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From: Bernhard W. <be...@bl...> - 2012-10-31 15:07:42
|
Hi Alan You are welcome, yes, it can take sometimes indeed some time till I answer, there fore you should post to the mailing list, so other people might help out or add to the discussion. I do not get exactly what you have tried from you text below, but to get the forces into the robot I would do this: - Add to the tPrivCar struct the fields you require (car.h), beware to change the right file and to run setup_win32.bat afterwards to deploy it (and/or the debug version, depending on your desired target(s)). If you like to have a shortcut macro like _youforce1here, you can define it as well (I find those not so good because the debugger cannot evaluate it, at least not on VS 2008 and 6). - Copy in simu.cpp, simupdate the values, around line 400 are examples, e.g. do carElt->_youforce1here = car->wing[0]->Kx etc. - Just access the value from your robot. Beware, because the robot is just called every 10th simulation step you get just every 10th value, depending on your requirements you need to build an averaging mechanism in simu.cpp. Best regards Bernhard On 10/30/2012 06:31 PM, Alan Ali wrote: > Hi Bernhard, > > Thank you very much for your answer, and i am so glad it was very quick > because i was afraid that it will take long time to get the answer, so > thank you again. > > but i think it is not so easy to take the code from one project to > another beacsue there is alot of connected file and structs... > > and if i managed to take the code to another project (the code that is > responsable of computing the forces and updating them) it is not esay > (to me) to know when i have to update the data, beacuse until now i > have't understand yet the way that the game run (when the engine is > called and and who call it and so on...) > > and i haven't yet found the documentation of the projects (to know what > each project do) some of them are clear where is the other are not. > > can you please just show how to add aero force in the "bt" project and > when to update it and how can i keep consistance with your programing > > thank you very much for your time. > > Best regard > > Alan > > > > > > > > On Wed, Oct 24, 2012 at 6:57 PM, Bernhard Wymann <be...@bl... > <mailto:be...@bl...>> wrote: > > Hi Alan > > TORCS is modular, because it should be possible to switch modules, > there should no module internals used, this is an architecture > decision (loose coupling, dependency inversion, client (->TORCS) > dictates the interface). Another point is that a real driver doesn't > now the hidden data either, he feels just the final force acting on him. > > But the solution for your requirement is trivial, just add to the > tCarElt struct the fields you need, and fill it in during the update > (I do not have the code handy to look it up, but at some point some > data from the simu tCar struct is copied to tCarElt to "publish" it > to TORCS). > > Have a look as well into the TORCS FAQ, chapter 6. Let me know if > this helped you. > > Best regards > > Bernhard > > > On Oct 24, 2012, at 18:25 , Alan Ali wrote: > >> Hello, >> >> I am new user (i have acceptable progaming experince but not games >> programing). >> >> i am trying to examine some control laws in PHD using TORCS as >> simulator, so now i am working in the "/drive/" function in the >> "/bt/" projects to drive the car but i have some problem in >> finding the forces applied on the cars, accutally it seems that >> the froces are computed in the "simv2" projects(aero dynamic >> forces and the rolling forces...) but the question is how to >> access it from "bt" project ? >> >> accutaly i don't understand why the simuv2 is not used in any >> projects, i can't see any call to the functions of simuv2 outside >> simuv2 (no project depend on it other than TORCS), if you can give >> me a link or reference that explaine how the game work and when >> the physique engine is envolved and whether we can access it's >> variables or not. >> >> thanks a lot > > |
|
From: Bernhard W. <be...@bl...> - 2012-10-29 15:02:25
|
Hi (--) intel(0): Chipset: "852GM/855GM" (==) intel(0): Shadow buffer enabled, GPU acceleration disabled. (WW) intel(0): cannot enable DRI2 whilst forcing software fallbacks Google for this ((WW) ...) and your distro, when copying the warning into google search I found e.g this: http://lists.debian.org/debian-user/2010/11/msg01403.html glxinfo -l root@debian:/home/lm# glxinfo -l bash: glxinfo: command not found On a proper setup glxinfo and glxgears are usually installed, make sure that they are there. I guess glx/dri is not/not correct working on your system, I guess it is at least installed partially because the DRI modules seem to load: (II) LoadModule: "dri" (II) Loading /usr/lib/xorg/modules/extensions/libdri.so (II) Module dri: vendor="X.Org Foundation" compiled for 1.7.7, module version = 1.0.0 ABI class: X.Org Server Extension, version 2.0 (II) Loading extension XFree86-DRI (II) LoadModule: "dri2" (II) Loading /usr/lib/xorg/modules/extensions/libdri2.so (II) Module dri2: vendor="X.Org Foundation" compiled for 1.7.7, module version = 1.1.0 ABI class: X.Org Server Extension, version 2.0 (II) Loading extension DRI2 (II) intel(0): Integrated Graphics Chipset: Intel(R) 855GM This is not a brilliant performer, but it should work at least, if you have set up your system properly and have working drivers. It is one of the easier to set up chip sets if I remember correct, so give it a try. The -s option just disables multitexturing, but OpenGL must work beforehand as well. Technically there are 3 components involved: - DRM kernel module, DRI - X Server GLX module - OpenGL libraries Hope this helps Best regards Bernhard |
|
From: <wi...@po...> - 2012-10-29 14:00:31
|
----- Пересылаемое письмо -----
Дата: Пнд 29 Окт 2012 17:46:43 +0400
От: wi...@po...
Тема: [Torcs-users] (no subject)
Кому: tor...@li...
1.I remove and new install TORCS, and it works very slow.
2. I change some options grafic as to lower resolutions, texture,and so on to improve speed. It became start with error in point 4.3.1 in manual.
3.I remove it and install once more, now it starts ok by default settings, same very slow speed.
Launch it from console, see console output below.
Sounds works. my pc is more than fit to recurements, 1,6 GGz 2 GB Ram. debian, 2.6.32.5 kernel. Please advice what i can to do?
CONSOLE OUTPUT
dmultisampling : no
alpha bits : available
WARNING: grscene:initBackground Failed to open shadow2.rgb for reading
WARNING: no shadow mapping on cars for this track
GfParmCheckHandle: parameter "Rear Differential/inertia" out of bounds: min:0.04 max:0.04 val:0.03 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Right Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Right Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Left Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Left Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Right Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Right Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Left Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Left Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
OpenAL backend info:
Vendor: OpenAL Community
Renderer: OpenAL Soft
Version: 1.1 ALSOFT 1.12.854
Available sources: 256
Available buffers: 1024 or more
Dynamic Sources: requested: 235, created: 235
#static sources: 21
#dyn sources : 235
WARNING: grscene:initBackground Failed to open shadow2.rgb for reading
WARNING: no shadow mapping on cars for this track
GfParmCheckHandle: parameter "Rear Differential/inertia" out of bounds: min:0.04 max:0.04 val:0.03 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Right Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Right Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Left Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Left Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Right Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Right Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
----- Конец пересылаемого письма -----
|
|
From: <wi...@po...> - 2012-10-29 13:59:34
|
glxinfo -l root@debian:/home/lm# glxinfo -l bash: glxinfo: command not found root@debian:/home/lm# |
|
From: <wi...@po...> - 2012-10-29 13:45:46
|
1.I remove and new install TORCS, and it works very slow.
2. I change some options grafic as to lower resolutions, texture,and so on to improve speed. It became start with error in point 4.3.1 in manual.
3.I remove it and install once more, now it starts ok by default settings, same very slow speed.
Launch it from console, see console output below.
Sounds works. my pc is more than fit to recurements, 1,6 GGz 2 GB Ram. debian, 2.6.32.5 kernel. Please advice what i can to do?
CONSOLE OUTPUT
dmultisampling : no
alpha bits : available
WARNING: grscene:initBackground Failed to open shadow2.rgb for reading
WARNING: no shadow mapping on cars for this track
GfParmCheckHandle: parameter "Rear Differential/inertia" out of bounds: min:0.04 max:0.04 val:0.03 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Right Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Right Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Left Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Left Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Right Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Right Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Left Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Left Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
OpenAL backend info:
Vendor: OpenAL Community
Renderer: OpenAL Soft
Version: 1.1 ALSOFT 1.12.854
Available sources: 256
Available buffers: 1024 or more
Dynamic Sources: requested: 235, created: 235
#static sources: 21
#dyn sources : 235
WARNING: grscene:initBackground Failed to open shadow2.rgb for reading
WARNING: no shadow mapping on cars for this track
GfParmCheckHandle: parameter "Rear Differential/inertia" out of bounds: min:0.04 max:0.04 val:0.03 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Right Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Right Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Left Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Front Left Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Right Wheel/inertia" out of bounds: min:1 max:1 val:0.6 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
GfParmCheckHandle: parameter "Rear Right Wheel/rolling resistance" out of bounds: min:0.00105 max:0.00105 val:0.0005 in ("Baja Bug" - "cars/baja-bug/baja-bug.xml")
|
|
From: <wi...@po...> - 2012-10-29 10:10:32
|
I have error seems like this point. 4.3.1 Broken OpenGL/DRI drivers or '~' file. /usr/local/bin/torcs: line 54: 31895 Segmentation fault $LIBDIR/torcs-bin -l $LOCAL_CONF -L $LIBDIR -D $DATADIR $* There are two known possibilities which cause such a crash: You have buggy OpenGL/DRI driver, you should update to a recent version. Start TORCS with the "-s" option to disable multitexturing.You have edited a TORCS XML file (e. g. endrace.xml) and your editor left a copy with an appended "~" (e. g. endrace.xml~). Remove those "~" files. But can somebody to improve this instruction? 1. which driver name need to install , if -s option doesn't help? 2. which catalog is these xml file? I don't find, prompt it full path ,please. 3. I remove and reinstall Torcs, but the same error message at start. Which catalogue i need to clean after removing MANUALLY? |
|
From: Bernhard W. <be...@bl...> - 2012-10-28 22:09:27
|
Hi
A correction to this post:
> Forgiving is ("swimming"):
> - high tire width-height ratio
Got this the wrong way round (typo), sorry. Should be:
- high tire height-width ratio
Best regards
Bernhard
|
|
From: Bernhard W. <be...@bl...> - 2012-10-28 16:52:35
|
Hi
Depending on the input device you need to switch on ASR/ABS (e.g. when
using on/off button keys for the accelerator/brake). Brake pressure and
balance must be adjusted reasonable even for those to work properly.
The robot tutorial contains a section what the various properties
represent. Usually you can use many values of the real thing, those are
usually more or less known:
- Geometry (wheel track/base)
- Tire/rim geometry
- Engine curve
- Transmission ratios
- Weight
- Center of gravity
- Drag
- Areas (front, top)
- ...
Guessing/experimentation is usually required for:
- Ground effect
- Tire friction/dynamic properties
- Suspension
- Mass distribution
- ...
Basically I recommend taking a similar existing car as base. Beware,
there are values which can make the simulation explode (there is no
validation), e.g. if the fast bump/rebound are set too high, they should
be usually much lower than the slow damping. The transition point can
currently not be adjusted, it is fixed at 0.5 m/s IIRC (see susp.cpp),
but I plan to make this adjustable at some point (from 0.1 to 0.5, real
products which I have found on the net go from 0.15 to 0.5).
Another trap is if the ride height is set higher than the suspension
course allows the wheel to expand, then the handling is very bad at low
speeds (at high speeds the downforce might compresses the suspension
enough, so it can then expand a bit).
Tire properties are as well very important for the handling, you can
make a tire very precise, but unforgiving to very unprecise and forgiving.
There are as well two tire properties which are not set in any file so
far (as far as I know) in any setups, these are "elasticity factor" and
"pressure", they are just set to the defaults then (see wheel.cpp).
Forgiving is ("swimming"):
- low stiffness
- high dynamic friction
- low mu
- low tire width
- high tire width-height ratio
- low diameter
For fine tuning and balance the suspension and anti rollbars are
important, the latter especially if the center of gravity is high.
I recommend you just to play with the values, try as well exterme ones,
such that you get a feeling for it, just keep "working copies" of the
setup in case you make the simulation explode and just change one thing
at once, otherwise you cannot know what cause which effect.
Hope this helps at least a bit, have fun.
Bernhard.
On 09/11/2012 10:57 AM, se...@fa... wrote:
>
> Admittedly, I'm an amateur, but apart from converting cars to expand my
> private torcs fleet, I'd also like them to be drivable. Unfortunately,
> some of them have insane settings and are like untamed animals beyond my
> grasp. They spin at the slightest acceleration or deceleration and at
> this point are pretty much useless.
>
> Could anybody out there lend a hand in making appropriate changes to the
> xml file, so those wild ones in my garage could also be brought to the
> track? Despite my experimentation, I haven't been able to figure out
> which settings need to be altered and how much to make the car more
> suitable for driving. I guess I missed that mechanics class.
>
> Some might suggest copying the settings from an existing, functional
> car, but then the converted car would lose whatever individual flavor it
> had. And of course, I still wouldn't understand why the original car
> acted so erratically.
>
|
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From: Bernhard W. <be...@bl...> - 2012-10-28 16:00:26
|
Hi What input, what is the question? The "issue" is covered in the robot tutorial, as well the "wrap around" on the start lane. Best regards Bernhard On 10/25/2012 10:04 PM, ANAND MADHUSOODANAN wrote: > Hi Berhard, > For calculating the distance between two cars in the simulator, can we use a simple formula like (car->_trkPos.seg->lgfromstart - car2->_trkPos.seg->lgfromstart). I tried it in the simulator and i seem to be getting values which seem correct when comparing visually with the two cars in the race. Can you give me some inputs on this? > > > > Regards, > Anand. > > > On Oct 24, 2012, at 6:42 PM, Bernhard Wymann <be...@bl...> wrote: > >> Hi Anand >> >> Nothing is wrong, the practice session menu just allows one driver, try Quickrace. >> >> Best regards >> >> Bernhard >> >> On 10/25/2012 12:36 AM, Anand Madhusoodanan wrote: >>> Hi Bernhard, >>> Thanks for the suggestion. I tried calling the update >>> method of the Opponent class from within my defined driver class(the one >>> similar to bt.cpp in your tutorial). It compiles without error, but i >>> now i get this strange problem that i cannot add more than 1 car in >>> practice mode. I can see all my defined robots, but i can add only one >>> of them. Any ideas what could be wrong? >>> >>> >>> >>> Regards, >>> Anand. >>> >>> >>> On Mon, Oct 22, 2012 at 3:47 AM, Bernhard Wymann <be...@bl... >>> <mailto:be...@bl...>> wrote: >>> >>> Hi Anand >>> >>> I guess this is described here: >>> >>> http://www.berniw.org/torcs/__robot/ch7/opponents.html >>> <http://www.berniw.org/torcs/robot/ch7/opponents.html> >>> >>> If you want any other measure of distance (e.g. euclidean) just >>> adopt the opponent class accordingly. The update happens happens in >>> the driver, just skim the whole tutorial, everything is there. >>> >>> Beware, the simulation timestep and the robot calls are not the >>> same, see here (but this is just terminology): >>> >>> torcs.sourceforge.net/index.__php?name=Sections&op=__viewarticle&artid=30#c6_6 >>> <http://torcs.sourceforge.net/index.php?name=Sections&op=viewarticle&artid=30#c6_6> >>> >>> Hope this helps, enjoy:-) >>> >>> Best regards >>> >>> Bernhard >>> >>> >>> >>> On 10/21/2012 09:13 PM, Anand Madhusoodanan wrote: >>> >>> Hi, >>> I have managed to add multiple cars in the TORCS simulator and >>> having them run in hard coded scenarios. How can I calculate the >>> distance between two cars for every simulation time step? Could >>> someone help me out? >>> >>> Regards, >>> Anand. >>> >>> >>> >>> >>> ------------------------------__------------------------------__------------------ >>> Everyone hates slow websites. So do we. >>> Make your web apps faster with AppDynamics >>> Download AppDynamics Lite for free today: >>> http://p.sf.net/sfu/appdyn___sfd2d_oct >>> <http://p.sf.net/sfu/appdyn_sfd2d_oct> >>> >>> >>> >>> _________________________________________________ >>> Torcs-users mailing list >>> Tor...@li....__net >>> <mailto:Tor...@li...> >>> https://lists.sourceforge.net/__lists/listinfo/torcs-users >>> <https://lists.sourceforge.net/lists/listinfo/torcs-users> >>> >>> >>> >> > > |
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From: Bernhard W. <be...@bl...> - 2012-10-28 15:58:55
|
Hi Just set up a player/payers under options and select it/them for the race. The human player is a robot like the others, but it does not think by itself, it get its input from the configured interface (keys, joystick, gamepad, wheel,...). Best regards Bernhard On 10/25/2012 12:53 AM, ANAND MADHUSOODANAN wrote: > Hi Bernhard, > Thanks for the help. I had been running my two cars through a quick race till now, but kept choosing practice race for some reason today. my bad.. I have a doubt. I have two cars in my race, but i want to control one of them externally through hardware like a Nintendo wiimote steering. The other car just runs in pre-programmed scenarios in Torcs. Can one of the cars be controlled externally in a quick race while the other being controlled normally in software?? > > > > > Regards, > Anand. > > > On Oct 24, 2012, at 6:42 PM, Bernhard Wymann <be...@bl...> wrote: > >> Hi Anand >> >> Nothing is wrong, the practice session menu just allows one driver, try Quickrace. >> >> Best regards >> >> Bernhard >> >> On 10/25/2012 12:36 AM, Anand Madhusoodanan wrote: >>> Hi Bernhard, >>> Thanks for the suggestion. I tried calling the update >>> method of the Opponent class from within my defined driver class(the one >>> similar to bt.cpp in your tutorial). It compiles without error, but i >>> now i get this strange problem that i cannot add more than 1 car in >>> practice mode. I can see all my defined robots, but i can add only one >>> of them. Any ideas what could be wrong? >>> >>> >>> >>> Regards, >>> Anand. >>> >>> >>> On Mon, Oct 22, 2012 at 3:47 AM, Bernhard Wymann <be...@bl... >>> <mailto:be...@bl...>> wrote: >>> >>> Hi Anand >>> >>> I guess this is described here: >>> >>> http://www.berniw.org/torcs/__robot/ch7/opponents.html >>> <http://www.berniw.org/torcs/robot/ch7/opponents.html> >>> >>> If you want any other measure of distance (e.g. euclidean) just >>> adopt the opponent class accordingly. The update happens happens in >>> the driver, just skim the whole tutorial, everything is there. >>> >>> Beware, the simulation timestep and the robot calls are not the >>> same, see here (but this is just terminology): >>> >>> torcs.sourceforge.net/index.__php?name=Sections&op=__viewarticle&artid=30#c6_6 >>> <http://torcs.sourceforge.net/index.php?name=Sections&op=viewarticle&artid=30#c6_6> >>> >>> Hope this helps, enjoy:-) >>> >>> Best regards >>> >>> Bernhard >>> >>> >>> >>> On 10/21/2012 09:13 PM, Anand Madhusoodanan wrote: >>> >>> Hi, >>> I have managed to add multiple cars in the TORCS simulator and >>> having them run in hard coded scenarios. How can I calculate the >>> distance between two cars for every simulation time step? Could >>> someone help me out? >>> >>> Regards, >>> Anand. >>> >>> >>> >>> >>> ------------------------------__------------------------------__------------------ >>> Everyone hates slow websites. So do we. >>> Make your web apps faster with AppDynamics >>> Download AppDynamics Lite for free today: >>> http://p.sf.net/sfu/appdyn___sfd2d_oct >>> <http://p.sf.net/sfu/appdyn_sfd2d_oct> >>> >>> >>> >>> _________________________________________________ >>> Torcs-users mailing list >>> Tor...@li....__net >>> <mailto:Tor...@li...> >>> https://lists.sourceforge.net/__lists/listinfo/torcs-users >>> <https://lists.sourceforge.net/lists/listinfo/torcs-users> >>> >>> >>> >> > > |
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From: Bernhard W. <be...@bl...> - 2012-10-24 22:48:47
|
Hi Simuv3 is experimental. Another thought, maybe increasing "suspension course" could help as workaround (see http://sourceforge.net/mailarchive/message.php?msg_id=22759133)? Best regards Bernhard On 10/22/2012 12:19 PM, se...@fa... wrote: > > > > On Thu, Oct 18, 2012, at 10:19 PM, Bernhard Wymann wrote: >> Hi >> >> I fixed the build some days ago in CVS (for Posix, did not look at >> Windows), but I did not do any runtime testing whatsoever. >> >> Review the change: >> http://torcs.cvs.sourceforge.net/viewvc/torcs/torcs/torcs/src/modules/simu/simuv3/Options.h?r1=1.4.2.1&r2=1.4.2.2&pathrev=r1-3-1 >> >> Best regards >> >> Bernhard >> > > Thanks a lot, now simuv3 can be used for testing those high-banked > tracks, which appear to be fine after all. However, racing with simuv3 > does bring new problems, like the robots' total lack of speed > (regression to Sunday drivers in their sports cars, even more dangerous > than before) and many cars starting the race in absurd positions, on two > wheels or almost flipped over, resulting in an enormous riot at every > start as they crash down and try to recover and force their way through > the mess. But if simuv3 isn't any priority in game development, and I > can't decipher the code let alone alter it, not much that can be done. > Perhaps some day those high-banked tracks can be driven even with the > default simuv2. Thanks for helping out this amateur anyway. > > st > |
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From: Bernhard W. <be...@bl...> - 2012-10-24 22:42:24
|
Hi Anand Nothing is wrong, the practice session menu just allows one driver, try Quickrace. Best regards Bernhard On 10/25/2012 12:36 AM, Anand Madhusoodanan wrote: > Hi Bernhard, > Thanks for the suggestion. I tried calling the update > method of the Opponent class from within my defined driver class(the one > similar to bt.cpp in your tutorial). It compiles without error, but i > now i get this strange problem that i cannot add more than 1 car in > practice mode. I can see all my defined robots, but i can add only one > of them. Any ideas what could be wrong? > > > > Regards, > Anand. > > > On Mon, Oct 22, 2012 at 3:47 AM, Bernhard Wymann <be...@bl... > <mailto:be...@bl...>> wrote: > > Hi Anand > > I guess this is described here: > > http://www.berniw.org/torcs/__robot/ch7/opponents.html > <http://www.berniw.org/torcs/robot/ch7/opponents.html> > > If you want any other measure of distance (e.g. euclidean) just > adopt the opponent class accordingly. The update happens happens in > the driver, just skim the whole tutorial, everything is there. > > Beware, the simulation timestep and the robot calls are not the > same, see here (but this is just terminology): > > torcs.sourceforge.net/index.__php?name=Sections&op=__viewarticle&artid=30#c6_6 > <http://torcs.sourceforge.net/index.php?name=Sections&op=viewarticle&artid=30#c6_6> > > Hope this helps, enjoy:-) > > Best regards > > Bernhard > > > > On 10/21/2012 09:13 PM, Anand Madhusoodanan wrote: > > Hi, > I have managed to add multiple cars in the TORCS simulator and > having them run in hard coded scenarios. How can I calculate the > distance between two cars for every simulation time step? Could > someone help me out? > > Regards, > Anand. > > > > > ------------------------------__------------------------------__------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn___sfd2d_oct > <http://p.sf.net/sfu/appdyn_sfd2d_oct> > > > > _________________________________________________ > Torcs-users mailing list > Tor...@li....__net > <mailto:Tor...@li...> > https://lists.sourceforge.net/__lists/listinfo/torcs-users > <https://lists.sourceforge.net/lists/listinfo/torcs-users> > > > |
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From: Bernhard W. <be...@bl...> - 2012-10-22 07:47:36
|
Hi Anand I guess this is described here: http://www.berniw.org/torcs/robot/ch7/opponents.html If you want any other measure of distance (e.g. euclidean) just adopt the opponent class accordingly. The update happens happens in the driver, just skim the whole tutorial, everything is there. Beware, the simulation timestep and the robot calls are not the same, see here (but this is just terminology): torcs.sourceforge.net/index.php?name=Sections&op=viewarticle&artid=30#c6_6 Hope this helps, enjoy:-) Best regards Bernhard On 10/21/2012 09:13 PM, Anand Madhusoodanan wrote: > Hi, > I have managed to add multiple cars in the TORCS simulator and > having them run in hard coded scenarios. How can I calculate the > distance between two cars for every simulation time step? Could > someone help me out? > > Regards, > Anand. > > > > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_sfd2d_oct > > > > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
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From: Anand M. <ana...@gm...> - 2012-10-21 19:13:16
|
Hi,
I have managed to add multiple cars in the TORCS simulator and having
them run in hard coded scenarios. How can I calculate the distance between
two cars for every simulation time step? Could someone help me out?
Regards,
Anand.
|
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From: Bernhard W. <be...@bl...> - 2012-10-19 17:41:19
|
Hi all Visit www.torcs.org for details. Enjoy, Bernhard. |
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From: Bernhard W. <be...@bl...> - 2012-10-19 05:20:02
|
Hi I fixed the build some days ago in CVS (for Posix, did not look at Windows), but I did not do any runtime testing whatsoever. Review the change: http://torcs.cvs.sourceforge.net/viewvc/torcs/torcs/torcs/src/modules/simu/simuv3/Options.h?r1=1.4.2.1&r2=1.4.2.2&pathrev=r1-3-1 Best regards Bernhard On 10/18/2012 05:24 PM, se...@fa... wrote: > > Since the default simuv2.so fails on all high-banked tracks (20+ deg), I > should apparently have simuv3.so. Unfortunately (and unsurprisingly), I > face another brick wall when trying to compile it on my own. Does > anybody with coding competence know how to compile it, and agree to > share that information with this dipstick (simple instructions and clear > commands if possible)? > > These are the (mis)steps I took and their results: > > 1. run "make" in /torcs-1.3.3/src/modules/simu/simuv3. No targets found, > exiting. Nothing happens. > > What is the target supposed to be, and how do I add it (and where)? (For > those sighing in exasperation, I know I'm clueless.) > > 2. change the Makefile in /torcs-1.3.3/src/modules/simu/ so that SUBDIRS > =simuv2 simuv3, then run "make" in that folder. Same > complaint, no targets, no action follows, except for temperature rising > rapidly in the engine block. > > 3. move to the /torcs-1.3.3 root folder in terminal, and then run > "make". Now wheels are set in motion, but as usual, they soon grind to a > halt, with the following output: > > g++ -I/home/myhome/torcs-1.3.3/export/include -I/home/myhome/torcs-1.3.3 > -g -O2 -Wall -fPIC -fno-strict-aliasing -O2 -DUSE_RANDR_EXT > -DGL_GLEXT_PROTOTYPES -Wall -fPIC -fno-strict-aliasing -O2 > -DUSE_RANDR_EXT -DGL_GLEXT_PROTOTYPES -D_SVID_SOURCE -D_BSD_SOURCE > -DSHM -DHAVE_CONFIG_H -c SimulationOptions.cpp > In file included from SimulationOptions.h:15, > from SimulationOptions.cpp:13: > Options.h: In member function ‘virtual bool AbstractOption::Match(const > char*)’: > Options.h:44: error: ‘strcmp’ was not declared in this scope > Options.h: In constructor ‘Option<T>::Option(const char*, T*)’: > Options.h:68: error: there are no arguments to ‘strlen’ that depend on a > template parameter, so a declaration of ‘strlen’ must be available > Options.h:68: note: (if you use ‘-fpermissive’, G++ will accept your > code, but allowing the use of an undeclared name is deprecated) > Options.h:74: error: there are no arguments to ‘strdup’ that depend on a > template parameter, so a declaration of ‘strdup’ must be available > Options.h: In destructor ‘virtual Option<T>::~Option()’: > Options.h:82: error: there are no arguments to ‘free’ that depend on a > template parameter, so a declaration of ‘free’ must be available > make[5]: *** [SimulationOptions.o] Error 1 > > What went wrong, and what should be done to successfully complete the > compilation? Or is this totally hopeless? So many good high-banked > tracks created and in the works, but because of this obstacle, they > can't be driven. > > Help would be greatly appreciated, as always. > |
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From: <se...@fa...> - 2012-10-18 15:24:17
|
Since the default simuv2.so fails on all high-banked tracks (20+ deg), I
should apparently have simuv3.so. Unfortunately (and unsurprisingly), I
face another brick wall when trying to compile it on my own. Does
anybody with coding competence know how to compile it, and agree to
share that information with this dipstick (simple instructions and clear
commands if possible)?
These are the (mis)steps I took and their results:
1. run "make" in /torcs-1.3.3/src/modules/simu/simuv3. No targets found,
exiting. Nothing happens.
What is the target supposed to be, and how do I add it (and where)? (For
those sighing in exasperation, I know I'm clueless.)
2. change the Makefile in /torcs-1.3.3/src/modules/simu/ so that SUBDIRS
=simuv2 simuv3, then run "make" in that folder. Same
complaint, no targets, no action follows, except for temperature rising
rapidly in the engine block.
3. move to the /torcs-1.3.3 root folder in terminal, and then run
"make". Now wheels are set in motion, but as usual, they soon grind to a
halt, with the following output:
g++ -I/home/myhome/torcs-1.3.3/export/include -I/home/myhome/torcs-1.3.3
-g -O2 -Wall -fPIC -fno-strict-aliasing -O2 -DUSE_RANDR_EXT
-DGL_GLEXT_PROTOTYPES -Wall -fPIC -fno-strict-aliasing -O2
-DUSE_RANDR_EXT -DGL_GLEXT_PROTOTYPES -D_SVID_SOURCE -D_BSD_SOURCE
-DSHM -DHAVE_CONFIG_H -c SimulationOptions.cpp
In file included from SimulationOptions.h:15,
from SimulationOptions.cpp:13:
Options.h: In member function ‘virtual bool AbstractOption::Match(const
char*)’:
Options.h:44: error: ‘strcmp’ was not declared in this scope
Options.h: In constructor ‘Option<T>::Option(const char*, T*)’:
Options.h:68: error: there are no arguments to ‘strlen’ that depend on a
template parameter, so a declaration of ‘strlen’ must be available
Options.h:68: note: (if you use ‘-fpermissive’, G++ will accept your
code, but allowing the use of an undeclared name is deprecated)
Options.h:74: error: there are no arguments to ‘strdup’ that depend on a
template parameter, so a declaration of ‘strdup’ must be available
Options.h: In destructor ‘virtual Option<T>::~Option()’:
Options.h:82: error: there are no arguments to ‘free’ that depend on a
template parameter, so a declaration of ‘free’ must be available
make[5]: *** [SimulationOptions.o] Error 1
What went wrong, and what should be done to successfully complete the
compilation? Or is this totally hopeless? So many good high-banked
tracks created and in the works, but because of this obstacle, they
can't be driven.
Help would be greatly appreciated, as always.
--
http://www.fastmail.fm - Send your email first class
|
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From: Bernhard W. <be...@bl...> - 2012-10-08 05:55:10
|
Hi Anand Either you install the missing headers/libs or you try the --disable-xrandr parameter with configure. Best regards Bernhard On 10/05/2012 06:34 AM, Anand Madhusoodanan wrote: > Hi, > I am getting this particular error message when trying to compile . > > "configure: error: Can't find libXrandr. Please check config.log and if > you can't solve the problem send the file to > tor...@li... > <mailto:tor...@li...> with the subject "torcs > compilation problem" " > > I've attached the config.log file . Please help me out. > > I am running Ubuntu 10.04 on my Macbook Pro using VirtualBox. > > > > > > Regards, > Anand. > > > ------------------------------------------------------------------------------ > Don't let slow site performance ruin your business. Deploy New Relic APM > Deploy New Relic app performance management and know exactly > what is happening inside your Ruby, Python, PHP, Java, and .NET app > Try New Relic at no cost today and get our sweet Data Nerd shirt too! > http://p.sf.net/sfu/newrelic-dev2dev > > > > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
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From: Bernhard W. <be...@bl...> - 2012-10-08 05:54:11
|
Hi If you say "ls -l $MAKE_DEFAULT", does it find the file (maybe you did not run configure, does the file "Make-config" exist)? Does make invoke make directly or do you use an alias? Did you run it directly from the drivers source directory? If I change $MAKE_DEFAULT to something invalid, e.g. "export MAKE_DEFAULT=sfsf", the I get (GNU Make 3.82): Makefile:28: sfsf: No such file or directory make: *** No rule to make target `sfsf'. Stop. Best regards Bernhard On 10/08/2012 03:34 AM, Anand Madhusoodanan wrote: > Hi, > I have managed to compile and install torcs. I can get the > simulator to open and can also complete a race. I want to create my own > robot and have been following "Berniws" guide to do the same. I've > downloaded the robotgen script and managed to run it like this > > "./robotgen -n "hektor" -a "Anand" -c "kc-coda" --gpl ". > > The directory named hektor is created in /src/drivers inside the torcs > installation directory . > > But when i try to make , I get the following error " make: *** No > targets. Stop. " > > I can see a file named "Makefile" inside the "hektor" folder , but can't > understand why the make fails. My LD_LIBRARY_PATH and MAKE_DEFAULT have > been set as follows. > > export > LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/lib:/usr/lib/:/usr/lib/libalut.so:/usr/lib/libalut.soclear:/usr/include > > export TORCS_BASE=/home/prince_hektor/Desktop/torcs-1.3.3 > > export MAKE_DEFAULT=$TORCS_BASE/Make-default.mk > > Can anyone help me out with this problem? > > > > Regards, > Anand. > > > > > ------------------------------------------------------------------------------ > Don't let slow site performance ruin your business. Deploy New Relic APM > Deploy New Relic app performance management and know exactly > what is happening inside your Ruby, Python, PHP, Java, and .NET app > Try New Relic at no cost today and get our sweet Data Nerd shirt too! > http://p.sf.net/sfu/newrelic-dev2dev > > > > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
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From: Bernhard W. <be...@bl...> - 2012-10-08 05:44:21
|
Hi Hmm, very strange... I always wonder why there are differences regarding linking... Does "torcs -l" report it as missing library, or is it not listed at all? Did you run "configure" before you compiled the package, this should set up the LDFLAGS properly, e.g. here is what I get on my system: Some snippets out of my config.log: configure:6106: checking for alutLoadWAVFile in -lalut configure:6131: g++ -o conftest -march=barcelona -O2 -fno-strict-aliasing -Wall -fPIC -fno-strict-aliasing -O2 -DUSE_RANDR_EXT -DGL_GLEXT_PROTOTYPES -march=barcelona -O2 -fno-strict-aliasing -lopenal conftest.cpp -lalut -lXrandr -lXrender -lXxf86vm -lXmu -lXi -lXt -lSM -lICE -lXext -lX11 -lm >&5 ac_cv_lib_alut_alutLoadWAVFile=yes LDFLAGS=' -lopenal -lalut -lvorbisfile' Then the compiler (linking) commands emitted are like this: g++ -shared -o libconfscreens.so controlconfig.o graphconfig.o mouseconfig.o driverconfig.o joystickconfig.o simuconfig.o soundconfig.o openglconfig.o -L/home/berni/torcs_src/torcs/torcs/export/lib -lopenal -lalut -lvorbisfile -L/usr/lib -lplibjs So I would guess "configure" failed somehow. Best regards Bernhard On 10/07/2012 04:57 PM, Anand Madhusoodanan wrote: > Hi, > I managed to compile and install Torcs on Ubuntu 10.04. However, > when i click on New Race after opening Torcs, it crashes with this message. > > linuxModLoad: ... /usr/local/lib/torcs/modules/graphic/ssggraph.so: > undefined symbol: alutLoadWAVFile > /usr/local/bin/torcs: line 53: 1885 Segmentation fault > $LIBDIR/torcs-bin -l $LOCAL_CONF -L $LIBDIR -D $DATADIR $* > > I googled the > problem(http://debian.2.n7.nabble.com/Bug-357835-Missing-library-flag-for-ALUT-from-openal-config-td60952.html) and > tried to run torcs like this. > > torcs -I/usr/local/include -L/usr/local/lib -lopenal > > But it crashes again showing a different message. > > linuxModLoad: ... -lopenal/modules/track/track.so: cannot open shared > object file: No such file or directory > /usr/local/bin/torcs: line 53: 1932 Segmentation fault > $LIBDIR/torcs-bin -l $LOCAL_CONF -L $LIBDIR -D $DATADIR $* > > Could someone help me out with this? > > > Regards, > Anand. > > > ------------------------------------------------------------------------------ > Don't let slow site performance ruin your business. Deploy New Relic APM > Deploy New Relic app performance management and know exactly > what is happening inside your Ruby, Python, PHP, Java, and .NET app > Try New Relic at no cost today and get our sweet Data Nerd shirt too! > http://p.sf.net/sfu/newrelic-dev2dev > > > > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
|
From: Anand M. <ana...@gm...> - 2012-10-08 01:34:36
|
Hi,
I have managed to compile and install torcs. I can get the simulator
to open and can also complete a race. I want to create my own robot and
have been following "Berniws" guide to do the same. I've downloaded the
robotgen script and managed to run it like this
"./robotgen -n "hektor" -a "Anand" -c "kc-coda" --gpl ".
The directory named hektor is created in /src/drivers inside the torcs
installation directory .
But when i try to make , I get the following error " make: *** No targets.
Stop. "
I can see a file named "Makefile" inside the "hektor" folder , but can't
understand why the make fails. My LD_LIBRARY_PATH and MAKE_DEFAULT have
been set as follows.
export
LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/lib:/usr/lib/:/usr/lib/libalut.so:/usr/lib/libalut.soclear:/usr/include
export TORCS_BASE=/home/prince_hektor/Desktop/torcs-1.3.3
export MAKE_DEFAULT=$TORCS_BASE/Make-default.mk
Can anyone help me out with this problem?
Regards,
Anand.
|
|
From: David S. <dsa...@te...> - 2012-10-07 18:42:03
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On Sunday 07 October 2012 07:57, Anand Madhusoodanan wrote: > Hi, > I managed to compile and install Torcs on Ubuntu 10.04. However, when i > click on New Race after opening Torcs, it crashes with this message. > > linuxModLoad: ... /usr/local/lib/torcs/modules/graphic/ssggraph.so: > undefined symbol: alutLoadWAVFile > /usr/local/bin/torcs: line 53: 1885 Segmentation fault > $LIBDIR/torcs-bin -l $LOCAL_CONF -L $LIBDIR -D $DATADIR $* > > I googled the problem( > http://debian.2.n7.nabble.com/Bug-357835-Missing-library-flag-for-ALUT-from >-openal-config-td60952.html) and > tried to run torcs like this. > > > torcs -I/usr/local/include -L/usr/local/lib -lopenal > > But it crashes again showing a different message. > > linuxModLoad: ... -lopenal/modules/track/track.so: cannot open shared > object file: No such file or directory > /usr/local/bin/torcs: line 53: 1932 Segmentation fault > $LIBDIR/torcs-bin -l $LOCAL_CONF -L $LIBDIR -D $DATADIR $* > > Could someone help me out with this? > > > Regards, > Anand. Here is a patch that I use for a similar problem: (patch is between the lines of asterisks) ************************************************* --- /torcs-1.3.1/src/modules/graphic/ssggraph/Makefile.freealutfix 2006-02-01 10:46:38.000000000 -0500 +++ /torcs-1.3.1/src/modules/graphic/ssggraph/Makefile 2006-02-01 10:46:56.000000000 -0500 @@ -24,7 +24,7 @@ MODULEDIR = modules/graphic -LIBS = -lplibsl -lplibsm -lplibsg -lplibssg -lplibul -lplibssgaux -lopenal +LIBS = -lplibsl -lplibsm -lplibsg -lplibssg -lplibul -lplibssgaux -lopenal -lalut SHIPDIR = config ************************************************* |
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From: Anand M. <ana...@gm...> - 2012-10-07 14:57:46
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Hi,
I managed to compile and install Torcs on Ubuntu 10.04. However, when i
click on New Race after opening Torcs, it crashes with this message.
linuxModLoad: ... /usr/local/lib/torcs/modules/graphic/ssggraph.so:
undefined symbol: alutLoadWAVFile
/usr/local/bin/torcs: line 53: 1885 Segmentation fault
$LIBDIR/torcs-bin -l $LOCAL_CONF -L $LIBDIR -D $DATADIR $*
I googled the problem(
http://debian.2.n7.nabble.com/Bug-357835-Missing-library-flag-for-ALUT-from-openal-config-td60952.html)
and
tried to run torcs like this.
torcs -I/usr/local/include -L/usr/local/lib -lopenal
But it crashes again showing a different message.
linuxModLoad: ... -lopenal/modules/track/track.so: cannot open shared
object file: No such file or directory
/usr/local/bin/torcs: line 53: 1932 Segmentation fault
$LIBDIR/torcs-bin -l $LOCAL_CONF -L $LIBDIR -D $DATADIR $*
Could someone help me out with this?
Regards,
Anand.
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From: Bernhard W. <be...@bl...> - 2012-10-07 14:56:24
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Hi st High banking is not properly supported by simuv2 (this is the default simulation engine of TORCS). If you have compiled from sources, you can give simuv3 a try, but beware, I do currently not maintain it (for in depth review I will bring all desired simuv3 changes into simuv2 gradually, but this will not happen anytime soon). When you have compiled simuv3 you can configure it as simulation engine in raceengine.xml. Best regards Bernhard > I've tried to create ovals with more realistic banking, and a couple > tracks have turned out decent and drivable, but frequently, problems > arise, more precisely the car continuing on two wheels (example > screenshot http://i47.tinypic.com/97mjkl.png) after coming off a > high-banked turn onto a (nearly) flat straightaway. I've attached a > basic example track .xml that shows this ridiculous behavior. I hope > someone with a better grasp of things could take a look, create a > /tracks/oval/dd-speedway folder for it, paste the .xml there, then run > > trackgen -n dd-speedway -c oval > > in terminal to create the .ac files needed for the track and test drive > it. The banking numbers (9 on straights, 24 in turns) have been checked > and should be accurate. Straightaway lengths should be close to accurate > too (although after conversions from ft to m). There are plenty of lines > commented out, things previously tested but without an impact on the > two-wheel show. I left them there anyway, if they shed any light on > whatever's wrong. Or is the track file at fault after all, since the > same happens on a few other similar ovals made by others (speed dreams > tracks Caddo, Sunshine State and Tennessee I've run in torcs). Although > the track flattens after a turn, the car continues in the same position. > > I'd appreciate your help. Should this get resolved, maybe one day you > could be driving those tracks then. Quid pro quo. > > > > ------------------------------------------------------------------------------ > Don't let slow site performance ruin your business. Deploy New Relic APM > Deploy New Relic app performance management and know exactly > what is happening inside your Ruby, Python, PHP, Java, and .NET app > Try New Relic at no cost today and get our sweet Data Nerd shirt too! > http://p.sf.net/sfu/newrelic-dev2dev > > > > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
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From: Arnaud C. <ace...@go...> - 2012-10-06 21:59:19
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Hello searspt, I have tried your new dd track and I experiment the same things that you describe. And another default all the cars seems to have on this track is a loss of adhesion in the center of a turn and they suddenly skid to the left , and at this moment, they are still on the 4 wheels ..... By the way, thanks for your trackgen command, I did not knew it ! regards -- *Arnaud Ceyrolle* 2012/10/5 <se...@fa...> > > I've tried to create ovals with more realistic banking, and a couple > tracks have turned out decent and drivable, but frequently, problems > arise, more precisely the car continuing on two wheels (example > screenshot http://i47.tinypic.com/97mjkl.png) after coming off a > high-banked turn onto a (nearly) flat straightaway. I've attached a > basic example track .xml that shows this ridiculous behavior. I hope > someone with a better grasp of things could take a look, create a > /tracks/oval/dd-speedway folder for it, paste the .xml there, then run > > trackgen -n dd-speedway -c oval > > in terminal to create the .ac files needed for the track and test drive > it. The banking numbers (9 on straights, 24 in turns) have been checked > and should be accurate. Straightaway lengths should be close to accurate > too (although after conversions from ft to m). There are plenty of lines > commented out, things previously tested but without an impact on the > two-wheel show. I left them there anyway, if they shed any light on > whatever's wrong. Or is the track file at fault after all, since the > same happens on a few other similar ovals made by others (speed dreams > tracks Caddo, Sunshine State and Tennessee I've run in torcs). Although > the track flattens after a turn, the car continues in the same position. > > I'd appreciate your help. Should this get resolved, maybe one day you > could be driving those tracks then. Quid pro quo. > > -- > http://www.fastmail.fm - Choose from over 50 domains or use your own > > > > ------------------------------------------------------------------------------ > Don't let slow site performance ruin your business. Deploy New Relic APM > Deploy New Relic app performance management and know exactly > what is happening inside your Ruby, Python, PHP, Java, and .NET app > Try New Relic at no cost today and get our sweet Data Nerd shirt too! > http://p.sf.net/sfu/newrelic-dev2dev > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > > |