 21:02:44 <blacksheep> IanWill: that sounds interesting, but might be tricky to implement, since models have different sizes and stuff Jul 04 21:02:51 <IanWill> grumbel: in mario they also use sound to identify who passed you: they shout at you. Jul 04 21:02:57 <grumbel> basse_: not all, just the ones with tux in its name :) Jul 04 21:03:04 <basse_> grumbel: heh Jul 04 21:03:18 <grumbel> basse_: basically we are just cloning mario, every single game with mario actually :) Jul 04 21:03:20 <archpollux> basse_: yeah, i'm pretty much tired of tux games Jul 04 21:03:34 <IanWill> blacksheep: surely, that's something to be decided early on Jul 04 21:04:21 <grumbel> archpollux: me too, however for fun-games, tux provides a pretty good basis Jul 04 21:04:32 <basse_> grumbel: uvmapping lowpoly characters is quite easy. for highpoly, it's going to be easier soon.. :) Jul 04 21:04:57 <blacksheep> personally, i like the use of Tux. It is a pretty good game character. Of course, TuxKart should allow the choosing of other charatcers Jul 04 21:05:33 <IanWill> basse_: make a basic big-head racer and then players can map their faces to it ;) (ugh!) Jul 04 21:05:35 <grumbel> basse_: yep, have toyed a bit around with blender cvs, looks interesting. wings3d auto-uv is looks also damn cool, but doesn't seem to be 100% finished either Jul 04 21:06:07 <blacksheep> IanWill: if you think about it, it isn't not a bad idea at all. Would be cool for network games Jul 04 21:06:13 <basse_> grumbel: at least some (I'm not expert on wings so I dont know all that it has) of wings's uvtools are coming over to blender. Jul 04 21:06:48 <IanWill> blacksheep: it would surely look "fun" :) Jul 04 21:06:49 <basse_> IanWill: sounds great! :) Jul 04 21:07:21 <basse_> IanWill: like those roleplaying games. heh.. it's weird having own face among the elves and dwarves :) Jul 04 21:07:28 <blacksheep> IanWill: a really ugly guy would surely win all the races by scaring the other players :D Jul 04 21:07:40 <IanWill> people would ask for heavier ammo... shoot shoot! Jul 04 21:08:48 <IanWill> basse_: won't you put Suzanne in TuxKart ? ;) Jul 04 21:08:50 <basse_> instead of linux mascots, the charactesr could be famous actors, sean connery, marlon brando, .. :) Jul 04 21:09:26 <basse_> IanWill: I tell you a little secret.. I hate suzanne. Jul 04 21:09:57 <IanWill> an important outcome of this effort on tk is getting good simple tools for people to add their own tracks and looks to the game (and others) Jul 04 21:10:38 <IanWill> basse_: heh, I get tired now and then, too, but then I see her showcasing some new good stuff like AO, etc. Jul 04 21:10:38 <basse_> IanWill: http://www.kimppu.org/basse/blender/2003/revenge_of_lego_figures.jpg Jul 04 21:11:27 <IanWill> haha amazing Jul 04 21:13:12 <basse_> :) suzanne gets what's coming to her.. Jul 04 21:13:43 <archpollux> poor suzanne Jul 04 21:13:57 <blacksheep> who is that suzanne you are talking about? Jul 04 21:14:08 <archpollux> blender monkey :) Jul 04 21:14:49 <blacksheep> anything else worth of discussion? Jul 04 21:14:59 <archpollux> blacksheep: go in blender, press space, Add->Mesh->monkey Jul 04 21:15:41 <IanWill> what about discussing a little the current state of affairs? Jul 04 21:16:00 <blacksheep> archpollux: nice :) Jul 04 21:16:05 <archpollux> blacksheep: yeah :)) Jul 04 21:16:31 <IanWill> I mean Steve vs GoTM voluntaries, is this risking the effort or are you guys ok? Jul 04 21:16:34 <archpollux> man, blender is so lightweight :) Jul 04 21:17:04 <archpollux> hehe... i think it's in Steve's character to be very stubborn :) Jul 04 21:17:12 <IanWill> getting artists and programmers to talk is tricky always Jul 04 21:17:16 <IanWill> ego fights Jul 04 21:17:48 <IanWill> I've been involved with both sides online for