Pingus Wiki set up for use

2005-09-25 Thread 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Since the normal Pingus home page is pretty outdated, and information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.  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
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Re: Clock clipped

2005-09-26 Thread Jason Green
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.
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Level Editor for SVN version

2005-09-26 Thread Jason Green
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!
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Re: Pingus Wiki set up for use

2005-09-28 Thread Jason Green
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Since the normal Pingus home page is pretty outdated, and information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


 




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Re: Pingus Wiki set up for use

2005-09-28 Thread Jason Green
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.
 




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Two more Pingus patches

2005-09-29 Thread Jason Green

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
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Another patch

2005-09-29 Thread Jason Green
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
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Patch to make worldmaps playable

2005-09-30 Thread Jason Green
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.
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Re: Patch to make worldmaps playable

2005-09-30 Thread Jason Green
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



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tutorial/snow10-grumbel.pingus patch

2005-10-04 Thread Jason Green

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

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Patch to make autoscrolling better

2005-10-04 Thread Jason Green
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.


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Patch for pingus_menu - Contrib Levels file dialog

2005-10-05 Thread Jason Green
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);
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Patch to fix trap objects

2005-10-06 Thread Jason Green
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
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Patch to set the Refresh Rate

2005-10-06 Thread Jason Green
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.


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Patch to pingus_level code

2005-10-06 Thread Jason Green
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.


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Re: liquid repeat

2005-10-07 Thread Jason Green

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.



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Re: liquid repeat

2005-10-07 Thread Jason Green

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


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Re: liquid repeat

2005-10-08 Thread Jason Green
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
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(obviously unofficial) Windows build available

2005-10-09 Thread Jason Green
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
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Re: Pingus 0.6.0 segfaults compiling it with gcc 3.4

2005-10-10 Thread Jason Green
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


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Re: (obviously unofficial) Windows build available

2005-10-10 Thread Jason Green
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.
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Re: (obviously unofficial) Windows build available

2005-10-10 Thread Jason Green
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
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Re: (obviously unofficial) Windows build available

2005-10-10 Thread Jason Green
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.
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Minor patch for acinclude.m4

2005-10-10 Thread Jason Green
This patch gets rid of the "underquoted definitions" errors when running autogen.sh
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Patch to make configure & make work correctly on MinGW

2005-10-11 Thread Jason Green
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


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Multiplayer question

2005-10-11 Thread Jason Green
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.
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Multiplayer levels patch

2005-10-11 Thread Jason Green
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.
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Mutliplayer exit patch

2005-10-11 Thread Jason Green
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
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Re: Multiplayer question

2005-10-12 Thread Jason Green
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.
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Image scaling issue

2005-11-07 Thread Jason Green
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
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New Windows build available

2005-11-10 Thread Jason Green
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


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Re: Clanlib 0.8 Release Candite (0.7.9) has been released.

2005-11-18 Thread Jason Green
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
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Re: Clanlib 0.8 Release Candite (0.7.9) has been released.

2005-11-21 Thread Jason Green

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


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Re: pingu windows noooooooooooooo!

2005-11-28 Thread Jason Green
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
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Re: Compile error on final linking (revision 2547)

2005-12-08 Thread Jason Green

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


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Re: Little error in data/images/Makefile.am

2005-12-08 Thread Jason Green


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.  ;)


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Re: small glitches

2005-12-09 Thread Jason Green
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___
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Re: [PATCH] installed files

2005-12-10 Thread Jason Green
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
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Re: windows game

2005-12-28 Thread Jason Green

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


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Re: svn OS X

2005-12-28 Thread Jason Green

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


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Re: Suggestion: Lock posts to subscribers

2006-04-06 Thread Jason Green
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


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Re: Suggestion: Lock posts to subscribers

2006-04-07 Thread Jason Green
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.


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Re: Patch to "#Worldmap Does Not Scroll"

2006-04-09 Thread Jason Green
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.


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Re: Patch to bug "Faller freezes sometimes"

2006-04-12 Thread Jason Green
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!


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Re: Memory leaks at GUIManager (gui_manager.cxx)

2006-04-12 Thread Jason Green
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.


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Re: [Pingus-Devel] Patch to fix GUIManager memory leaks

2006-04-23 Thread Jason Green
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


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Re: [Pingus-Devel] Newer Pingus version

2006-09-05 Thread Jason Green

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


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Re: [Pingus-Devel] interest in small displays?

2007-12-27 Thread Jason Green
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.


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Re: [Pingus-Devel] Pingus 0.7.4

2011-10-10 Thread Jason Green
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

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