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From: Dave N. <dav...@pa...> - 2001-05-21 13:36:26
|
Dave Neary wrote: > > Hi all, > > I have had major performance issues with tuxracer since I've installed > it, I'm afraid - I was hoping someone could help me out with it. > > Is this a FAQ? Hi again :) As it happens it is (a FAQ), but it has brought up a few issues. I downloaded & installed the nVidia drivers, and now tuxracer is brilliant. However... lots of other stuff is broken, particularly xscreensaver. Almost no screensavers work any more, and it has refused to accept my password. Has anyone else come across this, and have a solution for me? Thanks a lot, Dave. -- David Neary, E-Mail dav...@pa... Palamon Technologies Ltd. Phone +353-1-634-5059 |
From: Dave N. <dav...@pa...> - 2001-05-21 10:51:36
|
Hi all, I have had major performance issues with tuxracer since I've installed it, I'm afraid - I was hoping someone could help me out with it. My system's pretty good - 1.2GHz AMD Athlon, nVidia GeForce2, XFree 4.0.3, and all the GL demos fly along here. So I don't think it's a 3d rendering issue... and yet I get what seems to be about 1 frame a second. I've turned on tuxracer framecounting and it says I'm getting between 80 and 100 frames a second, but I'm not seeing it. I've done lots of stuff to try to speed it up - turned off sound, lowered resolution, changed interpolation routines from Runge Kutta to Newtonian (or whatever the less intensive one is), and half a dozen other things. I have profiled, and have a gmon.out here - but I'm not sure if that's of use to anyone else. It's 170K or so, but if it helps I'll send it along. In terms of software, I use gtk+/glib 1.2.10, gnome 1.2.11. Is this a FAQ? Thanks for your help, Dave. -- David Neary, E-Mail dav...@pa... Palamon Technologies Ltd. Phone +353-1-634-5059 |
From: Steve B. <sjb...@ai...> - 2000-11-07 12:34:29
|
Anyone interested in taking up this offer? ------8<----------8<---------8<---------8<----------8<---------- Alexander Perry wrote: > As you may know, I'll be running the FlightGear booth at > New York in late January. The organizers have issued the > last call for other projects that would like to request > free booth space at the show. I thought I'd mention it > in case PLIB, or one of the projects dependent on it, > would like to make themselves conspicuous as well. > > http://www.linuxworldexpo.com > > [Please forward to relevant mailing lists (other than FGFS)] > > From: Che...@id... > Date: Mon, 6 Nov 2000 14:35:09 -0500 > Subject: LinuxWorld Conference & Expo > > > [...] We have limited space and it is filling > > fast. This is a first come, first serve area. Once we have recieved 24 signed > > booth contracts we unfortunately, will close the area. |
From: <jf...@su...> - 2000-11-01 02:48:14
|
On Tue, Oct 31, 2000 at 10:55:35PM +0100, Michel D?nzer wrote: > > The attached patch fixes a problem which prevented tuxracer from running on my > woody powerpc box. I don't know if it's the right fix, but it seems a bit > strange to me to assert tex != NULL before it has even been touched. Yes, you're right. I found that one a few days ago; the fix will make it into the next release. Thanks, Jasmin -- Jasmin Patry Lead Programmer, Tux Racer jf...@su... http://www.tuxracer.com |
From: Michel <dae...@st...> - 2000-10-31 21:55:46
|
The attached patch fixes a problem which prevented tuxracer from running on my woody powerpc box. I don't know if it's the right fix, but it seems a bit strange to me to assert tex != NULL before it has even been touched. Michel -- Earthling Michel Dänzer (MrCooper) \ CS student and free software enthusiast Debian GNU/Linux (powerpc,i386) user \ member of XFree86 and The DRI Project |
From: Steve B. <sjb...@ai...> - 2000-10-24 02:58:43
|
Jens Hyllegaard wrote: > > I'm trying to build a Windows version, from the CVS sources. But tuxracer.h > specifies an include file called unistd.h, that is not part of the source. > Is this file part of another program necesary for building TuxRacer? No. unistd.h is the UNIx STanDard library header - for windoze, you don't need it but you WILL need 'windows.h' instead. The bad news is that if the game actually uses many routines from unistd.h, doing the port may be "non-trivial" because stuff in unistd.h is not guaranteed to be present in non-UNIX machines. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Jasmin P. <jf...@mu...> - 2000-10-23 23:51:48
