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2006-April.txt
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From matze at braunis.de Sat Apr 1 15:15:33 2006
From: matze at braunis.de (Matze Braun)
Date: Sat, 01 Apr 2006 15:15:33 +0200
Subject: [Supertux-devel] Development Focus
Message-ID: <[email protected]>
Develpoment for milestone2 has been very varying so far. We collected
lots of ideas and are still flooded every day with new ideas from
ourself and others. The engine has gone a major overhaul and we
implemented lots of new features. We have new music new graphics new
tilesets, better tools, a scripting language.
And still looking at Milestone2 we're still far away from it. I think
part of the problem is that development isn't focused enough. We add
random new features everywhere but lack a clear goal of what we need for
milestone2.
I think we reached a point where we have enough new features and stuff
collected for milestone2, it's time to work specifically towards this
release. To achieve this we'll start several development cycles. A cycle
is a set of feature that somehow relate to each other and should be
attacked as a bunch. Once we have a cycle completed we can move to the
next one, but should have everything in the cycle ready for milestone2.
So we'll start with Cycle1:
http://supertux.berlios.de/wiki/index.php/Cycle1
Goal:
The goal is to get world1 polished up and integrated to fit Milestone2.
Tasks:
* Make intro cutscene play when the user enters world1 (no savegame yet)
* Change worldmap to have alternative ways and shortcuts. It should be
possible to beat worldmap 1 with 7 levels (So users don't have to
play all 26 levels again to get to world2). All the other levels
should stay but be on alternative/optional paths
* At the end of the fortress we need a cutscene to the yeti
* the yeti has to work perfectly
* When the yeti is defeated play a cutscene
* Open way to slide on the worldmap and make it work
* Make sure all old maps still work
So I'd like everyone to concentrate on these things so that we can
hopefully see some real progress soon! Seeing all the new pieces come
together should give the needed boost to move towards the next release.
Greetings,
Matze
From wansti at gmx.de Thu Apr 6 09:49:03 2006
From: wansti at gmx.de (Marek M.)
Date: Thu, 06 Apr 2006 09:49:03 +0200
Subject: [Supertux-devel] Re: [Supertux-commit] r3248 - in trunk/supertux: data/images/engine
src
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
A console?! Cooooooooooool! :-D
Gotta try it as soon as I get home from work.
Finally a good place to move the cheats to. :-)
Marek
sommer at BerliOS wrote:
>Author: sommer
>Date: 2006-04-06 03:46:31 +0200 (Thu, 06 Apr 2006)
>New Revision: 3248
>
>Added:
> trunk/supertux/data/images/engine/console.jpg
> trunk/supertux/src/console.cpp
> trunk/supertux/src/console.hpp
>Modified:
> trunk/supertux/src/game_session.cpp
> trunk/supertux/src/game_session.hpp
> trunk/supertux/src/msg.hpp
> trunk/supertux/src/title.cpp
> trunk/supertux/src/worldmap.cpp
> trunk/supertux/src/worldmap.hpp
>Log:
>Simple Console
>
>
>
>
From rflegel at gmail.com Thu Apr 6 22:14:55 2006
From: rflegel at gmail.com (Ryan Flegel)
Date: Thu, 6 Apr 2006 14:14:55 -0600
Subject: [Supertux-devel] Moving graphic and audio source files
Message-ID: <[email protected]>
Hi there,
I'm wondering if anyone has a problem with moving all graphic and
audio source files (eg, .xcf and .rg files) to trunk/media in the svn
repo. I'm particularily looking for input from those that work with
graphics and sound.
The advantages of moving these files to trunk/media is that it would
make the trunk/supertux checkout 30+ MB smaller and trunk/media would
only have to be checked out by people interested in working with the
sound and graphics.
Thoughts? Opinions?
--
Ryan
From wansti at gmx.de Fri Apr 7 10:12:19 2006
From: wansti at gmx.de (Marek M.)
Date: Fri, 07 Apr 2006 10:12:19 +0200
Subject: [Supertux-devel] Moving graphic and audio source files
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Hi!
The source files should all be in the contrib/ directory (with the
exception of some xcf files that serve as placeholders for badguys and
other objects that still need to be animated), together with currently
unused data.
Moving the whole contrib directory out of the way (into trunk/contrib or
whatever) sounds okay to me.
Marek
Ryan Flegel wrote:
>Hi there,
>
>I'm wondering if anyone has a problem with moving all graphic and
>audio source files (eg, .xcf and .rg files) to trunk/media in the svn
>repo. I'm particularily looking for input from those that work with
>graphics and sound.
>
>The advantages of moving these files to trunk/media is that it would
>make the trunk/supertux checkout 30+ MB smaller and trunk/media would
>only have to be checked out by people interested in working with the
>sound and graphics.
>
>Thoughts? Opinions?
>
>--
>Ryan
>_______________________________________________
>Supertux-devel mailing list
>Supertux-devel at lists.berlios.de
>http://lists.berlios.de/mailman/listinfo/supertux-devel
>
>
From rflegel at gmail.com Fri Apr 7 20:38:22 2006
From: rflegel at gmail.com (Ryan Flegel)
Date: Fri, 7 Apr 2006 12:38:22 -0600
Subject: [Supertux-devel] Moving graphic and audio source files
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Okay, the media files from contrib/ have been moved to trunk/media/.
If you want to work with the rosegarden or gimp source files then you
should checkout trunk/media:
svn checkout svn+ssh://developername at svn.berlios.de/svnroot/repos/supertux/trunk/media
supertux-media
This should cut down on the size of the main trunk/supertux branch by
about 30+ MB.
--
Ryan
On 4/7/06, Marek M. <wansti at gmx.de> wrote:
>
> Hi!
> The source files should all be in the contrib/ directory (with the
> exception of some xcf files that serve as placeholders for badguys and
> other objects that still need to be animated), together with currently
> unused data.
> Moving the whole contrib directory out of the way (into trunk/contrib or
> whatever) sounds okay to me.
>
> Marek
>
> Ryan Flegel wrote:
>
> >Hi there,
> >
> >I'm wondering if anyone has a problem with moving all graphic and
> >audio source files (eg, .xcf and .rg files) to trunk/media in the svn
> >repo. I'm particularily looking for input from those that work with
> >graphics and sound.
> >
> >The advantages of moving these files to trunk/media is that it would
> >make the trunk/supertux checkout 30+ MB smaller and trunk/media would
> >only have to be checked out by people interested in working with the
> >sound and graphics.
> >
> >Thoughts? Opinions?
> >
> >--
> >Ryan
> >_______________________________________________
> >Supertux-devel mailing list
> >Supertux-devel at lists.berlios.de
> >http://lists.berlios.de/mailman/listinfo/supertux-devel
> >
> >
>
> _______________________________________________
> Supertux-devel mailing list
> Supertux-devel at lists.berlios.de
> http://lists.berlios.de/mailman/listinfo/supertux-devel
>
From allen at a-king.us Sat Apr 8 17:17:35 2006
From: allen at a-king.us (Allen King)
Date: Sat, 08 Apr 2006 11:17:35 -0400
Subject: [Supertux-devel] "Remote Control" for Supertux
Message-ID: <[email protected]>
Folks of Supertux,
As part of a machine learning testbed, I want to add a "remote
control" API to Supertux. This will allow another program sitting as a
client on a port to Supertux to supply button information for tux and
receive back which icons are visible on the screen and where. Because
the client program may be slow, it will have to have control the advance
of Supertux time, and thus in this mode, Supertux will not be "real
time". (Perhaps it might even be faster!^) Repeatability of runs is
also desirable, so control of random number seeds must be gained.
The following questions to your group are on my mind:
1. What work is ongoing that would help me with this effort? I
noticed a post about a console.
2. What is the right forum to pick people's brains, with further
design questions? I notice a lot of game-play programming activity
in http://developer.berlios.de/mail/?group_id=3467 , but little
with the "engine" part. Are there specific people who specialize
in the "engine" parts of Supertux? Who are they?
3. What would it take to have the "remote control" operation, given
it works and is well structured, be incorporated into the Supertux
codebase? I would supply documentation of the API, and a minimum
diagnostic demo as an example of the API's use. Do I just submit
a patch and pray, are there "powers to be" that nod and give me
svn access, or what?
4. From the standpoint of the Supertux community, what is the
desirability of having a "remote control" ability incorporated
into the mainline Supertux code base? I see the following
advantages: a) automated testing of Supertux, b) increasing the
Supertux user community with people, like myself, interested in
machine learning, and c) "it's easy, why not!"
So I've actually been fiddling with a copy of the supertux source (an
svn checkout on 4/6/06). So far I have built a PortServerController
subclass of Controller, instantiated it in supertux in a very simple way
(alongside of JoystickKeyboardController), which talks via ports to a
lightweight client. So here is my plan, which I'd like to pick your
collective brains about:
1. The plan is to have my PortServerController register using
tux.set_controller, and buttons should "just work".
2. I was planning on adding two class variable to game_session, one
to fix the increments of time simulated to a fixed value, and the
other to stop simulation to wait for more API commands. The plan
is to add where needed (bracketed by if statements) the code for
non-real time (port) operation. These notions are currently
"fuzzy", I suspect there are better ones.
3. How to gather object info to send back is a few days out for me.
Thought was to add a statusString serialization method to some of
the game object classes, and just package up the results. I am
interested in a block name/UID which will be stable over
revisions, perhaps some basic properties (like solid, background,
sprite (for tux, bad guys, and coinage), etc). Also the game
status line.
4. The following is last: modifications for random number generator
repeatability would be as follows: In normal operation, the
random seed (probably selected by time()) would printed out on a
console. If that run was interesting, it would be possible to
force that seed with config code. Are any efforts to this effect
already in the code?
5. Does this plan look sane? Are there other ways to accomplish my
goals which come to mind? Are there ongoing changes to the
"engine" which I sould know about?
Hope that you can guide my effort, and that my work can contribute to
Supertux. All opinions, thoughts, and help are welcome.
Allen King
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From matze at braunis.de Sun Apr 9 15:27:39 2006
From: matze at braunis.de (Matze Braun)
Date: Sun, 09 Apr 2006 15:27:39 +0200
Subject: [Supertux-devel] "Remote Control" for Supertux
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Am Samstag, den 08.04.2006, 11:17 -0400 schrieb Allen King:
> Folks of Supertux,
>
> As part of a machine learning testbed, I want to add a "remote
> control" API to Supertux. This will allow another program sitting as
> a client on a port to Supertux to supply button information for tux
> and receive back which icons are visible on the screen and where.
> Because the client program may be slow, it will have to have control
> the advance of Supertux time, and thus in this mode, Supertux will not
> be "real time". (Perhaps it might even be faster!^) Repeatability of
> runs is also desirable, so control of random number seeds must be
> gained.
In general the current development version should be suitable for your
tasks. As you probably don't depend on a finished and polished game, you
should just grab a svn version and use that.
>
> The following questions to your group are on my mind:
> 1. What work is ongoing that would help me with this effort? I
> noticed a post about a console.
The console is mainly a debugging tool to execute some commands from
inside the game and display warnings and errors to users.
> 1. What is the right forum to pick people's brains, with further
> design questions? I notice a lot of game-play programming
> activity in http://developer.berlios.de/mail/?group_id=3467 ,
> but little with the "engine" part. Are there specific people
> who specialize in the "engine" parts of Supertux? Who are
> they?
By far most activity around supertux happens in our irc channel
#supertux at irc.freenode.net and in our wiki at
http://supertux.berlios.de/wiki
> 1. What would it take to have the "remote control" operation,
> given it works and is well structured, be incorporated into
> the Supertux codebase? I would supply documentation of the
> API, and a minimum diagnostic demo as an example of the API's
> use. Do I just submit a patch and pray, are there "powers to
> be" that nod and give me svn access, or what?
As already said, svn version already has such an API. We typically grant
svn access when someone has submitted some good patches and plans to do
further work on supertux. About develpoment/patching you should take a
look here:
http://supertux.berlios.de/wiki/index.php/SetupDev
http://supertux.berlios.de/wiki/index.php/Download/Subversion
> 1. From the standpoint of the Supertux community, what is the
> desirability of having a "remote control" ability incorporated
> into the mainline Supertux code base? I see the following
> advantages: a) automated testing of Supertux, b) increasing
> the Supertux user community with people, like myself,
> interested in machine learning, and c) "it's easy, why not!"
> So I've actually been fiddling with a copy of the supertux source
> (an svn checkout on 4/6/06). So far I have built a
> PortServerController subclass of Controller, instantiated it in
> supertux in a very simple way (alongside of
> JoystickKeyboardController), which talks via ports to a lightweight
> client. So here is my plan, which I'd like to pick your collective
> brains about:
Of course we like to see other people using our code and having fun with
it. And I don't want to discourage you here. But in the main development
line this remote control seems total overkill and won't help the normal
players of the game.
So I'd say you better maintain this stuff as a fork/set of patches to
the game. I think the Controller API will stay like it is now in the
future, so you should have few risk that your stuff breaks.
> 1. The plan is to have my PortServerController register using
> tux.set_controller, and buttons should "just work".
> 2. I was planning on adding two class variable to game_session,
> one to fix the increments of time simulated to a fixed value,
> and the other to stop simulation to wait for more API
> commands. The plan is to add where needed (bracketed by if
> statements) the code for non-real time (port) operation.
> These notions are currently "fuzzy", I suspect there are
> better ones.
The simulation is already advances in a fixed time. All the behaviour
and game logic runs in a logical framerate of 60fps (depending on your
machine fewer frames might actually get drawn). In the latest svn
version you can find that code in mainloop.cpp you should be able to
extend/hack mainloop.cpp to stop the simulation if that is needed.
> 1. How to gather object info to send back is a few days out for
> me. Thought was to add a statusString serialization method to
> some of the game object classes, and just package up the
> results. I am interested in a block name/UID which will be
> stable over revisions, perhaps some basic properties (like
> solid, background, sprite (for tux, bad guys, and coinage),
> etc). Also the game status line.
well that's something we surely wouldn't like to see in the main
codebase (more bloat and more work for people who invent new object
types). At least additional fields/methods pushed into these classes
would be bad from our point of view. If you keep the code for this stuff
externally (you could dynamic_cast around and use hashmaps with the
objects to store additional metadata) then this is of course less
intrusive.
> 1. The following is last: modifications for random number
> generator repeatability would be as follows: In normal
> operation, the random seed (probably selected by time()) would
> printed out on a console. If that run was interesting, it
> would be possible to force that seed with config code. Are
> any efforts to this effect already in the code?
In general we try to keep the behaviour predictable and free of random
events that we can't really control. The only cases where randomness
really matters is that Dispenser badguy which has a random mode (which I
personally would rather see be removed). Making the randomness
controllable by having a global random number generator that is used
throughout supertux would also be important for record/playback of
demos. Patches would be apreciated ;-)
> 1. Does this plan look sane? Are there other ways to accomplish
> my goals which come to mind? Are there ongoing changes to the
> "engine" which I sould know about?
>
> Hope that you can guide my effort, and that my work can contribute to
> Supertux. All opinions, thoughts, and help are welcome.
Maybe it would be best if you try to catch me or someone of the others
on irc...
Greetings,
Matze
From matze at braunis.de Sun Apr 9 15:27:39 2006
From: matze at braunis.de (Matze Braun)
Date: Sun, 09 Apr 2006 15:27:39 +0200
Subject: [Supertux-devel] "Remote Control" for Supertux
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Am Samstag, den 08.04.2006, 11:17 -0400 schrieb Allen King:
> Folks of Supertux,
>
> As part of a machine learning testbed, I want to add a "remote
> control" API to Supertux. This will allow another program sitting as
> a client on a port to Supertux to supply button information for tux
> and receive back which icons are visible on the screen and where.
> Because the client program may be slow, it will have to have control
> the advance of Supertux time, and thus in this mode, Supertux will not
> be "real time". (Perhaps it might even be faster!^) Repeatability of
> runs is also desirable, so control of random number seeds must be
> gained.
In general the current development version should be suitable for your
tasks. As you probably don't depend on a finished and polished game, you
should just grab a svn version and use that.
>
> The following questions to your group are on my mind:
> 1. What work is ongoing that would help me with this effort? I
> noticed a post about a console.
The console is mainly a debugging tool to execute some commands from
inside the game and display warnings and errors to users.
> 1. What is the right forum to pick people's brains, with further
> design questions? I notice a lot of game-play programming
> activity in http://developer.berlios.de/mail/?group_id=3467 ,
> but little with the "engine" part. Are there specific people
> who specialize in the "engine" parts of Supertux? Who are
> they?
By far most activity around supertux happens in our irc channel
#supertux at irc.freenode.net and in our wiki at
http://supertux.berlios.de/wiki
> 1. What would it take to have the "remote control" operation,
> given it works and is well structured, be incorporated into
> the Supertux codebase? I would supply documentation of the
> API, and a minimum diagnostic demo as an example of the API's
> use. Do I just submit a patch and pray, are there "powers to
> be" that nod and give me svn access, or what?
As already said, svn version already has such an API. We typically grant
svn access when someone has submitted some good patches and plans to do
further work on supertux. About develpoment/patching you should take a
look here:
http://supertux.berlios.de/wiki/index.php/SetupDev
http://supertux.berlios.de/wiki/index.php/Download/Subversion
> 1. From the standpoint of the Supertux community, what is the
> desirability of having a "remote control" ability incorporated
> into the mainline Supertux code base? I see the following
> advantages: a) automated testing of Supertux, b) increasing
> the Supertux user community with people, like myself,
> interested in machine learning, and c) "it's easy, why not!"
> So I've actually been fiddling with a copy of the supertux source
> (an svn checkout on 4/6/06). So far I have built a
> PortServerController subclass of Controller, instantiated it in
> supertux in a very simple way (alongside of
> JoystickKeyboardController), which talks via ports to a lightweight
> client. So here is my plan, which I'd like to pick your collective
> brains about:
Of course we like to see other people using our code and having fun with
it. And I don't want to discourage you here. But in the main development
line this remote control seems total overkill and won't help the normal
players of the game.
So I'd say you better maintain this stuff as a fork/set of patches to
the game. I think the Controller API will stay like it is now in the
future, so you should have few risk that your stuff breaks.
> 1. The plan is to have my PortServerController register using
> tux.set_controller, and buttons should "just work".
> 2. I was planning on adding two class variable to game_session,
> one to fix the increments of time simulated to a fixed value,
> and the other to stop simulation to wait for more API
> commands. The plan is to add where needed (bracketed by if
> statements) the code for non-real time (port) operation.
> These notions are currently "fuzzy", I suspect there are
> better ones.
The simulation is already advances in a fixed time. All the behaviour
and game logic runs in a logical framerate of 60fps (depending on your
machine fewer frames might actually get drawn). In the latest svn
version you can find that code in mainloop.cpp you should be able to
extend/hack mainloop.cpp to stop the simulation if that is needed.
> 1. How to gather object info to send back is a few days out for
> me. Thought was to add a statusString serialization method to
> some of the game object classes, and just package up the
> results. I am interested in a block name/UID which will be
> stable over revisions, perhaps some basic properties (like
> solid, background, sprite (for tux, bad guys, and coinage),
> etc). Also the game status line.
well that's something we surely wouldn't like to see in the main
codebase (more bloat and more work for people who invent new object
types). At least additional fields/methods pushed into these classes
would be bad from our point of view. If you keep the code for this stuff
externally (you could dynamic_cast around and use hashmaps with the
objects to store additional metadata) then this is of course less
intrusive.
> 1. The following is last: modifications for random number
> generator repeatability would be as follows: In normal
> operation, the random seed (probably selected by time()) would
> printed out on a console. If that run was interesting, it
> would be possible to force that seed with config code. Are
> any efforts to this effect already in the code?
In general we try to keep the behaviour predictable and free of random
events that we can't really control. The only cases where randomness
really matters is that Dispenser badguy which has a random mode (which I
personally would rather see be removed). Making the randomness
controllable by having a global random number generator that is used
throughout supertux would also be important for record/playback of
demos. Patches would be apreciated ;-)
> 1. Does this plan look sane? Are there other ways to accomplish
> my goals which come to mind? Are there ongoing changes to the
> "engine" which I sould know about?
>
> Hope that you can guide my effort, and that my work can contribute to
> Supertux. All opinions, thoughts, and help are welcome.
Maybe it would be best if you try to catch me or someone of the others
on irc...
Greetings,
Matze
From urrakis at gmail.com Sat Apr 8 22:11:59 2006
From: urrakis at gmail.com (Urrakis)
Date: Sat, 8 Apr 2006 22:11:59 +0200
Subject: [Supertux-devel] use your program
Message-ID: <[email protected]>
can i use your free supertux in my web for download?
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From bernhard at intevation.de Mon Apr 10 14:44:32 2006
From: bernhard at intevation.de (Bernhard Reiter)
Date: Mon, 10 Apr 2006 14:44:32 +0200
Subject: [Supertux-devel] Joystick support for 0.1.3 (Debian #288432)
Message-ID: <[email protected]>
Hi Supertux Developers,
thanks for the nice an entertaining game!
And thanks for making it Free Software!
A great wish for me would be support for joysticks.
Pierre Pronchery made a patch for 0.1.3,
which can be found here:
http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=288432
With it, a joystick works!
My only to wish to this is: I want supertux to jump, when moving the joystick
upwards.
Anyway, I am just bringing this to your attention!
Bernhard Reiter
--
www.kolab-konsortium.com Professional Maintenance, Consultancy and Support.
From andersersej at gmail.com Wed Apr 12 14:31:42 2006
From: andersersej at gmail.com (Anders er sej)
Date: Wed, 12 Apr 2006 14:31:42 +0200
Subject: [Supertux-devel] Danish translation of SuperTux
Message-ID: <[email protected]>
Hello
I've translated the devel-version of SuperTux to danish. I have
attached the po files in this mail in a .tar.bz2
- Anders
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From afief.h at gmail.com Wed Apr 12 18:18:36 2006
From: afief.h at gmail.com (Afief Halumi)
Date: Wed, 12 Apr 2006 18:18:36 +0200
Subject: [Supertux-devel] use your program
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Don't know what you mean with "in my web for download" if you mean "upload
it into my website so people can download it" AFAIK that is okay according
to the GPL as long as you give credits to the developers.
Don't take my word as a law though, i've not read all of the GPL license
Afief
On 4/8/06, Urrakis <urrakis at gmail.com> wrote:
>
> can i use your free supertux in my web for download?
>
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From p637777 at aol.com Wed Apr 12 20:24:04 2006
From: p637777 at aol.com (Markus Engel)
Date: Wed, 12 Apr 2006 20:24:04 +0200
Subject: [Supertux-devel] Patch for Infoboxes
Message-ID: <000001c65e5e$4ba418a0$2001a8c0@homepc01>
Hi!
I have just written a little patch for the scrolling functions of the
Infoboxes. After you patched the file, the arrows for scrolling are only
shown, if the text is too long and you can't scroll down now if the text
fits in the window.
Markus
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From rflegel at gmail.com Wed Apr 12 22:37:16 2006
From: rflegel at gmail.com (Ryan Flegel)
Date: Wed, 12 Apr 2006 14:37:16 -0600
Subject: [Supertux-devel] Danish translation of SuperTux
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Thanks! The translation has been added. I've added you to the credits
as "Anders". If you'd like your last name in there, just let me know.
On 4/12/06, Anders er sej <andersersej at gmail.com> wrote:
> Hello
>
> I've translated the devel-version of SuperTux to danish. I have
> attached the po files in this mail in a .tar.bz2
>
> - Anders
>
>
>
From cwebber at dustycloud.org Thu Apr 13 20:20:31 2006
From: cwebber at dustycloud.org (Christopher Allan Webber)
Date: Thu, 13 Apr 2006 13:20:31 -0500
Subject: [Supertux-devel] use your program
In-Reply-To: <[email protected]>
([email protected]'s message of "Sat, 8 Apr 2006 22:11:59 +0200")
References: <[email protected]>
Message-ID: <[email protected]>
Urrakis <urrakis at gmail.com> writes:
> can i use your free supertux in my web for download?
Urrakis:
The GPL explicitly preserves your rights to copy, modify and
distribute this program as much as you like, as long as the copyrights
and the license itself remain intact, and if you make any
modifications, you follow the clauses of the GPL itself.
In other words, yes :)
From contact at yotamelal.com Thu Apr 13 20:01:26 2006
From: contact at yotamelal.com (Yotam Elal)
Date: Thu, 13 Apr 2006 20:01:26 +0200
Subject: [Supertux-devel] Link?
Message-ID: <[email protected]>
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From MADDOGMIKE05 at aol.com Wed Apr 19 05:53:56 2006
From: MADDOGMIKE05 at aol.com (MADDOGMIKE05 at aol.com)
Date: Tue, 18 Apr 2006 23:53:56 EDT
Subject: [Supertux-devel] (no subject)
Message-ID: <[email protected]>
When is Milestone 2 coming out iv' e been waiting like 2 months!
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From allen at a-king.us Fri Apr 21 11:00:46 2006
From: allen at a-king.us (Allen King)
Date: Fri, 21 Apr 2006 05:00:46 -0400
Subject: [Supertux-devel] "Remote Control" for Supertux -- status
Message-ID: <[email protected]>
I've been working on the "Remote Control" changes to Supertux that we
talked about last week, and have a first version that works -- I have a
program that supplies button presses from a canned list to supertux over
a port, and supertux returns a list of all the surfaces drawn, with
texture file names. The changes are still fluid, so I'm inclined not
going to release any patches right yet.
I told Matze I would next make a patch for platform independent
repeatable random numbers, and I am well on my way to completing that.
To finish, I have some (seven) questions on the mods, which I would
like responses to (the first 3 are generic fishing and educational, on
the last 4 I need detailed answers):
BASIC DESIGN:
1) allows for two random generator modes, under control of the
configuration file:
a. If a (random_seed <decimal number>) line is present in the
configuration file, it is used used as the random seed to start
the run.
b. If the above line isn't there, the seed obtained from time()
in the usual way, and is additionally printed, so it can later
be pasted into the configuration file if the run wants to be
reproduced.
QUESTION #1: seem reasonable?
2) Files [.cpp/.hpp] for a platform-independent class RandomNumbers
were added. They were transliterated from C sources found at
http://www.jbox.dk/sanos/source/lib/random.c.html. A wizard friend
of mine claimed this to be "the fastest and best quality" around.
QUESTION #2: any reason not to proceed this way? Is copyleft okay
for supertux?
3) I've included RandomNumbers in a wrapper file "rand.hpp" which
redefines rand() and srand() for general consumption by supertux.
WARNING: Supertux files which call rand() or srand() and which do
NOT include rand.hpp will use the old rand facility, which will be
neither initialized correctly, controllable by config, nor platform
independent. So this would not happen, I buried an include for
rand.hpp deep in game_object.hpp, which is included by all the "bad
guys". I also (redundantly) added similar includes in all .cpp
files which contained calls to [s]rand(), with a shameless
promotional comment, so developers would get the idea.
QUESTION #3: any objections to this? suggestions of better ways
(e.g. changing calls to rand to BlaBlaRand, and redefining rand()
and srand() to print helpful errors?
SUPERTUX FUNCTIONALITY:
4) There is a call to srand() in player.cpp, which occurs after a
player is killed. I do not understand why it would be necessary to
do this -- it seems totally superfluous, but with my very limited
knowledge am way too afraid to comment it out. It would be great if
it could go! As it stands now, random number repeatability ceases
after the first time Tux dies.
QUESTION #4 (THIS IS THE REASON I WROTE THIS EMAIL): Could someone
verify that this call was just put in by someone who didn't
understand random numbers (or not)? If so, the solution is simple.
If not, not.
5) There is another call to srand() in sqstdmath.cpp, but nobody in
supertux-ville seems to call the routine that contains it. I added
an throw of runtime_error to discourage its future use.
QUESTION #5: Is this okay, or too harsh.
6) I was thinking of adding a commented-out setting of random_seed
in the default ~/.supertux/config . (I noted that that was made for
me when I first ran supertux, but a cursory scan didn't show me how.)
QUESTION #6: Can someone help me determine how I would modify the
default ~/.supertux/config? I will do this if someone does.
7) One could turn on/off the use of platform-independent
random_numbers with a ./configure --<option> .
QUESTION #7: Is it worth doing? Enough so that someone could
outline the requisite changes to configure.ac (and friends).
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From supertux at 2006.expires.deltadevelopment.de Fri Apr 21 20:18:56 2006
From: supertux at 2006.expires.deltadevelopment.de (Christoph Sommer)
Date: Fri, 21 Apr 2006 20:18:56 +0200
Subject: [Supertux-devel] "Remote Control" for Supertux -- status
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Hey Allen,
Allen King wrote:
> I've been working on the "Remote Control" [...]
> program that supplies button presses from a canned list to supertux over
> a port
[...]
> a. If a (random_seed <decimal number>) line is present in the
> configuration file, it is used used as the random seed to start
> the run.
> b. If the above line isn't there, the seed obtained from time()
> in the usual way, and is additionally printed, so it can later
> be pasted into the configuration file if the run wants to be
> reproduced.
