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From: Eric E. <eri...@fr...> - 2003-11-26 20:14:56
|
Greg Woods wrote:
> On Tue, 2003-11-18 at 13:35, Eric Espie wrote:
>
>>Greg Woods wrote:
>>
>>>I downloaded TORCS 1.2 and attempted to build it. Configure went OK, but
>>> after typing "make", this happens:
>>>
>>>make[4]: Entering directory `/local/src/torcs-1.2.1/src/libs/tgf'
>>>c++ -I/local/src/torcs-1.2.1/export/include -Wall -Wstrict-prototypes
>>>-O3 -D_SVID_SOURCE -D_BSD_SOURCE -DSHM -c screen.cpp
>>>screen.cpp: In function `void GfScrInit(int, char**)':
>>>screen.cpp:151: invalid conversion from `int' to `GLenum'
>>>screen.cpp:153: invalid conversion from `int' to `GLenum'
>>
>>I don't remember seing that one ;-) It seems that the gl.h
>>have a different definition of the GLenum, mine shows:
>>
>>typedef unsigned int GLenum;
>>
>>but, as the lines are:
>> if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
>>and
>> if (glutGameModeGet(GLUT_GAME_MODE_DISPLAY_CHANGED)) {
>>
>>I feel confident to say that you must have a glut.h problem.
>
>
> I wasn't able to get this working, so I took a different approach. I
> downloaded the RPMs for Red Hat 9, and installed those. Now the game
> will start, but it looks for all the world like it's not using hardware
> rendering. The config screens look OK, but when the game starts, the
> first thing that happens is that the car is sideways against the wall
> way down the track, then it hangs, then the car jumps way down the track
> again, etc. The FPS is abysmal (below 1.0 FPS). So it really looks like
> other 3D games have looked before I got hardware rendering to work
> correctly. I have several Loki games (Descent3, Quake3, and Heavy Gear
> II) and these all work fine. TuxRacer also works well. But Torcs does
> not.
you should have somewhere on your system a bad opengl driver.
the way to handle that is to edit the launch script located in
/usr/bin/torcs
then add "ldd" just before the binary execution.
the line:
./torcs -l $LOCAL_CONF $*
should be replaced by
ldd ./torcs -l $LOCAL_CONF $*
then launch torcs and you'll see all the libraries used.
there should be the bad opengl driver in the list.
when you've renamed or removed the faulty lib then try
again (but remove the "ldd" of the script before).
>
> I have an old 3dfx (now defunct) Voodoo5 card. Is there something else I
> need to get Torcs to work with this card? Aside from that, I have a
> pretty standard Red Hat 9 out of the box installation.
I'm not sure it'll work very well on 3dfx card as the zbuffer is
small.
>
> BTW, I cannot find any such domain as "freeglut.org".
Sorry it was http://freeglut.sourceforge.net/
>
> --Greg
>
Bye,
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Greg W. <gr...@gr...> - 2003-11-26 04:46:44
|
On Tue, 2003-11-18 at 13:35, Eric Espie wrote:
> Greg Woods wrote:
> > I downloaded TORCS 1.2 and attempted to build it. Configure went OK, but
> > after typing "make", this happens:
> >
> > make[4]: Entering directory `/local/src/torcs-1.2.1/src/libs/tgf'
> > c++ -I/local/src/torcs-1.2.1/export/include -Wall -Wstrict-prototypes
> > -O3 -D_SVID_SOURCE -D_BSD_SOURCE -DSHM -c screen.cpp
> > screen.cpp: In function `void GfScrInit(int, char**)':
> > screen.cpp:151: invalid conversion from `int' to `GLenum'
> > screen.cpp:153: invalid conversion from `int' to `GLenum'
>
> I don't remember seing that one ;-) It seems that the gl.h
> have a different definition of the GLenum, mine shows:
>
> typedef unsigned int GLenum;
>
> but, as the lines are:
> if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
> and
> if (glutGameModeGet(GLUT_GAME_MODE_DISPLAY_CHANGED)) {
>
> I feel confident to say that you must have a glut.h problem.
I wasn't able to get this working, so I took a different approach. I
downloaded the RPMs for Red Hat 9, and installed those. Now the game
will start, but it looks for all the world like it's not using hardware
rendering. The config screens look OK, but when the game starts, the
first thing that happens is that the car is sideways against the wall
way down the track, then it hangs, then the car jumps way down the track
again, etc. The FPS is abysmal (below 1.0 FPS). So it really looks like
other 3D games have looked before I got hardware rendering to work
correctly. I have several Loki games (Descent3, Quake3, and Heavy Gear
II) and these all work fine. TuxRacer also works well. But Torcs does
not.
I have an old 3dfx (now defunct) Voodoo5 card. Is there something else I
need to get Torcs to work with this card? Aside from that, I have a
pretty standard Red Hat 9 out of the box installation.
BTW, I cannot find any such domain as "freeglut.org".
--Greg
|
|
From: Eric E. <eri...@fr...> - 2003-11-21 20:22:29
|
Bastiaan Naber wrote:
> please put a screenshot of the in game map on the torcs site
>
> Bastiaan
>
I have added some pîctures in the screen-shots section.
Bye,
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Bastiaan N. <bas...@ri...> - 2003-11-21 11:24:55
|
please put a screenshot of the in game map on the torcs site Bastiaan |
|
From: Eric E. <eri...@fr...> - 2003-11-20 20:21:05
|
Eduardo Moreno wrote:
> Yes.. it's works... the problem was to use the "initial fuel" parameter
> to test...
For the players, the initial fuel is computed automaticaly with the race
distance and the number of pit stops, I'll see how to get that more
configurable.
>
> I don't know how to change setting, when you qualify or race, or even in
> practice, neither use the given "initial fuel" parameter..
Currently the settings are the same for every type of race.
>
> But for the rest, it's work.. Thanks Eric.
>
Bye,
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Eduardo M. <em...@di...> - 2003-11-19 21:19:50
|
Yes.. it's works... the problem was to use the "initial fuel" parameter to test... I don't know how to change setting, when you qualify or race, or even in practice, neither use the given "initial fuel" parameter.. But for the rest, it's work.. Thanks Eric. Eric Espie wrote: > Eduardo Moreno wrote: > >> Hi.. >> >> I want to change my car settings (wings, gears, etc) for a specific >> race (specificaly, Michigan and mclaren-f1).. and i can't do it. >> >> I found the car-torcs.xml and car-mclaren-f1.xml files at >> /usr/local/share/... and at $home/.torcs/drivers/human/ >> i tried changing this files (setting "initial fuel" to 2.0), at >> drivers/human and drivers/human/tracks/ but it doesn't work. I tried >> with different tracks, but neither work. >> >> For the specific Michigan case, there is no michigan directory at >> drivers/human/tracks, so i created it and created new car-torcs.xml >> and car-mclaren-f1.xml, but doesn't work. >> > Only the $home/.torcs/drivers/human/ path is used, > so you were right, create a $home/.torcs/drivers/human/tracks/michigan > directory and place a car-mclaren-f1.xml file in it. > > This file is merged with the cars/mclaren-f1/mclaren-f1.xml > file. so check the min and max values to get the allowed range > for the different values. > > bye, > Eric. |
|
From: nivak n. <li...@ho...> - 2003-11-19 20:58:16
|
hello guys i am using debian woody and nvidia riva tnt2 i recently installed torcs through apt-get,and it worked fine but after i upgraded my libc6 from 2.2.5 to 2.3.2, i recieve the following problem LinuxModLoad ... modules/graphic/ssgraph.so: undefinedlinuxModLoad: ... modules/graphic/ssggraph.so: undefined symbol: glActiveTexture /usr/bin/torcs: line 50: 515 Segmentation fault ./torcs -l $LOCAL_CONF $* i tried to install from torcs-source, but it also gave the same results. so please somebody help me thank you-linucer _________________________________________________________________ Garfield on your mobile. Download now. http://server1.msn.co.in/sp03/gprs/ How cool can life get? |
|
From: Eric E. <eri...@fr...> - 2003-11-19 20:52:34
|
Hi,
This is more related to the OpenGL driver than libc IMHO.
Try to run
$ torcs -s
to force single texture mode, the look is not very good,
but it works generally better.
nivak nahtum wrote:
> hello guys
> i am using debian woody and nvidia riva tnt2
> i recently installed torcs through apt-get,and it worked fine but
> after i upgraded my libc6 from 2.2.5 to 2.3.2, i recieve the following
> problem
>
> LinuxModLoad ... modules/graphic/ssgraph.so: undefinedlinuxModLoad:
> ... modules/graphic/ssggraph.so: undefined symbol: glActiveTexture
> /usr/bin/torcs: line 50: 515 Segmentation fault ./torcs -l
> $LOCAL_CONF $*
>
> i tried to install from torcs-source, but it also gave the same results.
> so please somebody help me
>
> thank you-linucer
>
Bye,
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Eric E. <eri...@fr...> - 2003-11-19 18:59:30
|
Eduardo Moreno wrote: > Hi.. > > I want to change my car settings (wings, gears, etc) for a specific race > (specificaly, Michigan and mclaren-f1).. and i can't do it. > > I found the car-torcs.xml and car-mclaren-f1.xml files at > /usr/local/share/... and at $home/.torcs/drivers/human/ > i tried changing this files (setting "initial fuel" to 2.0), at > drivers/human and drivers/human/tracks/ but it doesn't work. I tried > with different tracks, but neither work. > > For the specific Michigan case, there is no michigan directory at > drivers/human/tracks, so i created it and created new car-torcs.xml and > car-mclaren-f1.xml, but doesn't work. > > Any help? > > Thanks. > > > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: SF.net Giveback Program. > Does SourceForge.net help you be more productive? Does it > help you create better code? SHARE THE LOVE, and help us help > YOU! Click Here: http://sourceforge.net/donate/ > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > > Only the $home/.torcs/drivers/human/ path is used, so you were right, create a $home/.torcs/drivers/human/tracks/michigan directory and place a car-mclaren-f1.xml file in it. This file is merged with the cars/mclaren-f1/mclaren-f1.xml file. so check the min and max values to get the allowed range for the different values. bye, Eric. -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator AKA The Other Release Coming Soon (Skin'r) http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
|
From: Eduardo M. <em...@di...> - 2003-11-19 16:34:16
|
Hi.. I want to change my car settings (wings, gears, etc) for a specific race (specificaly, Michigan and mclaren-f1).. and i can't do it. I found the car-torcs.xml and car-mclaren-f1.xml files at /usr/local/share/... and at $home/.torcs/drivers/human/ i tried changing this files (setting "initial fuel" to 2.0), at drivers/human and drivers/human/tracks/ but it doesn't work. I tried with different tracks, but neither work. For the specific Michigan case, there is no michigan directory at drivers/human/tracks, so i created it and created new car-torcs.xml and car-mclaren-f1.xml, but doesn't work. Any help? Thanks. |
|
From: nivak n. <li...@ho...> - 2003-11-19 05:13:02
|
hello guys i am using debian woody and nvidia riva tnt2 i recently installed torcs through apt-get,and it worked fine but after i upgraded my libc6 from 2.2.5 to 2.3.2, i recieve the following problem LinuxModLoad ... modules/graphic/ssgraph.so: undefinedlinuxModLoad: ... modules/graphic/ssggraph.so: undefined symbol: glActiveTexture /usr/bin/torcs: line 50: 515 Segmentation fault ./torcs -l $LOCAL_CONF $* i tried to install from torcs-source, but it also gave the same results. so please somebody help me thank you-linucer _________________________________________________________________ MSN Hotmail now on your Mobile phone. http://server1.msn.co.in/sp03/mobilesms/ Click here. |
|
From: Eric E. <eri...@fr...> - 2003-11-18 21:33:33
|
Pavel wrote:
> On Mon, 17 Nov 2003 21:38:37 -0500
> Toby Haynes <th...@sy...> wrote:
>
>
>>I still don't feel happy with the handling of the cars. Having gone out
>>of my way to find a number of different simulators (from Gran Turismo
>>and Need for Speed, along with Grand Prix Legends) I'm still struck by
>
>
> Well, Need for Speed and Gran Tourismo - is the two diffirient simulators. Tourismo - best for racing simulator.
> When i first time played in torcs, i think that torcs is writen on Tourismo engine. It very good! Because Gran Tourismo - the best racing game for me.
>
>
> Eric, do you want create something like "rally" style simulator? :)
This need some development in the race engine to support open tracks,
I'm not sure that this will hit the top of my priority list soon :-(
But as it seems that a lot of people wants to contribute to the project :-)
may be someone will take that part ?
>
> PS: I'm russian, sorry for my grammar...
As I am french, my grammar should not be very good too ;-)
>
Bye,
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Eric E. <eri...@fr...> - 2003-11-18 21:21:52
|
Eduardo Moreno wrote:
> Hi.
>
> ok, i'm going inside the code, and i want to do some contributions...
>
> I'm a little familiar with the format of tracks of Indy Car Racing 2 (my
> prefered but old sim), at least i can easily dump the data of "track
> sections" with its lenghts, widths, inclination, etc. I thing that we
> can easily convert some famous tracks to Torcs with these datas (i'm not
> considering the graphics..)
There are no documentation on the track format of TORCS, but I can answer
to the questions...
>
> There is anyone working on this? anybody know another conversion process
> from other game? Are you interested in this subject?
Every contributor is welcome, I think that no one will complain.
>
> Thanks.
>
>
> PD: it's more easy than the physics, but it's for beginning...
I'm not sure that this part is very easy ;-)
Bye,
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
|
From: Eric E. <eri...@fr...> - 2003-11-18 20:33:30
|
Greg Woods wrote:
> I downloaded TORCS 1.2 and attempted to build it. Configure went OK, but
> after typing "make", this happens:
>
> make[4]: Entering directory `/local/src/torcs-1.2.1/src/libs/tgf'
> c++ -I/local/src/torcs-1.2.1/export/include -Wall -Wstrict-prototypes
> -O3 -D_SVID_SOURCE -D_BSD_SOURCE -DSHM -c screen.cpp
> screen.cpp: In function `void GfScrInit(int, char**)':
> screen.cpp:151: invalid conversion from `int' to `GLenum'
> screen.cpp:153: invalid conversion from `int' to `GLenum'
I don't remember seing that one ;-) It seems that the gl.h
have a different definition of the GLenum, mine shows:
typedef unsigned int GLenum;
but, as the lines are:
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
and
if (glutGameModeGet(GLUT_GAME_MODE_DISPLAY_CHANGED)) {
I feel confident to say that you must have a glut.h problem.
may be your glut version is too old to have the glutGameModeGet definition ?
Try using freeglut <http://www.freeglut.org> for better results.
> make[4]: *** [screen.o] Error 1
> make[4]: Leaving directory `/local/src/torcs-1.2.1/src/libs/tgf'
> make[3]: *** [subdirs] Error 1
> make[3]: Leaving directory `/local/src/torcs-1.2.1/src/libs'
> make[2]: *** [subdirs] Error 1
> make[2]: Leaving directory `/local/src/torcs-1.2.1/src'
> make[1]: *** [subdirs] Error 1
> make[1]: Leaving directory `/local/src/torcs-1.2.1'
> make: *** [restart] Error 2
>
> Anybody seen this and know of a fix?
>
> This is a Red Hat 9 system with a Voodoo5 graphics card. I do have other
> 3D games that work fine (Quake3, Descent3, BZflag, Heavy Gear II) so I
> know my X/DRI setup is OK.
>
> Thanks in advance for any help.
>
> --Greg
I hope this helped,
Eric.
--
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
TORCS
The Open Racing Car Simulator
AKA The Other Release Coming Soon (Skin'r)
http://torcs.org
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
|
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From: Pavel <sc...@ma...> - 2003-11-18 14:52:32
|
On Mon, 17 Nov 2003 21:38:37 -0500 Toby Haynes <th...@sy...> wrote: > I still don't feel happy with the handling of the cars. Having gone out > of my way to find a number of different simulators (from Gran Turismo > and Need for Speed, along with Grand Prix Legends) I'm still struck by Well, Need for Speed and Gran Tourismo - is the two diffirient simulators. Tourismo - best for racing simulator. When i first time played in torcs, i think that torcs is writen on Tourismo engine. It very good! Because Gran Tourismo - the best racing game for me. Eric, do you want create something like "rally" style simulator? :) PS: I'm russian, sorry for my grammar... -- Mailto: lin...@ma... |
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From: Eduardo M. <em...@di...> - 2003-11-18 13:47:28
|
Hi. ok, i'm going inside the code, and i want to do some contributions... I'm a little familiar with the format of tracks of Indy Car Racing 2 (my prefered but old sim), at least i can easily dump the data of "track sections" with its lenghts, widths, inclination, etc. I thing that we can easily convert some famous tracks to Torcs with these datas (i'm not considering the graphics..) There is anyone working on this? anybody know another conversion process from other game? Are you interested in this subject? Thanks. PD: it's more easy than the physics, but it's for beginning... |
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From: Pavel <lin...@ma...> - 2003-11-18 09:21:37
|
On Mon, 17 Nov 2003 21:38:37 -0500 Toby Haynes <th...@sy...> wrote: > I still don't feel happy with the handling of the cars. Having gone out > of my way to find a number of different simulators (from Gran Turismo > and Need for Speed, along with Grand Prix Legends) I'm still struck by Well, Need for Speed and Gran Tourismo - is the two diffirient simulators. Tourismo - best for racing simulator. When i first time played in torcs, i think that torcs is writen on Tourismo engine. It very good! Because Gran Tourismo - the best racing game for me. Eric, do you want create something like "rally" style simulator? :) PS: I'm russian, sorry for my grammar... -- Mailto: lin...@ma... |
|
From: Toby H. <th...@sy...> - 2003-11-18 02:44:55
|
Eric Espie wrote: > Eduardo Moreno wrote: > >> Hi, GREAT GAME!!, it's wonderful, congratulations... >> >> Looking the webpage, i understand that the principal objective of the >> game are the robots (or i'm wrong?).. i will be interested in to work >> at the physics of cars into the track (tire temperature, etc) Is >> anyone worried about that? or it's a "minor important" feature? (i >> will like to "experiment" a bit :-) ) > > > No problem, if you can enhance the tire behaviour (and the physics > also ;-) ) > you're welcome. The tire temp and tearing are really missing from my > point of > view. Oh dear, here comes Toby again to carp about the physics... :-) I still don't feel happy with the handling of the cars. Having gone out of my way to find a number of different simulators (from Gran Turismo and Need for Speed, along with Grand Prix Legends) I'm still struck by the handling of the Torcs cars in the corners under breaking and acceleration - it's just not quite what I feel is right... But feelings are one thing. Hard data is another. I started hacking... I started dumping out information about the various variables in the sim engine (wheel ride height, etc.) to try and get a feel for the way the values flow. Things looked ok in general - the front of the car goes up under acceleration, and the front presses down during deceleration/braking. That leads me to believe that the car should understeer during acceleration. It should also oversteer/spin out under braking because of the increased traction on the front tyres while the rear tyres go "light" - its this oversteer/understeer behaviour that bugs me the most in Torcs. In Torcs, entering a corner on the brakes almost inevitably causes the vehicle to understeer. I've never managed to get a comfortable power slide out of the Torcs cars either. One thing I immediately noticed with the ride height is that the cars are almost all underdamped in the suspension department. The cars start too high above the track, so the initial action of the car is to settle down onto its suspension. Counting the number of peaks before equilibrium, the cars bounce about 5 times before settling. Given that this should probably be no more than 2 to be realistic, the damping coefficient for the car suspension should probably be approximately 4-7 times higher than the current values. Having tweaked a couple of cars to have more damping, the handling seems a little more consistent. A little less like driving a huge wallowing Buick and a bit more like handling a sports car on sports suspension :-) Without the extra damping, just changing gear causes the car to bounce several times on it's suspension which might account for some of the instability in the car's handling. I then tried to analyse the tyres performance. I tried to get numbers for forward and lateral force for each tire but the numbers I got out made no sense - which makes me think that I had the wrong variables...? What variables should I be using to get these figures? I noticed the whole telemetry function set in the code base, but it seemed to dump the world :-) Thanks, Toby Haynes |
|
From: Eric E. <eri...@fr...> - 2003-11-17 22:10:07
|
Eduardo Moreno wrote: > Hi, GREAT GAME!!, it's wonderful, congratulations... > > Looking the webpage, i understand that the principal objective of the > game are the robots (or i'm wrong?).. i will be interested in to work at > the physics of cars into the track (tire temperature, etc) Is anyone > worried about that? or it's a "minor important" feature? (i will like to > "experiment" a bit :-) ) No problem, if you can enhance the tire behaviour (and the physics also ;-) ) you're welcome. The tire temp and tearing are really missing from my point of view. > > Thanks and congratulations again. :-) > > > > > ------------------------------------------------------- > This SF. Net email is sponsored by: GoToMyPC > GoToMyPC is the fast, easy and secure way to access your computer from > any Web browser or wireless device. Click here to Try it Free! > https://www.gotomypc.com/tr/OSDN/AW/Q4_2003/t/g22lp?Target=mm/g22lp.tmpl > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > > Bye, Eric. -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator AKA The Other Release Coming Soon (Skin'r) http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
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From: Eduardo M. <em...@di...> - 2003-11-17 21:10:31
|
Hi, GREAT GAME!!, it's wonderful, congratulations... Looking the webpage, i understand that the principal objective of the game are the robots (or i'm wrong?).. i will be interested in to work at the physics of cars into the track (tire temperature, etc) Is anyone worried about that? or it's a "minor important" feature? (i will like to "experiment" a bit :-) ) Thanks and congratulations again. |
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From: Greg W. <gr...@gr...> - 2003-11-16 16:29:22
|
I downloaded TORCS 1.2 and attempted to build it. Configure went OK, but after typing "make", this happens: make[4]: Entering directory `/local/src/torcs-1.2.1/src/libs/tgf' c++ -I/local/src/torcs-1.2.1/export/include -Wall -Wstrict-prototypes -O3 -D_SVID_SOURCE -D_BSD_SOURCE -DSHM -c screen.cpp screen.cpp: In function `void GfScrInit(int, char**)': screen.cpp:151: invalid conversion from `int' to `GLenum' screen.cpp:153: invalid conversion from `int' to `GLenum' make[4]: *** [screen.o] Error 1 make[4]: Leaving directory `/local/src/torcs-1.2.1/src/libs/tgf' make[3]: *** [subdirs] Error 1 make[3]: Leaving directory `/local/src/torcs-1.2.1/src/libs' make[2]: *** [subdirs] Error 1 make[2]: Leaving directory `/local/src/torcs-1.2.1/src' make[1]: *** [subdirs] Error 1 make[1]: Leaving directory `/local/src/torcs-1.2.1' make: *** [restart] Error 2 Anybody seen this and know of a fix? This is a Red Hat 9 system with a Voodoo5 graphics card. I do have other 3D games that work fine (Quake3, Descent3, BZflag, Heavy Gear II) so I know my X/DRI setup is OK. Thanks in advance for any help. --Greg |
|
From: Eric E. <eri...@fr...> - 2003-11-15 09:44:31
|
Hi, This was fixed in the CVS. For the more courageous, they can try the development version located on <http://torcs.free.fr> it was updated yesterday. Thanks for sending feedback, Eric. Gocollection wrote: > Hi, > > i have a problem by make TORCS. > > after #make >&error.log > > i become ... > > error.log > . > . > . > make[3]: Leaving directory `/usr/src/torcs/torcs-1.2.1/src/modules' > make[3]: Entering directory `/usr/src/torcs/torcs-1.2.1/src/drivers' > make[4]: Entering directory `/usr/src/torcs/torcs-1.2.1/src/drivers/K1999' > c++ -I/usr/src/torcs/torcs-1.2.1/export/include -Wall > -Wstrict-prototypes -O3 -D_SVID_SOURCE -D_BSD_SOURCE -DSHM > -Wno-deprecated -c K1999.cpp > K1999.cpp:17:23: strstream.h: Datei oder Verzeichnis nicht gefunden > K1999.cpp: In function `void initTrack(int, tTrack*, void*, void**, > tSituation*)': > K1999.cpp:518: error: `ostrstream' undeclared (first use this function) > K1999.cpp:518: error: (Each undeclared identifier is reported only once for > each function it appears in.) > K1999.cpp:518: error: parse error before `(' token > K1999.cpp:519: error: `os' undeclared (first use this function) > make[4]: *** [K1999.o] Fehler 1 > make[4]: Leaving directory `/usr/src/torcs/torcs-1.2.1/src/drivers/K1999' > make[3]: *** [subdirs] Fehler 1 > make[3]: Leaving directory `/usr/src/torcs/torcs-1.2.1/src/drivers' > make[2]: *** [subdirs] Fehler 1 > make[2]: Leaving directory `/usr/src/torcs/torcs-1.2.1/src' > make[1]: *** [subdirs] Fehler 1 > make[1]: Leaving directory `/usr/src/torcs/torcs-1.2.1' > make: *** [restart] Fehler 2 > ----------------- > > I'm using a SuSE 8.2 and I'm new @Linux so please excuse my clumsiness. > > > > Thank you > > > Hei...@go... > > > > ------------------------------------------------------- > This SF. Net email is sponsored by: GoToMyPC > GoToMyPC is the fast, easy and secure way to access your computer from > any Web browser or wireless device. Click here to Try it Free! > https://www.gotomypc.com/tr/OSDN/AW/Q4_2003/t/g22lp?Target=mm/g22lp.tmpl > _______________________________________________ > 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: Gocollection <Hei...@go...> - 2003-11-15 00:42:50
|
Hi,
i have a problem by make TORCS.
after #make >&error.log
i become ...
error.log
.
.
.
make[3]: Leaving directory `/usr/src/torcs/torcs-1.2.1/src/modules'
make[3]: Entering directory `/usr/src/torcs/torcs-1.2.1/src/drivers'
make[4]: Entering directory `/usr/src/torcs/torcs-1.2.1/src/drivers/K1999'
c++ -I/usr/src/torcs/torcs-1.2.1/export/include -Wall
-Wstrict-prototypes -O3 -D_SVID_SOURCE -D_BSD_SOURCE -DSHM
-Wno-deprecated -c K1999.cpp
K1999.cpp:17:23: strstream.h: Datei oder Verzeichnis nicht gefunden
K1999.cpp: In function `void initTrack(int, tTrack*, void*, void**,
tSituation*)':
K1999.cpp:518: error: `ostrstream' undeclared (first use this function)
K1999.cpp:518: error: (Each undeclared identifier is reported only once for
each function it appears in.)
K1999.cpp:518: error: parse error before `(' token
K1999.cpp:519: error: `os' undeclared (first use this function)
make[4]: *** [K1999.o] Fehler 1
make[4]: Leaving directory `/usr/src/torcs/torcs-1.2.1/src/drivers/K1999'
make[3]: *** [subdirs] Fehler 1
make[3]: Leaving directory `/usr/src/torcs/torcs-1.2.1/src/drivers'
make[2]: *** [subdirs] Fehler 1
make[2]: Leaving directory `/usr/src/torcs/torcs-1.2.1/src'
make[1]: *** [subdirs] Fehler 1
make[1]: Leaving directory `/usr/src/torcs/torcs-1.2.1'
make: *** [restart] Fehler 2
-----------------
I'm using a SuSE 8.2 and I'm new @Linux so please excuse my clumsiness.
Thank you
Hei...@go...
|
|
From: Eric E. <eri...@fr...> - 2003-11-05 21:43:50
|
Bernhard Kaindl wrote: > On Mon, 3 Nov 2003, Bastiaan Naber wrote: > > >>Nice game you have created here, thanks for that. I have some remarks though. > > > I think Eric and the Robot developers will be happy to hear that. :-) and it's nice to hear from you too Bernhard :-) > > >>A map in the lower right corner of the screen showing the circuit and your >>position would be nice, perhaps also the position of the other cars if >>possible. > > > On http://torcs.sourceforge.net/, I read: > @ I'm preparing a 1.2.2 version with nice features like in-game map (by Berniw) Yes, Bernhard Wymann has done a very good job with the in-game map, it's very cool. It'll be in the next version after all the platform related problems are solved. I'll try to post some screen shots soon. > > >>Are there any plans to extend the game with networking posibilities ? One >>thing would be to race against each other. I have a website and it would be >>nice if my visitors could upload their best lap times to my server, is this >>possible without to much coding ? Well, the network mode project is always "in gestation". The biggest problem I have to face for now, is the numerical instability, the simulation does not run the same on different processors (at least on the same processor it seems to run the same...) If anybody have some clues on this problem, I'd be interested. > > > AFAIK, Eric looked into this direction and a local multiplayer mode using > split-scrren(just add multible players in recent CVS code levels) is already > possible. Of course, network play would be just great! > > >>Another thing, if I run the game full screen on Red Hat 8.0 with the NVidia >>drivers the "screen" is much larger than my monitor and the mouse becomes >>unmovable. Is this a known bug ? > > > I can only give some hints: > > - I've heard of issues of GLUT with NVidia's OpenGL implementation which > their drivers use. This might be fixed by recompiling GLUT with the > NVidia glext.h installed, but I have no idea on the real circumstances. > > - If the "screen" is much larger than your monitor, it sounds to me like > as you say you have a much larger virtual resolution in effect after > switching to fullscreen. > > The problem behind this is that the original GLUT port to Linux does > not support glutGameMode() which is needed for proper fullscreen, so > the only thing TORCS can do with this library is to make a window which > is as large as the virtual screen which may be larger than the "physical" > screen size used at the moment, at least this would require extra > XFree86-specific code to be added for this case. > > The problem is that such code would(AFAICS) never work perfectly because > GLUT does not export the internals(X11 pointers) so that everything which > is lacking for proper Fullscreen(e.g. keyboard and mouse grabbing) could > be worked-around. > > The only real fix for this is (AFAICS) to use the GPL re-implementation > of GLUT called freeglut from freeglut.sf.net which Eric and I fixed > with regard to fullscreen. Yes, it was a really cool and productive session ;-) > > I recommend to get it and try it - it will replace the installed GLUT, > so all GLUT applications on the system will use it immediately once > it is installed(after they are restarted) I recommend that too. The 2.0.1 is working well with TORCS. > > Bernhard > http://petition.eurolinux.org > http://www.vrijschrift.org/swpat/ > -- > Letting patent lawyers decide what should be patented - > - is like letting generals decide if to go to war. > > Bye, Eric. -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator AKA The Other Release Coming Soon (Skin'r) http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
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From: Trevor H. <tr...@vo...> - 2003-11-05 05:01:16
|
Trevor Harmon wrote: > I played around with this a little more and found that it helps to add > a line in configure.in that checks for the presence of the pthread > library. I just cut-and-pasted the check for GL (the one that begins > with AC_CHECK_LIB) and changed "GL" to "pthread". Putting this line in > before the check for GLU fixes the problem because then pthread is > linked in during the GLU test. Unfortunately, while this change allows the configure script to succeed, and TORCS to actually compile, TORCS will crash on startup due to run-time linking errors in one of the GL libraries. I finally tracked down the problem to some kind of corruption in my system's /usr/lib/libGL*.so.* files. Apparently there were some broken links in there, although I can't imagine how that happened or why that would've caused the problem. Sorry for the noise! Trevor |