|
On Mon, Oct 23, 2000 at 11:04:37PM +0200, Jens Hyllegaard wrote: > I'm trying to build a Windows version, from the CVS sources. But tuxracer.h > specifies an include file called unistd.h, that is not part of the source. > Is this file part of another program necesary for building TuxRacer? No, it's part of Unix/Linux. You probably shouldn't be using the code in the sourceforge CVS servers, as we've moved the CVS server in-house. Get the latest Linux source instead; it should build fairly cleanly under Cygwin. The next release, out soon, will build under Win32 Codewarrior, and probably under VC++ without too much difficulty (I don't have VC++ though so I can't test that). Cheers, Jasmin -- Jasmin Patry Lead Programmer, Tux Racer jf...@su... http://www.tuxracer.com |
From: Jens H. <Je...@ma...> - 2000-10-23 21:09:49
|
I'm trying to build a Windows version, from the CVS sources. But tuxracer.h specifies an include file called unistd.h, that is not part of the source. Is this file part of another program necesary for building TuxRacer? Yours Friendly Jens Hyllegaard |
From: kb <kb...@cl...> - 2000-10-17 03:54:52
|
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/ > > > --__--__-- > |
From: Jasmin P. <jf...@mu...> - 2000-10-13 18:19:35
|
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/ |
From: kb <kb...@cl...> - 2000-10-13 06:06:17
|
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 |
From: kb <kb...@cl...> - 2000-10-13 06:05:45
|
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 |
From: Bill S. <Bil...@Ve...> - 2000-08-14 15:34:14
|
Course sent as requested. Looking forward to your review ;-). The speed stuff was trivial, but I'll put some of the relevant code here: In render_util.c I added the following two functions: void print_speed() { char buff[30]; float v; flat_mode(); v = (g_game.current_speed / 0.44704); sprintf( buff, "%.1f MPH", v ); if (v > g_game.max_speed) { g_game.max_speed = v; } print_max_speed(); glColor3f( text_colour.r, text_colour.g, text_colour.b ); glRasterPos2i( 85, 5 ); print_string( GLUT_BITMAP_HELVETICA_10, buff ); void print_max_speed() { char buff[30]; flat_mode(); sprintf( buff, "%.1f MPH Max", g_game.max_speed ); glColor3f( text_colour.r, text_colour.g, text_colour.b ); glRasterPos2i( 150, 5 ); print_string( GLUT_BITMAP_HELVETICA_10, buff ); } g_game.max_speed get initialized where the other stuff does at the start of a game. print_speed() is called right after print_time() in racing.c print_max_speed() gets called in game_over so you can see your max speed at the end. The 0.44704 in print_speed converts meters/second to miles/hour. I'm no C coder, so don't laugh if any of it is pathetic. I basically just copied the pattern of print_time. Enjoy! Jasmin Patry wrote: > On Mon, Aug 14, 2000 at 07:12:43AM -0400, Bill Scherer wrote: > > Jasmin Patry wrote: > > > > > On Thu, Aug 10, 2000 at 07:18:39PM +0100, Peter Allen wrote: > > > > btw why does there appear to be a layer of water (snow coloured) at > > > > a low level. Is this intentional? (It makes for interesting skate board > > > > ramps with "water" at the bottom) > > > > > > It's just there to prevent the track from ending in empty space. It > > > will be replaced by something better eventually. > > > > Wait... That's one of the best parts of a course I made. If you don't > > make the last jump, you end up in a pool of water at the bottom and > > can't finish. You do get to swim around and hunt for herring > > though... > > Heh. :) > > > Being my first post to list, let me say that a few of my colleagues > > and have enjoyed TuxRacer very much. I've added current and max > > speed displays, which are great fun. I suppose I can come up with a > > patch if anyone's interested. > > We're going to be adding displays very soon. It's simple enough that I > don't think you need to send a patch (unless you did something very > clever :), though of course it wouldn't hurt to see how you did it. > Please post it to the list if you do decide to send it. > > > We also have a great course (mentioned above). Is there somewhere to > > submit them for review? > > You can send it to me at jf...