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From: Eric E. <eri...@fr...> - 2003-05-25 10:25:20
|
Hi All, I have commited the current version of the split-screen developments in the r1-3-x branch of the CVS tree. I also made packages in <http://torcs.org/tmp> Be sure to get also the cars packages as they contain mandatory texture files for shadow. The TORCS-1.3.0-data-tracks-base.tgz contains a new track (22 km long) yet unfinished, but it is used to test the framerate with long tracks (60484 vertices) Have fun, Eric. -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator AKA The Other Release Coming Soon (Skin'r) http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
|
From: Gernot G. <ger...@on...> - 2003-05-13 21:05:13
|
Am Die, 2003-05-13 um 22.57 schrieb Eric Espie: > > What do you mean exactly by "broken" ? the race->"racetype"->configure menuentry don't work (for every racetype). that means i can't select multiple human player for the race;) Gernot |
|
From: Eric E. <eri...@fr...> - 2003-05-13 20:53:29
|
Gernot Galli wrote:
> Am Die, 2003-05-13 um 22.26 schrieb Eric Espie:
>
>
>>I forgot to indicate how to install the data:
>>
>>"make datainstall" and it should work.
>
>
> Ok, now it works, but i can't find the multiplayer configuration... and the race config menu entrys are broken;)
>
> Gernot
>
>
>
>
>
Just select multiple players in the race drivers selection.
but if the race config menu is broken, that won't be possible
to select the drivers.
What do you mean exactly by "broken" ?
Bye,
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Gernot G. <ger...@on...> - 2003-05-13 20:46:24
|
Am Die, 2003-05-13 um 22.26 schrieb Eric Espie: > > I forgot to indicate how to install the data: > > "make datainstall" and it should work. Ok, now it works, but i can't find the multiplayer configuration... and the race config menu entrys are broken;) Gernot |
|
From: Eric E. <eri...@fr...> - 2003-05-13 20:22:48
|
Gernot Galli wrote:
> hi,
>
> i have some problems with the cvs version...
> it compiles fine, but it don't run:(
>
> wintermute:/usr/local/share/games/torcs# torcs
> /usr/local/bin/torcs: line 50: 11030 Speicherzugriffsfehler ./torcs -l
> $LOCAL_CONF $*
>
> sorry for the german local;
>
>
> and finaly "make install" didn't installed the data,tracks and cars to
> "/usr/local/share/games/torcs" (i had to copy it by hand).
I forgot to indicate how to install the data:
"make datainstall" and it should work.
>
> Gernot
>
Bye,
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Gernot G. <ger...@on...> - 2003-05-13 20:00:33
|
hi, i have some problems with the cvs version... it compiles fine, but it don't run:( wintermute:/usr/local/share/games/torcs# torcs /usr/local/bin/torcs: line 50: 11030 Speicherzugriffsfehler ./torcs -l $LOCAL_CONF $* sorry for the german local;) and finaly "make install" didn't installed the data,tracks and cars to "/usr/local/share/games/torcs" (i had to copy it by hand). Gernot |
|
From: Eric E. <eri...@fr...> - 2003-05-12 23:08:35
|
Gernot Galli wrote:
[...]
> i have downloaded the cvs version, but i doesn't compile.
> it breaks with the following error:
>
> c++ -I/home/jones/torcs/torcs/export/include -Wall -Wstrict-prototypes
> -O3 -D_SVID_SOURCE -D_BSD_SOURCE -DSHM -c mouseconfig.cpp
> mouseconfig.cpp: In function `void updateButtonText()':
> mouseconfig.cpp:187: `GfuiVisibilitySet' undeclared (first use this
> function)
> mouseconfig.cpp:187: (Each undeclared identifier is reported only once
> for each
> function it appears in.)
>
[...]
Sorry for the problem, I commited correctly this time,
you'll have to update src/libs/tgfclient only to have
it compile.
Or better a "cvs update -P" under src/libs will also
remove unused directories...
Sorry for the incovenience,
Eric.
PS: I sent the mail to the devel mailing list because
other people may be interrested.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Eric E. <eri...@fr...> - 2003-05-11 19:36:27
|
Hi, I just commited in the CVS tree (branch r1-3-x) a "playable version" of the multiplayer. You can now configure the controls separately for each player and the screen will split automatically according to the number of players. The smoke and flames bug is now fixed. The camera and viewed car selection need some work yet. I tested the 3 players mode with two of my sons with 2 wheels and one joystick (all USB) on the PIII 800 Mhz 1024x768 it was smooth and we had a lot of fun. Bye, Eric. Eric Espie wrote: > Hi all, > > I have started a local multiplayer mode (the network > mode is a little harder than expected...) with split > screen. > > The first "pre-alpha" version is under CVS > (branch r1-3-x), you'll not be able to play yet > but you can see the robots in the screens. > > Screen shots are there: > <http://torcs.sourceforge.net/sections.php?op=viewarticle&artid=25> > > Note that the robots viewed in the screens are the first > ones, and you'll have to select at least 4 robots for > a screen splitted in 4 parts. > > to split and unsplit the screen use the '[' and ']' keys. > > There's a lot of modifications to do yet, like > fix the smoke and flames, configure the players, > fix the camera movements, select the cars viewed > in the different screens... > > Comments are welcome as usual ;-) > > have fun, > Eric. -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator AKA The Other Release Coming Soon (Skin'r) http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
|
From: Eric E. <eri...@fr...> - 2003-05-11 10:25:05
|
Hi all, I have started a local multiplayer mode (the network mode is a little harder than expected...) with split screen. The first "pre-alpha" version is under CVS (branch r1-3-x), you'll not be able to play yet but you can see the robots in the screens. Screen shots are there: <http://torcs.sourceforge.net/sections.php?op=viewarticle&artid=25> Note that the robots viewed in the screens are the first ones, and you'll have to select at least 4 robots for a screen splitted in 4 parts. to split and unsplit the screen use the '[' and ']' keys. There's a lot of modifications to do yet, like fix the smoke and flames, configure the players, fix the camera movements, select the cars viewed in the different screens... Comments are welcome as usual ;-) have fun, Eric. -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator AKA The Other Release Coming Soon (Skin'r) http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
|
From: Bernhard W. <be...@bl...> - 2003-05-01 01:13:40
|
Hi R=E9mi > This event gathers programmers of artificial intelligence applied to ga= mes,=20 > and I thought it might be a good idea to make a presentation of RARS an= d=20 > TORCS there. The audience will consist mostly of typical computer geeks= like=20 > us. I hope it will motivate some of them to participate. Very nice:-) > I am writing an overview paper that presents the current state of the a= rt in=20 > the field of AI applied to simulated car races. Right now, I'd like to=20 > request your assistance/opinion/suggestions. Mainly, I would appreciate= if=20 > you could provide me with some information about the following topics: > =20 > - How do bots compare to human drivers? I guess the best bots are unbea= table=20 > in RARS. What about TORCS? In TORCS it is possible to beat every robot at this time (after 10 to 20=20 training laps, a steering wheel and several thousands F1-simulation laps=20 experience...). The robots are doing a good job as long as they are=20 alone, but in racing situations they are at the moment simply too=20 stupid. The reason for that is not the lack of ideas how to improve it,=20 but that you have just very few computing time to make your decisions. > - How does commercial software work? I guess few use realistic simulati= on,=20 > although some do. Considering AI, I guess they all cheat, by recording = human > trajectories or using such techniques. Do you have more information abo= ut=20 > this? AFAIK they are using manually designed paths (waypoints) and are=20 cheating what the physics conserns. > - How does your car work? I have collected some old posts of the RARS m= ailing=20 > list. I have just put them on the RARS site, if you'd like to check. If= you'd=20 > like to add your own message to this collection, then please go ahead. = I have=20 > taken a look at the source code of some bots, but I will not be able to= make=20 > a completely comprehensive report of all the techniques used, since the= re are=20 > so many cars. trajectory: ----------- - static path planning from your K1999, clothoids or splines. - acceleration and brake is computed according to my TORCS robot tutorial= =2E - following the path: controlling the distance of the center of gravity=20 =66rom the path and the angular velocity, steer toward a point on the pat= h=20 ahead of the car. collision avoidance/overtaking: ------------------------------- - check every car near mine - try to predict the position of the opponents with several hypothesis - select the "weakest" opponent for overtaking - plan a path to overtake it (spline, it needs to be cheap to compute) - check if the path is on the track, else reject it - recompute allowed speeds if the path has been changed - check for possible collisions, modify the allowed speed on these locati= ons letting overlap: ---------------- - check if opponent behind me has more laps - if yes, start a counter, increase the counter if the opponent stays=20 within a certain range, if it falls back decrease the counter - if the counter exceeds a limit, let the opponent overlap (drive on side till it passed me) - if i manage to lap back "penaltise" the counter of the opponent to be=20 able to lap back if i can drive faster (else i would let it overlap=20 again as soon i overtook it) pit stops: ---------- - path is a spline to the pit - it is not that easy to stop on the point:-) > I hope I will have a readable draft by thursday, and I will make it ava= ilable=20 > publicly, so that you can suggest things to improve/add. cool:-) bye, bernhard --=20 visit my homepage http://n.ethz.ch/student/hwymann |