>
> QUESTION #1: seem reasonable?
Depends, I'd say.
If a button press reaches the game one frame later than in the last run,
e.g. killing a badguy that consumes one random number per frame, you
might end up with a different stream of random-numbers from that point
in time on.
> QUESTION #3: any objections to this? suggestions of better ways
> (e.g. changing calls to rand to BlaBlaRand, and redefining rand()
> and srand() to print helpful errors?
I like that approach better. "Altering" standard functions seems a
little odd to me.
> 4) There is a call to srand() in player.cpp, which occurs after a
> player is killed. I do not understand why it would be necessary to
> do this -- it seems totally superfluous
Seems like it got introduced in rev 3320 (Hacked together a "coin
losing" effect when Tux is killed), so it seems superfluous to me, too.
> 5) There is another call to srand() in sqstdmath.cpp, but nobody in
> supertux-ville seems to call the routine that contains it. I added
> an throw of runtime_error to discourage its future use.
> QUESTION #5: Is this okay, or too harsh.
I'm just guessing, but might this be called from a squirrel script?
> QUESTION #6: Can someone help me determine how I would modify the
> default ~/.supertux/config? I will do this if someone does.
I think it's just written by Config::save in gameconfig.cpp
Regards,
Christoph
--
Plan to be spontaneous tomorrow.
From matze at braunis.de Fri Apr 21 22:20:21 2006
From: matze at braunis.de (Matze Braun)
Date: Fri, 21 Apr 2006 22:20:21 +0200
Subject: [Supertux-devel] "Remote Control" for Supertux -- status
In-Reply-To: <[email protected]>
References: <[email protected]>
Message-ID: <[email protected]>
Am Freitag, den 21.04.2006, 05:00 -0400 schrieb Allen King:
> I've been working on the "Remote Control" changes to Supertux that we
> talked about last week, and have a first version that works -- I have
> a program that supplies button presses from a canned list to supertux
> over a port, and supertux returns a list of all the surfaces drawn,
> with texture file names. The changes are still fluid, so I'm inclined
> not going to release any patches right yet.
>
> I told Matze I would next make a patch for platform independent
> repeatable random numbers, and I am well on my way to completing that.
> To finish, I have some (seven) questions on the mods, which I would
> like responses to (the first 3 are generic fishing and educational, on
> the last 4 I need detailed answers):
>
> BASIC DESIGN:
> 1) allows for two random generator modes, under control of the
> configuration file:
> a. If a (random_seed <decimal number>) line is present
> in the configuration file, it is used used as the
> random seed to start the run.
>
> b. If the above line isn't there, the seed obtained
> from time() in the usual way, and is additionally
> printed, so it can later be pasted into the
> configuration file if the run wants to be reproduced.
> QUESTION #1: seem reasonable?
The deterministic random number generator is needed for 2 use cases:
Saving Demos and Doing reproducible runs with your AI code. For the
first case we have to save the seed in the demo file, in your case you
probably want to send the seed over network. That would make alot more
sense than putting it into a config file IMO.
> 2) Files [.cpp/.hpp] for a platform-independent class
> RandomNumbers were added. They were transliterated from C
> sources found at
> http://www.jbox.dk/sanos/source/lib/random.c.html. A wizard
> friend of mine claimed this to be "the fastest and best
> quality" around.
>
> QUESTION #2: any reason not to proceed this way? Is copyleft
> okay for supertux?
>
Yep this is the most important part of all this. I personally would call
the calss Random or RandomGenerator though...
> 3) I've included RandomNumbers in a wrapper file "rand.hpp"
> which redefines rand() and srand() for general consumption by
> supertux. WARNING: Supertux files which call rand() or srand()
> and which do NOT include rand.hpp will use the old rand
> facility, which will be neither initialized correctly,
> controllable by config, nor platform independent. So this
> would not happen, I buried an include for rand.hpp deep in
> game_object.hpp, which is included by all the "bad guys". I
> also (redundantly) added similar includes in all .cpp files
> which contained calls to [s]rand(), with a shameless
> promotional comment, so developers would get the idea.
>
> QUESTION #3: any objections to this? suggestions of better
> ways (e.g. changing calls to rand to BlaBlaRand, and
> redefining rand() and srand() to print helpful errors?