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Visual TORCS
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giuse/vtorcs
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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-1.3.1 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 Windows Installation from Source (Release) ------------------------------------------ - 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 VC++ 6.0 (tested with sp6) - untar the archive into a path without whitespaces and special characters. - cd into the torcs-1.3.1 directory - run setup_win32.bat - run setup_win32-data-from-CVS.bat - select the TORCS project and the w32-Release version - compile project (0 warnings) - cd into the "runtime" directory. - run "wtorcs.exe" 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 VC++ 6.0 (tested with sp6) - untar the archive into a path without whitespaces and special characters. - cd into the torcs-1.3.1 directory - run setup_win32_debug.bat - run setup_win32-data-from-CVS_debug.bat - select the TORCS project and the w32-Debug version - compile project (0 warnings) - cd into the "runtimed" directory. - run "wtorcs.exe" 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 1.3.1-test1 ------------------------- - Compile fixes for gcc 4.3 reported by Mart Kelder (Mart Kelder, Bernhard). - Fixed clutch problems and improved ABS for human driver (Andrew Sumner, Bernhard). - Set steer speed of car1-trb3 and p406 to 360 (Bernhard). - Removed outdated README/INSTALL files (Bernhard). - Updated FAQ and installation instructions (Bernhard). - Applied wheel-2 texture updates created by Eckhard and Andrew (Eckhard, Andrew, Bernhard). - Changed version to 1.3.1 (Bernhard). - Fixed #1674545 (Bernhard). - Replaced track dirt-1 with upgrade from Eckhard (Eckhard, Bernhard). - Corrected mipmapping/transparency behaviour of new dirt-1 track (Bernhard). Changes since 1.3.0 ------------------- - Applied patch for screen resolution change program crash when the path contained spaces (Brian Gavin, Bernhard). - Added new car, car2-trb1 (Bernhard). - Added new car, car3-trb1 (Bernhard). - TRB: allow signing in during season, mail tool for admin (Bernhard). - Added new car, car5-trb1 (Bernhard). - Added new car, car4-trb1 (Bernhard). - Suspension improvement, car does not lift up anymore magically on bumpy surfaces (e.g. in the grass) (Christos, Bernhard). - Antirollbars are now functional (Bernhard). - Rolling resistance is now correctly working (this fixes as well the "forever stuck in the sand" and the "wheel spinning like mad and car stuck" problems (Bernhard). - Fixed XML parsing problem with entities (#1651190, reported by Carsten Milkau) (Bernhard) - Code adjustments for VC 2005 (Eric). - Added car6-trb1 created by Wolf-Dieter Beelitz and reworked by Bernhard (Wolf-Dieter Beelitz, Bernhard). - Car engine sound is now searched in the cars directory first (Eric). - Added new car, car7-trb1 (Bernhard). - Adjusted car1-7 performance settings (Bernhard). - Improvements for track Ruudskogen by Andrew (Andrew, Bernhard). - Improvements for track Street-1 by Andrew (Andrew, Bernhard). - Added new track Forza created by Andrew (Andrew, Bernhard). - Improvements for track wheel-2 by Andrew (Andrew, Bernhard). - Totally reworked track e-track-6 by Andrew (Andrew, Bernhard). - Improvements for track dirt-3 by Andrew (Andrew, Bernhard). - Improvements for track alpine-1 by Andrew (Andrew, Bernhard). - Fuel consumption adjustments on car1-7 (Wolf-Dieter, Andrew, Daniel, Bernhard). - Additional cameras on spring track by Wolf-Dieter (Wolf-Dieter, Bernhard). - Reparametrized 360-modena, renamed to car1-trb3 (Bernhard). - Removed unmaintained car models (Bernhard). - Reparametrized several models (Bernhard). - Adopted robots to the new car set (Bernhard). - Applied fix for broken race result list from Jean-Philippe Meuret (Jean-Philippe Meuret, Bernhard). - Applied human driver patch from Andrew and Christos, added minor corrections (Andrew, Christos, Bernhard). - Fixed some gcc 4.2 warnings, not yet all to keep the interface stable (Bernhard). - Adjusted various setups for the suspension code changes (Bernhard). - Regenerated configure, adopted in files to autoconf changes (Bernhard). - Updated vc++ 6.0 project files and bat scripts (Bernhard). - Added new track alpine-2 created by Daniel Schellhammer and Andrew (Daniel, Andrew, Bernhard). - Reorganized bat scripts according suggestion of Jean-Philippe (Bernhard). - Added texture for inferno 9 (Andrew), tita 9 (Miguel Martinez), inferno 3 and 8 (Wolf-Dieter), berniw 7, inferno 7, bt 7, damned 7, olethros 7 (Bernhard), (Andrew, Miguel, Wolf-Dieter, Bernhard). - Created and added lots of textures for trb1 opponents (Bernhard). - Updated bat files to deploy textures (Bernhard). - Reintroduced Olethros on Windows, adjusted project dependencies and made code compile (Bernhard). - Adjusted race modes, take existing cars and tracks (Bernhard). - Adjusted preset driver "Player" (Bernhard). - Set steer speed to 360 Deg/s on the trb1 cars (Bernhard). - Fit background images without distortion, background image aspect ratio is 16:10 (Bernhard). - Created new background images (Bernhard). - Splash screen scaling without distortion, added smoothing (Bernhard). - Added splash screen created by Eckhard M. Jäger (Eckhard, Bernhard). - Do not call anymore GfuiIdle for ordinary menus/screens to save power and avoid annoying high frequency noise from graphics hardware (Bernhard). - Redone camera placement of alpine-1 (Bernhard). - Fixed trackgen not accepting -H option under posix builds (Bernhard). - Fixed trackgen not building the elevation 3 map (Bernhard). - Equalized author name formatting for tracks (Bernhard). - Replaced forza track selection image with a track map (Bernhard). - Added new background image and color settings to track alpine-1, created by Eckhard M. Jäger (Eckhard, Bernhard). - Fixed wrong texture size constant in openglconfg.cpp (Bernhard). - Fixed broken car light rendering, more adjustments will be required (Bernhard). - Added new light definitions for trb cars, created by Wolf-Dieter (Wolf-Dieter, Bernhard). - Updated installer for Windows (Bernhard). - Fixed empty -L option in configure.in, suggested by Jean-Philippe Meuret (Jean-Philippe Meuret, Bernhard). - Reduced number of packages (make packages) (Bernhard). TODO for 1.3.2 -------------- - This is intended as GCC compiler warning fix release. Fixing this warnings will break the binary interface compatibility, that is the reason why I did it not in 1.3.1. Maybe this will be no official release, we will see... - Rename *1 category/car (get rid of "*1") - Rename *ascar category/car (get rid of *acsar) TODO for 1.4.0 -------------- - Adjust categories. - 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. - Move from VC++ 6.0 to 9.0 (VS2008) TODO for Compliance ------------------- 155-DTM -> replace with car8-trb1 acura -> replace with car9-trb1 mc-larenf1 -> replace with car10-trb1 sc-f1 -> replace with car1-ow1 (would be nice to have ~5 different cars) nascar -> replace with car1-stock1 (would be nice to have ~5 different cars) p406 -> replace with car1-trb4 Later: ------------------- - 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. - (Fix parallel build with make -j n, breaks currently in SOLID) (Bernhard). - 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.) - (make use of pbuffers to render trackmap if available.) - Update FAQ "mencoder -ovc lavc -lavcopts vcodec=mpeg4:vhq:vbitrate=1800 \*.jpg -mf on:type=jpeg:fps=25" the backslash got swallowed by the CMS. 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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