Renamed CHANGES COPYING INSTALL README TODO (add a .txt extension) for smoother integration under Windows (we make efforts ;-)

git-svn-id: https://svn.code.sf.net/p/speed-dreams/code/trunk@2811 30fe4595-0a0c-4342-8851-515496e4dcbd

Former-commit-id: a7a00f9e6b4d9b225d2c6a988e9678523515e39e
Former-commit-id: 01f5cff8fa5c61915056103e919faff6d7d2fda0
This commit is contained in:
pouillot 2010-09-27 21:14:16 +00:00
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Speed Dreams changes since 1.4.0
Here are the summarized changes since 1.4.0
(More details for associated milestones 2.0.0 and 1.4.1 here :
http://sourceforge.net/apps/trac/speed-dreams/report/6)
Dxx ids refer to tasks "specified" and listed here :
http://sourceforge.net/apps/trac/speed-dreams/wiki/BigFeatureList
... among the planned ones for 2.0.0 :
http://sourceforge.net/apps/trac/speed-dreams/wiki/ActualFeaturePlanFor20
More technical details about the work in progress for some tasks here :
http://sourceforge.net/apps/trac/speed-dreams/wiki/TheWayToRelease2
2.0.0 Alpha 1 -----------------------------------------------------------------------------
This release was build from SVN https://speed-dreams.svn.sourceforge.net/svnroot/speed-dreams/tags/2.0.0-a1@2720.
Tracks:
* A32, A16, A17, A19, A22, A24 : HQ texture rework + renaming + localization
for Alpine-1 (=> Allondaz), GTrack3 (=> Charmey), Manton (=> Michigan Speedway),
ETrack6 (=> Espie), ERoad (=> Prenzlau)
* Texture improvements + localization : Aalborg, Forza, Forza, Migrants, Ruudskogen,
Corkscrew, Olethros Road, Wheel1
* Texture improvements : GTrack1, Brondehach
* new Goldstone Sand (Silverstone Arena) track
* many new work-in-progress tracks (won't be all in 2.0.0, only release grade ones)
Cars:
* T01 : Work in progress LS1 setups rework
* A10 : Work in progress LS1 liveries HQ rework
* A05, A06, A08 : Improved visual realism / HQ for SC Cavallo 360
* A14 : Work in progress Rally car set (draft-level physical setups)
* A42 : Work in progress MP5 (was GP 1600) car set
* improved car model file/folder names consistency
Robots:
* D16 : Adapted Simplix and USR to the new Career mode
* Simplix improvements
Menus:
* D30 : Player Config and sons :
- removed player car choice (becomes a race-time choice)
- added customizable steering speed sensitivity
* D29, D30 : Driver Select and sons (D29 & D30) :
- added skin selection and preview (may only remain for human players in the future)
Note: Only one car has previews for the moment : SC Lynx 220.
- added "Car Selection and Settings" menu behind the "Change car" button,
with skin selection and preview + quick car data sheet
(work in progress : hard coded constant Overall ratings)
* Options : added options to customize Simulation and Graphic features
Race engine / screen:
* Display average frame rate in the race screen
* Spit screen mode (multiplayer) :
- 'TAB' key switches to active screen,
- sound follows the active screen selection consistently,
- wider 3rd screen in 3-way split screen,
- split screen configuration is now saved / restored between races.
* D13 : Dual-threaded race engine with CPU affinity
(can be toggled on/off in the Options / Simulation menu)
First tests show FPS gains mainly when many opponents on medium to high end configurations,
but CPU affinity seems to be very usefull under Windows XP (nearly no use with Linux 2.6).
* D19 : Rain simulation (visual effects + work in progress grip management)
* Customizable weather / time of day for the sky dome
Simulation engines:
* D48 : Work in progress Simu v2.1 (same a Simu V2 for the moment)
* Simu V3 won't be adopted as the official physics engine : we'll improve Simu V2
into Simu V2.1 in the short 2.x term, while targetting at a brand new Simu V4
in the medium term.
Other:
* D04 : CMake build system
* D03 : Replaced GLUT by SDL
* D16 : New "Career" race mode
* D17, D26 : Work in progress network/online race mode
* Improved keyboard steering behaviour (+ customizable sensitivity)
* D05 : Added JPEG image support for car and tracks previews in menus.
* D06 : Removed compile time dependency on ALUT
* Moved Windows build to modern DLL interface (no more .def files)
* D11 : Support for multiple cars with same 3D model .acc/.ac file
* D08 : Work-in-progress code profiling
(see http://sourceforge.net/apps/trac/speed-dreams/wiki/CodeProfiling)
Known issues : see http://sourceforge.net/apps/trac/speed-dreams/report/2 (version 2.0.0 alpha1).
-------------------------------------------------------------------------------------------
Below is archived uncomplete / obsolete content, but sometimes with more details than above.
Detailled changes on sdl-port branch since creation (branched from trunk SVN 70) :
Foreword : sdl-port branch is aimed at being regularly merged from trunk up to 1.4.0 is out,
so you should first have a look at trunk CHANGES file :
you will find here only sdl-port-specific changes.
History of merges from trunk :
- 2008/12/04 : up to revision 378 (Mart)
- 2009/02/15 : up to revision 729 (Jean-Philippe)
- 2009/06/22 : up to revision 996 (Mart)
- 2009/07/14 : up to revision 1107 (Jean-Philippe)
- 2009/07/30 : up to revision 1220 (Mart)
- 2009/10/13 : up to revision 1576 (Mart)
- ...
Tracks:
- added Salty road track by Gabor (Xavier)
- added cameras & turnmarks to Longday (Gabor)
- added Petit gprix track by Gabor
Cars:
- added GP4 converted cars (3D models), but still needing real setups (Xavier)
- added Nascar cars (3D models), but still needing real setups (Xavier)
-
- set fictious brand and model names for all cars, based on ideas from the whole team,
to avoid legal issues ; the real brand name replacements follows (Andrew, Jean-Philippe) :
* Alfa Romeo => Milano
* Aston Martin => Archer
* Auto Union => Motor Union
* Audi => Vieringe
* Bugatti => Ettore
* Any GM brand => Deckard, except for Corvettes, which will be Vultures.
* GM/Corvette => Vulture
* Dodge => Taipan
* ERA => Century
* Esperante => Sprite
* Ferrari => Cavallo
* Ford => FMC (F stands for ... um ... something)
* Honda/Acura => Murasama
* Jaguar => Lynx
* Lambo => Ciclone
* Lotus => Spirit
* McLaren => Conner
* Maserati => Tridenti
* Mercedes => Silber
* Mitsubishi => Minato
* Nissan => Kanagawa
* Peugeot => Lion
* Porsche => Boxer
* Subaru => Kenji
* Toyota => Aichi
* TVR => RCM (Russian Car Manufacturer)
* Lister => ? (a Storm model for LS1 is simply called the "Fury")
* Mosler => ?
* Saleen => ?
* Venturi => ?
* Fiat => ?
* ? => Sector
* ? => Zaxxon.
Robots:
-
- enabled Simplix and USR robots to be members of mixed teams,
through new team management interface in RobotTools (Wolf-Dieter)
- added Kilo robots (needs more love) (Gabor)
Menus:
- added controls for time of the day and weather settings in quickrace
and practice race configuration menu - work in progress (Xavier)
- added a "Credits" multi-page menu to list all contributors, contributions
and 3rd party libs / code / software we use.
- resurected the "Configure player" button in the Raceman menu, to avoid returning
to the Main menu for that (Jean-Philippe).
- select the first available player by default when entering the player config menu
(Brian).
Program:
- applied the good old SDL patch from Brian Gavin (Xavier)
- fine tuning of the event loop to process ALL pending events
before re-displaying (fixes lags and delays in mouse movements) (Jean-Philippe).
- fixed localized keyboard support through SDL unicode (Jean-Philippe, Brian, Mart)
- fixed splash screen crash on 7s time-out (Jean-Philippe)
- added F1 / F12 / ESC / Return shortcuts in some menus where lacking (Jean-Philippe)
- fixed detection and use of multi-sampling (for anti-aliasing)
when available (Jean-Philippe)
- restored key auto-repeat in menus (Jean-Philippe)
- restored texture compression detection (Jean-Philippe)
- applied Cmake patch by Mart Kelder and ported it to Windows (Mart, Brian)
* smart cmake multi-platform build system (even Windows + MSVC built-in support),
* speed-dreams and other programs are now executables (no more scripts)
which is nicer for debugging/profiling/...
