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2006-December.txt
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2006-December.txt
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From goldenpiranha at gmail.com Sun Dec 3 22:00:01 2006
From: goldenpiranha at gmail.com (Danny Bittman)
Date: Sun, 3 Dec 2006 13:00:01 -0800
Subject: [Supertux-devel] Dead?????? and how long???
Message-ID: <[email protected]>
Is this project dead? I haven't got any mail for 1 month...
Is there an updated statement on when Milestone 2 will come out????
thx
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From anmaster at berlios.de Mon Dec 4 17:04:53 2006
From: anmaster at berlios.de (Arvid Norlander)
Date: Mon, 04 Dec 2006 17:04:53 +0100
Subject: [Supertux-devel] Dead?????? and how long???
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
No SuperTux isn't dead. And as it says on the wiki: MS2 will be out when it is
done. Btw, the IRC channel is often more active than the mailing list
/AnMaster
Danny Bittman wrote:
> Is this project dead? I haven't got any mail for 1 month...
>
> Is there an updated statement on when Milestone 2 will come out????
>
> thx
From DirtY.iCE.hu at gmail.com Mon Dec 11 19:21:27 2006
From: DirtY.iCE.hu at gmail.com (DirtY iCE)
Date: Mon, 11 Dec 2006 19:21:27 +0100
Subject: [Supertux-devel] Hungarian translation update + world1 intro patch
Message-ID: <[email protected]>
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Hi everybody,
This is an update to the hungarian translation, and a patch to the
world1's intro (translatable text + fadein/out effect in supertux logo
(this required some coding in the engine :) )
DirtY iCE
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Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
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From odin.omdal at gmail.com Thu Dec 14 17:34:48 2006
From: odin.omdal at gmail.com (=?ISO-8859-1?Q?Odin_Omdal_H=F8rthe?=)
Date: Thu, 14 Dec 2006 17:34:48 +0100
Subject: [Supertux-devel] [PATCH] Allow to Escape out of die- and
finish-sequences
Message-ID: <[email protected]>
Hello,
a short patch which enables hitting Esc in order to get past the
(boring when you play a lot) dying-sequence. It also let's you get out
of the finish-sequence at the end of the map.
It's a small patch which only makes the timers go to ~0.00001
(FLT_EPSILON) so that the normal game logic can do what they need to
do. In this way I'm surpe it doesn't harm the code in any way.
This is my first patch, ever, so please say if you find something wrong.
Thank you for a great game, my baby sister loves it.
--
Beste helsing,
Odin H?rthe Omdal <odin.omdal at gmail.com>
http://www.velmont.net
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From uafr at gmx.de Thu Dec 14 22:56:19 2006
From: uafr at gmx.de (Wolfgang Becker)
Date: Thu, 14 Dec 2006 22:56:19 +0100
Subject: [Supertux-devel] MS1.9/0.3.0
Message-ID: <[email protected]>
Hi,
No, it's not done yet. But it's more fun than MS1.
http://supertux.berlios.de/wiki/index.php/Milestone_1.9
The plan is to release 0.3.0 before Christmas. So this weekend on
Saturday we'll have to build some packages (and do some last minute
bug fixing). I'll be in #supertux at about 14:30 UTC on Saturday. I
know, that's not Christmas yet, but nobody had after the weekend.
Tsch??,
Wolfgang
--
Wolfgang Becker *** eMail uafr at gmx.de *** http://uafr.freeshell.org/
From odin.omdal at gmail.com Fri Dec 15 13:27:53 2006
From: odin.omdal at gmail.com (=?ISO-8859-1?Q?Odin_Omdal_H=F8rthe?=)
Date: Fri, 15 Dec 2006 13:27:53 +0100
Subject: [Supertux-devel] MS1.9/0.3.0
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
On 12/14/06, Wolfgang Becker <uafr at gmx.de> wrote:
> The plan is to release 0.3.0 before Christmas. So this weekend on
> Saturday we'll have to build some packages (and do some last minute
> bug fixing). I'll be in #supertux at about 14:30 UTC on Saturday. I
> know, that's not Christmas yet, but nobody had after the weekend.
Will my patch get into 0.3.0?
