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From: Samuel H. <cri...@ge...> - 2001-09-03 22:31:07
|
Hey I was wondering if anyone was really interested in having CVS snapshot tarballs available online somewhere for this project? These snapshots would probably be semi-daily (perhaps 2-3 times a week). The reasons I ask are as follows: 1) Making daily or semi-daily CVS snapshots can be a pain (unless you have something automated to do it for you, but SourceForge does not yet provide it). 2) Realistically, everyone can just anonymously check out the latest source from CVS and not have to worry about downloading any tarballs. Doing it this way means that you have /much/ less to download each time. So what's everyone's thoughts? If enough people think it's necessary, I'd be happy to do semi-daily snapshots (unless you would rather do them, Bill). But if no one thinks its very important, I wont bother ;-) -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Calvin A. <cal...@ya...> - 2001-09-03 21:46:47
|
__________________________________________________ Do You Yahoo!? Get email alerts & NEW webcam video instant messaging with Yahoo! Messenger http://im.yahoo.com |
From: William K. <nb...@so...> - 2001-09-03 18:20:25
|
On Mon, Sep 03, 2001 at 10:00:46AM -0700, Samuel Hart wrote: > Here's some info from Calvin Arndt on his efforts to make tuxmath RPMs. > > He reported a possible problem. > > ---------- Forwarded Message ---------- > Subject: Re: Tuxmath > Date: Mon, 3 Sep 2001 09:53:03 -0700 (PDT) > From: Calvin Arndt <cal...@ya...> > To: Samuel Hart <cri...@ge...> > > > --- Samuel Hart <cri...@ge...> wrote: > > Hey, we are rapidly approaching our first release of Tux of Math > > Command: > > http://www.geekcomix.com/dm/tuxmath/ > > > > Would you be willing to help us get an RPM for it? > > I'm working on it sam got it to compile but for some reason the game > look for the data dir in root dir ie "/data" not "./data" I cheated and > symlinked the data dir to root just to get to see the game and it look > real good! Thanks for the note. It seems that "make" on your system didn't expand the "$PWD" (current directory) variable. This should be moot, since the game will eventually be set up with autoconf/automake, and there'll be a "make install" step, which will copy all of the data to somewhere like "/usr/local/..." or "/usr/share/..." > what follow is just for the curious... > I won't pretend to understand a bit of this either!!! All of the complaints you see are pretty standard. I want the main 'tuxmath' directory to remain fairly clean even after you build (with "make"), so I stored all of the source files in "src/" and have all of the object (".o") files get built into an "obj/" directory. Some versions of tar, however, don't 'mkdir' directorys which, in the tar archive, are empty. So, I make sure that "obj" is 'mkdir'd every step of the way, hence the constant "cannot make directory `obj'" warnings. (Notice they are ignored :) ) There are also many warnings (thanks to "-Wall" switch to 'gcc') about things being "defined, but not used" in ".h" files. These are definitions of string constants which are used in the accompanying ".c" files, but not at all in the ".h" files, which GCC is complaining about. I'm not really all that good at writing C programs that aren't all in on gigantic C file (see my numerous other games :) ), so I don't know the best way to rid this warning. Tips? Anyway, other than these warnings and errors (which I get too ;) ), and the odd lack of "$PWD" variable in "make", it sounds like it built and ran for you, which is good! :) Out of curioisity, what model and version of 'make' are you running? (Is it "gmake", or?) And what OS/architecture? (Sounds like probably RedHat on Intel?) Thanks!!! -bill! > calsdesk:~/tuxmath$ make > BUILDING tuxmath.o > mkdir obj > cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" > -DDEBUG > -DVERSION=\"2001.09.02\" src/tuxmath.c -c -o obj/tuxmath.o > src/game.h:57: warning: `operchars' defined but not used > src/game.h:61: warning: `oper_opts' defined but not used > BUILDING setup.o > mkdir obj > mkdir: cannot make directory `obj': File exists > make: [obj/setup.o] Error 1 (ignored) > cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" > -DDEBUG > -DVERSION=\"2001.09.02\" src/setup.c -c -o obj/setup.o > src/game.h:57: warning: `operchars' defined but not used > BUILDING title.o > mkdir obj > mkdir: cannot make directory `obj': File exists > make: [obj/title.o] Error 1 (ignored) > cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" > -DDEBUG > -DVERSION=\"2001.09.02\" src/title.c -c -o obj/title.o > src/images.h:94: warning: `image_filenames' defined but not used > src/game.h:57: warning: `operchars' defined