@cg.... Please tar and gzip > before sending. I look forward to playing it! > > Thanks, > Jasmin > > -- > Jasmin Patry Master's Student, Dept. of Computer Science > jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ > > _______________________________________________ > tuxracer-devel mailing list > tux...@li... > http://lists.sourceforge.net/mailman/listinfo/tuxracer-devel -- William K. Scherer Sr. Member of Applications Staff - Verizon Wireless Bill.Scherer_at_VerizonWireless.com |
From: Jasmin P. <jf...@mu...> - 2000-08-14 14:57:40
|
On Mon, Aug 14, 2000 at 07:12:43AM -0400, Bill Scherer wrote: > Jasmin Patry wrote: > > > On Thu, Aug 10, 2000 at 07:18:39PM +0100, Peter Allen wrote: > > > btw why does there appear to be a layer of water (snow coloured) at > > > a low level. Is this intentional? (It makes for interesting skate board > > > ramps with "water" at the bottom) > > > > It's just there to prevent the track from ending in empty space. It > > will be replaced by something better eventually. > > Wait... That's one of the best parts of a course I made. If you don't > make the last jump, you end up in a pool of water at the bottom and > can't finish. You do get to swim around and hunt for herring > though... Heh. :) > Being my first post to list, let me say that a few of my colleagues > and have enjoyed TuxRacer very much. I've added current and max > speed displays, which are great fun. I suppose I can come up with a > patch if anyone's interested. We're going to be adding displays very soon. It's simple enough that I don't think you need to send a patch (unless you did something very clever :), though of course it wouldn't hurt to see how you did it. Please post it to the list if you do decide to send it. > We also have a great course (mentioned above). Is there somewhere to > submit them for review? You can send it to me at jf...@cg.... Please tar and gzip before sending. I look forward to playing it! Thanks, Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |
From: Bill S. <Bil...@Ve...> - 2000-08-14 11:13:24
|
Jasmin Patry wrote: > On Thu, Aug 10, 2000 at 07:18:39PM +0100, Peter Allen wrote: > > btw why does there appear to be a layer of water (snow coloured) at > > a low level. Is this intentional? (It makes for interesting skate board > > ramps with "water" at the bottom) > > It's just there to prevent the track from ending in empty space. It > will be replaced by something better eventually. Wait... That's one of the best parts of a course I made. If you don't make the last jump, you end up in a pool of water at the bottom and can't finish. You do get to swim around and hunt for herring though... Being my first post to list, let me say that a few of my colleagues and have enjoyed TuxRacer very much. I've added current and max speed displays, which are great fun. I suppose I can come up with a patch if anyone's interested. We also have a great course (mentioned above). Is there somewhere to submit them for review? Thanks! -- William K. Scherer Sr. Member of Applications Staff - Verizon Wireless Bill.Scherer_at_VerizonWireless.com |
From: Jasmin P. <jf...@mu...> - 2000-08-13 17:27:08
|
On Fri, Aug 11, 2000 at 08:23:37PM +0000, Troy Corbin Jr. wrote: > > Understandable. I'm happy to hear that smooth texture transitions are in the > works. I suppose, then, that I should modify my question: If I were to > release my map for the current release of Tux Racer, how many texture pixels > can I get for each pixel of the map? It's not that simple. The textures repeat every 6 m in the course (TEX_SCALE in textures.h). If you use tux_course_dim to set the width of the course to 6 * (width of heightmap in pixels), and the length of the course to 6 * (height of heightmap in pixels), then you should get one complete texture image per course quad. Hopefully they'll be aligned properly too, though I haven't tried it. The problem then is that the mesh of the terrain will be very coarse -- so instead you could repeat you bullseye in an X by X grid in the texture file, and then set the dimesions of the course to 6/X * (width/height of heightmap in pixels). This is a hack, of course, but then again so is what you're trying to do. :) Also note that I haven't tried it, but I think it *should* work... > I'm glad you found them useful. I'm not a terribly good programmer at the > moment, so I'm afraid the best I can do is suggest. =) When I get some time, > I'll try to nose through the source and see if there's any way I can help. > This is a project I'd really like to support if I can. Great! Cheers, Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |
From: Jasmin P. <jf...@mu...> - 2000-08-12 14:37:44
|
On Thu, Aug 10, 2000 at 07:18:39PM +0100, Peter Allen wrote: > btw why does there appear to be a layer of water (snow coloured) at > a low level. Is this intentional? (It makes for interesting skate board > ramps with "water" at the bottom) It's just there to prevent the track from ending in empty space. It will be replaced by something better eventually. Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |
From: Troy C. Jr. <dr...@so...> - 2000-08-11 19:55:15
|
> > > Now, I do have one problem... It seems textures are stretched within the > > engine with no apparent way for the course developer to alter them. My > > bulls eye texture (directly drawn onto a copy of the snow texture) gets > > stretched out to a size of about 3x3 or 4x4 (In relation to course map > > pixels). Would it be feasible to allow texture stretching values to be > > defined within the course script? > > We're in the process of re-writing this portion of the engine. We're > still testing different approaches, but the idea is to make the > transitions between the different terrain types smooth. Depending on > the approach we use, we might have to impose constraints on how textures > are "stretched out" on the terrain, so making that definable in the > course script probably might not be possible. > > So I guess my answer is: I'll get back to you on that. :) Understandable. I'm happy to hear that smooth texture transitions are in the works. I suppose, then, that I should modify my question: If I were to release my map for the current release of Tux Racer, how many texture pixels can I get for each pixel of the map? Unless the next release is in the near future, I was hoping to share my new map with everyone soon. =) > Some great ideas there! I especially like the ideas of damage and > "special" modifiers for terrain. We probably also need a "paddling" > modifier -- i.e., how well can tux paddle on this surface (I'm currently > using the friction coefficient but that allows tux to really scoot on > rock, which isn't right). > > Thanks -- I'll keep your suggestions in mind as we continue development. I'm glad you found them useful. I'm not a terribly good programmer at the moment, so I'm afraid the best I can do is suggest. =) When I get some time, I'll try to nose through the source and see if there's any way I can help. This is a project I'd really like to support if I can. Troy Corbin Jr. |
From: Peter A. <P....@pa...> - 2000-08-11 18:02:10
|
Drakkin wrote: > > Hello all, > I've been reading the developer archives, and noticed a conversation > back in April about adding speed boosts. Well, I've found a way to > implement them now without a change in source code. > > The map I'm developing does not use the rock terrain, so I simply > created a new graphic tile (Snow with a red bull's eye) and I loaded > THAT in place of the rock texture. Then, I altered the rock's friction > to a negative value, effectively changing the rock into a propelling > surface. Nice hack.... I have done a speed boost hack which I was going to add for stunt courses, but that means having something in the config file for allowing it or not. (also I haven't done animation for it yet...) If I do that and get around to doing a sharp turn (still thinking...) I will see what Jasmin (and others) think of it... Jasmin answered the rest... they look good stuff though. btw why does there appear to be a layer of water (snow coloured) at a low level. Is this intentional? (It makes for interesting skate board ramps with "water" at the bottom) Peter Allen |
From: Jasmin P. <jf...@mu...> - 2000-08-11 16:20:36
