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From: Enrico M. <oci...@vi...> - 2009-10-26 13:26:47
|
Vicente Marti ha scritto: > My question is: is it completely free to use these 3d models for non commercial prupouse > like using the models into torcs? > > I was surfing the internet and i found in these page: > http://vrshed.com/sketchlife/about3d_warehouse.html > > > The Terms of Service for Google's 3D Warehouse (see especially section 4, under the heading "Your Rights") give Google and its end-users (that's us) a worldwide, royalty-free, non-exclusive, perpetual license to exercise the rights in the Content, as stated below: > 1. to reproduce the Content; > 2. to create and reproduce derivative works of the Content; > 3. to display publicly and distribute copies of the Content; > 4. to display publicly and distribute copies of derivative works of the content. > ... > > > What do you think about the the license of the Google's 3D Warehouse models? We > can use these models into torcs? > > Hello Vicente, hello all. I've read those pages with interest, and I've got to this conclusion (I'm not sure I have understood everithing): for Google, you may use the models in any way, but you have to make sure that content authors have not set any restriction in doing that. If there is no such bad thing, you may modify and use anywhere the models. Bye, Ocirne |
|
From: Vicente M. <vte...@ya...> - 2009-10-25 12:23:16
|
Hello, I was looking at Google's 3D Warehouse ( http://sketchup.google.com/3dwarehouse/ ) and I found a lot of nice cars that could be imported into torcs. My question is: is it completely free to use these 3d models for non commercial prupouse like using the models into torcs? I was surfing the internet and i found in these page: http://vrshed.com/sketchlife/about3d_warehouse.html The Terms of Service for Google's 3D Warehouse (see especially section 4, under the heading "Your Rights") give Google and its end-users (that's us) a worldwide, royalty-free, non-exclusive, perpetual license to exercise the rights in the Content, as stated below: 1. to reproduce the Content; 2. to create and reproduce derivative works of the Content; 3. to display publicly and distribute copies of the Content; 4. to display publicly and distribute copies of derivative works of the content. ... Wat do you think about the the license of the Google's 3D Warehouse models? We can use these models into torcs? Please help me to find out if it's posible to use these models for torcs and if it's posible i will import some nice models for torcs. The full terms of service of Google's 3D Warehouse are here: http://www.google.com/intl/en/sketchup/3dwh/tos.html Thanks for your reply Vicente |
|
From: Enrico M. <oci...@vi...> - 2009-10-24 16:52:00
|
Hi, I think that those images are really amazing, I wouldn't distinguish most of them from a real photo. Just a small suggestion: looking at http://www.ignorancia.org/uploads/torcs2pov/wips/alpine-2-10.jpg you can see those low-poly lines, and they aren't very realistic: I suggest you try adding the following line into the xml file, at the definition of each segment: <attnum name="profil steps" val="45"/> That defines the number of poligons; it won't slow down so much trackgen or the final render. Bye, Ocirne P.S.: I'm eager to see your tutorials |
|
From: Jaime V. P. <ja...@ig...> - 2009-10-24 08:20:45
|
On Wed, 21 Oct 2009 20:56:01 +0200 Bernhard Wymann <be...@bl...> wrote: >> http://www.ignorancia.org/en/index.php?page=torcs2pov > > This look very nice, great work:-) Thanks! BTW, I've added a few more shots to the page now, to show the real intent of my experiment. I'm using trackeditor and trackgen as tools to generate roads for POV-Ray. I have now a POV-Ray scene which takes the track geometry and the terrain elevation map, and populates it with trees, huts and other road scenery... I'm still adding more things like ads, birds, and anything that I can think of. ;) Regards, -- Jaime Vives Piqueres La Persistencia de la Ignorancia http://www.ignorancia.org |
|
From: Bernhard W. <be...@bl...> - 2009-10-21 18:56:12
|
Hi Jaime This look very nice, great work:-) Best regards Bernhard > Hi All: > > Years ago, when I found TORCS, I was looking for an open source > racing game which will let me export the tracks and cars to POV-Ray, so > I could render some realistic road scenes. TORCS looked like a very > good candidate, and indeed it was possible to export the geometry to > POV-Ray via Blender, but I didn't find any automatic way to get a > spline for the track path (so that I could place the cars and camera). > > I abandoned the project and started to get addicted to race with > TORCS... > > But recently I figured out a way to get the track spline into > POV-Ray, via Wings3D. The method is bit convoluted, and I still have > some problems, but the results are starting to look good: > > http://www.ignorancia.org/en/index.php?page=torcs2pov > > The page is still blank, it contains just the images... I will put > there a little tutorial about the process, ASAP. Comments are welcome, > and the TORCS Team are free to use any of these images for any purpose. > > Regards, > |
|
From: Albert V. <avi...@gm...> - 2009-10-14 12:56:25
|
The white van in the picture is pretty cool: http://www.ignorancia.org/uploads/torcs2pov/wips/alpine-2-09.jpg On Wed, Oct 14, 2009 at 12:12 PM, Jaime Vives Piqueres <ja...@ig... > wrote: > On Wed, 14 Oct 2009 07:40:06 +0200 > Eric Espie <eri...@fr...> wrote: > > > Great, very nice ! > > Thanks! > > > I see that you're always a fan of the Citroën GS :) > > Well... just because it's the only real car I modelled with > success. ;) > > BTW, the other non-torcs cars on the images are free models from DMI > (dmi.chez-alice.fr). > > Regards, > > -- > Jaime Vives Piqueres > > La Persistencia de la Ignorancia > http://www.ignorancia.org > > > ------------------------------------------------------------------------------ > Come build with us! The BlackBerry(R) Developer Conference in SF, CA > is the only developer event you need to attend this year. Jumpstart your > developing skills, take BlackBerry mobile applications to market and stay > ahead of the curve. Join us from November 9 - 12, 2009. Register now! > http://p.sf.net/sfu/devconference > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
|
From: Jaime V. P. <ja...@ig...> - 2009-10-14 11:10:09
|
On Wed, 14 Oct 2009 07:40:06 +0200 Eric Espie <eri...@fr...> wrote: > Great, very nice ! Thanks! > I see that you're always a fan of the Citroën GS :) Well... just because it's the only real car I modelled with success. ;) BTW, the other non-torcs cars on the images are free models from DMI (dmi.chez-alice.fr). Regards, -- Jaime Vives Piqueres La Persistencia de la Ignorancia http://www.ignorancia.org |
|
From: Eric E. <eri...@fr...> - 2009-10-14 05:40:27
|
Great, very nice ! I see that you're always a fan of the Citroën GS :) Eric. Jaime Vives Piqueres a écrit : > Hi All: > > Years ago, when I found TORCS, I was looking for an open source > racing game which will let me export the tracks and cars to POV-Ray, so > I could render some realistic road scenes. TORCS looked like a very > good candidate, and indeed it was possible to export the geometry to > POV-Ray via Blender, but I didn't find any automatic way to get a > spline for the track path (so that I could place the cars and camera). > > I abandoned the project and started to get addicted to race with > TORCS... > > But recently I figured out a way to get the track spline into > POV-Ray, via Wings3D. The method is bit convoluted, and I still have > some problems, but the results are starting to look good: > > http://www.ignorancia.org/en/index.php?page=torcs2pov > > The page is still blank, it contains just the images... I will put > there a little tutorial about the process, ASAP. Comments are welcome, > and the TORCS Team are free to use any of these images for any purpose. > > Regards, > > |
|
From: Jaime V. P. <ja...@ig...> - 2009-10-13 20:31:20
|
Hi All: Years ago, when I found TORCS, I was looking for an open source racing game which will let me export the tracks and cars to POV-Ray, so I could render some realistic road scenes. TORCS looked like a very good candidate, and indeed it was possible to export the geometry to POV-Ray via Blender, but I didn't find any automatic way to get a spline for the track path (so that I could place the cars and camera). I abandoned the project and started to get addicted to race with TORCS... But recently I figured out a way to get the track spline into POV-Ray, via Wings3D. The method is bit convoluted, and I still have some problems, but the results are starting to look good: http://www.ignorancia.org/en/index.php?page=torcs2pov The page is still blank, it contains just the images... I will put there a little tutorial about the process, ASAP. Comments are welcome, and the TORCS Team are free to use any of these images for any purpose. Regards, -- Jaime Vives Piqueres La Persistencia de la Ignorancia http://www.ignorancia.org |
|
From: manfariel <man...@ya...> - 2009-10-13 18:46:53
|
Hi I did a server migration and there were problems in it. has now been fixed. renewed only dns lack access to the new location. I uploaded a new track Zepan (Sepang Circuit) cheers -------------------------------------------------------------------- http://apr-free.info Recursos para Torcs, Cante y Técnica TV. ____________________________________________________________________________________ ¡Obtén la mejor experiencia en la web! Descarga gratis el nuevo Internet Explorer 8. http://downloads.yahoo.com/ieak8/?l=e1 |
|
From: nepal <nep...@go...> - 2009-10-12 12:48:02
|
On Mon, 12 Oct 2009 14:20:34 +0200 Enrico Mattea <oci...@vi...> wrote: > Hi, try to set video mode to compatible, because with best mode it > seems to always have that problem. > Cheers, > Ocirne ****************THANKYOU********************* I just tried this on the long spring track and it worked perfectly, now I have a new toy again. I'll check all the other tracks now and see if they work too. thankyou! nepal. |
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From: nepal <nep...@go...> - 2009-10-12 12:34:03
|
On Sun, 11 Oct 2009 23:49:22 -0500 Gian Paolo Mureddu <gmu...@gm...> wrote: > TORCS 1.3.0 either the officially distributed one, or the one offered > from my distribution's repository (Fedora) have display errors which > cause some models to turn transparent and not display properly. This > applies to both terrain and the cars themselves. Here are some links > to screenshots I just took, I got these with the binary distribution > of TORCS as offered in the website as well as with the one found in > the Fedora repositories. I have had this problem with every version of both TORCS and Linux that I have used over the past 5 or so years, since first trying TORCS. Not all tracks are this way but a lot of them, some like the very long track "spring" something? especially. This is the track I always check first on a new installation. the odd thing is the last installation of Linux and TORCS was when I installed Ubuntu 9.04 and right out of the box, I am sure I tried this track, noticed that it was not broken in the way you described, so excitedly I went and made my usual settings, and the track was broken. I did try to return to the default, I tried uninstalling and reinstalling but nothing corrected this problem and I ended up wondering if I was mistaken to begin with. I have virtually given up on TORCS for this reason and because it seems the developers are now more interested in doing windblows versions. nepal. |
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From: Enrico M. <oci...@vi...> - 2009-10-12 12:21:30
|
Gian Paolo Mureddu ha scritto: > TORCS 1.3.0 either the officially distributed one, or the one offered > from my distribution's repository (Fedora) have display errors which > cause some models to turn transparent and not display properly. This > applies to both terrain and the cars themselves. Here are some links > to screenshots I just took, I got these with the binary distribution > of TORCS as offered in the website as well as with the one found in > the Fedora repositories. > > http://img.photobucket.com/albums/v328/thetargos/Bugs/torcs-20091011230747.jpg > http://img.photobucket.com/albums/v328/thetargos/Bugs/torcs-20091011230744.jpg > http://img.photobucket.com/albums/v328/thetargos/Bugs/torcs-20091011230732.jpg > > At this point I'm not sure what the problem might be, I have these > problems on a system with an NVIDIA GeForce 9800 GT, Linux driver > 1.80.60, with and without AA/AF (the effect is the same, the > screenshots have AA, I believe). TORCS is using the best video mode, > maximum texture size of 4096 and texture compression is disabled, are > these problems due to driver/NVIDIA GL library? Is there something I > could do to correct these? > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------------ > Come build with us! The BlackBerry(R) Developer Conference in SF, CA > is the only developer event you need to attend this year. Jumpstart your > developing skills, take BlackBerry mobile applications to market and stay > ahead of the curve. Join us from November 9 - 12, 2009. Register now! > http://p.sf.net/sfu/devconference > ------------------------------------------------------------------------ > > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > Hi, try to set video mode to compatible, because with best mode it seems to always have that problem. Cheers, Ocirne |
|
From: kilo <kg...@fr...> - 2009-10-12 06:52:48
|
Hi Gian Paolo, On Mon, Oct 12, 2009 at 6:49 AM, Gian Paolo Mureddu <gmu...@gm...> wrote: > TORCS 1.3.0 either the officially distributed one, or the one offered from > my distribution's repository (Fedora) have display errors which cause some > models to turn transparent and not display properly. This applies to both > terrain and the cars themselves. ... > compression is disabled, are these problems due to driver/NVIDIA GL library? AFAIK these clipping errors are caused by the video drivers, not TORCS itself. Please check if you can install a more recent version of your drivers. Though v1.3.1 does *not* handle graphics differently I suggest you download and try it, as it has many improvements over v1.3.0 Cheers kilo Gabor Kmetyko http://kiloandtorcs.blogspot.com -- http://three.sentenc.es |
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From: Gian P. M. <gmu...@gm...> - 2009-10-12 04:49:34
|
TORCS 1.3.0 either the officially distributed one, or the one offered from my distribution's repository (Fedora) have display errors which cause some models to turn transparent and not display properly. This applies to both terrain and the cars themselves. Here are some links to screenshots I just took, I got these with the binary distribution of TORCS as offered in the website as well as with the one found in the Fedora repositories. http://img.photobucket.com/albums/v328/thetargos/Bugs/torcs-20091011230747.jpg http://img.photobucket.com/albums/v328/thetargos/Bugs/torcs-20091011230744.jpg http://img.photobucket.com/albums/v328/thetargos/Bugs/torcs-20091011230732.jpg At this point I'm not sure what the problem might be, I have these problems on a system with an NVIDIA GeForce 9800 GT, Linux driver 1.80.60, with and without AA/AF (the effect is the same, the screenshots have AA, I believe). TORCS is using the best video mode, maximum texture size of 4096 and texture compression is disabled, are these problems due to driver/NVIDIA GL library? Is there something I could do to correct these? |
|
From: Enrico M. <oci...@vi...> - 2009-10-11 18:50:46
|
Hello Albert, > Is it true in general that copying a driver directory to > /usr/share/torcs/drivers is enough? Same for cars and tracks? I think it's not enough, you also need to copy the driver's library to /usr/lib/torcs (also, check if in /usr/lib you find a folder named torcs, because I'm not sure about the location of default folders for package install). > How can I duplicate a driver? For example, create a new set of damned > drivers out of the current ones by copying/editing the xml files? I think you have to download the whole torcs sources and compile them; to copy an existing robot (but in sources you'll already find berniw two), copy sources from the existing robot, modify them (you'll have to modify the robot's name into the sources and into the xml file, see www.berniw.org, torcs section, robot tutorial sub-section, chapter one); after that, you have to compile the new robot, after setting up some environment variables: copy the following lines at the end of .bashrc file in your home directory export LD_LIBRARY_PATH=the path where is located torcs folder with robot libraries, default is /usr/local/lib export TORCS_BASE=the folder where torcs sources are located (if it's on your Desktop, it should be /home/name/Desktop/torcs-1.3.1) export MAKE_DEFAULT=${TORCS_BASE}/Make-default.mk To compile the new robot, open a shell into your robot's sources directory (F4) and run "make" and "make install" commands. Bye, Ocirne |
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From: Albert V. <avi...@gm...> - 2009-10-11 13:29:39
|
I installed the package in ubuntu: dpkg -l torcs Desired=Unknown/Install/Remove/Purge/Hold | Status=Not/Inst/Cfg-files/Unpacked/Failed-cfg/Half-inst/trig-aWait/Trig-pend |/ Err?=(none)/Hold/Reinst-required/X=both-problems (Status,Err: uppercase=bad) ||/ Name Version Description +++-=================================-=================================-================================================================================== ii torcs 1.3.0-3build1 3D racing cars simulator game using OpenGL Is it true in general that copying a driver directory to /usr/share/torcs/drivers is enough? Same for cars and tracks? How can I duplicate a driver? For example, create a new set of damned drivers out of the current ones by copying/editing the xml files? On Sat, Oct 10, 2009 at 3:37 PM, Enrico Mattea <oci...@vi...> wrote: > Albert Vilella ha scritto: > > Hi, > > I have installed torcs on ubuntu 9.04 and added the rally cars by copying > the content of the cars/ dir in: > > TORCS-1.3.1-data-cars-*.tgz > > to /usr/share/games/torcs/cars/ > > I only see 6 "Damned" robots for these cars but I remember having had at > least 6 more robots for them. > Can anybody tell me where to download these extra robots from? > > Cheers > > ------------------------------ > > ------------------------------------------------------------------------------ > Come build with us! The BlackBerry(R) Developer Conference in SF, CA > is the only developer event you need to attend this year. Jumpstart your > developing skills, take BlackBerry mobile applications to market and stay > ahead of the curve. Join us from November 9 - 12, 2009. Register now!http://p.sf.net/sfu/devconference > > ------------------------------ > > _______________________________________________ > Torcs-users mailing lis...@li...://lists.sourceforge.net/lists/listinfo/torcs-users > > Hi, > The other robots you're talking about are berniw two 1-6, and they should > be installed by default; if they aren't, how did you install Torcs? > Cheers, > Ocirne > |
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From: manfariel <man...@ya...> - 2009-10-10 21:48:03
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I'm sorry. my site is temporarily down. I hop to fix it as soon as possible. cheers ---------------------------------------------------------------- http://apr-free.info Recursos para Torcs, Cante y Técnica TV. ____________________________________________________________________________________ ¡Obtén la mejor experiencia en la web! Descarga gratis el nuevo Internet Explorer 8. http://downloads.yahoo.com/ieak8/?l=e1 |
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From: nepal <nep...@go...> - 2009-10-10 15:00:55
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On Tue, 29 Sep 2009 08:15:26 -0700 (PDT) manfariel <man...@ya...> wrote: > this time the track is estempul (istanbul park/turquia). > > enjoy Are these tracks you are providing, are they supposed to be playable, i.e. not just the actual layout. I have gone to your site each time of your announced new track but have not yet found a single track to download. In fact I just went to the address http://apr-free.info and can not find even a link to anything TORCS related. can you help? nepal. |
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From: Enrico M. <oci...@vi...> - 2009-10-10 14:37:31
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Albert Vilella ha scritto: > Hi, > > I have installed torcs on ubuntu 9.04 and added the rally cars by > copying the content of the cars/ dir in: > > TORCS-1.3.1-data-cars-*.tgz > > to /usr/share/games/torcs/cars/ > > I only see 6 "Damned" robots for these cars but I remember having had > at least 6 more robots for them. > Can anybody tell me where to download these extra robots from? > > Cheers > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------------ > Come build with us! The BlackBerry(R) Developer Conference in SF, CA > is the only developer event you need to attend this year. Jumpstart your > developing skills, take BlackBerry mobile applications to market and stay > ahead of the curve. Join us from November 9 - 12, 2009. Register now! > http://p.sf.net/sfu/devconference > ------------------------------------------------------------------------ > > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > Hi, The other robots you're talking about are berniw two 1-6, and they should be installed by default; if they aren't, how did you install Torcs? Cheers, Ocirne |
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From: Albert V. <avi...@gm...> - 2009-10-10 14:00:36
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Hi, I have installed torcs on ubuntu 9.04 and added the rally cars by copying the content of the cars/ dir in: TORCS-1.3.1-data-cars-*.tgz to /usr/share/games/torcs/cars/ I only see 6 "Damned" robots for these cars but I remember having had at least 6 more robots for them. Can anybody tell me where to download these extra robots from? Cheers |