a few years, trying to help find ways for better open source game art Jul 04 21:17:49 <basse_> and different language Jul 04 21:17:59 <IanWill> yep, basse_ Jul 04 21:18:43 <basse_> IanWill: the main problem with opensource game art is, that it's mostly non organized group effort. Jul 04 21:19:06 <IanWill> yes, the tools are getting good, but more than that is needed. Jul 04 21:19:34 <basse_> i've seen projects, whre lot of people have contributed graphics, and it ended up a mess.. (freecraft) Jul 04 21:19:36 <IanWill> One thing: producing art is tiresome, you gotta *love* games to accept the effort Jul 04 21:20:21 <IanWill> it's much funner to get involved with rendering and animations, usually (always new stuff, no one telling you what to do, etc) Jul 04 21:20:25 <-- SpoonMeiser has quit () Jul 04 21:20:44 <blacksheep> IanWill: I guess an important thing is to have some kinda of guidance and a few graphics done, so that the artists get in the spirit Jul 04 21:21:24 <basse_> there are artists, designers, modellers, texturers and animators. Jul 04 21:21:25 <IanWill> do you think all was going fine and Steve overreacted too early with his email? Jul 04 21:21:46 <basse_> and too often projects lack a good designer. Jul 04 21:22:14 <IanWill> he probably tought things were going too fast and out of control, but we know this is just a sketches phase, many tests and talks Jul 04 21:22:16 <basse_> IanWill: i actually understand it a bit.. Jul 04 21:22:44 <basse_> if I'm not mistaken, he is the original designer of the game? Jul 04 21:22:47 <IanWill> the email was necessary, but he exagerated. Jul 04 21:23:14 <IanWill> yep, Steve is a great programmer, I've learned a lot just talking to him. Jul 04 21:23:45 <basse_> did he design the game too? Jul 04 21:23:54 <IanWill> basse_: Steve is the main author of the PLib gaming library and uses it for his games Jul 04 21:24:10 <grumbel> basse_: he did the current graphics for the game Jul 04 21:24:12 <IanWill> yes, tuxkart and tux:a quest for herring are two of his games Jul 04 21:24:53 <basse_> ok.. yea... so I kind of understand what is happening.. Jul 04 21:25:23 <basse_> grumbel being designer artist modeller texturer animator programmer, when he jumps in, there are A LOT of changes, quickly.. Jul 04 21:25:57 <basse_> so it can look like you are throwing all of his stuff away, and replacing it "what is so much better" Jul 04 21:25:59 <IanWill> the game was basically all done by him with some help from his son (some 3d models) and contributted music. Jul 04 21:26:51 <basse_> we have a bit this same problem on freedroid currently. Jul 04 21:27:31 <basse_> we asked help for storyline.. and now it feels like the whole game is changing from "fun little action" to a serious RPG with lotsa killing and murder and rape. Jul 04 21:27:37 <blacksheep> basse_: oh, are you Freedroid's author? Jul 04 21:28:09 <basse_> blacksheep: i'm the graphic guy Jul 04 21:28:52 <blacksheep> it is a pretty cool game. I would vote it for gotm ;) Jul 04 21:29:12 <basse_> blacksheep: please dont. I would loose my mind :) Jul 04 21:29:29 <blacksheep> heh Jul 04 21:29:53 <IanWill> this gotm related effort is cool, I didn't know about it until reading on the tk-devel list Jul 04 21:30:34 <IanWill> I had something like this in mind for Blender: gathering artists from the community interested in games and "attacking" some game at a time, providing art for it Jul 04 21:30:54 <blacksheep> IanWill: yep, but there aren't that many developers :( for SuperTux, there were only a couple that came cause gotm Jul 04 21:31:35 <blacksheep> anyway, i see the movement get bigger and bigger Jul 04 21:31:45 <IanWill> I was aware of the sudden interest on supertux, but didn't know it was related to gametome Jul 04 21:31:57 <IanWill> yep, surely has potential Jul 04 21:32:30 <blacksheep> grumbel: have you already have any idea about Penny/Gown yet? Jul 04 21:32:40 <grumbel> blacksheep: nope Jul 04 21:32:40 <blacksheep> btw, should it be Gown or Penny? Jul 04 21:32:55 <blacksheep> grumbel: what about the one i sent to the list? Jul 04 21:33:15 <IanWill> I do want blender to become a great tool for open source art, I came here also because of that, so feel free to share opinions about what it needs, btw. Jul 04 21:33:23 <grumbel> blacksheep: that was tux with tits in pink Jul 04 21:33:37 <blacksheep> grumbel: no, i don't like pink... Jul 04 21:34:43 <blacksheep> grumbel: IMHO, Penny should be thiner than Tux, eyes stretched to the horizontal, and with some body turns Jul 04 21:35:15 <blacksheep> basically, the body should be the opposite of Tux Jul 04 21:35:36 <blacksheep> the face is the only thing that is hard to design Jul 04 21:36:07 <grumbel> basse_: any idea for a new look for tux's girlfriend? Jul 04 21:36:37 <grumbel> blacksheep: the body isn't easy either: women == long legs, but penguin == no legs Jul 04 21:37:01 <grumbel> same with hair, might not really look good on a penguin either Jul 04 21:38:01 <basse_> grumbel: lowpoly? Jul 04 21:38:18 <blacksheep> grumbel: not all women have long legs (well, Germans probably do ;)). anyway, penguins do have legs... Jul 04 21:38:36 <blacksheep> about the hair, i haven't really thought about that Jul 04 21:38:41 <grumbel> basse_: for the moment just a general idea would be enough, no need to create a 3d model yet Jul 04 21:38:59 <grumbel> blacksheep: tux however doesn't have legs Jul 04 21:39:08 <blacksheep> grumbel: anyway, you do agree that Penny is an important character, don't you? Jul 04 21:39:14 <basse_> grumbel: yes.. I meant is this going to be lowpoly? if so then just long eyelashes and lipstick doesnt work :) Jul 04 21:39:21 <blacksheep> grumbel: he doesnit? Jul 04 21:39:28 <basse_> grumbel: she could be another type of penguin. Jul 04 21:39:43 <grumbel> blacksheep: yes, its important and I want to keep it. but because its important I want it to look good, not just tux changed to pink Jul 04 21:39:53 <blacksheep> basse_: don't forget she is Tux's girlfriend... Jul 04 21:40:26 <basse_> blacksheep: you could put a little message there.. Jul 04 21:40:30 <blacksheep> grumbel: i'm glad you think it is important or else you would piss of my sister :) Jul 04 21:40:36 <blacksheep> s/of/off Jul 04 21:41:14 <basse_> she doesnt have to be penguin either Jul 04 21:41:18 <blacksheep> basse_: i mean that a different type of penguin might look bad. it is like a short guy and a tall girl :) Jul 04 21:41:33 <basse_> blacksheep: it could be very pretty little bird.. Jul 04 21:41:53 <grumbel> blacksheep: princess toadstool doesn't look like mario in pink either Jul 04 21:42:16 <blacksheep> basse_: i am not really seeing any bird that would look well dating a penguin :D Jul 04 21:42:26 <straver> Steve have made quite alot of additions to the wiki Jul 04 21:42:42 <blacksheep> grumbel: i already said that i don't like pink!! :D Jul 04 21:43:06 <blacksheep> grumbel: i posted that TuxRacer picture and pointed it was a bad example Jul 04 21:43:29 <grumbel> blacksheep: yes, that was a bad example Jul 04 21:43:35 <basse_> blacksheep: you dont? hmm.. Jul 04 21:43:39 <blacksheep> yes, i said that in the message Jul 04 21:44:00 <blacksheep> basse_: i like pink. but not in a penguin Jul 04 21:44:25 <blacksheep> a light gray might suit Penny Jul 04 21:44:39 <blacksheep> anyway, she could also be wearing something... Jul 04 21:44:56 <blacksheep> this way we wouldn't see her fur Jul 04 21:45:13 <basse_> well, if it has to be penguin. then make it more regular looking.. Jul 04 21:45:17 <basse_> longer peek.. slimmer.. Jul 04 