diff --git a/doc/faq/faq.html b/doc/faq/faq.html index 61b4250dd..f4b4c1452 100644 --- a/doc/faq/faq.html +++ b/doc/faq/faq.html @@ -1,17 +1,17 @@
@@ -30,457 +30,457 @@- Copyright (c) 2004-2006 Bernhard Wymann, 2009 JeanPhilippe Meuret. -
-- Permission is granted to copy, distribute and/or modify this document - under the terms of the GNU Free Documentation License, Version 1.2 - or any later version published by the Free Software Foundation; - with no Invariant Sections, no Front-Cover Texts, and no Back-Cover - Texts. A copy of the license is available here. -
++ Copyright (c) 2004-2006 Bernhard Wymann, 2009 JeanPhilippe Meuret. +
++ Permission is granted to copy, distribute and/or modify this document + under the terms of the GNU Free Documentation License, Version 1.2 + or any later version published by the Free Software Foundation; + with no Invariant Sections, no Front-Cover Texts, and no Back-Cover + Texts. A copy of the license is available here. +
-- 2009-25-12. -
++ 2009-25-12. +
-+
Speed Dreams, an Open Motorsport Sim, is a motorsport simulation, which allows you to drive in races against AI opponents (simulated by - the computer). You can also develop your own computer-controlled driver (also called a robot) in - C or C++ (or even in Delphi, as Wolf-Dieter Beelitz). -
-- Speed Dreams is "Open Source" (GNU General Public License Version 2 or later). -
+ the computer). You can also develop your own computer-controlled driver (also called a robot) in + C or C++ (or even in Delphi, as Wolf-Dieter Beelitz). + ++ Speed Dreams is "Open Source" (GNU General Public License Version 2 or later). +
-+
The Speed Dreams project was forked from TORCS - in late 2008 by Xavier Bertaux and Jean-Philippe Meuret in order to deliver - a better end-user experience through new and visually improved tracks, - new cars sets with more realistic handling and improved liveries, - more challenging AI opponents, and many other exciting new features to come soon (network, force feedback, career mode ...). -
-- Some long time TORCS-addicted developers and artists immediately joined them in the core developers team : - Andrew Sumner, Brian Gavin, Eckhard Jager, Mart Kelder and Wolf-Dieter Beelitz, - quickly followed by Gabor Kmetyko and Haruna Say. - Christos Dimitrakakis, Sebastian Henni and Kristo Kali Kulai (?) also contribute a lot. - Visit the official Speed Dreams site, the under-construction SF.net Wiki and the in-game credits pages for more information, . -
-- In the development team, democracy is the rule : we try and take time - to discuss about everything and decide together what and how we work for the project. - But we also believe in freeness and responsability : once things are clear, - one or multiple members often get the mission to achieve what's been decided, - based on their will, skills, interest on the mission, and trust from the team. -
+ in late 2008 by Xavier Bertaux and Jean-Philippe Meuret in order to deliver + a better end-user experience through new and visually improved tracks, + new cars sets with more realistic handling and improved liveries, + more challenging AI opponents, and many other exciting new features to come soon (network, force feedback, career mode ...). + ++ Some long time TORCS-addicted developers and artists immediately joined them in the core developers team : + Andrew Sumner, Brian Gavin, Eckhard Jager, Mart Kelder and Wolf-Dieter Beelitz, + quickly followed by Gabor Kmetyko and Haruna Say. + Christos Dimitrakakis, Sebastian Heni and Kristof Kaly-Kullai also contribute a lot. + Visit the official Speed Dreams site, the under-construction SF.net Wiki and the in-game credits pages for more information, . +
++ In the development team, democracy is the rule : we try and take time + to discuss about everything and decide together what and how we work for the project. + But we also believe in freeness and responsability : once things are clear, + one or multiple members often get the mission to achieve what's been decided, + based on their will, skills, interest on the mission, and trust from the team. +
-- Yes, there is some documentation available. Look at the official - Speed Dreams site and on - the under-construction SF.net Wiki. - You can find installation instructions here, - the TORCS robot tutorial here, - instructions about how to use Speed Dreams here. - A very brief track howto is available - here, - there is as well a track editor available, - and Andrew Sumner is curently creating a car building tutorial. -
++ Yes, there is some documentation available. Look at the official + Speed Dreams site and on + the under-construction SF.net Wiki. + You can find installation instructions here, + the TORCS robot tutorial here, + instructions about how to use Speed Dreams here. + A very brief track howto is available + here, + there is as well a track editor available, + and Andrew Sumner is currently creating a car building tutorial. +
-- There are 4 different cars sets featuring a total of 28 cars, AI opponents for nearly all of these (except for the LS-GT1 car set : WIP) and 37 tracks to race on. - You can steer with a joystick, a gamepad or a steering wheel with pedals, if it's supported by your platform. - It is also possible to drive with the mouse or the keyboard, but it's not easy. Graphic features - lighting, smoke, exhaust flames, skidmarks and glowing brake disks. The simulation features a simple damage - model, collisions, tire and wheel properties +
+ There are 4 different car sets featuring a total of 28 cars, AI opponents for nearly all of these (except for the LS-GT1 car set : WIP) and 38 tracks to race on. + You can steer with a joystick, a gamepad or a steering wheel with pedals, if it's supported by your platform. + It is also possible to drive with the mouse or the keyboard, but it's not easy. Graphic features + lighting, smoke, exhaust flames, skidmarks and glowing brake disks. The simulation features a simple damage + model, collisions, tire and wheel properties (springs, dampers, stiffness, ...), aerodynamics (ground effect, spoilers, ...) and much more. - The gameplay allows different types of races from the simple practice session up to the championship (and soon a full racer life-time career mode). - Enjoy racing against your friends in the split screen mode with up to four human players. -
+ The gameplay allows different types of races from the simple practice session up to the championship (and soon a full racer life-time career mode). + Enjoy racing against your friends in the split screen mode with up to four human players. + -- Besides maintenance and bugfixing, the develoment team is currently working - on network gaming, racer life-time career mode, full weather simulation, improved engine sound, new tracks ; - force feedback, new car sets with AI opponents will also be there for the next release (2.0) ; - improved physics, better inside view, replay, improved graphic rendering, improved performances are also domains in which we'll be working in the mid-term. -
++ Besides maintenance and bugfixing, the develoment team is currently working + on network gaming, racer life-time career mode, full weather simulation, improved engine sound, new tracks ; + force feedback, new car sets with AI opponents will also be there for the next release (2.0) ; + improved physics, better inside view, replay, improved graphic rendering, improved performances are also domains in which we'll be working in the mid-term. +
-- Don't ever forget that we develop Speed Dreams in our spare time and you get it for free. Your wishes, - ideas and feature requests are welcome in the - - speed-dreams-users mailing list or tracker. If nobody picks up your idea feel free to contact the development team : - we'll be happy to help you implement it yourself ;-) -
++ Don't ever forget that we develop Speed Dreams in our spare time and you get it for free. Your wishes, + ideas and feature requests are welcome in the + + speed-dreams-users mailing list or tracker. If nobody picks up your idea feel free to contact the development team : + we'll be happy to help you implement it yourself ;-) +
-- In Speed Dreams a "robot" is a piece of program code that automatically drives a car, - so all the opponents you choose are robots. Aka "AI" opponents (Artificial Intelligence). -
++ In Speed Dreams a "robot" is a piece of program code that automatically drives a car, + so all the opponents you choose are robots. Aka "AI" opponents (Artificial Intelligence). +
-- We actually are doing so : next release will no more use GLUT. -
++ We actually are doing so : next release will no more use GLUT. +
-- We are currently thinking about starting to move that way ; - but we have to rewrite the whole 3D graphics module from scratch ... - so it will probably take some time. Fortunately, the modular architecture of the code - we inherited from TORCS enables us to achieve it smoothly : expect some preview soon. -
++ We are currently thinking about starting to move that way ; + but we have to rewrite the whole 3D graphics module from scratch ... + so it will probably take some time. Fortunately, the modular architecture of the code + we inherited from TORCS enables us to achieve it smoothly : expect some preview soon. +
-- Yes, you can find offline robot championships in the - TORCS Racing Board. -
-- This championship is actually dedicated to TORCS-compatible robots - but Speed Dreams offers backward compatibility with TORCS as for this : - your TORCS robot will work as is in Speed Dreams, and your Speed Dreams robot - will work in TORCS if you follow some very simple rules (contact the dev. team for more details). -
++ Yes, you can find offline robot championships in the + TORCS Racing Board. +
++ This championship is actually dedicated to TORCS-compatible robots + but Speed Dreams offers backward compatibility with TORCS as for this : + your TORCS robot will work as is in Speed Dreams, and your Speed Dreams robot + will work in TORCS if you follow some very simple rules (contact the dev. team for more details). +
-- Definitively not, no! Why ? Do a search on sf.net and Google, - you will find between 15 and 40 open source car/driving/racing sim - projects, and most of them have been "promising" and - died. Instead of starting another dead project contribute to the - few existing successful ones. -
-- Believe it or not, but your project will very likely be a dead - one as well. The reason is quite simple, people underestimate the - required effort and the change of their lives during the project lifespan, think - about it. Just that you get an idea, TORCS turns now 12 ... -
-- Of course, you will say : "this is a strange advice, from you guys, who recently forked - from TORCS ...". Yes, true ... and false. Because if TORCS had been that open - to our ideas and working will, certainly we had joined its dev. team ... - but most of us have been proposing so much valuable work for such a long time - without seeing it actually integrated ... that we finally come to that extreme conclusion. -
-- And believe it or not, we promise here we won't do this TORCS error twice : - from the beginning, we stated that everything in the project would be - decided on a democratic basis inside the development team. - And that we'd be happy to welcome good candidates in the team provided - they accept this democracy statement and the main purpose of the project : - deliver a game for the sim driving and racing addicts. -
++ Definitively not, no! Why ? Do a search on sf.net and Google, + you will find between 15 and 40 open source car/driving/racing sim + projects, and most of them have been "promising" and + died. Instead of starting another dead project contribute to the + few existing successful ones. +
++ Believe it or not, but your project will very likely be a dead + one as well. The reason is quite simple, people underestimate the + required effort and the change of their lives during the project lifespan, think + about it. Just that you get an idea, TORCS turns now 12 ... +
++ Of course, you will say : "this is a strange advice, from you guys, who recently forked + from TORCS ...". Yes, true ... and false. Because if TORCS had been that open + to our ideas and working will, certainly we had joined its dev. team ... + but most of us have been proposing so much valuable work for such a long time + without seeing it actually integrated ... that we finally come to that extreme conclusion. +
++ And believe it or not, we promise here we won't do this TORCS error twice : + from the beginning, we stated that everything in the project would be + decided on a democratic basis inside the development team. + And that we'd be happy to welcome good candidates in the team provided + they accept this democracy statement and the main purpose of the project : + deliver a game for the sim driving and racing addicts. +
-- And TORCS was known to work also on PPC Linux, FreeBSD and Windows 98/2000, so it should not be complicated to port Speed Dreams to these platforms if needed. Please report of any try ! -
++ And TORCS was known to work also on PPC Linux, FreeBSD and Windows 98/2000, so it should not be complicated to port Speed Dreams to these platforms if needed. Please report of any try ! +
-
- Minimum: 1 GHz CPU, 256 Mb RAM, OpenGL 1.3 compatible graphics card with 32 Mb GRAM.
- Recommended: 2 GHz CPU, 512 Mb RAM, OpenGL 1.3 compatible graphics card with 64 Mb GRAM.
-
+ Minimum: 1 GHz CPU, 256 Mb RAM, OpenGL 1.3 compatible graphics card with 32 Mb GRAM.
+ Recommended: 2 GHz CPU, 512 Mb RAM, OpenGL 1.3 compatible graphics card with 64 Mb GRAM.
+
- You need recent, working and properly configured OpenGL/DRI drivers. -
-- You need also several 3rd party libraries : -
- Note: Under x86_64 Linux, you need to set the "-fPIC" compiler switch when - compiling PLib (export CFLAGS="-fPIC", export CPPFLAGS="-fPIC", - export CXXFLAGS="-fPIC"). - Under Windows, make sure you compile all the 3rd party libraries using - the "Multi-threaded DLL" run-time C library. -
++ You need recent, working and properly configured OpenGL/DRI drivers. +
++ You need also several 3rd party libraries : +
+ Note: Under x86_64 Linux, you need to set the "-fPIC" compiler switch when + compiling PLib (export CFLAGS="-fPIC", export CPPFLAGS="-fPIC", + export CXXFLAGS="-fPIC"). + Under Windows, make sure you compile all the 3rd party libraries using + the "Multi-threaded DLL" run-time C library. +
-- You can find installation instructions here. -
++ You can find installation instructions here. +
-- You may encounter this kind of problems: System configuration - problems, build problems and runtime problems. If you face a - problem follow these steps: -
+ You may encounter this kind of problems: System configuration + problems, build problems and runtime problems. If you face a + problem follow these steps: +
- Download and install FreeGLUT - or install GLUT which is probably included in your distribution (you need also the header files, - which may be in a separate package like glut-devel). We suggest using FreeGLUT. -
++ Download and install FreeGLUT + or install GLUT which is probably included in your distribution (you need also the header files, + which may be in a separate package like glut-devel). We suggest using FreeGLUT. +
-- Speed Dreams requires plib - 1.8.3, 4 or 5 and its header files. Download and install plib. -
++ Speed Dreams requires plib + 1.8.3, 4 or 5 and its header files. Download and install plib. +
-- To compile Speed Dreams in Windows you need MS Visual C++ 2005. - Follow exactly the installation instructions in the Windows chapter. -
++ To compile Speed Dreams in Windows you need MS Visual C++ 2005. + Follow exactly the installation instructions in the Windows chapter. +
-- If you have an NVIDIA driver and FreeGLUT breaks the compilation with complaints about libGL.la, - then update your drivers to 5336 (previous libGL.la was broken). -
++ If you have an NVIDIA driver and FreeGLUT breaks the compilation with complaints about libGL.la, + then update your drivers to 5336 (previous libGL.la was broken). +
-- You have some environment variables set like $SPEED_DREAMS_BASE and $MAKE_DEFAULT (to follow the - robot tutorial), they are pointing now to the wrong directory. Unset or update the variables - suitable for the new directories. -
++ You have some environment variables set like $SPEED_DREAMS_BASE and $MAKE_DEFAULT (to follow the + robot tutorial), they are pointing now to the wrong directory. Unset or update the variables + suitable for the new directories. +
-- If the compiler stops with the above message you have probably OpenGL header files installed which do - not define the GL_TEXTURE0_ARB and other symbols. If you have updated your NVidia drivers to 6xxx - you will experience this error (NVidia removed those definitions...). - To fix it, you need to install a gl.h which defines the missing symbols. - You can get it from your old (5xxx) NVidia drivers or from Mesa (the problem is not the driver itself). -
++ If the compiler stops with the above message you have probably OpenGL header files installed which do + not define the GL_TEXTURE0_ARB and other symbols. If you have updated your NVidia drivers to 6xxx + you will experience this error (NVidia removed those definitions...). + To fix it, you need to install a gl.h which defines the missing symbols. + You can get it from your old (5xxx) NVidia drivers or from Mesa (the problem is not the driver itself). +
-- You have probably installed your sources in a path which contains blanks or other - special characters, e.g. on the desktop. Move your source folder to a location with a - "clean" path, a drive is the best bet (e.g. D:\speed-dreams-1.4.x). -
++ You have probably installed your sources in a path which contains blanks or other + special characters, e.g. on the desktop. Move your source folder to a location with a + "clean" path, a drive is the best bet (e.g. D:\speed-dreams-1.4.x). +
-- This is a Gentoo problem, have a look at this report. -
++ This is a Gentoo problem, have a look at this report. +
-- In several situations Speed Dreams will crash at startup. The causes are often not bugs of Speed Dreams, but - a broken installation, Speed Dreams user settings or buggy OpenGL/DRI drivers. -
++ In several situations Speed Dreams will crash at startup. The causes are often not bugs of Speed Dreams, but + a broken installation, Speed Dreams user settings or buggy OpenGL/DRI drivers. +
-/usr/local/bin/speed-dreams: line xx: 31895 Segmentation fault +/usr/local/bin/speed-dreams: line xx: 31895 Segmentation fault $LIBDIR/speed-dreams-bin -l $LOCAL_CONF -L $LIBDIR -D $DATADIR $*-- There are two known possibilities which cause such a crash: -
-
+ There are two known possibilities which cause such a crash: +
+linuxModLoad: ... modules/graphic/ssggraph.so: +linuxModLoad: ... modules/graphic/ssggraph.so: undefined symbol: gluBuild2DMipmaps /usr/local/bin/speed-dreams: line xx: 21215 Segmentation fault ./speed-dreams -l $LOCAL_CONF $*-- You have probably two GLU libraries installed on your system and Speed Dreams has been linked to the - wrong one, which does not export the "gluBuild2DMipmaps" symbol. First find all your GLU - libraries on the system (cd /usr; find . -name "*GLU*"). Then check which one exports the - "gluBuild2DMipmaps" symbol (e. g. nm ./lib/libGLU.so | grep gluBuild2DMipmaps). Finally move - or remove the GLU libraries which do not define the symbol, such that the linker can't see it. - Now recomplie and reinstall Speed Dreams. -
++ You have probably two GLU libraries installed on your system and Speed Dreams has been linked to the + wrong one, which does not export the "gluBuild2DMipmaps" symbol. First find all your GLU + libraries on the system (cd /usr; find . -name "*GLU*"). Then check which one exports the + "gluBuild2DMipmaps" symbol (e. g. nm ./lib/libGLU.so | grep gluBuild2DMipmaps). Finally move + or remove the GLU libraries which do not define the symbol, such that the linker can't see it. + Now recomplie and reinstall Speed Dreams. +
-4.3.3 Not removed old Speed Dreams version.
+4.3.3 Old un-removed Speed Dreams version present.
-/usr/lib/speed-dreams/speed-dreams-bin: relocation +/usr/lib/speed-dreams/speed-dreams-bin: relocation error: /usr/lib/speed-dreams/lib/libtgfclient.so: undefined symbol: _Z15GfParmWriteFilePKcPvPc-- If you see such a message you have probably not cleaned up your old Speed Dreams installation. - Make sure that you have removed all old Speed Dreams files, then recompile and reinstall Speed Dreams. -
++ If you see such a message you have probably not cleaned up your old Speed Dreams installation. + Make sure that you have removed all old Speed Dreams files, then recompile and reinstall Speed Dreams. +
-4.3.4 Speed Dreams reports missing files and crashes.
+4.3.4 Speed Dreams reports missing files and crashes.
-data/fonts/b5.glf: No such file or directory +data/fonts/b5.glf: No such file or directory data/fonts/b5.glf: No such file or directory data/fonts/b5.glf: No such file or directory data/fonts/b5.glf: No such file or directory @@ -495,289 +495,289 @@ Can't open file data/img/splash-qrdrv.png /usr/local/bin/speed-dreams: line 54:6839 Floating point exception$LIBDIR/speed-dreams-bin -l $LOCAL_CONF -L $LIBDIR -D $DATADIR $*-- If you see this you have not installed the mandatory data packages (you missed "make datainstall" ?) - or installed it in the wrong location. - Please read the installation instructions carefully and reinstall Speed Dreams. -
++ If you see this you have not installed the mandatory data packages (you missed "make datainstall" ?) + or installed it in the wrong location. + Please read the installation instructions carefully and reinstall Speed Dreams. +
-4.3.5 My screen resolution is not supported.
-- You have a screen resolution which is not available in the Options / Display menu of Speed Dreams : - exit Speed Dreams and edit the file ~/.speed-dreams/config/screen.xml - (or
-/config/screen.xml under Windows), change the x, y, - window width and height to your values, and then restart sped-dreams. - - And please, report us your particular resolution and hardware configuration ! -
+4.3.5 My screen resolution is not supported.
++ You have a screen resolution which is not available in the Options / Display menu of Speed Dreams : + exit Speed Dreams and edit the file ~/.speed-dreams/config/screen.xml + (or
+/config/screen.xml under Windows), change the x, y, + window width and height to your values, and then restart sped-dreams. + + And please, report us your particular resolution and hardware configuration ! +
-4.3.6 I have a problem with the fullscreen mode.
-- You switched Speed Dreams to fullscreen and got a scrolling screen, - or the screen size is not fully utilized : if you use the original GLUT library, - you should choose the real resolution of your screen in the display settings. - To fix the problem, you can also download and install FreeGLUT, - then recompile and reinstall plib and Speed Dreams. -
+4.3.6 I have a problem with the fullscreen mode.
++ You switched Speed Dreams to fullscreen and got a scrolling screen, + or the screen size is not fully utilized : if you use the original GLUT library, + you should choose the real resolution of your screen in the display settings. + To fix the problem, you can also download and install FreeGLUT, + then recompile and reinstall plib and Speed Dreams. +
-4.3.7 Speed Dreams graphics is slow and it crashes on "READY!"
-- Select in the Speed Dreams display menu a color depth of 24 or 32 bpp, even if your display runs - at 16 bpp. -
+4.3.7 Speed Dreams graphics is slow and it crashes on "READY!"
++ Select in the Speed Dreams display menu a color depth of 24 or 32 bpp, even if your display runs + at 16 bpp. +
-4.3.8 Speed Dreams on Windows hangs after "READY!"
-- Shutdown Speed Dreams and restart it, go to the sound menu and disable the - sound or try the other backend (PLib or OpenAL). - One of us already experienced this issue with built-in OpenAL under Mandriva 2008.0 - Linux x86_64, and the solution was to install from sources and self-compile OpenAL. -
+4.3.8 Speed Dreams on Windows hangs after "READY!"
++ Shutdown Speed Dreams and restart it, go to the sound menu and disable the + sound or try the other backend (PLib or OpenAL). + One of us already experienced this issue with built-in OpenAL under Mandriva 2008.0 + Linux x86_64, and the solution was to install from sources and self-compile OpenAL. +
-4.3.9 Speed Dreams does not start and reports slDSP:.
-- Make sure that the sound device is available for Speed Dreams and you use the latest drivers. Perhaps you - have a sound daemon - running in the background and you need to start Speed Dreams with a wrapper (e. g. artsdsp of KDE) - or to disable the daemon. -
+4.3.9 Speed Dreams does not start and reports slDSP:.
++ Make sure that the sound device is available for Speed Dreams and you use the latest drivers. Perhaps you + have a sound daemon + running in the background and you need to start Speed Dreams with a wrapper (e. g. artsdsp of KDE) + or to disable the daemon. +
-4.3.10 The cars are flickering.
-- Probably your depth buffer has just 16 bit, you should have seen a hint at Speed Dreams startup. - Try to run your X-server at 24 or 32 bpp, or update/replace your OpenGL/DRI drivers. In - Windows set the quality in the OpenGL properties tab to maximum, such that Speed Dreams has a chance - to get a 24 bit depth buffer. -
+4.3.10 The cars are flickering.
++ Probably your depth buffer has just 16 bit, you should have seen a hint at Speed Dreams startup. + Try to run your X-server at 24 or 32 bpp, or update/replace your OpenGL/DRI drivers. In + Windows set the quality in the OpenGL properties tab to maximum, such that Speed Dreams has a chance + to get a 24 bit depth buffer. +
-4.3.11 I use ALSA and Speed Dreams does not start up.
-- You get an error message similar to this: -
+4.3.11 I use ALSA and Speed Dreams does not start up.
++ You get an error message similar to this: +
-slDSP: getBufferInfo: Broken pipe.+slDSP: getBufferInfo: Broken pipe.-- Altough the sound works with the other applications, you have messed up your ALSA installation. - Make sure that the versions of your ALSA driver, libraries, tools and utilities are matching. - This can especially happen if you run a self-compiled kernel. -
++ Altough the sound works with the other applications, you have messed up your ALSA installation. + Make sure that the versions of your ALSA driver, libraries, tools and utilities are matching. + This can especially happen if you run a self-compiled kernel. +
-4.3.12 Speed Dreams does not start up and complains about display requirements.
+4.3.12 Speed Dreams does not start up and complains about display requirements.
-Visual Properties Report +Visual Properties Report ------------------------ The minimum display requirements are not fulfilled. We need a double buffered RGBA visual with a 16 bit depth buffer at least. Trying generic initialization, fallback.-- If you use the open Mesa/DRI drivers, update your OpenGL/DRI drivers and try FreeGLUT. - It seems to be a bug in the visual matching code of GLUT or OpenGL/DRI. - The output of 'glxinfo | grep "OpenGL version"' should report at least "1.2 Mesa 5.0.1". -
++ If you use the open Mesa/DRI drivers, update your OpenGL/DRI drivers and try FreeGLUT. + It seems to be a bug in the visual matching code of GLUT or OpenGL/DRI. + The output of 'glxinfo | grep "OpenGL version"' should report at least "1.2 Mesa 5.0.1". +
-4.3.13 The racetrack mini map is just a blue square.
-- You have probably more than one GLU library installed on your system and Speed Dreams is linked with - a version that does not match the version defined in the header files. Remove all old GLU libraries, - make sure that the header files are matching with the library. Make also sure that you have recent - OpenGL headers installed which define the GL_UNSIGNED_INT_8_8_8_8 symbol, then recompile Speed Dreams. -
+4.3.13 The racetrack mini map is just a blue square.
++ You have probably more than one GLU library installed on your system and Speed Dreams is linked with + a version that does not match the version defined in the header files. Remove all old GLU libraries, + make sure that the header files are matching with the library. Make also sure that you have recent + OpenGL headers installed which define the GL_UNSIGNED_INT_8_8_8_8 symbol, then recompile Speed Dreams. +
-4.3.14 Speed Dreams runs but without textures.
-- This is probably an OpenGL setup problem, check your installation with bzflag and tuxcart. You have to - reinstall the XFree86 libraries, FreeGLUT and your OpenGL drivers. -
+4.3.14 Speed Dreams runs but without textures.
++ This is probably an OpenGL setup problem, check your installation with bzflag and tuxcart. You have to + reinstall the XFree86 libraries, FreeGLUT and your OpenGL drivers. +
-4.3.15 Speed Dreams on Windows crashes after "New Race".
+4.3.15 Speed Dreams on Windows crashes after "New Race".
-- The instruction at 0xXXXXX referenced memory at 0xYYYY. The memory could not be written. -
++ The instruction at 0xXXXXX referenced memory at 0xYYYY. The memory could not be written. +
-- Speed Dreams on Windows crashes with the above message after you have choosen "new race". - Probably you have not downloaded all required files or installed them in the wrong place. - Please check your Speed Dreams installation carefully. -
++ Speed Dreams on Windows crashes with the above message after you have choosen "new race". + Probably you have not downloaded all required files or installed them in the wrong place. + Please check your Speed Dreams installation carefully. +
-4.3.16 Multiple OpenAL libraries.
+4.3.16 Multiple OpenAL libraries.
-- You have probably two OpenAL libraries installed on your system and Speed Dreams has been linked - to one, and uses another one at run-time (when starting a race). - Fix this issue in your build environment (CXX/CPP/LD_FLAGS) and / or run-time one (LD_LIBRARY_PATH). - Now recomplie and reinstall Speed Dreams. -
++ You have probably two OpenAL libraries installed on your system and Speed Dreams has been linked + to one, and uses another one at run-time (when starting a race). + Fix this issue in your build environment (CXX/CPP/LD_FLAGS) and / or run-time one (LD_LIBRARY_PATH). + Now recomplie and reinstall Speed Dreams. +
-4.4 Other Problems.
+4.4 Other Problems.
-4.4.1 How do I capture a movie ?
-- First, you have to configure the video capturing in config/raceengine.xml. The captured frames - are stored in the output directory, so you need to have write permission and plenty of - space (~ 1GB for one minute, depends on framerate and resolution). -
-- During the simulation, you can hit "c" to start and stop the capture. The frames are - stored in the output directory and named this way: torcs-ssss-ffffffff.png, ssss is - the sequence number and ffffffff the frame number in the sequence. -
-- Now you need a tool to compose the frames to a movie. If you use mencoder (of the mplayer 0.92) - you have first to convert the images to jpg's with the png2jpg tool from src/misc/png2jpg. - Now encode the video with mencoder -ovc lavc -lavcopts vcodec=mpeg4:vhq:vbitrate=1800 \*.jpg -mf on:fps=25. -
+4.4.1 How do I capture a movie ?
++ First, you have to configure the video capturing in config/raceengine.xml. The captured frames + are stored in the output directory, so you need to have write permission and plenty of + space (~ 1GB for one minute, depends on framerate and resolution). +
++ During the simulation, you can hit "c" to start and stop the capture. The frames are + stored in the output directory and named this way: torcs-ssss-ffffffff.png, ssss is + the sequence number and ffffffff the frame number in the sequence. +
++ Now you need a tool to compose the frames to a movie. If you use mencoder (of the mplayer 0.92) + you have first to convert the images to jpg's with the png2jpg tool from src/misc/png2jpg. + Now encode the video with mencoder -ovc lavc -lavcopts vcodec=mpeg4:vhq:vbitrate=1800 \*.jpg -mf on:fps=25. +
-4.4.2 Can I develop a robot using Windows ?
-- Yes, you can. Here is a rough guide: -
-
+ Yes, you can. Here is a rough guide: +
+- If your operating system supports your device, it will also work within Speed Dreams. To learn how - to setup your input device visit the Speed Dreams site and read the "How to drive" section - or read out the how_to_drive.html document shipped with the game. -
++ If your operating system supports your device, it will also work within Speed Dreams. To learn how + to setup your input device visit the Speed Dreams site and read the "How to drive" section + or read out the how_to_drive.html document shipped with the game. +
-- Speed Dreams supports split screen multiplayer games with up to four players. Setup: -
+ Speed Dreams supports split screen multiplayer games with up to four players. Setup: +
- Before you start Speed Dreams, make sure that the joystick / wheel / gamepad - is correctly setup/calibrated for your system. You can use the "jscal" and "jstest" - utilities for that ; you should find them in your Linux distribution - or from the Linux Console project on the internet. - If this works fine, center your axis (e.g. if you have noncentering axis like sliders), - then startup Speed Dreams and setup your players and controls configuration. - It is important to center the axis before you go to the calibration (Question: is it still relevant ?). -
++ Before you start Speed Dreams, make sure that the joystick / wheel / gamepad + is correctly setup/calibrated for your system. You can use the "jscal" and "jstest" + utilities for that ; you should find them in your Linux distribution + or from the Linux Console project on the internet. + If this works fine, center your axis (e.g. if you have noncentering axis like sliders), + then startup Speed Dreams and setup your players and controls configuration. + It is important to center the axis before you go to the calibration (Question: is it still relevant ?). +
-- You should report a problem only after you have carefully read the available documentation - and did not find a solution for the problem. -
++ You should report a problem only after you have carefully read the available documentation + and did not find a solution for the problem. +
-- You can report a problem in 2 ways : -
+ You can report a problem in 2 ways : +
- In any case, send us as much information about the problem as you know. - At least provide the following : -
+ In any case, send us as much information about the problem as you know. + At least provide the following : +