Re: [Pingus-Devel] New Release?

2019-06-13 Thread Ingo Ruhnke
On Wed, Jun 12, 2019 at 2:53 AM Dennis Payne
 wrote:
> I see that the current code has an appdata file and SDL2. Could a new
> release be made? If not what needs to be done before a new release?

Haven't touched it in a long while. The SDL2 port is sort of working,
but might have broken some stuff, that would need testing. The OpenGL
code could need a rewrite to OpenGL3.3 and/or OpenGLES2.

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Re: [Pingus-Devel] A new level with reflective lighting

2017-02-09 Thread Ingo Ruhnke
On Sat, Jan 21, 2017 at 4:12 AM,   wrote:
> Please notify me should you wish a copy of both the
> level set file and the individual levels.

At the moment I don't have much time to evaluate levels, but I'll add
all the level that get send in to the repository so they'll get
included in the next release. So feel free to send me a .zip with your
levels.

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Re: [Pingus-Devel] Windows Download

2016-11-19 Thread Ingo Ruhnke
On Sat, Nov 19, 2016 at 7:14 AM, Commenter of Comments
 wrote:
> The Windows download does not work. Can the download be rehosted to
> download?

I updated the download links at:

https://pingus.seul.org/download.html

to point to github, so things should be working again now.

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Re: [Pingus-Devel] Convert XML levels to .pingus format

2016-08-24 Thread Ingo Ruhnke
On Sat, Aug 13, 2016 at 7:15 PM, Ingo Ruhnke  wrote:
> Some of the resource names got cleaned up, there are is a program to
> generate a sed script to fix that in the git history:

I added that sed script to the repository now so that people don't
have to dig through history:

https://github.com/Pingus/pingus/blob/master/tools/pingus-old-resource-convert.sed

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Re: [Pingus-Devel] Convert XML levels to .pingus format

2016-08-13 Thread Ingo Ruhnke
On Thu, Aug 11, 2016 at 11:34 AM, Geoffrey De Belie
 wrote:
> Thanks a lot. I've managed to convert them all, but they need cleanup. I'm 
> writing a script for that (see below).
>
> For example, the converted pingus file contains entrances/entrances, 
> exits/exits which Pingus does not have. Pingus only knows about exits/ and 
> entrances/. Currently this is the script I have to convert the XML version 1 
> files to XML version 2, then to Pingus file format.

Some of the resource names got cleaned up, there are is a program to
generate a sed script to fix that in the git history:

https://github.com/Pingus/pingus/commit/db0b9818a0281d58e887b3699666363c15d4d794
https://github.com/Pingus/pingus/commit/f7aee5aedd950e57afd82a2b737661d1c11adc02

>  What's the difference between Pingus format level 2 and Pingus format level 
> 3?

No idea, it got changed in this commit:

https://github.com/Pingus/pingus/commit/96d76c676db4e2c9c9fe0aaf58d8dd2955118709

But it doesn't seem to contain any important changes.

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Re: [Pingus-Devel] Convert XML levels to .pingus format

2016-08-10 Thread Ingo Ruhnke
On Wed, Aug 10, 2016 at 6:55 PM, Geoffrey De Belie
 wrote:
> I wonder if there exists a tool to convert the (old) XML level format to the
> new pingus format?

There are two scripts that you need to use in succession.

The first one updates the .xml from version 1 to version 2:

https://github.com/Pingus/pingus/blob/master/tools/pingusv1tov2.xsl

The second one then converts the .xml to the current .pingus format:

https://github.com/Pingus/pingus/blob/master/tools/xml2sexpr.rb

I haven't touched the scripts in quite some years, so not sure if they
still work. If in doubt, send the levels to the mailing list and I'll
see what I can do.

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Re: [Pingus-Devel] Levels for Pingus(11)

2015-08-29 Thread Ingo Ruhnke
On Fri, Aug 28, 2015 at 6:07 PM, Ir Bis  wrote:
> Game developers, I would like to send your 11 levels for Pingus.

Thanks, I put them into the git repository:

https://github.com/Pingus/pingus/commit/d56553f3ddc0c8f0ef766efbc700fa98877a5a6d

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Re: [Pingus-Devel] Pingus moved to Github

2015-03-23 Thread Ingo Ruhnke
On Wed, Mar 18, 2015 at 7:27 AM, Ingo Ruhnke  wrote:
> Since Google Code is shutting down I started moving Pingus over to
> Github, new location for the repositories is at:
>
> https://github.com/PingusTeam

Small change of plans, with the help of the previous owner I managed
to grab the "Pingus" name, the new location is thus:

https://github.com/Pingus

I also finished the move, the old repository is now considered
in-active. It still exists and might if there is something I missed
while moving stuff to GitHub and it might still accept new commits,
but the new one should be used from now on. Exiting checkouts can be
updated with:

git remote set-url origin g...@github.com:Pingus/pingus.git

Issues are converted as well, but attachment might get lost in a few
month, as the Issue exporter links to the old ones on Google, instead
of including them on GitHub. Haven't yet looked into ways to solve
that.

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[Pingus-Devel] Pingus moved to Github

2015-03-17 Thread Ingo Ruhnke
Since Google Code is shutting down I started moving Pingus over to
Github, new location for the repositories is at:

https://github.com/PingusTeam

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Re: [Pingus-Devel] games-puzzle/pingus-0.7.6 - src_install() takes a long time

2013-10-28 Thread Ingo Ruhnke
On Mon, Oct 28, 2013 at 8:56 PM, Toralf Förster wrote:

> On 10/28/2013 08:48 PM, Ingo Ruhnke wrote:
> > On Mon, Oct 28, 2013 at 8:16 PM, Toralf Förster  > <mailto:toralf.foers...@gmx.de>> wrote:
> >
> > As described here : https://bugs.gentoo.org/show_bug.cgi?id=489600
> > using an external USB 2.0 disk to install pingus results in a very
> > looong install time.
> >
> > Is this related to the way that each file is installed individually
> > instead of copying all of them and then chmod the files in the right
> > manner ?
> >
> >
> > How long is long? Copying those few thousands files takes like 20sec for
> > me, which seems fine.
> >
> more than 10 minutes :-(
>

Is it reproducible? Reproducible when running on a plain Pingus source tree
without the Gentoo stuff around it?

Have you made sure that the drive is ok? Might be some bad blocks that are
causing things to slow down, 'dmesg' might have some error messages in that
case.

You could also try a wrap 'strace' around that find to see if anything
weird is going on.

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Re: [Pingus-Devel] games-puzzle/pingus-0.7.6 - src_install() takes a long time

2013-10-28 Thread Ingo Ruhnke
On Mon, Oct 28, 2013 at 8:16 PM, Toralf Förster wrote:

> As described here : https://bugs.gentoo.org/show_bug.cgi?id=489600
> using an external USB 2.0 disk to install pingus results in a very
> looong install time.
>
> Is this related to the way that each file is installed individually
> instead of copying all of them and then chmod the files in the right
> manner ?
>

How long is long? Copying those few thousands files takes like 20sec for
me, which seems fine.

Potential issues I can imagine:

* something funky is going on with the current working directory and 'find'
ends up searching around elsewhere on the drive
* your specific version of 'install' is extra slow for some reason

Other then that I can't think of much that could be going wrong, it's a
pretty basic install routine after all.

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Re: [Pingus-Devel] Pingus levels

2013-07-27 Thread Ingo Ruhnke
On Sat, Jul 27, 2013 at 7:20 PM, Marcin Kocur  wrote:

> Ingo, any chance for a maintenance release?
>

Yep, pretty high chance, as I really want to get rid of that "$@" bug. As
for the new languages, I have to do some coding and generate a few new
fonts, as currently quite a few letters are missing.

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Re: [Pingus-Devel] Pingus levels

2013-07-27 Thread Ingo Ruhnke
On Sat, Jul 27, 2013 at 8:12 AM, Marcin Kocur  wrote:

> How do you open custom levels? There was something like pingus -l level in
> legacy
> versions but now command line seems to not accept any arguments.
>

You can open them through the level editor or if you copy them into the
Pingus directory (might need to add a .pingus file ending) you might also
be able to hit Ctrl-m and then see them as "Under Constructon" levelset.

As for command line arguments, they are still supported, but there is a
rather embarrassing bug in the wrapper script, there is a "$@" missing at
the end and thus all the arguments get ignored. You can either just add the
"$@" or launch the raw pingus binary directly, then you however need to
give it a data directory, i.e. something like:

"/usr/local/bin/pingus.bin" --datadir "/usr/local/share/pingus"
levelname.pingus

should work.

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Re: [Pingus-Devel] Error message when I launch pingus

2013-05-09 Thread Ingo Ruhnke
On Fri, May 10, 2013 at 4:02 AM, YuGiOhJCJ Mailing-List <
yugiohjcj-mailingl...@laposte.net> wrote:

> I can open it with GIMP:
> $ gimp /usr/share/pingus/images/fonts/chalk-40px.png
>
> Or check the md5sum:
> $ md5sum /usr/share/pingus/images/fonts/chalk-40px.png
> 5eb9e51bbcadc00479da6098df83cf8c
>  /usr/share/pingus/images/fonts/chalk-40px.png
> $ md5sum
> /tmp/pingus-4da0ae9d3544b72587fe862a93b3f9442d6519bd/usr/share/pingus/images/fonts/chalk-40px.png
> 5eb9e51bbcadc00479da6098df83cf8c
>  
> /tmp/pingus-4da0ae9d3544b72587fe862a93b3f9442d6519bd/usr/share/pingus/images/fonts/chalk-40px.png
>
> Do you see any other test I can do to discover why I got this problem ?
>

"git pull" the latest version, commited a small fix that while not fixing
the problem, at least should give a better error message.

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Re: [Pingus-Devel] Error message when I launch pingus

2013-05-09 Thread Ingo Ruhnke
On Thu, May 9, 2013 at 10:48 PM, YuGiOhJCJ Mailing-List <
yugiohjcj-mailingl...@laposte.net> wrote:

> Welcome to Pingus 0.7.6!
> 
> userdir: /home/yugiohjcj/.pingus/
> datadir: /usr/share/pingus
> language:English (en)
> sound support:   enabled
> music support:   enabled
> fullscreen:  disabled
>
> Pingus: Standard exception caught!:
> Surface::Surface(): couldn't load: datadir://images/fonts/chalk-40px.png
>
> I use pingus from GIT ( 4da0ae9d3544b72587fe862a93b3f9442d6519bd ).
> I do these steps to compile it:
> $ make PREFIX=/usr
> DESTDIR=/tmp/pingus-4da0ae9d3544b72587fe862a93b3f9442d6519bd
> $ make install PREFIX=/usr
> DESTDIR=/tmp/pingus-4da0ae9d3544b72587fe862a93b3f9442d6519bd
> Then I create the package for my distro (Slackware 14).
>
> I must use pingus from GIT because the 0.7.6 tarball released has an other
> error message when I launch it (
> http://code.google.com/p/pingus/issues/detail?id=132&can=1&q=font&colspec=ID%20Type%20Status%20Milestone%20Component%20Owner%20Summary).
>
> Is it a bug ?
>

How does /usr/share/pingus/ look? Does it contain
images/fonts/chalk-40px.png? Does your DESTDIR contain that file after the
"make install"?

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Re: [Pingus-Devel] Which Windows installer?

2013-04-05 Thread Ingo Ruhnke
On Thu, Mar 21, 2013 at 3:38 PM, Fòram na Gàidhlig  wrote:

> I am currently on a Windows Installer Localizing Rampage.
>
> Which tool do you use for creating the Windows installer? If it's Open
> Source or freeware, I'll be happy tro translate it.
>

The installer source code is available at:

http://code.google.com/p/pingus/source/checkout?repo=windows-installer

And it's using NSIS http://nsis.sourceforge.net/

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Re: [Pingus-Devel] Pingus and C++ 11

2012-04-18 Thread Ingo Ruhnke
On 17 April 2012 23:23, Kasper Laudrup  wrote:

> I've have tried to check out the source from git and build Pingus, but run
> into a problem using GCC 4.7.0 and its support for C++ 11.
>
> The problem is related to changes in the preprocessor as I have understood
> from this thread:
>
> http://groups.google.com/**group/comp.std.c++/browse_**
> thread/thread/f670f831bf293754
>
> Anyway, it is very simple to fix and I have attached a patch that does
> that. Hope you might find it useful, I can now build and run Pingus with
> GCC 4.7.0.
>

Thanks for the patch, applied it to the Git repo.

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Re: [Pingus-Devel] A complete-as-possible German translation + Pingus not 100% translatable

2012-01-10 Thread Ingo Ruhnke
2012/1/3 Wuzzy 

> - The German translation seems to be very old and unmaintained for a
>  long time, am I right?
>

Kind of, the other translation are even worse.

Now I am happy to announce that I have 446 of 446 strings translated,
> where I have marked one of them marked as fuzzy. I quickly looked over
> all the strings and can't find any major flaws anymore. I removed the
> "fuzzy" marker on most strings because they were mostly already
> correctly translated. There were still a few grammaticaly issues, but I
> fixed them. But if you speak German and think that string XYZ is
> still not very good translated, feel free to answer here.
>

Looks pretty good. Commited the updated translation to Git.

I also see an email adress to a translation team but it doesn't
> look that this team is active anymore, right?
>

Yes, most of that information is pretty out of date.

Probably you all know of these problems already but I were unsure
> wheather you overlooked one of the strings. I just let you know. 
> :-)
>
> Filled a bug report about those issues, will fix them next time I touch
the code. The english-only license text on the start screen is by design,
given past history with outdated translations and such, I prefer that text
stays in english and not be jumbled up by an outdated or incorrect
translation.

Might also be a good time to make the text interface a little more flexible
so text overlap in a translation doesn't happen so often.

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Re: [Pingus-Devel] 11 levels: 6 eye-ball-themed, 3 ice-themed, 2 very surreal levels

2012-01-10 Thread Ingo Ruhnke
On 3 January 2012 00:41, Wuzzy  wrote:

> I hereby send you via email attachment 11 levels:
>

Haven't yet given them some in depth playtesting, but so far they look
pretty good. I added them to Git.

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-29 Thread Ingo Ruhnke
On 29 December 2011 23:42, Ingo Ruhnke  wrote:
> On 29 December 2011 21:52, Josh Dye  wrote:
>> Yep, that fixed the colors, but while going through more levels,I found 
>> another bug-
>> http://img861.imageshack.us/img861/2433/screenshot20111229at124.jpg
>
> What output do you get from (latest from Git that includes Rmask/shift info):
>
> build/extra/image-info data/images/groundpieces/ground/snow/block2.png

Have commited a potential fix.

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-29 Thread Ingo Ruhnke
On 29 December 2011 21:52, Josh Dye  wrote:
> Yep, that fixed the colors, but while going through more levels,I found 
> another bug-
> http://img861.imageshack.us/img861/2433/screenshot20111229at124.jpg

What output do you get from (latest from Git that includes Rmask/shift info):

build/extra/image-info data/images/groundpieces/ground/snow/block2.png

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-29 Thread Ingo Ruhnke
On 29 December 2011 20:23, Josh Dye  wrote:
> Great work on the RGBA blitter, it works.  Don't look exactly the same as in 
> linux- but it works...
>
> http://imageshack.us/photo/my-images/24/screenshot20111229at110.jpg/
> http://imageshack.us/photo/my-images/18/screenshot20111229at110.jpg/

Commited another fix that should fix this.

> BTW-- Ingo, please add Jonas and I to the credits.

Done.

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-29 Thread Ingo Ruhnke
On 29 December 2011 00:12, Jonas Bähr  wrote:
> There is something else that now stopped working though: launching pingus
> from the source dir (without specifying the --datadir)
> While this is not critical, it's annoying.

I personally prefer it with a manual --datadir, as it leads to
deterministic behavior and you can always just write a simple wrapper
script to start it during development.

I added RGBA blitter to Git and a test level
data/levels/test/blitter.pingus for the graphics issue. So MacOSX
version might now be usable.

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-28 Thread Ingo Ruhnke
On 28 December 2011 23:36, Jonas Bähr  wrote:
> If I open the same file using GraphicConverter [1] It also tells me that the
> file is indexed 8bit. Which version if libpng are you using? `otool -L`
> tells me pingus references libpng14.14.dylib. (is 1.4.8 from macports)

The problem is in SDL-image, which can be configured to either use the
native libraries or the generic libpng:

| sdl-image1.2-1.2.10 $ ./configure --help
| [...]
|  --enable-imageiouse native Mac OS X frameworks for loading
images [default=yes]
| [...]

MacOSX native libraries seem to auto-convert everything to RGBA, which
Pingus currently can't handle. So we can either recompile SDL-image or
fix Pingus. The troublesome code in Pingus that needs to be adopted is
in:

GroundMap::put_alpha_surface()
Surface::blit(const Surface& src, int x, int y)

I'll try to fix that tomorrow.

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-27 Thread Ingo Ruhnke
On 28 December 2011 01:35, Josh Dye  wrote:
> It doesn't seem to want to compile
>
> http://pastie.org/private/dmle7ak09fsthlo4eyihg

You need to add the usual SDL and SDL_image libraries to the build,
i.e. something like this:

-framework SDL -framework Cocoa -framework SDL_image src/macosx/SDLmain.m
-I/Library/Frameworks/SDL.framework/Headers/
-I/Library/Frameworks/SDL_image.framework/Headers/

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-27 Thread Ingo Ruhnke
On 27 December 2011 23:35, Josh Dye  wrote:
> I am working an an OSX build also, I have the GFX problems to.  I am trying
> to make it look in the Resources folder for the data- no luck yet.  I have a
> small patch for the userdir though

Could you compile extra/image-info.cpp and run it on some of the
groundpieces and mail me the output?

$ build/extra/image-info data/images/groundpieces/transparent/snow/grass5.png
data/images/groundpieces/transparent/snow/grass5.png: palette colorkey
bitsPerPixel:8 bytesPerPixel:1

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-27 Thread Ingo Ruhnke
On 24 December 2011 23:45, Ingo Ruhnke  wrote:
> Pingus 0.7.6 is out, not much changes to the core game, but 10 brand
> new Xmas themed levels.
>
> * added new SVG icons for Pingus
> * added 10 new xmas themed levels
> * added ability to sort levelsets by priority
>
> Download: http://pingus.seul.org

Jonas Bähr  build a MacOSX port of it, available at:

http://pingus.googlecode.com/files/Pingus-0.7.6.dmg

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[Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-24 Thread Ingo Ruhnke
Pingus 0.7.6 is out, not much changes to the core game, but 10 brand
new Xmas themed levels.

* added new SVG icons for Pingus
* added 10 new xmas themed levels
* added ability to sort levelsets by priority

Download: http://pingus.seul.org

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Re: [Pingus-Devel] share levels

2011-12-11 Thread Ingo Ruhnke
On 11 December 2011 18:47, James Gallaga  wrote:
> Is there a place to share the levels that users create?

This mailing list.

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Re: [Pingus-Devel] MacOS X Compiling

2011-11-28 Thread Ingo Ruhnke
On 28 November 2011 23:41, Josh Dye  wrote:
> Interesting, now it at least load the level, but many thing are not drawn; 
> here is a scrennie from "Entering the pyramid"

Judging from the screenshot it looks like indexed images with colorkey
are loaded as RGBA images or maybe RGB with colorkey, which Pingus
currently doesn't handle. Guess I have to write some code to fix that.

> Please add me as a member on GoogleCode, so I can create a wiki page there
> 

Done.

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Re: [Pingus-Devel] MacOS X Compiling

2011-11-28 Thread Ingo Ruhnke
On 28 November 2011 20:20, Joshua M Dye  wrote:
> So I compiled and installed GCC 4/6/2 & scons detects everything now; but 
> when I try to start a level-
>
> Pingus 0.7.5
> Pingus: Standard exception caught!:
> e has wrong color depth:
>
> GIT Version
> Pingus: Standard exception caught!:
> GroundMap::put_alpha_surface(): SpotMap::put_alpha_surface: Image has wrong 
> color depth:

Added a quick workaround to turn that exception into an
non-terminating error message.

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Re: [Pingus-Devel] MacOS X Compiling

2011-11-25 Thread Ingo Ruhnke
On 26 November 2011 01:04, Josh Dye  wrote:
>> In file included from src/blitter.cpp:31:
>> src/blitter_impl.hpp: In function 'Surface BlitterImpl::modify(Surface, 
>> const TransF&)':
>> src/blitter_impl.hpp:176: error: 'struct SDL_PixelFormat' has no member 
>> named 'colorkey'
>> src/blitter.cpp: In static member function 'static SDL_Surface* 
>> Blitter::scale_surface(SDL_Surface*, int, int)':
>> src/blitter.cpp:65: error: 'struct SDL_PixelFormat' has no member named 
>> 'colorkey'
>> src/blitter.cpp: In static member function 'static SDL_Surface* 
>> Blitter::create_surface_from_format(SDL_Surface*, int, int)':
>> src/blitter.cpp:251: error: 'struct SDL_PixelFormat' has no member named 
>> 'alpha'
>> src/blitter.cpp:258: error: 'struct SDL_PixelFormat' has no member named 
>> 'colorkey'
>> scons: *** [src/blitter.o] Error 1
>> scons: building terminated because of errors.
>
> I'm suree it's becaus I'm use a HG release of SDL 1.3.0

Yes, that's because of 1.3, Pingus still uses SDL 1.2.

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[Pingus-Devel] Call for Xmas levels

2011-10-26 Thread Ingo Ruhnke
Holiday session is getting closer and I plan to have an Xmas levelset
ready for then. There already is an older Xmas levelset with three
levels that never got finished, those levels will be recycled. Which
means we need around 7 new levels. Look should be similar to the
already existing xmas levels. Difficulty should be medium, something
between Halloween-hard and Tutorial-easy.

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[Pingus-Devel] Pingus 0.7.5 - Halloween 2011

2011-10-25 Thread Ingo Ruhnke
Pingus 0.7.5 is out, changes include among some fixes, 10 brand new
Halloween levels. Linux and Windows versions are provided. No Mac
version at this point, it might fallow later on.

* fixed memory leak in OpenGL renderer
* added support for Win32 cross-compilation with mingw32
* added gamespeed adjustments via KPPlus, KPMinus, KPEnter
* added single-stepping the game with 'S'
* added better application icon
* added access to all levelsets in developer-mode (Ctrl-m)
* added 10 new Halloween levels

Download:
http://pingus.seul.org/download.html
http://pingus.googlecode.com/files/Pingus-0.7.5.exe
http://pingus.googlecode.com/files/pingus-0.7.5.tar.bz2

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Re: [Pingus-Devel] Halloween 2011 levels open for testing

2011-10-23 Thread Ingo Ruhnke
On 23 October 2011 17:37, sharon caron  wrote:
> how do you play the hidden levels in the windows 0.7.5 version. i see the 
> levels and levelsets in the data folder but they arent being displayed in 
> game menu.

Press Ctrl-m to activate developer mode before entering the levelset
menu. This will also give you infinite actions and the ability to
paint on the levelmap by holding Ins, Del or Home and show the
collision map by pressing 'c'. You can deactivate it by pressing
Ctrl-m again.

And as always: Those levels are hidden for a reason, they might be
unfinishable, unpolished or otherwise broken. They'll get unlocked
once they have received the neccesarry amount of polish.

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[Pingus-Devel] Pingus 0.7.5rc1 is out

2011-10-22 Thread Ingo Ruhnke
Pingus 0.7.5 is nearing completion. A first release candidate is now
available for testing at:

Source Code:
http://pingus.googlecode.com/files/pingus-0.7.5rc1.tar.bz2

Windows Version:
http://pingus.googlecode.com/files/Pingus-0.7.5rc1.exe

Final release will follow in a few days.

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Re: [Pingus-Devel] Halloween 2011 levels open for testing

2011-10-19 Thread Ingo Ruhnke
On 18 October 2011 01:16, Ingo Ruhnke  wrote:
> Pingus Git now contains nine new Halloween levels
> (data/levels/halloween2011/), along with a new levelset that bundles
> them up. The levels still miss all the decorations, descriptions and
> levelnames might change and the level order isn't final, the level
> itself however should now all be finishable and, aside from minor
> tweaking and bug fixing, actions and pingus count should be close to
> final.
>
> I would welcome reports on the levels difficulty, potential unintended
> solutions and other issues that pop up while playing.

I build now a Win32 beta version along with an installer:

http://pingus.googlecode.com/files/Pingus-0.7.5-win32-beta.exe

Again, reports on problems, bugs or if it works at all are welcome

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Re: [Pingus-Devel] Halloween 2011 levels open for testing

2011-10-19 Thread Ingo Ruhnke
On 18 October 2011 01:16, Ingo Ruhnke  wrote:
> Pingus Git now contains nine new Halloween levels
> (data/levels/halloween2011/), along with a new levelset that bundles
> them up. The levels still miss all the decorations, descriptions and
> levelnames might change and the level order isn't final, the level
> itself however should now all be finishable and, aside from minor
> tweaking and bug fixing, actions and pingus count should be close to
> final.
>
> I would welcome reports on the levels difficulty, potential unintended
> solutions and other issues that pop up while playing.

Most decoration is now in the levels, so they are pretty close to
final. The new release will probably go out on the weekend, so test
reports before that are very welcome.

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[Pingus-Devel] Halloween 2011 levels open for testing

2011-10-17 Thread Ingo Ruhnke
Pingus Git now contains nine new Halloween levels
(data/levels/halloween2011/), along with a new levelset that bundles
them up. The levels still miss all the decorations, descriptions and
levelnames might change and the level order isn't final, the level
itself however should now all be finishable and, aside from minor
tweaking and bug fixing, actions and pingus count should be close to
final.

I would welcome reports on the levels difficulty, potential unintended
solutions and other issues that pop up while playing.

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[Pingus-Devel] Explicit walk action to reset blockers?

2011-10-12 Thread Ingo Ruhnke
Pingus already allows resetting blocker penguins with any other
actions, such as bridgers or jumpers to reactivate them. What about a
walker action that resets them explicitly without wasting a regular
action? That action might also be used to cancel other actions such as
diggers and miners.

Another alternative would be to unlock a blocker by clicking on it
again with another blocker action, that would allow reactivating them
without having side effects for diggers, miners and other actions.

Thoughts?

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[Pingus-Devel] Pingus 0.7.4

2011-10-10 Thread Ingo Ruhnke
At long last, Pingus 0.7.4 is out. This release does not yet continue
the main story, but it contains all the little improvements and bug
fixes that have been allocated over the last few years. As a bonus
however this release contains two new levelsets with 27 new levels.
This release is source only at the moment and will compile in Linux.
Windows and MacOSX versions might follow at a later point. Some more
things that have changed in this release are:

* fixed game not starting when no soundcard is present
* all halloween and tutorial levels have been converted to a minimum
size of 1920x1200 so they can be played in fullscreen without
letterboxing
* new --userdir command line switch to set the directory where
savegames are saved
* menu getting confused by fast succedding clicks fixed
* level-demo recording and playback are back (files not compatible
between x86 and x86-64)
* window resize support throughout the whole game
* dirty-rectangles drawing for improved performance with software rendering
* OpenGL rendering
* new blackboard graphic
* Unicode support
* two new levelsets, "Desert" and "Factory Campaign", with 27 new levels
* added a man-page
* deadly fall height has been increased
* support for prefab objects and groups in the editor
* cleaned up digger, miner and basher paths
* added an option menu
* lots of minor bug fixes
* bitmap fonts have been generated with anti-aliasing

Download: http://pingus.seul.org

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[Pingus-Devel] Call for Halloween levels

2011-10-10 Thread Ingo Ruhnke
Hi,

I am planing to build a few more Halloween levels this year to be
included in the 0.7.5 release. So if anybody want to contribute some,
send them in.

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[Pingus-Devel] Pingus 0.7.4alpha preview release

2011-10-04 Thread Ingo Ruhnke
The next Pingus release, namely 0.7.4 is getting closer, so time for a
first quick preview release:

  
http://pingus.seul.org/~grumbel/tmp/md5/3619bcc46db337daee294c56940ba884-pingus-0.7.4alpha.tar.bz2

This release includes two new levelset, namely desert and factory
campaign, along with a bunch of smaller tweaks to existing levels. It
also contains a new option menu and OpenGL and Delta renderer. Windows
resize is also supported now. And there are a whole lot of smaller bug
fixes that have being going into it over the last month.

I disabled all the other levelsets for now that have been floating
around in the repository, they might get activated in later releases.

This release is still missing some things, the man-page is incomplete,
README, NEWS, etc. haven't been fully updated and some of the level
descriptions could need some more work.

Bug reports on any issues encountered in any level or otherwise are
welcome and can be filled at:

  http://code.google.com/p/pingus/issues/entry

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Re: [Pingus-Devel] Increasing the maximum fall height

2011-09-21 Thread Ingo Ruhnke
On 21 September 2011 19:23, Gervase Lam  wrote:
> Pingus answers the need
> "It would be really nice to play a Linux version of Lemmings."  Having
> bombers with no countdown is another step away from the classic
> Lemmings.

My goal isn't really to make an exact Lemmings clone. Pingus is of
course a very heavily Lemmings inspired game, but I don't look at
Lemmings for reference, it's just the original inspiration and since
then Pingus has diverted a bit  a bit from it, making it more puzzle
driven and removing the action and luck elements (i.e. you can pause
and single-step, precisely apply actions, unlock blockers, see walking
directions, etc.).

Also there are quite a few other Lemmings clones around that match the
original much more closely then Pingus ever did. And of course the
original Lemmings is always available via Dosbox, so no need to trying
to replicate that.

In essence, when discussion gameplay, I would like to hear arguments
based on the benefits for Pingus itself, not just "because Lemmings
did it this or that way".

> It's been a long time since I looked at the code, but if I remember
> rightly, there strictly speaking isn't a deadly distance but a deadly
> velocity.

Yes, it's a deadly-velocity, but the height is a direct result of
that, thus I picked a height and then calculated the velocity to fit.
I also tweked the jumper to follow the same path as before.

As for the height itself, the old 191 pixels really are incredible
tiny, it wasn't that big a problem in older versions as diggers left a
little edge at the bottom of the tunnel that Pingus would land on
before falling further, that edge is now gone and thus it is very easy
to accidentally have deadly falls when neither expected by the player
or level designer. I fell that the current 256 pixels feel much more
natural, as it makes safe looking heights safe and makes deadly
heights actually stand out.

> Unless things have changed radically, since then, one of the problems
> with the positioning system is that for an accurate reaction of the
> Pingu to gravity, there really needs to be a sub-pixel positioning
> system.

There already is subpixel positioning.

> However, due to the automatic rounding down to the nearest whole number,
> I think something like the following occurs:
>
> position = 0, velocity = 0
> position = 0, velocity = 0.2 (which is not enough to move it to the next
> whole pixel)
> position = 0, velocity = 0.4 (ditto)
> position = 0, velocity = 0.6 (ditto)
> position = 0, velocity = 0.8 (ditto)
> position = 1, velocity = 1.0 (now it's enough).
>
> This may be the cause of the Issue 66 (Jumper path is uneven).

Don't think that's the issue, as the issue happens on a
larger-then-pixel scale, looks like doing two iterations (thus
skipping a draw) sometimes and one otherwise, but I haven't really
looked into it, might just be a capturing artifact and it's not really
a gameplay problem to begin with, just something odd I noticed.

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Re: [Pingus-Devel] Increasing the maximum fall height

2011-09-20 Thread Ingo Ruhnke
I now did two experimental commits that adjust the deadly fall height:

http://code.google.com/p/pingus/source/detail?r=0dfc4b0842532fb1ef2df84259563eb6756fed51
http://code.google.com/p/pingus/source/detail?r=aefd889265f2a775f569d99c08c18f8bc38dde10

While doing so I also slowed down the fall speed a bit. The jumper
velocity got adjusted so that they path they fly is pretty much the
same as what it was before, so no level changes should be required for
that.

Two new hotspot images can be used as rulers to easily check if a
given height is deadly or not:

data/images/hotspots/misc/jumper_path.png
data/images/hotspots/misc/deadly_fall_height.png

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[Pingus-Devel] Increasing the maximum fall height

2011-09-19 Thread Ingo Ruhnke
One thing that currently bothers me quite a bit is the maximum fall
height that is survivable, which is at around 191 pixel. I feel that
this distance is a good bit to small. One level that demonstrates that
quite well, also happens to be the very first one in Pingus:

http://pingus.seul.org/~grumbel/tmp/md5/c14f3629fb95ebee6d442239b277ad59-pingus-deadlydistance.png

Doing a clean dig through the ground will actually lead to a height
that might be deadly, as it's just pixels away from the deadly
distance.

I am not yet sure by how much that height should be increased, but I
am thinking something around 256 would fit much better, as it gives
more freedom in building more vertical levels.

256 itself is of course a bit problematic as a lot of groundpiece
blocks have that height and thus would make it a little to easy to
accidentally build situations that are just pixels away between death
and safe distance, thus something like 270 might be a better value.

Anyway, I just wanted to ask what others think about the current
situation and if they feel that the current 191 pixel distance is a
problem.

PS: I am of course aware that this will break some levels, but we have
to clean them up and fix them anyway and one could implement a
workaround that keeps the old fall height for old levels if needed.

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Re: [Pingus-Devel] Grading/performance rating for completed levels

2011-09-10 Thread Ingo Ruhnke
On 10 September 2011 04:27, Man Eating Duck  wrote:
> So, any comments? Is this useful? To add most value this would require
> updating all level files, [...]

In theory it's an ok feature to have, in practice it won't work for
the very reason you mentioned there. Updating all the levels is simply
a no-go. It's already hard enough to get and keep them in a playable
state as is, having to worry about addition parameters with far
tighter tolerances just wouldn't work.

There is however an alternative way to get somewhat similar effect:
The game already keeps track of the time and number of Pingus saved
for each level solved. That information should simply be displayed in
the user interface, so that the user gets feedback when he improves on
already finished levels and beats the last highscore.

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Re: [Pingus-Devel] Instant Bomber activation

2011-09-09 Thread Ingo Ruhnke
On 8 September 2011 21:16, Gabriel Rota  wrote:
>> - one click: sets the bomber in countdown mode
>> - double click a bomber (or another click to a bomber with the 'bomber'
>>  ability): make it explode inmediately

Overly complicated without adding anything to the gameplay.

>> Hopefully the bombing countdown when selecting the "nuclear bomb" button will
>> not get removed. It is fun and helps vent frustation :)  Call me crazy, but 
>> having
>> them explode in random places with the countdown above their heads was
>> actually fun to watch!

They still explode in random places, it's just that you don't have to
wait a few seconds for it to happen.

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[Pingus-Devel] Instant Bomber activation

2011-09-06 Thread Ingo Ruhnke
Hi,

I just changed the bombers so that they instantly explode instead of
having a countdown going before they explode. It's an experimental
change, so it might be rolled back if there are problems.

The goal of this change is to reduce annoyance in some puzzles that
expect precise bomber timing and to simply have a more responsive
game, it's always more fun when stuff happens when you click on it.
This also removes the need for the blocker->bomber combination when
one wants to have a precise explosion, which I never liked much to
begin with, as it's repetitive and not very clever.

Can anybody think of any negative consequences that would have for
puzzles? Or any other reason to keep a countdown?

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[Pingus-Devel] Pingus back in action

2011-09-01 Thread Ingo Ruhnke
Hi,

I plan to crunch out a new Pingus release in the coming few weeks. For
that I have started a few preparations over the last few days, most
notably, I switched the repository from SVN over to Git. The new
repository is now located at GoogleCode at:

 * http://code.google.com/p/pingus/

The old SVN repository still contains a few small subprojects that I
haven't yet relocated, but those are not important to Pingus. I'll
switch them in the next few days, either to GitHub or Pingus
GoogleCode page, depending on where they fit.

I also merged in some changes back into the repository that Gabriel
Rota has done, these includes a few new levelsets.

As for plans for the new release:

1) Bug Fixing

A lot of small graphical and gameplay problems have made their way
into the game, I started to document them in the issue tracker:

http://code.google.com/p/pingus/issues/list

The old bug tracker also contains a few old issue that might need some
attention:

https://savannah.nongnu.org/bugs/?group=pingus (will be switched off
once the last bugs are gone)

2) Forest Island

This is somewhat optional and might be suspended for the release after
the next one, but I'd like to create a proper new island and continue
the story  a bit. A graphic test level can be seen in:

data/levels/forest/forest1-grumbel.pingus

The graphic set is still rather incomplete, so if somebody wants to
contribute a level or two, feel free to use placeholder art, we can
polish that up later. As this would be the first real island, after
the tutorial one, difficulty shouldn't be sky high.

3) Mod Support

Getting new graphics into Pingus is currently a mess and requires
modifying the resource files, this makes outside contributions and
modifications rather troublesome. I plan to fix that by getting rid of
the global resource files and providing small per-resource files (i.e.
*.sprite, *.music files like in SuperTux). I also plan on adding
support for AddOns that allow having overlay directories that override
data without a need to overwrite them.

4) Walkthrough

This is one where I wouldn't mind getting some help. I plan to provide
walkthrough videos for each level that ships with the game. Most
importantly of course the official ones, but I wouldn't mind having
videos for everything else we have. I have recorded some for the
Halloween island (1280x720) and have some older bad recordings for the
whole tutorial island already:

http://www.youtube.com/playlist?list=PL85CB546B69E1E313

As for recording them, I documented a few steps here:

http://grumbel.blogspot.com/2011/08/some-notes-on-capturing-videoaudio-with.html

Those videos are currently rather bare bones, contain no commentary
and are not exactly ideal playthroughts, but should be enough to help
a player that has become stuck.

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Re: [Pingus-Devel] pingu to fast

2011-08-14 Thread Ingo Ruhnke
2011/8/12 Andreas Moroder :
> I installed pingus today but there is no chance to play it because the 
> penguins are too fast. Is there a way to slow them down to a playable speed ? 
> Accoding to cpuinfoI have a Intel(R) Core(TM)2 Quad  CPU   Q9300  @ 2.50GHz

Which version of Pingus and which OS are you running it on?

One guess: Maybe you have accidently activated fast-forward mode,
which can be toggled  by pressing Space or the ">>>" button.

The gamespeed is also directly adjustable via a command line option:

 -t, --speed=SPEEDSet the game speed (0=fastest, >0=slower)

So something like this would make it slower:

./pingus --speed=100

However that shouldn't be needed. Never heard of technical issues with
the gamespeed before, so no idea on what exactly might be causing
problems here.

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Re: [Pingus-Devel] Updated German translation of pingus

2011-07-09 Thread Ingo Ruhnke
2011/7/9 Helge Kreutzmann :
> We finally chose the following set on the list:
> Basher - Tunnelbauer
> Blocker - Blockierer
> Bomber - Bomber
> Bridger - Brückenbauer
> Climber - Kletterer
> Digger - Lochgräber
> Floater - Schweber
> Jumper - Springer
> Miner - Bergmann
> Slider - Gleiter
>
> I updated de.po accordingly; if you agree with the set could you
> kindly submit it to the repository?

Ok, sounds good enough, changes commited.

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Re: [Pingus-Devel] Updated German translation of pingus

2011-06-21 Thread Ingo Ruhnke
2011/6/21 Helge Kreutzmann :
> Finally we wondered why the functions of the pingus (e.g. floater,
> basher, ...) are not translated. We think it would be much more
> helpful for players if those appeared in German as well, but I felt
> the change too intrusive to make before discussion with you. If you
> agree, I can update the file using translations for them as well.

Main reason is that I simply couldn't think of a good translation for
some actions, i.e. something that is easy to understand and isn't an
overly descriptive sounding. I am not opposed to a translation of the
actions, so here a few that come to mind (just stuff that poped up
while writing this mail, so don't take them as authorative or
anything, if you can think of better stuff use that instead):

Basher - Tunneler
Blocker - Blocker
Bomber - Bomber
Bridger - Brückenbauer (to long?), Überbrücker (not great either),
Konstrukteur (to general)
Climber - Kletterer
Digger - Schachter (sounds a bit weird)
Floater - Schweber, Gleiter, Flieger
Jumper - Springer
Miner - Bergmann (?)
Slider - Rutscher, Gleiter

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Re: [Pingus-Devel] problem with the music

2011-06-15 Thread Ingo Ruhnke
On 16 June 2011 05:04, YuGiOhJCJ Mailing-List
 wrote:
> I run pingus 0.7.3 on Debian squeeze.
> The first music I can hear is data/music/pingus-1.it.
> The problem is I hear only a part of this music.
> Indeed, some note aren't played... That's strange.
> When I hear the music with milkytracker, I can hear all the notes :
> $ milkytracker data/music/pingus-1.it

Its a bug in the Debian libmikmod package. Some discussion on the
issue can be found at:

https://bugs.launchpad.net/ubuntu/+source/libmikmod/+bug/706393
https://bugs.launchpad.net/ubuntu/+source/libmikmod/+bug/194916

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Re: [Pingus-Devel] music from jamendo

2011-02-13 Thread Ingo Ruhnke
2011/2/13 Gabriel Rota :
> can I include ogg from jamendo whith licence CC BY-SA 3.0 in Pingus ?

CC BY-SA 3.0 should be fine, even by Debian standards:

http://wiki.debian.org/DFSGLicenses#CreativeCommonsAttributionShare-Alike.28CC-BY-SA.29v3.0

So it should be ok for Pingus as well. Just make sure that you write
the license down somewhere I suggest data/music/README.

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Re: [Pingus-Devel] Programmer Looking for Work.

2010-09-08 Thread Ingo Ruhnke
On 5 September 2010 03:46,   wrote:
> I am a programmer willing to work on my first open source project. I am
> wondering what work there is to be done.

There is a lengthy TODO in svn under trunk/pingus/TODO. Main issues
right now I would say are:

* fix the dirty-rectangle/delta-renderer (clipping still missing,
there might be bugs)
* rewrite the pingu actions to use only int or fixed-point, not float
and decouple graphics from game logic (needed to make demo
recording/playback work)
* add proper alpha blending to the map generation code

If in doubt just contact me via IRC, ICQ, XMPP or this mailing list.

> Also, is anyone other than Grumbel still around here?

Doesn't seem that way, but them I am not really active either.

> Last, I have both Windows and Linux available. Which should I use to code and 
> with what IDE?

I don't think anybody has worked on the Windows part of the latest SVN
in a while, so there might be some simple portability issues or so
that might be worth fixing. I personally use Linux and Emacs, but any
IDE will do.

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Re: [Pingus-Devel] Translation patches from Debian (nl, es, fr)

2010-07-22 Thread Ingo Ruhnke
2010/7/23 Bertrand Marc :
> I did a lot of work today to refresh the Debian patches for the
> internationalization of pingus 0.7.3. This could be avoidable : could you
> please include these upstream ?

Applied the updates to the branch/pingus-0.7.3 and merged them onto trunk/

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Re: [Pingus-Devel] Portuguese translation update

2010-02-19 Thread Ingo Ruhnke
On 19 February 2010 17:08, Ricardo Cruz  wrote:
>          I have updated the Portuguese (PT) translation I had
>        contributed a few years back.

Thanks, I commited your updates to SVN.

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Re: [Pingus-Devel] trouble while svn checkout

2009-10-18 Thread Ingo Ruhnke
2009/10/18 Fred Maranhão :
> 2009/10/17 Ingo Ruhnke :
>> 2009/10/18 Fred Maranhão :
>>
>>> I tryed to remove the whole pingus directory and made a checkout
>>> again. Same problem.
>>
>> Can you access 'http://tinygettext.googlecode.com/svn/trunk/tinygettext'
>> via your web browser? The new URL seems correct and works for me.
>
> Yes. There is a lists of cpp and hpp files. And the header is:
> tinygettext - Revision 163: /trunk/tinygettext

I am kind of out of ideas. When you can access the tinygettext URL,  a
SVN checkout should work just fine.

If it doesn't start to work you could try a:

svn co http://tinygettext.googlecode.com/svn/trunk/tinygettext

and copy the tinygettext/ directory to pingus/external/tinygettext/

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Re: [Pingus-Devel] trouble while svn checkout

2009-10-17 Thread Ingo Ruhnke
2009/10/18 Fred Maranhão :

> I tryed to remove the whole pingus directory and made a checkout
> again. Same problem.

Can you access 'http://tinygettext.googlecode.com/svn/trunk/tinygettext'
via your web browser? The new URL seems correct and works for me.

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Re: [Pingus-Devel] trouble while svn checkout

2009-10-17 Thread Ingo Ruhnke
2009/10/17 Fred Maranhão :
> I'm trying to checkout pingus and there is a problem with a part of the code:
>
> ~/pingus$ svn update
>
> Fetching external item into 'external/tinygettext'
> svn: OPTIONS of 'http://tinygettext.googlecode.com/svn/trunk/src':
> could not connect to server (http://tinygettext.googlecode.com)
> [...]
> How can I solve this?

The svn:external link was outdated, I updated it. Just do a "svn
update" and try again.

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Re: [Pingus-Devel] Regarding graphics

2009-06-19 Thread Ingo Ruhnke
2009/6/19 Christopher Howard 

> Might I ask: What tools/programs were used to develop the sprites,
> backgrounds, and other graphics used in Pingus?
>

Graphics are for most part done with Gimp[1] and a Wacom[2] graphic tablet.
There is also some tiny few things done in Blender[3] and some stuff done in
Photoshop.

[1] http://www.gimp.org/
[2] http://www.wacom.com/
[3] http://www.blender.org/

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Re: [Pingus-Devel] more levels

2009-05-07 Thread Ingo Ruhnke
2009/5/6 Etienne CROMBEZ :
> Can we test the level and if they are playable ask the developper to insert
> them in the game ?

Yes, list of what needs to be done can be found at:

http://wiki.freegamedev.net/index.php/Game_Tasks#Pingus_-_Contact:_Grumbel

Feel free to edit that page and add any levels you have successfully tested.

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Re: [Pingus-Devel] more levels

2009-05-05 Thread Ingo Ruhnke
2009/5/5 Christopher Howard :
> To the developers: I wonder how hard it is to write the level-set files.
> Maybe I could volunteer to write some, and add music to some of the
> existing levels.

Writing the levelsets is trivial from a technical point of view, as
its just a simple text file in data/levelsets/, the tricky part is
testing all the levels and making sure that they actually work and
fixing them were needed.

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Re: [Pingus-Devel] pingus tunneling through blockers - engine bug?

2009-04-03 Thread Ingo Ruhnke
2009/4/3 Blink Blinken :
> I'm playing svn revision 3985 of pingus.
> Find attached a demo of
> pingus/data/levels/playable/if_only_i_can_fly_-_wayne_shelley.pingus
> where the pingus are sort of tunneling through a row of blockers.

Yep, that definitively looks broken, not quite sure what is going on
there. I am currently a little busy with another project.

> I've also made a diff that allows single-stepping the game in pause
> mode with the S key.

I don't like the use of global variables and the use of GlobalEvent,
might be cleaner to route the whole thing through the input system and
make it a proper game function. But then maybe I am wrong, as
single-stepping is kind of more a debug hack then a proper game
function, have to think about it some more.

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Re: [Pingus-Devel] Error while compiling from latest svn revision 3984

2009-03-01 Thread Ingo Ruhnke
2009/3/1  :
> I tried to retrieve latest Pingus svn revision 3984 and compile it.
>
> While compiling, I receive following error:

Fixed.

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Re: [Pingus-Devel] Mac Sound Problems...

2009-02-03 Thread Ingo Ruhnke
2009/1/30 Josh Dye :
> I see that there have been a few complaints about the sound being choppy
> when running pingus on a mac.  I have also read that it is a problem with
> the mac and not with pingus.  I created the last binary for Intel macs and I
> have compiled a few other games that play .tk files with sdl; pingus is the
> only one that has had sound problems.

Do you have problems with the overall sound or the music? I have seen
trouble with some version of mikmod, that seems to leave out whole
tracks of the mod files for some reason, which make the music sound
really weird. So far I haven't really diged into it, so no clue on
exact cause or solution.

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Re: [Pingus-Devel] Regarding the level-editor

2008-10-14 Thread Ingo Ruhnke
On Wed, Oct 15, 2008 at 12:58 AM, Christopher Howard
<[EMAIL PROTECTED]> wrote:
> I was wondering -- is the Pingus map-editor for 0.7.2 supposed to make the
> traps, weather, and special objects available selection, or has that not
> been implemented yet?

Not implemented yet.

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Re: [Pingus-Devel] Music on macbook pro

2008-08-06 Thread Ingo Ruhnke
On Tue, Jul 29, 2008 at 5:44 AM, Christopher Bolin <[EMAIL PROTECTED]> wrote:
> I have one MBP that is 2 years old and another that is less than 1.  Both
> running 10.5.4 - totally updated.
>
> The music is so choppy and staticy at times it becomes too annoying to play.

Currently there is an issue with the music being only played
incompletely, i.e. notes or maybe whole tracks of the .it files are
never played. No idea what is wrong there, likely something with
SDL_mixer or Mikmod, not something in Pingus.

You can disable the music when starting from command line with 'pingus -m'.

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Re: [Pingus-Devel] Memory consumption in pingus 0.7.2

2008-07-30 Thread Ingo Ruhnke
On Wed, Jul 30, 2008 at 11:19 PM,  <[EMAIL PROTECTED]> wrote:
> 1. After level1 is completed OK, I can not go to level2, when I click on it,
> game says 'locked'. What could be wrong ?

I butchered a lot of code in the last weeks, some things like save
system, cutscenes and config file handling got a bit broken in the
process. Will be fixed in the coming weeks.

> 2. I wanted to make a clean build and executed scons -c. After that
> executing scons configure complain s that libboost_signals nor found and
> there is following log in config.log:
> scons: Configure: Checking for C++ library boost_signals...
> scons: Configure: ".sconf_temp/conftest_0.cpp" is up to date.
> scons: Configure: The original builder output was:
> ...
> What could be wrong ?

Hm, maybe something with the scons state data got screwed up, try to
delete .sconsign.dblite files floating around in Pingus directory.

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Re: [Pingus-Devel] Memory consumption in pingus 0.7.2

2008-07-21 Thread Ingo Ruhnke
On Sun, Jul 20, 2008 at 12:23 PM,  <[EMAIL PROTECTED]> wrote:
> ==> I've got the latest version. src/ut8_iterator.hpp did not wanted to
> comiple beciuse of  include was missing.

Ok, added that.

>  Unfortunately, svn version does not react on -g options. I changed def
> resultions back to 640*480 in globaps.hpp and pingus_main.

Fixed that.

> Current version runs but kernel is out of memory on the first level
> already. So it this respect it's worse than prev version.

There was a big leak left, I closed that one, try again.

> ==> my system doe snot have any GPU. Only framebuffer. Does this means that
> level map is kept twice anyway? If yes, please let me know where to look for
> the second copy.

In ground_map.cpp the MapTile class, "Sprite sprite" is the video
surface, while "Surface surface" is the one in software. However
Sprite is optimized for the Display and in a different color format
then Surface, so you can't just blit on it with the current blitter,
which assume 32bit RGBA for most part.

A workable approach might be to get rid of all the Surfaces after the
Sprites have been created, thus freeing the memory. And then when the
Surface is modified, copy it back from video-memory/format to software
and only then keep it for the rest of the level. That way only tiles
that are modified are kept in memory twice, which are much less then
the whole level. A function that converts a Sprite back into a Surface
also would fit well enough into the current API.

> And is it possible to make the map smaller?

Only with a level editor. I have thought about adding a
(levelsize-small) tag to the level format, to define a minimum
required levelsize for the levels, but not sure if that is worth the
effort, since the levels are already sparsely allocated (except the
collision map), so a bigger level isn't really all that much bigger in
memory, since its mostly empty space.

> What is --tile-size game parameter? is it possible to reduce memory
> consumption with it ? Ireied --tile-size 24 and it did not help...

The level is split up into tiles, tilesize gives you that size. Larger
tilesizes means more memory is spend, smaller ones mean less, since
the tiles fit closer to the level. However when it gets to small the
tile overhead gets to big and memory usage increases again. I don't
think you can safe much memory with it. The current default value
however is basically randomly selected, not benchmarked, so there
might be a better size, however the saving will be tiny.

>> * the whole screenstack is kept in memory, so the menu background and
>> such are kept in memory even when not visible
> ==> I do not think it's too much and I feel optimizing this will be a lot of
> pain. Probably it's easier to conventrate on double map storage cleanup...

It shouldn't be to hard to do and gives you 6MB free space.

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Re: [Pingus-Devel] Memory consumption in pingus 0.7.2

2008-07-19 Thread Ingo Ruhnke
On Sun, Jul 20, 2008 at 1:21 AM,  <[EMAIL PROTECTED]> wrote:
> Maybe there is a bug in memry manager or something that does not free sdl
> surfaces after they are used?

There were a handful of memory leaks that have been closed in the
meantime. So I suggest you try the latest SVN version to see if that
performs better.

It would of course also be possible to reduce the memory usage of
Pingus further, there certainly is still quite a bit of room left.

Some things that come to mind:

* resource system got ripped out in the ClanLib->SDL switch and isn't
back yet, so some surfaces are keep in memory twice even so they are
identical (I'll fix that in the next days/weeks)

* collision map is keep in memory as one piece instead of as sparse
tiles, so we waste a bit of space (colmap consumes ~2MB for a
1920x1200 level)

* graphical level map is hold in memory twice (once in software and
once on the GPU) and hold as 32bit RGBA, this could certainly be
optimized for some systems, i.e. use 16bit or 24bit RGB + Colorkey,
share the GPU and software surfaces, since they are identical on some
platforms or don't keep them in software at all (levelmap takes around
10MB for a 1920x1200 level)

* the whole screenstack is kept in memory, so the menu background and
such are kept in memory even when not visible

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Re: [Pingus-Devel] Apple has Pingus!

2008-07-12 Thread Ingo Ruhnke
On Sat, Jul 12, 2008 at 7:52 PM, Josh Dye <[EMAIL PROTECTED]> wrote:
> It hasn't been up for  more then half a day, and 338 downloads of the Intel
> mac version!
> http://www.apple.com/downloads/macosx/unix_open_source/pingus.html

Added link to download page.

Any idea why the old Pingus0.7-PPC thing is so huge (i.e. 60MB vs
14MB)? Non striped debuggig symbols?

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[Pingus-Devel] Interface rework

2008-07-06 Thread Ingo Ruhnke
I am currently planing on reworking/cleaning up the interface a bit, I
have something like this in mind:

http://pingus.seul.org/~grumbel/tmp/md5/4b734776e15058b89643e33aaf77bcc5-menuredesign.png

One problem with this interface is that it will block a part of the
level. In some levels that can be handled by adding a bit of water at
the bottom, in others that might not be possible. For normal gameplay
that isn't an issue, since levels are already designed to not have
gameplay near the level border, but when a player wants to dig down so
far he of course shouldn't be stopped. My current solution for this
would be a way to hide the interface (via little arrows in the
corner).

Any comments or other suggestions?


Some alternative interfaces experiments:

http://pingus.seul.org/~grumbel/tmp/md5/d29a63b264637801693faf23bdb22028-menuredesign.png
http://pingus.seul.org/~grumbel/tmp/md5/027def00be8c40faa796627b4421dc35-menuredesign.png
http://pingus.seul.org/~grumbel/tmp/md5/8868e80a330317ab3c6841f8b88a342e-menuredesign.png
http://pingus.seul.org/~grumbel/tmp/md5/48b47dc107dd3bb9bd520f4d96a85262-menuredesign.png

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Re: [Pingus-Devel] Wanna help because Pingus rocks

2008-06-30 Thread Ingo Ruhnke
On Mon, Jun 30, 2008 at 4:59 AM, Onilton Maciel <[EMAIL PROTECTED]> wrote:
> Are there any priority among the levelsets?

There is really no priority. Some levels follow a common theme so they
are easier to deal with, but there is no need to start with them,
simply pick whatever theme you like and find matching levels (see
data/images/groundpieces/ground/ for available themes). Matching
levels can be easily found when you search for levels containing
specific groundpieces.

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Re: [Pingus-Devel] Wanna help because Pingus rocks

2008-06-29 Thread Ingo Ruhnke
On Sun, Jun 29, 2008 at 7:57 PM, Onilton Maciel <[EMAIL PROTECTED]> wrote:
> 1) Play the levels and prove that them can be solved. (Providing a screencast 
> maybe?)

I am currently working on getting the demo recorder back into action,
once done a demo for every level would be nice, but it will take a few
days till that is ready, so don't let that stop you. We can still
record the demos later.

> 2) Group them by theme
> 3) Sort by difficult level

Yep. Quality is more important then quantity here, so focus on getting
one levelset done well, instead of trying to run through all levels at
once. Also levels should be not just be "playable", but they should
play well, i.e. not to many actions, not to little, etc. There are
plenty of levels that give you 20 of each action, because thats the
default that the editor gives you, those should of course be tweaked
to a lower number before being released. Levels don't have to be
perfect, but some basic level of quality should be there.

> 4) Report any bugs I found and the ones that *maybe* can't be solved right 
> now.

There are plenty that need fixing, so just keep a list of those or
send patches for those, no need to bug report each and every of them
alone.

> Also, in which language is Pingus made?

C++

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Re: [Pingus-Devel] Memory leak in Pingus 0.7.2 (developer question)

2008-06-29 Thread Ingo Ruhnke
On Sun, Jun 8, 2008 at 3:56 AM, Hans Jorgensen
<[EMAIL PROTECTED]> wrote:
> 2. Modify SurfaceImpl to remove the delete_surface parameter, and always
> call SDL_FreeSurface(),

I removed delete_surface in the code, other then Surface(int width,
int height) it never was set to false and that case in Surface(int
width, int height) looked like a bug.

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Re: [Pingus-Devel] Wanna help because Pingus rocks

2008-06-29 Thread Ingo Ruhnke
On Sun, Jun 29, 2008 at 9:25 AM, Onilton Maciel <[EMAIL PROTECTED]> wrote:
> So, I would like to know what have been already done,

Basically nothing, everything in data/levels/playable/, incoming/ and
wip/ is still unsorted and untested.

> Also, is this a already solved bug? I can play
> playable/panic-cbrucher.pingus but when I am playing I get this error in
> terminal and then the window closes.
> " PingusError: e has wrong color depth: "

Nope, bug is still there, result of the broken CollisionMask stuff,
I'll look into it.

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Re: [Pingus-Devel] two player mode

2008-06-19 Thread Ingo Ruhnke
On Fri, Jun 20, 2008 at 3:52 AM, Daniel Nixon <[EMAIL PROTECTED]> wrote:
> Has there been any thought regarding such a feature in Pingus?

We had something like that a long while back, it was never really
finished and got ripped out in the meantime:

 * http://pingus.seul.org/images/screen_0.5.0-1.jpg

But we could reimplement with little trouble (splitscreen that is,
network support would get trickier).

The issue however is that basic multiplayer isn't all that
interesting, because it is to chaotic, everybody just tries to kill of
the other and the end result is pretty much random. It might be
possible to enhance it by new actions or other tweaks to basic
gameplay (make it round-based, more worms like, etc.). I am open to
suggestions.

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Re: [Pingus-Devel] Updated swedish translation for Pingus 0.7.2

2008-06-11 Thread Ingo Ruhnke
On Thu, May 29, 2008 at 3:17 AM, Niklas Grahn <[EMAIL PROTECTED]> wrote:
> My name is Niklas and I have just updated most parts of the swedish
> translation for Pingus version 0.7.2.

Ok, commited your changes to SVN.

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Re: [Pingus-Devel] Request to take over the spanish translation

2008-05-21 Thread Ingo Ruhnke
On Wed, May 21, 2008 at 10:53 PM, Javier Fernández-Sanguino Peña
<[EMAIL PROTECTED]> wrote:
> If so, could I be added to the TRANSLATORS file under data/po/?

I removed that file now, seems rather outdated and we have the author
names/emails already in the .po. We already don't really have fixed
maintainers for the languages, I simply commit whatever translations
come in.

> Should I send updates to the translation in the near future here or report 
> them as a bug?

Sending them to the list is a litter easier, the bugtracker isn't much
used any more.

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Re: [Pingus-Devel] Working on Pingus content?

2008-04-25 Thread Ingo Ruhnke
On Fri, Apr 25, 2008 at 6:12 PM,  <[EMAIL PROTECTED]> wrote:
>  By the way, do you have any kind of pattern in mind to group those
>  levels into levelsets? Say, something difficulty-based, or more
>  thematic levelsets?

When you have enough levels of the same theme group them that way
(i.e. desert stuff), in the levelset itself sort them by difficulty.
To easily find levels of a common theme you can 'grep' for the names
of groundpieces, i.e.:

 % grep -l desert data/levels/playable/*

To get everything that has the word desert in it.

In other cases were levels don't have a common theme, but similar
difficulty you might want to group them by author.

And in other cases where a level just won't fit in anything, just pack
them by difficulty as good as possible.

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Re: [Pingus-Devel] Working on Pingus content?

2008-04-23 Thread Ingo Ruhnke
On Wed, Apr 23, 2008 at 1:52 PM,  <[EMAIL PROTECTED]> wrote:
>  I've found out about Pingus a few days ago, and I was wondering if
>  there were people working on getting more levels into the game.

Nobody is working right now on getting more levels into the game,
except me doing a few bonus levels every few month, like the halloween
stuff in the latest version and maybe doing a new island sooner or
later, however those will all be completly new levels and not use any
of the user contributed ones.

>  Basically, is there anything I could do to help building content for
>  Pingus?

Yes, the by far easiest way to help is if you just have a look through
all the levels in the data/levels/playable/ directory and find levels
that are fully playable (i.e. number of actions is properly set, goal
is reachable, no major other issues) and then just group those levels
to a levelset. I consider it really important that the levels are
properly tested and fixed when necessary before they can go into a
levelset, so just randomly picking stuff from that directory is a
no-no, since half of them might likely not work properly, which is the
reason why they are stuck in that directory and not available in the
GUI.

And btw. if any of those levels contains weird systematic glitches it
might not be due to the levels fault, but due to bugs in the converter
script that converted them from the old syntax to the new, so just let
me no if you find anything suspitios in that direction (probably hard
to see for anybody not familiar with the code).

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Re: [Pingus-Devel] commit

2008-02-03 Thread Ingo Ruhnke
On Feb 3, 2008 1:54 PM, Fred Maranhão <[EMAIL PROTECTED]> wrote:
> Please commit the attached file in data/po/TRANSLATORS

Done

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Re: [Pingus-Devel] commit data/po/pt_BR.po

2008-01-18 Thread Ingo Ruhnke
2008/1/18 Fred Maranhão <[EMAIL PROTECTED]>:
> Please commit the attached file in data/po/pt_BR.po

Done.
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Re: [Pingus-Devel] SOURCE

2008-01-14 Thread Ingo Ruhnke
On Jan 14, 2008 6:45 PM, kevin lawson <[EMAIL PROTECTED]> wrote:
> I have a Gizmondo Handheld game system that now is no longer made ,since
> 2005-2006 I think ,but we at www.gizmondoforums have a big following for
> this system and I was wanting to know what I need to convert this over to
> this handheld system

Gizmondo is 320x200 so you would need to convert all the graphics and
change the rendering code a bit, since the game is targeted at 800x600
and above.

That aside it just require the standard stuff like most other Open
Source games around, SDL, boost, etc.

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Re: [Pingus-Devel] Re: commit data/po/pt_BR.po

2008-01-13 Thread Ingo Ruhnke
On Jan 14, 2008 2:42 AM, Fred Maranhão <[EMAIL PROTECTED]> wrote:
> The pt_BR.po in the mail below was not commited yet. Should anyone
> commit it, please?

Done.

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

2007-12-28 Thread Ingo Ruhnke
On Dec 28, 2007 8:15 AM, Jason Green <[EMAIL PROTECTED]> wrote:
> 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.

I was talking about N800 (800x480) and OLPC (1200x900) for most part,
both of which aren't exactly low-res and can run Pingus fine as is
(except a little slow). And below 640x480 I have some doubt if you
even want to run Pingus, since the whole game is really targeted at
800x600 and above. So for 320x200 or  the graphics are simply to large
and you would need to scale them all down to make it playable, not
sure if that would be worth it, since most devices with that res will
be to slow for Pingus anyway.

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Re: [Pingus-Devel] Patch: German Translation for Halloween Levelset etc

2007-12-26 Thread Ingo Ruhnke
On Dec 27, 2007 1:13 AM, Harald Brass <[EMAIL PROTECTED]> wrote:
> To say thank you, please find enclosed patch (against today's svn version) 
> with proposed German translation for the Halloween levelset. Maybe someone 
> will find this helpful.

Ok, patch is applied

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Re: [Pingus-Devel] cs update

2007-10-29 Thread Ingo Ruhnke
On Oct 30, 2007 12:10 AM, Tomas Blaha <[EMAIL PROTECTED]> wrote:
> Do someone know, whats wrong?

Might need guile-1.8 instead of guile-1.6.

> I've also attached a little retouched verdana11-iso-8859-2 files, they have
> now corresponding glyphs and characters between .png and .font.

Ok, commited both files.

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Re: [Pingus-Devel] Pingus on Mac OS X

2007-10-18 Thread Ingo Ruhnke
On 10/14/07, Dave Vasilevsky <[EMAIL PROTECTED]> wrote:
> My patch for better Mac support is appended to this mail, changes include:

Ok, commited it with a few small changes.

> - Passing command line options to 'scons configure' didn't work well
> before, since all values were treated as strings. Now
> treat values as
> booleans or space-separated lists, as appropriate.

If I understand correctly its now either:

scons configure CPPPATH="/usr/my/include/ /usr/my/second/include"

or

scons configure CPPPATH="['/usr/my/include/', '/usr/my/second/include']"

How about, the more Unix-like ':' seperated list:

scons configure CPPPATH="/usr/my/include/:/usr/my/second/include"

Can PathOption() handle multiple paths?

> * Auto-detect sensible defaults for linuxusbmouse and linuxevdev.
> (Would platform.system() == 'Linux' be the right test for this?)

Should do, unless BSD has mouse/evdev stuff that is compatible to Linux.


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Re: [Pingus-Devel] new translation (Brazilian Portuguese)

2007-10-08 Thread Ingo Ruhnke
On 10/6/07, Fred Maranhão <[EMAIL PROTECTED]> wrote:
> just finished the translation to brazilian portuguese. I used the
> european portuguese file pt.po as starting point.

Ok, committed the new file. The game code still needs to be fixed,
little bug that only takes the first two letters of the language code
into account, thus pt.po is chosen instead of pt_BR.po, nothing big,
will fix it in the next days.

> what is the procedure now to keep the pt_br.po file up to date?

cd data/po/
./update-po.sh pt_BR.po
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Re: [Pingus-Devel] new translation (Brazilian Portuguese)

2007-08-31 Thread Ingo Ruhnke
On 8/31/07, Fred Maranhão <[EMAIL PROTECTED]> wrote:
> I want to translate pingus to Brazilian Portuguese (pt_BR) and I new
> worked with po files. What should I do?
>
> will
>   cp pt.po pt_br.po
> work?

Yes, that will work. Also don't just use a text editor, but one of the
special .po file editors such as poedit, kbabel or Emacs po-mode,
these will help to make sure that the file syntax is correct. When
done just send me the resulting pt_br.po file.
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Re: [Pingus-Devel] Norwegian Nynorsk translation for Pingus

2007-08-30 Thread Ingo Ruhnke
On 8/29/07, Karl Ove Hufthammer <[EMAIL PROTECTED]> wrote:
> 1. At least the version info should be translatable. E.g., in Norwegian, it
> should say «Pingus versjon» instead of «Pingus version» and «uoffisielt bygg»
> instead of «unofficial build».

That would lead to having a text in mixed language, not a good idea.

> 2. The piece is just a reference to the file COPYING, and should IMO be
> translatable.

I don't trust translators enough to do a good job at that.

> 3. Shouldn't the copyright be to 'The Pingus development team' (which should
> be translatable, BTW) instead of just 'Ingo Ruhnke'?

Maybe, if any of the other developers complains I'll change it, but on
the other side there never really was much of a team, just me + always
changing contributors.

> It *is* worth fixing. English text in a localised game looks really bad.

Its really a very tiny issue, most commercial games never translate
in-game gfx and since I have some doubt about the graphic quality this
would result in, nope, it will stay in english for now.

> How? The actual names of the options are still in English; it is only the
> descriptions (and words that should be substituted) that change.

I mean remove all translation from output to the console completly, so
that everything there is english and only the game itself stays
translated.

> Great. This would fix the UTF8 problems in console output too, for all
> practical purposes.

Not really, since all the people with ISO-8859-X consoles would still
get broken output, it would just break for different people.
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Re: [Pingus-Devel] Norwegian Nynorsk translation for Pingus

2007-08-28 Thread Ingo Ruhnke
On 8/26/07, Karl Ove Hufthammer <[EMAIL PROTECTED]> wrote:
> 1.  BTW uses the old, deprecated language code 'no', and should be renamed
> to 'nb.po'.

Done.

> 2. The potfile was outdated. I've updated it (included in the patch), and the
> pofile is based on the updated potfile.

Ok, pingus.pot getting outdated however happens all the time, so this
is rather normal.

> 3. The 'extract-po.sh' script uses a 'tempfile' command. This doesn't exist on
> my system, at least, and the patch changes it to the more standard 'mktemp'.

Ok.

> 4. The patch also adds my name to the (three) credits files used.

Ok.

> 5. There are some things that are currently not translatable, but should be:
>
> a) Version and license info on the intro screen.

Since this a piece of text right from the GPL I am not so sure that
its a good idea to translate it.

> b) The big sign on the 'Tutorial Island' image

Known issue, not really sure if its worth to fix.

> c) The text on the *last* screen of the end of the game (where the Pingus
> drift into the sunset). The text does appear in the .pot and .po files, but
> the translation is never displayed.

Works here, maybe the msgid isn't the exact same, tried update-po.sh?

> d) The suffix showing which extra skill a Pingus has (e.g. [f] for Floater or
> [c] for Climber).

I plan to add a little helmet to the climbers, so the [f] could be
removed completly.

> e) The following strings from './pingus --help':
>'Usage' line
>Game description
>'width' and 'height' in 'geometry' option
>'FILE' in the '--font' and '--controller' option (for other options it
>*is* translatable).
>'LANG' in '--language' option
>'OPTION' in '--debug' option
>'SPEED' in '--speed' option
>'INT' in '--tile-size' option

I am thinking about removing all the translation from console output
completly, it really gains very little and makes deciphering bug
reports with foreign language output very annoying.

> 6. Translations must be in ISO-8859-1, which is quite inconvenient. (KBabel
> saves in UTF-8, and I can't seem to find the option to change it, though I'm
> sure I have seen it before).

To convert it you can use 'recode UTF-8..ISO-8859-1', you might need
to declare it properly in the header of the .po to make it
automatically. Anyway, sooner or later their will be UTF8 support.

> 7. './pingus --help' doesn't convert the translation to the user's (or really
> terminal's) character encoding, which means that for most people on modern
> distros, ISO-8859-1 is displayed on a UTF-8 terminal, making all non-ASCII
> characters display incorrect.

Yep, a little hard/annoying to fix, which brings us back to the
'remove all translation from console output issue'.

> 8. To sum up, what you need to do is:

> a) Commit the attached patch (with any changes you want to make).

Done.

> b) Rename 'no.po' to 'nb.po'. Use 'svn move' for this, to keep the subversion
> history.

Done.

> c) Fixing the bugs and problems I've mentioned would be nice. :)

No ;)

> 9. I haven't translated the string 'Boarder', as I don't know what skill it
> is. It is not used in any of the tutorial levels.

Not sure if it will ever get used, doesn't really have well defined
action currently. Its simply a skateboarder

> 10. I can also update the old Norwegian Bokmål translation (unless the
> original author is still working on it).

Nobody working on that right now.

> 11. Is it possible to get SVN access, so that I can commit future translation
> updated directly?

For the moment, nope, when it gets one day to annoying to apply patches, maybe.
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Re: [Pingus-Devel] Clanlib 0.8 has been released

2006-08-20 Thread Ingo Ruhnke
David Philippi <[EMAIL PROTECTED]> writes:

> You've got to copy the .mo file into a specific directory, yes. But that's 
> not 
> really a huge restriction.

It becomes one when you try to run add-ons directly from a .zip file
via physfs, since then you don't have any proper way to submit those
file to gettext, you have to temporary extract them and do other ugly
hacks.

> I guess porting the gui to use ttf fonts should be an early step.
> Those bitmap fonts aren't nice to translations.

Yep, in the long run that probally can't be avoided.

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Re: [Pingus-Devel] Clanlib 0.8 has been released

2006-08-20 Thread Ingo Ruhnke
David Philippi <[EMAIL PROTECTED]> writes:

> At least that's not true. You can add new textdomains on demand. I'm
> more involved with Wesnoth those days which does this. Each user
> campaign may come x with their own set of .mo files. They only need
> a textdomain declaration which is then added by the game.

Still requires compiling the .po files, something I prefer to avoid,
since it makes testing new translation a hell of a lot harder then
necessary.

>> requirement to compile .po, no way to run directly from source
>> directory and other stuff.

> This is also possible, you just have to add the search path at runtime. 
> Wesnoth uses mo files from non-standard locations for its user content.

You still have to follow weird path structures and can't use the .po
files directly from where they lay around. Unless I am mistaken you
can neither feed a .po or .mo file directly into gettext().

> I think the worst mistake in Pingus was to put translations directly
> into the XML files instead of extracting them into their own po
> files.

That certainly makes translation a bit harder and should be changed in
future releases.

> There should be a pingus.pot, tutorial.pot, stoneworld.pot... 

Yes, thats the plan.

> If someone wants to write something like this, taking a look at
> Wesnoth and wmlxgettext should help quite a lot. WML is extremely
> similiar to XML so it shouldn't be that hard to adapt it to read in
> the strings from Pingus level files.

Extracing the strings from the XML files is quite easy anyway, just a
few lines for perl/python/ruby whatever, so that shouldn't be a
problem if we try that.

> AFAIK at least gettext should then be able to use different
> encodings as long as they're correctly specified in the
> corresponding po files.

It can use different encodings in the .po, but so can tinygettext. The
issue here is that the terminal might require a different codeset then
the GUI, which is currently limited to Latin-N like encodings.

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Re: [Pingus-Devel] Clanlib 0.8 has been released

2006-08-20 Thread Ingo Ruhnke
[This mail is a repost, since first one seems to have disappeared
somewhere]

Hans de Goede <[EMAIL PROTECTED]> writes:

>>> Yes, that's what I'm doing. Grumble shouldn't be dead AFAIK just
>>> not active on Pingus anymore. If need be he should be reachable.
>>
>> I kicked gettext out for a reason,
> And that reason was if I may ask?

Because its inflexible, unportable and quite limited in its API, ie.
no proper way to browse which languages are available, no proper way
to extent dictonaries (custom levels might provide their own .po),
requirement to compile .po, no way to run directly from source
directory and other stuff.

> Whats wrong with it is that it cannot handle character encoding
> conversion in any way (at all)

It converts from the charset in the .po to the one used by the bitmap
font. That won't do much good if one tries to output to the terminal,
which is certainly a limitation, but I don't think gettext solves that
any better.

> and that it doesn't searches for translations on unix in the usual
> way / location,

Thats a feature, since it allows to run both without compiling the .po
as well as to use it from whereever the data files are stuck, which
gettext can't.

> breaking packaging tools like rpm, which expect this location and
> use it this "info" to only install the languages requested by the
> user.

Bad luck, but that seems to be like a problem of the distribution not
pingus. If the distribution can't handle that, it won't remove the
unneeded fonts from Pingus either, which waste a more disk space then
thoes few .po files anyway.

> Also if you would have bothered to take a look you would have seen
> that the patch is very non intrusive and only uses gettext if
> HAVE_GETTEXT get defined, if that is not defined then the current
> behaviour and code paths are kept for 100%.

I don't care how non-intrusive it is, its still code I don't care
about and which will surly break stuff in the future, for one because
I simply don't care to test and secondly because it doesn't provide
the feature I will need. Remember we are talking about an completly
unfinished SVN snapshot here, that in no way shows the final features
of an official next Pingus release.

> Again if you would have bothered to take a look you would have known
> that it actually fixes something, I'm not in the habit of comitting
> useless patches.

 From a quick look it seems like it moves the init_path_finder()
further down the line, which would cause --help output to go out
untranslated, which of course is kind of a tricky issue, since
--datadir gets set at a point where console output might already have
happened.

> but maybe its time to pass pingus leadership over to someone else?

If somebody wants that job sure, absolutly no problem, but so far
nobody has volunteered.

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Re: [Pingus-Devel] Clanlib 0.8 has been released

2006-08-20 Thread Ingo Ruhnke
Hans de Goede <[EMAIL PROTECTED]> writes:

>>> Yes, that's what I'm doing. Grumble shouldn't be dead AFAIK just
>>> not active on Pingus anymore. If need be he should be reachable.
>>
>> I kicked gettext out for a reason,
> And that reason was if I may ask?

Because its inflexible, unportable and quite limited in its API, ie.
no proper way to browse which languages are available, no proper way
to extent dictonaries (custom levels might provide their own .po),
requirement to compile .po, no way to run directly from source
directory and other stuff.

> Whats wrong with it is that it cannot handle character encoding
> conversion in any way (at all)

It converts from the charset in the .po to the one used by the bitmap
font. That won't do much good if one tries to output to the terminal,
which is certainly a limitation, but I don't think gettext solves that
any better.

> and that it doesn't searches for translations on unix in the usual
> way / location,

Thats a feature, since it allows to run both without compiling the .po
as well as to use it from whereever the data files are stuck, which
gettext can't.

> breaking packaging tools like rpm, which expect this location and
> use it this "info" to only install the languages requested by the
> user.

Bad luck, but that seems to be like a problem of the distribution not
pingus. If the distribution can't handle that, it won't remove the
unneeded fonts from Pingus either, which waste a more disk space then
thoes few .po files anyway.

> Also if you would have bothered to take a look you would have seen
> that the patch is very non intrusive and only uses gettext if
> HAVE_GETTEXT get defined, if that is not defined then the current
> behaviour and code paths are kept for 100%.

I don't care how non-intrusive it is, its still code I don't care
about and which will surly break stuff in the future, for one because
I simply don't care to test and secondly because it doesn't provide
the feature I will need. Remember we are talking about an completly
unfinished SVN snapshot here, that in no way shows the final features
of an official next Pingus release.

> Again if you would have bothered to take a look you would have known
> that it actually fixes something, I'm not in the habit of comitting
> useless patches.

>From a quick look it seems like it moves the init_path_finder()
further down the line, which would cause --help output to go out
untranslated, which of course is kind of a tricky issue, since
--datadir gets set at a point where console output might already have
happened.

> but maybe its time to pass pingus leadership over to someone else?

If somebody wants that job sure, absolutly no problem, but so far
nobody has volunteered.

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Re: [Pingus-Devel] Clanlib 0.8 has been released

2006-08-19 Thread Ingo Ruhnke
David Philippi <[EMAIL PROTECTED]> writes:

> Yes, that's what I'm doing. Grumble shouldn't be dead AFAIK just not active 
> on 
> Pingus anymore. If need be he should be reachable.

I kicked gettext out for a reason, so I see little need to reintroduce
it as one of the patches does, if there is something wrong with
tinygettext (charset for output to console I guess), tinygettext
should be fixed and not replaced by awefull gettext again.

About the datadir patch, no idea, if it fixes something, somebody can
go and commit it.

Anyway, I don't really care that much about the current Pingus tree,
if I ever touch it again, it would be up for a larger rewrite anyway,
ie. switch to SDL and stuff (branches/pingus_sdl isn't very far).

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