21:45:35 <basse_> more elegant.. Jul 04 21:45:37 <grumbel> blacksheep: then you end up with something like miss piggy Jul 04 21:45:41 <basse_> and neckless :) Jul 04 21:45:43 <basse_> perls Jul 04 21:45:44 <basse_> heh Jul 04 21:46:11 <blacksheep> grumbel: a sexy cloth, not a fat one Jul 04 21:46:32 <blacksheep> a top would be enough to hide her front Jul 04 21:46:34 <basse_> or, the radical way.. just change the coloring of black to a pink or something.. Jul 04 21:46:43 <blacksheep> lol Jul 04 21:46:57 <basse_> it's not like tux is real penguin either Jul 04 21:47:21 <blacksheep> basse_: i believe it is based in some kinda of type of penguin Jul 04 21:48:00 <basse_> yep.. Jul 04 21:48:21 <basse_> there are different kinds.. tux's girl friend could be king penquin.. (if that's how it is in english) Jul 04 21:48:39 <basse_> longer peak, yellow on the front Jul 04 21:48:46 <blacksheep> basse_: like i said, do you think it fits a short guy with a tall gal? Jul 04 21:48:56 <basse_> heh Jul 04 21:49:03 <basse_> sure Jul 04 21:49:11 <basse_> would look funny Jul 04 21:49:26 <basse_> or are you building serious racing game that features penguins? Jul 04 21:50:28 <blacksheep> i see that this is a loop talking :D Jul 04 21:53:53 <grumbel> speaking about other game issues, is there anything in mario kart that people don't want to have into tuxkart? Jul 04 21:56:09 <grumbel> or does everybody agree that tuxkart should be heading into a mariokart kind of game (well, it already is)? Jul 04 21:57:35 <IanWill> I guess the idea of cloning is being pushed a little too much Jul 04 21:57:50 <blacksheep> well, have to go now Jul 04 21:57:58 <IanWill> there's really no need to, there are many cool things that can be done differently Jul 04 21:58:04 <IanWill> bye blacksheep Jul 04 21:58:06 <blacksheep> grumbel: could you send the log to the mailing list? Jul 04 21:58:13 <grumbel> blacksheep: yep Jul 04 21:58:21 <blacksheep> thx, see ya Jul 04 21:58:22 <grumbel> IanWill: which one? Jul 04 21:58:26 <-- blacksheep (~ri...@19...) has left #tuxkart ("Kopete 0.8.0 : http://kopete.kde.org") Jul 04 21:58:31 <grumbel> just adding stuff will for sure not work Jul 04 21:58:41 <IanWill> gameplay things Jul 04 21:59:05 <IanWill> I don't mean adding complex stuff, just not following mk as a design goal Jul 04 21:59:22 <grumbel> and for the weapons I don't think that we should go much different either, after all the kind of weapons are kind of standard (passive ones, missiles, homing missiles, etc.) Jul 04 21:59:39 <IanWill> for example, ODE makes a much different game than mk, but that's a good addition, can make gameplay a lot funner Jul 04 21:59:56 <grumbel> using ODE would give a whole different game, yep Jul 04 22:00:23 <grumbel> thats why I am basically against using ODE Jul 04 22:01:22 <IanWill> it wouldn't necessarily make gameplay too "real" or complex, just tighter and more subtle, the parameters of the simulation can be tweaked for fun gameplay Jul 04 22:01:49 <straver> does ODE really limit you so much in how the physics behave? Jul 04 22:01:55 <IanWill> no Jul 04 22:02:31 <IanWill> you control its precision, gravity force, sliding (needed of course) per terrain, etc. Jul 04 22:03:02 <grumbel> straver: the thing is using ODE and then inserting a dozens of special cases to get it more mariokart like would be rather pointless Jul 04 22:03:37 <IanWill> not special cases, just normal tweaking that programmers using a physics lib have to do for every game Jul 04 22:05:54 <straver> so... is the meeting over now? Jul 04 22:06:20 <IanWill> looks so :) Jul 04 22:08:33 <IanWill> going, thanks guys, excuse me any foolish comment... Jul 04 22:08:52 <-- IanWill (~willian@200.226.12.32) has left #tuxkart -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |