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From: Geoff R. <gre...@pa...> - 2005-09-26 13:47:54
|
No worries, will try and find something more useful to do :) Geoff Bernhard Wymann wrote: > Hi Geoff > > Thank you for the patch, but I think it is not necessary currently, so > it will not go into the mainline. > > Bye, Bernhard. > |
|
From: Bernhard W. <be...@bl...> - 2005-09-24 09:31:10
|
Hi Charalampos > 1. While in the drivers selection menu i have exceed the 100 drivers the > last digit of number interfare with the first letter of driver name. So it > will nice if in the next version of Torcs put some more space between > numbers and names. In 1.2.4 this should be already fixed. > 2. It will also comfortable if it sort drivers in alphabetical order. Possible, we can put that on the TODO list. > 3. The Last wish i have is a scrollbar in the drivers selection for faster > access. First, I agree with that, but I think we should wait with that till after 2.0. The reason is that we would need now to implement a scrollbar, because there is none (am I right?). After 2.0 I would like to evaluate more complete OpenGL GUIs, so we will get that for free eventually (in case we decide to reimplement the GUI). The robot/car selection should have the following features then: - Scrollbar. - Draw and Drop would be cool, but I do not know if there is an OpenGL GUI which supports this. - A selection filter (e.g. a dropdown box to just show the clkdtms or just a certain category). - A preview button of a little preview window which shows the opponent. But that is all quite far future (sometime late 2007 perhaps if ever...). Bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
|
From: Charalampos A. <ba...@re...> - 2005-09-24 08:58:56
|
Hi 1. While in the drivers selection menu i have exceed the 100 drivers the last digit of number interfare with the first letter of driver name. So it will nice if in the next version of Torcs put some more space between numbers and names. 2. It will also comfortable if it sort drivers in alphabetical order. 3. The Last wish i have is a scrollbar in the drivers selection for faster access. Regards Charalampos Alexopoulos |
|
From: Christos D. <dim...@id...> - 2005-09-20 14:43:48
|
OK, a patch from a verbal feature request: Some way for the human player to be able to gradually apply the brakes and/or accelerator. I have a small patch whereby the brake/accel increases to the desired value within 0.1s when using mouse buttons or keyboard; this seems to make the response a bit better for those using buttons rather than pedals for braking. At least _I_ find it better. Maybe you can test and see if it feels ok. I know Bernhard usually plays with pedals anyway :) -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Bernhard W. <be...@bl...> - 2005-09-19 19:09:40
|
Hi all - Fixed -s option for Windows and a general bug if the multitexture extension is missing. Bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
|
From: Christos D. <dim...@id...> - 2005-09-19 14:25:49
|
A minor update in the sound code: Fixed plib backend so that one-shot samples are pre-adjusted according to the global gain setting (as they have no envelopes) -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Bernhard W. <be...@bl...> - 2005-09-19 13:11:35
|
Hi all Commited a tiny update: - Changed mode of open to "binary" in olethros and learning, so the interpretation now work on non-Posix platforms (Windows). Bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
|
From: Bernhard W. <be...@bl...> - 2005-09-18 20:45:57
|
Hi Christos > after the post about wheels I just added some texture for the treads, > but I noticed that the lighting seemed to be incorrect. > > So I thought you probably need to add one normal for every part that the > wheel is split in. Is this it? When the lighting is GL_SMOOTH you need a normal for every vertex that it ends up smooth in the end. Btw. I would not like any changes on the wheels for now: - Rotating wheel: you cannot see it anyway. - Any reasonable distance: you cannot see it anyway. I would appreciate if people would pick tasks from the TODO list instead. Thank you all, bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
|
From: Christos D. <dim...@id...> - 2005-09-18 19:17:08
|
Hm, the attached seems to work.. maybe I can commit that if it's OK for everyone -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Christos D. <dim...@id...> - 2005-09-18 19:08:18
|
after the post about wheels I just added some texture for the treads, but I noticed that the lighting seemed to be incorrect. So I thought you probably need to add one normal for every part that the wheel is split in. Is this it? I have attached the current code (which needs tread0.rgb, .., tread3.rgb in data/textures to work) - if you want to take a look. On another question, for the breaks for example there is a normal added, but GL_LIGHTING is disabled in brakeState. Hm, why is that? -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Bernhard W. <be...@bl...> - 2005-09-17 13:26:36
|
Hi Geoff
Thank you for the patch, but I think it is not necessary currently, so it will
not go into the mainline.
Bye, Bernhard.
> Hi,
>
> Following is a small patch that makes the wheels look rounder. It is most noticable with the sc-f1
> car. It has no noticable effect on frame rates here but I am running a 6600GT so someone with a
> slower system should probably try it.
>
> Regards,
> Geoff
>
>
> Index: ./src/modules/graphic/ssggraph/grcar.cpp
> ===================================================================
> RCS file: /cvsroot/torcs/torcs/torcs/src/modules/graphic/ssggraph/grcar.cpp,v
> retrieving revision 1.42
> diff -u -r1.42 grcar.cpp
> --- ./src/modules/graphic/ssggraph/grcar.cpp 3 Jun 2005 23:51:20 -0000 1.42
> +++ ./src/modules/graphic/ssggraph/grcar.cpp 17 Sep 2005 12:15:46 -0000
> @@ -262,7 +262,7 @@
> static sgVec2 toffset[4] = { {0.0, 0.5}, {0.5, 0.5}, {0.0, 0.0}, {0.5, 0.0} };
> ssgBranch *whl_branch = new ssgBranch;
>
> -#define WHL_BRANCH 16
> +#define WHL_BRANCH 32
>
> /* Tread */
> {
>
>
> -------------------------------------------------------
> SF.Net email is sponsored by:
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> Download it for free - -and be entered to win a 42" plasma tv or your very
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> _______________________________________________
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> Tor...@li...
> https://lists.sourceforge.net/lists/listinfo/torcs-devel
>
--
Visit my homepage http://www.berniw.org
Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb
|
|
From: Geoff R. <gre...@pa...> - 2005-09-17 12:34:51
|
Hi,
Following is a small patch that makes the wheels look rounder. It is most noticable with the sc-f1
car. It has no noticable effect on frame rates here but I am running a 6600GT so someone with a
slower system should probably try it.
Regards,
Geoff
Index: ./src/modules/graphic/ssggraph/grcar.cpp
===================================================================
RCS file: /cvsroot/torcs/torcs/torcs/src/modules/graphic/ssggraph/grcar.cpp,v
retrieving revision 1.42
diff -u -r1.42 grcar.cpp
--- ./src/modules/graphic/ssggraph/grcar.cpp 3 Jun 2005 23:51:20 -0000 1.42
+++ ./src/modules/graphic/ssggraph/grcar.cpp 17 Sep 2005 12:15:46 -0000
@@ -262,7 +262,7 @@
static sgVec2 toffset[4] = { {0.0, 0.5}, {0.5, 0.5}, {0.0, 0.0}, {0.5, 0.0} };
ssgBranch *whl_branch = new ssgBranch;
-#define WHL_BRANCH 16
+#define WHL_BRANCH 32
/* Tread */
{
|
|
From: Christos D. <dim...@id...> - 2005-09-15 13:57:08
|
OK, reverted the bugfix, as I had misunderstood the code. The thresholding was there so that the clutch was automatically engaged if the user failed to use the clutch himself when changing gears. Added a comment to make a note of this fact. The fix did seem to fix the behaviour in simuv2 wereby: 1) you are at gear N, with no throttle, say revs at 3000 1) you shift down to N-1, still no throttle or clutch 3) the revs immediately jump up (to say 5000) 4) they slowly go down while clutch->state == CLUTCH_RELEASING 5) they jump up again (again to 5000 if speed is constant) when the gear finally engages afer timeToRelease has passed My verdict is that this bug, since it does not seem to appear in simuv3, is related to the inertia calculation, which in simuv3 is out of the if() statements. Sorry for this mess. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Christos D. <dim...@id...> - 2005-09-15 13:12:22
|
A small bugfix in transmission.cpp:SimGearboxUpdate(tCar *car) When you changed gear, the clutch was pressed, the gear was changed, then the clutch was released. A wrong thresholding for clutch->transferValue caused the clutch to be released immediately after the gear was changed. Fixed in both simuv2 and simuv3. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Christos D. <dim...@id...> - 2005-09-13 13:40:56
|
- Updated simuv3 (bugfixes in engine.cpp, collision.cpp) - Added doc/tutorials/track/ -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: sachi <sac...@ho...> - 2005-09-12 03:31:44
|
Just to clarify a bit more: It seems that if the length of my starting grid is too much (too big an area to show) it crashes the thing. sa -----Original Message----- From: tor...@li... [mailto:tor...@li...] On Behalf Of sachi Sent: 12 September 2005 04:26 To: tor...@li... Subject: RE: [Torcs-devel] positioning robots Hi, When I add code to raceinit.cpp to start off some cars perhaps 100m behind other cars, I end up with a black screen (with the race info on the top left and the direction thing on the bottom right showing) and a race that doesn't seem to start. Are there any conditions which say that that at the start of the race the view should include some proportion of the vehicles racing? (or perhaps my coordinates are invalid -> but I don't think so). Thanks sachi -----Original Message----- From: tor...@li... [mailto:tor...@li...] On Behalf Of Bernhard Wymann Sent: 29 August 2005 12:29 To: tor...@li... Cc: tor...@li... Subject: Re: [Torcs-devel] positioning robots Hi Sachi > Quick question, whats the best way (briefly) to setup a robot in a > particular position on the track (instead of at the start of a race or so). As a hack you can add code to place them directly in src/libs/raceengineclient/raceinit.cpp. If this is suitable depends on your requirements, of course you could make it configurable via a configuration file. > So that when the race starts the human player does not experience these > robots until they pass some point in the track (like if the robot is waiting > for them). Hmm, first I try to understand this right: Because you want to simulate highway driving, you need actually a lot of other cars (hundeds, maybe thousands), so you want just to simulate/display the ones surrounding the player to make it suitable for performance reasons, do you mean that? Bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb ------------------------------------------------------- SF.Net email is Sponsored by the Better Software Conference & EXPO September 19-22, 2005 * San Francisco, CA * Development Lifecycle Practices Agile & Plan-Driven Development * Managing Projects & Teams * Testing & QA Security * Process Improvement & Measurement * http://www.sqe.com/bsce5sf _______________________________________________ Torcs-devel mailing list Tor...@li... https://lists.sourceforge.net/lists/listinfo/torcs-devel ------------------------------------------------------- SF.Net email is Sponsored by the Better Software Conference & EXPO September 19-22, 2005 * San Francisco, CA * Development Lifecycle Practices Agile & Plan-Driven Development * Managing Projects & Teams * Testing & QA Security * Process Improvement & Measurement * http://www.sqe.com/bsce5sf _______________________________________________ Torcs-devel mailing list Tor...@li... https://lists.sourceforge.net/lists/listinfo/torcs-devel |
|
From: sachi <sac...@ho...> - 2005-09-12 03:25:38
|
Hi, When I add code to raceinit.cpp to start off some cars perhaps 100m behind other cars, I end up with a black screen (with the race info on the top left and the direction thing on the bottom right showing) and a race that doesn't seem to start. Are there any conditions which say that that at the start of the race the view should include some proportion of the vehicles racing? (or perhaps my coordinates are invalid -> but I don't think so). Thanks sachi -----Original Message----- From: tor...@li... [mailto:tor...@li...] On Behalf Of Bernhard Wymann Sent: 29 August 2005 12:29 To: tor...@li... Cc: tor...@li... Subject: Re: [Torcs-devel] positioning robots Hi Sachi > Quick question, whats the best way (briefly) to setup a robot in a > particular position on the track (instead of at the start of a race or so). As a hack you can add code to place them directly in src/libs/raceengineclient/raceinit.cpp. If this is suitable depends on your requirements, of course you could make it configurable via a configuration file. > So that when the race starts the human player does not experience these > robots until they pass some point in the track (like if the robot is waiting > for them). Hmm, first I try to understand this right: Because you want to simulate highway driving, you need actually a lot of other cars (hundeds, maybe thousands), so you want just to simulate/display the ones surrounding the player to make it suitable for performance reasons, do you mean that? Bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb ------------------------------------------------------- SF.Net email is Sponsored by the Better Software Conference & EXPO September 19-22, 2005 * San Francisco, CA * Development Lifecycle Practices Agile & Plan-Driven Development * Managing Projects & Teams * Testing & QA Security * Process Improvement & Measurement * http://www.sqe.com/bsce5sf _______________________________________________ Torcs-devel mailing list Tor...@li... https://lists.sourceforge.net/lists/listinfo/torcs-devel |
|
From: sachi <sac...@ho...> - 2005-09-11 23:03:05
|
We got the images up (and following the cars) but there is a small triangular section missing from the top (middle) of the images. It is as if one part of the texture didn't load or something. Any ideas on this ? Thanks for the replies guys, its been very helpful (our GT steering wheel [900degrees rotation] with gearbox and foot-pedals works nicely, and its distracting us from doing work! :)) sachi -----Original Message----- From: tor...@li... [mailto:tor...@li...] On Behalf Of Bernhard Wymann Sent: 09 September 2005 23:44 To: tor...@li... Cc: tor...@li... Subject: Re: [Torcs-devel] Showing images in trackmap Hi Sachi > What is a good/efficient way to show images on the track map, i.e. what > part of the trackmap code to change and the functions to call to load a > PNG image (or so) to replace the dots in the trackmap ? Ok, the dots are little disks (triangle fans), so first you want to replace that with a quad. Because you want to change it you do not want it to be a display list any longer, draw it in immediate mode. You can read the image with unsigned char * GfImgReadPng(const char *filename, int *widthp, int *heightp, float screen_gamma ) or GfImgReadTex(char *filename) Look at the existing code first as example, OpenGL can be quite tricky if you are not used to it (it is still tricky later sometimes, at least for me;-) ). Bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb ------------------------------------------------------- SF.Net email is Sponsored by the Better Software Conference & EXPO September 19-22, 2005 * San Francisco, CA * Development Lifecycle Practices Agile & Plan-Driven Development * Managing Projects & Teams * Testing & QA Security * Process Improvement & Measurement * http://www.sqe.com/bsce5sf _______________________________________________ Torcs-devel mailing list Tor...@li... https://lists.sourceforge.net/lists/listinfo/torcs-devel |
|
From: Christos D. <dim...@id...> - 2005-09-09 23:06:07
|
> > > The FF has been abandoned. > > Are you kidding? This looks not exactly dead: > > http://sourceforge.net/mailarchive/forum.php?forum=libff-kernel > > Do you have you a source, what are the reasons? Bye, thank you for the info, > The last news on http://user.it.uu.se/~johannd/projects/ff/index.shtml was in 2003. I emailed Johann Deneux a few months ago to ask what's going on, perhaps so that I could maybe help with implementation (I wanted to implement FF in the simu at the time), and he replied to me with a one-liner, saying the project was dead. I think I mentioned it on the torcs-devel list at the time. I didn't actually check whether the mailing list is still ongoing.. maybe someone else has taken over. I sure hope so. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Bernhard W. <be...@bl...> - 2005-09-09 22:54:41
|
Hi Christos > The FF has been abandoned. Are you kidding? This looks not exactly dead: http://sourceforge.net/mailarchive/forum.php?forum=libff-kernel Do you have you a source, what are the reasons? Bye, thank you for the info, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
|
From: Christos D. <dim...@id...> - 2005-09-09 22:44:57
|
> > best approach in doing this (briefly)? > > If you just want to use it in Windows study the directx API, it contains a force > feedback API. In Linux you have to use ioctls as far as I know and I have no > idea how the quality of the current drivers/effects is. Look at > > http://user.it.uu.se/~johannd/projects/ff/index.shtml > The FF has been abandoned. -- Christos Dimitrakakis IDIAP (http://www.idiap.ch/~dimitrak/main.html) |
|
From: Bernhard W. <be...@bl...> - 2005-09-09 22:44:03
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Hi Sachi > What is a good/efficient way to show images on the track map, i.e. what > part of the trackmap code to change and the functions to call to load a > PNG image (or so) to replace the dots in the trackmap ? Ok, the dots are little disks (triangle fans), so first you want to replace that with a quad. Because you want to change it you do not want it to be a display list any longer, draw it in immediate mode. You can read the image with unsigned char * GfImgReadPng(const char *filename, int *widthp, int *heightp, float screen_gamma ) or GfImgReadTex(char *filename) Look at the existing code first as example, OpenGL can be quite tricky if you are not used to it (it is still tricky later sometimes, at least for me;-) ). Bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
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From: Bernhard W. <be...@bl...> - 2005-09-09 22:33:10
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Hi Sachi > (a) Is it easy to just make a wheel work in windows/linux. I am hoping Should work out of the box if the operating system provides working drivers, so on Windows almost every controller should work, in Linux you have to be very careful which devices are supported and which are not. > it to use it in windows (should it be a problem?). I have a Logitech > GT (grand turismo) wheel (which does a full turn and has force feedback > [i think]). Does TORCS have force feedback? If not what would be the No. > best approach in doing this (briefly)? If you just want to use it in Windows study the directx API, it contains a force feedback API. In Linux you have to use ioctls as far as I know and I have no idea how the quality of the current drivers/effects is. Look at http://user.it.uu.se/~johannd/projects/ff/index.shtml and in the kernel docs/google for more info. > (b) I want to make a robot that cares specifically about the human. How > do i get info (or a handle) about the human? I'm guessing i can get a Go through the list of the cars and check for the drivers name or car->_driverType == RM_DRV_HUMAN. > pointer to the human from the opponents array in driver.cpp (total > guess) by checking (how?) if a opponent is human. > > (c) Is there any way to limit the speed of cars? ( i dont want to set > individual track segment speeds, but one for the whole track). See below. > Some context: I am trying to make all the cars drive unlike racing > cars, more like highway driving, i.e. sticking to lanes (pretty much > all the tim), moving slowly in general -> no crashing etc. Any advice/ > insight with regards to changing robots from Racing->normal driving is > much appreciated. Ok, I think you should "write" your own robot for that, that means simply taking a bt and customizing it. If you go through the code you will easily find out how to do the speed limit, it is quite trivial, best is you simply start hacking. If you want to know the basic structurce skim through the robot tutorial previously. Bye, Bernhard. -- Visit my homepage http://www.berniw.org Official TORCS racing: The TORCS Racing Board, http://www.berniw.org/trb |
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From: Sachi A. <sac...@ho...> - 2005-09-09 21:33:16
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Hi there, I have 3 areas of questions to ask: (a) Is it easy to just make a wheel work in windows/linux. I am hoping it to use it in windows (should it be a problem?). I have a Logitech GT (grand turismo) wheel (which does a full turn and has force feedback [i think]). Does TORCS have force feedback? If not what would be the best approach in doing this (briefly)? (b) I want to make a robot that cares specifically about the human. How do i get info (or a handle) about the human? I'm guessing i can get a pointer to the human from the opponents array in driver.cpp (total guess) by checking (how?) if a opponent is human. (c) Is there any way to limit the speed of cars? ( i dont want to set individual track segment speeds, but one for the whole track). Some context: I am trying to make all the cars drive unlike racing cars, more like highway driving, i.e. sticking to lanes (pretty much all the tim), moving slowly in general -> no crashing etc. Any advice/ insight with regards to changing robots from Racing->normal driving is much appreciated. Thanks again, sachi |
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From: Sachi A. <sac...@ho...> - 2005-09-09 21:16:16
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Hi guys, What is a good/efficient way to show images on the track map, i.e. what part of the trackmap code to change and the functions to call to load a PNG image (or so) to replace the dots in the trackmap ? Reason: We have used the trackmap code, by using the dots and making them show up in front of the current car (in 'dashboard-view'). So when driving, you see a dot on top of the cars in front of you, the color of the dot represents how far the car is from you. We now want to change these to images. Thanks much, sachi |