* very fast unified make install (no more so slow make install and make datainstall)
- added multi-platform xmlversion user settings files installer at run-time,
to replace old system where these files where overwriten after each build/install
even if no associated change had occurred (Mart, Jean-Philippe).
- fix build install system not stopping on xmlversion errors
(ex: when a versioned xml file is not loadable, it's installation/update fails,
cmake printed some error lines, but the install process was not stopped,
and if you didn't see these lines in the hundreds of other traces,
you were likely to get a crashing Speed Dreams without any simple explaination).
- fixed CPU slow-down system also activated in race mode (Jean-Philippe)
- added new sky dome and time of day simulation via PLIB::ssgaSky,
featuring really nice skies, even at night with stars and moon,
and also allowing night races as an example - work in progress (Xavier)
- first attempt of rain simulation (water projections behind tires, rainbow visualization,
reduced grip) - work in progress (Xavier)
- fixed ultra-slow game in qualification blind mode (something around SDL IdleFunc,
seems CPU does nothing whereas it should run 100%) (Jean-Philippe)
- fixed results not being saved at the end of the race because results dir
not created in user settings dir; and also screenshot system not working
for the same reason (screenshot dir not created) (Gabor).
- optimized race results' update & sorting through the use of STL vector (Gabor).
- race results now include pointer how much position the driver gained or lost,
from his starting position (Gabor).
- merged career-port to this branch (Mart)
- don't load graphics in results-only mode (Mart)
- added split times (Mart)
- added 10 second stop and go penalty (Mart)
- added feature lists for robots: features are only enabled when all the robots in the
race implemented it (Mart)
- added timed sessions (Mart)
- new modes for the race screen leader board (Gabor)
* vertically scrolling : list of competitors, text in associated color,
* horizontally scrolling : just as on TV.
Note: Already merged in trunk.
- new mode for the debug board (Gabor)
* display segment name, distance form start, current camera
- exhaust fires shown when RPM drops (Gabor)
Other:
-
*****************************
CURRENT (some of these may slip to post-1.5.0):
-----------------------------------------------
Tracks:
-
Cars:
-
- fix out of bound setup parameters for SuperCars
- change TRB1 tyre textures to the new slick ones by Haruna Say
Menus:
- menu background image refresh in NG variants by Eckhard M. Jager - Work in progress
- remove remaining real brand/model names and logos from textures
(sc-nsx, 36 GP, ...)
- remove Torcs references from textures
- move Torcs-NG references to "Speed Dreams"
- improve 36GP car gauges textures
Robots:
-
Program:
- F2 camera "driver" views modified to look in the direction the car's turning
- Still to be improved as you quickly feel sick about it (Andrew).
- Sky and day time management through plib/ssgsky (Xavier)
- First simple attempt to simulated rainy weather with fog (plib/ssgsky)
and reduced track friction (Xavier)
- More GCC 4.3 compatibility (Mart, Jean-Philippe)
- tests and bug fixes.
Sourceforge.net:
- setup bug tracker at least for the beta/rc release
- upload nice screen shots
Other:
-
=> Release 1.5.0 (end of 2009 ?).

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Table of contents
-----------------
I - Pre-requisites
II - Linux Installation from Sources
1 - Introduction
2 - Runtime options
3 - Getting Help
4 - Installation from all in one Tarball
5 - Installation from SVN
III - Windows Installation from Sources
1 - Cmake and MS VC++ 2005 (8) / 2008 (9) on Windows XP 32
2 - MS VC++ 6 no more supported
IV - FreeBSD Installation from sources (Work in progress)
V - MacOS X installation from sources (TODO)
I - Pre-requisites
------------------
WARNING: On Windows, be carefull to compile anything for multithreaded DLL integration (/MD & /MDd)
- Working OpenGL Driver and header files / associated libraries
- SDL 1.2 (http://www.libsdl.org/)
- PLIB 1.8.3 / 4 / 5 (http://plib.sourceforge.net/).
Linux: Be carefull to compile plib with -fPIC on AMD64 if you run a 64 bit version.
- OpenAL soft 1.5 / 1.6 / 1.11 (http://connect.creativelabs.com/openal)
(Torcs modified 0.0.8 from www.torcs.org also used to work in the past).
- ENet 1.2 (http://enet.bespin.org)
Linux: Be carefull to compile ENet with -fPIC on AMD64 if you run a 64 bit version.
- libpng
- zlib
- jpeg
II - Linux installation from sources
----------------------------------
1 - Introduction
There are several ways to install Speed Dreams:
- from all in one tarball.
- from modular packages.
- from SVN (just for developers!).
Pick just one of the above options. If you have trouble during the installation
have a look in the FAQ on the above sites. In case you get stuck learn how to report the
problem in the FAQ before you file a bug or contact us. Have fun,
The Speed Dreams Team.
2 - Installation from all in one Tarball
a - uncompress the tarball :
$ tar xfvj speed-dreams-xxx.tar.bz2
b - configure :
1. cd to the path where Speed-dreams sources are installed.
$ cd <speed-dreams-source-tree>
(ls should show you data/ doc/ src/ INSTALL ...)
2. run CMake :
- for a Release build using default 3rd party libs
$ cmake .
- you may also want to override some default settings :
for that you can use the -D option of cmake :
Example :
$ cmake -D TORCS_LOCALDIR:STRING=~/dev/.speed-dreams \
-D CMAKE_INSTALL_PREFIX:PATH=/usr/local/dev \
-D CMAKE_BUILD_TYPE:STRING=Debug \
-D OPTION_DEBUG:BOOL=ON
or else you can use ccmake to change the variables interactively :
$ ccmake .
* press (t) for advanced options if needed
* in order to change a variable :
* select the associated line using the up/down arrow keys
* press (enter)
* edit the value
* press (enter)
* press (c) for configure
* press (g) for generate
* press (e) to exit
Usefull CMake variables for Speed Dreams :
- TORCS_LOCALDIR:STRING : User settings dir for run-time (def: ~/.speed-dreams)
- OPTION_DEBUG:BOOL : Full run-time traces if ON (def: OFF)
- CMAKE_INSTALL_PREFIX:PATH : Install path (def: /usr/local)
- CMAKE_BUILD_TYPE:STRING : Debug, Release, RelWithDebInfo, MinSizeRel (def: Release)
Tips reported about some issues :
- sometimes, ENET_INCLUDE_DIR is not detected correctly, resulting in something like
/usr/include/enet or so, and, consequently, in bad compilation errors because
/usr/include/enet contains a special time.h header file that conflicts with the standard
one in /usr/include. Removing the "enet" postfix from ENET_INCLUDE_DIR should fix this
(in cmake command line or interactively in ccmake).
c - build and install:
Simply use:
$ make && sudo make install
d - run Speed-Dreams
if default CMake settings were kept, Speed Dreams is normally installed in /usr/local :
$ speed-dreams
or, if /usr/local/bin not already in your PATH :
$ /usr/local/bin/speed-dreams
3 - Runtime options
* -m Use hardware mouse cursor (better on full-screen mode)
* -s Disable muti-texturing (runs faster)
4 - Getting Help
During the game press F1. For more in depth information visit www.torcs.org,
you find there a lot of information, look at the documentation section on
the left, have as well a look into the list of howto's.
If you are stuck please report problems through speed-dreams-users mailing list
or the Tracker (visit <http://sourceforge.net/projects/speed-dreams> for that).
5 - Installation from SVN (developer level only !)
Before you start make you aware that the SVN trunk / branches might crash or even not compile
sometimes. If you want to get it anyway, follow the instructions at
http://sourceforge.net/svn/?group_id=239111
For the moment,
- the developments for the next release are located in the trunk ;
you can checkout the current _development_ state through :
svn co https://speed-dreams.svn.sourceforge.net/svnroot/speed-dreams/trunk speed-dreams-trunk
- we make branches under the "branches" root dir ; as an exemple,
you can get the "1.4.x" release maintenance branch current state through :
svn co https://speed-dreams.svn.sourceforge.net/svnroot/speed-dreams/branches/1.4.x speed-dreams-1.4.x
- we make release tags under the "tags" root dir ; as an exemple,
you can get the "1.4.0" release through :
svn co https://speed-dreams.svn.sourceforge.net/svnroot/speed-dreams/tags/1.4.0 speed-dreams-1.4.0
See configure, build and install method above (2)
(note however that branches/1.4.x and tags/1.4.0 are not built through cmake :
please refer to the dedicated INSTALL file for these).
II - Windows installation from sources
---------------------------------------
1) Cmake and MS VC++ 2005 (8) / 2008 (9) on Windows XP 32
Note: If you use an "Express" version, don't forget to install also the Windows SDK.
a. Install CMake v2.6+ http://www.cmake.org/cmake/resources/software.html
b. Download the "MSVC 2005" release of the "3rdParty" package on SF.net
http://sourceforge.net/project/showfiles.php?group_id=239111
(it contains necessary 3rd party libs compiled with/for MSVC 2005)
c. Extract from the zip file the "3rdParty" directory to directory level where speed-dreams is installed.
Example: If sources are in c:\sdl-port, then extract 3rd party zip in c:\ => c:\3rdParty directory.
d. Startup CMake and set "Where is the source code" and "Where to build the binaries"
to the path where Speed-Dreams sources are installed.
Example: If sources are in c:\sdl-port, specify c:\sdl-port for the 2 fields.
e. Press "Configure" button and select the desired compiler.
Re-press the "Configure" button until the "OK" button is no more greyed.
f. Press "OK" button. CMake will generate the solution file "speed-dreams.sln"
and associated project files (*.vcproj)
g. Load speed-dreams.sln in MSVC IDE.
h. Build the whole Solution (Build / Build Solution)
i. Build the INSTALL project (right click on it and select Build).
j. Double-click on speed-dreams.exe in c:\Program Files\speed-dreams\bin
Note: You might also have to install MSVC 2005/2008 redistribuable (ask M$, yes it's free !)
Note: This should also work with MSVC 2008. For MSVC 2003, you'll probably need to rebuild
a dedicated 3rdParty package for this compiler
Note : If you need to recompile the 3rdParty package from sources,
(the "Sources" release of the "3rdParty" package on SF.net Download page)
be carefull then to rebuild :
- everything possible
- for the same configuration (don't mix Release and Debug)
- everything for multithreaded DLL integration (/MD & /MDd),
or be ready for headaches.
2) MS VC++ 6 no more supported.
III - FreeBSD installation from sources
---------------------------------------
Mostly the same as for "Linux installation from sources" ...
Some specific details though :
2 - Installation from all in one Tarball
b - build and install:
1. cd to the path where Speed-Dreams sources are installed.
2. ccmake .
3. press (t) for advanced options
4. wanted rows CMake CPPFLAGS
5. press (enter)
6. add /usr/local/include
7. press (enter)
8. press (c) for configure
9. press (g) for generate and press (e)
10. make && sudo make install
TO BE COMPLETED
IV - MacOS X installation from sources
--------------------------------------
To do ...

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Introduction
------------
This is an all in one package of Speed Dreams. Be aware that some included
artwork has non free (in the GPL sense) licenses, you will find a "readme.txt"
in those directories.
The rest is either licensed under the GPL V2 (see COPYING.txt) or the Free Art License.
Non-Free content (in GPL sense)
-------------------------------
Here the list with the directories containing non free content, look at the
readme.txt for details:
- <empty list>
Changes since last release
--------------------------
See CHANGES.txt
Things that are still to be done, ideas to be ...
-------------------------------------------------
See TODO.txt
Installation instructions
-------------------------
See INSTALL.txt
Testing
-------
If you find problems which should be already fixed or new ones
please report them to the speed-dreams-users mailing list.
Getting Help
------------
During the game press F1
(do it as well during the ride to learn about the options).
For more in depth information visit http://www.speed-dreams.org,
you'll hopefully find there some information (documentation, HOWTO, FAQ ... work-in-progress).
If you are stuck please report problems through speed-dreams-users mailing list
or our Tracker (visit http://sourceforge.net/apps/trac and login to SF.net for that).
Car Setups
----------
For the human player driver, the car parameters are located in the files :
- Linux : ~/.speed-dreams-dev/drivers/human/car*.xml
- Windows : <My documents>\speed-dreams-dev.settings\drivers\human\car*.xml
depending on the car used. You can change them with a text editor,
for more information look into the robot tutorial chapter 5
(http://www.berniw.org/torcs/robot/ch5/properties.html).
Creating Tracks
---------------
There is a track editor in development, have a look at http://www.vmarti.es
Robot programming
-----------------
You find a robot programming tutorial on www.berniw.org in the TORCS section.
Robot racing
------------
Visit www.berniw.org/trb for more information.

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Top TODO list (some may be included in 1.5.0, some others not):
---------------------------------------------------------------
Foreword: Have a look first at trunk TODO : here, only sdl-port specific things.
Cars:
- move RGB files to PNG for lower disk footprint
- create textures for nascar-* (Eckhard)
- improve damage management (see Andrews ideas in the the devel list,
under the title "Thoughts on collision damage").
- fix to high wheel inertia on many (if not all) models.
See the devel list post "Low speeds".
Tracks:
- move preview images to JPEG for lower disk footprint
Menus:
- enable intuitive double-click for "Select/Unselect" action in the scroll-lists
of the driver select menu
- new menu for human driver car setup : may be only a reduced set of parameters
would be accessible first, with default values for others ; some thinking work
about which go in this set wand which don't.
- Go on with Brian's XML menu infrastructure :
* move new guimenu.h/cpp functions Create*, Get*, Load*, Read*
to a new dedicated source file (guixml.h/cpp ?)
* rename these functions to be consistent with Gfui API (add a GfuiXML prefix ?)
* add support for keyboard shorcut XML description
(with defaults like for F1, F12 ... and also customizable ones).
* add support for dynamic background image.
* add support for menu specific property/value in the XML file,
to remove hard-coded constants from the menu C++ code
(Ex: x, y positions for non-always there controls ... see creditsmenu.cpp)
* move the whole thing to a GfuiXMLMenuDescriptor class, for nice access
to menu properties, controls, objects ... by their name or index (in the XML file)
Robots:
-
Program:
- Simu V3 : integrate Christos' improvements from Torcs CVS HEAD :
* 1. Discovered that corner velocities are not correctly calculated
2. Stabilised CollideZ() code - removed corner velocity from calculation
of reaction forces.
* updated the viscous coupler so that it is symmetric (July 2009)
* Changed some things in the rolling resistance calculation (July 2009).
Now it works as advertised, i.e. sand is sticky!
- network gaming - work in progress (Brian)
- More GCC 4.3 compatibility (Mart, Jean-Philippe)
- fix game crudely exiting in several situations where an error message to the user
(or simply skipping the requested action) would be preferable :
* start a race with no driver
* start a race that uses a driver that is no more in the install tree
* start a race on a track that is no more in the install tree
(by skipping the "Configure Race" step)
- enable the user to save race configuration (track, drivers and cars)
for any race type, and to reload it later from the associated XML file list
- just load ssggraph once to avoid weird crashes when going back to the options
menu and coming back to the race (just the Linux version was affected, and even
this just under special conditions, the Windows version does not work the same
way concerning this) - Back-port from Torcs r1-3-1 branch
- as we want to increase the details (cars, tracks, ...), think about better and deeper
management of the level of detail, filtering-out objects that are not in the focus
of the camera (if not already done somewhere ?), from a "high" level for close objects
to a "low" level for very far objects, with 1 ou 2 intermediate distance levels.
As an example, use the auto-generated 3D wheel model for low levels (decrease its details),
and the designer-shipped one for high level (increase its details : more round wheels).
- replay feature - Work in progress by Adam Skoblinski
- break the 1-1 link between human drivers and their driven car = enable human driver
to choose their car when choosing the opponents = in race configuration ; beware of
the career mode where human module interfaces are used in a non-obvious way
(look at thread "Driver select bug in sdl-port" in the devel list for Mart's
explainations about it, and how the above can be done in a simple way).
Other:
- finish the Mac OS X port (with CMake) : ~95% done. Compiles completely but does not run.
Plib is the biggest source of headaches. CMake integration still unfinished in that way.
- get rid of the Windows .def files stuff (through MS dllimport/dllexport macros)
for defining shared libraries interface, except for the robots, for which these files
are automatcally generated in the sdl-port branch (through a CMake macro).
- fix Windows main.cpp::init_args setting local dir twice if command line specified
(the default value in <My documents> should only be set if not command line specified)
- think about how to integrate Haruna's fictious racing teams backstories in the game
(ex: LS1 in 'LS1 team "backstories" (for fun)' devel list post)
TODO for 1.5.0 or after (some are current on sdl-port and career branches)
--------------------------------------------------------------------------
Tracks:
- move all track dirs that are directly under data/tracks to data/tracks/road, dirt, ...
in the repo, and update CMakeLists.txt
Cars:
- move textures to PNG for saving disk space / download time
- create / setup new LMP1 car set (Andrew)
- setup new Indy car set (converted by Xavier from GP4 game)
- complete / setup F1 car set (including Formula One by Andrew Sumner,
F1-torcs by Vincente Marti, and models converted by Xavier from GP4 game)
BUT: what about Manfariel's F1 2009 models?
- get rid of real car manufacturer names (replace by fictious but user-firendly ones)
- get rid of real brands / logos (replace by fictious / GPL / FAL ones, but beware of the logos
often being non GPL/FAL-like licensed)
- add petrol, bewy and mf1 to SuperCars set, as proposed by Wolf-Dieter
BUT: There are still no front-engined cars!!
- check in the Pacejka book to see if the way mu is computed from tire load
(= tire load sensitivity) is OK (simu V2 / wheel.cpp / SimWheelUpdateForce function)
- setup / test new LS1 car set (Haruna, Andrew)
- ALL CARS: Check competitive balancing of all carsets once physics engine is switched over to
simuv3 rather than v2; should be done on a regular basis.
- ALL CARS: create LOD models to reduce graphical stress in big-grid races or on low-spec CPUs
(or worse, both :/)
- rework the current stock car model to the newer model 'Car of Tommorrow'
- Hillclimb car with over 800 bhp?
BUT: Is it fun?
- increase volume of backfire sound and gear shift sound
Robots:
- setup USR and Simplix robots for reworked 4WD carset.
- setup USR and Simplix robots for new LMP1 carset.
- setup USR and Simplix robots for new Indy carset.
- setup USR and Simplix robots for completed F1 carset.
Menus:
- adjust the credits file (remove GLUT)
- add options in the Open GL menu to enable/disable multi-sampling
and change the "multi-sampling level (?)".
- Smart 3D view showing the selected car when choosing it
Program:
- improve command key management in human.cpp (there's 2 arrays indexed
by the unicode of the keys (!), whereas we only use no more that 25
different keys ; for the moment, these arrays were limited to 4096 items,
but this is probably not sufficient in Japan or China ...
=> we must find a better indexing of these array, to use the really needed
minimum number of key entries in these arrays (may be with some king of
indirection ?)
- Support for 3rd party robots, cars and track. 3rd party robot builders
should be able to use our CMake macro's, so we need to make some changes
to these macros and install them in such way that a robot can find it
during compilation.
- fix trackgen not being built.
- Implement simple memory leak detection by overriding malloc, calloc, realloc, strdup,
free, new, delete ... etc in order to save informations about the caller
in the allocated block (use macros to override and __LINE__, __FILE__ ...
to collect infos about the called ... but there's the new/delete difficult case).
- introduce human driver assistance features, like Line Assist System (LAS)
and Instructor's Braking System (IBS) ;
also improve human skill level management in order to prevent rookie players
from winning too easily (by limiting car capabilities, and particularly removing
the extra-grip and replace it by driving assistance) and to scale driver assistance
availability / capabilities ;
add also something for preventing you from smashing into the back of the car in front
(see Haruna's detailed post on the subject and associated thread http://sourceforge.net/mailarchive/forum.php?thread_name=e17477d90904182050lc339f5cy6b4908ed8dc1723%40mail.gmail.com&forum_name=speed-dreams-devel)
- introduce AI vs AI duel tournament mode for casual robot programmers (similar to
R-TYPE FINAL's 'VS AI' mode); with varying car types, tracks, and robot competence
- Add co-driver/navigator signals and sounds for dirt and certain road tracks to be
used in rallying game modes
Other:
- regularly merge-in changes from trunk
-