but not used > src/game.h:61: warning: `oper_opts' defined but not used > src/sounds.h:33: warning: `sound_filenames' defined but not used > src/sounds.h:51: warning: `music_filenames' defined but not used > BUILDING game.o > mkdir obj > mkdir: cannot make directory `obj': File exists > make: [obj/game.o] Error 1 (ignored) > cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" > -DDEBUG > -DVERSION=\"2001.09.02\" src/game.c -c -o obj/game.o > src/game.c:1182: warning: `#ifdef' argument starts with a digit > src/game.h:61: warning: `oper_opts' defined but not used > src/images.h:94: warning: `image_filenames' defined but not used > src/sounds.h:33: warning: `sound_filenames' defined but not used > src/sounds.h:51: warning: `music_filenames' defined but not used > BUILDING options.o > mkdir obj > mkdir: cannot make directory `obj': File exists > make: [obj/options.o] Error 1 (ignored) > cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" > -DDEBUG > -DVERSION=\"2001.09.02\" src/options.c -c -o obj/options.o > src/images.h:94: warning: `image_filenames' defined but not used > src/game.h:57: warning: `operchars' defined but not used > src/game.h:61: warning: `oper_opts' defined but not used > src/sounds.h:33: warning: `sound_filenames' defined but not used > src/sounds.h:51: warning: `music_filenames' defined but not used > BUILDING credits.o > mkdir obj > mkdir: cannot make directory `obj': File exists > make: [obj/credits.o] Error 1 (ignored) > cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" > -DDEBUG > -DVERSION=\"2001.09.02\" src/credits.c -c -o obj/credits.o > src/images.h:94: warning: `image_filenames' defined but not used > src/game.h:57: warning: `operchars' defined but not used > src/game.h:61: warning: `oper_opts' defined but not used > src/sounds.h:33: warning: `sound_filenames' defined but not used > src/sounds.h:51: warning: `music_filenames' defined but not used > BUILDING playsound.o > mkdir obj > mkdir: cannot make directory `obj': File exists > > > > __________________________________________________ > Do You Yahoo!? > Get email alerts & NEW webcam video instant messaging with Yahoo! Messenger > http://im.yahoo.com > > ------------------------------------------------------- > > -- > Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> > Homepage: < http://www.geekcomix.com/snh/ > > PGP Info: < http://www.geekcomix.com/snh/contact/ > > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > > > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel |
From: William K. <nb...@so...> - 2001-09-03 18:10:59
|
On Mon, Sep 03, 2001 at 10:07:42AM -0700, Samuel Hart wrote: > On Sunday 02 September 2001 11:17pm, William Kendrick wrote: > > I've registered the "#tuxmath" IRC channel on irc.openprojects.net. > > > > Feel free to join in and chat live. > > There's also one for Tux4Kids (called, #tux4kids ;-) .... Yeah, I noticed. It's looonley in there. ;) > But that one has been used primarily for general Tux4Kids discussions. > > Bill, I'll put the #tuxmath information up on the Tuxmath site. Thanks! :) -bill! [ of course, now i'm going to be out of town all day, so... no IRC for me :) ] |
From: Samuel H. <cri...@ge...> - 2001-09-03 17:09:37
|
On Sunday 02 September 2001 11:17pm, William Kendrick wrote: > I've registered the "#tuxmath" IRC channel on irc.openprojects.net. > > Feel free to join in and chat live. There's also one for Tux4Kids (called, #tux4kids ;-) .... But that one has been used primarily for general Tux4Kids discussions. Bill, I'll put the #tuxmath information up on the Tuxmath site. -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Samuel H. <cri...@ge...> - 2001-09-03 17:02:41
|
Here's some info from Calvin Arndt on his efforts to make tuxmath RPMs. He reported a possible problem. ---------- Forwarded Message ---------- Subject: Re: Tuxmath Date: Mon, 3 Sep 2001 09:53:03 -0700 (PDT) From: Calvin Arndt <cal...@ya...> To: Samuel Hart <cri...@ge...> --- Samuel Hart <cri...@ge...> wrote: > Hey, we are rapidly approaching our first release of Tux of Math > Command: > http://www.geekcomix.com/dm/tuxmath/ > > Would you be willing to help us get an RPM for it? I'm working on it sam got it to compile but for some reason the game look for the data dir in root dir ie "/data" not "./data" I cheated and symlinked the data dir to root just to get to see the game and it look real good! what follow is just for the curious... I won't pretend to understand a bit of this either!!! calsdesk:~/tuxmath$ make BUILDING tuxmath.o mkdir obj cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" -DDEBUG -DVERSION=\"2001.09.02\" src/tuxmath.c -c -o obj/tuxmath.o src/game.h:57: warning: `operchars' defined but not used src/game.h:61: warning: `oper_opts' defined