And, much more importantly - the hacker at my left side sent in a
patch before me yesterday. However, it seems it never got on the list
- the spam-filter may have catched it because he used a formal
greeting. That patch is much bigger one, which fixes three core
bothering things we didn't like when running Supertux.
I can ask him to send it again - however, I guess you've got the mail
in a spam-queue. :-)
Hope his patch can find the way, I find Supertux more playable with
the jump-enhancement.
--
Beste helsing,
Odin H?rthe Omdal <odin.omdal at gmail.com>
http://www.velmont.net
From uafr at gmx.de Fri Dec 15 20:15:52 2006
From: uafr at gmx.de (Wolfgang Becker)
Date: Fri, 15 Dec 2006 20:15:52 +0100
Subject: [Supertux-devel] MS1.9/0.3.0
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
On 20061215 Odin Omdal H?rthe <odin.omdal at gmail.com> wrote:
> I can ask him to send it again - however, I guess you've got the mail
> in a spam-queue. :-)
Better upload the patch to http://developer.berlios.de/patch/?group_id=3467
instead of mailing it to the list. That way we know where to look for it
and see if someone already applied it to svn.
Tsch??,
Wolfgang
--
Wolfgang Becker *** eMail uafr at gmx.de *** http://uafr.freeshell.org/
From rflegel at gmail.com Fri Dec 15 20:20:42 2006
From: rflegel at gmail.com (Ryan Flegel)
Date: Fri, 15 Dec 2006 13:20:42 -0600
Subject: [Supertux-devel] MS1.9/0.3.0
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
On 12/15/06, Wolfgang Becker <uafr at gmx.de> wrote:
> On 20061215 Odin Omdal H?rthe <odin.omdal at gmail.com> wrote:
> > I can ask him to send it again - however, I guess you've got the mail
> > in a spam-queue. :-)
>
> Better upload the patch to http://developer.berlios.de/patch/?group_id=3467
> instead of mailing it to the list. That way we know where to look for it
> and see if someone already applied it to svn.
Does anybody monitor that, though? :P
From digitalpioneer at gmail.com Fri Dec 15 20:32:10 2006
From: digitalpioneer at gmail.com (The Digital Pioneer)
Date: Sat, 16 Dec 2006 13:32:10 +1800
Subject: [Supertux-devel] MS1.9/0.3.0
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
They do when you post a patch then send a link on here. :)
--
Thanks,
The Digital Pioneer
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From rflegel at gmail.com Fri Dec 15 20:57:32 2006
From: rflegel at gmail.com (Ryan Flegel)
Date: Fri, 15 Dec 2006 13:57:32 -0600
Subject: [Supertux-devel] MS1.9/0.3.0
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
On 12/15/06, The Digital Pioneer <digitalpioneer at gmail.com> wrote:
> They do when you post a patch then send a link on here. :)
That's why most people just post them here. Although some patches do
tend to get lost here :P.
I wonder what would be involved to get Trac set up on berlios. Maybe
I'll try it over the break :)
--
Ryan
From uafr at gmx.de Fri Dec 15 23:30:59 2006
From: uafr at gmx.de (Wolfgang Becker)
Date: Fri, 15 Dec 2006 23:30:59 +0100
Subject: [Supertux-devel] MS1.9/0.3.0
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
On 20061215 Ryan Flegel <rflegel at gmail.com> wrote:
> Does anybody monitor that, though? :P
I do. That is, I let Liferea do it.
Tsch??,
Wolfgang
--
Wolfgang Becker *** eMail uafr at gmx.de *** http://uafr.freeshell.org/
From tuxdev103 at gmail.com Sat Dec 16 01:28:45 2006
From: tuxdev103 at gmail.com (Tim Goya)
Date: Fri, 15 Dec 2006 16:28:45 -0800
Subject: [Supertux-devel] Patch resubmit
Message-ID: <[email protected]>
Fixes issue where you can disrupt entering a level indefinately by
pressing the enter level key while the screen effect is happening.
This patch is a bit old. All I really did was define a guard variable
so that keypresses do not have any effect while the screen effect is
active. If there is a better way, please implement that instead.
