Activity for Michael Speck

  • Michael Speck Michael Speck created a blog post

    New LBreakout Levelset

  • Michael Speck Michael Speck committed [r707] on Code

    added new levelset Picky

  • Michael Speck Michael Speck created a blog post

    Windows Ports

  • Michael Speck Michael Speck modified a blog post

    LTris 2.0.1 Released

  • Michael Speck Michael Speck created a blog post

    LTris 2.0.1 Released

  • Michael Speck Michael Speck committed [r706] on Code

    updated JustGoForIt

  • Michael Speck Michael Speck modified ticket #109

    ltris2: segmentation fault on launch (GNOME/Wayland on openSUSE Tumbleweed)

  • Michael Speck Michael Speck posted a comment on ticket #109

    Hi, thanks for the feedback! I'm back now and right after a system update I ran into the same problem. Libgame's dummy surfaces used a bad hardcoded pixel mask and weren't always created. Should be fixed now (also added some error messages). Thanks for the patches, I applied both, although I slightly changed the latter one. I can't remember properly but there was an issue with not expanding the ~, so it is always expanded now. There will be a release in the near future but you can already test it...

  • Michael Speck Michael Speck modified ticket #110

    Build failed. Outdated config.guess and config.sub file in the last release of LBreakout2.

  • Michael Speck Michael Speck posted a comment on ticket #110

    LBreakout2 is no longer supported, please try LBreakoutHD.

  • Michael Speck Michael Speck modified a blog post

    LTris 2.0 Released

  • Michael Speck Michael Speck created a blog post

    LTris 2.0 Released

  • Michael Speck Michael Speck created a blog post

    LBreakout2/HD Levelset Update

  • Michael Speck Michael Speck committed [r705] on Code

    updated levelset JustGoForIt by anonymous

  • Michael Speck Michael Speck created a blog post

    LBreakoutHD 1.1.9 Released

  • Michael Speck Michael Speck committed [r704] on Code

    tagged release lbreakouthd 1.1.9

  • Michael Speck Michael Speck modified ticket #35

    ltris: gamepad: Interpret gp_pause to pause during game.

  • Michael Speck Michael Speck posted a comment on ticket #35

    Thanks for pointing out, I've applied it. :)

  • Michael Speck Michael Speck committed [r703] on Code

    added missing check for gamepad pause button

  • Michael Speck Michael Speck modified a blog post

    LPairs 2.3.1 Released

  • Michael Speck Michael Speck created a blog post

    LPairs 2.3.1 Released

  • Michael Speck Michael Speck committed [r702] on Code

    tagged release lpairs2 2.3.1

  • Michael Speck Michael Speck committed [r701] on Code

    added menu button

  • Michael Speck Michael Speck committed [r700] on Code

    allow right mouse button to restart game

  • Michael Speck Michael Speck posted a comment on ticket #107

    Sure, I just released 1.3.2.

  • Michael Speck Michael Speck created a blog post

    LTris 1.3.2 Released

  • Michael Speck Michael Speck committed [r699] on Code

    tagged release ltris 1.3.2

  • Michael Speck Michael Speck modified ticket #107

    [ltris] cross-compiling broken again with aarch64-buildroot-linux-gnu-gcc

  • Michael Speck Michael Speck posted a comment on ticket #107

    Well, I don't know what the issue was but now it works again. AM_PATH_SDL invokes AM_PATH_PROG for sdl-config and sets SDL_CONFIG properly. The actual sdl.m4 was missing so maybe this caused the issue. I've added it. If there are any troubles in the future I'll just use your workaround and remove the macro. But I guess I just made some mistake... So please test the latest commit. Thanks!

  • Michael Speck Michael Speck committed [r698] on Code

    use AM_PATH_SDL and SDL_CONFIG again

  • Michael Speck Michael Speck posted a comment on ticket #107

    Not yet, but it should work. The question for me is why does the AM_PATH_SDL macro does not work anymore? Because that is supposed to set this variable, also for cross compiling. I tested it on a different computer with a new sdl.m4 but same result... Or do you set SDL_CONFIG via command line? I think in two weeks from now I have some time to look into it. If possible I would like to get AM_PATH_SDL to work again otherwise I will apply your workaround. Thanks, Michael

  • Michael Speck Michael Speck posted a comment on ticket #108

    Exactly, but it might take a while for a new release. But you can checkout the latest commit from Subversion.

  • Michael Speck Michael Speck modified ticket #108

    lbreakouthd 1.1.8: non-standard icon location for Linux

  • Michael Speck Michael Speck posted a comment on ticket #108

    Yeah, that's already reverted. I thought it wasn't working properly, but it does.

  • Michael Speck Michael Speck committed [r697] on Code

    updated icon location

  • Michael Speck Michael Speck committed [r696] on Code

    install icon according to specification

  • Michael Speck Michael Speck created a blog post

    LBreakoutHD 1.1.8 Released

  • Michael Speck Michael Speck modified ticket #106

    [lbreakouthd] Collision detection failures

  • Michael Speck Michael Speck committed [r695] on Code

    tagged release lbreakouthd 1.1.8

  • Michael Speck Michael Speck committed [r694] on Code

    updated german translation

  • Michael Speck Michael Speck committed [r693] on Code

    removed m4 directory from Makefile.am

  • Michael Speck Michael Speck committed [r692] on Code

    don't get target for stopped ball

  • Michael Speck Michael Speck posted a comment on ticket #107

    I reverted it because SDL_CONFIG is not defined and it won't compile for me with it. I had to remove sdl.m4 since it was outdated. If I'm right that macro defined SDL_CONFIG. So how to properly get SDL_CONFIG defined?

  • Michael Speck Michael Speck committed [r691] on Code

    configure option to select clipping algorithm

  • Michael Speck Michael Speck committed [r690] on Code

    added simplified ball get target algorithm

  • Michael Speck Michael Speck modified a blog post

    LBreakoutHD 1.1.7 Released

  • Michael Speck Michael Speck created a blog post

    LTris 1.3.1 Released

  • Michael Speck Michael Speck committed [r689] on Code

    tagged release ltris 1.3.1

  • Michael Speck Michael Speck committed [r688] on Code

    updated german translation

  • Michael Speck Michael Speck committed [r687] on Code

    updated german translation

  • Michael Speck Michael Speck committed [r686] on Code

    changed winner message

  • Michael Speck Michael Speck committed [r685] on Code

    show stats for all players after game finished

  • Michael Speck Michael Speck committed [r684] on Code

    properly increase level in game mode Figures

  • Michael Speck Michael Speck committed [r683] on Code

    fixed bug in creating figures

  • Michael Speck Michael Speck committed [r682] on Code

    properly install icon

  • Michael Speck Michael Speck committed [r681] on Code

    leave game over screen only with ESC, SPACE or RETURN

  • Michael Speck Michael Speck committed [r680] on Code

    removed AC_CANONICAL_TARGET from configure.ac as it breaks mkinstalldirs

  • Michael Speck Michael Speck committed [r679] on Code

    updated icon location

  • Michael Speck Michael Speck modified ticket #34

    Updated LTris AppStream metadata

  • Michael Speck Michael Speck posted a comment on ticket #34

    thanks, applied!

  • Michael Speck Michael Speck committed [r678] on Code

    Updated LTris AppStream metadata

  • Michael Speck Michael Speck posted a comment on ticket #106

    Ok, I think I've got it. Had a good idea today while being away and just implemented it. I also created a small debug level (attached) with tons of walled up balls. And indeed if I speed them constantly up I get quite a few "inside brick" messages. But now hits opposite the moving direction are ignored so if a ball ends up in a brick after reflection it doesn't matter anymore. That's what caused the "tunneling effect" because the ball got reset at the wrong side of the brick it just got reflected...

  • Michael Speck Michael Speck committed [r677] on Code

    fixed another bug in ball reflection

  • Michael Speck Michael Speck posted a comment on ticket #106

    Actually, can you please checkout from SVN again first, please? I think this is about rounding errors so all decimal places are no shown in debug messages. Previously, I did some rounding.

  • Michael Speck Michael Speck committed [r676] on Code

    don't round positions in debug messages

  • Michael Speck Michael Speck posted a comment on ticket #106

    Ok, I wasn't thinking straight yesterday: If 1) - 3) doesn't work just compile without --enable-debug and manually set WITH_BUG_REPORT by adding #define WITH_BUG_REPORT in tools.h line 17. Actual debugging is not used for the messages I just combined it to have only one configure option.

  • Michael Speck Michael Speck posted a comment on ticket #106

    Ok, that's hard to tackle... . Looks like an illegal position, when accessing a string with []. It works for me since this assert is not present for me. I cannot trigger it with buggy code. Please try the following (only one step at a time): 1) Checkout the latest version from SVN. I fixed something which could lead to such a crash when reading empty lines from a file just a few minutes ago. 2) make clean; make (sometimes inconsistent compile flags cause such trouble when linking) 3) put #undef WITH_BUG_REPORT...

  • Michael Speck Michael Speck committed [r675] on Code

    fixed potential crash when reading empty lines

  • Michael Speck Michael Speck committed [r674] on Code

    properly read windows files in preview and editor

  • Michael Speck Michael Speck committed [r673] on Code

    updated levelset JustGoForIt

  • Michael Speck Michael Speck committed [r672] on Code

    properly read level preview from windows levelsets

  • Michael Speck Michael Speck posted a comment on ticket #106

    "burning" is the one going through bricks, right? or the red explosive one?

  • Michael Speck Michael Speck posted a comment on ticket #106

    Did you configure with --enable-debug? Sounds very much like a bug in the new "reset if inside brick" stuff but that would generate a debug message. If you haven't enabled it can you please do so? If you dislike the trajectory you can remove it from code in view.cpp at line 1713.

  • Michael Speck Michael Speck posted a comment on ticket #106

    Interesting. I already replaced the old "time based" target check some time ago, so the speed of a ball shouldn't matter. But a mix of angle, position and rounding errors might cause it. Anyways, as a final workaround for this release, it checks whether a ball has an illegal target and returns it to the paddle if so. So at least you should not lose the ball any more, even if it happens again. But something has been fixed, so maybe it's good now. :) And it was fun to dig into this very old part of...

  • Michael Speck Michael Speck created a blog post

    LBreakoutHD 1.1.7 Released

  • Michael Speck Michael Speck committed [r671] on Code

    tagged release lbreakouthd 1.1.7

  • Michael Speck Michael Speck committed [r670] on Code

    added levelset JustGoForIt

  • Michael Speck Michael Speck committed [r669] on Code

    return ball to paddle for illegal targets

  • Michael Speck Michael Speck committed [r668] on Code

    fixed bug in Invaders

  • Michael Speck Michael Speck committed [r667] on Code

    fixed mini game Invaders

  • Michael Speck Michael Speck modified ticket #106

    [lbreakouthd] Collision detection failures

  • Michael Speck Michael Speck posted a comment on ticket #106

    Also Invaders is broken, a wave should end after 20 cleared bricks, not when all bricks are cleared, I will fix this as well.

  • Michael Speck Michael Speck posted a comment on ticket #106

    OK, it took me quite a while to understand, what I did 20 years ago when I wrote the reflection code... it's not pretty. Anyways, I found (and fixed?) a bug in the brick corner check with potentially undefined behavior. But it won't explain what you recorded as far as I understand it, so I don't know if it fixes the issue. But maybe it does. I re-enabled and extended some debugging info. If you configure with --enable-debug it gets available. I also added a visualization of the ball trajectory and...

  • Michael Speck Michael Speck committed [r666] on Code

    reset brick position if inside a brick before getting target

  • Michael Speck Michael Speck committed [r665] on Code

    show trajectory of balls when debugging is enabled

  • Michael Speck Michael Speck committed [r664] on Code

    reenabled bug report, removed option linear_corner and adjusted corner position and size

  • Michael Speck Michael Speck modified a blog post

    LTris 1.3 Released

  • Michael Speck Michael Speck committed [r663] on Code

    added comment

  • Michael Speck Michael Speck committed [r662] on Code

    some more indentions

  • Michael Speck Michael Speck committed [r661] on Code

    formatted ball_get_target

  • Michael Speck Michael Speck committed [r660] on Code

    properly handle carriage return for levelsets made in windows

  • Michael Speck Michael Speck posted a comment on ticket #106

    Hunter ends when the "Hunter" brick hits a wall inside the cage. Maybe that just randomly coincided with the ball hitting the wall? It sounds like (1) and (3) can be fixed with resetting a ball along its trajectory in case it somehow ended up inside a brick before recomputing the target. I should be able to take a look at it during Easter holidays.

  • Michael Speck Michael Speck posted a comment on ticket #106

    Yeah, that's a tough one... actually it uses trajectories. It computes the target position and travel time. If exceeded the ball gets reset, so it should work with lags as well. Whenever the ball speed changes or bricks change it gets recomputed. (1) If a brick moving down leads to a ball within that brick, then the ball tunnels through it as only the next bricks in it's way are checked. I guess, that's what you observed? (It's a bug) (2) Might not be a bug, depends on the mini game. Some do end...

  • Michael Speck Michael Speck modified a blog post

    LTris 1.3 Released

  • Michael Speck Michael Speck created a blog post

    LTris 1.3 Released

  • Michael Speck Michael Speck committed [r659] on Code

    tagged release ltris 1.3

  • Michael Speck Michael Speck committed [r658] on Code

    updated tooltips

  • Michael Speck Michael Speck committed [r657] on Code

    added new eval parameter clear for tetrises

  • Michael Speck Michael Speck committed [r656] on Code

    verbose test stats include clears

  • Michael Speck Michael Speck committed [r655] on Code

    demo uses hold if style modern

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