v0.1
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/tags/0.1@3235 178a84e3-b1eb-0310-8ba1-8eac791a3b58
TuxKart.
~~~~~~~~
by Steve Baker
<sjbaker1@airmail.net>
http://www.sjbaker.org
INSTALLATION:
~~~~~~~~~~~~~
Installation instructions are pretty basic,
and are covered in detail in the documentation directory 'doc',
and in the file INSTALL or online at http://tuxkart.sf.net
First, make sure that you have the following packages installed:
* OpenGL (or Mesa 3.0 or later)
* PLIB version 1.8.0 or later .
Unpack the files from the tarball like this:
tar xzf tuxkart-*.tar.gz
cd tuxkart-*
(where '*' is the version of TuxKart you downloaded - eg 0.4.0) ...and then:
./configure
make
You can run the game from the directory you downloaded it into - or (as 'root') you can install it into /usr/local/share/games/tuxkart by typing;
make install
BUT IT DIDN'T WORK!
~~~~~~~~~~~~~~~~~~~
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 TuxKart mailing lists, first try running one of the example programs
that comes with your OpenGL implementation - or one of the Mesa or GLUT
sample programs.
If you those examples run OK - then go to the PLIB home page and download
the PLIB examples.
If THOSE run correctly - but TuxKart doesn't then please get in touch with
the TuxKart mailing list and we'll do our best to get you up and racing.
STARTING THE GAME:
Just 'cd' into the download directory and run './src/tuxkart', or run
'/usr/local/games/tuxkart' if you did a 'make install'.
Select the number of laps and which course you'd like to race on then
click 'start game' to get going.
PLAYING THE GAME:
Ideally, you need a 'gamepad' style joystick with at leasti six buttons:
Joystick Left/Right: Steer.
A button - Accellerate.
B button - Brake.
C button - Use an item you've collected from a Red Herring
D button - Ask to be rescued by tinytux.
L button - Pop a wheelie (if you are going fast enough).
R button - Jump.
In addition, you can drive from the keyboard:
LEFT/RIGHT ARROW: Steer.
UP-ARROW - Same as 'A' button - Accellerate
DOWN-ARROW - Same as 'B' button - Brake
A key - Same as 'L' button - pop a Wheelie
S key - Same as 'R' button - Jump
D key - Same as 'D' button - Rescue Me Please!
F key - Same as 'C' button - Use an item
ENTER - Same as 'C' button - Use an item
SPACE - Pop up or Hide the menu bar.
R key - Restart the race.
P key - Pause.
X key - Exit the game.
ESCAPE- Exit the game.
There are also some debug functions left in for developers:
W key - Toggle wireframe view
Z key - Toggle statistics gathering
From the Menu bar, you can turn sound effects and music on and off,
enable or disable the 'mousetrap' (which keeps the mouse in the window
to stop you accidentally losing the mouse pointer on Voodoo-1/2 hardware)
On the tracks, you'll find Red, Silver and Gold Herring (Yum - good!),
and Green Herring (Yuk - bad!) - also arrow-shaped red and black 'zippers'
that give you a quick speedup.
Use the 'rescue' key if you crash and can't get back onto the track. It's
sometimes activated automatically if (for example) you get stuck in hot
lava. TinyTux will lift your cart up and put it back onto the track.
POWERUPS:
I currently have many 'good things' (triggered by eating a Red Herring)
and a few 'bad things' (triggered by eating a Green Herring by mistake).
Good things are collectables - you pick them up by driving through the
Red Herring and activate them by pushing the 'C' button on the joystick
(or ENTER on the keyboard).
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 powerups.
Silver and Gold Herrings gradually fill up Tux's tummy (represented by
the herring bone at the top of the screen) - as you eat more herring,
you'll find that a Red Herring will subsequently give you two, three,
four or five powerups at one time!
Good Things:
* Missiles - unguided but fast. If they hit anything, they explode
impressively. The effect on a Kart is to stop it dead - so you have to
accellerate 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.
* 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.
* Portable Zippers - these are just like the zippers on the track
itself - they give you a sudden accelleration and temporarily
increase the top speed of your kart.
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.
* No way to return to title screen at end of race.
* You always play as Tux - there is no way to change players.
* After you cross the finish line, if someone overtakes you, your final
position changes!
* No "Ready, Steady, Go!" sequence.
* The computer players get confused and 'stuck' on tracks that
self-intersect (eg figure-8 shaped tracks). The lap counter and
current player positions are also screwed up on those kinds of tracks.
* If you (or one of the computer players) goes off the edge of the track,
or calls for rescue then tiny-tux doesn't always manage to put you
back onto the track correctly. If this happens, you may need to type
'R' to restart the race - Sorry.
* Sometimes you can be pushed through a solid object if you are hit by
another player when in contact with the surface.
I'm sure there are lots more!
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. Right now, this is limited to the level
description files and lists of players vehicles.
doc -- Documentation - all in HTML
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.
Description
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