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From uafr at gmx.de Sat Dec 16 14:55:41 2006
From: uafr at gmx.de (Wolfgang Becker)
Date: Sat, 16 Dec 2006 14:55:41 +0100
Subject: [Supertux-devel] [PATCH] Allow to Escape out of die- and
finish-sequences
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
On 20061214 Odin Omdal H?rthe <odin.omdal at gmail.com> wrote:
> a short patch which enables hitting Esc in order to get past the
> (boring when you play a lot) dying-sequence. It also let's you get out
> of the finish-sequence at the end of the map.
Committed revision 4461.
Tsch??,
Wolfgang
--
Wolfgang Becker *** eMail uafr at gmx.de *** http://uafr.freeshell.org/
From supertux at 2006.expires.deltadevelopment.de Sat Dec 16 15:49:12 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Sat, 16 Dec 2006 15:49:12 +0100
Subject: [Supertux-devel] Hungarian translation update + world1 intro
patch
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
DirtY iCE wrote:
> This is an update to the hungarian translation, and a patch to the
> world1's intro (translatable text + fadein/out effect in supertux logo
Committed as r4463 - thanks!
Christoph
From supertux at 2006.expires.deltadevelopment.de Mon Dec 18 01:47:03 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Mon, 18 Dec 2006 01:47:03 +0100
Subject: [Supertux-devel] SuperTux 0.3.0 released
Message-ID: <[email protected]>
Hi everybody,
--8<--- Release notes --8<---
Supertux Release 0.3.0 (2006-12-17)
Just in time for Christmas, we bring you SuperTux 0.3.0, a preview
of SuperTux Milestone 2.
This build doesn't contain all levels planned for Milestone 2 and
its story is by no means complete, but the game is already fun to
play.
SuperTux 0.3.0 features:
* new, OpenGL- and OpenAL-based engine
* final boss for Icy Island
* brand new Forest World with new badguys and new game objects
* new and improved soundtrack, immersive sound effects
* much more...
The changes in more detail: The SuperTux engine was nearly
completely rewritten. The game is translatable now, a new camera
algorithm allows scrolling in all four directions. Collision
detection supports slopes and moving objects now. We have scripting
support for dynamic level events and animations. New game objects
include trampolines, switches, portable stones, upside-down
levels, wind, moving platforms and particle effects. The sound
system is now OpenAL-based with an improved soundtrack now played
from Ogg/Vorbis-files, which were pre-rendered on a high-class
synthesizer.
This is also a call for artists and coders: If you like the game in
its current state, join us and help us finish Milestone 2!
--8<--- End release notes --8<---
You can find the source package (as well as binaries) on SuperTux'
BerliOS project page:
http://developer.berlios.de/projects/supertux/
Regards,
Christoph
From evilglowingapple at gmail.com Mon Dec 18 02:56:10 2006
From: evilglowingapple at gmail.com (Jayson Kempinger)
Date: Sun, 17 Dec 2006 19:56:10 -0600
Subject: [Supertux-devel] SuperTux 0.3.0 released
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Hi, found a bug when building on Mac. On line 169 of src/main.cpp,
msg_warning should be log_warning (I think). Seems to work with
log_warning, but fails with msg_warning (since it's not declared).
~Jayson
- --
This message is digitally signed with GnuPG:
http://www.kempinger.us/gpg.php?eid=2
On Dec 17, 2006, at 6:47 PM, Christoph Sommer wrote:
> Hi everybody,
>
> --8<--- Release notes --8<---
>
> Supertux Release 0.3.0 (2006-12-17)
>
> Just in time for Christmas, we bring you SuperTux 0.3.0, a preview
> of SuperTux Milestone 2.
>
> This build doesn't contain all levels planned for Milestone 2 and
> its story is by no means complete, but the game is already fun to
> play.
>
> SuperTux 0.3.0 features:
>
> * new, OpenGL- and OpenAL-based engine
> * final boss for Icy Island
> * brand new Forest World with new badguys and new game objects
> * new and improved soundtrack, immersive sound effects
> * much more...
