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From: Eric E. <eri...@fr...> - 2003-08-25 12:06:29
|
gcolpart wrote:
> Hello.
> I saw screenshots of Torcs and i wanted absolutly try playing with this game.
> I have a Debian GNU/Linux Unstable and no problem of OpenGL, XVideo,.. on my
> graphic card with chipset Kyro (powervr drivers).
> For exemple, tuxracer works fine.
> I installed torcs with apt-get and my sources.list and i launch torcs...
> No problem with the first screens but when i clic on "New Race", torcs crash
> and say :
> linuxModLoad: ... modules/graphic/ssggraph.so: undefined symbol:
> glActiveTexture
It seems that your OpenGL driver does not have the same symbols
than the one used to compile.
If you are using Mesa you can try to upgrade to a more recent version.
Else you can try to compile the program from the sources, may be it'll
work better (your driver must support the ARB multitextures extensions
at least).
> /usr/bin/torcs: line 50: 22817 Erreur de segmentation ./torcs -l
> $LOCAL_CONF$*
> How to resolve this ?
> Thanks you.
Bye,
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: gcolpart <re...@gc...> - 2003-08-25 02:11:17
|
Hello. I saw screenshots of Torcs and i wanted absolutly try playing with this game. I have a Debian GNU/Linux Unstable and no problem of OpenGL, XVideo,.. on my graphic card with chipset Kyro (powervr drivers). For exemple, tuxracer works fine. I installed torcs with apt-get and my sources.list and i launch torcs... No problem with the first screens but when i clic on "New Race", torcs crash and say : linuxModLoad: ... modules/graphic/ssggraph.so: undefined symbol: glActiveTexture /usr/bin/torcs: line 50: 22817 Erreur de segmentation ./torcs -l $LOCAL_CONF$* How to resolve this ? Thanks you. -- COLPART Gregory <re...@gc...> eleve-ingenieur en informatique http://www.gcolpart.com Ecole Generaliste d'Ingenieurs de Marseille cle publique disponible sur http://www.gcolpart.com/gnupg.txt |
|
From: Bain P R <pr...@es...> - 2003-08-16 23:21:29
|
My email's currently on the blink, so if two copies of this turn up or something please bear with me. :( On Fri, 2003-08-15 at 00:31, Bernhard Wymann wrote: > Hi Paul > > > If anyone's interested, you can get it here: > > http://privatewww.essex.ac.uk/~prbain/astigot.tar.bz2 > > Hey, cool:-) The penguin looks a bit angry;-) > > > Currently it's just a slightly tweaked version of Bernhard Wymann's > > tutorial with some of the suggestions implemented. I've made a start on > > a bit of strategy which seems to work reasonably well concerning pitting > > to repair damage (it won't stop on the 3rd to last lap unless it REALLY > > needs to :) ), and if it needs to make at least one stop for fuel during > > the race then it divides the race into equal stints. > > As far as pace is concerned, it's not vastly different to the tutorial > > but it's enough so it drives a different race. > > > > Enjoy, but don't expect miracles from it. :) > > It's very nice. What I plan to experiment with, is analysing the > situation on the track, e. g. it could be reasonable to pit earlier to > avoid a lot of overtaking (I still consider this as dangerous...) Anything that involves the car leaving it's racing line is dangerous, I've lost count of the number of times my robot's been forced into a spin or the barrier by K1999. Certainly anything that avoids that without compromising your race can only be good. I'm currently working on something a bit similar, adjusting the amount of fuel and damage repaired during a pitstop so as to make sure it gets out ahead of as many cars as possible. Hopefully it should stop the car getting stuck behind a slower one when it hasn't had enough time to open up enough of a gap to make the stop and come out again in front. And conversely, if it's got a bigger margin to the car behind than it needs to stop then it can put more fuel in and repair more damage than it otherwise would. > or to adapt the pace to the situation (e. g. if the car in front of you is 20s > away and the one behind you is also 20s away there is no need anymore to > hurry on the last few laps). > Considering how stable the berniws are when there's no other cars around, slowing them down seems a bit pointless. ;) But certainly, increasing the safety margins on the collision avoidance and overtaking code so it's more careful around the other cars should be useful. Might stop those last-lap accidents trying to lap other cars. :) Come to think of it, you've actually given me an idea there. If the car ahead of you is pulling away, and the car behind you is falling back, during an endurance race you could change the car's driving style to conserve fuel without losing too much pace. > Bye, thank you > > Bernhard. On Fri, 2003-08-15 at 08:12, Eric Espie wrote: > Paul Bain wrote: > > If anyone's interested, you can get it here: > > http://privatewww.essex.ac.uk/~prbain/astigot.tar.bz2 > > Nice :-) > > > > > Currently it's just a