Pingus Wiki set up for use
Since the normal Pingus home page is pretty outdated, and information on how to get started coding for Pingus is scattered in a hundred different locations, I've started a wiki page for Pingus development. You can find it here for now: http://www.cmhousing.net/pingus/wiki/ There's not a whole lot there yet, but I plan on logging everything that I do from now on and putting up a HOWTO tutorial for compiling with MinGW on Windows. Feel free to edit anything on that site. Thanks! Jave 27 ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Clock clipped
In src/time_display.cxx: Line 69 Change the first parameter. Line should look like this: myfont.draw(CL_Display::get_width() - 30, 3, time_string); instead of "CL_Display::get_width() - 3" There's a patch included, too. This patch also includes an update to tinygettext.cxx which fits the newer iconv.h code. On 9/26/05, John August <[EMAIL PROTECTED]> wrote: In the 0.7.0 version I'm running, infinity is fine but the seconds on theclock is clipped. I'm happy to change this in my own version if anyonecan give me some pointers.Thanks,--John August. We should not let current problems detract from progress made; but wenot let recent progress undermine the significance of current problems.___Pingus-Devel mailing list Pingus-Devel@nongnu.orghttp://lists.nongnu.org/mailman/listinfo/pingus-devel fix_font_and_tinygettext.diff Description: Binary data ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Level Editor for SVN version
I saw a thread for April 2004 from Grumbel saying that he was working on a program called FlexLay for designing levels for Pingus. The home page for that program doesn't look like it's been updated since then, really. I got a little fed up with the dependencies on it and gave up for the night, but do any pingus level editors exist right now for the new (SVN version) level format? Thanks! ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Pingus Wiki set up for use
Ok, thanks, I appreciate it. I plan on putting all of the development stuff I come up with in the wiki for now, then once I get things in a workable order, I'll send some snapshot updates out. If you want to put a link to the wiki in the Development section of the webpage (under External resources or some such place), that could be helpful for people new to the project. Thanks! David Philippi wrote: Am Sonntag, den 25.09.2005, 18:48 -0400 schrieb Jason Green: Since the normal Pingus home page is pretty outdated, and information on how to get started coding for Pingus is scattered in a hundred different locations, I've started a wiki page for Pingus development. Just to let you know - while I don't have the time and motivation to work on Pingus right now myself, I still do have access to the webpage repository and might update it if you provide the data. Bye David ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Pingus Wiki set up for use
I've asked him a few very basic questions on IRC and he was helpful and pointed me in the right direction. At one point, I asked, "What can I do to help?", and he replied "Fix it and submit a patch". :-) I'm actually at a point where 0.7.0 runs and compiles in Windows (for the most part) with MinGW, and I can start the real coding finally. Hopefully my patches work and will spark some more active development on what is already a great game. I'll wait until I can prove to myself that I understand the whole codebase before asking for SVN commit access. I need to get a recent version of Linux installed on another machine so I can test everything on it as well. I currently have a very broken dual-boot into FC3 setup, but it's ugly and yum isn't working correctly anymore. Time for a reinstall. Anyway, thanks for the quick responses! Jason David Philippi wrote: If you really want to improve Pingus, you should try to contact grumbel. If you're persitent enough, he should react. ;-) At least that's what I did - at a time where the development was completely stalled I had much spare time and started to send in patches cleaning up stuff. Over time he got active again resulting in 0.6.0. Then came happypenguin GoTM and other projects started to take up his time again. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Two more Pingus patches
Here are 2 more patches courtesy of Tomáš Bláha from the wiki. exit.diff fixes the issue with the Pingu not being able to enter the "Exit cave". This made every level in the ./tutorial folder playable in 0.7.0. surface_background.diff fixes the issue (in Windows at least) where the left side of the screen (about 100 pixels or so) doesn't redraw automatically every time. It was really choppy until I added this patch. Index: surface_background.cxx === --- surface_background.cxx (revision 2448) +++ surface_background.cxx (working copy) @@ -195,12 +195,12 @@ start_x = static_cast((x_of * para_x) + scroll_ox); start_y = static_cast((y_of * para_y) + scroll_oy); - if (start_x >= 0) + while (start_x >= 0) start_x = start_x - bg_surface.get_width(); - if (start_y >= 0) + while (start_y >= 0) start_y -= bg_surface.get_height(); - else if (start_y < 0 - static_cast(bg_surface.get_height())) + while (start_y < 0 - static_cast(bg_surface.get_height())) start_y += bg_surface.get_height(); for(int y = start_y; Index: exit.cxx === --- exit.cxx(revision 2448) +++ exit.cxx(working copy) @@ -93,7 +93,7 @@ for (PinguIter pingu = holder->begin(); pingu != holder->end(); ++pingu) { if ( (*pingu)->get_x() > pos.x - 1 && (*pingu)->get_x() < pos.x + 1 - && (*pingu)->get_y() > pos.y - 5 && (*pingu)->get_y() < pos.y + 1) + && (*pingu)->get_y() > pos.y - 5 && (*pingu)->get_y() < pos.y + 2) { if ( (*pingu)->get_status() != PS_EXITED && (*pingu)->get_status() != PS_DEAD ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Another patch
This patch is for 3 files: pingus.hxx - HAVE_SSTREAM is already #defined in ../config.h, so will stop the compiler warning. system.cxx - Fixes some path issues on Windows machines stat_manager.cxx - Will create variables.xml if it doesn't exist. fix_paths.diff Description: Binary data ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Patch to make worldmaps playable
The attached patch actually makes the story playable (at least on Windows). I added another argument to XMLPingusLevel() that stores the resource name. Prior to this, the problem with not being able to unlock levels in a worldmap was because the "levelname" stored in savegames.xml didn't match the "levelname" in tutorial.xml. Now, it does, so the levels can be unlocked after you beat them. This patch should make the entire Story mode playable again. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Patch to make worldmaps playable
Right... :-) On 9/30/05, David Philippi <[EMAIL PROTECTED]> wrote: Am Freitag, den 30.09.2005, 13:30 -0400 schrieb Jason Green:> The attached patch actually makes the story playable (at least on> Windows).Attached patch? :-)Bye David fix_worldmap_level_loading.diff Description: Binary data ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
tutorial/snow10-grumbel.pingus patch
This patch eliminates the vertical line on the background in the level tutorial/snow10-grumbel.pingus Index: snow10-grumbel.pingus === --- snow10-grumbel.pingus (revision 2452) +++ snow10-grumbel.pingus (working copy) @@ -31,7 +31,7 @@ 0 0 0 -0.5 +0 0.5 0 ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Patch to make autoscrolling better
Enhanced the pixel border range from 2 and 3 to 10, so the autoscrolling works better, plus it depends on delta now instead of being a fixed speed. Seems to work well on my machine, but could possibly be better if anyone wants a stab at it. gradient_autoscroll.diff Description: Binary data ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Patch for pingus_menu - Contrib Levels file dialog
I'll leave this one up to your discretion if it should be applied or not... This patch adds a file dialog box when you click on "Contrib Levels" that let you load up any level you'd like off of the hard drive. However, I can't figure out why, but if you hit Cancel, the box doesn't always go away. You have to hit it a few times. Based on some minor debugging, it looks like setup_contrib_click() is getting called multiple times, but I haven't been able to get rid of it, and it doesn't seem to happen all of the time. Regardless of the little bug, I still think it's a nice feature to have. Index: pingus_menu.cxx === --- pingus_menu.cxx (revision 2454) +++ pingus_menu.cxx (working copy) @@ -18,19 +18,26 @@ // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include +#include +#include +#include #include #include "gettext.h" #include "menu_button.hxx" #include "resource.hxx" #include "debug.hxx" +#include "globals.hxx" #include "sound/sound.hxx" #include "stat_manager.hxx" +#include "start_screen.hxx" #include "story_screen.hxx" #include "story.hxx" #include "worldmap/manager.hxx" #include "gui/screen_manager.hxx" #include "pingus_menu_manager.hxx" #include "gui/gui_manager.hxx" +#include "plf_res_mgr.hxx" +#include "path_manager.hxx" namespace Pingus { @@ -74,6 +81,8 @@ slots.push_back(story_button->sig_click().connect(this, &PingusMenu::do_start)); slots.push_back(multiplayer_button->sig_click().connect(this, &PingusMenu::setup_main_menu)); + + slots.push_back(contrib_button->sig_click().connect(this, &PingusMenu::setup_contrib_menu)); } void @@ -99,6 +108,45 @@ } void +PingusMenu::setup_contrib_menu() +{ // Remove buttons and select a level to play + gui_manager->remove(contrib_button); + gui_manager->remove(story_button); + gui_manager->remove(multiplayer_button); + + // Create a Clanlib GUIManager using the silver style + CL_ResourceManager *resources = new + CL_ResourceManager(path_manager.complete("GUIStyleSilver/gui.xml")); + CL_StyleManager_Silver *style = new CL_StyleManager_Silver(resources); + CL_GUIManager *gui = new CL_GUIManager(style); + CL_FileDialog *filedialog = new CL_FileDialog("Levels", "", "*.pingus", gui, style); + + // This next line is a workaround until ClanLib applies my patch to their SVN + // set_dir should do this automatically. + CL_Directory::change_to(path_manager.complete("levels")); + + filedialog->set_dir(path_manager.complete("levels")); + filedialog->run(); + const std::string filename = filedialog->get_file(); + pout(PINGUS_DEBUG_LOADING) << "PingusMenu: Chose filename: " << filename << std::endl; + + // Clean up ClanLib stuff + delete filedialog; + delete gui; + delete style; + delete resources; + + // Launch level + if (filename != "") + do_contrib(filename); + + // Reset menu + gui_manager->add(contrib_button); + gui_manager->add(story_button); + gui_manager->add(multiplayer_button); +} + +void PingusMenu::preload () { if (!is_init) @@ -138,6 +186,14 @@ } } +void PingusMenu::do_contrib(const std::string &levelfile) +{ // Launch the specified level - don't bother checking for it, it has to exist + Sound::PingusSound::play_sound ("letsgo"); + ScreenManager::instance()->push_screen + (new StartScreen(PLFResMgr::load_plf_from_filename(levelfile)), + true); +} + void PingusMenu::on_resize(int w, int h) { Index: pingus_menu.hxx === --- pingus_menu.hxx (revision 2454) +++ pingus_menu.hxx (working copy) @@ -58,11 +58,14 @@ void on_resize (int w, int h); + // These functions setup the different menus void setup_main_menu(); void setup_game_menu(); - + void setup_contrib_menu(); + void do_quit(); void do_start(); + void do_contrib(const std::string&); public: PingusMenu (PingusMenuManager* m); ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Patch to fix trap objects
This patch updates the traps.xml to the new format so that all of the traps in converted levels will at least get called. I've tested some of the traps, and some of their code needs updating as well. This patch includes the code to fix the guillotine. Hammer seems to work fine with this trap. I tested these on a converted playable/indiana-yingwan.pingus, which I've also attached (substituting the hammer for a guillotine). fix_traps.diff Description: Binary data indiana.pingus Description: Binary data ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Patch to set the Refresh Rate
This patch adds a command line option to set the refresh rate for fullcreen mode. It currently defaults to 60 Hz, which any monitor should be able to handle, I would think, but it would be better if it could auto-detect what your rate should be at that resolution. Or, if you'd like, just don't specify it at all if it's not invoked at the command line, and let ClanLib try to figure it out. Prior to this patch, fullscreen mode didn't work on my machine in Windows. However, by setting the refresh rate to 60, I can finally play it fullscreen. refresh_rate.diff Description: Binary data ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Patch to pingus_level code
There was a "FIXME" for moving the default stuff to pingus_level_impl, so I moved that little bit over and also set a default value for the music = "none". Previously, it would exit the program with an error if it tried to load a null music file. fix_pingus_level.diff Description: Binary data ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: liquid repeat
David Philippi wrote: Did you check what output the editor does produce right now? Wouldn't be optimal to fix the levels and have the editor generate something different... There doesn't really seem to be a level editor at the moment, so I don't know that it matters... Unless we can fully automate the conversion between 0.6.0 levels and the 0.7.0 format. Flexlay isn't "pingus-ready" yet, and I'm having some issues with the XSL file that grumbel provided in /contrib. I've modified it to get most objects, but not everything is coming through yet. It'll have to run in conjunction with a quick shell script to modify everything correctly, I don't think the XSL will be able to do it all for us (unless we have an XSL genius in the group). Let me know if anyone wants to see the changes I've made so far to have a shot at it. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: liquid repeat
David Philippi wrote: I applied the patch for now, if it turns out to be a bad idea it'll be easy to revert it. Since Flexlay progress seems to have stalled out and , I'm thinking about pulling out the old level editor code and tweaking it for the new format. I know it was supposed to have been a mess, but I draw a complete blank looking at the Flexlay stuff... Python is brand new to me. I didn't realize how many tools and languages were involved in this project (XML, XSL, perl, C, C++, automake/conf/m4te/etc., Python, ...). It's been quite the learning experience. I don't know of one. I've coded some stuff with XSL but that was paid work, I can't say that I like it. :-) I've learned everything I currently know about XSL in the last week or so with this game. :-) But, I have managed to get a few more things converted, so that's a good first step. PS: No need to use reply-all, I poll this list along with my private mails. Done and done. Thanks again for the quick responses on everything, by the way. Jave27 ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: liquid repeat
I'm away from my dev machine, but I'll give it a shot in the morning. Thanks in advance!On 10/8/05, Carsten Milkau < [EMAIL PROTECTED]> wrote:Carsten Milkau schrieb:> What do you think about this patch (see attachment)? Forgot the traps, sorry :) Here they are. Btw, I think you should trynot to copy whitespace in the result tree, as it spoils all the fancyindenting ;) just replace which actually meansbywhen only tags are to be there.Carsten___ Pingus-Devel mailing listPingus-Devel@nongnu.orghttp://lists.nongnu.org/mailman/listinfo/pingus-devel ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
(obviously unofficial) Windows build available
I have a snapshot Windows build of the latest SVN version of Pingus available at the wiki: http://www.cmhousing.net/pingus/wiki/pmwiki.php/Main/Download I removed all of the level folders that haven't been updated yet and most of the .svn folders and Makefiles. It includes the 2 required DLLs - libiconv-2.dll and SDL.dll. It's been tested on a Windows XP Home and Professional machine so far. It still crashes occassionally when it exits, but seems to run alright for the most part. Feel free to email me if you have issues with it, and I'll try to work through them. I put this out there primarily so that people can test out the levels and submit bug reports about each level so we can get everything working. Thanks. Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Pingus 0.6.0 segfaults compiling it with gcc 3.4
DO NOT COMPILE Pingus 0.6.0 with gcc 3.4 on a 64-bit machine. It apparently doesn't work. Follow the instructions about downloading the binary here: http://www.cmhousing.net/pingus/wiki/pmwiki.php/Main/CurrentRelease pacho wrote: Hi! I cannot run pingusd if it has been compiled with gcc 3.4. I think that it's a bug, and there are many people that cannot run it. I am using gentoo 2005.0, but there are many ubuntu users with the same problem. I have reported it at: http://bugs.gentoo.org/show_bug.cgi?id=85454 (please read all this post for more information about the problem) http://forums.gentoo.org/viewtopic-t-386555-highlight-.html http://forums.gentoo.org/viewtopic-t-323820-highlight-.html Thanks a lot for your help and sorry my poor english ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: (obviously unofficial) Windows build available
On 10/10/05, Tomas Blaha <[EMAIL PROTECTED]> wrote: Of course, license in COPYING.txt file + info in the menu screen of thegame should be enough. No clicking necessary. Done. COPYING is now in the game's main folder. Sorry for the oversight. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: (obviously unofficial) Windows build available