but not used BUILDING setup.o mkdir obj mkdir: cannot make directory `obj': File exists make: [obj/setup.o] Error 1 (ignored) cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" -DDEBUG -DVERSION=\"2001.09.02\" src/setup.c -c -o obj/setup.o src/game.h:57: warning: `operchars' defined but not used BUILDING title.o mkdir obj mkdir: cannot make directory `obj': File exists make: [obj/title.o] Error 1 (ignored) cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" -DDEBUG -DVERSION=\"2001.09.02\" src/title.c -c -o obj/title.o src/images.h:94: warning: `image_filenames' defined but not used src/game.h:57: warning: `operchars' defined but not used src/game.h:61: warning: `oper_opts' defined but not used src/sounds.h:33: warning: `sound_filenames' defined but not used src/sounds.h:51: warning: `music_filenames' defined but not used BUILDING game.o mkdir obj mkdir: cannot make directory `obj': File exists make: [obj/game.o] Error 1 (ignored) cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" -DDEBUG -DVERSION=\"2001.09.02\" src/game.c -c -o obj/game.o src/game.c:1182: warning: `#ifdef' argument starts with a digit src/game.h:61: warning: `oper_opts' defined but not used src/images.h:94: warning: `image_filenames' defined but not used src/sounds.h:33: warning: `sound_filenames' defined but not used src/sounds.h:51: warning: `music_filenames' defined but not used BUILDING options.o mkdir obj mkdir: cannot make directory `obj': File exists make: [obj/options.o] Error 1 (ignored) cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" -DDEBUG -DVERSION=\"2001.09.02\" src/options.c -c -o obj/options.o src/images.h:94: warning: `image_filenames' defined but not used src/game.h:57: warning: `operchars' defined but not used src/game.h:61: warning: `oper_opts' defined but not used src/sounds.h:33: warning: `sound_filenames' defined but not used src/sounds.h:51: warning: `music_filenames' defined but not used BUILDING credits.o mkdir obj mkdir: cannot make directory `obj': File exists make: [obj/credits.o] Error 1 (ignored) cc -Wall -O2 -I/usr/include/SDL -D_REENTRANT -DDATA_PREFIX=\"/data\" -DDEBUG -DVERSION=\"2001.09.02\" src/credits.c -c -o obj/credits.o src/images.h:94: warning: `image_filenames' defined but not used src/game.h:57: warning: `operchars' defined but not used src/game.h:61: warning: `oper_opts' defined but not used src/sounds.h:33: warning: `sound_filenames' defined but not used src/sounds.h:51: warning: `music_filenames' defined but not used BUILDING playsound.o mkdir obj mkdir: cannot make directory `obj': File exists __________________________________________________ Do You Yahoo!? Get email alerts & NEW webcam video instant messaging with Yahoo! Messenger http://im.yahoo.com ------------------------------------------------------- -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Samuel H. <cri...@ge...> - 2001-09-03 16:59:46
|
On Monday 03 September 2001 9:45am, Jesse Andrews wrote: > I just got cvs working last night (turns out debianppc turns on tcp_ecn > (???) by default which causes it to not work with a lot of services even > though it should be standard) and finally was able to connect and get > tuxmath! So you got DebianPPC to work? Awesome! Any troubles re-partitioning and re-installing? ;-) > I must say I am very impressed! My main question is what needs > work? The options menu doesn't work for me, but it may be that it isn't > implimented yet (I got cvs working at about 4 am, so I didn't have the > ability to read code, infact while I was using the notebook last night the > screen hit me in the head while I was moving, so I decided to go to bed... Yes, the options menu isn't implimented yet. Here was a simple mock-up options screen I made before Bill started the code: http://www.geekcomix.com/dm/tuxmath/options-screen.png Essentially, I felt we needed to be able to switch on/off the various operators, and use sliders for speed/difficulty/whatever (which is what we've learned from Tuxtype ;-) You can already turn on/off the operators from the command line. Other than that, here are some things that have been discussed in the past: http://www.geocrawler.com/mail/thread.php3?subject=%5BTuxmath-devel%5D+tuxmath+ideas&list=15167 > So whats on the roadmap for the game? Here are some topics we have discussed: Scoring (how to impliment, how to award points): http://www.geocrawler.com/mail/thread.php3?subject=%5BTuxmath-devel%5D+Scoring&list=15167 Showing answers: http://www.geocrawler.com/mail/thread.php3?subject=%5BTuxmath-devel%5D+Showing+answers&list=15167 Accessability: http://www.geocrawler.com/mail/thread.php3?subject=%5BTuxmath-devel%5D+Accessibility&list=15167 and possibly dirty blits. I do have a question for you, Jesse. You've managed to get this to work under DebianPPC on your iBook, right? Is the game fast enough (does it say you're CPU is too slow ;-) ? I'm currious what kind of support X gives on iBooks ;-) -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Samuel H. <cri...@ge...> - 2001-09-03 16:44:33
|
Something very weird happenned these last few days on SourceForge. Every project I'm involved with screwed up the mailing list routing. I have fixed the problems, but if you have posted something recently that you haven't seen show up on the list, then you may want to re-post it. (Bill's #tuxmath IRC channel announcement is up on Tuxmath-dev, and Cal's SourceMagazine article link is on Tuxtype-dev, but those are the only ones I know for sure got delivered to everyone ;-) -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Jesse A. <jd...@uk...> - 2001-09-03 16:25:27
|
I just got cvs working last night (turns out debianppc turns on tcp_ecn (???) by default which causes it to not work with a lot of services even though it should be standard) and finally was able to connect and get tuxmath! I must say I am very impressed! My main question is what needs work? The options menu doesn't work for me, but it may be that it isn't implimented yet (I got cvs working at about 4 am, so I didn't have the ability to read code, infact while I was using the notebook last night the screen hit me in the head while I was moving, so I decided to go to bed... So whats on the roadmap for the game? REALLY NICE! Jesse |
From: William K. <nb...@so...> - 2001-09-03 06:17:37
|
I've registered the "#tuxmath" IRC channel on irc.openprojects.net. Feel free to join in and chat live. -bill! |
From: Samuel H. <cri...@ge...> - 2001-09-02 03:03:26
|
On Friday 31 August 2001 5:22pm, William Kendrick wrote: > Sam or someone, could you make fresh screenshots of TuxMath to throw > up on the Home Page? Okay, they're up: http://www.geekcomix.com/dm/tuxmath/gallery/ (you'll notice I have a variety of window managers and themes in the shots ;-) Once the game progresses through waves (cycling the color of the cities) I'll go and make some more. -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Samuel H. <cri...@ge...> - 2001-09-01 17:31:57
|
On Friday 31 August 2001 5:22pm, William Kendrick wrote: > Sam or someone, could you make fresh screenshots of TuxMath to throw > up on the Home Page? Yeah, I will make some time this weekend to do it. > XV was being extremely finicky for some reason (the ver. on my Debian box > here is older than the one I'm used to, and for some reason, 50% of the > time it refuses to snapshot from the TuxMath window... could be an SDLism?) I stopped using XV because of very similar reasons. KDE's Snapshot does a pretty good job, and that's what I typically use. -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Samuel H. <cri...@ge...> - 2001-09-01 17:30:28
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On Friday 31 August 2001 4:51pm, William Kendrick wrote: > I took the ground out of "4.jpg" and pasted it into the other 4 images. > (Well, I tweaked it different for each one, so that it looks more like > it belonged.) > > The cities looked kind of silly floating around in space. ;) Yeah, I was planning on adding in ground, but have been too busy. What I wanted was multi-colored ground to go with the multi-color cities. Do you happen to have an XCF Gimp source of your cut out ground avail I could do color-map rotations on? -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: William K. <nb...@so...> - 2001-09-01 06:39:39
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I've added a few more features to TuxMath this evening. (I'm still avoiding the Options screen :) ) * You can use the mouse in the title screen * Equations are all drawn separately from the comets, so they'll never get covered up now * Keyboard and demo-handling stuff separated (key events fixed) * Demo mode finished... Tux now types out the answers, just like when you're playing! * I added a 'keyclick' sound effect. (Most noticable in demo mode, of course) * In the accessibility front, I added an option for an on-screen numeric keypad. On a normal PC, this will allow players to use the mouse, a trackball, or a joystick, if set up appropriately. The cool part (and my main reason for adding the feature) is that it should work really well with touch screens! :) (Run the game with "--keypad" or "-k" option) It's all in CVS. I might do a little more tonight still, too. :) -bill! |
From: William K. <nb...@so...> - 2001-09-01 00:22:55
