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2006-February.txt
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From abutterflyinside at comcast.net Fri Feb 3 02:45:39 2006
From: abutterflyinside at comcast.net (Connie Witherington)
Date: Thu, 2 Feb 2006 17:45:39 -0800
Subject: [Supertux-devel] Super Tux Milestone
Message-ID: <[email protected]>
When will Super Tux Milestone 2 be coming out?
I really loved Super Tux. Thanks for such a great game and tons of fun.
Connie Witherington
Bellingham, WA
abutterflyinside at comcast.net
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From s.fear at xtra.co.nz Fri Feb 3 09:39:26 2006
From: s.fear at xtra.co.nz (Sally)
Date: Fri, 3 Feb 2006 21:39:26 +1300
Subject: [Supertux-devel] Supertux
Message-ID: <000601c6289d$579fe130$1d159ade@sc92705e98df24>
Hi there I am hoping you will be able to help me. Is there a key on my key board I can use to get Tux over that tall wall It is a great game but there does not seem enough room for him to run and jump over that wall and I have tried just about everything. Please help. Sally
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From wansti at gmx.de Fri Feb 3 11:23:57 2006
From: wansti at gmx.de (Marek)
Date: Fri, 03 Feb 2006 10:23:57 +0000
Subject: [Supertux-devel] Supertux
In-Reply-To: <000601c6289d$579fe130$1d159ade@sc92705e98df24>
References: <000601c6289d$579fe130$1d159ade@sc92705e98df24>
Message-ID: <[email protected]>
Sally wrote:
> Hi there I am hoping you will be able to help me. Is there a key on
> my key board I can use to get Tux over that tall wall It is a great
> game but there does not seem enough room for him to run and jump over
> that wall and I have tried just about everything. Please help. Sally
Hi!
Which level exactly are you talking about?
Marek
P.S. For hints on gameplay, you can also check the forums at the
SuperTux Fansite (http://www.supertux.info). If someone had the same
problem, you might be able to find the answer there.
MWM
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From joseph.brower at gmail.com Fri Feb 3 16:06:47 2006
From: joseph.brower at gmail.com (joseph brower)
Date: Fri, 3 Feb 2006 08:06:47 -0700
Subject: [Supertux-devel] Supertux
In-Reply-To: <[email protected]>
References: <000601c6289d$579fe130$1d159ade@sc92705e98df24>
Message-ID: <[email protected]>
You need to use the "Run" key. Hit escape, then go to configure your
keys. You then can set up a run key. You hold that key while running
the right to pick up speed and then you can jump the wall.
On 2/3/06, Marek <wansti at gmx.de> wrote:
> Sally wrote:
>
> Hi there I am hoping you will be able to help me. Is there a key on my key
> board I can use to get Tux over that tall wall It is a great game but there
> does not seem enough room for him to run and jump over that wall and I have
> tried just about everything. Please help. Sally Hi!
> Which level exactly are you talking about?
>
> Marek
>
> P.S. For hints on gameplay, you can also check the forums at the SuperTux
> Fansite (http://www.supertux.info). If someone had the same problem, you
> might be able to find the answer there.
>
> MWM
>
From jomarj at gmail.com Sat Feb 4 22:25:24 2006
From: jomarj at gmail.com (Jomar Johansen)
Date: Sat, 4 Feb 2006 22:25:24 +0100
Subject: [Supertux-devel] New version of SuperTux PSP Edition
Message-ID: <[email protected]>
Hello everybody,
just though I could inform you about the new version of SuperTux PSP
Edition.
There were some issues with velocity not being properly adjusted, to
compensate for the tilesize change in the previous release. This lead to a
few speedy objects. Hopefully most of them should be adressed in this
update.
For a full changelist head over to:
http://jomarj.tihlde.org/projects/supertux
To the st-developers: you are doing an execellent job, keep it up!!
Thank you for your attention.
Best regards
Jomar Johansen
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From supertux at 2006.expires.deltadevelopment.de Sun Feb 5 16:39:24 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Sun, 05 Feb 2006 16:39:24 +0100
Subject: [Supertux-devel] Requesting permission to upload -nogl branch
Message-ID: <[email protected]>
Hi all,
I've been working on a branch of SuperTux that completely removes the
requirement for OpenGL - all rendering is now done with pure SDL.
I uploaded a patch for SuperTux SVN revision 3046 to
http://www.deltadevelopment.de/users/christoph/supertux/
As there seem to be quite a lot of SuperTux fans out there that are
waiting to play SuperTux without OpenGL I hereby kindly request your
permission to upload this branch to the official SuperTux repository.
Kind regards,
Christoph
--
It has been discovered that C++ provides a remarkable facility for
concealing the trival details of a program -- such as where its bugs
are. (David Keppel)
From thommy at globo.com Sun Feb 5 17:35:51 2006
From: thommy at globo.com (Thomaz de Oliveira dos Reis)
Date: Sun, 05 Feb 2006 14:35:51 -0200
Subject: [Supertux-devel] Requesting permission to upload -nogl branch
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
That is really nice. There are many computers here, that we can play
milestone 1 but only without OpenGL.
great work, I will really aprecieate this :)
Christoph Sommer wrote:
> Hi all,
>
> I've been working on a branch of SuperTux that completely removes the
> requirement for OpenGL - all rendering is now done with pure SDL.
>
> I uploaded a patch for SuperTux SVN revision 3046 to
> http://www.deltadevelopment.de/users/christoph/supertux/
>
> As there seem to be quite a lot of SuperTux fans out there that are
> waiting to play SuperTux without OpenGL I hereby kindly request your
> permission to upload this branch to the official SuperTux repository.
>
>
> Kind regards,
>
> Christoph
>
>
From wansti at gmx.de Sun Feb 5 19:23:29 2006
From: wansti at gmx.de (Marek)
Date: Sun, 05 Feb 2006 19:23:29 +0100
Subject: [Supertux-devel] Requesting permission to upload -nogl branch
In-Reply-To: <[email protected]>
References: <[email protected]> <[email protected]>
Message-ID: <[email protected]>
Hi Christoph,
thank you for your work on SuperTux.
The only problem I see is that we're planning to use a few OpenGL
functions (rotating, zooming, (colored) lightmaps, translucency) for
gameplay features, so simply disabling them is not an option.
Unfortunately, apart from a small lightmap test, we didn't implement any
of those features yet - the only big change we made to the graphics
engine since Milestone 1 was to throw out the non-opengl code. Unless
the things mentioned above can be done in SDL without slowing down the
game too much, it won't be any useful. :-/
Marek
Thomaz de Oliveira dos Reis wrote:
> That is really nice. There are many computers here, that we can play
> milestone 1 but only without OpenGL.
>
> great work, I will really aprecieate this :)
>
> Christoph Sommer wrote:
>
>> Hi all,
>>
>> I've been working on a branch of SuperTux that completely removes the
>> requirement for OpenGL - all rendering is now done with pure SDL.
>>
>> I uploaded a patch for SuperTux SVN revision 3046 to
>> http://www.deltadevelopment.de/users/christoph/supertux/
>>
>> As there seem to be quite a lot of SuperTux fans out there that are
>> waiting to play SuperTux without OpenGL I hereby kindly request your
>> permission to upload this branch to the official SuperTux repository.
>>
>>
>> Kind regards,
>>
>> Christoph
>>
>>
>
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://lists.berlios.de/mailman/listinfo/supertux-devel
>
>
--
-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GCS/MU dpu s:+ a-- C++(++++) UL++>++++ P++$ L+++>+++++ E- W++ N o? K- w---
O M+@ V- !PS !PE Y+ PGP++ t--- 5-- X- R+@ tv-- b+ DI+ D+>++++
G++ e++>++++@ h--- r++(+++) y+++
------END GEEK CODE BLOCK------
From supertux at 2006.expires.deltadevelopment.de Sun Feb 5 23:21:16 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Sun, 05 Feb 2006 23:21:16 +0100
Subject: [Supertux-devel] Requesting permission to upload -nogl branch
In-Reply-To: <[email protected]>
Message-ID: <[email protected]>
Hi Marek,
Marek wrote:
> The only problem I see is that we're planning to use a few OpenGL
> functions (rotating, zooming, (colored) lightmaps, translucency) for
> gameplay features, so simply disabling them is not an option.
Yes, I thought about the engine features advertised on the Wiki and
talked about in the published meeting logs. Many of them - as you also
concluded - will simply never be doable with SDL.
The reason why I created this patch anyway is simple: Without it, I and
many others would just not be able to play SuperTux at all, so having to
do without colored light and zooming cutscenes is a small price to pay
for being able to play (no pun intended) :-)
Remember, we are talking about a code branch for non-GL systems, not a
runtime-switch for software mode and surely not a new version of the
SuperTux trunk.
Regards,
Christoph
--
If your sergeant can see you, so can the enemy.
From thommy at globo.com Sun Feb 5 23:30:18 2006
From: thommy at globo.com (Thomaz de Oliveira dos Reis)
Date: Sun, 05 Feb 2006 20:30:18 -0200
Subject: [Supertux-devel] Requesting permission to upload -nogl branch
In-Reply-To: <[email protected]>
Message-ID: <[email protected]>
Reforcing what Christoph said, A full OpenGL version of supertux, will
make many SuperTux players disapointed. At least here in Brasil, super
tux is really famous among people who doesn't have a powerfull computer
with OpenGL support.
It would be interesting, if those new effects, that would affect
gameplay, could be changed for something similar (maybe not as
"beautiful" as the GL version) but that could "simulate" the same
gameplay....
Christoph Sommer wrote:
> Hi Marek,
>
> Marek wrote:
>
>> The only problem I see is that we're planning to use a few OpenGL
>> functions (rotating, zooming, (colored) lightmaps, translucency) for
>> gameplay features, so simply disabling them is not an option.
>
>
> Yes, I thought about the engine features advertised on the Wiki and
> talked about in the published meeting logs. Many of them - as you also
> concluded - will simply never be doable with SDL.
>
> The reason why I created this patch anyway is simple: Without it, I
> and many others would just not be able to play SuperTux at all, so
> having to do without colored light and zooming cutscenes is a small
> price to pay for being able to play (no pun intended) :-)
>
> Remember, we are talking about a code branch for non-GL systems, not a
> runtime-switch for software mode and surely not a new version of the
> SuperTux trunk.
>
>
> Regards,
>
> Christoph
>
>
From grumbel at gmx.de Mon Feb 6 00:56:18 2006
From: grumbel at gmx.de (Ingo Ruhnke)
Date: Mon, 06 Feb 2006 00:56:18 +0100
Subject: [Supertux-devel] Requesting permission to upload -nogl branch
In-Reply-To: <[email protected]> (Thomaz de Oliveira dos Reis's message
of "Sun, 05 Feb 2006 20:30:18 -0200")
References: <[email protected]>
Message-ID: <[email protected]>
Thomaz de Oliveira dos Reis <thommy at globo.com> writes:
> Reforcing what Christoph said, A full OpenGL version of supertux,
> will make many SuperTux players disapointed. At least here in
> Brasil, super tux is really famous among people who doesn't have a
> powerfull computer with OpenGL support.
On most low-end computers OpenGL SuperTux will run *FAR* better then
non-OpenGL SuperTux and OpenGL is available on almost all computers
sold in the last half decade. Especially those computers that are fast
enough to run current software-2D SuperTux (fullscreen with 640x480
can eat a lots of CPU, thus requires a non-stoneage computer). Beside
some laptops which don't have OpenGL driver support, the PSP and the
GP2x I don't see much systems that could run a software-2D SuperTux,
but not a OpenGL SuperTux. If you know a bunch of widespread computers
that can't run OpenGL, but can do software-2D SuperTux fine I would
like to see some specs, CPU, graphics card and stuff.
> It would be interesting, if those new effects, that would affect
> gameplay, could be changed for something similar (maybe not as
> "beautiful" as the GL version) but that could "simulate" the same
> gameplay....
I am absolutly not interested in wasting any time on this.
--
WWW: http://pingus.seul.org/~grumbel/
Blog: http://grumbel.blogspot.com/
JabberID: grumbel at jabber.org
ICQ: 59461927
From thommy at globo.com Mon Feb 6 01:19:09 2006
From: thommy at globo.com (Thomaz de Oliveira dos Reis)
Date: Sun, 05 Feb 2006 22:19:09 -0200
Subject: [Supertux-devel] Requesting permission to upload -nogl branch
In-Reply-To: <[email protected]>
References: <[email protected]> <[email protected]> <[email protected]> <[email protected]> <[email protected]> <[email protected]>
Message-ID: <[email protected]>
Oh..there are many.
Intel Pentium 3 500Mhz
128MB SDRAM PC133
4mb AGP video Card
(with modified knoppix distro)
Non-openGL runs perfectly with 60 fps
OpenGL run with 10 ~ 15 fps
Celeron 400Mhz
96mb SDRAM PC100
(with gentoo)
Non-openGL runs perfectly with 60 fps
OpenGL run with 2 ~ 5 fps
I will see with some friends and some "digital inclusion centers"* here
around... but it's easy.. most Pentium 3 and lower, with a standart 2D
card will not work in OpenGL mode and will work fine without it...
* - I don't know how to say this exactly in english, but it's a place
for poor people who don't even know what is computer learn about
computers, and use them. Here in Brazil many of those places are powered
by linux .. supertux is really famous among them.... :)
Ingo Ruhnke wrote:
>Thomaz de Oliveira dos Reis <thommy at globo.com> writes:
>
>
>
>>Reforcing what Christoph said, A full OpenGL version of supertux,
>>will make many SuperTux players disapointed. At least here in
>>Brasil, super tux is really famous among people who doesn't have a
>>powerfull computer with OpenGL support.
>>
>>
>
>On most low-end computers OpenGL SuperTux will run *FAR* better then
>non-OpenGL SuperTux and OpenGL is available on almost all computers
>sold in the last half decade. Especially those computers that are fast
>enough to run current software-2D SuperTux (fullscreen with 640x480
>can eat a lots of CPU, thus requires a non-stoneage computer). Beside
>some laptops which don't have OpenGL driver support, the PSP and the
>GP2x I don't see much systems that could run a software-2D SuperTux,
>but not a OpenGL SuperTux. If you know a bunch of widespread computers
>that can't run OpenGL, but can do software-2D SuperTux fine I would
>like to see some specs, CPU, graphics card and stuff.
>
>
>
>>It would be interesting, if those new effects, that would affect
>>gameplay, could be changed for something similar (maybe not as
>>"beautiful" as the GL version) but that could "simulate" the same
>>gameplay....
>>
>>
>
>I am absolutly not interested in wasting any time on this.
>
>
>
From grumbel at gmx.de Mon Feb 6 04:22:23 2006
From: grumbel at gmx.de (Ingo Ruhnke)
Date: Mon, 06 Feb 2006 04:22:23 +0100
Subject: [Supertux-devel] Requesting permission to upload -nogl branch
In-Reply-To: <[email protected]> (Thomaz de Oliveira dos Reis's message
of "Sun, 05 Feb 2006 22:19:09 -0200")
References: <[email protected]>
Message-ID: <[email protected]>
Thomaz de Oliveira dos Reis <thommy at globo.com> writes:
> 4mb AGP video Card
Could you try to find out the exact type of video card (first screen
when the PC is booting normally shows the type)?
I also kind of doubt the 60fps number, even my Athlon1800+ can just do
50fps in software and on a P3 600mhz I get around 25fps, so 60fps
seems out of reach for such kinds of hardware.
> most Pentium 3 and lower, with a standart 2D card will not work in
> OpenGL mode and will work fine without it...
As far as I know there havn't been pure 2D cards around for a long
long time (maybe some on-board stuff?), basically everything has 3D,
some of course not supported by Linux, but mostly just exotic stuff.
Everything that is ATI, Nvidia or Matrox should run quite fine. Some
Intel and S3 stuff might be problematic.
Anyway, I started a SuperTux-portable branch in SVN a while ago, that
is however not a port, but a full rewrite from scratch aimed mainly at
the GBA at the moment and optimized for very low system requirements
(GBA only has 256kb of RAM), porting it to SDL should however be no
big issue (its far far from being playable, so it doesn't really
matter at the moment). The reason why it is a rewrite is because there
is little point in trying to make the latest SuperTux running
software, sure it can be done and the patch a few mails above shows
that its reasonably simple, it however neither supports all features
that Milestone2 will need nor does it provide enough performance to be
useable on low-spec systems (zooming, alphablending and such are very
slow in software).
--
WWW: http://pingus.seul.org/~grumbel/
Blog: http://grumbel.blogspot.com/
JabberID: grumbel at jabber.org
ICQ: 59461927
From supertux at 2006.expires.deltadevelopment.de Tue Feb 7 03:06:17 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Tue, 07 Feb 2006 03:06:17 +0100
Subject: [Supertux-devel] New Badguy "Sleeping Spiky"
Message-ID: <[email protected]>
Hi all,
I modified the well-known Spiky to create a variant that sits around on
the floor sleeping. As soon as the player comes into sight, e.g. by
passing him, he slowly gets to his feet and walks around.
Could be useful, e.g. by following the player into a pit or surprising
the player from within a hidden cave.
Illustration and demo is at
http://www.deltadevelopment.de/users/christoph/supertux/
Regards,
Christoph
--
Auto Repair Service. Free pick-up and delivery. Try us once, you'll
never go anywhere again.
From slacker at gluebox.com Wed Feb 8 02:44:45 2006
From: slacker at gluebox.com (S.Groundwater)
Date: Tue, 7 Feb 2006 20:44:45 -0500 (EST)
Subject: [Supertux-devel] Super Tux Milestone
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Hey Connie.
Thanks for sending in your supportive email. It's nice to hear from people
who enjoyed the game so much that they dropped a line on the email list.
We working hard on the next milestone but unfortunately there is no
release date set yet. I can tell you that the project is still very active
and we will get you a new version as soon as possible. (Sometimes I think
we're having to much fun playing the game and that's why we've been a
little slow on the next release :)
Take care,
Stephen Groundwater
> When will Super Tux Milestone 2 be coming out?
>
> I really loved Super Tux. Thanks for such a great game and tons of fun.
>
> Connie Witherington
> Bellingham, WA
> abutterflyinside at comcast.net
--
This message has been scanned for viruses and
dangerous content by MailScanner, and is
believed to be clean.
From slacker at gluebox.com Wed Feb 8 03:19:51 2006
From: slacker at gluebox.com (S.Groundwater)
Date: Tue, 7 Feb 2006 21:19:51 -0500 (EST)
Subject: [Supertux-devel] New Badguy "Sleeping Spiky"
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Hey Christoph,
I wanted to say thanks for your recent postings. Looks like you may have
even put some newer bad guy ideas on your website today. I will be trying
out some of your stuff here when I get a few minutes. I really like the
idea of a bad guy that catches/spits Tux's fire shots back at him.
I encourage you hang out/around, stop into the IRC channel and keep
sending stuff into the list.
I understand wanting to put energy in to a non-GL branch/patch. I'd like
to possibly see that continued. But on the flip side, we made a decision
to break in favor of GL only. With talented people working together
towards the same goal we can achieve better results. People with non-GL
will still have the 1.3 release of SuperTux so it's not like we're taking
anything away.
Also of note, your patch/zip with the forest graphics is mostly work done
by our artistic lead, Ingo (Grumbel) Ruhnke.
Keep up the good work and I hope we catch you around on IRC.
-Stephen Groundwater
------------
I read this on IRC today and it made me laugh, so I'm pasting it as my
temporary sig.
lotusleaf: everytime someone tells me they have xp I sigh a little bit in
pity like they've just told me their beloved family member is retarded
-------------
> Hi all,
>
> I modified the well-known Spiky to create a variant that sits around on
> the floor sleeping. As soon as the player comes into sight, e.g. by
> passing him, he slowly gets to his feet and walks around.
>
> Could be useful, e.g. by following the player into a pit or surprising
> the player from within a hidden cave.
>
> Illustration and demo is at
> http://www.deltadevelopment.de/users/christoph/supertux/
>
> Regards,
>
> Christoph
--
This message has been scanned for viruses and
dangerous content by MailScanner, and is
believed to be clean.
From slacker at gluebox.com Wed Feb 8 03:19:51 2006
From: slacker at gluebox.com (S.Groundwater)
Date: Tue, 7 Feb 2006 21:19:51 -0500 (EST)
Subject: [Supertux-devel] New Badguy "Sleeping Spiky"
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Hey Christoph,
I wanted to say thanks for your recent postings. Looks like you may have
even put some newer bad guy ideas on your website today. I will be trying
out some of your stuff here when I get a few minutes. I really like the
idea of a bad guy that catches/spits Tux's fire shots back at him.
I encourage you hang out/around, stop into the IRC channel and keep
sending stuff into the list.
I understand wanting to put energy in to a non-GL branch/patch. I'd like
to possibly see that continued. But on the flip side, we made a decision
to break in favor of GL only. With talented people working together
towards the same goal we can achieve better results. People with non-GL
will still have the 1.3 release of SuperTux so it's not like we're taking
anything away.
Also of note, your patch/zip with the forest graphics is mostly work done
by our artistic lead, Ingo (Grumbel) Ruhnke.
Keep up the good work and I hope we catch you around on IRC.
-Stephen Groundwater
------------
I read this on IRC today and it made me laugh, so I'm pasting it as my
temporary sig.
lotusleaf: everytime someone tells me they have xp I sigh a little bit in
pity like they've just told me their beloved family member is retarded
-------------
> Hi all,
>
> I modified the well-known Spiky to create a variant that sits around on
> the floor sleeping. As soon as the player comes into sight, e.g. by
> passing him, he slowly gets to his feet and walks around.
>
> Could be useful, e.g. by following the player into a pit or surprising
> the player from within a hidden cave.
>
> Illustration and demo is at
> http://www.deltadevelopment.de/users/christoph/supertux/
>
> Regards,
>
> Christoph
--
This message has been scanned for viruses and
dangerous content by MailScanner, and is
believed to be clean.
From supertux at 2006.expires.deltadevelopment.de Wed Feb 8 14:34:02 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Wed, 08 Feb 2006 14:34:02 +0100
Subject: [Supertux-devel] New Badguy "Sleeping Spiky"
In-Reply-To: <[email protected]>
References: <[email protected]> <[email protected]>
Message-ID: <[email protected]>
Hi Stephen,
S.Groundwater wrote:
> I wanted to say thanks for your recent postings. [...]
> I encourage you hang out/around, stop into the IRC channel and keep
> sending stuff into the list.
Thank you for the warm welcome! I'll be sending another suggestion
shortly :-)
> I understand wanting to put energy in to a non-GL branch/patch. I'd like
> to possibly see that continued. But on the flip side, we made a decision
> to break in favor of GL only.
Yes, I fully understand and accept this decision.
I myself, however, have no choice: I run SuperTux SVN on either a Linux
box with onboard graphics or on a virtual machine. On both machines the
OpenGL version of SuperTux runs with only ~8fps, so I just /have/ to
create and maintain a -nogl Branch if I am to keep up with new versions,
try new features, maybe fix a bug, etc.
> Also of note, your patch/zip with the forest graphics is mostly work done
> by our artistic lead, Ingo (Grumbel) Ruhnke.
Thanks, I had just given credit to who checked the graphics into your
repository ("groundwater"). Name's changed now.
Regards,
Christoph
--
Please leave your values at the front desk (Sign in a French hotel)
From supertux at 2006.expires.deltadevelopment.de Wed Feb 8 14:49:37 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Wed, 08 Feb 2006 14:49:37 +0100
Subject: [Supertux-devel] Trouble with MrIceBlock
Message-ID: <[email protected]>
Hi all,
everytime I grabbed MrIceBlock, the game made a "kick" sound anyway.
Having player.cpp notify MrIceBlock immediately after grabbing him cured
the problem for me.
This fix, however, depends on the Player receiving collision events
before MrIceBlock. I do not know if this will always be the case in
later versions of the game, so maybe sector.cpp would additionally have
to make sure objects derived from Portable receive collision events
after non-portable ones?
I do not yet fully understand the inner workings of the SuperTux engine,
but anyway - it "worked for me" (tm), so I thought I post it.
Regards,
Christoph
--
My girlfriend always laughs during sex-no matter what she's reading.
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From joseph.brower at gmail.com Wed Feb 8 15:20:21 2006
From: joseph.brower at gmail.com (joseph brower)
Date: Wed, 8 Feb 2006 09:20:21 -0500
Subject: [Supertux-devel] Super Tux Milestone
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Hello All,
I am fluent in spanish and english and would like to help in the
translation of that is at all possible.
Thanks,
Joseph Brower
On 2/7/06, S.Groundwater <slacker at gluebox.com> wrote:
> Hey Connie.
>
> Thanks for sending in your supportive email. It's nice to hear from people
> who enjoyed the game so much that they dropped a line on the email list.
>
> We working hard on the next milestone but unfortunately there is no
> release date set yet. I can tell you that the project is still very active
> and we will get you a new version as soon as possible. (Sometimes I think
> we're having to much fun playing the game and that's why we've been a
> little slow on the next release :)
>
> Take care,
> Stephen Groundwater
>
> > When will Super Tux Milestone 2 be coming out?
> >
> > I really loved Super Tux. Thanks for such a great game and tons of fun.
> >
> > Connie Witherington
> > Bellingham, WA
> > abutterflyinside at comcast.net
>
>
>
>
> --
> This message has been scanned for viruses and
> dangerous content by MailScanner, and is
> believed to be clean.
>
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://lists.berlios.de/mailman/listinfo/supertux-devel
>
From christoph.sommer at 2006.expires.deltadevelopment.de Wed Feb 8 14:32:18 2006
From: christoph.sommer at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Wed, 08 Feb 2006 14:32:18 +0100
Subject: [Supertux-devel] New Badguy "Sleeping Spiky"
In-Reply-To: <[email protected]>
References: <[email protected]> <[email protected]>
Message-ID: <[email protected]>
Hi Stephen,
S.Groundwater wrote:
> I wanted to say thanks for your recent postings. [...]
> I encourage you hang out/around, stop into the IRC channel and keep
> sending stuff into the list.
Thank you for the warm welcome! I'll be sending another suggestion
shortly :-)
> I understand wanting to put energy in to a non-GL branch/patch. I'd like
> to possibly see that continued. But on the flip side, we made a decision
> to break in favor of GL only.
Yes, I fully understand and accept this decision.
I myself, however, have no choice: I run SuperTux SVN on either a Linux
box with onboard graphics or on a virtual machine. On both machines the
OpenGL version of SuperTux runs with only ~8fps, so I just /have/ to
create and maintain a -nogl Branch if I am to keep up with new versions,
try new features, maybe fix a bug, etc.
> Also of note, your patch/zip with the forest graphics is mostly work done
> by our artistic lead, Ingo (Grumbel) Ruhnke.
Thanks, I had just given credit to who checked the graphics into your
repository ("groundwater"). Name's changed now.
Regards,
Christoph
--
People generally seem to want software to be free as in speech and/or
free as in beer. Unfortunately rather too much of it is free as in jazz.
(Janet McKnight)
From cppprogrammingguru at juno.com Wed Feb 8 20:24:48 2006
From: cppprogrammingguru at juno.com (Christian M. Horne)
Date: Wed, 8 Feb 2006 11:24:48 -0800
Subject: [Supertux-devel] anything i can do to help with milestone 2's coming?
Message-ID: <[email protected]>
i don't know who is going to get this, but i am a kid programmer (i have
made a patch for supertux that has all these funny abilitys)--11 years
old--and i would like to help. i have two windows compilers (C++),
windows, linux, and a few linux compilers (C and C++, the only one i know
about is G++) and i would also like to make my altered version work on
windows (currently, it only works on linux) and the win. compilers that i
have are:
Borland C++ builder V5.0
Bloodshed Dev-C++ V4.9.8.0
both with all respective libs. i need help -- oh, and if you can't find
my e-mail address is the places it should be, it's
cppprogramminggguru at juno.com (i don't think i could make a better one
than that if i tried!)
Christian Horne
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From thommy at globo.com Thu Feb 9 01:20:14 2006
From: thommy at globo.com (Thomaz de Oliveira dos Reis)
Date: Wed, 08 Feb 2006 22:20:14 -0200
Subject: [Supertux-devel] Suggestion
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
It would be interesting, if you get an "item", such as the flower or the
"snow ball" and you already has one of them, the other could go to a top
box, as is in Super Mario World (and I think in mario bros 3 too)
From slacker at gluebox.com Thu Feb 9 03:34:08 2006
From: slacker at gluebox.com (S.Groundwater)
Date: Wed, 8 Feb 2006 21:34:08 -0500 (EST)
Subject: [Supertux-devel] nolok
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Here's yet another updated sketch for your enjoyment.
http://gluebox.com/images/NOLOK3.jpg
-Stephen G.
--
This message has been scanned for viruses and
dangerous content by MailScanner, and is
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From supertux at 2006.expires.deltadevelopment.de Thu Feb 9 18:48:05 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Thu, 09 Feb 2006 18:48:05 +0100
Subject: [Supertux-devel] Jumping off slopes
Message-ID: <[email protected]>
Hi all,
I found it hard to jump while running down a hill, so I made this little
patch. Currently, it does not work with the level inverted, because I
don't know if the tile collision normal vector being wrong in inverted
levels is because of a bug or a feature.
What do you think?
Regards,
Christoph
--
For sale: an antique desk suitable for lady with thick legs and large
drawers
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From wansti at gmx.de Fri Feb 10 19:42:47 2006
From: wansti at gmx.de (Marek)
Date: Fri, 10 Feb 2006 19:42:47 +0100
Subject: [Supertux-devel] floating_image.hpp and anchor_points.hpp missing
Message-ID: <[email protected]>
Hi Matze,
could it be that you forgot to add some files with your last code
update? :-)
Marek