[tuxracer-devel] Re: tuxracer-devel digest, Vol 1 #48 - 3 msgs
Status: Beta
Brought to you by:
jfpatry
From: kb <kb...@cl...> - 2000-10-17 03:54:52
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Howdy, Sorry for the duplicate last time. Jasmin after reading this if you still want a copy let me know. I can easily duplicate my initial set up. I was able to determine the problem or problems with my trees.rgb. This is what I did: ***This is with the Windows Version. And I am using Gimp 1.1.24 for Windows on a Wndows 2000 box.*** I copied my terrain.rgb to become my trees.rgb file, so I would have a good reference of where to place herring and such. I then inverted the colors so the background is black and the path is white. I used the "fill" tool to change most of the white path to black. The only thing that didn't change was the edges of the path cause they were various shades of white to black. Seeing the white I said cool I could have a path lined with pine trees. I then added my start line and finish line and added alot of herring cause I knew since my time was going to be extremely long I needed a lot of fish to compensate so there would be a possibility of a score. Well I did not take into account that the game would recognize all the other shades of gray along the edges of the path and then try to find a corresponding item to add to the map. Most of the pixels were registered as Starting Lines. When I started the game and selected my map, my first surprise was the fact that nothing was there. The landscape was blank. I immediately escaped out and checked to see if I was using the right trees.rgb. I was. So I started the game again and selected the map and still nothing showed up from my trees.rgb. Well I ran the map anyways, and surprise, surprise half way down the map all of my items from the trees.rgb started showing up.... in clumps. There was a clump of Starting Lines here and then somemore over there. The same thing was true of herring, red flags, etc. And yes pine trees were lining the path. Well finally after messing with everything in the course.tcl and nothing helped I started playing with the trees.rgb. I then started paying attention to all of the various levels of gray along the path. When I zoomed in enough I could really see the distinct differences between the grays and the black background. I figured out that the game was recognizing that as the dark green Starting Lines. Once I removed all of the shades of gray along the edge. It worked fine. Well fine to the point that everything was in the correct location. So it seems that there is a limitation on the number of total items the game can recognize. If someone has found differently please let me know. I tested it by first having a trees.rgb that was entirely the same color has herring. The game would play the map. Then I set it up like a checker board light blue and black. The map would start but nothing was at the top and before I got very far the fps (frames per second) had gone from 35 to 2 and nearly locked up. By slowly removing herring (or light blue), I finally got the herring to be represented correctly on the map but it was still too many cause the fps was stilling dropping to single digits. Each time it happened I stopped it and removed more herring from the trees.rgb. Eventually I got back to around 30 fps which is where the other maps were running. Well that is the saga, but it has been a great learning experience. I apologize for this being so long. I actually condensced it. 8-) just kidding. As I said before, Jasmin, let me know if you still want a copy. Thanks, Carey ----- Original Message ----- From: <tux...@li...> To: <tux...@li...> Sent: Friday, October 13, 2000 3:19 PM Subject: tuxracer-devel digest, Vol 1 #48 - 3 msgs > Date: Fri, 13 Oct 2000 14:19:28 -0400 > From: Jasmin Patry <jf...@mu...> > To: tux...@li... > Subject: Re: [tuxracer-devel] skewing the map > Reply-To: tux...@li... > > > Hi, > > Can you send me a copy of your level? Send it to me, not to the > list, and tar and gzip it before sending please. > > It's possible that this is a bug; having your files to test with would > certainly help determine that. > > Cheers, > Jasmin > > On Fri, Oct 13, 2000 at 02:05:39AM -0400, kb wrote: > > Howdy, > > First I want to say I love TuxRacer. It is a blast. And I want to > > thank you for creating something that is so easy to customize and play > > with. This is the first time I have ever tried making my levels or > > maps. I am having a little difficulty, however. I am one of those > > crazy people that jump right in and try and do something really big > > instead of starting off small. I like big maps like to be able to > > go on and on. So I created a map that is 100 x 5000 pixels. I know I > > am completely nuts but I love the it just keeps goin' and goin'. My > > question is can the game only handle so many items on the trees.rgb no > > matter how big the map is? My trees.rgb is not being represented > > correctly and I am wondering if I have overloaded it. Except for > > some trees that are showing up all along the route, all my items > > herring, flags and starting line (actually lines) don't start until > > half way down the map. Then they fill up nearly the whole thing. I > > have multiple starting lines, fish, etc. Is it just too big or is > > there a parameter in the course.tcl file that I need to play with to > > get the right effect? Thanks in advance for the help and my hat is > > off to you Jasmin and your team this is a great game. > > > > Thanks, > > Carey Lott > > > > -- > Jasmin Patry Master's Student, Dept. of Computer Science > jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ > > > --__--__-- > |