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GIT mirror for TORCS (from git://git.debian.org/git/pkg-games/torcs.git)
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Introduction ------------ This is an all in one package of TORCS. Be aware that some included artwork has non free (in the GPL sense) licenses, you will find a "readme.txt" in those directories. The rest is either licensed under the GPL or the Free Art License. Non-Free content (in GPL sense) ------------------------------- Here the list with the directories containing non free content, look at the readme.txt for details: - data/cars/models/pw-* - data/cars/models/kc-* Linux Installation from Source ------------------------------- - Requires plib 1.8.5, FreeGLUT or GLUT, be aware to compile plib with -fPIC on AMD64 if you run a 64 bit version of Linux. Be aware that maybe just 1.8.5 works. - Untar the archive - cd into the torcs-1.3.3 directory - ./configure (use --help for showing the options, of interest might be --enable-debug and --disable-xrandr). - make - make install - make datainstall - start with "torcs" Command line arguments: * -l list the dynamically linked libraries * -d run under gdb and print stack trace on exit, makes most sense when compile with --enable-debug * -e display the commands to issue when you want to run under gdb * -s disable multitexturing, important for older graphics cards * -m use X mouse cursor and do not hide it during races * -r pathtoraceconfigfile, run race from command line only, for testing and AI training, see FAQ for details Windows Installation from Source (Release version) -------------------------------------------------- - hint: you can have a release and a debug build side by side, the release version goes to "runtime" and the debug to "runtimed". - requires VS 6 (tested with sp6) or VS 2008 (tested with sp1) - untar the archive into a path without whitespaces and special characters. - cd into the torcs-1.3.3 directory - run setup_win32.bat - run setup_win32-data-from-CVS.bat - select the TORCS workspace (TORCS.dsw for VS 6) or solution (TORCS.sln for VS 2008), select the w32-Release version. - compile project (0 warnings) - cd into the "runtime" directory. - run "wtorcs.exe" Command line arguments: * -s disable multitexturing, important for older graphics cards * -r pathtoraceconfigfile, run race from command line only, for testing and AI training, see FAQ for details Windows Installation from Source (Debug version) ------------------------------------------------ - hint: you can have a debug and a release build side by side, the debug version goes to "runtimed" and the release to "runtime". - requires VS 6 (tested with sp6) or VS 2008 (tested with sp1) - untar the archive into a path without whitespaces and special characters. - cd into the torcs-1.3.3 directory - run setup_win32_debug.bat - run setup_win32-data-from-CVS_debug.bat - select the TORCS workspace (TORCS.dsw for VS 6) or solution (TORCS.sln for VS 2008), select the w32-Debug version - compile project (0 warnings) - cd into the "runtimed" directory. - run "wtorcs.exe" Command line arguments: * -s disable multitexturing, important for older graphics cards * -r pathtoraceconfigfile, run race from command line only, for testing and AI training, see FAQ for details Testing ------- Please pick bugs below and retest them (you can find the original reports on http://sourceforge.net/tracker/?group_id=3777&atid=103777, select "any" bugs to see as well the closed ones). If you find problems which should be already fixed or new ones please report them to the torcs-users mailing list. Getting Help ------------ During the game press F1. For more in depth information visit www.torcs.org, you find there a lot of information, look at the documentation section on the left, have as well a look into the list of howto's. If you are stuck have a look into the FAQ to learn how and where to report a problem. Have fun, bye Bernhard. Changes since 1.3.2 ------------------- - Adopted trb for newer PHP (>= 5.2) versions (Bernhard). - Added race schedule "wizard" to trb, championships are much quicker to set up (Bernhard). - Little trb improvements (Bernhard). - Created/added new wheels for stock cars (Bernhard). - Created/added new stock car category (Bernhard). - Created/added new stock car (Bernhard). - Created/added textures for drivers of the new stock car, berniw 1, berniw 2, bt 1, bt 2, reconfigured drivers to use this car (Bernhard). - Replaced more sprintf's (Bernhard). - Fixed some gcc 4.6 warnings (not yet all though) (Bernhard). - Removed *ascar category and car (stock1 is the replacement) (Bernhard). - Adopted Windows ports/project files to the changes (Bernhard). - trb car users can now choose from all trb wheels (Bernhard). - minor setup adjustments for trb cars (suspension can extend a tad more) (Bernhard). - Now you can run races in command line mode (e.g. useful for AI training and automated testing), e.g. run "~/torcs_bin/bin/torcs -r ~/.torcs/config/raceman/dtmrace.xml" (or on Windows e.g. "wtorcs.exe -r config/raceman/dtmrace.xml"). The new -r option takes an ordinary race configuration file, you can set it up as usual with the TORCS GUI or edit it manually/generate it. Human drivers are not allowed of course. (Bernhard) - Added track "Corkscrew", created by Gabor Kmetyko and Andrew Sumner (Gabor, Andrew, Bernhard). - Added track "Brondehach", created by Andrew Sumner, "Milestone" and Eckhard Jaeger (Andrew, Milestone, Eckhard, Bernhard). - Fixed another possible buffer overflow reported by Andres Gomez (Andres, Bernhard). - Fixed #2838393 as suggested by David Zimmerman (added seconds to result file name) (David, Bernhard). - Updated the FAQ regarding new command line mode and other questions (Bernhard). - Updated installer/version number etc. (Bernhard) TODO for 1.3.4 -------------- - Training session with adjustable setup (trb) - Bugtracking - check for sprintf/fscanf/strcpy/strndup, etc (ongoing) (ensure 0 termination of strings -> introduce string class?) TODO for 1.4.0 -------------- - Robot interface adoptions, rules - Apply SDL patch from Brian Gavin (rescheduled to 1.4.0 to get to to test seriously). - Update OpenAL to 1.1, fix use of deprecated stuff. - Car asignment for human players. - Sound (alut depricated/scheduling for lots of cars) - Review and eventually apply mac os x build TODO for Compliance ------------------- 155-DTM -> replace with car8-trb1 acura -> replace with car9-trb1 mc-larenf1 -> replace with car10-trb1 p406 -> replace with car1-trb4 Later: ------------------- - Mixed axis controller (under linux some analouge buttons generate a button and axis event, this is a problem for detection/calibration with the current workflow, e.g. ps3 controller buttons l2/r2) - When car is moving sideways, the engine sound source seems shifted to the side under OpenAL (2.0). - Add valgrind option to "torcs". - Include suppressions file for valgrind. - Ongoing for every release: rework free car models (several holes, no emmissive color of lod (model becomes dark at a certain distance), single sided, add cockpit, lods). - Ongoing for every release: Improve visual quality of some existing tracks (e.g. e-track-3, eventually wheel-1, e-track-2). - Texture clamp to edge needs explicit setting in nvidia driver tab in windows, have a look into that (otherwise the border is not taken as color around the pit door, pits are quite dark around the logo). - fix tools (accc, trackgen, etc, these are way too touchy). - make trackgen generate two sides for barriers and use just one sided polygons (better diffuse lighting). - fix sound in split screen multiplayer. [in progress] (ask Christos). - Ongoing: Replace some defines with "static const" to be able to see the symbol name when debugging. - move berniw/bt spline code into math to share it. - hunt down all glGet* crap during the simulation. - (Problem when driver list changes during championship.) - (add proper init/shutdown to every module which is not bound to anything else but the loading/init/shutdown/unloading process.) TODO for 1.9.x (pre 2.0 series, no release) -------------- - Design networking, how to embed it into TORCS? - Networking prototype. - Gaming modes suitable for online races. - Cockpit inside view. - Set up infrastructure for reading binary data files bit with and endianness independent. TODO for 2.0.0 -------------- - Goal: best online racing game in terms of stability/playability. Most commercial games really suck in this department, I hope we will do it better. - Initial Networking. TODO LATER ---------- - Add validation for the case no driver selected, do not exit to console. - Fix more memory leaks (already hunt down a LOT there are still more). - Networking (2.0). - Rework the whole AC file loaders and state management (most of the remaining memory leaks). - Replace vector/matrix oprations with an efficient implementation (-> use SIMD, e.g. enhanced version of v2/v3d.h with SIMD alternatives if compilers are not more clever at this time (currently they suck on useful vectorizing)). - SMP simulaton core (for myself). - Replays. - Setup editor (add a function to the robot interface to ask the robot about the location or a file handle for its setup file, perhaps a close function is needed as well). - Telemetry recorder/viewer. - Redesign/Reimplement multitexturing and fileformat. - Apply light maps to skid marks, smoke and wheels, etc. - Phong specular highlights (optional env, cube or GLSL). - Shadowmapped/Stenciled dynamic car shadows. - Compile/crosscompile on MinGW/Cygwin/Linux for Windows native. - so/dll with libtool, common code? - 3d-grass. - Dynamic sky. - Pace car and trucks to remove wrecks (remove "virtual" crane). - More Rules. - TRB integration. - Fix/create new simu/switch to updated/new simu. - (clean up simuv3 conflicts) - Show just fitting resolutions for fullscreen/change for windowed mode. - Make it possible for a robot module to carry any arbitrary number of drivers (instead of static 10). - Solve problem of wheels cutting the car body (stencil?). - Nicer Tires, a bit more round, better lighting. - Separate components more clean (e.g. ssgInit should go back to ssggraph, etc.) - persistent skidmarks (simply put them back into the shadowmap after the race? Extra texture? Just restore them?), restore function. - Make Windows debug build work. - Fix windows project such that it compiles in all locations (currently it fails if special characters are in the path). - Avoid cameras cutting the landscape. - Rework models (holes, just single sided polygons for culling, etc.) - Check (and fix if neccessary) screenshots on Windows, still wrong gamma? - API to change setup during the practice mode. - Timed races (e.g. 24h). - Allow more mouse events /suggested by Frieder -> mouse wheel for gear switching). - Start position marks on track (same technique like fake shadow, skids). - Start procedures (pace car, etc). - Better transparency for track objects. - More driving aids, switch to AI and back. - localization (e.g English, French, German, ...). - add compatibility lib for strndup etc. on win32. - New GUI. - driving/races in reverse track direction. - Check for consistency of simuv2/simuv3. - verify that simulation obeys conservation of momentum and energy. - optimise simuv3. - Fix engine inertia/s of F1 cars, check/fix all other cars as well. - Opponent sets for human players (e.g 20 Open Wheel cars, etc.) - Free camera controlled with mouse and keys. - Automate GL features verification (hopefully obsolete). IDEAS FOR MUCH LATER -------------------- - Weather. - Dynamic day/night-time, car lights with projective texturing. - Pit crew. - Dynamic "intelligent" Objects (e.g. Helicopter) - Solid/dynamic obstacles. - Nicer trees etc, terrain LOD. - Inside view. - Animated driver. - Dirt on cars, inside view. - free terrain. - Open track dynamically generated when driving. - Random track generator. - Separate pit path, Y segments, etc? - TORCS as benchmark or screensaver? - Switch to rigid body engine? - Force feedback. - (Compressed data files?) - Story mode with message. - Traffic simulator
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