|
On Fri, Aug 11, 2000 at 03:45:01AM +0000, Drakkin wrote: > Hello all, > I've been reading the developer archives, and noticed a conversation > back in April about adding speed boosts. Well, I've found a way to > implement them now without a change in source code. > > The map I'm developing does not use the rock terrain, so I simply > created a new graphic tile (Snow with a red bull's eye) and I loaded > THAT in place of the rock texture. Then, I altered the rock's friction > to a negative value, effectively changing the rock into a propelling > surface. Heh, that's a neat hack. :) > Now, I do have one problem... It seems textures are stretched within the > engine with no apparent way for the course developer to alter them. My > bulls eye texture (directly drawn onto a copy of the snow texture) gets > stretched out to a size of about 3x3 or 4x4 (In relation to course map > pixels). Would it be feasible to allow texture stretching values to be > defined within the course script? We're in the process of re-writing this portion of the engine. We're still testing different approaches, but the idea is to make the transitions between the different terrain types smooth. Depending on the approach we use, we might have to impose constraints on how textures are "stretched out" on the terrain, so making that definable in the course script probably might not be possible. So I guess my answer is: I'll get back to you on that. :) > In fact, if we were to think even grander, wouldn't it be nice to allow > for an expanded list of possible terrain types? I'm seeing something > like this: > > tux_terrain_type_0 ../common/ice.rgb 1.5 1.5 0.25 0 0 > tux_terrain_type_1 ../common/snow.rgb 1.5 1.5 0.35 0 0 > tux_terrain_type_2 custom.rgb 1 1 -2.2 0 0 > > The first parameter is obviously the texture file name, next two could > be the X and Y stretch factors, next is friction. We could then have a > damage modifier (Will this LAVA damage tux? How much?), and finally, a > special modifier. This modifier could be used to activate special > functions within the engine, like a reflector (bounce tux away like in a > pinball machine), a special lighting condition, the location of a 3-d > powerup (silver herring health bonus), etc. > > You may even wish to include the grey-value used to represent this > terrain on the map image. For example: > > tux_terrain_type_9 extralife.rgb 1 1 0.35 0 7 80 > > The 80 represents R80 G80 B80 on the map. This would allow the developer > great flexibility when applying the finishing touches. Think you'd like > to swap the low health bonuses with the 50% health bonuses? Why re-paint > the map when you can swap two values in the config file? Some great ideas there! I especially like the ideas of damage and "special" modifiers for terrain. We probably also need a "paddling" modifier -- i.e., how well can tux paddle on this surface (I'm currently using the friction coefficient but that allows tux to really scoot on rock, which isn't right). Thanks -- I'll keep your suggestions in mind as we continue development. > Anyway, these are just some "wish-list" items I've come up with while > playing with my maps. I'll probably have more as time goes on. Ok, great! > I'd also like to add, before I sign off, that I've enjoyed playing Tux > Racer. My thanks go out to Jasmin and everyone who's helped along the > way. This is by far the most fun I've found in a developing game. Glad to hear it. Thanks for the feedback! Cheers, Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |
From: Drakkin <dr...@so...> - 2000-08-11 03:47:46
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Hello all, I've been reading the developer archives, and noticed a conversation back in April about adding speed boosts. Well, I've found a way to implement them now without a change in source code. The map I'm developing does not use the rock terrain, so I simply created a new graphic tile (Snow with a red bull's eye) and I loaded THAT in place of the rock texture. Then, I altered the rock's friction to a negative value, effectively changing the rock into a propelling surface. Now, I do have one problem... It seems textures are stretched within the engine with no apparent way for the course developer to alter them. My bulls eye texture (directly drawn onto a copy of the snow texture) gets stretched out to a size of about 3x3 or 4x4 (In relation to course map pixels). Would it be feasible to allow texture stretching values to be defined within the course script? In fact, if we were to think even grander, wouldn't it be nice to allow for an expanded list of possible terrain types? I'm seeing something like this: tux_terrain_type_0 ../common/ice.rgb 1.5 1.5 0.25 0 0 tux_terrain_type_1 ../common/snow.rgb 1.5 1.5 0.35 0 0 tux_terrain_type_2 custom.rgb 1 1 -2.2 0 0 The first parameter is obviously the texture file name, next two could be the X and Y stretch factors, next is friction. We could then have a damage modifier (Will this LAVA damage tux? How much?), and finally, a special modifier. This modifier could be used to activate special functions within the engine, like a reflector (bounce tux away like in a pinball machine), a special lighting condition, the location of a 3-d powerup (silver herring health bonus), etc. You may even wish to include the grey-value used to represent this terrain on the map image. For example: tux_terrain_type_9 extralife.rgb 1 1 0.35 0 7 80 The 80 represents R80 G80 B80 on the map. This would allow the developer great flexibility when applying the finishing touches. Think you'd like to swap the low health bonuses with the 50% health bonuses? Why re-paint the map when you can swap two values in the config file? Anyway, these are just some "wish-list" items I've come up with while playing with my maps. I'll probably have more as time goes on. I'd also like to add, before I sign off, that I've enjoyed playing Tux Racer. My thanks go out to Jasmin and everyone who's helped along the way. This is by far the most fun I've found in a developing game. Good night (or day) to you all. Troy Corbin Jr. |
From: <jf...@mu...> - 2000-08-02 14:23:18
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Lee Anderson's review of Tux Racer is up on LinuxWorld. The URL is: http://www.linuxworld.com/linuxworld/lw-2000-08/lw-08-tuxracer.html Thanks Lee for the great review, and thanks to all who have helped bring Tux Racer this far! By the way, a few people have asked recently about the status of Tux Racer development. While development has been stalled since late April, I am starting to work on the game again, and will hopefully have a new release of the game ready in a few weeks. Cheers, Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |
From: Jasmin P. <jf...@mu...> - 2000-07-20 20:45:25
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On Thu, Jul 20, 2000 at 10:52:34AM -0500, Stephen J Baker wrote: > > I'll be there. Are you planning on attending any of the Birds Of a Feather > (BOF) meetings for Linux/OpenGL/Mesa? > > These would be obvious places to meet up: > > | * OpenGL Birds of a Feather - 7/26 > | 6:30PM - 8 PM Hilton Hotel, Napoleon > | Room, 3rd Floor. Don't think I can make this one. > | * Linux 3D Birds of a Feather 7/27 > | 6:30PM - 8 PM Hilton Riverside, > | Versaille Ballroom. Definitely plan on attending. See you there! Cheers, Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |
From: Stephen J B. <sj...@li...> - 2000-07-20 16:04:06
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Jasmin said: > I'll be at SIGGRAPH next week, so if anybody on the list will be there, > maybe I'll bump into you... I'll be there. Are you planning on attending any of the Birds Of a Feather (BOF) meetings for Linux/OpenGL/Mesa? These would be obvious places to meet up: | * OpenGL Birds of a Feather - 7/26 | 6:30PM - 8 PM Hilton Hotel, Napoleon | Room, 3rd Floor. | | * Linux 3D Birds of a Feather 7/27 | 6:30PM - 8 PM Hilton Riverside, | Versaille Ballroom. Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Jasmin P. <jf...@mu...> - 2000-07-20 12:32:24
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I will be away for 12 days starting tomorrow (Friday), and most likely won't have much net access while I'm gone. I should be back August 2nd. I'll be at SIGGRAPH next week, so if anybody on the list will be there, maybe I'll bump into you... Cheers, Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |