xrally-devel Mailing List for XRally (Page 3)
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From: Ismael O. <pe...@us...> - 2000-11-19 20:30:46
|
Date: Sunday November 19, 2000 @ 12:30 Author: perdig Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv11671 Modified Files: graphics.c graphics.h menu.c Log Message: - Removed border around doubleBuffer (Fix: #122914) - Changed the height of the window (2 pixels smaller, as there isn't a border) |
From: Claudio M. <cla...@us...> - 2000-11-19 15:57:53
|
Date: Sunday November 19, 2000 @ 7:57 Author: claudio2 Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv15936 Modified Files: sound.c level.c Log Message: - Added 'loaded_sound' flag for deferred mod loading (Fixes: #122897) - Added some sanity tests to avoid playing an unitialized mod |
From: Ismael O. <pe...@li...> - 2000-11-19 03:47:29
|
On Saturday 18 November 2000 21:18, you wrote: > Date: Saturday November 18, 2000 @ 15:18 > Author: claudio2 > > Update of /cvsroot/xrally/xrally > In directory slayer.i.sourceforge.net:/tmp/cvs-serv2976 > > Modified Files: > main.c menu.c score.c sound.c sound.h > Log Message: > - Added calls to sound functions to enable high scores tune > - Re-structured initRoutine() to avoid recursion > > This kind of fixes the high scores tune and the floating point > exception after crashes. I removed the recursive call to initRoutine(), > I quite didn't understand it. I noticed that mainGameLoop() is also > recursive, shouldn't it be changed to a (safer) iterative call? Yes... I wrote it as a recursive function cause it would be (a bit) easier. As this function wasn't supposed to be used lot's of times, I didn't think it would cause any problems. My mistake... I've fixed it now. :) BTW, please take a look at the new blending stuff. I think it works really well now, and we should have blended rectangles everywhere! :) Seriously though, all the menu text should have a black-blended rectangle, so that we can easily read the text. I was thinking of adding it to the in-game windows as well (the "You got a new record" ones). What you think? About the sound stuff, it is improving really well! I really liked the hiscores music, although it continues playing even when I leave the hiscore window... :) My computer currently uses ALSA sound (it has a Yamaha something sound card)... but the game sound plays quite well with alsa's oss emulation. (I think it's because of that... the XRally sound system doesn't support alsa natively, does it?) On a related note... I'm going to redesign the XRally homepage... will add a news system using PHP and some stuff like that. (And a couple of links to Sourceforge's utilities). Do you have any suggestion to the page? About what it should have or it's layout? []'s -- Ismael Orenstein (UIN 1293061) pe...@li... http://ksnes9x.sourceforge.net http://linuxgames.com/xrally -- Ismael Orenstein (UIN 1293061) pe...@li... http://ksnes9x.sourceforge.net http://linuxgames.com/xrally |
From: Ismael O. <pe...@us...> - 2000-11-19 03:34:10
|
Date: Saturday November 18, 2000 @ 19:34 Author: perdig Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv21124 Modified Files: graphics.c graphics.h main.c menu.c Log Message: - Changed mainGameLoop in a iterative call - Cleaned up the blendCache code. It works this way now: There is a blend_cache_t struct, that holds the color and factor that was used on this cache, and a pointer to a blend_node_t struct, that holds the cache data. When you want to create a new cache (at the start of the menu routines, or if you want to do any blending), just create a blend_cache_t struct, manually change the color (a XColor) and factor (int) values, and run initBlendCache(&blend_cache). Then you can create a blended image, of this color and factor, just using blendImage(Pixmap, x, y, w, h, &blend_cache) (I wrote this API from memory... check the header file) This way, all blending functions of the same color and factor share the same cache. Besides, we can use another blending, from other colors, at the same time (maybe use a blending in the crash tile?) If you want to clean up a blend_cache, just use freeBlendCache(&blend_cache) - Added a blended rectangle to the help text of the menu. |
From: Claudio M. <cla...@us...> - 2000-11-18 23:18:44
|
Date: Saturday November 18, 2000 @ 15:18 Author: claudio2 Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv2976 Modified Files: main.c menu.c score.c sound.c sound.h Log Message: - Added calls to sound functions to enable high scores tune - Re-structured initRoutine() to avoid recursion This kind of fixes the high scores tune and the floating point exception after crashes. I removed the recursive call to initRoutine(), I quite didn't understand it. I noticed that mainGameLoop() is also recursive, shouldn't it be changed to a (safer) iterative call? |
From: Claudio M. <cla...@us...> - 2000-11-18 21:41:14
|
Date: Saturday November 18, 2000 @ 13:41 Author: claudio2 Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv15008 Modified Files: main.c sound.c sound.h Log Message: - Added extra module slot - Added sound_switch() The extra module slot allows a module to be loaded while other is playing, thus fixing the music breakage on level data loading. sound_switch() must be called to switch slots before playing the module. Hi scores music is still broken. |
From: Claudio M. <cla...@us...> - 2000-11-18 21:37:16
|
Date: Saturday November 18, 2000 @ 13:37 Author: claudio2 Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv14921 Modified Files: car.c Log Message: - Cosmetic fix in debug message display |
From: Ismael O. <pe...@us...> - 2000-11-18 19:03:47
|
Date: Saturday November 18, 2000 @ 11:03 Author: perdig Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv29985 Modified Files: main.c Log Message: - Removed functions to write to a logFile (it isn't necessary... and it wasn't working anyway... :) ) |
From: Ismael O. <pe...@us...> - 2000-11-18 19:02:09
|
Date: Saturday November 18, 2000 @ 11:02 Author: perdig Update of /cvsroot/xrally/xrally/images In directory slayer.i.sourceforge.net:/tmp/cvs-serv29636/images Modified Files: logocar.xpm logocar2.xpm Log Message: - Added transparency effect to the cursor car (in the menu screen) - Removed time.h stuff from graphics.c (used to profile the blendImage function) - Changed the "You got a new record" message color to COLOR_TEXT. (was left behind) |
From: Ismael O. <pe...@us...> - 2000-11-18 19:02:09
|
Date: Saturday November 18, 2000 @ 11:02 Author: perdig Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv29636 Modified Files: config.h.in configure graphics.c menu.c menu.h Log Message: - Added transparency effect to the cursor car (in the menu screen) - Removed time.h stuff from graphics.c (used to profile the blendImage function) - Changed the "You got a new record" message color to COLOR_TEXT. (was left behind) |
From: Claudio M. <cla...@us...> - 2000-11-18 17:33:44
|
Date: Saturday November 18, 2000 @ 9:33 Author: claudio2 Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv19148 Modified Files: score.c menu.c map.c main.c level.c graphics.c global.h car.c ai.c Log Message: - Using quickLoadLevel on high scores level load to avoid sound problems - Added ANSI color codes to debug messages The colored debug messages are the same used in libxmp. It displays the funcion name, source file and the number of the line where the debug message has been placed. It is, of course, terminal dependant -- I hope nobody here uses monochromatic serial consoles to develop XRally :\ Linux console and xterms should be fine tho. Debug message example: main [main.c:131] Sound initialized blendImage [graphics.c:862] Starting to blend... blendImage [graphics.c:887] 89485...ok! |
From: Claudio M. <cla...@us...> - 2000-11-18 16:09:54
|
Date: Saturday November 18, 2000 @ 8:09 Author: claudio2 Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv335 Modified Files: score.c Log Message: - Code cleanup Changed some if-else statements to ternary operator, removed some unnecessary tests and added the standard file header. |
From: Claudio M. <cla...@us...> - 2000-11-18 15:55:52
|
Date: Saturday November 18, 2000 @ 7:55 Author: claudio2 Update of /cvsroot/xrally/xrally/sounds In directory slayer.i.sourceforge.net:/tmp/cvs-serv30896/sounds Added Files: rally.mod Log Message: - Intro tune This is the intro/hiscores sound file in Amiga protracker format, The intro tune starts at position 0, high scores tune starts at position 16. Additional tunes are expected to start at positions 32, 48, 64 and so on. |
From: Claudio M. <cla...@us...> - 2000-11-18 15:51:31
|
Date: Saturday November 18, 2000 @ 7:51 Author: claudio2 Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv30141 Modified Files: global.h graphics.c graphics.h level.c main.c menu.c menu.h Log Message: - Added preliminary support for intro tune - Added COLOR_BACK, COLOR_TEXT macros for background and text colors - Enclosed a few macros in "do { ... } while (0)" to avoid problems - Indentation fixes (using tabs instead of spaces) This adds an intro tune, but it breaks in-game sounds -- this will be fixed in the sequence. Hi scores tune is also broken. |
From: Claudio M. <cla...@us...> - 2000-11-17 21:45:50
|
Date: Friday November 17, 2000 @ 13:45 Author: claudio2 Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv18719 Modified Files: configure.in sound.c sound.h sound_dummy.c sound_oss.c Log Message: - Added endianism checks to configure.in - Changed OSS sample format to native-endian (NE) The samples are still bad in the iMac (using the AWACS driver), and they remain the same with signed/unsigned or big/little endian settings in the sound device :\ More investigation later. |
From: Ismael O. <pe...@li...> - 2000-11-16 20:09:29
|
On Thursday 16 November 2000 12:45, you wrote: > On Wed, 15 Nov 2000, Ismael Orenstein wrote: > > - Added blending effect to the menu. > > (really slow, needs to be optimized. Commited to show that it can be > > done) > > Wow, now that's *reeealy* slow! :) It certainly can be optimized, either by > grabbing the whole area to be shaded and working on it in memory, or > (cheat!) redrawing that section of the backdrop image with darker colors > (no need to actually read from the window). > > I didn't see the code yet, but by the sluggish behaviour I suspect you're > currently doing it in a pixel-by-pixel basis? Yes, but what really slowed it down wasn't getting the pixels information and setting them back, but rather querying the colormap about that color, and allocing the changed color on the colormap. From a little profiling I did, I got this values: Intial way: 100% of time Getting / putting the pixels: 0,24% Querying / Allocing the colors: 96,75 % Doing the math: 0,16 % Of course this results aren't very accurated, but I think it gives you a idea of how it was working. :) To fix it, I implemented a small cache of pixels values (before and after the change), as there are lots of repeated pixels. So, it first queries this cache, to see if this pixel value was already found. If it was, then use the cache value. If it wasn`t, then query the colormap and do everything. From my little calculations, it now only takes 1,72 % of the old time. Please test it... In my computer it is fast enough, and it shouldn't need to be optimized anymore. (although this cache code needs to be cleaned up... I made it kinda of in a hurry) []'s -- Ismael Orenstein (UIN 1293061) pe...@li... http://ksnes9x.sourceforge.net http://linuxgames.com/xrally |
From: Ismael O. <pe...@us...> - 2000-11-16 19:47:31
|
Date: Thursday November 16, 2000 @ 11:47 Author: perdig Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv6158 Modified Files: graphics.c graphics.h main.c menu.c Log Message: - New blendImage function, that takes a pixmap, some coordinates, a blending color, a blending factor and returns a XImage of the pixmap area blended w/ the blending color. - Changed the time_diff function to work with any pair of struct timeval, (made easier to profile the blendImage function) - Optimized the blendImage code (fast enought, at least on my computer) |
From: Claudio M. <cl...@he...> - 2000-11-16 14:45:28
|
On Wed, 15 Nov 2000, Ismael Orenstein wrote: > - Added blending effect to the menu. > (really slow, needs to be optimized. Commited to show that it can be done) Wow, now that's *reeealy* slow! :) It certainly can be optimized, either by grabbing the whole area to be shaded and working on it in memory, or (cheat!) redrawing that section of the backdrop image with darker colors (no need to actually read from the window). I didn't see the code yet, but by the sluggish behaviour I suspect you're currently doing it in a pixel-by-pixel basis? claudio |
From: Claudio M. <cl...@he...> - 2000-11-16 12:58:17
|
On Wed, 15 Nov 2000, Ismael Orenstein wrote: > Added Files: > xrally.xpm For those who want to play with the xcf image, it's available at http://slowmotion.dyndns.org/xrally (if the DSL link remains stable, that is). The XM file with the soundtracker tune is there as well. |
From: Ismael O. <pe...@us...> - 2000-11-15 19:14:44
|
Date: Wednesday November 15, 2000 @ 11:14 Author: perdig Update of /cvsroot/xrally/xrally/images In directory slayer.i.sourceforge.net:/tmp/cvs-serv27193/images Added Files: xrally.xpm Log Message: - Forgot the image |
From: Ismael O. <pe...@us...> - 2000-11-15 19:13:14
|
Date: Wednesday November 15, 2000 @ 11:13 Author: perdig Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv26881 Modified Files: menu.c menu.h Log Message: - Added big nice background image (xrally.xpm) - Added blending effect to the menu. (really slow, needs to be optimized. Commited to show that it can be done) - Removed lots of commented out code |
From: Claudio M. <cla...@us...> - 2000-11-12 13:37:42
|
Date: Sunday November 12, 2000 @ 5:37 Author: claudio2 Update of /cvsroot/xrally/xrally In directory slayer.i.sourceforge.net:/tmp/cvs-serv20678 Modified Files: sound.c sound.h Log Message: - Added sound_unload(), sound_changevol(). Further modifications needed to implement opening/highscores music will follow shortly. |
From: Claudio M. <cla...@us...> - 2000-11-12 13:16:27
|
Date: Sunday November 12, 2000 @ 5:16 Author: claudio2 Update of /cvsroot/xrally/xrally/debian In directory slayer.i.sourceforge.net:/tmp/cvs-serv18743 Added Files: changelog control copyright dirs docs menu rules xrally.sgml Log Message: - Debian files added to the main repository to make debian package maintenance easier. |
From: Claudio M. <cla...@us...> - 2000-11-12 13:02:52
|
Date: Sunday November 12, 2000 @ 5:02 Author: claudio2 Update of /cvsroot/xrally/xrally/debian In directory slayer.i.sourceforge.net:/tmp/cvs-serv18116/debian Log Message: Directory /cvsroot/xrally/xrally/debian added to the repository |
From: Claudio M. <cl...@he...> - 2000-11-08 15:23:33
|
On Wed, 8 Nov 2000, Ismael Orenstein wrote: > I've downloaded the new sound and menu stuff, and I really liked it. > The intro sound is very nice and works pretty well (even fading before the > game starts). I also liked the new colors for the menu screen, and the whole > new layout. Cool. The original idea includes an audible feedback for menu option selection, using the same mechanism used for in-game sfx. > It's now just a matter of fixing the bugs (like the floating point exception > when trying to enter a map) and implement the new menu windows. I agree that Oops. > the best way would be a transparent window, with a (maybe black?) tint over > it. (Pretty much like a transparent Eterm or Konsole) > Do you know how to do this? It should be possible by grabbing a rectangle of > the buffer, changing the color of each pixel manually, and then drawing it > over the current image... but maybe there is a X11 function to do that. I think it's the way to go, since other methods (e.g. palette manipulation) seem to be specific for pseudocolor visuals. But I'm no X11 expert :) > Anyway, I haven't looked on the modified source code yet (only tested the > changes)... I`ll take a look at it later and see what can already be > comitted. (How broken is the sound stuff?) Very broken right now -- in-game sounds are not working. I'll fix that ASAP. claudio |