On 10/10/05, Neil Mitchell <[EMAIL PROTECTED]> wrote: No obvious comments, but you [Jason] deservecongratulations :) Thanks, by the way. I have so far heard of 2 computers that won't run it. The program opens, and the main screens work, and they get all the way through the story, then click OK on the first level, and Windows pops up some error message and closes the game. It's happened on both a Win2000 laptop and a WinXP desktop. I haven't actually seen the message, but I've been on the phone with people who say it crashes. It also occurs in the Contrib mode if they select any of the levels. The level info appears, but crashes after clicking OK. Any idea what might be causing this? Plus, it still crashes quite often when closing the program. I'll have to look at the deinitialize code. I have zero experience with GNU debuggers, but it looks like that's the next thing I'll need to learn. :-) Any tips or pointers in the right direction are welcome. Thanks! Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: (obviously unofficial) Windows build available
On 10/10/05, Etienne Marcotte <[EMAIL PROTECTED]> wrote: You could add mine to the list. I'm using WinXP withno 3D card (I hope this is not the problem). I canstart the program, but it is so slow (a lot slowerthan 0.6 on my Linux partition) that I must waitseconds before the button message appears when I hover my mouse over them (ex : start, exit, ...). It's soslow that I can't do anything short of quitting. So myproblem is quite different than the 2 other cases. The 3D card *shouldn't* be an issue, but I'm not an expert on that part... Try updating your video drivers and your DirectX version. I've just recommended that to the other people that had the problems, so we'll see if that fixes it. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Minor patch for acinclude.m4
This patch gets rid of the "underquoted definitions" errors when running autogen.sh ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Patch to make configure & make work correctly on MinGW
There were some unresolved issues in the current SVN which made compiling a non-trivial task on MinGW. I believe this patch fixes those issues. Also, the Command Prompt window is now gone when you just want to run Pingus (have to compile with the "-mwindows" option). However, can someone please test this out on a linux box before committing it? I don't have a linux dev machine set up yet, so I can't do it. These additions should make compiling for MinGW (as well as Linux) as simple as: Download, compile, and install ClanLib from svn Download pingus from svn ./autogen.sh ./configure ./make If you're missing any libraries, I don't think Clanlib would compile either... Not sure if pingus requires anything that clanlib doesn't besides an iconv implementation. Also, I'm not even close to a configure/makefile guru, so if there are better ways to do what my patch does, by all means, fix it! Thanks! Jason configure_mingw.diff Description: Binary data ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Multiplayer question
I'm about to start working on the multiplayer options in the game, and I'm looking for a concensus on traps: Should a specific trap (hammer, guillotine, spike, etc.) be assigned to a specific owner, or should it just affect everyone's pingus the same way? For instance, if we had a spike next to an exit, it could be assigned an owner_id of one person/team, and would only kill the pingu if that pingu belonged to a different team. I think it could add an interesting dynamic to multiplayer levels if we had traps that were only triggered by the opposing team. In this case, you could assign an owner_id of -1 to traps that should affect everyone equally. It wouldn't be hard to code in either instance, so I'll leave the decision open to debate. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Multiplayer levels patch
Here are the 2 proof-of-concept multiplayer levels updated to the new XML version, and the originals have been moved to a v1/ subfolder. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Mutliplayer exit patch
This patch cleans up the exit::update code and sets it up for Mutliplayer by checking the owner_id of the pingu against it's own owner_id. exit_multiplayer.diff Description: Binary data ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Multiplayer question
On 10/12/05, Gervase Lam <[EMAIL PROTECTED]> wrote: On Tue, 2005-10-11 at 22:14 -0400, Jason Green wrote:> Should a specific trap (hammer, guillotine, spike, etc.) be assigned> to a specific owner, or should it just affect everyone's pingus the> same way? For instance, if we had a spike next to an exit, it could Or you could add the owner specific traps as an option to the multi-player game you are about to play. If there were multi-owner traps, how would you flag the ownership of each trap? In a different colour, orwith a flag? I suppose that would be up to each trap. Some of them would be large enough to be able to distinguish by color, but a spike would be different... It would need a flag. I'll just leave this concept alone for the time being and get the different colors working first. Personally, I think it will be easier to make it multiplayer over the network than it would to have a split-screen. I'll work on finishing the framework first, then worry about the details afterwards. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Image scaling issue
Can someone who has the most recent SVN version of pingus set up please test the level tutorial/snow10-grumbel.pingus? On at least 2 systems, I'm getting a solid black vertical line on the scrolling background between where the image repeats itself... It's not a huge deal, but I've read that OpenGL images can display differently on different systems, so I want to make sure it's a code error and not just my computer(s)? The image is loaded in it's original format (384x610) then scaled using blitter.cxx ( scale_surface_to_canvas() ) to 768x1200. Thanks. Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
New Windows build available
A few of the bugs from Pingus and Clanlib have been fixed in the last month or so. If you'd like to test out another Windows build of Pingus, you can download it here: http://www.cmhousing.net/pingus/Pingus-Setup.exe Please give it a shot and submit any bugs you find back to the list or post on the wiki at http://www.cmhousing.net/pingus/wiki. Also, please test out the levels in the playable/ folder. Some don't work, and others only partially work. If anyone wants help compiling on Windows or Linux, let me know and I'll try to help. I've had someone successfully compile the game on MacOSX, and it runs until it gets to the actual "game" part, then all of the world objects show up black, but it's still a good first step. Thanks! Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Clanlib 0.8 Release Candite (0.7.9) has been released.
I've been helping patch up ClanLib and Pingus for a while now. There are still plenty of bugs in both.Pingus 0.7 still needs:- Better way to select other levels (the CL_dialog box is ugly and buggy) - I'm working on it. - Finished Volcano Island (somewhat done)- Semi-finished level editor (at least the basic features are needed)- Translations done(?)- grumbel's approval.So, basically, when it's ready. On 11/18/05, pacho <[EMAIL PROTECTED]> wrote: http://www.clanlib.org/download.htmlWhen Pingus 0.7 will be released? ;)Thanks___Pingus-Devel mailing list Pingus-Devel@nongnu.orghttp://lists.nongnu.org/mailman/listinfo/pingus-devel ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Clanlib 0.8 Release Candite (0.7.9) has been released.
pacho wrote: Thanks a lot :) What translations do you need? I'm spanish ;) I still need to learn how the multi-language features work in the game. I'll try to put together a story for the 1 or 2 new worldmaps that will be added. Once that's ready, I can post the test to a website and ask for translations. So, stay tuned... ;-) Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: pingu windows noooooooooooooo!
On 11/24/05, Thomas Makel <[EMAIL PROTECTED]> wrote: Hi, i am Thomas from the Netherlands, and i downloaded :Pingus 0.4.0 - Don't use!Windows - http://pingus.seul.org/files/pingus-0.4.0-binary-win32.zip [5.9Mb]I didn't think it could do any harm so i tried it... and it fried my monitor(LG Flatron 795ft plus) which can handle pretty much anything. It happenedThe old Windows binary didn't set a default Refresh Rate, and I don't know how the code actually decided on one. So, theoretically, if your monitor couldn't handle certain rates, it's possible it might have caused trouble. The new (development release) Windows version is here: http://cmhousing.net/pingus/Pingus-Setup.exeThere are plenty of bugs left, but there shouldn't be any remaining hardware-crashing bugs to my knowledge. Sorry for the mishap! Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Compile error on final linking (revision 2547)
Philipp Kolmann wrote: hi, just checked out the latest devel snapshot and can't link it. Maybe someone has a hint (ClanLib revesion 704): You need to checkout the ClanLib 0.8 branch instead of 0.9. 0.9 is undergoing massive rewrites at the moment, so it's pretty unusable. Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Little error in data/images/Makefile.am
Philipp Kolmann wrote: Hi, data/images/Makefile.am defines a file which is not in the repository. Patch attached. Fixed, thanks. I broke that earlier today. ;) ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: small glitches
Applied - thanks! (again, my bad)On 12/9/05, Philipp Kolmann <[EMAIL PROTECTED]> wrote: hi,thanks to Tomas I was able to run pingus now. But there seems to be more filesmissing in the install routine:images/core/menu/up_arrow.pngimages/core/menu/down_arrow.pngimages/core/menu/parent_folder.png images/core/menu/default_level.jpgimages/core/menu/filedialog.pngI have made a Patch for the missing files from yesterday and today.Philipp___ Pingus-Devel mailing listPingus-Devel@nongnu.orghttp://lists.nongnu.org/mailman/listinfo/pingus-devel ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: [PATCH] installed files
On 12/10/05, Tomas Blaha <[EMAIL PROTECTED]> wrote: Hi,attached is a patch resolving remaining uninstalled files. And pleasemove data/images/chalk* to fonts subdirectory, where it belongs. Thanks.Applied, thanks!Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: windows game
Irene Crawford wrote: Please tell me if you are making a windows game of Pingus, i love lemmings but have completed them all and Pingus looks like a great clone which i would lobe to play. cheers, Irene There's a Windows version located at http://www.cmhousing.net/pingus/wiki/pmwiki.php/Main/Download It's unofficial, and still has a few bugs, but it's mostly playable. Be sure to report any bugs you find at that wiki or on this mailing list. Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: svn OS X
Josh Dye wrote: I have downloaded the latest svn code for PINGUS, it has a file for xcode 2.1 [my system is 10.3.9 and doesn't support 2.1 (I have 1.5)] can ssomeone tell me how to compile pingus under 10.3.8. No one to my knowledge has put together an XCode project for 1.5, so you'd have to create one from scratch. There's a not-entirely-polished Scons script that grumbel put together if your system has Scons. Your biggest headache will probably be getting the latest ClanLib compiled. You need the SVN version of the ClanLib 0.8 branch (not 0.9 - it's incompatible). Hang out in irc.freenode.net in channels #clanlib and #pingus for some tips. Look for a guy named BigZaphod for Mac-specific help. Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Suggestion: Lock posts to subscribers
On 4/6/06, Ricardo Cruz <[EMAIL PROTECTED]> wrote: > What about making it only possible for subscribers to post on the list? I've > not seen as much continuous spam as in this list in any other. > This option is usually easily setup-ed in mailman. I'm ok with changing it to members-only, as well as the pingus-cvs list. And, as I won't want to manually go in and discard all of the spam that makes it to the list, I can change it to Auto-Reject for all non-member emails instead of Hold for Moderator. If there is no objection, I'll make the change to both lists tonight. Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Suggestion: Lock posts to subscribers
Change has been made. I just tested it as well. Non-members receive a message telling them that their post has been rejected and they need to sign up for the list first. Also, in case anyone wants to get [back] into development work, here's a fairly up-to-date list of things that need to be done to the current SVN codebase: Level Editor TODO's: http://www.cmhousing.net/pingus/wiki/pmwiki.php/Main/DevLevelEditor Outstanding Bugs: http://www.cmhousing.net/pingus/wiki/pmwiki.php/Main/Bugs I'm sure grumbel has more in mind that needs to be done, but that's a start at least. I've been (too busy / undermotivated) to do much in the last couple of months. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Patch to "#Worldmap Does Not Scroll"
On 4/9/06, Aggro <[EMAIL PROTECTED]> wrote: > This is a fix to the bug "Worldmap Does Not Scroll". ( > The worldmap didn't scroll to the right on the game > startup if the Pingu was standing on the level "One > must prepare, the rest must follow". This caused pingu > and pingu's location to be invisible to user, untill > pingu was moved on the visible area, after which the > scroll started to work again. ) Thanks! Applied both this patch and the bridger patch. However, I think the brider animation is a little too fast now. This patch does correct the bug, though, which is more important. I've changed the music to loop as well, as that makes more sense. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Patch to bug "Faller freezes sometimes"
On 4/11/06, Aggro <[EMAIL PROTECTED]> wrote: > Faller freezes at least on one tutorial map. Bug > explained here: > http://www.cmhousing.net/pingus/wiki/pmwiki.php/Main/GameFeezeOnTutorialMapEntranceHighExitLow > > The problem was a loop at src/actions/faller.cxx > Faller::update(). It tried to "Make Pingu bounce off > wall", and propably succeeded too well on that. > Because Pingu ended up bouncing there forever. I think > it was because the Pingu had collision with the wall > and that caused it to change direction from left to > right. But after that it noticed the collision again, > and changed from right to left, etc. and never got > over it. Applied patch. May need more testing for other levels, but it definitely fixes that bug. Thanks! ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: Memory leaks at GUIManager (gui_manager.cxx)
On 4/11/06, Aggro <[EMAIL PROTECTED]> wrote: > I tried running pingus on valgrind (open source test > software for example for finding memory leaks), and it > pointed out that at src/gui/gui_manager.cxx > GUIManager::add() leaks memory. > > It takes pointers of objects as a parameter, but I > didn't see any code anywhere that would actually > delete those objects. Many parameters are created > using "new", so the GUIManager is AFAIK the only one > holding the actual pointer to the reserved memory. Ideally, the GUIManager would handle all of the deletion routines unless specifically told not to. I'd suggest implementing it that way, then going back and fixing all of the areas that try to manage the resources themselves. I'm on irc.freenode.net as Jave27 in #pingus and #clanlib quite a bit - if you have any quick questions, I can try to help there, too. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: [Pingus-Devel] Patch to fix GUIManager memory leaks
On 4/19/06, Aggro <[EMAIL PROTECTED]> wrote: > This is a patch, which should fix some memory leaks > caused by unimplemented behavior in GUIManager::add(). This has been applied - sorry for the delay. I tested a few things and didn't notice any segfaults, but it's quite likely that there will be some introduced by this. But, it is better than what was in SVN before. Thanks! Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: [Pingus-Devel] Newer Pingus version
On 9/5/06, David Philippi <[EMAIL PROTECTED]> wrote: Am Dienstag 05 September 2006 22:59 schrieb Aggro: > But I'm not an admin or even listed developer for this > project, so all I can do is make suggestions. You should rather apply for a more involved position if you intend to work on it. I don't know of anyone else working on it currently... I was working on the editor for a while then got sidetracked on other projects. Now, I'm working 70+ hours/week, so I don't have any time to devote to it. There's been a lot done on the editor, but in hindsight, I don't know if I really like the way some of it is laid out. It's well commented code at least, so it shouldn't be too hard for someone to pick up and continue or just scrap entirely. It's a nice little game, I hope someone continues on with it, but that someone probably won't be me for quite some time at least. Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: [Pingus-Devel] interest in small displays?
On Dec 28, 2007 2:12 AM, Robin Getz <[EMAIL PROTECTED]> wrote: > I was wondering if there was any interest in accepting patches for smaller > displays? (like QVGA - 320x240 or WQVGA 480x272 - right now, things are not > playable, since the screens right before the level needs to click "OK", and I > can't see the button). Yep, there sure is. I'm not active on the project at the moment, but I was toying with the idea of an iPhone port, and I know grumbel talked about having Pingus on portables in the past. It's perfectly feasible, of course, but there will be a bit of work to do in order to make all of the interfaces and and levels playable at smaller resolutions. Feel free to submit patches and join the other devs on irc.freenode.net, in #pingus. It's a pretty quiet channel most of the time, though. ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/pingus-devel
Re: [Pingus-Devel] Pingus 0.7.4
On Mon, Oct 10, 2011 at 11:39 AM, Ingo Ruhnke wrote: > At long last, Pingus 0.7.4 is out... Congrats on the release! I haven't been active on this game in years, but I'd like to thank you, Ingo, for welcoming me into the project in the first place. Mostly because of all I learned while working on Pingus, then Wine, I've been fully employed in the games industry for the last six years and love it. So thanks again for letting me help out (and break a bunch of stuff in the process ;-). I'll have to take a look at the new build soon and give it a spin. Good to see the game is still alive and well. Jason ___ Pingus-Devel mailing list Pingus-Devel@nongnu.org https://lists.nongnu.org/mailman/listinfo/pingus-devel