4 Commits
v0.3 ... v0.2

Author SHA1 Message Date
hikerstk
8ba6e98647 Moved supertuxkart tags to new directory.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/tags/0.2@3235 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2009-03-12 01:59:13 +00:00
coz
a7d95b7609 Added supertuxkart and media directories to tags.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/tags/supertuxkart/0.2@1121 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2007-05-28 01:27:04 +00:00
coz
dbe1266ef2 Added a small change to the INSTALL file for compiling from SVN.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/tags/0.2@792 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2006-09-22 23:59:11 +00:00
coz
56997db168 Added 0.2 tag
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/tags/0.2@791 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2006-09-22 19:06:37 +00:00
371 changed files with 93424 additions and 197120 deletions

39
AUTHORS
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@@ -1 +1,38 @@
See the file data/CREDITS .
Project Leaders:
================
Joerg Henrichs (hiker)
- port from GotM supertuxkart into a
playable game
- performance optimisation
- general redesign and bugfixes
- physics (in progress)
- network play (in progress)
Eduardo Hernandez Munoz (coz)
- AI for computer karts
- general redesign and bugfixes
- improving art
Coding:
=======
Patrick Ammann
- bug fixes, code cleanup
- OpenAL support (in progress)
Previous developers:
====================
Game of the Month group, see http://happypenguin.org/forums/viewforum.php?f=21
for details
Original Tuxkart design:
========================
Steve Baker, see http://www.sjbaker.org/
Models and Track Design:
========================
Steve Baker, Oliver Baker, see http://www.sjbaker.org/
GotM team
Sound and Music:
================
Matt Thomas composed the music.

132
ChangeLog
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@@ -1,131 +1 @@
SuperTuxKart 0.3 (10. July 2007)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Highscore lists
* Shortcut detection
* Improved AI
* Fullscreen support
* New track: the island
* New kart: hexley
* New penalty: bomb
* MacOSX support
* OpenAL and ogg-vorbis support
* Two new Grand Prixs
* Improved user interface:
- New racing interface
- Better track map
- Player kart dots in the track map are bigger than AI dots
- Track selection screen has topview pictures
- Added "Setup new race" option when a track is finished
- Added "Restart race" option when a track is finished
- The keyboard can skip vertical spaces between buttons
- Better control configuration
- Better in-game help
- Added .desktop file for menus and icon
* Bugfixes:
- Fixed bug in ssg_help::MinMax, which could cause a significant performance loss.
- Fixed bug that allowed the joystick to erase the main menu
- Fixed bug that allowed the joystick to "play the game while paused"
- Fixed screen_manager assert failure bug
- Fixed sound_manager assert failure bug
- Fixed keyboard keys unable to work on the first key press bug
- And others
SuperTuxKart 0.2 (22. Sep 2006)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Significant performance improvement by using display lists
* Improved AI
* Support for different grand prixs
* Too many bug fixes to list them all, but the important ones:
* Work around for 'karts fall through track' compiler bug
* Fixed rescue mode
* Two new collectables: parachute and anvil
* Track screen shots in the track select screen
* Keyboard handling allows gradual turning
* Improved physics (still work in progress)
* All hard-coded properties like maximum velocity have
been replaced by dynamically computed data dependent
on kart parameters, allowing for karts having different
characteristics.
* Added help and about screens, added credits to track designer
* Items were added to all tracks
SuperTuxKart 0.1 (04. May 2006) (not officially released)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Significant speedup by using a new HOT and collision algorithm
--> all tracks are now playable
* Removed all SDL dependencies, only plib is needed
* Single and multi-window menu can be used
* Code structure changes
* Some bug fixes and small improvements
* Added profile option to support automatic profiling
SuperTuxKart 0.0.0 (22. Dec 2004)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* new tracks
* new characters and karts
* new user-interface
* some additional effects (skid-marks, smoke)
TuxKart v0.4.0 (March 19th 2004)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Changes for compatibility with PLIB 1.8.0 and later.
* Removed some features that were only there to support
truly ancient graphics cards like 3Dfx Voodoo-1/2.
TuxKart v0.3.0 (??)
~~~~~~~~~~~~~~~~~~~
* Converted to use the new PLIB/PW library and thus
avoid the need to link to GLUT.
TuxKart v0.2.0 (Sept 3rd 2002)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Changes for compatibility with PLIB 1.6.0 and later.
TuxKart v0.0.5 (??)
~~~~~~~~~~~~~~~~~~~
* Changes for compatibility with PLIB 1.4.0 and later.
TuxKart v0.0.4 (??)
~~~~~~~~~~~~~~~~~~~
* Changes to suit rassin-frassin-Windoze-junk.
* Steady-cam camera - courtesy of cowtan@ysbl.york.ac.uk
* Changes for compatibility with PLIB 1.3.1 and later.
* Added new music courtesy of Matt Thomas.
TuxKart v0.0.3 (July 4th 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Fixed bug in Keyboard driver when no
joystick driver is installed.
* More CygWin fixes.
* Started new feature to allow you to be
rescued from lava, etc.
TuxKart v0.0.2 (July 2nd 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Added ability to add new tracks without
recompiling.
* Can now drive using keyboard only - no joystick
required.
* Should compile and run under Windoze using CygWin.
TuxKart v0.0.1 (July 1st 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Fixed a couple of files missing in initial
Distro.
TuxKart v0.0.0 (June 29th 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* First CVS release.
TuxKart (unnumbered) (April 13th 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* First hack.
# EOF #
See the NEWS file.

46
INSTALL
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@@ -1,17 +1,13 @@
SUPERTUXKART INSTALLATION INSTRUCTIONS
======================================
SUPERTUXKART INSTALLATION INSTRUCTIONS.
=======================================
General
-------
INSTALLATION:
-------------
First, make sure that you have the following packages installed:
* OpenGL (or Mesa 3.0 or later)
* PLIB version 1.8.4 or later
* SDL 1.2 or later
* OpenAL (optional)
* freealut (optional)
* MikMod (optional)
Unpack the files from the tarball like this:
@@ -38,42 +34,12 @@ location, use the "--prefix" option of configure, e.g. --prefix=/usr
See the --help output of configure for further options.
SVN STK on Ubuntu Edgy
----------------------
Here are the compilation instructions for the current svn(05 oct. 2006) of
Super Tux Kart on Ubuntu Edgy, contributed by Damien:
install following packages:
# apt-get install libopenal-dev libalut-dev libmikmod2-dev plib1.8.4-dev
libglu1-mesa-dev subversion autoconf automake1.9 g++ gcc
do a:
$ svn checkout svn://svn.berlios.de/supertuxkart/trunk
then:
$ cd trunk
$ ./autogen.sh && ./configure && make
and if all went well:
$ src/supertuxkart
tested with g++ 3.3 and 4.1 , both succeeded.
If you want to install the game system-wide, do 'make install'.
But it didn't work!
-------------------
Right now there is no proper windows compilation. You can still compile
for windows using cygwin, see README.cygwin for details.
If you checked out your copy directly from SVN, you have to run
'sh autogen.sh' to generate the configure script.
You should check the SuperTuxKart wiki at:
http://supertuxkart.berlios.de/wiki
Right now there is no proper windows compilation. You can still compile for windows using cygwin, see README.cygwin for details.
If you checked out your copy from SVN, you must run 'sh autogen.sh' first.
Also, the most common (by FAR) reason for problems is that your OpenGL/Mesa
is incorrectly installed - so before you complain to any of the PLIB or

View File

@@ -2,5 +2,5 @@ ACLOCAL_AMFLAGS = -I m4
SUBDIRS = src wavs images models data mods fonts
EXTRA_DIST = README ChangeLog COPYING missing
EXTRA_DIST = README CHANGES COPYING missing

105
NEWS
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@@ -1 +1,104 @@
See the ChangeLog file.
This is the first official release of SuperTuxKart.
To see what was changed compared to the original TuxKart, you
have to include all SuperTuxKart items, including 0.1 which
was never released!
SuperTuxKart 0.2 (22. Sep 2006)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Significant performance improvement by using display lists
* Improved AI
* Support for different grand prixs
* Too many bug fixes to list them all, but the important ones:
* Work around for 'karts fall through track' compiler bug
* Fixed rescue mode
* Two new collectables: parachute and anvil
* Track screen shots in the track select screen
* Keyboard handling allows gradual turning
* Improved physics (still work in progress)
* All hard-coded properties like maximum velocity have
been replaced by dynamically computed data dependent
on kart parameters, allowing for karts having different
characteristics.
* Added help and about screens, added credits to track designer
* Items were added to all tracks
SuperTuxKart 0.1 (04. May 2006) (not officially released)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Significant speedup by using a new HOT and collision algorithm
--> all tracks are now playable
* Removed all SDL dependencies, only plib is needed
* Single and multi-window menu can be used
* Code structure changes
* Some bug fixes and small improvements
* Added profile option to support automatic profiling
SuperTuxKart 0.0.0 (22. Dec 2004)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* new tracks
* new characters and karts
* new user-interface
* some additional effects (skid-marks, smoke)
TuxKart v0.4.0 (March 19th 2004)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Changes for compatibility with PLIB 1.8.0 and later.
* Removed some features that were only there to support
truly ancient graphics cards like 3Dfx Voodoo-1/2.
TuxKart v0.3.0 (??)
~~~~~~~~~~~~~~~~~~~
* Converted to use the new PLIB/PW library and thus
avoid the need to link to GLUT.
TuxKart v0.2.0 (Sept 3rd 2002)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Changes for compatibility with PLIB 1.6.0 and later.
TuxKart v0.0.5 (??)
~~~~~~~~~~~~~~~~~~~
* Changes for compatibility with PLIB 1.4.0 and later.
TuxKart v0.0.4 (??)
~~~~~~~~~~~~~~~~~~~
* Changes to suit rassin-frassin-Windoze-junk.
* Steady-cam camera - courtesy of cowtan@ysbl.york.ac.uk
* Changes for compatibility with PLIB 1.3.1 and later.
* Added new music courtesy of Matt Thomas.
TuxKart v0.0.3 (July 4th 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Fixed bug in Keyboard driver when no
joystick driver is installed.
* More CygWin fixes.
* Started new feature to allow you to be
rescued from lava, etc.
TuxKart v0.0.2 (July 2nd 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Added ability to add new tracks without
recompiling.
* Can now drive using keyboard only - no joystick
required.
* Should compile and run under Windoze using CygWin.
TuxKart v0.0.1 (July 1st 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Fixed a couple of files missing in initial
Distro.
TuxKart v0.0.0 (June 29th 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* First CVS release.
TuxKart (unnumbered) (April 13th 2000)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* First hack.
# EOF #

304
README
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@@ -1,85 +1,232 @@
SuperTuxKart
==============
SuperTuxKart is based on TuxKart (http://tuxkart.sourceforge.net) by Steve
Baker. You can find more details at:
============
SuperTuxKart is based on TuxKart (http://tuxkart.sourceforge.net)
by Steve Baker. It was picked up by the Linux Game of the Month
project and got a big overhaul during this time, but was left in
an unfinished state.
A new set of maintainers, namely hiker & coz, took over in 2006,
and we are glad to announce our first release here. You can find
more details on:
http://supertuxkart.berlios.de
A big "thank you" to Steve Baker for designing and implementing the
original TuxKart, and to the GotM team for their invaluable work.
SuperTuxKart needs hardware OpenGL support, and has currently only one
software dependency: plib, see http://plib.sourceforge.net
A big "thank you" to Steve Baker for designing and implementing
the original TuxKart, to the GotM team for their invaluable work.
See the AUTHORS file for individual credits.
To contact the active maintainers, please send an email to:
To contact the current maintainers, please send an email to the
SuperTuxKart development list at:
supertuxkart-devel@list.berlios.de
supertuxkart-devel@list.berlios.de
Hope you enjoy the game.
- The SuperTuxKart development team.
HARDWARE REQUIREMENTS
=====================
* You need a 3D graphics card that supports OpenGL or Mesa.
* You should have a CPU that's running at 450MHz or better.
* You'll need at least 32Mb RAM.
* A sound card would be nice - but it's not essential.
* Ideally, you want a joystick with at least 6 buttons.
Hope you enjoy the game
Hiker & Coz
REQUIREMENTS
============
Hardware:
* You need a 3D graphics card that can support OpenGL or Mesa.
* Ideally, you want a joystick - preferably one with at least
6 buttons - you can also drive from the keyboard.
* You should have a CPU that's running at 266MHz or better.
* A sound card would be nice - but it's not essential.
* You'll need at least 32Mb RAM.
Software:
Right now, SuperTuxKart runs under Linux and under Windoze using the
CygWin package. We anticipate MSVC/Windoze, MacOS, BSD, BeOS,
etc. ports to follow very soon.
Make sure that you have the following packages installed:
* OpenGL (or Mesa 2.1 or later)
* PLIB version 1.8.0 or later .
PLAYING THE GAME
================
SuperTuxKart is a kart racing game. Basically you run around the track,
and give your best shot at reaching the goal before your opponents. The ?
boxes can help you, and certain items can build up your power, so you can
grab more than one collectable!
SuperTuxKart is a kart racing game. Basically, you run a certain
number of laps and try to be faster than your opponents. Power
ups, like accelerator, rockets, can help you to achieve this
goal. By collecting coins you build up your power, which enables
you to get more power ups whenever you collect one. The arrow-
shaped red and black 'zippers' on the track will give you a quick
speedup.
Controls can be configured from the game, here are the defaults mappings:
At the same time, there are bananas out on the track, which effect
you negatively: an anvil or parachute will slow you down for a
while.
If you are running rather fast, you can pop a wheelie, which gives
you an additional speed boost, but you can't steer your kart
while doing a wheelie, so be careful.
Hitting another kart does not do any damage to your kart or the
other kart, one of the karts will just be forced to a stand still,
loosing precious seconds.
Player 1:
Steer : Left / Right arrow
Accelerate : Up arrow
Brake : Down arrow
Use item : Right control
Wheelie : Right shift
Rescue : Backspace
Three different game modes are available:
1) Quick Race
A single race (with between 1 and 5 laps)
Player 2:
Steer : A / D key
Accelerate : W key
Brake : S key
Use item : Left control
Wheelie : Left shift
Rescue : Left alt
2) Time Trial
A single race with a single lap only
Player 3:
Steer : F / H key
Accelerate : T key
Brake : G key
Use item : N key
Wheelie : C key
Rescue : B key
3) Grand Prix
A set of several races, each with several laps
Player 4:
Steer : J / L key
Accelerate : I key
Brake : K key
Use item : M key
Wheelie : . key
Rescue : / key
Split screen multi-player is supported, though you need a somewhat
powerful computer and graphics card to get a high frame rate in this
case. Network multi-player is not yet supported.
The Escape key pauses the game and shows the race menu.
KNOWN BUGS
==========
* Sometimes you can be pushed through a solid object if you are hit by
another player when in contact with the surface.
* The --track command-line option doesn't seems to work.
CONTROLLING YOUR KART
---------------------
Ideally, you need a 'game-pad' style joystick with at least six buttons:
SUPPORT
=======
Joystick Left/Right: Steer.
A button - Accelerate.
B button - Brake.
C button - Use an item you've collected
D button - Ask to be rescued by tinytux.
L button - Pop a wheelie (if you are going fast enough).
In addition, you can drive from the keyboard:
LEFT/RIGHT ARROW: Steer.
UP-ARROW - Same as 'A' button - Accelerate
DOWN-ARROW - Same as 'B' button - Brake
A key - Same as 'L' button - pop a Wheelie
D key - Same as 'D' button - Rescue Me Please!
F key - Same as 'C' button - Use an item.
ESCAPE- Pauses the game, popping up a menu with
additional options (including returning
or restarting the race).
This is the default binding. In the options->control
menu you can assign your preferred keys to the kart
handling functions.
Usually, rescuing occurs automatically when your kart leaves
a track (e.g. drives into the sea, or into a volcano), but if
you find yourself in a situation with no way out, you can
always request a TinyTux to be sent out - which will lift your
kart up and drop you back on the track, approximately where you
left the track.
There are also some debug functions left for developers:
F10 key - Save the last 1000 frames into a file ./history.dat
This can be used by the developers to reproduce
problems occurring during a race.
F11 key - Toggle wire-frame view.
F12 key - Toggle frame-per-second display.
The menu structure should be mostly self explanatory. Be aware that
pressing the escape key will return to the previous menu. Pressing
escape during a race will pause the game
POWER UPS:
---------
There are currently many 'good things' (triggered by driving over a blue
cube) and a few 'bad things' (triggered by hitting a banana).
Good things are collectables - you pick them up by driving through the
blue cube and activate them by "using" an item (see above for default
key bindings)
Bad things happen immediately - and last for a few seconds before 'going
away' by themselves.
Notice that (unlike some kart games), the computer controlled players
also collect and use power-ups.
Silver and Gold coins gradually fill up the energy level - as you collect
more coins, you'll find that a blue box will subsequently give you two,
three, four or five power-ups at one time!
Good Things:
* Missiles - unguided but fast. If they hit anything (including the
track), they explode impressively. The effect on a Kart is to stop
it dead - so you have to accelerate again.
* Homing missiles - slower than the regular kind - but they track
the nearest kart and are quite hard to shake off.
* Fuzzy blobs - even slower still - a kart can outrun them quite
easily. They ricochet off the sides of the track and only explode
when they hit a Kart. Since they are not moving fast, they'll
tend to stay close to where you dropped them.
* Magnets - if you activate a magnet then it hangs around for
about 15 seconds. If anyone comes within about 20 meters,
you'll be pulled towards them and end up glued to their tail
until the magnet 'expires'. Great for catching up with someone
- hopeless for passing them. Magnets can be disabled by using
them again, allowing you to escape from the magnetic grip of
another kart.
* Portable Zippers - these are just like the zippers on the track
itself - they give you a sudden acceleration and temporarily
increase the top speed of your kart.
* Portable parachutes - this pops out the back of all the karts in
a better position than you and slows them down a for some seconds.
The worse your position is, the higher the probabilities of getting
this you have(but they are still small). You can only have one at
a time.
* Portable anvil - the driver in the first position gets dragged
by a heavy anvil, allowing other drivers to catch up with him...
like the portable parachutes, the worse your position is, the higher
probabilities of getting this you have. However, you can't get this
if the driver in the first position already finished the race.
Bad Things:
* Parachute - this pops out the back of your kart and slows you down
a little for a few seconds only. Enough to drop you back one place
if it's a close race though.
* Anvil - gets dragged behind your kart on a rope for an even shorter
amount of time than the parachute...but the drag effect is much
stronger - your kart hardly moves at all.
KNOWN BUGS:
* No drive-with-the-mouse support.
* Slow performance on CPU's less than ~450MHz.
* Sometimes you can be pushed through a solid object if you are hit by
another player when in contact with the surface.
There might of course be more.
COMMAND LINE OPTIONS:
=====================
Useful command line options:
-N, --no-start-screen Quick start without any menus
-t, --track NAME Load track NAME
-l, --list-tracks List all tracks
-k, --numkarts NUM Overall number of karts
--kart NAME Use kart NAME
--list-karts Lists all available karts
--laps NUM Number of laps to play
-s, --screensize WxH Set screensize, e.g. -s 800x600
-v, --version Show version
SUPPORT:
========
The main webpage is at:
http://supertuxkart.berlios.de
If you have any problems, please contact the SuperTuxKart mailing list at:
If you have any problems, please contact the SuperTuxKart
mailing list at
supertuxkart-devel@list.berlios.de
@@ -87,11 +234,40 @@ The archives of this mailing list can be found at:
http://lists.berlios.de/pipermail/supertuxkart-devel/
Or post a message (no registration required) in the bug forum:
Or post a bug report on the SuperTuxKart webpage
http://developer.berlios.de/forum/forum.php?forum_id=23737
http://developer.berlios.de/bugs/?group_id=2765
A wiki will be installed in the near future, too.
LICENSE:
========
This software is released under the provisions of
the GNU General Public License (GPL) which can be
found in the file 'LICENSE' in the current directory.
DIRECTORY STRUCTURE:
====================
src -- Where the source code lives.
data -- This contains all kinds of miscellaneous data
files. It includes information about tracks,
karts, constants for the physics, grand prix
data, collectables.
doc -- Implementation documentation.
images -- Texture maps and other images needed by the
game. These are currently all in 'SGI' image
format.
wavs -- Sound files - sound effects in 'wav' format.
mods -- Music files - in 'mod' format.
models -- 3D models - in '.ac' format.
contrib -- Unsorted contributed files.
LICENSE
=======
This software is released under the GNU General Public License (GPL) which
can be found in the file 'LICENSE' in the same directory as this file.

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@@ -1,33 +0,0 @@
Preliminary support for the bullet physics engine has been
added. To enable it (assume that 'STK' is the supertuxkart root
directory):
1) Decompress version r528 of bullet in STK/trunk/bullet
(the API of bullet is changing, and STK hasn't been updated
to use a recent bullet version yet. So new bullet versions
will most likely not compile and/or not work).
2) Compile bullet (follow the instructions in STK/trunk/bullet/INSTALL)
3) Run configure with:
./configure --enable-bullet
4) make
For now mainly the race track works as expected, all tracks
can be played (though the performance in some tracks is somewhat
bad at the moment). Most important bugs:
- collectable don't work
(well, you can fire a rocket, but hitting a kart won't do
much, zipper, don't do anything, ...)
- no proper friction handling, so no skidding
(though skidding potentially works - if the friction is
set correctly).
- physics parameters are not tuned
- rescuing an upside-down kart will return the kart to the middle
of the track (waypoints) - the kart should be returned to where
it ended, just with a proper orientation.
- if a kart is upside down, it will actually hang under the
track.
- tuxtrack is using real rigid bodies for the roadcone and roadblock,
so they are pushed around when hit by a kart. Currently, the
start orientation is not used, so the heading of the objects
is currently wrong.
Furthermore, the cones currently don't stop rolling around.

View File

@@ -1,520 +0,0 @@
System requirements Mac:
PowerPC- or Intel-Mac with 800 MHz or more,
1 GHz recommended 3D-graphics card with 32 MB or more.
100 MB free disk space. Supporting Mac OS X 10.3.9 or later.
Compiling SuperTuxKart on OS X 10.4.x
01. Install all updates for OS X.
02. Download xcode 2.4.1_8m1910_6936315 from http://developer.apple.com/macosx/
You must be an Apple Developer Connection member to download this package.
03. Installing XCode.
04. Edit "/etc/profile":
--------------------------------------------------------------------------------------------------------
# System-wide .profile for sh(1)
PATH="/sw/bin:/bin:/sbin:/usr/bin:/usr/sbin:/usr/local/bin:/usr/X11R6/bin"
export PATH
PKG_CONFIG_PATH="/sw/lib/pkgconfig:/usr/lib/pkgconfig:/usr/X11R6/lib/pkgconfig:/usr/local/lib/pkgconfig"
export PKG_CONFIG_PATH
if [ "${BASH-no}" != "no" ]; then [ -r /etc/bashrc ] && . /etc/bashrc fi
--------------------------------------------------------------------------------------------------------
05. Download Fink from http://www.finkproject.org/download/index.php?phpLang=en
06. Installing Fink.
07. Copy the FinkCommander folder to Applications and launch FinkCommander.
08. Run selfupdate.
09. Run update-all.
10. Run the index command.
11. Installing the following 'fink' packages:
11.01 SDL
11.02 audiofile
11.03 esound
11.04 svn
11.05 svn-client
12. Download the SDL framework from http://www.libsdl.org/download-1.2.php and copy it to /Library/Frameworks.
13. Installing Vorbis.framework and Ogg.framework:
13.01 Download SuperTux from http://developer.berlios.de/project/showfiles.php?group_id=3467&release_id=11879
13.02 Right-click the SuperTux icon and select Show Package Contents from the context menu.
13.03 Change in the folder Contents:Frameworks. And copy Vorbis.framework and Ogg.framework to <hd>:Library:Frameworks.
14. Installing plib: ////////////////////////////////////////
14.01 Download PLIB from http://plib.sourceforge.net/download.html
14.02 Unpack plib-1.8.4.tar.gz.
14.03 Change in the folder PLIB.
14.04 Download "pwMacOSX.cxx"-patch from ftp://ftp.berlios.de/pub/supertuxkart/plib_patch_for_osx.zip
14.05 Installing pwMacOSX.cxx-patch.
14.06 Run ./configure --prefix=<..... Universal/plib_ppc>" in the folder PLIB.
e.g.: /Users/christian/Desktop/Universal/plib_ppc.
14.07 Modify the plib:
jsMacOSX.cxx:
#include <IOKit/IOkitLib.h>
replace with:
#include <IOKit/IOKitLib.h>
14.08 jsMacOSX.cxx:
static void os_specific_s::elementEnumerator( const void *element, void* vjs)
replace with:
void os_specific_s::elementEnumerator( const void *element, void* vjs)
14.09 make
14.10 make install
14.11 make clean
14.12 Run "./configure --prefix=<..... Universal/plib_x86>" in the folder PLIB.
e.g.: /Users/christian/Desktop/Universal/plib_x86.
14.13 Edit the following Makefiles:
<PLIB-Ordner>/Makefile
<PLIB-Ordner>/src/Makefile
<PLIB-Ordner>/src/fnt/Makefile
<PLIB-Ordner>/src/js/Makefile
<PLIB-Ordner>/src/net/Makefile
<PLIB-Ordner>/src/psl/Makefile
<PLIB-Ordner>/src/puAux/Makefile
<PLIB-Ordner>/src/pui/Makefile
<PLIB-Ordner>/src/pw/Makefile
<PLIB-Ordner>/src/sg/Makefile
<PLIB-Ordner>/src/sl/Makefile
<PLIB-Ordner>/src/ssg/Makefile
<PLIB-Ordner>/src/ssgAux/Makefile
<PLIB-Ordner>/src/util/Makefile
replace the line: "CXXFLAGS =" with "CXXFLAGS = -g -O2 -Wall -arch i386"
14.14 make install
14.15 Create a universal (multi-architecture) plib:
lipo -create /Users/christian/Desktop/Universal/plib_ppc/lib/libplibfnt.a /Users/christian/Desktop/Universal/
plib_x86/lib/libplibfnt.a -output /usr/lib/libplibfnt.a
Repeat this step for all libraries.
15. Installing Freealut-1.1.0 from OpenAL.org ////////////////////
15.01 Makefile.in:
Replace the line:
SUBDIRS = admin src include examples test_suite
with
SUBDIRS = admin src include
15.02 configure:
Replace the line
for ac_header in AL/alc.h AL/al.h basetsd.h ctype.h math.h stdio.h time.h
with
for ac_header in OpenAL/alc.h OpenAL/al.h basetsd.h ctype.h math.h stdio.h time.h
15.03 export CXXFLAGS="-framework OpenAL"
15.04 export LDFLAGS="-framework OpenAL"
15.05 ./configure --prefix=/usr
15.06 make
15.07 Open admin/pkgconfig/freealut.pc
Replace the line
Requires: openal
with
Requires:
15.08 Replace the line:
Libs: -L${libdir} -lalut Cflags: -I${includedir}
with
Libs: -framework OpenAL -L${libdir} -lalut Cflags: -framework OpenAL -I${includedir}
15.09 sudo make install
16. Copy the plib files to "/usr/local":
16.01 sudo cp /usr/lib/libplib* /usr/local/lib/
16.02 sudo cp -R /usr/include/plib /usr/local/include/
Installing SuperTuxKart //////////
1. Copy the following code and paste it in the new file "buildUB.sh".
buildUB.sh:
---------------------------------------------------------------------------------------------------------
#!/bin/bash
if [ -r ./configure ]; then
echo "Configure found!"
else
echo "No Config file found! Runing autogen.sh..."
sh autogen.sh
fi
if [ -r ./config.guess ]; then
echo "config.guess found!"
else
echo "config.guess not present! Copying it..."
cp /usr/share/libtool/config.guess ./config.guess
fi
if [ -r ./config.sub ]; then
echo "config.sub found!"
else
echo "config.sub not present! Copying it..."
cp /usr/share/libtool/config.sub ./config.sub
fi
if [ -r ./Makefile ]; then
echo "Makefile found!"
else
echo "Makefile missing! Running ./configure..."
./configure
if [ -r ./Makefile ]; then
echo "Makefile present, ready to compile!"
else
echo "Configure not completed, Makefile still missing! Exiting..."
exit 1
fi
fi
echo "Setting environment variables..."
export sdl_LIBS=""
export LDFLAGS="-framework OpenAL -Wl,-framework,Cocoa -framework SDL -framework Cocoa -lSDLmain
-framework Vorbis -framework Ogg -L/usr/local/lib -L/opt/local/lib -L/sw/lib"
export openal_LIBS="/usr/local/lib/libmikmod.a"
if [ -r ./bin/supertuxkartPPC ]; then
echo "supertuxkartPPC is present, nothing to do."
else
echo "Cleaning up..."
make clean -s
echo "Building PPC Binary..."
make -e -s
echo "Copying PPC Binary..."
mkdir ./bin
if [ -r ./src/supertuxkart ]; then
cp ./src/supertuxkart ./bin/supertuxkartPPC
else
echo "Error!"
exit 1
fi
fi
if [ -r ./bin/supertuxkartx86 ]; then
echo "supertuxkartx86 is present, nothing to do."
else
echo "Cleaning up..."
make clean -s
echo "Building x86 Binary..."
export CXXFLAGS="-g -O2 -Wall -arch i386 `sdl-config --cflags`"
export LDFLAGS=$LDFLAGS" -isysroot /Developer/SDKs/MacOSX10.4u.sdk -arch i386 -L/usr/local/lib -L/opt/local/lib -L/sw/lib"
make -e -s
echo "Copying x86 Binary..."
if [ -r ./src/supertuxkart ]; then
cp ./src/supertuxkart ./bin/supertuxkartx86
else
echo "Error!"
exit 1
fi
fi
echo "Creating Universal Binary..."
lipo -create ./bin/supertuxkartPPC ./bin/supertuxkartx86 -output ./bin/supertuxkart
echo "Done!"
-------------------------------------------------------------------------------------------------------------
2. Set the permissions for the script "buildUB.sh"
e.g.: chmod 744 buildUB.sh
3. Download SuperTuxKart-Source from "http://developer.berlios.de/project/showfiles.php?group_id=2765".
4. Go in the folder SuperTuxKart.
5. Copy the script "buildUB.sh" in the directory "SuperTuxKart".
6. ./buildUB.sh
7. Check-up:
7.01 Go in the folder "bin".
7.02 ./supertuxkart --version
Print version information
e.g.:
-------------------------------------------------------------------------
SuperTuxKart, 0.3.
SuperTuxKart, SVN revision number '975M'.
-------------------------------------------------------------------------
7.03 Is this a universal binary?
file supertuxkart
e.g.:
-------------------------------------------------------------------------
supertuxkart: Mach-O fat file with 2 architectures
supertuxkart (for architecture ppc): Mach-O executable ppc
supertuxkart (for architecture i386): Mach-O executable i386
-------------------------------------------------------------------------
7.04 otool -L supertuxkart
Print shared library dependencies.
e.g.:
------------------------------------------------------------------------------------------------
supertuxkart:
/System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL (compatibility version 1.0.0,
current version 1.0.0)
/System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa (compatibility version 1.0.0,
current version 11.0.0)
@executable_path/../Frameworks/SDL.framework/Versions/A/SDL (compatibility version 1.0.0, current
version 1.0.0)
@executable_path/../Frameworks/Vorbis.framework/Versions/A/Vorbis (compatibility version 1.0.0,
current version 1.0.0)
@executable_path/../Frameworks/Ogg.framework/Versions/A/Ogg (compatibility version 1.0.0, current
version 1.0.0)
/System/Library/Frameworks/Carbon.framework/Versions/A/Carbon (compatibility version 2.0.0, current
version 128.0.0)
/System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current
version 1.0.0)
/System/Library/Frameworks/IOKit.framework/Versions/A/IOKit (compatibility version 1.0.0, current
version 275.0.0)
/System/Library/Frameworks/AGL.framework/Versions/A/AGL (compatibility version 1.0.0, current version
1.0.0)
/usr/lib/libstdc++.6.dylib (compatibility version 7.0.0, current version 7.4.0)
/usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0, current version 1.0.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 88.1.8)
---------------------------------------------------------------------------------------------------------
************* S T A R T T H E G A M E A N D H A V E F U N! **************
Please post to the development list if you have any problems.

View File

@@ -1,80 +0,0 @@
There are two ways to compile an executable for windows: using
cygwin, and using visual c++ (tested with the free Express version).
If you have any problems, please post on the mailing list - I am
not a regular windows user, so am probably not able to help you.
hiker
Cygwin
======
1) Install freeglut
This is part of the cygwin packages, so just select this in
the cygwin setup program.
2) Compile and install plib
This should work straight out of the box.
3) Unpack supteruxkart and run ./configure and make.
That should be all.
Comments:
1) A -DNOMINMAX is added for cygwin compilations, since otherwise
min and max are #defined, causing problems with all std::min and
std::max constructs. This is done automatically by the configure
script.
2) The order in which plib/pu.h and plib/pw.h are included appears
to be important - pw should be included first.
Visual C++ Express
==================
Since version r793 SuperTuxKart compiles with Visual C++ Express,
version 8.0. To compile it, the following steps are necessary:
1) Modify plib:
In src/ssg/ssgLoadAC.cxx replace:
loader_fd = fopen ( filename, "ra" ) ;
with
loader_fd = fopen ( filename, "r" ) ;
This patch will be submitted to PLIB, but we don't know if and
when it will be applied.
2) Compile plib (project files for visual c++ are included)
3) Open a new project for SuperTuxKart and import all source files.
4) In properties, compile flags: add /DNOMINMAX
(or add the symbol to the preprocessor defines)
5) Add /DVERSION=\"0.2\" (or whatever version number you downloaded)
The backslashes and quotes are necessary!
6) In linker settings, ignore libcmt.lib
7) Add the following libraries:
fnt.lib
net.lib
psl.lib
pui.lib
sg.lib
sl.lib
ssgAux.lib
ul.lib
js.lib
puAux.lib
pw.lib
ssg.lib
opengl32.lib
user32.lib
gdi32.lib
winmm.lib
advapi32.lib
8) Compile, run, and enjoy
Please post to the development list if you have any problems.

1
TODO
View File

@@ -25,6 +25,7 @@ no particular order):
- Create packages for
- most common linux Distributors
- Windows
- MaxOS (?? currently not sure if STK works on Macs)
7) Writers
- Write documentation, ranging from man page, to

View File

@@ -3,224 +3,30 @@ dnl Process this file with autogen.sh to produce a configure script.
AC_INIT
AC_CONFIG_SRCDIR([src/main.cpp])
dnl Require at least automake 2.59
AC_PREREQ(2.59)
dnl Require at least automake 2.52
AC_PREREQ(2.52)
dnl ================================================
dnl Initialize the automake stuff
dnl set the $host variable based on local machine/os
dnl ================================================
AC_CANONICAL_TARGET
AM_INIT_AUTOMAKE(supertuxkart, 0.3)
AM_INIT_AUTOMAKE(supertuxkart, 0.2)
dnl ===================
dnl Check for compilers
dnl ===================
dnl Check for compilers.
AC_PROG_CC
AC_PROG_CPP
AC_PROG_CXX
dnl ==================
dnl Set compiler flags
dnl ==================
CFLAGS="$CFLAGS -Wall -Wstrict-prototypes -Wmissing-prototypes"
CXXFLAGS="$CXXFLAGS -Wall"
dnl ===================
dnl Checks for programs.
dnl ===================
AC_PROG_MAKE_SET
AC_PROG_RANLIB
AC_PROG_INSTALL
dnl ===============================
dnl Check for MS Windows environment
dnl ================================
AC_CHECK_HEADER(windows.h)
dnl ================================================
dnl Add special compiler flags for certain platforms
dnl ================================================
case "${host}" in
*darwin*|*macosx*)
AC_CHECK_PROGS(have_pkg_config,[pkg-config],"no")
if test x$have_pkg_config != xno; then
LDFLAGS="$LDFLAGS `pkg-config --libs freealut`"
fi
esac
dnl ==================================
dnl check for OpenGL related libraries
dnl ==================================
dnl We check for openal headers here, too - since otherwise
dnl the test further down is even more complicated. This test
dnl depends on the platform, since Macs are using OpenAL/al.h
dnl instead of AL/al.h.
case "${host}" in
*darwin*|*macosx*)
opengl_LIBS="$LIBS -framework Carbon -framework OpenGL -framework IOKit -framework AGL"
if test x$have_al_lib = xyes; then
AC_CHECK_HEADER(OpenAL/al.h, have_al_hdr=yes)
fi
;;
*-*-cygwin* | *-*-mingw32*)
dnl CygWin under Windoze.
echo Win32 specific hacks...
AC_DEFINE([WIN32], 1, [Define for Win32 platforms])
AC_DEFINE([NOMINMAX], 1, [Define for Win32 platforms])
opengl_LIBS="-lglut32 -lglu32 -lopengl32 -luser32 -lgdi32 -lm -lwinmm"
joystick_LIBS="$joystick_LIBS -lwinmm"
echo "Will link apps with $LIBS"
if test x$have_al_lib = xyes; then
AC_CHECK_HEADER(AL/al.h, have_al_hdr=yes)
fi
;;
*)
dnl X-Windows based machines
save_LIBS=$LIBS
AC_SEARCH_LIBS(glNewList, [ GL GLcore MesaGL ])
opengl_LIBS="$LIBS"
LIBS=$save_LIBS
if test "x$ac_cv_search_glNewList" = "x-lGLcore"; then
dnl if GLcore found, then also check for GL
AC_SEARCH_LIBS(glXCreateContext, GL)
fi
if test x$have_al_lib = xyes; then
AC_CHECK_HEADER(AL/al.h, have_al_hdr=yes)
fi
;;
esac
dnl ========================================
dnl check for OpenAL (al and alut) libraries
dnl ========================================
dnl FIXME: this all appears too complicated, doing unnecesary
dnl tests etc --> needs cleanup
dnl The check for OpenAL headers depends on the OS, since
dnl Apple has the headers in OpenAL/al.h instead of AL/al.h
AC_SEARCH_LIBS(alGenBuffers, [openal alut OpenAL32], have_al_lib=yes)
dnl as well as mikmod, since mikmod is only used (but then
dnl it's necessary) when openal is used. We also check for
dnl ogg vorbis support now.
dnl we have 4 sound libraries to check, first we check for OpenAL
if test x$have_al_lib = xyes; then
case "${host}" in
*darwin*|*macosx*)
AC_CHECK_HEADER(OpenAL/al.h, have_al_hdr=yes)
;;
*)
AC_CHECK_HEADER(AL/al.h, have_al_hdr=yes)
;;
esac
fi
SUMMARY="\nSummary of optional components:\n==============================="
case "${host}" in
*)
dnl default unix style machines
dnl check for libraries
save_LIBS=$LIBS
dnl AL/al.h is checked before, since Macs need a different path
dnl check for freealut
AC_SEARCH_LIBS(alutInit, alut, have_alut_lib=yes)
if test x$have_alut_lib = xyes; then
AC_CHECK_HEADER(AL/alut.h, have_alut_hdr=yes)
if test x$have_alut_hdr = xyes; then
AC_MSG_CHECKING([for alut version 1.0.0 or later ])
dnl check for right version of alut, must be at least 1.0
AC_RUN_IFELSE([
# include <AL/alut.h>
# define MIN_ALUT_VERSION 1
int main() {
if(alutGetMajorVersion()<MIN_ALUT_VERSION) return -1;
return 0; }
],
alut_version_ok=yes
[ AC_MSG_RESULT(yes)],
AC_MSG_FAILURE(too old alut version - using plib instead),
alut_version_ok=yes
[ AC_MSG_RESULT(yes)])
fi
fi
dnl search for mikmod libraries, needed to play mod files with OpenAL
AC_SEARCH_LIBS(MikMod_RegisterDriver, mikmod, have_mikmod_lib=yes)
if test x$have_mikmod_lib = xyes; then
AC_CHECK_HEADER(mikmod.h, have_mikmod_hdr=yes)
fi
dnl search for the libraries needed to use ogg vorbis
AC_SEARCH_LIBS(ov_open, vorbisfile, have_vorbisfile_lib=yes)
if test x$have_vorbisfile_lib = xyes; then
dnl check for the headers needed by ogg vorbis
AC_CHECK_HEADER(vorbis/vorbisfile.h, have_vorbisfile_hdr=yes)
AC_CHECK_HEADER(ogg/ogg.h, have_ogg_hdr=yes)
fi
dnl create OpenAL defines and a summary of the optional sound components
SUMMARY="$SUMMARY\n"
if test x$have_al_hdr != xyes; then
SUMMARY="$SUMMARY You DO NOT have OpenAL."
fi
if test x$have_alut_hdr = xyes; then
if test x$alut_version_ok != xyes; then
SUMMARY="$SUMMARY You need to update freealut."
fi
else
SUMMARY="$SUMMARY You DO NOT have freealut."
fi
if test x$have_mikmod_hdr != xyes; then
SUMMARY="$SUMMARY You DO NOT have mikmod."
fi
if test x$have_al_hdr = xyes -a x$alut_version_ok = xyes; then
if test x$have_mikmod_hdr = xyes; then
openal_LIBS="$LIBS"
AC_DEFINE([HAVE_OPENAL], 1, [Defined when OpenAL is available])
AC_DEFINE([HAVE_MIKMOD], 1, [Defined when mikmod is available])
SUMMARY="$SUMMARY\nUsing OpenAL for sound."
if test x$have_vorbisfile_hdr = xyes -a x$have_ogg_hdr = xyes; then
AC_DEFINE([HAVE_OGGVORBIS], 1, [Defined when Ogg Vorbis is available])
SUMMARY="$SUMMARY\nWe have Ogg Vorbis support."
fi
fi
else
SUMMARY="$SUMMARY\nInstall OpenAL, freealut and mikmod for better sound!"
fi
LIBS=$save_LIBS
esac
# The following are C++ items that need to be tested for with the c++
# compiler
AC_LANG_PUSH(C++)
# ==============================================
# Check for "plib" without which we cannot go on
# ==============================================
# specify the plib location
AC_ARG_WITH(plib, [ --with-plib=PREFIX Specify the prefix path to plib])
if test "x$with_plib" != "x" ; then
@@ -228,6 +34,44 @@ if test "x$with_plib" != "x" ; then
EXTRA_DIRS="${EXTRA_DIRS} $with_plib"
fi
# Check for MS Windows environment
AC_CHECK_HEADER(windows.h)
dnl check for OpenGL related libraries
case "${host}" in
*-*-cygwin* | *-*-mingw32*)
dnl CygWin under Windoze.
echo Win32 specific hacks...
AC_DEFINE([WIN32], 1, [Define for Win32 platforms])
AC_DEFINE([NOMINMAX], 1, [Define for Win32 platforms])
LIBS="$LIBS -lglut32 -lglu32 -lopengl32 -luser32 -lgdi32 -lm -lwinmm"
joystick_LIBS="$joystick_LIBS -lwinmm"
echo "Will link apps with $LIBS"
;;
*)
dnl X-Windows based machines
AC_SEARCH_LIBS(glNewList, [ GL GLcore MesaGL ])
if test "x$ac_cv_search_glNewList" = "x-lGLcore"; then
dnl if GLcore found, then also check for GL
AC_SEARCH_LIBS(glXCreateContext, GL)
fi
esac
# The following are C++ items that need to be tested for with the c++
# compiler
AC_LANG_PUSH(C++)
# Check for "plib" without which we cannot go on
AC_CHECK_HEADER(plib/ul.h)
if test "x$ac_cv_header_plib_ul_h" != "xyes"; then
echo
@@ -241,94 +85,30 @@ fi
AC_MSG_CHECKING([for plib 1.8.4 or newer])
AC_TRY_RUN([
# include <plib/ul.h>
# define MIN_PLIB_VERSION 184
int main() {
if ( PLIB_VERSION < MIN_PLIB_VERSION ) {
return -1;
}
return 0;
}
],
AC_MSG_RESULT(yes),
[ AC_MSG_RESULT(wrong version);
AC_MSG_ERROR([Install plib 1.8.4 or later first...])],
AC_MSG_RESULT(yes)
#include <plib/ul.h>
#define MIN_PLIB_VERSION 184
int main() {
int major, minor, micro;
if ( PLIB_VERSION < MIN_PLIB_VERSION ) {
return -1;
}
return 0;
}
],
AC_MSG_RESULT(yes),
[AC_MSG_RESULT(wrong version);
AC_MSG_ERROR([Install plib 1.8.4 or later first...])],
AC_MSG_RESULT(yes)
)
dnl =======================
dnl check for SDL libraries
dnl =======================
dnl Potentially sdl-config could be used, but apparently that might not
dnl exist on all platforms, so doing the 'classical' test is safer :(
case "${host}" in
*)
dnl default unix style machines
dnl check for libraries
save_LIBS=$LIBS
AC_SEARCH_LIBS(SDL_Init, SDL, have_SDL_lib=yes)
sdl_LIBS="$LIBS"
LIBS=$save_LIBS
dnl check for header files
AC_CHECK_HEADER(SDL/SDL.h, have_SDL_hdr=yes)
if test x$have_SDL_hdr != xyes -o x$have_SDL_lib != xyes; then
AC_MSG_ERROR([Install SDL first...])
fi
esac
dnl =======================================================
dnl Add special compiler flags for SDL on certain platforms
dnl =======================================================
case "${host}" in
*darwin*|*macosx*)
dnl SDL on Macs needs to link in SDLmain, since it includes the
dnl actual main program (on Macs #include "SDL/SDL.h" renames
dnl main into SDL_main, which then gets called from the new
dnl main program included in SDLmain. This is necessary to
dnl install a proper framework for SDL).
dnl This can't be done earlier, since all SDL tests program
dnl from configure do NOT include SDL/SDL.h, therefore the
dnl main program gets not replaced, and then getting an linking
dnl error about main defined twice :((
LDFLAGGS="$LDFLAGS -framework OpenAL"
AC_CHECK_PROGS(have_sdl_config,[sdl-config],"no")
if test x$have_sdl_config != xno; then
LDFLAGS="$LDFLAGS `sdl-config --libs`"
CXXFLAGS="$CXXFLAGS `sdl-config --cflags`"
fi
esac
dnl ======================================================
dnl Try to supply the SVN revision number for the compiler
dnl ======================================================
AC_CHECK_PROGS(have_svnversion,[svnversion],"no")
if test x$have_svnversion != xno; then
SVNVERSION="`svnversion .`"
AC_DEFINE_UNQUOTED([SVNVERSION],"$SVNVERSION",["SVN revision number"])
fi
# =========================
# subst bars in Makefile.am
# =========================
AC_SUBST(opengl_LIBS)
AC_SUBST(openal_LIBS)
AC_SUBST(mikmod_LIBS)
AC_SUBST(sdl_LIBS)
AC_MSG_CHECKING([for gcc -fno-regmove option ])
dnl =========================
dnl test regmove compiler bug
dnl =========================
dnl Test if -fno-regmove is supported, since -fregmove (which is part of -O2 on
dnl g++) triggers an optimisation problem with static_ssg:
# Test if -fno-regmove is supported, since -fregmove (which is part of -O2 on
# g++) triggers an optimisation problem with static_ssg:
ORIGCXXFLAGS="$CXXFLAGS"
CXXFLAGS="$CXXFLAGS -fno-regmove"
AC_COMPILE_IFELSE([AC_LANG_PROGRAM()],
@@ -337,29 +117,7 @@ AC_COMPILE_IFELSE([AC_LANG_PROGRAM()],
CXXFLAGS="$ORIGCXXFLAGS"
AC_SUBST(NOREGMOVE)
dnl =======================================
dnl Bullet physics - currently experimental
dnl =======================================
dnl Check for bullet physics. Currently, this is optional and needs
dnl a '--enable-bullet' during configure to be used.
AC_MSG_CHECKING(for bullet physics)
AC_ARG_ENABLE(bullet,
AC_HELP_STRING([--enable-bullet], [enable bullet physics]),
[enable_bullet="$enableval"],
[enable_bullet="no"])
if test "x${enable_bullet}" != "xno"; then
AC_DEFINE([BULLET], [], [Use the bullet physics engine])
AC_MSG_RESULT([enabled])
CXXFLAGS="$CXXFLAGS -I../bullet/src"
LIBS="$LIBS -L ../bullet/out/*/*/libs -lbulletopenglsupport -lbulletdynamics -lbulletcollision -lbulletmath -lglut"
else
AC_MSG_RESULT([disabled])
fi
dnl ================
dnl Create makefiles
dnl ================
AC_CONFIG_FILES([ \
AC_CONFIG_FILES([ \
Makefile \
data/Makefile \
fonts/Makefile \
@@ -373,6 +131,3 @@ AC_CONFIG_FILES([ \
models/herrings/Makefile
])
AC_OUTPUT
echo -e $SUMMARY
echo
echo "Ready to 'make'."

View File

@@ -1 +0,0 @@
In this directory there are unsorted files that can be useful, but aren't used inside the game yet.

File diff suppressed because it is too large Load Diff

View File

@@ -1,73 +1,37 @@
Super TuxKart - 0.3
SuperTuxKart - Release 0.2
==========================
Super TuxKart is a new and improved version
SuperTuxKart is a new and improved version
of tuxkart.
http://supertuxkart.berlios.de/
Project Leaders
Project Leaders:
-----------------
Joerg Henrichs (hiker)
- port from GotM supertuxkart into a
playable game
- performance optimisation
- general redesign and bugfixes
- physics (in progress)
Eduardo Hernandez Munoz (coz)
- AI for computer karts
- general redesign and bugfixes
- improving art
We would like to dedicate this version
to the Linux Game-of-the-Month team, who
did most of the graphical improvements.
Additional coding
Additional coding:
--------------------
Canarix
- User interface
- Testing
Patrick Ammann
- bug fixes, code cleanup
- OpenAL support
- OpenAL support (in progress)
Robert Schuster
- SDL port
- bug fixes
Damien
- Ogg vorbis support
Artists
---------------
Island track creation
- Johannes Sjolund
2D art
- Canarix
Hexley the platypus creation
- Frederico de Oliveira Linhares
Support for OS-X
----------------
Port and package creation:
- Florian, -Nuke-, TinGamer and Xeno74
Additional artwork/documentation:
- Cherryprice, -Nuke-, and Xeno74
Support for Mac-Linux-PPC
-------------------------
Port and package creation:
- Xeno74
Windows NSIS Installer
----------------------
Sam
Playtester
----------
Too many friendly people at the
Games4Mac Forum to list them all
(http://community.games4mac.de)
Donations
---------
- Michael Roessner
http://www.retrax.de
Previous releases
=================

View File

@@ -5,13 +5,6 @@ pkgdatadir = $(datadir)/games/@PACKAGE@/data
pkgdata_DATA = $(wildcard *.dat) $(wildcard *.data) $(wildcard *.herring) \
$(wildcard *.loc) $(wildcard *.drv?) $(wildcard *.projectile) \
$(wildcard *.cup) $(wildcard *.tkkf) $(wildcard *.collectable)\
$(wildcard *.track) CREDITS \
supertuxkart_32.xpm supertuxkart_64.xpm supertuxkart.desktop
desktopdir = $(prefix)/share/applications
desktop_DATA = supertuxkart.desktop
icondir = $(prefix)/share/pixmaps
icon_DATA = supertuxkart_32.xpm supertuxkart_64.xpm
$(wildcard *.track) CREDITS
EXTRA_DIST = $(pkgdata_DATA)

View File

@@ -2,7 +2,7 @@
(supertuxkart-cup
(name "All tracks")
(description "All 13 tracks included in SuperTuxKart")
(tracks "beach" "startrack" "lighthouse" "volcano" "gownsbow" "islandtrack" "bsodcastle" "geekopeak" "littlevolcano" "olivermath" "race" "subseatrack" "tuxtrack"))
(description "All tracks included in SuperTuxKart")
(tracks "beach" "startrack" "lighthouse" "sandtrack" "volcano" "gownsbow" "bsodcastle" "geekopeak" "littlevolcano" "olivermath" "race" "subseatrack" "tuxtrack"))
;; EOF ;;

View File

@@ -5,7 +5,6 @@
(description "Created by Ingo Ruhnke")
(music "mods/Boom_boom_boom.mod")
(screenshot "images/sshot-beach.rgb")
(topview "images/topview-beach.rgb")
)
;; EOF ;;

View File

@@ -9,33 +9,33 @@
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View File

@@ -5,7 +5,6 @@
(description "Created by Oliver & Steve Baker")
(music "mods/tuxr.mod")
(screenshot "images/sshot-bsodcastle.rgb")
(topview "images/topview-bsodcastle.rgb")
)
;; EOF ;;

View File

@@ -6,9 +6,9 @@
(icon-file "dinoicon.rgb")
(shadow-file "dinoshadow.rgb")
(red 1.0)
(green 0.7)
(blue 0.1)
(red 0.0)
(green 0.8)
(blue 0.0)
)
;; EOF ;;

View File

@@ -6,9 +6,9 @@
(icon-file "eviltuxicon.rgb")
(shadow-file "tuxkartshadow.rgb")
(red 0.3)
(green 0.1)
(blue 0.6)
(red 0.0)
(green 0.0)
(blue 0.8)
)
;; EOF ;;

View File

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View File

@@ -5,7 +5,6 @@
(description "Created by Oliver & Steve Baker")
(music "mods/tk2.mod")
(screenshot "images/sshot-geekopeak.rgb")
(topview "images/topview-geekopeak.rgb")
)
;; EOF ;;

View File

@@ -2,7 +2,7 @@
(supertuxkart-cup
(name "Game-of-the-Month")
(description "All seven tracks done by the Game of the month team")
(description "All new tracks done by the Game of the month team")
(herring "new")
(tracks "beach" "lighthouse" "startrack" "volcano" "littlevolcano" "race" "subseatrack" )
)

View File

@@ -1,9 +1,9 @@
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@@ -125,4 +125,4 @@
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View File

@@ -1,10 +1,10 @@
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View File

@@ -6,7 +6,6 @@
(gravity 78.0)
(music "mods/tk5a.mod")
(screenshot "images/sshot-gownsbow.rgb")
(topview "images/topview-gownsbow.rgb")
)
;; EOF ;;

View File

@@ -1,14 +0,0 @@
;; -*- mode: lisp -*-
(tuxkart-kart
(name "Hexley")
(model-file "hexleykart.ac")
(icon-file "hexleyicon.rgb")
(shadow-file "hexleyshadow.rgb")
(red 0.9)
(green 0.2)
(blue 0.2)
)
;; EOF ;;

View File

@@ -1,8 +0,0 @@
;; -*- mode: lisp -*-
(supertuxkart-cup
(name "All Island Tracks")
(description "All three tracks on Islands")
(tracks "beach" "lighthouse" "islandtrack" ))
;; EOF ;;

View File

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-137.409073,37.629745,0.635545
-138.032059,32.860691,-0.117459
-137.838989,28.699387,-0.956818
-136.998383,25.046461,-1.809485
-135.735977,21.795422,-2.602407
-134.281677,18.780157,-3.262507
-132.766129,15.678540,-3.716700
-130.580795,11.596202,-4.166179
-128.053757,7.981503,-4.608798
-125.248383,4.820491,-4.994893
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-60.696140,-26.338858,-1.040372
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-51.820217,-28.611301,-0.810638
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-34.375423,-27.491259,-0.274121
-30.237316,-25.492529,0.059859
-26.581907,-22.699902,0.526104
-23.757011,-19.956194,0.946274
-21.133944,-17.204370,1.290051
-18.698668,-14.288383,1.598203
-16.547825,-11.143617,1.911489
-14.789754,-7.710665,2.270669
-13.542547,-3.947160,2.716507
-12.929441,0.059067,3.289748
-12.759307,3.459835,3.700310
-12.906404,7.775748,4.077373
-13.809405,12.782377,4.452198
-15.930336,18.109097,4.856049
-19.704147,23.331745,5.320184
-25.479303,28.003296,5.875867
-33.452881,31.713951,6.554358
-38.486465,32.901489,6.836646
-43.898224,33.283710,7.003237
-49.511383,32.967495,7.091502
-55.075310,32.005039,7.138808
-60.335339,30.428553,7.182525
-65.040321,28.243078,7.260020
-68.863342,25.463497,7.408667
-71.988518,22.113035,7.497117
-74.362495,18.614132,7.390750
-75.969376,14.879971,7.183071
-76.717529,10.925856,6.967577
-76.544434,6.814314,6.837783
-75.442879,2.605506,6.887203
-73.396736,-1.748946,7.209342
-70.643555,-5.265701,7.547207
-66.875320,-8.374354,7.823410
-62.446022,-10.999794,8.076117
-57.634846,-13.070581,8.343496
-52.713112,-14.477587,8.663714
-47.928181,-15.080586,9.074940
-43.797604,-14.722566,9.615336
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3.455213,-5.815703,-0.456767
2.778052,-2.924175,-0.517139

View File

@@ -1,31 +0,0 @@
# Created by tuxkart.py v0.2 Blender Python script.
#
"islandtrack.ac",0,0,0,0,0,0
SHERRING,-98.916252,56.097565,0
SHERRING,-29.208981,26.271172,0
SHERRING,21.25028,-40.063084,0
SHERRING,22.824371,-39.994644,0
SHERRING,-63.695328,-51.295174,0
SHERRING,-63.342186,-7.152473,0
SHERRING,-28.381163,27.808548,0
SHERRING,-41.800545,-26.222118,0
SHERRING,-110.663162,-3.267914,0
SHERRING,-97.913605,57.325562,0
SHERRING,-40.034832,44.053062,0
SHERRING,-0.129827,24.277132,0
GHERRING,-63.806355,-17.155529,0
GHERRING,-65.04808,-16.849873,0
GHERRING,-66.328018,-16.429596,0
GHERRING,-67.818092,-15.971111,0
RHERRING,-18.430584,-37.393681,0
RHERRING,-17.373928,-36.105892,0
RHERRING,-35.789394,18.148735,0
RHERRING,-36.84605,16.860947,0
RHERRING,-91.012527,-17.400013,0
RHERRING,-89.955872,-16.112225,0
RHERRING,-111.677727,47.207676,0
RHERRING,-112.734383,45.919888,0
RHERRING,-144.394333,21.642527,0
RHERRING,-143.337677,22.930315,0
RHERRING,-13.141773,39.939041,0
RHERRING,-14.19842,38.651253,0

View File

@@ -1,12 +0,0 @@
;; -*- mode: lisp -*-
(tuxkart-track
(name "The Island")
(description "Created by Johannes Sjolund")
(music "mods/Boom_boom_boom.mod")
(screenshot "images/sshot-islandtrack.rgb")
(topview "images/topview-islandtrack.rgb")
)
;; EOF ;;

7
data/levels.dat Normal file
View File

@@ -0,0 +1,7 @@
tuxtrack Tux Tollway
olivermath Oliver's Math Class
geekopeak Geeko Peak
gownsbow Gowns Bow
bsodcastle BSODs Battlements
sandtrack Shifting Sands

View File

@@ -5,7 +5,6 @@
(description "Created by Ingo Ruhnke")
(music "mods/tk2.mod")
(screenshot "images/sshot-lighthouse.rgb")
(topview "images/topview-lighthouse.rgb")
)
;; EOF ;;

View File

@@ -17,7 +17,6 @@
(music "mods/tk5a.mod")
(screenshot "images/sshot-littlevolcano.rgb")
(topview "images/topview-littlevolcano.rgb")
)
;; EOF ;;

View File

@@ -1,215 +1,94 @@
#
# In this files materials with special properties are listed, along with
# the values for these properties. Only materials that are in some way
# special need to be listed here, the others will use the default values.
# Materials file.
#
# Here is an explanation of what each property do and their default values,
# the actual properties are at the bottom of the file:
# Only materials that are in some way special need be listed here.
# The defaults for those that are not listed are:
# UVClamp = No No
# Transparency = No
# AlphaRef = 0.1
# Lighting = Yes
# Spheremap = No
# Friction = 1.0
# Ignore = No
# Zipper = No
# Resetter = No
# Collide = Yes (Yes if you want a collision to stop the kart dead)
#
# UVClamp
# -----
# Clamp texture border instead of repeating the texture. This has
# two values, one for the X-axis and another for the Y-axis, which can be
# Y or N (yes or no).
#
# To understand what clamping is, hre is an example with my poor ASCII art:
#
# ox
# Suppose you have a 2x2 texture which represented here by xo , where o is a
# black square and x is a white square. If you place the texture in a 4x4
# grid, you would think you get this:
#
# ....
# ....
# ox..
# xo..
#
# Where the . are empty spaces.
#
# However, what really happens is that by default the texture repeats itself:
#
# oxox
# xoxo
# oxox
# xoxo
#
# But if you clamp the texture on both the X and the Y axis you get this:
#
# oxoo
# oxoo
# oxxx
# xooo
#
# So only the borders repeat in the X and Y direction, not the whole texture.
#
#
# Translucency
# ------------
# Use the alpha value of the texture to produce translucent areas. Can be
# Y or N, default is N.
#
#
# Alpha reference
# ---------------
# This value is used for the alpha test, which is to compare all the
# alpha values of the pixels of the texture against the alpha refence, and
# if the test succeeds, the pixel is not drawn. Values go from 0.0 to 1.0.
# 1.0 that no pixels are drawn, 0.0 means that only pixels completely
# translucent are not drawn. Default is 0.1.
#
#
# Lighting
# --------
# Let lights affect how dark or light a texture is. Can be Y or N, default is
# Y.
#
#
# Sphere map
# ----------
# Place the texture as if it is on top of a reflective sphere. This is useful
# on shiny metal objects, for example the coins. Can be Y or N, default is
# N.
#
#
# Friction
# --------
# How much friction there is between an object with this texture and the
# wheels of the kart. Obviously, is only useful if a kart will ever be
# standing on top of an object with this texture. The smaller this value is,
# the more slippery a surface is. Values should go from 1.0 to 0.1, where
# 1.0 is the friction of the road. Default is 1.0 .
#
# At the moment, friction only limits the speed and acceleration of the karts.
#
#
#
# Ignore
# ------
# Don't crash with a surface that has this texture applied. Values can be Y or
# N. Default is N.
#
#
# Zipper
# ------
# Karts get a speed boost when they touch a surface with this texture. Values
# can be Y or N. Default is N.
#
#
# Resetter
# --------
# When a kart touches this surface, it is rescued, useful for lava and others.
# Values can be Y or N. Default value is N.
#
#
# Collide
# -------
# When you crash against a surface with this texture, the kart will not
# continue moving, instead it will stop the kart dead. Values can be Y or N,
# default value is Y.
# TextureName UVClamp Trans AlphaRef Light SphMp Frctn Ign Zip Rst Cold
"chrome.rgb" N N N 0.0 N Y 0.5 N N N N
"chrome2.rgb" N N N 0.0 N Y 0.5 N N N N
"railing.rgb" N Y Y 0.5 Y N 1.0 N N N N
"ruler.rgb" N N Y 0.2 Y N 1.0 N N N N
"herringwall.rgb" N N Y 0.5 Y N 1.0 N N N N
"adverts.rgb" N N N 0.0 Y N 1.0 N N N Y
"wood.rgb" N N N 0.0 Y N 1.0 N N N N
"concrete.rgb" N N N 0.0 Y N 1.0 N N N Y
"brick.rgb" N N N 0.0 Y N 1.0 N N N Y
"stonewall.rgb" N N N 0.0 Y N 1.0 N N N N
"pebbles.rgb" N N N 0.0 Y N 1.0 N N N N
"floor.rgb" N N N 0.0 Y N 1.0 N N N N
"sand.rgb" N N N 0.0 Y N 0.8 N N N N
"sandgrass.rgb" N N N 0.0 Y N 0.5 N N N N
"egypt.rgb" N N N 0.0 Y N 1.0 N N N Y
"pyramidwall.rgb" N N N 0.0 Y N 1.0 N N N N
"lava.rgb" N N N 0.0 N N 1.0 N N Y Y
"lava2.rgb" N N N 0.0 N N 1.0 N N Y Y
"Tuxclouds.rgb" N N N 0.1 Y N 1.0 N N Y Y
"metalgrid.rgb" N N Y 0.3 Y N 1.0 N N N N
"fuzzy_sand.rgb" N N Y 0.0 N N 1.0 Y N N N
"roadway.rgb" Y N Y 0.0 Y N 0.5 N N N N
"track.rgb" Y N Y 0.0 Y N 1.0 N N N N
"rainbow.rgb" N N Y 0.0 N N 1.0 N N N N
"tinytux.rgb" Y Y Y 0.8 N N 1.0 Y N N N
"butterfly.rgb" Y Y Y 0.8 N N 1.0 Y N N N
"Penguin_orig.rgb" N N N 0.0 Y N 1.0 N N N N
"grass.rgb" N N N 0.0 Y N 0.1 N N N N
"track2.rgb" N N N 0.0 Y N 1.0 N N N N
"zipper.rgb" N N N 0.0 N N 1.0 N Y N N
"mnm.rgb" Y Y Y 0.5 N N 1.0 N Y N N
"fuzzy.rgb" Y Y Y 0.2 N N 0.5 Y N N N
"mriceblockshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"mriceblockicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"tuxkartshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"eviltuxicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"sushishadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"sushiicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"yetishadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"yetiicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"dinoshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"dinoicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"nolokicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"pennyshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"spark.rgb" Y Y N 0.2 N N 1.0 Y N N N
"smoke.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"explode.rgb" Y Y Y 0.2 N N 1.0 Y N N N
"tuxicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"skirpyicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"pennyicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"missile.rgb" Y Y Y 0.1 N N 1.0 Y N N N
"flames.rgb" N N N 0.9 N N 1.0 Y N N N
"magnet.rgb" Y Y Y 0.1 N N 1.0 Y N N N
"bzzt.rgb" N N Y 0.1 N N 1.0 Y N N N
"homingmissile.rgb" Y Y Y 0.1 N N 1.0 Y N N N
"anvil.rgb" Y Y Y 0.1 N N 1.0 Y N N N
"parachute.rgb" Y Y Y 0.1 N N 1.0 Y N N N
"herring.rgb" Y Y Y 0.9 N N 1.0 Y N N N
"herringbones.rgb" Y Y Y 0.2 N N 1.0 Y N N N
"wheel.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"water.rgb" N N N 0.1 Y N 1.0 N N Y N
"sshot-beach.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-bsodcastle.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-geekopeak.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-gownsbow.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-lighthouse.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-littlevolcano.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-race.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-sandtrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-startrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-subseatrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-tuxtrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-volcano.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-olivermath.rgb" N N N 0.1 Y N 1.0 N N N Y
# TextureName Clamp Trans Alpha Light SphMp Frict Ign Zip Rst Col
"chrome.rgb" N N N 0.0 N Y 0.5 N N N N
"chrome2.rgb" N N N 0.0 N Y 0.5 N N N N
"railing.rgb" N Y Y 0.5 Y N 1.0 N N N N
"ruler.rgb" N N Y 0.2 Y N 1.0 N N N N
"adverts.rgb" N N N 0.0 Y N 1.0 N N N Y
"wood.rgb" N N N 0.0 Y N 1.0 N N N N
"concrete.rgb" N N N 0.0 Y N 1.0 N N N Y
"brick.rgb" N N N 0.0 Y N 1.0 N N N Y
"stonewall.rgb" N N N 0.0 Y N 1.0 N N N N
"stones.rgb" N N N 0.0 Y N 0.2 N N N N
"pebbles.rgb" N N N 0.0 Y N 1.0 N N N N
"floor.rgb" N N N 0.0 Y N 1.0 N N N N
"sand.rgb" N N N 0.0 Y N 0.5 N N N N
"sandgrass.rgb" N N N 0.0 Y N 0.5 N N N N
"egypt.rgb" N N N 0.0 Y N 1.0 N N N Y
"pyramidwall.rgb" N N N 0.0 Y N 1.0 N N N N
"lava.rgb" N N N 0.0 N N 1.0 N N Y Y
"lava2.rgb" N N N 0.0 N N 1.0 N N Y Y
"Tuxclouds.rgb" N N N 0.1 Y N 1.0 N N Y Y
"metalgrid.rgb" N N Y 0.3 Y N 1.0 N N N N
"fuzzy_sand.rgb" N N Y 0.0 N N 1.0 Y N N N
"roadway.rgb" Y N Y 0.0 Y N 1.0 N N N N
"track.rgb" Y N Y 0.0 Y N 1.0 N N N N
"rainbow.rgb" N N Y 0.0 N N 1.0 N N N N
"tinytux.rgb" Y Y Y 0.8 N N 1.0 Y N N N
"butterfly.rgb" Y Y Y 0.8 N N 1.0 Y N N N
"Penguin_orig.rgb" N N N 0.0 Y N 1.0 N N N N
"grass.rgb" N N N 0.0 Y N 0.7 N N N N
"island/grass2.rgb" N N N 0.0 Y N 0.7 N N N N
"island/rock1.rgb" N N N 0.0 Y N 0.5 N N N N
"island/rock4.rgb" N N N 0.0 Y N 0.5 N N N N
"island/water2.rgb" N N N 0.0 Y N 1.0 N N Y N
"island/sand2.rgb" N N N 0.0 Y N 0.7 N N N N
"track2.rgb" N N N 0.0 Y N 1.0 N N N N
"zipper_collect.rgb" N N N 0.0 N N 1.0 N Y N N
"zipper.rgb" N N N 0.0 N N 1.0 N Y N N
"bananawrap.rgb" Y Y Y 0.5 N N 1.0 N Y N N
"fuzzy.rgb" Y Y Y 0.2 N N 0.5 Y N N N
"mriceblockshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"mriceblockicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"tuxkartshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"eviltuxicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"sushishadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"sushiicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"yetishadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"yetiicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"dinoshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"dinoicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"nolokicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"pennyshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"hexleyicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"hexleyshadow.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"spark.rgb" Y Y N 0.2 N N 1.0 Y N N N
"smoke.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"explode.rgb" Y Y Y 0.2 N N 1.0 Y N N N
"tuxicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"skirpyicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"pennyicon.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"missile.rgb" Y Y Y 0.1 N N 1.0 Y N N N
"flames.rgb" N N N 0.9 N N 1.0 Y N N N
"magnet.rgb" Y Y Y 0.1 N N 1.0 Y N N N
"bzzt.rgb" N N Y 0.1 N N 1.0 Y N N N
"homingmissile.rgb" Y Y Y 0.1 N N 1.0 Y N N N
"anvil.rgb" Y Y Y 0.1 N N 1.0 Y N N N
"parachute.rgb" Y Y Y 0.1 N N 1.0 Y N N N
"herring.rgb" Y Y Y 0.9 N N 1.0 Y N N N
"wheel.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"water.rgb" N N N 0.1 Y N 1.0 N N Y N
"speedback.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"speedfore.rgb" Y Y Y 0.0 N N 1.0 Y N N N
"st_title_screen.rgb" Y Y N 1.0 N N 1.0 N N N Y
#Screenshots
"sshot-beach.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-bsodcastle.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-geekopeak.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-gownsbow.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-lighthouse.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-littlevolcano.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-race.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-sandtrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-startrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-subseatrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-tuxtrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-volcano.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-olivermath.rgb" N N N 0.1 Y N 1.0 N N N Y
"sshot-islandtrack.rgb" N N N 0.1 Y N 1.0 N N N Y
#Top view images
"topview-lighthouse.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-littlevolcano.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-volcano.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-tuxtrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-subseatrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-sandtrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-gownsbow.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-geekopeak.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-beach.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-bsodcastle.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-race.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-startrack.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-olivermath.rgb" N N N 0.1 Y N 1.0 N N N Y
"topview-islandtrack.rgb" N N N 0.1 Y N 1.0 N N N Y
# EOF #

View File

@@ -6,9 +6,9 @@
(icon-file "mriceblockicon.rgb")
(shadow-file "mriceblockshadow.rgb")
(red 0.0)
(green 0.9)
(blue 1.0)
(red 0.8)
(green 0.0)
(blue 0.8)
)
;; EOF ;;

View File

@@ -6,9 +6,9 @@
(icon-file "nolokicon.rgb")
(shadow-file "tuxkartshadow.rgb")
(red 0.6)
(green 0.6)
(blue 0.5)
(red 0.0)
(green 0.8)
(blue 0.8)
)

View File

@@ -20,8 +20,8 @@
"backpack.ac",-12,5,{},0,{},{}
"ruler_bridge.ac",60,20,{},0,{},{}
"ruler_jump.ac",-20,20,{},160,{},{}
"bananawrap.ac",50,10,{},0,{},{}
"bananawrap.ac",-30,70,{},0,{},{}
"mnm.ac",50,10,{},0,{},{}
"mnm.ac",-30,70,{},0,{},{}
"paperairplane.ac",0,80,{},-40,{},{}
"teachersdesk.ac",40,75,{},0,{},{}
"teachersdesk.ac",63,95,{},90,{},{}

View File

@@ -5,7 +5,6 @@
(description "Created by Oliver & Steve Baker")
(music "mods/Boom_boom_boom.mod")
(screenshot "images/sshot-olivermath.rgb")
(topview "images/topview-olivermath.rgb")
)
;; EOF ;;

View File

@@ -7,8 +7,8 @@
(shadow-file "pennyshadow.rgb")
(red 0.8)
(green 0.2)
(blue 0.6)
(green 0.8)
(blue 0.8)
)
;; EOF ;;

46
data/physics.data Normal file
View File

@@ -0,0 +1,46 @@
;; -*- mode: lisp -*-
(physics
;; Attachment related parameters
;; -----------------------------
(anvil-weight 150.0 )
(anvil-speed-factor 0.2 )
(parachute-friction 2.0 )
(magnet-range 30.0 )
(magnet-min-range 4.0 )
;; Other kart relates values
;; -------------------------
(jump-impulse 0.3 ) ;; percentage of gravity!
(reduce-air-resistance-racer 0.6) ;; reduce air-resistance for hard
(reduce-air-resistance-driver 0.8) ;; and medium skill level
;; The following files are the defaults for karts
;; ----------------------------------------------
(kart-defaults
(wheel-base 1.2 )
(heightCOG 0.2 )
(engine-power 400 )
(brake-factor 5 )
(mass 125 )
(air-resistance 1.8 )
(roll-resistance 1.05)
(tire-grip 0.9 )
(max-steer-angle 90 )
(time-full-steer 0.3 )
(corn-f 4 )
(corn-r 4 )
(wheelie-max-speed-ratio 0.9 ) ;; percentage of max speed for wheelies to work
(wheelie-max-pitch 45.0 ) ;; maximum pitch to use when doing a wheelie
(wheelie-pitch-rate 60.0 ) ;; rate/sec with which the kart goes up
(wheelie-restore-rate 90.0 ) ;; rate/sec with which the kart does down
(wheelie-speed-boost 10.0 ) ;; speed boost while doing a wheelie
;; Inertia for a rectanguar plane is: M*(a^2+b^2)/12 when rotating
;; around the center of gravity, where a and b are the width and length
(inertia 5.0 )
) ;; end kart-defaults
)
;; EOF ;;

View File

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View File

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View File

@@ -5,7 +5,6 @@
(description "Created by Ingo Ruhnke")
(music "mods/tk5a.mod")
(screenshot "images/sshot-race.rgb")
(topview "images/topview-race.rgb")
)
;; EOF ;;

View File

@@ -1,57 +1,57 @@
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View File

@@ -6,7 +6,6 @@
(description "Created by Ingo Ruhnke")
(music "mods/tk5a.mod")
(screenshot "images/sshot-startrack.rgb")
(topview "images/topview-startrack.rgb")
)
;; EOF ;;

View File

@@ -1,74 +0,0 @@
;; -*- mode: lisp -*-
(config
;; Attachment related parameters
;; -----------------------------
(anvil-weight 150.0 ) ;; additional weight an anvil adds to a kart
(anvil-speed-factor 0.2 ) ;; additional slowdown caused by anvil
(parachute-friction 2.0 ) ;; friction increase when a parachute is sttached
(magnet-range 30.0 ) ;; maximum range a magnet can work
(magnet-min-range 4.0 ) ;; unless this distance is reached, kart will accel.
(magnet-time 10.0 ) ;; time a magnet is active
(parachute-time 4.0 ) ;; time an attached parachute is active
(parachute-time-other 8.0 ) ;; time a parachute attached from other kart is active
(bomb-time 30.0 ) ;; time till a bomb explodes
(bomb-time-increase -5.0 ) ;; time added to timer when bomb is passed on
(anvil-time 2.0 ) ;; time an anvil is active
(shortcut-road-distance 23.0 ) ;; max. distance from side of road to be still
;; considered on the road (otherwise shortcut)
;; usually 5 is a good value, but for the math class
;; we have to use at least 21(!!)
(shortcut-skipped-segments 5 ) ;; skipping more than this number of segments
;; is considered to be a shortcut
;; Other kart relates values
;; -------------------------
(jump-impulse 5400.0 ) ;; percentage of gravity!
(reduce-air-resistance-racer 0.6) ;; reduce air-resistance for hard
(reduce-air-resistance-driver 0.8) ;; and medium skill level
;; The following files are the defaults for karts
;; ----------------------------------------------
(kart-defaults
(wheel-base 1.2 )
(heightCOG 0.2 )
(engine-power 400 )
(brake-factor 2.75 )
(mass 125 )
(air-resistance 1.8 )
(roll-resistance 1.05)
(tire-grip 0.9 )
(max-steer-angle 55 )
(time-full-steer 0.3 )
(corn-f 4 )
(corn-r 4 )
(wheelie-max-speed-ratio 0.9 ) ;; percentage of max speed for wheelies to work
(wheelie-max-pitch 45.0 ) ;; maximum pitch to use when doing a wheelie
(wheelie-pitch-rate 60.0 ) ;; rate/sec with which the kart goes up
(wheelie-restore-rate 90.0 ) ;; rate/sec with which the kart does down
(wheelie-speed-boost 10.0 ) ;; speed boost while doing a wheelie
(wheelie-lean-recovery 1 )
(wheelie-balance-recovery 2 )
(wheelie-step 1 )
(wheelie-power-boost 1 ) ;; increase in engine power, i.e. 1=plus 100%
;; Inertia for a rectanguar plane is: M*(a^2+b^2)/12 when rotating
;; around the center of gravity, where a and b are the width and length
(inertia 5.0 )
;; Bullet physics attributes
(suspension-stiffness 20.0)
(wheel-damping-relaxation 2.3 )
(wheel-damping-compression 4.4 )
(friction-slip 10000000 )
(roll-influence 0.1 )
(wheel-radius 0.25 )
(wheel-width 0.3 )
(chassis-linear-damping 0.2 )
(chassis-angular-damping 0.2 )
(maximum-speed 22.22 ) ;; = 80 km/h
) ;; end kart-defaults
)
;; EOF ;;

View File

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View File

@@ -16,7 +16,6 @@
(music "mods/tuxr.mod")
(screenshot "images/sshot-subseatrack.rgb")
(topview "images/topview-subseatrack.rgb")
)
;; EOF ;;

View File

@@ -1,13 +0,0 @@
[Desktop Entry]
Encoding=UTF-8
Name=Supertuxkart
Icon=supertuxkart_64.xpm
Comment=A kart racing game
Comment[fr_FR]=Un jeu de karting
Comment[ro_RO]=Un joc de curse cu carturi
Exec=supertuxkart
Terminal=false
StartupNotify=false
Type=Application
TryExec=supertuxkart
Categories=3DGraphics;Game;ActionGame;Simulation;SportsGame;

View File

@@ -1,305 +0,0 @@
/* XPM */
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View File

@@ -1,857 +0,0 @@
/* XPM */
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" . + @ . . . . . . . . . . . ",
" . # $ % . . . & * = . . . . ",
" . - ; > , . ' ) ! ~ { ] . . ",
" ^ / ( _ : = < [ } | 1 2 . . ",
" = 3 4 5 6 7 8 9 0 a b c . . . ",
" . d e f g h i j k l m n . . . ",
" . o p q r ^ s t u v w x . . . y z A ",
" . B C D E F G H I b J . . . K L M N O ",
" P Q R S T U V W X Y . . . . Z ` ...+. @.#.$.%. ",
" &.*.=.-.;.>.,.'.).!.< . . . . ~.{.].^./.(._.#.:.<.[. ",
" . }.|.1.2.3.4.5.6.7.8.9.+ . . . 0.a.b.c.d.e.f.#.g.<.h.i. ",
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" . . |@1@2@3@4@5@*@T+6@7@8@R+P+9@0@6+R+a@b@c@d@& e@f@P g@h@i@j@k@#.Z+Z+l@m@n@o@ ",
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" . . . . . . . . . . . . 6%7%j$8%j$j$[$9%0%a%Z$6+6+b%c%o#d%e%_%9@S+O+9@O+f%g%h%^ . i%j%k%,%l%m%4%n%o%p%. . . . . . . . ",
" . . . . . . . . . . . . q%r%[$[$j$[$[$[$s%t%u%6+6+;@6+v%6$w%x%>$S+y%z%A%B%C%D%E%F%r%G%G%H%I%J%K%L%o%M%N%O%. . . . . . . ",
" . . . . . . . . . . P%Q%[$j$[$8%R%S%T%U%V%W%X%6+5+6+Y%Z%`% &.&+&@&#&$&%&&&*&=&G%G%G%G%-&J%J%J% . . . . . ",
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" . . . . . . . . . G&H&H&H&I&J&K&L&M&H%N&O&P&Q&R&S&T&U&V&W&X&G%G%G%G%G%G%G%G%G%G%G%G%Y&Z&`&. . . . . . . . ",
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" "};

View File

@@ -6,9 +6,9 @@
(icon-file "sushiicon.rgb")
(shadow-file "sushishadow.rgb")
(red 0.8)
(green 0.0)
(blue 0.5)
(red 0.2)
(green 0.2)
(blue 0.0)
)
;; EOF ;;

View File

@@ -2,9 +2,9 @@
(supertuxkart-cup
(name "TuxKart Cup")
(description "The original five tracks included in TuxKart")
(description "The original 6 tracks included in TuxKart")
(herring "old")
(tracks "olivermath" "gownsbow" "bsodcastle" "geekopeak" "tuxtrack")
(tracks "olivermath" "sandtrack" "gownsbow" "bsodcastle" "geekopeak" "olivermath" "tuxtrack")
)
;; EOF ;;

View File

@@ -6,7 +6,7 @@
(icon-file "tuxicon.rgb")
(shadow-file "tuxkartshadow.rgb")
(red 0.7)
(red 0.8)
(green 0.0)
(blue 0.0)

View File

@@ -16,7 +16,8 @@
"zipper.ac",37,53,{},180,{},{}
"zipper.ac",68,-123,{},125,{},{}
#
"roadblock.ac",60,-29,{},0,{},{}
#Temporary, just for the release
#"roadblock.ac",60,-29,{},0,{},{}
"roadcone.ac",58,-33,{},27,{},{}
"roadcone.ac",56,-34,{},147,{},{}
"roadcone.ac",54,-35,{},47,{},{}

View File

@@ -5,7 +5,6 @@
(description "Created by Oliver & Steve Baker")
(music "mods/tk2.mod")
(screenshot "images/sshot-tuxtrack.rgb")
(topview "images/topview-tuxtrack.rgb")
)
;; EOF ;;

View File

@@ -1,8 +0,0 @@
;; -*- mode: lisp -*-
(supertuxkart-cup
(name "Volcano Tracks")
(description "All four tracks with Volcanos")
(tracks "volcano" "bsodcastle" "geekopeak" "littlevolcano" ))
;; EOF ;;

View File

@@ -5,7 +5,6 @@
(description "Created by Ingo Ruhnke")
(music "mods/Boom_boom_boom.mod")
(screenshot "images/sshot-volcano.rgb")
(topview "images/topview-volcano.rgb")
)
;; EOF ;;

View File

@@ -6,9 +6,9 @@
(icon-file "yetiicon.rgb")
(shadow-file "yetishadow.rgb")
(red 0.5)
(green 0.8)
(blue 1.0)
(red 0.2)
(green 0.0)
(blue 0.2)
)
;; EOF ;;

View File

@@ -3,7 +3,7 @@
(tuxkart-collectable
(name "zipper")
(model "zipper.ac")
(icon "zipper_collect.rgb")
(icon "zipper.rgb")
)
;; EOF ;;

View File

@@ -1,4 +1,4 @@
Some more or less unsorted implementation details. Some comments
lmSome more or less unsorted implementation details. Some comments
are included in [].
@@ -283,59 +283,15 @@ minor changes will result in big changes in playability, i.e.
the kart might suddenly only rotate on the spot, or hardly
turn at all. Testing and tweaking and tweaking and testing
is necessary.
6) Moving textures
==================
A texture can be marked as 'moving', creating an animation effect - for
example the lava in geekopeak. To do this, a new node must be added
into the models. I don't know how to do this in blender, the manual
way is:
Find the texture to be moved, and look up for the first previous
'OBJECT' statement (which is the begin of a node), e.g.:
6) Conventions
==============
The filenames should be lowercase, with underscores between
words. Use the .cpp extension for C++ implementation files,
and .hpp for C++ headers, .c for C files and .h for C
headers.
OBJECT poly
name "rect.010"
texture "lava.rgb"
...
Before that insert a new node like, having a @autotex line:
OBJECT poly
name "wrapper"
data 14
@autotex y=0.1
kids 1
OBJECT poly
name "rect.010"
texture "lava.rgb"
...
The data line indicates the number of characters in the next line
(@autotex...) - including the '@'. The 'name' line is only inserted
to help finding the node in a dump of the track for debugging
purposes.
The possible parameters can be found in the file moving_textures.cpp
(function parseData).
7) Physical objects
===================
Similar to moving textures (above), part of the track can be declared
to represent a rigid body when bullet is used, i.e. this part of the
track will be following the physics rules, and can move around etc.
To do this, similar to moving textures, insert a node like:
OBJECT world
data 20
@physics cone mass=1
kids 1
at the beginning of a file (see roadcone, roadblock), or begin
with an "OBJECT poly" statement (instead of world).
Currently, only 'cone' and 'box' are supported. Additional parameters
can follow on the same line, but currently only 'mass=...'
is supported (which defaults to 1).
8) Track design
7) Track design
===============
This was written originally by Steve Baker for TuxKart. Most of the
information contained here is still valid, though it might be good to

View File

@@ -1,25 +0,0 @@
Here are the guidelines to follow when coding Super Tux Kart:
Filenames
=========
The filenames should be, with underscores between words. Use the .cpp
extension for C++ implementation files and .hpp for C++ headers, .c for
C files and .h for C headers.
Coding style
============
The coding style used in Super Tux Kart can be found at
http://supertuxkart.berlios.de/wiki/index.php/Coding_Style .
Documentation line length
=========================
All the documentation files should have at most 75 characters, because
on some displays and on paper you often are limited to 80 characters, and
also under some conditions appendices (for example, line numbers) are
added. The exception if the player's manual, because it's long, so to
understand it better it should be limited to 65 characters.

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@@ -1,378 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
<title>Super Tux Kart player's manual</title>
</head>
<body>
<big><big style="font-weight: bold;"><big><span style="color: rgb(0, 0, 153);">S<span style="color: rgb(51, 51, 255);">u<span style="color: rgb(51, 102, 255);">p<span style="color: rgb(51, 204, 255);">e<span style="color: rgb(102, 255, 255);">r</span></span></span></span></span> <span style="color: rgb(0, 153, 0);">T</span><span style="color: rgb(51, 204, 0);">u</span><span style="color: rgb(153, 153, 0);">x</span> <span style="color: rgb(204, 153, 51);">K</span><span style="color: rgb(204, 102, 0);">a</span><span style="color: rgb(153, 0, 0);">r</span><span style="color: rgb(204, 0, 0);">t</span> player's manual</big></big></big><br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<big><span style="font-weight: bold;">Introduction</span></big><br>
<br>
SuperTuxKart (abbreviated STK) is a kart racing game, based on<br>
Steve Baker's TuxKart (<a href="http://tuxkart.sourceforge.net">http://tuxkart.sourceforge.net</a>). It was<br>
picked up by the Linux Game Tome (<a href="http://www.happypenguin.org">http://www.happypenguin.org</a>)<br>
Game of the Month project and got a big overhaul during this time,<br>
but was left in an unfinished state.<br>
<br>
A new set of maintainers, namely hiker &amp; coz, took over in 2006.<br>
You can find more details on&nbsp;<a href="http://supertuxkart.berlios.de">http://supertuxkart.berlios.de</a><br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<big><span style="font-weight: bold;">Requirements</span></big><br>
<br>
<span style="font-weight: bold;">Hardware</span><br>
* You need a 3D graphics card that can support OpenGL or Mesa.<br>
* You should have a CPU that's running at 450MHz or better.<br>
* You'll need at least 32Mb RAM.<br>
* A sound card would be nice - but it's not essential.<br>
* Ideally, you want a joystick - preferably one with at least 6<br>
&nbsp; buttons - you can also drive from the keyboard or the mouse,<br>
&nbsp; thought currently it is hard to drive with the mouse.<br>
<br>
<span style="font-weight: bold;">Software</span><br>
Right now, SuperTuxKart runs under Linux and under Windoze using<br>
the CygWin package. We hope MSVC/Windoze, MacOS, BSD, BeOS, etc.<br>
ports to follow.<br>
<br>
You need the following programs installed:<br>
<br>
OpenGL (or Mesa 3.0 or later)<br>
&nbsp;&nbsp;&nbsp; <a href="http://www.opengl.org">http://www.opengl.org</a>,&nbsp; <a href="http://www.mesa3d.org">http://www.mesa3d.org</a><br>
<br>
PLIB 1.8.4 <br>
&nbsp;&nbsp;&nbsp; <a href="http://plib.sourceforge.net">http://plib.sourceforge.net</a><br>
<br>
SDL 1.2<br>
&nbsp;&nbsp;&nbsp; <a href="http://www.libsdl.org">http://www.libsdl.org</a><br>
<br>
OpenAL (optional, requires ALUT,&nbsp;&nbsp; MikMod)<br>
&nbsp;&nbsp;&nbsp; <a href="http://www.openal.org">http://www.openal.org</a><br>
<br>
ALUT&nbsp;&nbsp; (optional, requires OpenAL, MikMod)<br>
&nbsp;&nbsp;&nbsp; <a href="http://www.openal.org">http://www.openal.org</a><br>
<br>
MikMod (optional, requires OpenAL, ALUT)<br>
&nbsp;&nbsp;&nbsp; <a href="http://mikmod.raphnet.net">http://mikmod.raphnet.net</a><br>
<br>
Bullet (optional)<br>
&nbsp;&nbsp;&nbsp; <a href="http://continuous.physics.com/Bullet/">http://continuous.physics.com/Bullet/</a><br>
<br>
<span style="font-style: italic;">If you wish to use bullet, you should see the README.bullet file</span><br style="font-style: italic;">
<span style="font-style: italic;">that should be in the main SuperTuxKart directory.</span><br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<big><span style="font-weight: bold;">Controlling your kart</span></big><br>
<br>
To win&nbsp;races you will need to master your controls. Here are the<br>
predefined controls:<br>
<br>
Player 1:<br>
&nbsp; Steer&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; : Left / Right arrow<br>
&nbsp; Accelerate : Up arrow<br>
&nbsp; Brake&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; : Down arrow<br>
&nbsp; Use item&nbsp;&nbsp; : Right control<br>
&nbsp; Wheelie&nbsp;&nbsp;&nbsp; : Right shift<br>
&nbsp; Rescue&nbsp;&nbsp;&nbsp;&nbsp; : Backspace<br>
<br>
Player 2:<br>
&nbsp; Steer&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; : A / D key<br>
&nbsp; Accelerate : W key<br>
&nbsp; Brake&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; : S key<br>
&nbsp; Use item&nbsp;&nbsp; : Left control<br>
&nbsp; Wheelie&nbsp;&nbsp;&nbsp; : Left shift<br>
&nbsp; Rescue&nbsp;&nbsp;&nbsp;&nbsp; : Left alt<br>
<br>
Player 3:<br>
&nbsp; Steer&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; : F / H key<br>
&nbsp; Accelerate : T key<br>
&nbsp; Brake&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; : G key<br>
&nbsp; Use item&nbsp;&nbsp; : N key<br>
&nbsp; Wheelie&nbsp;&nbsp;&nbsp; : C key<br>
&nbsp; Rescue&nbsp;&nbsp;&nbsp;&nbsp; : B key<br>
<br>
Player 4:<br>
&nbsp; Steer&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; : J / L key<br>
&nbsp; Accelerate : I key<br>
&nbsp; Brake&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; : K key<br>
&nbsp; Use item&nbsp;&nbsp; : M key<br>
&nbsp; Wheelie&nbsp;&nbsp;&nbsp; : . key<br>
&nbsp; Rescue&nbsp;&nbsp;&nbsp;&nbsp; : / key<br>
<br>
The rescue button is meant to be used if your kart is stuck; it<br>
will send you to the track with your approximate progress, but<br>
it will take a few seconds.<br>
<br>
The Escape key pauses the game and shows the race menu. Also,<br>
pressing Escape in a menu will exit from it, and in the main<br>
menu it closes the game.<br>
<br>
There are also some special functions:<br>
<br>
&nbsp; F9 key&nbsp; - Toggle fullscreen during the race. Doesn't works on<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Windows.<br>
<br>
&nbsp; F10 key - Save the last 1000 frames into a file ./history.dat<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This can be used to reproduce problems occurring<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; during a race. This is mainly useful for developers.<br>
<br>
&nbsp; F11 key - Toggle wire-frame view.<br>
<br>
&nbsp; F12 key - Toggle frame-per-second display.<br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<big><span style="font-weight: bold;">The race screen</span></big><br>
<br>
This screen has several components:<br>
<br>
&nbsp; Position display (left) : here you will see the places of<br>
&nbsp; everyone participating in the race; after the leader goes<br>
&nbsp; though the goal, a counter will appear next to their images<br>
&nbsp; showing how much time behind they are. The places are<br>
&nbsp; initially colored in white, which will become a bit more red<br>
&nbsp; with every lap finished; after the race is finished the<br>
&nbsp; place appear in green.<br>
<br>
&nbsp; Track map (bottom left corner) : this will show the position<br>
&nbsp; of everyone, in relation to the track; humans are drawn with<br>
&nbsp; bigger dots.<br>
<br>
&nbsp; Lap (right of the track map) : the left number shows how many<br>
&nbsp; laps you have completed, the right number shows how many laps<br>
&nbsp; you have to complete to finish the race.<br>
<br>
&nbsp; Item (top) : the number of items and what is that you are<br>
&nbsp; holding is displayed here.<br>
<br>
&nbsp; Power bar (right) : it displays how much power you have by<br>
&nbsp; grabbing energizers.<br>
<br>
&nbsp; Speed bar (bottom right) : shows how fast you are moving.<br>
<br>
&nbsp; Steering wheel: when you steer, the front wheels do not rotate<br>
&nbsp; to their limit instantly; instead, they take less than a<br>
&nbsp; second to achieve full rotation. The current rotation is<br>
&nbsp; displayed here.<br>
&nbsp; <br>
&nbsp; Current place: here it is shown how much you have advanced in<br>
&nbsp; comparation with your competitors.<br>
<br>
&nbsp; Time: how much time it takes for you to reach the goal.<br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<big><span style="font-weight: bold;">Game modes</span></big><br>
<br>
Three different game modes are available:<br>
1) Grand Prix<br>
&nbsp;&nbsp; A set of several races, each with several laps<br>
<br>
2) Quick Race<br>
&nbsp;&nbsp; A single race (with between 1 and 5 laps)<br>
<br>
3) Time Trial<br>
&nbsp;&nbsp; A single race with a single lap only<br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<big><span style="font-weight: bold;">Multiplayer</span></big><br>
<br>
Split screen multi-player is supported, though you need a<br>
somewhat powerful computer and graphics card to get a high frame<br>
rate in this case. Network multi-player is not yet supported.<br>
<br>
When playing with your friends, the screen will be divided in<br>
cuadrants. Even thought there are default controls for all<br>
players, you should change them if you feel uncomfortable, or<br>
if you have a joystick.<br>
<br>
Also, after you finish the race, you might want to go back to<br>
give your friends some trouble!<br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<big><span style="font-weight: bold;">Collectables</span></big><br>
<br>
There are currently many 'good things' you can get (triggered by<br>
touching an item box) and a few 'bad things'.<br>
<br>
When you pick up one of the good things, you will see it on your<br>
item box, and activate it by using an item (see above for<br>
default key bindings).<br>
<br>
Bad things happen immediately - and last for a few seconds<br>
before 'going away' by themselves.<br>
<br>
Notice that (unlike some kart games), the computer controlled<br>
players also collect and use power-ups in the same way you do.<br>
<br>
Energizers gradually fill up the energy level - as you collect<br>
more, you'll find that an item cube will subsequently give you<br>
two, three, four or five power-ups at one time!<br>
<br>
<span style="font-weight: bold;">Good Things</span><br>
<br>
<table style="text-align: left; width: 398px; height: 430px;" border="1" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<td><img style="width: 64px; height: 64px;" alt="Missile" src="missile.png"></td>
<td>Missiles: unguided but fast. If they hit&nbsp;anything &nbsp;(including &nbsp;the
track), they explode impressively. The effect on a Kart is &nbsp;to stop it
dead - so you have to accelerate again from zero.</td>
</tr>
<tr>
<td><img style="width: 64px; height: 64px;" alt="Homing missile" src="homing_missile.png"></td>
<td>Homing missiles: slower than the regular kind - but they track the nearest kart and are quite hard to shake off.</td>
</tr>
<tr>
<td><img style="width: 64px; height: 64px;" alt="Fuzzy blob / Spark" src="spark.png"></td>
<td>&nbsp;Fuzzy blob / Spark: even slower still, a kart can
outrun them quite easily. They ricochet off the sides of the track and
only explode when they hit a Kart. Since they are not moving fast,
they'll tend to stay close to where you dropped them, thoughtyou won't know exactly where. </td>
</tr>
<tr>
<td><img style="width: 64px; height: 64px;" alt="Zipper" src="zipper.png"></td>
<td>Portable Zippers: these are just like the zippers on the
track &nbsp;itself - they give you a sudden acceleration and
temporarily&nbsp;increase the top speed of your kart. </td>
</tr>
<tr>
<td><img style="width: 64px; height: 64px;" alt="Parachute" src="parachute.png"></td>
<td>Portable parachutes: this pops out the back of all the karts
in a better position than you and slows them down a for some seconds.
The worse your position is, the higher the probabilities of getting
this you have (but they are stillsmall). You can only have one at a time. </td>
</tr>
<tr>
<td><img style="width: 64px; height: 64px;" alt="Anvil" src="anvil.png"></td>
<td>&nbsp;Portable anvil: the driver in the first position gets
dragged by a heavy anvil, allowing other drivers to catch up with
him... like the portable parachutes, the worse your position is, the
higher probabilities of getting this you have. However, you can't get
this if the driver in the first position alreadyfinished the race, and you can't have more than one at a time. </td>
</tr>
</tbody>
</table>
<br>
<span style="font-weight: bold;">Bad Things</span><br>
<br>
&nbsp;Parachute: this pops out the back of your kart and slows you down<br>
&nbsp;a little for a few seconds only. Enough to drop you back one place<br>
&nbsp;if it's a close race though.<br>
&nbsp;<br>
&nbsp;Anvil: gets dragged behind your kart on a rope for an even shorter<br>
&nbsp;amount of time than the parachute... but the drag effect is much<br>
&nbsp;stronger; your kart hardly moves at all. <br>
&nbsp;<br>
&nbsp;Bomb: after 30 seconds the bomb will explode, but if another kart<br>
&nbsp;touches you, the bomb will be transfered to it and the remaining<br>
&nbsp;time will be reduced by 5 seconds. Also, the bomb can't be<br>
&nbsp;transfered to the inmediate previous bomb holder.<br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<big><span style="font-weight: bold;">Game mechanics and tips</span></big><br>
<br>
As a racer in SuperTuxKart,&nbsp;your goal is to reach the<br>
finish line before your opponents, but as a bonus you might want<br>
to show your awesome driving skills.<br>
<br>
The item cubes contain helpful objects; which item you get is<br>
matter of luck. If you have an item already, you will only get<br>
another item the random selection chooses the same item type as<br>
the one you already have.<br>
<br>
The energizers will increase the number of items you grab from a<br>
single item cube. You may only have up to 5 items, except the<br>
anvil and the parachute, since anvils are so heavy and you have<br>
so many parachutes, there is not much room and you can only<br>
carry one!<br>
<br>
On the track there could be zippers, which will give you a boost<br>
when you go over them. Avoid water and lava, since you can't<br>
drive inside them and you will have to be rescued just before<br>
you touch them!<br>
<br>
There are also nasty things left on the track which will put an<br>
anvil or a parachute on your kart.<br>
<br>
It is best to drive in straight lines as much as posible without<br>
going out of the track.<br>
<br>
If you don't have items that you wish to use, try not to be in<br>
a collision course towards other karts, since they might have<br>
items of their own to throw at you! also, if they crash you<br>
could go down with them.<br>
<br>
If you are running rather fast, you can pop a wheelie, which gives<br>
you an additional speed boost, but you can't steer your kart <br>
while doing a wheelie (since your front wheels are not touching<br>
the track), so be careful.<br>
<br>
Hitting another kart does not do any damage to your kart or the<br>
other kart, one of the karts will just be forced to a stand still,<br>
loosing precious seconds.<br>
<br>
When all human controlled karts finish the race, the game will wait<br>
some seconds for the AI to finish the race. If the AI doesn't, it<br>
will use the AI's current position as their final position.<br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<big><span style="font-weight: bold;">Bugs in this version</span></big><br>
<br>
* Sometimes you can be pushed through a solid object if you are<br>
hit by another player when in contact with the surface. <br>
<br>
There might of course be more.<br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<big><span style="font-weight: bold;">Comand line options</span></big><br>
<br>
Useful command line options:<br>
<br>
-N, --no-start-screen&nbsp;&nbsp; Quick start without any menus<br>
-l, --list-tracks&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; List all tracks<br>
-k, --numkarts NUM&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Number of karts to race<br>
&nbsp;&nbsp;&nbsp; --kart NAME&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Use kart NAME<br>
&nbsp;&nbsp;&nbsp; --list-karts&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lists all available karts<br>
&nbsp;&nbsp;&nbsp; --laps NUM&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Number of laps to play<br>
&nbsp;&nbsp;&nbsp; --herring STYLE&nbsp;&nbsp;&nbsp;&nbsp; Use STYLE as your herring style<br>
-f, --fullscreen&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Fullscreen display<br>
-w, --windowed&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Windowed display<br>
-s, --screensize WxH&nbsp;&nbsp;&nbsp; Set screensize, e.g. -s 800x600<br>
-v, --version&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Show version<br>
-h, --help&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Show command-line options<br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<big><span style="font-weight: bold;">Support</span></big><br>
<br>
If you have any problems, please send an e-mail to the<br>
Super Tux Kart mailing list at&nbsp;<a href="mailto:supertuxkart-devel@list.berlios.de">supertuxkart-devel@list.berlios.de</a>&nbsp;.<br>
<br>
The archives of this mailing list can be found at <br>
<a href="http://lists.berlios.de/pipermail/supertuxkart-devel/">http://lists.berlios.de/pipermail/supertuxkart-devel/</a>&nbsp;.<br>
<br>
Or post a bug report on the SuperTuxKart bug forum (no <br>
registration is required):<br>
<a href="http://developer.berlios.de/forum/forum.php?forum_id=23737">http://developer.berlios.de/forum/forum.php?forum_id=23737</a><br>
<br>
There is also a wiki at&nbsp;<a href="http://supertuxkart.berlios.de/wiki">http://supertuxkart.berlios.de/wiki</a>&nbsp;.<br>
<br>
<img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><img style="width: 32px; height: 33px;" alt="" src="chess.png"><br>
<br>
<span style="font-weight: bold;">License</span><br>
<br>
SuperTuxKart is released under the provisions of<br>
the GNU General Public License (GPL).<br>
<br>
</body>
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To create a robot, here is what you should do:
- There is a template for the robots in the contrib/ directory, modify it
to create your own robot, the files are named empty_robot.cpp and
empty_robot.hpp .
- Name your source file <name of robot>_robot.cpp, and your header as
<name of robot>_robot.hpp .
- Place your source and header file in the src/robot/ directory.
- Add your filenames to the Makefile.am in the src/ directory.
- In the file src/world.cpp, under the group of #includes, add
#include "robots/<header file name>", then add your robot inside
function World::loadRobot to the switch statement as the next case
available, and increase the constant NUM_ROBOTS by one.
- To test it, run 'sh reconf.sh'. It should reconfigure your build and then
compile STK.

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# images/
pkgdatadir = $(datadir)/games/@PACKAGE@/images
pkgdata_DATA = \
aarmco.rgb \
adverts.rgb \
anvil.rgb \
backpack.rgb \
banana.rgb \
bananawrap.rgb \
bonusblock.rgb \
bow.rgb \
brick.rgb \
butterfly.rgb \
bzzt.rgb \
candy_stripe.rgb \
chess.rgb \
chrome2.rgb \
chrome.rgb \
concrete.rgb \
dinoicon.rgb \
dinoshadow.rgb \
dirt.rgb \
dirtwall.rgb \
egypt.rgb \
embossed_herring.rgb \
eviltuxicon.rgb \
explode.rgb \
fence.rgb \
flames.rgb \
floor.rgb \
fuzzy.rgb \
fuzzy_sand.rgb \
Gown_beak.rgb \
Gown_body.rgb \
grass.rgb \
herringbones.rgb \
herring.rgb \
herringwall.rgb \
hexley_eye.rgb \
hexleyicon.rgb \
hexley_kart_textura.rgb \
hexleyshadow.rgb \
homework.rgb \
homingmissile.rgb \
icecreamtruck.rgb \
lava2.rgb \
lava.rgb \
lscales.rgb \
lunchbox2.rgb \
lunchbox.rgb \
magnet.rgb \
mathclassceiling.rgb \
mathclasseast.rgb \
mathclassfloor.rgb \
mathclassnorth.rgb \
mathclasssouth.rgb \
mathclasswest.rgb \
metalgrid.rgb \
missile.rgb \
mriceblockicon.rgb \
mriceblockshadow.rgb \
nolokicon.rgb \
palm.rgb \
palmtree.rgb \
parachute.rgb \
pebbles.rgb \
Penguin_orig.rgb \
pennyicon.rgb \
pennyshadow.rgb \
pyramidwall.rgb \
railing.rgb \
rainbow3.rgb \
rainbow.rgb \
redwhite.rgb \
roadway.rgb \
ruler.rgb \
sandgrass.rgb \
sand.rgb \
shine.rgb \
skirpyicon.rgb \
smoke.rgb \
spark.rgb \
speedback.rgb \
speedfore.rgb \
sshot-beach.rgb \
sshot-bsodcastle.rgb \
sshot-geekopeak.rgb \
sshot-gownsbow.rgb \
sshot-islandtrack.rgb \
sshot-lighthouse.rgb \
sshot-littlevolcano.rgb \
sshot-olivermath.rgb \
sshot-race.rgb \
sshot-sandtrack.rgb \
sshot-startrack.rgb \
sshot-subseatrack.rgb \
sshot-tuxtrack.rgb \
sshot-volcano.rgb \
stonegrass.rgb \
stones.rgb \
stonetex.rgb \
stonewall.rgb \
st_title_screen.rgb \
sushiicon.rgb \
sushishadow.rgb \
tinytux.rgb \
topview-beach.rgb \
topview-bsodcastle.rgb \
topview-geekopeak.rgb \
topview-gownsbow.rgb \
topview-islandtrack.rgb \
topview-lighthouse.rgb \
topview-littlevolcano.rgb \
topview-olivermath.rgb \
topview-race.rgb \
topview-sandtrack.rgb \
topview-startrack.rgb \
topview-subseatrack.rgb \
topview-tuxtrack.rgb \
topview-volcano.rgb \
track2.rgb \
trackborder.rgb \
track.rgb \
tux_body.rgb \
Tuxclouds.rgb \
tuxicon.rgb \
tuxkart.rgb \
tuxkartshadow.rgb \
tv.rgb \
usaflag.rgb \
water.rgb \
wheel.rgb \
window.rgb \
wood.rgb \
yetiicon.rgb \
yetishadow.rgb \
zipper_collect.rgb \
zipper.rgb
nobase_pkgdata_DATA = \
island/grass2.rgb \
island/palmtree3.rgb \
island/road_sand.rgb \
island/road_sand_side.rgb \
island/rock1.rgb \
island/rock4.rgb \
island/sand2.rgb \
island/sky2.rgb \
island/water2.rgb \
island/rock4.rgb \
island/readme.txt
pkgdata_DATA = $(wildcard *.rgb)
EXTRA_DIST = $(pkgdata_DATA) $(nobase_pkgdata_DATA)
EXTRA_DIST = $(pkgdata_DATA)

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@@ -1,6 +0,0 @@
The images in this folder were either photographied by the island track
author's or taken from imageafter.com and edited, but since at the moment
there is not clear distinction of which images are original and which are
not, treat all these images as if you cathey fall under the terms at
http://imageafter.com/terms.php .

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