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Sam or someone, could you make fresh screenshots of TuxMath to throw up on the Home Page? XV was being extremely finicky for some reason (the ver. on my Debian box here is older than the one I'm used to, and for some reason, 50% of the time it refuses to snapshot from the TuxMath window... could be an SDLism?) Anyway, thanks! I'll be on and off sporatically this weekend, and will no doubt have a few things dropping into CVS now and then. :) -bill! |
From: William K. <nb...@so...> - 2001-08-31 23:51:05
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I took the ground out of "4.jpg" and pasted it into the other 4 images. (Well, I tweaked it different for each one, so that it looks more like it belonged.) The cities looked kind of silly floating around in space. ;) -bill! |
From: William K. <nb...@so...> - 2001-08-31 23:26:37
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On Fri, Aug 31, 2001 at 04:13:14PM -0700, Samuel Hart wrote: <snip> > Kewl, can't wait to see ;-) Do a 'cvs update' :) I use the 'drinking' and 'spitting out' frames at the beginning of the game. (Not sure that I'll use it at the beginning of each level, though.) I randomly pick one of the four console ones when you type any keys. If you miss a comet, it picks between 'drat' and 'yipe' :) When you get one, it randomly picks whether to animate at all, and if it does, it picks between 'yes' and 'yay'. Finally, if a comet lands, it plays the 'fist' one. I need to integrate the 'kiss' and 'egypt' ones when I add the "wave complete" code. > Hey, I just noticed that sometimes if your system is running to slow (or CPU > too slow, or X support lackluster, or whatever) that occassionally numbers > you type will be dropped. For example, I was playing and the answer I needed > to type was 12, but when I typed it (and I did type it ;-) only the "2" > showed up. Eep.. While adding the 'demo' feature, I handled all key events outside the "while SDL_PollEvent()" loop, so really it's probably a matter of you typing too quickly. > I'll look into it if I can.... but if you get to it before me, feel free > (probably some sort of SDL_Event polling problem ;-) I'll see what I can do to fix it. THanks! :) -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-31 23:15:20
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On Friday 31 August 2001 3:42pm, William Kendrick wrote: > I've added a command-line switch to the game to let the person running > it override the current settings (not that there ARE any yet, but anyway) > > > So for example, say some students are just learning addition. > There can be a big "+" icon on the screen that they double-click. > It will run the game as: > > tuxmath --operator add <snip> This is awesome! I like the idea of allowing the users to change these options at the command line. > Side-note, I'm about to integrate Sam's awesome Tux animations into > the game. Then I should really get home. 3-day weekend ahead of me! :) Kewl, can't wait to see ;-) Hey, I just noticed that sometimes if your system is running to slow (or CPU too slow, or X support lackluster, or whatever) that occassionally numbers you type will be dropped. For example, I was playing and the answer I needed to type was 12, but when I typed it (and I did type it ;-) only the "2" showed up. I'll look into it if I can.... but if you get to it before me, feel free (probably some sort of SDL_Event polling problem ;-) -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: William K. <nb...@so...> - 2001-08-31 22:42:18
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I've added a command-line switch to the game to let the person running it override the current settings (not that there ARE any yet, but anyway) So for example, say some students are just learning addition. There can be a big "+" icon on the screen that they double-click. It will run the game as: tuxmath --operator add A few days later, they learn subtraction. An "-" icon would run the program as: tuxmath --operator subtract Later, they'll get to play the game with both invoked. A "+/-" icon would run the game: tuxmath -o add -o subtract ("-o" is just short for "--operator"... and you can have as many of these options on the command-line as needed. Any unknown operator, though (for example "-o quack") will abort with a 'usage' report.) The loader for the game will work as follows: * set defaults [ command-line and otherwise ] * load settings [ if there are any ] * override settings [ from command-line ] Kewl. Side-note, I'm about to integrate Sam's awesome Tux animations into the game. Then I should really get home. 3-day weekend ahead of me! :) -bill! |
From: William K. <nb...@so...> - 2001-08-31 00:37:24
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On Thu, Aug 30, 2001 at 04:51:45PM -0700, William Kendrick wrote: > On Thu, Aug 30, 2001 at 03:54:21PM -0700, Samuel Hart wrote: > > On Wednesday 29 August 2001 11:39am, Samuel Hart wrote: > > > Okay, I think I have made all the necessary Tux animation images. You can > > > grab them here: > > > http://www.geekcomix.com//dm/tuxmath/tuxanim.tar.gz > > > > Bill, have you looked at these yet? Are they what you were thinking of? ;-) Oh, these are _awesome_. :) -bill! |
From: William K. <nb...@so...> - 2001-08-30 23:54:31
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On Thu, Aug 30, 2001 at 03:54:21PM -0700, Samuel Hart wrote: > On Wednesday 29 August 2001 11:39am, Samuel Hart wrote: > > Okay, I think I have made all the necessary Tux animation images. You can > > grab them here: > > http://www.geekcomix.com//dm/tuxmath/tuxanim.tar.gz > > Bill, have you looked at these yet? Are they what you were thinking of? ;-) Sorry, been busy at work. Prob. tomorrow some time (depending on how hard latex is :) ) -bill! |
From: William K. <nb...@so...> - 2001-08-30 22:58:49
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On Thu, Aug 30, 2001 at 03:36:38PM -0700, Samuel Hart wrote: <snip> > Having to deal with Festival for TuxReader, I think I can answer all these > questions. Well, sounds like it settles it! :) Some WAVs should be simple enough. Let's see: numbers: zero, one, two, three, four, five, six, seven, eight, nine, ten, eleven, twelve, thirteen, teen, twenty, thirty, forty, fifty, sixty, seventy, eighty, ninety, hundred, thousand operators: plus, minus, times, divided-by misc: column [or something], city, shields, destroyed, game over, your score, wave, paused I'm sure I'll think of more :) -bill! |
From: Samuel H. <cri...@ge...> - 2001-08-30 22:56:18
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On Wednesday 29 August 2001 11:39am, Samuel Hart wrote: > Okay, I think I have made all the necessary Tux animation images. You can > grab them here: > http://www.geekcomix.com//dm/tuxmath/tuxanim.tar.gz Bill, have you looked at these yet? Are they what you were thinking of? ;-) -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Samuel H. <cri...@ge...> - 2001-08-30 22:42:43
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On Thursday 30 August 2001 3:36pm, Samuel Hart wrote: > 3) Festival is either very slow, or very hard to use. If you use it the > simple way (in the client/server model) Festival will be very slow to > respond to any request. If you use it in the API model, you can speed > things up a bit (especially if you pre-render all speech), Oh, one other thing I failed to mention here.... ... If you pre-render all speech, it can take up lots of RAM. (It seems to essentially store it as uncompressed audio in memory, and calls it back up when you request a particular utterance). -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |
From: Samuel H. <cri...@ge...> - 2001-08-30 22:38:35
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On Thursday 30 August 2001 2:33pm, William Kendrick wrote: > What do people think about accessibility issues? <snip> > How portable is festival between OSes? How integratable to SDL is it? > (Should it jump in as a full replacement for SDL_mixer; eg, no SFX music > and just speech? Or can they live happily together? Or should we just > have WAV files of people saying numbers and words?) Having to deal with Festival for TuxReader, I think I can answer all these questions. 1) Festival isn't very portable. The UNIX version runs on /most/ Unixes (but not all). Apparently someone has managed to make it compile under Win32, but its functionality is limitted. THere are no MacOS, BeOS, or any other ports I know of. 2) Festival is a major CPU hog. 3) Festival is either very slow, or very hard to use. If you use it the simple way (in the client/server model) Festival will be very slow to respond to any request. If you use it in the API model, you can speed things up a bit (especially if you pre-render all speech), however compilation becomes a nightmare (Festival API applications require MASSIVE ammounts of libraries.) 4) Festival ONLY works with OSS. So, it takes over the sound system under Linux (and wouldn't work with SDL_mixer). 5) In the client/server model, the client fires requests away, but rec's nothing that tells it when Festival has spoken, or if it even will. Thus, I personally feel Festival isn't right for most games (I have decided against using it in Tux Typing). If you used it in TuxMath, in addition to slowing down the game tremendously, all speech would be delayed so much as to make it useless in the game. (Now, I am still using it in TuxReader, but TuxReader is not much of a "reflex" game, so we can deal with these shortcomings. Plus, it is a pretty good excersize to try and use it at least once ;-) -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |