Re: [pygame] image.load() works for some Jpeg's, but not others.

2009-12-07 Thread Ian Mallett
Plus they're not lossy--though if the source output is jpeg, that doesn't
help.


Re: [pygame] Ncurses RTS?

2009-12-07 Thread Yanom Mobis
Uhh... you accidentally replied to my thread about Python Ncurses and realtime 
strategy. If you want to start a new thread send a message to 
pygame-us...@seul.org  :)

Still, it's good to see more people are trying out pygame.

--- On Mon, 12/7/09, Dorian M.  wrote:

From: Dorian M. 
Subject: Re: [pygame] Ncurses RTS?
To: pygame-users@seul.org
Date: Monday, December 7, 2009, 12:21 PM

Hello, i'm new with pygame, can i create 3D games with pygame ?




  

Re: [pygame] Ncurses RTS?

2009-12-07 Thread Yanom Mobis
Playing over telenet/ssh would be nice, because there would be no complex 
networking to screw around with. I think.

--- On Mon, 12/7/09, Bryce Schroeder  wrote:

From: Bryce Schroeder 
Subject: Re: [pygame] Ncurses RTS?
To: pygame-users@seul.org
Date: Monday, December 7, 2009, 1:24 PM

At that point I would think that you might as well use simple 2D
icons, which are much more expressive than letters, if you're going to
forgo the advantages of a text console game which can be played over
telnet or ssh...

On Mon, Dec 7, 2009 at 10:08 AM, Casey Duncan  wrote:
> Maybe a solution to this is to use pygame. Just divide the screen up into a
> grid where each rectangle can contain a character. To draw the screen you
> just paint the appropriate character in each rect. You could also use
> fancier glyphs too if you wanted to (like from wingdings, dingbats,
> whatever) since you wouldn't be limited to the terminal font.
>
> -Casey
>
> On Dec 6, 2009, at 6:34 PM, Yanom Mobis wrote:
>
>> I know this doesn't actually involve pygame, but I was wondering if it
>> would be possible to use the Python Ncurses module to make a realtime
>> strategy game. Something in the vein of dwarf fortress (you can see
>> screenshots at: http://www.bay12games.com/dwarves/screens.html ), but more
>> of a traditional RTS than a rougelike/citybuilder game.
>>
>
>



  

Re: [pygame] image.load() works for some Jpeg's, but not others.

2009-12-07 Thread Yanom Mobis
I say just convert them to .png,  pygame handles those fine.

--- On Mon, 12/7/09, Lenard Lindstrom  wrote:

From: Lenard Lindstrom 
Subject: Re: [pygame] image.load() works for some Jpeg's, but not others.
To: pygame-users@seul.org
Date: Monday, December 7, 2009, 2:13 PM

Hi Sandy,

Sandy Walsh wrote:
> More on this. If I open the file with PIL first and resave it, it works with 
> Pygame.
> 
> Hope it helps,
> Sandy
> 
> 
> Sandy Walsh wrote:
>> I get jpeg images from about six different IP cameras. I know there is 
>> different firmware in each of them. One of them gives a jpeg that can be 
>> read via image.load() the others all throw an unrecognized format exception. 
>> Obviously the problem is in the camera firmware, but the real problem is 
>> that windows image viewer and nearly every other application can open these 
>> files without problem. So it makes me concerned that the loader for pygame 
>> is less forgiving than these standard applications. I'm attaching a sample 
>> of the jpegs for your review. Only Cam185.jpeg can be opened by image.load().
>> 
Pygame on Windows used libjpeg 6b. JPEG is a compression technique, not a file 
format. All the attached files look like they have a broken JFIF format header. 
The unrecognized ones have two extra null bytes in the header.

Pygame is primarily a game package. It uses readily available libraries that 
meet the licensing requirements. It cannot be expected to be as forgiving as 
image viewers or editors.

Lenard Lindstrom




  

Re: [pygame] Pgreloaded status?

2009-12-07 Thread Marcus von Appen
On, Mon Dec 07, 2009, Daniel McNeese wrote:

> Hey, all.  It's been about half a year since the last alpha of
> pgreloaded, and I was wondering how it's coming along.  Is it ready
> for serious use yet?

Sorry for not keeping you and the branch up to date and informed. The
development slowed down heavily after a serious lack of time (hint:
volunteers to participate in development are highly welcome).

The following modules (from SVN) are mostly ready to be usable:

pygame2.base
pygame2.font
pygame2.colordict
pygame2.colorpalettes
pygame2.freetype
pygame2.sdl
pygame2.sdlttf
pygame2.sdlimage

The rest of the modules are partly usable (means: not very well tested
for now) or unusable (major flaws here and there).

The test suite is running into segmentations faults for some platforms
and python versions, but the behaviour cannot be recreated with example
code outside of the tests. No idea, where this comes from, but it does
not seem to have a serious impact at the moment.

Regards
Marcus


pgpEJt4D1x298.pgp
Description: PGP signature


[pygame] Pgreloaded status?

2009-12-07 Thread Daniel McNeese
Hey, all.  It's been about half a year since the last alpha of pgreloaded, and 
I was wondering how it's coming along.  Is it ready for serious use yet?

Also, from the perspective of someone who's written games but never done 
multiplayer: what would you recommend to use with pgreloaded for online play?


Re: [pygame] image.load() works for some Jpeg's, but not others.

2009-12-07 Thread Lenard Lindstrom

Hi Sandy,

Sandy Walsh wrote:
More on this. If I open the file with PIL first and resave it, it 
works with Pygame.


Hope it helps,
Sandy


Sandy Walsh wrote:
I get jpeg images from about six different IP cameras. I know there 
is different firmware in each of them. One of them gives a jpeg that 
can be read via image.load() the others all throw an unrecognized 
format exception. Obviously the problem is in the camera firmware, 
but the real problem is that windows image viewer and nearly every 
other application can open these files without problem. So it makes 
me concerned that the loader for pygame is less forgiving than these 
standard applications. I'm attaching a sample of the jpegs for your 
review. Only Cam185.jpeg can be opened by image.load().


Pygame on Windows used libjpeg 6b. JPEG is a compression technique, not 
a file format. All the attached files look like they have a broken JFIF 
format header. The unrecognized ones have two extra null bytes in the 
header.


Pygame is primarily a game package. It uses readily available libraries 
that meet the licensing requirements. It cannot be expected to be as 
forgiving as image viewers or editors.


Lenard Lindstrom



Re: [pygame] Re: Announce: PygWeb2.0rc

2009-12-07 Thread sstein...@gmail.com

On Dec 7, 2009, at 12:49 PM, Devon Scott-Tunkin wrote:

> Yes, the "code" tab is the one handled by Trac (with its own templates and 
> style sheets).
>  
> Okay, then I probably just forgot to update the trac one when I changed the 
> django one, I'll fix that. It would be so nice if I could figure out how they 
> could use the same style sheets...

Did you try sticking the Django site style into the Trac code after the Trac 
CSS?

Trac has a few of its own specific classes and such that won't be overridden by 
the Django one, but having the Django one last should bring many things in the 
Trac site in line pretty quick.

S



Re: [pygame] Ncurses RTS?

2009-12-07 Thread Bryce Schroeder
At that point I would think that you might as well use simple 2D
icons, which are much more expressive than letters, if you're going to
forgo the advantages of a text console game which can be played over
telnet or ssh...

On Mon, Dec 7, 2009 at 10:08 AM, Casey Duncan  wrote:
> Maybe a solution to this is to use pygame. Just divide the screen up into a
> grid where each rectangle can contain a character. To draw the screen you
> just paint the appropriate character in each rect. You could also use
> fancier glyphs too if you wanted to (like from wingdings, dingbats,
> whatever) since you wouldn't be limited to the terminal font.
>
> -Casey
>
> On Dec 6, 2009, at 6:34 PM, Yanom Mobis wrote:
>
>> I know this doesn't actually involve pygame, but I was wondering if it
>> would be possible to use the Python Ncurses module to make a realtime
>> strategy game. Something in the vein of dwarf fortress (you can see
>> screenshots at: http://www.bay12games.com/dwarves/screens.html ), but more
>> of a traditional RTS than a rougelike/citybuilder game.
>>
>
>


3d games Re: [pygame] Ncurses RTS?

2009-12-07 Thread René Dudfield
On Mon, Dec 7, 2009 at 6:21 PM, Dorian M.  wrote:

> Hello, i'm new with pygame, can i create 3D games with pygame ?
>

yeah, sure. See the listings on http://www.pygame.org/tags/3d for example.

cu,


Re: [pygame] Ncurses RTS?

2009-12-07 Thread Dorian M.
Hello, i'm new with pygame, can i create 3D games with pygame ?


Re: [pygame] Ncurses RTS?

2009-12-07 Thread Casey Duncan
Maybe a solution to this is to use pygame. Just divide the screen up  
into a grid where each rectangle can contain a character. To draw the  
screen you just paint the appropriate character in each rect. You  
could also use fancier glyphs too if you wanted to (like from  
wingdings, dingbats, whatever) since you wouldn't be limited to the  
terminal font.


-Casey

On Dec 6, 2009, at 6:34 PM, Yanom Mobis wrote:

I know this doesn't actually involve pygame, but I was wondering if  
it would be possible to use the Python Ncurses module to make a  
realtime strategy game. Something in the vein of dwarf fortress (you  
can see screenshots at: http://www.bay12games.com/dwarves/ 
screens.html ), but more of a traditional RTS than a rougelike/ 
citybuilder game.






Re: [pygame] Ncurses RTS?

2009-12-07 Thread Kevin Secretan
So build for 2.5?

I know PDcurses is cross-platform, but I'm doubtful there's a Python wrapper
for it.

On Mon, Dec 7, 2009 at 9:11 AM, Yanom Mobis  wrote:

> wcurses only goes up to python 2.5. my system is 2.6
>
>
>
>
>


Re: [pygame] Re: Announce: PygWeb2.0rc

2009-12-07 Thread Devon Scott-Tunkin
>
> Yes, the "code" tab is the one handled by Trac (with its own templates and
> style sheets).


Okay, then I probably just forgot to update the trac one when I changed the
django one, I'll fix that. It would be so nice if I could figure out how
they could use the same style sheets...
Devon
On Mon, Dec 7, 2009 at 8:00 AM, jug  wrote:

> B W wrote:
>
>> I like the aesthetics of your redesign, and the layout is very
>> friendly.
>>
>
> Thanks.
>
>
> I'm curious to see if your conversion will fix HTML-wrapping
>> issues like this: http://www.pygame.org/wiki/2DVectorClass. And
>> whether project screenshots will be ported and the default N/A images
>> will be replaced.
>>
>>
>
> I don't see any errors there.
> Since the pygame developers who run pygame.org are not interested in the
> website, it will (probably) run as a individual website, independent of
> pygame.org (if anyone is interested, email me). In this case, it will not
> migrate any data from pygame.org.
> We did not migrate screenshots for the demo cause its just a lot of data
> (of course it would be possible).
>
>
> One content-related feedback. This occurs on the following converted
>> "snippet" from the Pygame Code Repository.
>>
>> http://pygameweb.no-ip.org/snippets/28/
>>
>> The original distribution bundles files critical to the code's
>> function. While your converstion exposes the code for convenient
>> viewing--a very nice touch--it seems to have lost the other
>> components: an image file, and POV files if anyone should want to dig
>> into the 3D image with POV. I predict this would be a frustrating
>> discovery for anyone wishing to see the code in action.
>>
>> I do not know how many are like this, but I'm sure you would want to
>> follow up on it, in the spirit of insuring converted content is
>> "either unchanged or improved". :)
>>
>>
>
> There are a few snippets that have additional data like images or extra
> files with it. Normally, Snippets (on pygWeb) are just code and maybe some
> explanatory text. Thus, migrating additional files it not possible (when
> using a converter script). Of course these extra data may be important. Not
> for the demo, but for a productive usage. The problem is, that there is no
> option for normal users to attach any files to snippets (which is, I think,
> basically appropriate). So these snippets either have to work without
> additional data or host this data somewhere else and link to it or use the
> wiki that allows attachments (but is not meant for code hosting).
>
>
>
> Devon Scott-Tunkin wrote:
>
>> I can't remember right now if the code was using different templates than
>> the rest of the site.
>>
>
> Yes, the "code" tab is the one handled by Trac (with its own templates and
> style sheets).
>
>
> -- Julian
>


Re: [pygame] Ncurses RTS?

2009-12-07 Thread Yanom Mobis
wcurses only goes up to python 2.5. my system is 2.6


--- On Sun, 12/6/09, Patrick Mullen  wrote:

From: Patrick Mullen 
Subject: Re: [pygame] Ncurses RTS?
To: pygame-users@seul.org
Date: Sunday, December 6, 2009, 10:21 PM

There also is a pygame port of curses, in some state of completion, if
you google around for it.

On Sun, Dec 6, 2009 at 5:55 PM, James Paige  wrote:
> On Sun, Dec 06, 2009 at 05:34:30PM -0800, Yanom Mobis wrote:
>>    I know this doesn't actually involve pygame, but I was wondering if it
>>    would be possible to use the Python Ncurses module to make a realtime
>>    strategy game. Something in the vein of dwarf fortress (you can see
>>    screenshots at: http://www.bay12games.com/dwarves/screens.html ), but more
>>    of a traditional RTS than a rougelike/citybuilder game.
>
> I am sure you could, but one word of warning is that python's standard
> curses module doesn't have a Windows version last time I checked
> (*checks again, yep*)
>
> There is a wcurses work-alike module that you can find, although IIRC it
> has some minor differences that you will have to keep in mind if you
> want your game to work cross-platform.
>
> Gosh I love/hate Dwarf Fortress :)
>
> ---
> James Paige
>



  

Re: [pygame] Re: Announce: PygWeb2.0rc

2009-12-07 Thread jug

B W wrote:

I like the aesthetics of your redesign, and the layout is very
friendly. 


Thanks.


I'm curious to see if your conversion will fix HTML-wrapping
issues like this: http://www.pygame.org/wiki/2DVectorClass. And
whether project screenshots will be ported and the default N/A images
will be replaced.
  


I don't see any errors there.
Since the pygame developers who run pygame.org are not interested in the 
website, it will (probably) run as a individual website, independent of 
pygame.org (if anyone is interested, email me). In this case, it will 
not migrate any data from pygame.org.
We did not migrate screenshots for the demo cause its just a lot of data 
(of course it would be possible).



One content-related feedback. This occurs on the following converted
"snippet" from the Pygame Code Repository.

http://pygameweb.no-ip.org/snippets/28/

The original distribution bundles files critical to the code's
function. While your converstion exposes the code for convenient
viewing--a very nice touch--it seems to have lost the other
components: an image file, and POV files if anyone should want to dig
into the 3D image with POV. I predict this would be a frustrating
discovery for anyone wishing to see the code in action.

I do not know how many are like this, but I'm sure you would want to
follow up on it, in the spirit of insuring converted content is
"either unchanged or improved". :)
  


There are a few snippets that have additional data like images or extra 
files with it. Normally, Snippets (on pygWeb) are just code and maybe 
some explanatory text. Thus, migrating additional files it not possible 
(when using a converter script). Of course these extra data may be 
important. Not for the demo, but for a productive usage. The problem is, 
that there is no option for normal users to attach any files to snippets 
(which is, I think, basically appropriate). So these snippets either 
have to work without additional data or host this data somewhere else 
and link to it or use the wiki that allows attachments (but is not meant 
for code hosting).



Devon Scott-Tunkin wrote:
I can't remember right now if the code was using different templates 
than the rest of the site.


Yes, the "code" tab is the one handled by Trac (with its own templates 
and style sheets).



-- Julian