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From: Bernhard T. <ber...@gm...> - 2004-07-26 20:33:35
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=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 I just released moagg-0.13 and uploaded the bz2 files to SourceForge. Some highlights of this release are: * Added support for the DESTDIR variable in the Makefiles for a yet more flexible installation, mainly useful for package maintainers. * Added support for <destroy> objectives in the new game control engine. * Fixed Debian bug #260583 (compile errors with g++-3.4). * Refactoring of the game control engine. All objectives of a level now have to be described via XML nodes. The currently supported objectives are <land> and <pickup>, resembling the former race and rescue game mode. See doc/levels.tex for details. * Changed the XML-format of the level files: The <startposition> node now has to lie outside of the <gamecontrol> node. * Prevent turrets and mortars from shooting themselves. Added test cases to assure this for all four orientations. ciao. =2D --=20 Check me if I'm wrong, Sandy, but if I kill all the golfers... they're gonna lock me up and throw away the key! =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFBBWqxRJyN/aMtTWwRAgq8AJ9HpcgAHa9bUcVDQkEBKvr2aTxhvQCgksKM 9ezxj1hvKisqpHML7d45F5k=3D =3DLBrQ =2D----END PGP SIGNATURE----- |
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From: Bernhard T. <ber...@gm...> - 2004-07-26 11:13:43
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=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Monday 26 July 2004 12:29, Bartosz Fenski aka fEnIo wrote: > I can install moagg anywhere I want with the following: > make install prefix=3D<whatever> That's what I use myself for all my self-compiled software (where I use=20 prefix=3D/usr/local/stow/PACKAGE-VERSION). But the original author (Michael= )=20 wrote: ,--- | ... to honor the DESTDIR variable that is so common to software package | using the autotools and makes packaging your game for distributions much | easier. `--- Since this shouldn't be much of a problem, I will "honor" it too. :-) ciao. =2D --=20 The trouble with a kitten is that When it grows up, it's always a cat -- Ogden Nash. =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFBBOdeRJyN/aMtTWwRAnJMAJ4+TFvWUF1dPJ54sFqzOsi8ZNqX3ACdHHUt ipMPj+La24WJJ7APfhQxvfU=3D =3Dy3w5 =2D----END PGP SIGNATURE----- |
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From: Bartosz F. a. f. <fe...@o2...> - 2004-07-26 10:30:08
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On Sun, Jul 25, 2004 at 11:49:46PM +0200, Bernhard Trummer wrote:
> > Using automake will automatically cause the generated install target to
> > honor the DESTDIR variable that is so common to software package using =
the
> > autotools and makes packaging your game for distributions much easier.
>=20
> Hmmm. I never heard of DESTDIR.
> *klickety* *klickety*
> Ah, I see. It's some kind of an additional prefix for the "prefix"=20
> parameter, that can be passed to "make install".
>=20
> OK, I think I can add the support for DESTDIR without switching completel=
y=20
> to automake. Maybe it will even make it into the coming 0.13 release. :-)
I don't think it's necessary.=20
I can install moagg anywhere I want with the following:
make install prefix=3D<whatever>
regards
fEnIo
--=20
_ Bartosz Fenski | mailto:fe...@o2... | pgp:0x13fefc40 | IRC:fEn=
Io
_|_|_ 32-050 Skawina - Glowackiego 3/15 - w. malopolskie - Polska
(0 0) phone:+48602383548 | Slackware - the weakest link
ooO--(_)--Ooo http://skawina.eu.org | JID:fe...@ja... | RLU:172001
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From: Bernhard T. <ber...@gm...> - 2004-07-26 07:58:23
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=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Monday 26 July 2004 09:29, Gard Spreemann wrote: > MOAGG is now in the Gentoo package system: > http://packages.gentoo.org/search/?sstring=3Dmoagg > Just thought you'd like to know. Cool. Thank you! ciao. =2D --=20 I used to be an agnostic, but now I'm not so sure. =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFBBLmWRJyN/aMtTWwRAu/DAJ9hP0QM0VF98otNwlqoIW4BBlUzwgCfdBZE /R4Z0JXlx/LFFyjucC9q528=3D =3DDxQB =2D----END PGP SIGNATURE----- |
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From: Gard S. <gs...@gs...> - 2004-07-26 07:29:25
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MOAGG is now in the Gentoo package system: http://packages.gentoo.org/search/?sstring=moagg Just thought you'd like to know. - Gard |
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From: Bernhard T. <ber...@gm...> - 2004-07-25 21:49:27
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=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Sunday 25 July 2004 13:43, Michael Sterrett -Mr. Bones.- wrote: > Please update the build scripts for MOAGG to use automake. I don't use tools, where I have to smoke up a big pot of marihuana to=20 understand its documentation. ;-) > Using automake will automatically cause the generated install target to > honor the DESTDIR variable that is so common to software package using the > autotools and makes packaging your game for distributions much easier. Hmmm. I never heard of DESTDIR. *klickety* *klickety* Ah, I see. It's some kind of an additional prefix for the "prefix"=20 parameter, that can be passed to "make install". OK, I think I can add the support for DESTDIR without switching completely= =20 to automake. Maybe it will even make it into the coming 0.13 release. :-) But if moagg is installed with a non-empty DESTDIR, it cannot be started,=20 because it will search for the data files in the path given in the=20 "datadir" variable. But I guess, for creating binary packages (where=20 DESTDIR is used as temporary "root" directory), this wouldn't be much of a= =20 problem. > I recommend reading the autotools book: > http://sources.redhat.com/autobook/=20 I know autobook. But although it contains better documentation for automake= =20 than automake's info-pages, I still don't want to use automake. Thanks and ciao. =2D --=20 Law of the Jungle: He who hesitates is lunch. =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFBBCsBRJyN/aMtTWwRAh/CAJ9ATcUYohvvedeFvAZ7PRDGSloHUQCfWARV Oafkkc33Qi+r9GwWruPuJj0=3D =3DnFc+ =2D----END PGP SIGNATURE----- |
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From: Bernhard T. <ber...@gm...> - 2004-07-24 09:08:28
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=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Saturday 24 July 2004 00:43, Gard Spreemann wrote: > Hi. I was the guy who made an ebuild (Gentoo package) for version 0.10. I remember you. :-) > ... In version 0.12, this works fine, so I tried making an ebuild again. > It's been posted, and will hopefully be included this time.=20 OK. > Some people testing the ebuild are reporting that the build fails with > paragui 1.1.7. It was perhaps not your intention for the game to work > with this version of paragui, but if so, the info in INSTALL should be > corrected to reflect this. [X] Done. =46urther, I will try to adapt configure.ac, so a libparagui version of 1.1= =2Ex=20 won't be accepted -- for people not reading the INSTALL file. ;-) Thanks and ciao. =2D --=20 Those who do things in a noble spirit of self-sacrifice are to be avoided at all costs. -- N. Alexander. =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFBAiclRJyN/aMtTWwRApd0AJ969dCMrWobWH5T8MsPTnw5XtfaIgCfeX60 bMUb+rW3OwJzN2Gd09A1y18=3D =3Dcxzb =2D----END PGP SIGNATURE----- |
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From: Gard S. <gs...@gs...> - 2004-07-23 22:43:46
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Hi. I was the guy who made an ebuild (Gentoo package) for version 0.10. I don't think it was ever accepted into Portage, possibly because of the source changes I had to make to have MOAGG obey the Gentoo directory policies. In version 0.12, this works fine, so I tried making an ebuild again. It's been posted, and will hopefully be included this time. But enough about that. Some people testing the ebuild are reporting that the build fails with paragui 1.1.7. It was perhaps not your intention for the game to work with this version of paragui, but if so, the info in INSTALL should be corrected to reflect this. See this Gentoo forum post for the errors: http://forums.gentoo.org/viewtopic.php?p=1373387#1372311 -- Gard |
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From: Bernhard T. <ber...@gm...> - 2004-07-11 11:44:34
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=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hello, Exactly one year ago, moagg saw the light of day by becomming available to= =20 the public via SourceForge. However, time passed until 2003-12-09, where=20 the first playable release was announced. Many things were changed and=20 enhanced. But although the development happend a bit slowlier than=20 expected, the progress that lies behind is quite impressive. I want to take the opportunity to thank all people that contributed to=20 moagg, by hacking, reporting/fixing bugs, drawing levels, etc. Without you,= =20 moagg wouldn't be there, where it is now! Thanks and ciao. =2D -- This is the tomorrow you worried about yesterday. And now you know why. =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFA8SgcRJyN/aMtTWwRAhB5AKDJ+Bso+axafoziBJTYtCxAHTYmVACgru7u K/gzVdBGH2/wqxO0DHF4sl0=3D =3D2Cwy =2D----END PGP SIGNATURE----- |
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From: Bernhard T. <ber...@gm...> - 2004-07-05 19:06:06
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=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 I just released moaggedit-0.4 and uploaded a bz2 file to SourceForge. Some highlights of this release are: * Checkboxes in layer selector to toggle layer visibility. * Fixed resize bug of drawing area. * Put all user visible strings into tr() calls to make them translatable. * Fixed redraw bug when changing tools * Fixed bug when loading maps with dimensions > 127 * Fixed bug that caused missing tile groups when some indices stayed unused. * Implemented check for unsaved modifications on application exit. PS: moaggedit won't display maps using the "transparent" tile category (e.g.=20 tutorials/water.map) correctly. This is because the transparency of the=20 water tiles is ignored / not implemented. It probably also won't be implemented until the switch to the new proposed= =20 map format (where every layer may have an alpha and brightness value) is=20 done. ciao. =2D --=20 Thank goodness modern convenience is a thing of the remote future. -- Pogo, by Walt Kelly =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFA6aaKRJyN/aMtTWwRAh1tAJ4mfKSnikcXExMkHLnPa2fh/jry4wCfUzPU AAFuhuqXlLfEyYFzIS9CxS8=3D =3D7B1r =2D----END PGP SIGNATURE----- |
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From: Bernhard T. <ber...@gm...> - 2004-07-05 18:57:45
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=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 I just released moagg-0.12 and uploaded the bz2 files to SourceForge. Some highlights of this release are: * Added new graphics option to permanently use the full framerate. On fast machines you can enable this option for a smoother scrolling. * Added prototype of a primitive commandline tool to change tile indices of particular layers of a map. When changing the content of the tiles.idx files, this tool will become very handy. * Added grass tileset including houses and trees. Added some cloud tiles to the background category. (thanks to Janek Kozicki) * Fixed a signed/unsigned bug in File::readUint16(), preventing the loading of maps equal or bigger than 128 tiles in one direction. * Added mission "Revan's claw", including three levels for now. (thanks to Fredrik Reveny) * Added janek01 and janek02 levels to the frozen mission. (thanks to Janek Kozicki) * Merged the internals of RaceGame and RescueGame into GameControlBase. Within one game control engine, these two and future game types can be combined much easier. * Introduced an ObjectRepository. Its purpose is to store all objects using an object id as key and to get objects via this object id. * Added support for turret presets. ciao. =2D --=20 Don't believe everything you hear or anything you say. =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFA6aSXRJyN/aMtTWwRAuyjAKCrfV0AvD6cqFAV94BbfB5HCI97rQCeMtg8 SVFTWANOdbNIp795gHKzGfc=3D =3DdRE6 =2D----END PGP SIGNATURE----- |
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From: Bernhard T. <ber...@gm...> - 2004-07-02 17:48:05
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=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hello. This is the current binary format of a map file (taken from doc/level.tex): ,----- | Each map is stored as binary file of the following format, | where each character represents one octet: |=20 | vxxyylcttt...cttt... |=20 | v: The file version (must be 0x01). | xx: A big-endian uint16_t defining the number of tiles in the x axis. | yy: A big-endian uint16_t defining the number of tiles in the y axis. | l: The number of layers (must be greater or equal than 0x01). | c: The tile category of the current layer. | ttt...: The indices of the tiles, starting from the upper left corner to | the lower right corner line by line. Each layer must contain exactly | xx times yy t-octets. =20 |=20 | The category 00 (background) is reserved for background tiles. All these | tiles will be blitted like the tiles in all other categories, but the | game's collision detection will handle them as "transparent". =20 |=20 | The category ff (transparent) is reserved for tiles, that will be handled | like background tiles, but blitted half transparent.=20 `----- =46or future map design, I think it is time for a more flexible use of=20 background and transparency effects. So I propose the following new map=20 format: vxxyylBabcttt...Babcttt... v: The file version (which would be 0x02). xx, yy and l: As described above. B: 0x01 if the current layer shall be handled as background, else 0x00. a: The alpha value for the current layer. b: The brightness for the current layer. c: The tile category of the current layer. t: As described above. That means, the categories 00 and ff doesn't need to have a special meaning= =20 anymore, because a background flag and an alpha value may be assigned to=20 any layer. =46or example, the current tutorial/water.map consists of three layers: 1. A background layer, where every tile is a brick with the half brightness. 2. A transparent layer, where blue tiles are used for the water part. 3. A brick layer for the outline of the cave. With the new format, this map can be represented as follows: 1. A brick layer with B=3D0x01, a=3D0xff and b=3D0x80. 2. A color layer with blue tiles using B=3D0x01, a=3D0x80 and b=3D0xff. 3. A brick layer containing the outline with B=3D0x00, a=3D0xff and b=3D0xf= f. List of needed changes: =2D - Convert all existing maps. =2D - Adapt moagg and moaggedit[1] to support this new format. IMHO the sup= port=20 for the old format should be dropped. =2D - Rename the current "transparent" tile category to "color", containing= =20 different colored tiles for water, fog, etc. =2D - Remove the darkened background brick and clay tiles from the "backgro= und"=20 category. They aren't needed anymore because of the new brightness value=20 for each map layer. =2D - Move the remaining tiles (clouds, sky) to own categories, because the= =20 "background" category won't be needed anymore. Does anyone have questions, comments or additional suggestions? [1] Kevin, can you please evaluate, if this can be done with Qt? I think of= =20 two additional sliders or text fields for the alpha and brightness and a=20 checkbox for the background flag. Further, the canvas should draw the map=20 as if it would be drawn in the game. When playing around with the=20 alpha/brightness settings, the canvas shall be updated immediately, so can play around to find good looking settings. Thanks and ciao. =2D --=20 History is nothing but a collection of fables and useless trifles, cluttered up with a mass of unnecessary figures and proper names. -- Leo Tolstoy =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.4 (GNU/Linux) iD8DBQFA5Z+vRJyN/aMtTWwRAmixAJ9jdlmGbDFKjFF8rhm32bcSjUtM+QCfWgXj 0sS7Qg44DseZG3bFcLZgU9I=3D =3DyFDc =2D----END PGP SIGNATURE----- |