git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk@580 178a84e3-b1eb-0310-8ba1-8eac791a3b58
209 lines
7.0 KiB
Plaintext
Executable File
209 lines
7.0 KiB
Plaintext
Executable File
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TuxKart.
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~~~~~~~~
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by Steve Baker
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<sjbaker1@airmail.net>
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http://www.sjbaker.org
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INSTALLATION:
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~~~~~~~~~~~~~
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Installation instructions are pretty basic,
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and are covered in detail in the documentation directory 'doc',
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and in the file INSTALL or online at http://tuxkart.sf.net
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First, make sure that you have the following packages installed:
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* OpenGL (or Mesa 3.0 or later)
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* PLIB version 1.8.0 or later .
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Unpack the files from the tarball like this:
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tar xzf tuxkart-*.tar.gz
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cd tuxkart-*
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(where '*' is the version of TuxKart you downloaded - eg 0.4.0) ...and then:
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./configure
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make
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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;
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make install
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BUT IT DIDN'T WORK!
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~~~~~~~~~~~~~~~~~~~
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The most common (by FAR) reason for problems is that your OpenGL/Mesa
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is incorrectly installed - so before you complain to any of the PLIB
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or TuxKart mailing lists, first try running one of the example programs
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that comes with your OpenGL implementation - or one of the Mesa or GLUT
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sample programs.
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If you those examples run OK - then go to the PLIB home page and download
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the PLIB examples.
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If THOSE run correctly - but TuxKart doesn't then please get in touch with
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the TuxKart mailing list and we'll do our best to get you up and racing.
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STARTING THE GAME:
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Just 'cd' into the download directory and run './src/tuxkart', or run
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'/usr/local/games/tuxkart' if you did a 'make install'.
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Select the number of laps and which course you'd like to race on then
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click 'start game' to get going.
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PLAYING THE GAME:
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Ideally, you need a 'gamepad' style joystick with at leasti six buttons:
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Joystick Left/Right: Steer.
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A button - Accellerate.
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B button - Brake.
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C button - Use an item you've collected from a Red Herring
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D button - Ask to be rescued by tinytux.
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L button - Pop a wheelie (if you are going fast enough).
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R button - Jump.
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In addition, you can drive from the keyboard:
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LEFT/RIGHT ARROW: Steer.
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UP-ARROW - Same as 'A' button - Accellerate
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DOWN-ARROW - Same as 'B' button - Brake
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A key - Same as 'L' button - pop a Wheelie
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S key - Same as 'R' button - Jump
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D key - Same as 'D' button - Rescue Me Please!
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F key - Same as 'C' button - Use an item
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ENTER - Same as 'C' button - Use an item
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SPACE - Pop up or Hide the menu bar.
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R key - Restart the race.
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P key - Pause.
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X key - Exit the game.
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ESCAPE- Exit the game.
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There are also some debug functions left in for developers:
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W key - Toggle wireframe view
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Z key - Toggle statistics gathering
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From the Menu bar, you can turn sound effects and music on and off,
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enable or disable the 'mousetrap' (which keeps the mouse in the window
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to stop you accidentally losing the mouse pointer on Voodoo-1/2 hardware)
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On the tracks, you'll find Red, Silver and Gold Herring (Yum - good!),
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and Green Herring (Yuk - bad!) - also arrow-shaped red and black 'zippers'
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that give you a quick speedup.
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Use the 'rescue' key if you crash and can't get back onto the track. It's
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sometimes activated automatically if (for example) you get stuck in hot
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lava. TinyTux will lift your cart up and put it back onto the track.
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POWERUPS:
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I currently have many 'good things' (triggered by eating a Red Herring)
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and a few 'bad things' (triggered by eating a Green Herring by mistake).
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Good things are collectables - you pick them up by driving through the
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Red Herring and activate them by pushing the 'C' button on the joystick
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(or ENTER on the keyboard).
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Bad things happen immediately - and last for a few seconds before 'going
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away' by themselves.
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Notice that (unlike some kart games), the computer controlled players
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also collect and use powerups.
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Silver and Gold Herrings gradually fill up Tux's tummy (represented by
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the herring bone at the top of the screen) - as you eat more herring,
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you'll find that a Red Herring will subsequently give you two, three,
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four or five powerups at one time!
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Good Things:
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* Missiles - unguided but fast. If they hit anything, they explode
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impressively. The effect on a Kart is to stop it dead - so you have to
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accellerate again.
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* Homing missiles - slower than the regular kind - but they track
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the nearest kart and are quite hard to shake off.
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* Fuzzy blobs - even slower still - a kart can outrun them quite
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easily. They ricochet off the sides of the track and only explode
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when they hit a Kart.
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* Magnets - if you activate a magnet then it hangs around for about
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15 seconds. If anyone comes within about 20 meters, you'll be
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pulled towards them and end up glued to their tail until the magnet
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'expires'. Great for catching up with someone - hopeless for passing
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them.
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* Portable Zippers - these are just like the zippers on the track
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itself - they give you a sudden accelleration and temporarily
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increase the top speed of your kart.
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Bad Things:
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* Parachute - this pops out the back of your kart and slows you down
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a little for a few seconds only. Enough to drop you back one place
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if it's a close race though.
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* Anvil - gets dragged behind your kart on a rope for an even shorter
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amount of time than the parachute...but the drag effect is much
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stronger - your kart hardly moves at all.
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KNOWN BUGS:
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* No drive-with-the-mouse support.
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* Slow performance on CPU's less than ~450MHz.
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* No way to return to title screen at end of race.
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* You always play as Tux - there is no way to change players.
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* After you cross the finish line, if someone overtakes you, your final
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position changes!
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* No "Ready, Steady, Go!" sequence.
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* The computer players get confused and 'stuck' on tracks that
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self-intersect (eg figure-8 shaped tracks). The lap counter and
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current player positions are also screwed up on those kinds of tracks.
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* If you (or one of the computer players) goes off the edge of the track,
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or calls for rescue then tiny-tux doesn't always manage to put you
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back onto the track correctly. If this happens, you may need to type
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'R' to restart the race - Sorry.
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* Sometimes you can be pushed through a solid object if you are hit by
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another player when in contact with the surface.
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I'm sure there are lots more!
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LICENSE:
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This software is released under the provisions of
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the GNU General Public License (GPL) which can be
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found in the file 'LICENSE' in the current directory.
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DIRECTORY STRUCTURE:
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src -- Where the source code lives.
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data -- This contains all kinds of miscellaneous data
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files. Right now, this is limited to the level
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description files and lists of players vehicles.
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doc -- Documentation - all in HTML
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images -- Texture maps and other images needed by the
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game. These are currently all in 'SGI' image
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format.
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wavs -- Sound files - sound effects in 'wav' format.
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mods -- Music files - in 'mod' format.
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models -- 3D models - in '.ac' format.
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