>
> The changes in more detail: The SuperTux engine was nearly
> completely rewritten. The game is translatable now, a new camera
> algorithm allows scrolling in all four directions. Collision
> detection supports slopes and moving objects now. We have scripting
> support for dynamic level events and animations. New game objects
> include trampolines, switches, portable stones, upside-down
> levels, wind, moving platforms and particle effects. The sound
> system is now OpenAL-based with an improved soundtrack now played
> from Ogg/Vorbis-files, which were pre-rendered on a high-class
> synthesizer.
>
> This is also a call for artists and coders: If you like the game in
> its current state, join us and help us finish Milestone 2!
>
> --8<--- End release notes --8<---
>
> You can find the source package (as well as binaries) on SuperTux'
> BerliOS project page:
>
> http://developer.berlios.de/projects/supertux/
>
>
> Regards,
>
> Christoph
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> https://lists.berlios.de/mailman/listinfo/supertux-devel
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From ghanizadeh.eugene at gmail.com Tue Dec 19 11:15:19 2006
From: ghanizadeh.eugene at gmail.com (Eugene Ghanizadeh)
Date: Tue, 19 Dec 2006 13:45:19 +0330
Subject: [Supertux-devel] Dear developers
Message-ID: <[email protected]>
First I'd like to have a piece of source code of last supertux released,
because I could not find any.
Second, I had a great suggestion for all to change the purposes of the
MileStone 2. I think instead of adding some enemies, tile sets, etc, it is
better to add the such facilities in the new editors, so that the new sets
will automatically be generated faster and better.
At last, I've generated some new tile sets which I'd like to know the
facilities to be released and mostly the quality of them for new versions.
Thanks.
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From supertux at 2006.expires.deltadevelopment.de Tue Dec 19 12:42:51 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Tue, 19 Dec 2006 12:42:51 +0100
Subject: [Supertux-devel] Dear developers
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Eugene Ghanizadeh wrote:
> First I'd like to have a piece of source code of last supertux released,
> because I could not find any.
Hi Eugene,
--8<--- Release notes --8<---
Supertux Release 0.3.0 (2006-12-17)
Just in time for Christmas, we bring you SuperTux 0.3.0, a preview
of SuperTux Milestone 2.
This build doesn't contain all levels planned for Milestone 2 and
its story is by no means complete, but the game is already fun to
play.
SuperTux 0.3.0 features:
* new, OpenGL- and OpenAL-based engine
* final boss for Icy Island
* brand new Forest World with new badguys and new game objects
* new and improved soundtrack, immersive sound effects
* much more...
The changes in more detail: The SuperTux engine was nearly
completely rewritten. The game is translatable now, a new camera
algorithm allows scrolling in all four directions. Collision
detection supports slopes and moving objects now. We have scripting
support for dynamic level events and animations. New game objects
include trampolines, switches, portable stones, upside-down
levels, wind, moving platforms and particle effects. The sound
system is now OpenAL-based with an improved soundtrack now played
from Ogg/Vorbis-files, which were pre-rendered on a high-class
synthesizer.
This is also a call for artists and coders: If you like the game in
its current state, join us and help us finish Milestone 2!
--8<--- End release notes --8<---
You can find the source package (as well as binaries) on SuperTux'
BerliOS project page:
http://developer.berlios.de/projects/supertux/
Regards,
Christoph
From rflegel at gmail.com Tue Dec 19 19:04:59 2006
From: rflegel at gmail.com (Ryan Flegel)
Date: Tue, 19 Dec 2006 12:04:59 -0600
Subject: [Supertux-devel] Stale autopackage file?
Message-ID: <[email protected]>
I notice that there are now two autopackage release files. Should
someone (I can do it) delete the first release?
I want to make sure before I go ahead and remove it.
--
Ryan
From uafr at gmx.de Tue Dec 19 22:28:35 2006
From: uafr at gmx.de (Wolfgang Becker)
Date: Tue, 19 Dec 2006 22:28:35 +0100
Subject: [Supertux-devel] Stale autopackage file?
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
On 20061219 Ryan Flegel <rflegel at gmail.com> wrote:
> I notice that there are now two autopackage release files. Should
> someone (I can do it) delete the first release?
Does the new supertux-0.3.0a.x86.package also work on
systems where supertux-0.3.0.x86.package was working?
All I can tell it that the "a" package is working on my
debian testing box, the other is not.