slightly tweaked version of Bernhard Wymann's > > tutorial with some of the suggestions implemented. I've made a start on > > I've seen that the McLaren is not accelerating constantly, the accelerator > command seems to flicker (tried on g-track-2) That's normal for the moment, the accelerator only knows certain values depending on the grip level, so when it's going around a corner it tries to accelerate hard, then realises it's going too fast then brakes a bit before accelerating again. It's not ideal, but doesn't seem to affect the car too badly in low-grip situations so I've left it alone for the moment. I did try a different method of doing it that was a lot smoother, but on a couple of tracks it was over a second a lap slower (except for some reason on Aalborg where it was 2.5 seconds faster) so I took it off. It's something I intend to try and sort out later, along with the chronic understeer, complete lack of rear grip and mad sliding with the buggy. :) > > a bit of strategy which seems to work reasonably well concerning pitting > > to repair damage (it won't stop on the 3rd to last lap unless it REALLY > > needs to :) ), and if it needs to make at least one stop for fuel during > > the race then it divides the race into equal stints. > > As far as pace is concerned, it's not vastly different to the tutorial > > but it's enough so it drives a different race. > > > > Enjoy, but don't expect miracles from it. :) > > > > It's great to have contributors for robots. > I hope that there will be enough competitors soon to > try some championship. That'd be great, I think some kind of friendly competition might motivate more people to try their hand at a robot. > Bye, > Eric. |
|
From: Eric E. <eri...@fr...> - 2003-08-15 07:31:46
|
Paul Bain wrote: > If anyone's interested, you can get it here: > http://privatewww.essex.ac.uk/~prbain/astigot.tar.bz2 Nice :-) > > Currently it's just a slightly tweaked version of Bernhard Wymann's > tutorial with some of the suggestions implemented. I've made a start on I've seen that the McLaren is not accelerating constantly, the accelerator command seems to flicker (tried on g-track-2). > a bit of strategy which seems to work reasonably well concerning pitting > to repair damage (it won't stop on the 3rd to last lap unless it REALLY > needs to :) ), and if it needs to make at least one stop for fuel during > the race then it divides the race into equal stints. > As far as pace is concerned, it's not vastly different to the tutorial > but it's enough so it drives a different race. > > Enjoy, but don't expect miracles from it. :) > It's great to have contributors for robots. I hope that there will be enough competitors soon to try some championship. Bye, Eric. -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator AKA The Other Release Coming Soon (Skin'r) http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
|
From: Bernhard W. <be...@bl...> - 2003-08-14 23:54:25
|
Hi Paul > If anyone's interested, you can get it here: > http://privatewww.essex.ac.uk/~prbain/astigot.tar.bz2 Hey, cool:-) The penguin looks a bit angry;-) > Currently it's just a slightly tweaked version of Bernhard Wymann's > tutorial with some of the suggestions implemented. I've made a start on > a bit of strategy which seems to work reasonably well concerning pitting > to repair damage (it won't stop on the 3rd to last lap unless it REALLY > needs to :) ), and if it needs to make at least one stop for fuel during > the race then it divides the race into equal stints. > As far as pace is concerned, it's not vastly different to the tutorial > but it's enough so it drives a different race. > > Enjoy, but don't expect miracles from it. :) It's very nice. What I plan to experiment with, is analysing the situation on the track, e. g. it could be reasonable to pit earlier to avoid a lot of overtaking (I still consider this as dangerous...) or to adapt the pace to the situation (e. g. if the car in front of you is 20s away and the one behind you is also 20s away there is no need anymore to hurry on the last few laps). Bye, thank you Bernhard. -- visit my homepage http://n.ethz.ch/student/hwymann |
|
From: Joseph C. <jo...@ly...> - 2003-08-14 07:22:48
|
wow, i am impressed! great job! joe Eric Espie wrote: > Hi all, > > Now you can run torcs with the option -s for single texture mode. > The possible HW detection can be added to the launch script. > I commited the modifs to CVS this morning. > > Bye, > Eric. > > Joseph Cheek wrote: > >> i'd prefer an option in the config file, if it can't be autodetected >> from a pci bus listing [or otherwise]. >> >> we want to ship torcs 1.2.1 in gamepak 2 but if a default compile >> crashes on i810 or rage 128, that's going to require some sort of >> workaround. >> >> just my two cents. >> >> thanks! >> >> joe >> >> Bernhard Kaindl wrote: >> >>> On Mon, 11 Aug 2003, Eric Espie wrote: >>> >>> >>>> Great, >>>> >>>> This means that a "single texture" compilation option >>>> could be added for the users of i810 and ATI 3D Rage LT Pro. >>>> >>> >>> >>> >>> Could it be possible to make it an runtime option in the >>> graphics screen? >>> >>> That would be great! >>> Bernhard >>> >>> >>> >>>> Ronald Baljeu wrote: >>>> >>>> >>>>> On Sat, Aug 09, 2003 at 09:46:01AM +0200, Eric Espie wrote: >>>>> >>>>> >>>>> >>>>>> Hi, >>>>>> >>>>>> >>>>>> >>>>>> >>>>>>> Torcs runs great on ATI Radeon and i830, but it crashes on >>>>>>> i810 and ATI 3D Rage LT Pro when the track should show up. >>>>>>> >>>>>> >>>>> >>>>> >>>>> >>>>>> try to modify the InitMultiTex function in >>>>>> src/modules/graphic/ssggraph/grmain.cpp to force >>>>>> maxTextureUnits to 1 >>>>>> >>>>> >>>>> >>>>> That worked! The graphics look a bit different if I compare them >>>>> with other PC's, but at least our i810-users can race now! >>>>> >>>>> Thanks Eric! >>>>> >>>>> Cheers, >>>>> Ronald >>>>> >>>>> >>>>> >>>> >>>> >>>> -- >>>> =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= >>>> TORCS >>>> The Open Racing Car Simulator >>>> AKA The Other Release Coming Soon (Skin'r) >>>> http://torcs.org >>>> =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= >>>> >>>> >>>> >>>> ------------------------------------------------------- >>>> This SF.Net email sponsored by: Free pre-built ASP.NET sites including >>>> Data Reports, E-commerce, Portals, and Forums are available now. >>>> Download today and enter to win an XBOX or Visual Studio .NET. >>>> http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 >>>> _______________________________________________ >>>> Torcs-users mailing list >>>> Tor...@li... >>>> https://lists.sourceforge.net/lists/listinfo/torcs-users >>>> >>>> >>> >>> >>> >>> >>> ------------------------------------------------------- >>> This SF.Net email sponsored by: Free pre-built ASP.NET sites including >>> Data Reports, E-commerce, Portals, and Forums are available now. >>> Download today and enter to win an XBOX or Visual Studio .NET. >>> http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 >>> _______________________________________________ >>> Torcs-users mailing list >>> Tor...@li... >>> https://lists.sourceforge.net/lists/listinfo/torcs-users >>> >>> >> > > -- Joseph Cheek, President and CTO, Lycoris Lycoris Desktop/LX: Familiar. Powerful. Open. jo...@ly..., http://www.lycoris.com/ +1 425 413-9521 voice, +1 425 671-0504 fax |
|
From: Eric E. <eri...@fr...> - 2003-08-14 07:09:51
|
Hi all, Now you can run torcs with the option -s for single texture mode. The possible HW detection can be added to the launch script. I commited the modifs to CVS this morning. Bye, Eric. Joseph Cheek wrote: > i'd prefer an option in the config file, if it can't be autodetected > from a pci bus listing [or otherwise]. > > we want to ship torcs 1.2.1 in gamepak 2 but if a default compile > crashes on i810 or rage 128, that's going to require some sort of > workaround. > > just my two cents. > > thanks! > > joe > > Bernhard Kaindl wrote: > >> On Mon, 11 Aug 2003, Eric Espie wrote: >> >> >>> Great, >>> >>> This means that a "single texture" compilation option >>> could be added for the users of i810 and ATI 3D Rage LT Pro. >>> >> >> >> Could it be possible to make it an runtime option in the >> graphics screen? >> >> That would be great! >> Bernhard >> >> >> >>> Ronald Baljeu wrote: >>> >>> >>>> On Sat, Aug 09, 2003 at 09:46:01AM +0200, Eric Espie wrote: >>>> >>>> >>>> >>>>> Hi, >>>>> >>>>> >>>>> >>>>> >>>>>> Torcs runs great on ATI Radeon and i830, but it crashes on >>>>>> i810 and ATI 3D Rage LT Pro when the track should show up. >>>>>> >>>> >>>> >>>> >>>>> try to modify the InitMultiTex function in >>>>> src/modules/graphic/ssggraph/grmain.cpp to force >>>>> maxTextureUnits to 1 >>>>> >>>> >>>> That worked! The graphics look a bit different if I compare them >>>> with other PC's, but at least our i810-users can race now! >>>> >>>> Thanks Eric! >>>> >>>> Cheers, >>>> Ronald >>>> >>>> >>>> >>> >>> -- >>> =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= >>> TORCS >>> The Open Racing Car Simulator >>> AKA The Other Release Coming Soon (Skin'r) >>> http://torcs.org >>> =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= >>> >>> >>> >>> ------------------------------------------------------- >>> This SF.Net email sponsored by: Free pre-built ASP.NET sites including >>> Data Reports, E-commerce, Portals, and Forums are available now. >>> Download today and enter to win an XBOX or Visual Studio .NET. >>> http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 >>> >>> _______________________________________________ >>> Torcs-users mailing list >>> Tor...@li... >>> https://lists.sourceforge.net/lists/listinfo/torcs-users >>> >>> >> >> >> >> ------------------------------------------------------- >> This SF.Net email sponsored by: Free pre-built ASP.NET sites including >> Data Reports, E-commerce, Portals, and Forums are available now. >> Download today and enter to win an XBOX or Visual Studio .NET. >> http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 >> >> _______________________________________________ >> Torcs-users mailing list >> Tor...@li... >> https://lists.sourceforge.net/lists/listinfo/torcs-users >> >> > -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator AKA The Other Release Coming Soon (Skin'r) http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
|
From: Joseph C. <jo...@ly...> - 2003-08-13 22:39:13
|
i'd prefer an option in the config file, if it can't be autodetected from a pci bus listing [or otherwise]. we want to ship torcs 1.2.1 in gamepak 2 but if a default compile crashes on i810 or rage 128, that's going to require some sort of workaround. just my two cents. thanks! joe Bernhard Kaindl wrote: >On Mon, 11 Aug 2003, Eric Espie wrote: > > >>Great, >> >>This means that a "single texture" compilation option >>could be added for the users of i810 and ATI 3D Rage LT Pro. >> >> > >Could it be possible to make it an runtime option in the >graphics screen? > >That would be great! >Bernhard > > > >>Ronald Baljeu wrote: >> >> >>>On Sat, Aug 09, 2003 at 09:46:01AM +0200, Eric Espie wrote: >>> >>> >>> >>>>Hi, >>>> >>>> >>>> >>>> >>>>>Torcs runs great on ATI Radeon and i830, but it crashes on >>>>>i810 and ATI 3D Rage LT Pro when the track should show up. >>>>> >>>>> >>> >>> >>>>try to modify the InitMultiTex function in >>>>src/modules/graphic/ssggraph/grmain.cpp to force >>>>maxTextureUnits to 1 >>>> >>>> >>>That worked! The graphics look a bit different if I compare them >>>with other PC's, but at least our i810-users can race now! >>> >>>Thanks Eric! >>> >>>Cheers, >>>Ronald >>> >>> >>> >>> >>-- >>=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= >> TORCS >> The Open Racing Car Simulator >> AKA The Other Release Coming Soon (Skin'r) >> http://torcs.org >>=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= >> >> >> >>------------------------------------------------------- >>This SF.Net email sponsored by: Free pre-built ASP.NET sites including >>Data Reports, E-commerce, Portals, and Forums are available now. >>Download today and enter to win an XBOX or Visual Studio .NET. >>http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 >>_______________________________________________ >>Torcs-users mailing list >>Tor...@li... >>https://lists.sourceforge.net/lists/listinfo/torcs-users >> >> >> > > >------------------------------------------------------- >This SF.Net email sponsored by: Free pre-built ASP.NET sites including >Data Reports, E-commerce, Portals, and Forums are available now. >Download today and enter to win an XBOX or Visual Studio .NET. >http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 >_______________________________________________ >Torcs-users mailing list >Tor...@li... >https://lists.sourceforge.net/lists/listinfo/torcs-users > > -- Joseph Cheek, President and CTO, Lycoris Lycoris Desktop/LX: Familiar. Powerful. Open. jo...@ly..., http://www.lycoris.com/ +1 425 413-9521 voice, +1 425 671-0504 fax |
|
From: Bernhard K. <ber...@gm...> - 2003-08-13 20:00:59
|
On Mon, 11 Aug 2003, Eric Espie wrote: > > Great, > > This means that a "single texture" compilation option > could be added for the users of i810 and ATI 3D Rage LT Pro. Could it be possible to make it an runtime option in the graphics screen? That would be great! Bernhard > Ronald Baljeu wrote: > > On Sat, Aug 09, 2003 at 09:46:01AM +0200, Eric Espie wrote: > > > >>Hi, > >> > >> > >>>Torcs runs great on ATI Radeon and i830, but it crashes on > >>>i810 and ATI 3D Rage LT Pro when the track should show up. > > > > > >>try to modify the InitMultiTex function in > >>src/modules/graphic/ssggraph/grmain.cpp to force > >>maxTextureUnits to 1 > > > > > > That worked! The graphics look a bit different if I compare them > > with other PC's, but at least our i810-users can race now! > > > > Thanks Eric! > > > > Cheers, > > Ronald > > > > > > > -- > =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= > TORCS > The Open Racing Car Simulator > AKA The Other Release Coming Soon (Skin'r) > http://torcs.org > =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= > > > > ------------------------------------------------------- > This SF.Net email sponsored by: Free pre-built ASP.NET sites including > Data Reports, E-commerce, Portals, and Forums are available now. > Download today and enter to win an XBOX or Visual Studio .NET. > http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
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From: Paul B. <pr...@es...> - 2003-08-13 19:59:58
|
If anyone's interested, you can get it here: http://privatewww.essex.ac.uk/~prbain/astigot.tar.bz2 Currently it's just a slightly tweaked version of Bernhard Wymann's tutorial with some of the suggestions implemented. I've made a start on a bit of strategy which seems to work reasonably well concerning pitting to repair damage (it won't stop on the 3rd to last lap unless it REALLY needs to :) ), and if it needs to make at least one stop for fuel during the race then it divides the race into equal stints. As far as pace is concerned, it's not vastly different to the tutorial but it's enough so it drives a different race. Enjoy, but don't expect miracles from it. :) -- Paul Bain <pr...@es...> |
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From: Eric E. <eri...@fr...> - 2003-08-12 19:42:28
|
The samples are 8 bits and very low quality :-( If someone has some samples (free of use) just let me know. Bye, Eric. Chris Dos wrote: > Got the latest Alsa packages and recompiled. The sounds works now but > the quality leaves a bit to be desired. I don't know if it's the sample > or my drivers at this point. Also, if I move the mouse out of the > window, the sound stops working. > > Chris > > Eric Espie wrote: > >> Hi, >> >> The sound is managed by PLIB, that's why the problems should be the same >> with all the programs using PLIB for the sound. >> I really don't know how to fix that. >> >> Sorry, >> Eric. >> >> Chris Dos wrote: >> >>> Hello. I've tried searching the net for information regarding this >>> to no avail. And I can't understand how such an incredible game has >>> so little information on the net about it. >>> >>> Anyway, I'm using Debian Sid, and I installed the Debian package. >>> The graphics work fine but I have no sound. >>> >>> The error that I'm receiving is: >>> WARNING: slScheduler: Needs a sound card that supports 8 bits per >>> sample. >>> bad path: /Engine key: tickover >>> >>> I'm using ALSA and my modules look like this: >>> alias char-major-116 snd >>> alias snd-card-0 snd-intel8x0 >>> alias char-major-14 soundcore >>> alias sound-slot-0 snd-card-0 >>> alias sound-service-0-0 snd-mixer-oss >>> alias sound-service-0-1 snd-seq-oss >>> alias sound-service-0-3 snd-pcm-oss >>> alias sound-service-0-8 snd-seq-oss >>> alias sound-service-0-12 snd-pcm-oss >>> options snd snd_major=116 snd_cards_limit=1 snd_device_mode=0666 >>> snd_device_gid= >>> 29 snd_device_uid=0 >>> options snd-card-intel8x0 snd_index=0 snd_id=CARD_0 >>> snd_pbk_frame_size=128 snd_c >>> ap_frame_size=128 snd_mic_frame_size=128 >>> >>> I saw that a few people using flight-gear are having the same >>> problems. Any idea and what I can do to fix this. Is there a way to >>> force ALSA insead of OSS maybe? >>> >>> Chris >>> >>> >> >> > > > > ------------------------------------------------------- > This SF.Net email sponsored by: Free pre-built ASP.NET sites including > Data Reports, E-commerce, Portals, and Forums are available now. > Download today and enter to win an XBOX or Visual Studio .NET. > http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > > -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator AKA The Other Release Coming Soon (Skin'r) http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
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From: Chris D. <ch...@ch...> - 2003-08-12 18:06:28
|
Got the latest Alsa packages and recompiled. The sounds works now but the quality leaves a bit to be desired. I don't know if it's the sample or my drivers at this point. Also, if I move the mouse out of the window, the sound stops working. Chris Eric Espie wrote: > Hi, > > The sound is managed by PLIB, that's why the problems should be the same > with all the programs using PLIB for the sound. > I really don't know how to fix that. > > Sorry, > Eric. > > Chris Dos wrote: > >> Hello. I've tried searching the net for information regarding this to >> no avail. And I can't understand how such an incredible game has so >> little information on the net about it. >> >> Anyway, I'm using Debian Sid, and I installed the Debian package. The >> graphics work fine but I have no sound. >> >> The error that I'm receiving is: >> WARNING: slScheduler: Needs a sound card that supports 8 bits per sample. >> bad path: /Engine key: tickover >> >> I'm using ALSA and my modules look like this: >> alias char-major-116 snd >> alias snd-card-0 snd-intel8x0 >> alias char-major-14 soundcore >> alias sound-slot-0 snd-card-0 >> alias sound-service-0-0 snd-mixer-oss >> alias sound-service-0-1 snd-seq-oss >> alias sound-service-0-3 snd-pcm-oss >> alias sound-service-0-8 snd-seq-oss >> alias sound-service-0-12 snd-pcm-oss >> options snd snd_major=116 snd_cards_limit=1 snd_device_mode=0666 >> snd_device_gid= >> 29 snd_device_uid=0 >> options snd-card-intel8x0 snd_index=0 snd_id=CARD_0 >> snd_pbk_frame_size=128 snd_c >> ap_frame_size=128 snd_mic_frame_size=128 >> >> I saw that a few people using flight-gear are having the same >> problems. Any idea and what I can do to fix this. Is there a way to >> force ALSA insead of OSS maybe? >> >> Chris >> >> > > |
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From: Eric E. <eri...@fr...> - 2003-08-12 15:49:19
|
Hi,
The sound is managed by PLIB, that's why the problems should be the same
with all the programs using PLIB for the sound.
I really don't know how to fix that.
Sorry,
Eric.
Chris Dos wrote:
> Hello. I've tried searching the net for information regarding this to
> no avail. And I can't understand how such an incredible game has so
> little information on the net about it.
>
> Anyway, I'm using Debian Sid, and I installed the Debian package. The
> graphics work fine but I have no sound.
>
> The error that I'm receiving is:
> WARNING: slScheduler: Needs a sound card that supports 8 bits per sample.
> bad path: /Engine key: tickover
>
> I'm using ALSA and my modules look like this:
> alias char-major-116 snd
> alias snd-card-0 snd-intel8x0
> alias char-major-14 soundcore
> alias sound-slot-0 snd-card-0
> alias sound-service-0-0 snd-mixer-oss
> alias sound-service-0-1 snd-seq-oss
> alias sound-service-0-3 snd-pcm-oss
> alias sound-service-0-8 snd-seq-oss
> alias sound-service-0-12 snd-pcm-oss
> options snd snd_major=116 snd_cards_limit=1 snd_device_mode=0666
> snd_device_gid=
> 29 snd_device_uid=0
> options snd-card-intel8x0 snd_index=0 snd_id=CARD_0
> snd_pbk_frame_size=128 snd_c
> ap_frame_size=128 snd_mic_frame_size=128
>
> I saw that a few people using flight-gear are having the same problems.
> Any idea and what I can do to fix this. Is there a way to force ALSA
> insead of OSS maybe?
>
> Chris
>
>
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Bernhard W. <be...@bl...> - 2003-08-12 12:20:20
|
Hi all for the interested people there are two robots available for download: http://n.ethz.ch/student/hwymann/aboutme/publications/bt.tar.gz is just a little improved tutorial robot which features 10 (5 pairs) cars. http://n.ethz.ch/student/hwymann/aboutme/publications/sparkle.tar.gz is the same robot code but drives a baja bug painted by my girl friend:-) bye, have fun, bernhard. -- visit my homepage http://n.ethz.ch/student/hwymann |
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From: Chris D. <ch...@ch...> - 2003-08-11 17:48:50
|
Hello. I've tried searching the net for information regarding this to no avail. And I can't understand how such an incredible game has so little information on the net about it. Anyway, I'm using Debian Sid, and I installed the Debian package. The graphics work fine but I have no sound. The error that I'm receiving is: WARNING: slScheduler: Needs a sound card that supports 8 bits per sample. bad path: /Engine key: tickover I'm using ALSA and my modules look like this: alias char-major-116 snd alias snd-card-0 snd-intel8x0 alias char-major-14 soundcore alias sound-slot-0 snd-card-0 alias sound-service-0-0 snd-mixer-oss alias sound-service-0-1 snd-seq-oss alias sound-service-0-3 snd-pcm-oss alias sound-service-0-8 snd-seq-oss alias sound-service-0-12 snd-pcm-oss options snd snd_major=116 snd_cards_limit=1 snd_device_mode=0666 snd_device_gid= 29 snd_device_uid=0 options snd-card-intel8x0 snd_index=0 snd_id=CARD_0 snd_pbk_frame_size=128 snd_c ap_frame_size=128 snd_mic_frame_size=128 I saw that a few people using flight-gear are having the same problems. Any idea and what I can do to fix this. Is there a way to force ALSA insead of OSS maybe? Chris -- Chris Dos |
|
From: Eric E. <eri...@fr...> - 2003-08-11 11:25:08
|
Great,
This means that a "single texture" compilation option
could be added for the users of i810 and ATI 3D Rage LT Pro.
I'll look at it.
Thanks,
Eric.
Ronald Baljeu wrote:
> On Sat, Aug 09, 2003 at 09:46:01AM +0200, Eric Espie wrote:
>
>>Hi,
>>
>>
>>>Torcs runs great on ATI Radeon and i830, but it crashes on
>>>i810 and ATI 3D Rage LT Pro when the track should show up.
>
>
>>try to modify the InitMultiTex function in
>>src/modules/graphic/ssggraph/grmain.cpp to force
>>maxTextureUnits to 1
>
>
> That worked! The graphics look a bit different if I compare them
> with other PC's, but at least our i810-users can race now!
>
> Thanks Eric!
>
> Cheers,
> Ronald
>
>
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Ronald B. <rj...@xs...> - 2003-08-11 09:35:17
|
On Sat, Aug 09, 2003 at 09:46:01AM +0200, Eric Espie wrote: > Hi, > > >Torcs runs great on ATI Radeon and i830, but it crashes on > >i810 and ATI 3D Rage LT Pro when the track should show up. > try to modify the InitMultiTex function in > src/modules/graphic/ssggraph/grmain.cpp to force > maxTextureUnits to 1 That worked! The graphics look a bit different if I compare them with other PC's, but at least our i810-users can race now! Thanks Eric! Cheers, Ronald |
|
From: Eric E. <eri...@fr...> - 2003-08-09 07:46:01
|
Hi,
try to modify the InitMultiTex function in
src/modules/graphic/ssggraph/grmain.cpp to force
maxTextureUnits to 1
bool InitMultiTex(void)
{
maxTextureUnits = 1;
return TRUE;
}
may be OpenGL is advertising about multitexture abilities and
it's not working ?
Ronald Baljeu wrote:
> Hi,
>
> Torcs runs great on ATI Radeon and i830, but it crashes on
> i810 and ATI 3D Rage LT Pro when the track should show up.
> Below are the backtraces. It crashes on i810BuildVertices (i810)
> and mach64BuildVertices (ati) in Mesa.
>
> Cheers,
> Ronald
>
Bye,
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Ronald B. <rj...@xs...> - 2003-08-08 16:41:22
|
Hi,
Torcs runs great on ATI Radeon and i830, but it crashes on
i810 and ATI 3D Rage LT Pro when the track should show up.
Below are the backtraces. It crashes on i810BuildVertices (i810)
and mach64BuildVertices (ati) in Mesa.
Cheers,
Ronald
backtrace of i810:
#0 0x00000000 in ?? ()
#1 0x406f04f6 in i810BuildVertices (ctx=0x805b0a0, start=0, count=3221221912,
newinputs=127) at i810vb.c:383
#2 0x406cc03a in run_render (ctx=0x805b0a0, stage=0x7f) at t_vb_render.c:306
#3 0x406b4d95 in _tnl_run_pipeline (ctx=0x805b0a0) at t_pipeline.c:154
#4 0x406a8cf3 in _tnl_draw_range_elements (ctx=0x805b0a0, mode=2821, start=0,
end=4, count=4, indices=0x81d8010) at t_array_api.c:102
#5 0x406a920f in _tnl_DrawElements (mode=5, count=4, type=5123, indices=0x3)
at t_array_api.c:362
#6 0x429e7b62 in grVtxTable::draw_geometry_for_a_car_array() ()
from modules/graphic/ssggraph.so
#7 0x429e6d74 in grVtxTable::draw() () from modules/graphic/ssggraph.so
#8 0x429f9225 in ssgLeaf::cull(sgFrustum*, float (*) [4], int) ()
from modules/graphic/ssggraph.so
#9 0x42a06552 in ssgTransform::cull(sgFrustum*, float (*) [4], int) ()
from modules/graphic/ssggraph.so
#10 0x42a06552 in ssgTransform::cull(sgFrustum*, float (*) [4], int) ()
from modules/graphic/ssggraph.so
#11 0x42a06552 in ssgTransform::cull(sgFrustum*, float (*) [4], int) ()
from modules/graphic/ssggraph.so
#12 0x429f6392 in ssgBranch::cull(sgFrustum*, float (*) [4], int) ()
from modules/graphic/ssggraph.so
#13 0x429f6392 in ssgBranch::cull(sgFrustum*, float (*) [4], int) ()
from modules/graphic/ssggraph.so
#14 0x429febe3 in ssgSelector::cull(sgFrustum*, float (*) [4], int) ()
from modules/graphic/ssggraph.so
#15 0x42a06552 in ssgTransform::cull(sgFrustum*, float (*) [4], int) ()
from modules/graphic/ssggraph.so
#16 0x429f6392 in ssgBranch::cull(sgFrustum*, float (*) [4], int) ()
from modules/graphic/ssggraph.so
#17 0x429f6392 in ssgBranch::cull(sgFrustum*, float (*) [4], int) ()
from modules/graphic/ssggraph.so
#18 0x429f76bd in ssgContext::cull(ssgRoot*) ()
from modules/graphic/ssggraph.so
#19 0x429f37f1 in ssgCullAndDraw(ssgRoot*) () from modules/graphic/ssggraph.so
#20 0x429d9d2c in grDrawScene() () from modules/graphic/ssggraph.so
#21 0x429cedcc in refresh(Situation*) () from modules/graphic/ssggraph.so
#22 0x4008dcb5 in ReUpdate() () from /usr/local/lib/libraceengine.so
#23 0x4008ce29 in ReStateManage() () from /usr/local/lib/libraceengine.so
#24 0x4005b5d7 in gfuiButtonAction(int) () from /usr/local/lib/libtgf.so
#25 0x400595a5 in gfuiMouse(int, int, int, int) ()
from /usr/local/lib/libtgf.so
#26 0x400a7766 in glutMainLoopEvent () at freeglut_main.c:815
#27 0x400a7a5d in glutMainLoop () at freeglut_main.c:1100
#28 0x0804947c in main ()
#29 0x4044cbb4 in __libc_start_main () from /lib/libc.so.6
backtrace of ATI Rage Pro:
#0 0x00000000 in ?? ()
#1 0x406eef4a in mach64BuildVertices (ctx=0x8056ea8, start=0,
count=3221221944, newinputs=127) at mach64_vb.c:535
#2 0x406c1bb6 in run_render (ctx=0x8056ea8, stage=0x7f) at t_vb_render.c:306
#3 0x406aa91d in _tnl_run_pipeline (ctx=0x8056ea8) at t_pipeline.c:154
#4 0x4069e8fb in _tnl_draw_range_elements (ctx=0x8056ea8, mode=2821, start=0,
end=4, count=4, indices=0x81d79e8) at t_array_api.c:102
#5 0x4069ee17 in _tnl_DrawElements (mode=5, count=4, type=5123, indices=0x3)
at t_array_api.c:362
#6 0x41b63cc3 in grVtxTable::draw_geometry_for_a_car_array() ()
from modules/graphic/ssggraph.so
#7 0x41b62f3c in grVtxTable::draw() () from modules/graphic/ssggraph.so
#8 0x41b736a7 in ssgLeaf::cull(sgFrustum*, float (*) [4], int) (
this=0x8b77740, f=0x8305930, m=0xbffff390, test_needed=0)
at ssgLeaf.cxx:117
#9 0x41b7f5a2 in ssgTransform::cull(sgFrustum*, float (*) [4], int) (
this=0x8b9d790, f=0x8305930, m=0x8b9d7e0, test_needed=0)
at ssgTransform.cxx:83
#10 0x41b7f5a2 in ssgTransform::cull(sgFrustum*, float (*) [4], int) (
this=0x8b9d680, f=0x8305930, m=0x8b9d6d0, test_needed=0)
at ssgTransform.cxx:83
#11 0x41b7f5a2 in ssgTransform::cull(sgFrustum*, float (*) [4], int) (
this=0x8b9d528, f=0x8305930, m=0x8b9d578, test_needed=0)
at ssgTransform.cxx:83
#12 0x41b70d79 in ssgBranch::cull(sgFrustum*, float (*) [4], int) (
this=0x8ba4f20, f=0x8305930, m=0xbffff570, test_needed=0)
at ssgBranch.cxx:254
#13 0x41b70d79 in ssgBranch::cull(sgFrustum*, float (*) [4], int) (
this=0x8b9d318, f=0x8305930, m=0xbffff570, test_needed=0)
at ssgBranch.cxx:254
#14 0x41b786e6 in ssgSelector::cull(sgFrustum*, float (*) [4], int) (
this=0x8b50630, f=0x8305930, m=0xbffff570, test_needed=0)
at ssgSelector.cxx:73
#15 0x41b7f5a2 in ssgTransform::cull(sgFrustum*, float (*) [4], int) (
this=0x8b50520, f=0x8305930, m=0x8b50570, test_needed=1)
at ssgTransform.cxx:83
#16 0x41b70d79 in ssgBranch::cull(sgFrustum*, float (*) [4], int) (
this=0x839c0c0, f=0x8305930, m=0x41be4914, test_needed=1)
at ssgBranch.cxx:254
#17 0x41b70d79 in ssgBranch::cull(sgFrustum*, float (*) [4], int) (
this=0x839be70, f=0x8305930, m=0x41be4914, test_needed=1)
at ssgBranch.cxx:254
#18 0x41b71eba in ssgContext::cull(ssgRoot*) (this=0x379, r=0x6)
at ssgContext.cxx:265
#19 0x41b6e72e in ssgCullAndDraw(ssgRoot*) (r=0x839be70) at ssg.cxx:290
#20 0x41b570ed in grDrawScene() () from modules/graphic/ssggraph.so
#21 0x41b4d73a in refresh(Situation*) () from modules/graphic/ssggraph.so
#22 0x4008ecb5 in ReUpdate() () from /usr/local/lib/libraceengine.so
#23 0x4008de29 in ReStateManage() () from /usr/local/lib/libraceengine.so
#24 0x4005c5d7 in gfuiButtonAction(int) () from /usr/local/lib/libtgf.so
#25 0x4005a2f6 in gfuiKeyboard(unsigned char, int, int) ()
from /usr/local/lib/libtgf.so
#26 0x400a8614 in glutMainLoopEvent () at freeglut_main.c:919
#27 0x400a8bc9 in glutMainLoop () at freeglut_main.c:1123
#28 0x08048c28 in main ()
#29 0x4043ebb4 in __libc_start_main () from /lib/libc.so.6
|