Alright so here is an updated version of the map. Bigger level, more sky, and
water is enabled now.
http://www.boardmod.org/stuff/pirates_v1.1.tar.gz
http://www.boardmod.org/stuff/pirates_src_v1.1.tar.gz
Cheers,
Michael Prager
[EMAIL PROTECTED] schrieb:
Selon Michael Prager <[EMAIL PROTEC
gt; - pirates: I'd love the style but the sky is too small and we can walk outside
> the map too easily!!
Bye,
Michael Prager
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What about already updated translations?
artefact schrieb:
> Hi,
> Since the 0.7 (one week ago), 2 languages have been added (Romanian and
> Turkish) and a weapon has been improved (baseball). I'm currently
> working on integrating Wormux into Debian and some (little) issues have
> been discovered
ced on mines at game start
3. Credits menu doesn't show at all
Bye,
Michael Prager
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Sure, let me know of any new bugs you recieve about the german
translation.
Bye,
Michael Prager
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f [Sound] Error : Jukebox::PlaySample: No free channels available
- some translations never show in the game although they are used (for
example "%s has fallen off the map!")
Good job on the SDL port btw. It's blazing fast now :-)
Cheers,
Michael Prager
# translation of de.po to Ger
I'll try to write a new ebuild and update the german translation for it
as soon as I can get this to work. I already got the configure script to
work by replacing "pkgconfig libxml++-2.6" by "pkgconfig libxml-2.0" and
by calling "aclocal -I ./m4". Now when trying to compile, I get
g++ -DINSTAL
ering about the non-free skins. Are we going to add them to the
page too?
-
Michael Prager
had was that it was still using the old config.xml
file located in ~/.wormux/, which was pointing to an older wormux
installation. After fixing the path everything was working nicely.
Great job with the new weapons btw :-)
Cheers,
Michael Prager
It surely is a difference. Keep in mind that even now it would be
possible for someone outside the dev team to make their own fork of
wormux which runs on windows. Neither could you prevent it nor would you
be responsible for others actions.
Michael
Matthieu Fertré schrieb:
No, they didn't
ome patches to let
it compile on windows would be enought, windows binaries could be
offered by someone else.
Cheers,
Michael Prager
Martin Owens schrieb:
Hello,
Didn't the letter from Team17 say that they wern't bothered by our development
_because_ we didn't have a windo
in two months ...
If you want to be administrator or moderator, just ask for it.
Bye, Haypo
Great thing, I'd suggest to set the default language to English so that
everyone finds the "register" button ;-)
Bye,
Michael Prager
Hey,
great news, the gentoo devs finally decided to include wormux in their
package system (portage).
If you're a gentoo user and want to play wormux, simply type
emerge wormux
and you're ready to play :-)
http://www.gentoo-portage.com/games-strategy/wormux
Cheers,
Michael Prager
#x27;s possible to use GTK2 in combination with clanlib at all.
Cheers,
Michael Prager
Victor STINNER wrote:
Hi,
Here you have my first try to support SVG maps. The example only display
a black circle in a GTK+ window. That was difficult for me because I
don't know Gdk and Gtk API.
librsvg
at's it for now. :-)
Cheers,
Michael Prager
Victor STINNER wrote:
Hi,
I prepared a new release :
- src+data in the same archive (instead two files) : 19 MB
- I ran autogen.sh, so you don't need automake, alocal, etc. (just
need ./configure && make && su -c "make in
I say "go for it" :-)
Bye,
Michael Prager
Victor STINNER wrote:
I would like to know if you agree to make a new release (0.5beta3) which
include all bugfixes.
nt to store the maps seperatly? If it
is because CVS is getting to slow, you could simply move the data
directory to a different module.
Cheers,
Michael Prager
I compared those in wormux-src-0.5beta2.tar.bz2 and their content is equal.
Cheers,
Michael Prager
Victor STINNER wrote:
Le samedi 30 octobre 2004 à 16:28 +0200, Michael Prager a écrit :
Basically I agree with you, but isn't the po folder a standard for
projects using ge
I've updated the gentoo ebuild for 0.5 beta2:
http://bugs.gentoo.org/show_bug.cgi?id=52679
Cheers,
Michael Prager
Bye, Haypo
Basically I agree with you, but isn't the po folder a standard for
projects using gettext?
Bye,
Michael Prager
I've completed the ebuild for 0.5 beta2. Would it be possible to update
the package once more and include the fix for build problem
(remove-potcdate.sin, po_Makefile.am.patch)? That way I don't have
release the ebuild with a pack of patches once again.
Cheers,
Michael Prager
Here is the completed german translation for 0.5 beta2
Cheers,
Michael Prager
# translation of wormux.pot to German
# This file is distributed under the same license as the Wormux package.
# Copyright (C) 2001-2004 Lawrence Azzoug
# Michael Prager <[EMAIL PROTECTED]>, 2004.
#
msgid &qu
ipping.cpp«,
benötigt von »wormux.pot-update«, zu erstellen. Schluss.
As a workaround you can do "touch po/wormux.pot" so that at least it
compiles.
Cheers,
Michael Prager
Victor STINNER wrote:
Le vendredi 29 octobre 2004 à 01:15 +0200, Michael Prager a écrit :
Bug No.1: it doesn'
ach function it appears in.)
Cheers,
Michael Prager
Victor STINNER wrote:
Can our packager update their .deb / .rpm / ebuild ? (or produce new
ones)
And also update translations ? (hum Michael reported a bug around
wormux.pot -> TODO :-)).
I posted some news articles on differe
Will update the gentoo ebuild as soon as I come home from university
today :-)
Cheers,
Michael Prager
Victor STINNER wrote:
https://gna.org/forum/forum.php?forum_id=449
Can our packager update their .deb / .rpm / ebuild ? (or produce new
ones)
Bye, Haypo
WOW I love this map, great job :-D
Did anybody notice that there is a problem with the translations? I
can't get wormux.pot to rebuild. When deleting the empty wormux.pot it
should automatically recreate a new one when calling make but it fails
with "*** Keine Regel vorhanden, um das Target
»
My best guest is that you need all the deps you want to include
statically linked. On gentoo for example I don't have a single library
statically linked so I can't compile anything statically. You'll have to
build all these libs seperatly in a folder and then compile worumx and
link it to that
Victor STINNER wrote:
- Prepare Windows version of Wormux
Tried that a few days ago with mingw+msys. It'a aweful work to get
clanlib compiled because you need tons of deps. I recommend to follow
this tutorial:
http://lefthand.xullum.net/index.php?op=tut&aref=tutorial/clanlib/mingw32.htm
An
You need the hermes development headers, they should be included in a
package like hermes-dev.
spider wrote:
Hello . When i compile wormux 0.4.0 i see that message , and compilation
aborted:
how i can solve this problem ?
make: Entering directory `/home/spider/RPM/BUILD/wormux/src'
---
Victor STINNER wrote:
Michael: Your name is now displayed in Wormux ;)
Wow that sounds like great news. Now I only have to wait until GNA dns
is up again :-D
Cheers,
Michael Prager
ain
(http://www.boardmod.org/stuff/wormux_de.po) :-)
Best Regards,
Michael Prager
so I can't translate it
- "Load weapon" in the console output is also hardcoded
- I wouldn't mind beeing added to the constribution section of
authors.txt and webpage (german translation and pirates map) ;-)
Oh and here is my updated german translation:
http://www.boardm
Victor STINNER wrote:
Le lun 20/09/2004 à 17:58, Michael Prager a écrit :
- crash after loading and playing several different maps:
physical_obj.cpp:601: Assertion manquée "m_type != objINSENSIBLE".
Strange bug ... But we need more informations ...
Was an issue with t
I think for a 1.0 release there should be working multiplayer and AI
support, as those are some nice features worms currently has over wormux ;-)
Cheers,
Michael Prager
Victor STINNER wrote:
Hi,
I would like to have your opinion about making a new release. It will be
called "0.5&
I think this is a great idea, it would make the battlefield more alive.
Cheers,
Michael Prager
Victor STINNER wrote:
Hi,
What do you think about cuting skins into separated parts :
- eyes
- head
- foots
- ...
It would help, for example, to implement eyes rotation with crosshair
rotation
n a problem related to gentoo's way of having both,
clanlib-0.6.x and 0.7.x installed at the same time.
Bye,
Michael Prager
Matthieu Fertré wrote:
> - weapons located on the wrong place (always in the upper left
corner of the player)
We have to update the skin (see Alien), this is the only skin I have
updated.
You're right, when using the alien team the weapons are placed correctly.
> - charging bazooka/grenate
re player looks to the right)
- air strike explosions make the whole game freeze for about 1-2 seconds
That's it for now :-)
bye,
Michael Prager
Don't ask me, I only know that Blizzard was able to shut down FreeCraft
completely. That's something which I think can't happen to wormux
because we have this 'ok' from team17.
Damien Boucard wrote:
On Fri, 17 Sep 2004 15:13:58 +0200
Michael Prager <[EMAIL PROTE
you don't need to ask permission to reimplement an idea brought to
marked by Team17.
That's what I thought in the first place. However what we did is actually even more
"save", we got something like an "ok" from the company which could cause
problems.
I'd say don't release an official windows version. Simply make the game
compile under windows so that third-party sites can compile and offer it
to windows users.
Bye,
Michael Prager
Victor STINNER wrote:
Salut,
J'ai relancé la question d'une version Windows de
I guess that will improve when the port to clanlib-0.7 with opengl
support is completed .
Bye,
Michael Prager
Frederic Rodrigo wrote:
De plus le jeu est sympa, mais "lourd". Sur mon celeron 700MHz je n'ai
que 16fps. Je ne suis pas aller voir le code source, mais je crois qu
mms xv zlib"
richard
ps. whats the state of the clanlib 0.7.x rewritten version?
pps. is it necessarily to use the downloadable version of clanlib
0.6.x from their website? (because as U see in the strace output,
there are some missing files...)
Besides that there are some bugs in Gentoos clanlib it runs fine with
wormux and any other game using this library.
Cheers,
Michael Prager
Julien Laffray wrote:
<>Hi
You don't have to write parsers for Python, it would be reinventing
the wheel. Python has C hooks.
Oh ok, didn't know that. :-)
is any)? How do
other games handle this problem?
bye,
Michael Prager
Yeah I noticed too late that the reply-to field was set to your email
address instead of the mailing list email. :-)
Victor STINNER wrote:
Michael: I received your email two times. Just write to
wormux-dev@gna.org ;-)
Bye, Haypo
to GNU
autmake.
Cheers,
Michael Prager
Victor STINNER wrote:
src/ in now splitted into small subdirectories. Now Makefile prepare
build.o for every subdirectory, so ld have less work for the last
linkage (which produces wormux binary) ;-)
TODO (for me) : Only link wormux when a build.o is reb
I think this looks very promising, keep up your work :-)
Btw your current code caused a segfault here after the 5th round...
Bye,
Michael Prager
[EMAIL PROTECTED] wrote:
Hello all,
I promised you last sunday a beginning of AI player
implementation ; sorry for the delay. Here is my proposal
I personally don't have any problems reading french but I could imagine
that you'd get more feedback if everything in this list would be
understandable by everyone.
bye, Michael
Victor STINNER wrote:
Just one question : Does everybody accept that we only speak in english
here (on this mailin
VS" and move it to a "goodies" section ? Because we have now
enough skins to replace it ! But I like the skin (it's just too small, but
it's fun).
The worm has nothing common with the original "Worms" worm, don't see
any reason to remove it from the game.
Oh by the way do you have any plans for adding my worm skin to the
non-free skins on the webpage?
Bye, Haypo
Cheers,
Michael Prager
There is another problem with the translations. When hitting escape in
the game, you get the dialog "Do you really want to quit (O/N)". In
german the proper keys would be J/N and in englisch Y/N.
bye, Michael Prager
Victor STINNER wrote:
Hi !
You can see in this pa
any chance that the map will be added to cvs? :)
Michael Prager wrote:
Victor STINNER wrote:
<>I don't have Worms2, so I *thought* it's a clone of an original
map. So
seriously, do you think that Team17 can make the difference between your
map and their ? If yes, the map wi
mn, I always forget to change the TO and REPLY-TO headers of the
emails :P
Cheers,
Michael Prager
Victor STINNER wrote:
I will place your avatar in our "non free skins" webpage, and I will
create a special page called "non free maps" just for you ;-)
I don't see any reason for not including the map though, it's a lot
different to the usual worms2 graphics :-)
It's a very good ideay to
m17 is not Blizzard, maybe they are more openminded
to fan projects :-)
Enfin ceci dit beau travail Michael Prager :)
Thx!
Laurent wrote:
Yes, it's a normal behaviour because the anim.png also occurs during the
walk of the avatar, so you should put only the head of the worm in the
anim.png and put appropriate value to dx and dy inside the config.xml
(shift of anim.png compared to worm.png).
But I agree it would be c
k out http://boardmod.org/stuff/worms+pirats_src.tar.gz
Cheers,
Michael Prager
yeah I personally perfere the way worms is configured too. Weapons with
right click and scrolling on the borders. What about letting the user
choose betweem the two layouts?
Matthieu Fertré wrote:
Bah là encore, j'aime bien comment c'est foutu dans Worms, un clic
droit, je trouve ça assez insti
Very nice. I've taken the readdir patch from cvs and made a new ebuild
for wormux 0.3 from it.
Ebuild can be found here: http://bugs.gentoo.org/show_bug.cgi?id=52679
Greetings,
Michael Prager
Je suis sure qu'il est plus simplement pur toi de perler
anglais comme pour moi perler francais. Sorry, my
school-french is pretty rusty ;-)
Cheers,
Michael Prager
le > cas faudrait corriger aussi.
>
> Matt
DT_DIR is also used in avatar.cpp:InitAvatars
Cheers,
Michael Prager
oints in ver.cpp (Can't find member of
namespace, class, struct, or union named "ver.cpp") to find the
particular line.
I've uploaded an output of "strace ./wormux here" here:
http://www.boardmod.org/stuff/trace.out
Maybe someone has a suggestion?
Best regards,
Michael Prager
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