Tsch??,
Wolfgang
--
Wolfgang Becker *** eMail uafr at gmx.de *** http://uafr.freeshell.org/
From rflegel at gmail.com Tue Dec 19 22:54:12 2006
From: rflegel at gmail.com (Ryan Flegel)
Date: Tue, 19 Dec 2006 15:54:12 -0600
Subject: [Supertux-devel] Stale autopackage file?
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
On 12/19/06, Wolfgang Becker <uafr at gmx.de> wrote:
> On 20061219 Ryan Flegel <rflegel at gmail.com> wrote:
> > I notice that there are now two autopackage release files. Should
> > someone (I can do it) delete the first release?
>
> Does the new supertux-0.3.0a.x86.package also work on
> systems where supertux-0.3.0.x86.package was working?
> All I can tell it that the "a" package is working on my
> debian testing box, the other is not.
That's a good question. I guess we'll wait to see if there's any feedback.
--
Ryan
From matze at braunis.de Wed Dec 20 10:11:22 2006
From: matze at braunis.de (Matthias Braun)
Date: Wed, 20 Dec 2006 10:11:22 +0100 (MET)
Subject: [Supertux-devel] Dear developers
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
If I understood your email correctly then you want to add new tilesets
to the game? The tilesets are not hardcoded into the game as you
suspected, but you have to add them in a textfile. You can open the
tiles.strf file in the data/images directory with any text editor and
add your own tilesets there. They will appear in the editor and the game
then. You can find some informations about the fileformat in the wiki
here:
http://supertux.berlios.de/wiki/index.php/Tile
http://supertux.berlios.de/wiki/index.php/S-expr
We'd be happy to see your tilesets, would be nice if you could send them
to this mailing list :)
Greetings,
Matze
Am Dienstag, den 19.12.2006, 13:45 +0330 schrieb Eugene Ghanizadeh:
> First I'd like to have a piece of source code of last supertux
> released, because I could not find any.
> Second, I had a great suggestion for all to change the purposes of the
> MileStone 2. I think instead of adding some enemies, tile sets, etc,
> it is better to add the such facilities in the new editors, so that
> the new sets will automatically be generated faster and better.
> At last, I've generated some new tile sets which I'd like to know the
> facilities to be released and mostly the quality of them for new
> versions.
>
> Thanks.
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> https://lists.berlios.de/mailman/listinfo/supertux-devel
From jothesmo at gmail.com Fri Dec 22 01:19:33 2006
From: jothesmo at gmail.com (Joth Esmo)
Date: Thu, 21 Dec 2006 19:19:33 -0500
Subject: [Supertux-devel] Download?
Message-ID: <[email protected]>
I was wondering; is there an executable file (installer) available for
the Mac? There was one for 0.1.3, am I missing something, or has it
not yet been posted?
From uafr at gmx.de Fri Dec 22 17:03:41 2006
From: uafr at gmx.de (Wolfgang Becker)
Date: Fri, 22 Dec 2006 17:03:41 +0100
Subject: [Supertux-devel] Download?
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
On 20061222 Joth Esmo <jothesmo at gmail.com> wrote:
> I was wondering; is there an executable file (installer) available for
> the Mac? There was one for 0.1.3, am I missing something, or has it
> not yet been posted?
AFAIK no developer has a Mac. So we can't create or test
packages for that platform.
Tsch??,
Wolfgang
--
Wolfgang Becker *** eMail uafr at gmx.de *** http://uafr.freeshell.org/
From ghanizadeh.eugene at gmail.com Sat Dec 23 08:30:01 2006
From: ghanizadeh.eugene at gmail.com (Eugene Ghanizadeh)
Date: Sat, 23 Dec 2006 11:00:01 +0330
Subject: [Supertux-devel] Dear Developers
Message-ID: <[email protected]>
I've started a new patch for Milestone 1 (0.1.3) with new
tilesets, story and levels. The source and the engines of the
game are the same, and just some graphic features have been
added (about 9 new tile modules). The graphic works and the
story line has been done. But the levels are still to be created,
and I'd like any level designer to help me completing this patch.
I will upload the basic version (without the levels made) asap,
but it may take a while , the size of the patch is alot and my internet
connection
speed is not enough, so when I succeed enough upload speed, I will
send it.
Thanks
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From herrritschwumm at gmx.de Fri Dec 22 11:04:10 2006
From: herrritschwumm at gmx.de (Herr Ritshwumm)
Date: Fri, 22 Dec 2006 12:04:10 +0200
Subject: [Supertux-devel] Little world 2 patch
Message-ID: <[email protected]>
Hi,
I created that little patch for version 0.2.
It fixes the the level off the path and some tiles of the border between
normal and ghostforest should fit better now.
Have a nice christmas,
Peter
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From matze at braunis.de Sat Dec 23 17:55:12 2006
From: matze at braunis.de (Matthias Braun)
Date: Sat, 23 Dec 2006 17:55:12 +0100 (MET)
Subject: [Supertux-devel] Download?
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
You have to wait until someone creates one. The core developers only own
windows and linux machines, so we can't create (and esp. test) binary
installers for other systems. It'll probably take a few weeks/months
untill volunteers do the work of creating packages for other systems.
Greetings,
Matze
Am Donnerstag, den 21.12.2006, 19:19 -0500 schrieb Joth Esmo:
> I was wondering; is there an executable file (installer) available for
> the Mac? There was one for 0.1.3, am I missing something, or has it
> not yet been posted?
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> https://lists.berlios.de/mailman/listinfo/supertux-devel
From ghanizadeh.eugene at gmail.com Mon Dec 25 08:42:08 2006
From: ghanizadeh.eugene at gmail.com (Eugene Ghanizadeh)
Date: Mon, 25 Dec 2006 11:12:08 +0330
Subject: [Supertux-devel] Following the Last Mail:
Message-ID: <[email protected]>
Sorry for incomplete upload, I forgot to upload the complete needed files.
Here I've attached the rest of the files needed for a complete level
designing. It includes the new backgrounds and a level subset including 10
levels representing the main idea of usage of the tiles and backgrounds, and
maybe each a design. The tiles are not used in orded of tilegroups, although
I've tried to do so, but the lack of space did not let. But the level
designs will completely introduce the usages I was desinging the tiles for.
I repeat, I will welcome any level designer using these designs and tilesets
and helping me finishing this patch.
Thanks.
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From goldenpiranha at gmail.com Mon Dec 25 15:33:47 2006
From: goldenpiranha at gmail.com (Danny Bittman)
Date: Mon, 25 Dec 2006 06:33:47 -0800
Subject: [Supertux-devel] Multiplayer?
Message-ID: <[email protected]>
Are you going to make a multiplayer option? to me that would be really cool.
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From tuxdev103 at gmail.com Mon Dec 25 15:51:17 2006
From: tuxdev103 at gmail.com (Tim Goya)
Date: Mon, 25 Dec 2006 06:51:17 -0800
Subject: [Supertux-devel] Multiplayer?
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
As stated in the the Wiki, there will be no multiplayer until the
main single player game is finished. We aren't closed to receiving a
patch to implement multiplayer. In fact, I think there is an
unofficial branch to do just that. I have no clue where it is exactly
or what state of life it is in.
Timothy Goya
From evilglowingapple at gmail.com Tue Dec 26 03:16:35 2006
From: evilglowingapple at gmail.com (Jayson Kempinger)
Date: Mon, 25 Dec 2006 20:16:35 -0600
Subject: [Supertux-devel] Download?
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
I'm been using the SVN version of SuperTux on Mac OS X for some time
now. I am working on making a binary of 0.3.0, but have never made
an OpenGL app into a .app bundle. So far it looks to be working, but
as I have a Mac Book Pro it's built for Intel. I'm working on a
universal binary, but since Fink doesn't support fat binaries I'm
going to have to install some dependencies manually. I don't have
internet (other than the coffee shops and relatives' houses) over the
Christmas and New Year's holidays, so I won't be able to work on it
too much. Once I get one finished I'll send it to the devs to post
up on Berlios, but if someone has more experience building .app
bundles like this and building fat libraries for ppc & x86, feel free
to submit a binary sooner.
~Jayson
- --
This message is digitally signed with GnuPG:
http://www.kempinger.us/gpg.php?eid=2
On Dec 23, 2006, at 10:55 AM, Matthias Braun wrote:
> You have to wait until someone creates one. The core developers
> only own
> windows and linux machines, so we can't create (and esp. test) binary
> installers for other systems. It'll probably take a few weeks/months
> untill volunteers do the work of creating packages for other systems.
>
> Greetings,
> Matze
>
> Am Donnerstag, den 21.12.2006, 19:19 -0500 schrieb Joth Esmo:
>> I was wondering; is there an executable file (installer) available
>> for
>> the Mac? There was one for 0.1.3, am I missing something, or has it
>> not yet been posted?
>> _______________________________________________
>> Supertux-devel mailing list
>> Supertux-devel at lists.berlios.de
>> https://lists.berlios.de/mailman/listinfo/supertux-devel
>
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> https://lists.berlios.de/mailman/listinfo/supertux-devel
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From goldenpiranha at gmail.com Tue Dec 26 07:26:26 2006
From: goldenpiranha at gmail.com (Danny Bittman)
Date: Mon, 25 Dec 2006 22:26:26 -0800
Subject: [Supertux-devel] Multiplayer?
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
sorry, I didn't read the wiki, but I sometimes will come up with ideas and
not check
thx anyway
On 12/25/06, Tim Goya <tuxdev103 at gmail.com> wrote:
>
> As stated in the the Wiki, there will be no multiplayer until the
> main single player game is finished. We aren't closed to receiving a
> patch to implement multiplayer. In fact, I think there is an
> unofficial branch to do just that. I have no clue where it is exactly
> or what state of life it is in.
>
> Timothy Goya
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> https://lists.berlios.de/mailman/listinfo/supertux-devel
>
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From digitalpioneer at gmail.com Tue Dec 26 17:52:41 2006
From: digitalpioneer at gmail.com (The Digital Pioneer)
Date: Tue, 26 Dec 2006 10:52:41 -0600
Subject: [Supertux-devel] Following the Last Mail:
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Did the list bounce the attachments? I don't see any.
--
Thanks,
The Digital Pioneer
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From allen at a-king.us Wed Dec 27 05:00:25 2006
From: allen at a-king.us (Allen King)
Date: Tue, 26 Dec 2006 23:00:25 -0500
Subject: [Supertux-devel] Performance on XP
Message-ID: <[email protected]>
Supertux-0.3.0-win32-setup.exe running under Windows XP is so
horribly laggy that it is unplayable. Do other people have that
experience, or am I doing something wrong? I hope this group isn't
ignoring the most popular OS in the world! Even though I HATE Microsoft
and XP, I would love to see a penguins take over windows boxes. It
would be a symbolic victory.
Sorry if I'm asking a perennial question, but I've seen only one
reference to supertux being slow on www.supertux.info/forums, and
manually searched back months on
http://lists.berlios.de/pipermail/supertux-devel with no hits. (Will
someone, PLEASE put a search all function on that site!) Is there
something I could do to improve the performance? A new OpenGL? New
drivers. I'd be happy to perform experiments if someone has a good
idea of what and can make suggestions. I have some of my code in
Supertux already. If I get some help, I'll even write it up in the Wiki.
DETAILS:
When I run supertux-0.1.3-setup.exe, I get totally acceptable
performance. But 0.3.0 has a 2 frames per second draw rate, and takes
100% of the CPU (a 3000+ Athalon 64 with 1.5GB of RAM with NVIDIA
GeForce3 Ti200 video). Is there a major change between the versions,
esp in their use of OpenGL, that slows down 0.3 over 0.1.3? When I
native compile the latest supertux from svn, the performance is equally
poor.
Allen
P.S.: My personal motivation is that my grandson is a great Supertux
player, but knows/has only XP. At a precocious 5 years old, he's though
of a couple ways to make the game "better". I want to make some of
these changes for him, so he experiences what programming can do that.
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From digitalpioneer at gmail.com Wed Dec 27 06:21:01 2006
From: digitalpioneer at gmail.com (The Digital Pioneer)
Date: Wed, 27 Dec 2006 23:21:01 +1800
Subject: [Supertux-devel] Performance on XP
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>