git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk@788 178a84e3-b1eb-0310-8ba1-8eac791a3b58
274 lines
9.4 KiB
Plaintext
Executable File
274 lines
9.4 KiB
Plaintext
Executable File
SuperTuxKart
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============
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SuperTuxKart is based on TuxKart (http://tuxkart.sourceforge.net)
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by Steve Baker. It was picked up by the Linux Game of the Month
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project and got a big overhaul during this time, but was left in
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an unfinished state.
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A new set of maintainers, namely hiker & coz, took over in 2006,
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and we are glad to announce our first release here. You can find
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more details on:
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http://supertuxkart.berlios.de
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SuperTuxKart needs hardware OpenGL support, and has currently only one
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software dependency: plib, see http://plib.sourceforge.net
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A big "thank you" to Steve Baker for designing and implementing
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the original TuxKart, to the GotM team for their invaluable work.
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See the AUTHORS file for individual credits.
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To contact the current maintainers, please send an email to the
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SuperTuxKart development list at:
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supertuxkart-devel@list.berlios.de
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Hope you enjoy the game
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Hiker & Coz
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REQUIREMENTS
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============
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Hardware:
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* You need a 3D graphics card that can support OpenGL or Mesa.
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* Ideally, you want a joystick - preferably one with at least
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6 buttons - you can also drive from the keyboard.
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* You should have a CPU that's running at 266MHz or better.
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* A sound card would be nice - but it's not essential.
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* You'll need at least 32Mb RAM.
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Software:
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Right now, SuperTuxKart runs under Linux and under Windoze using the
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CygWin package. We anticipate MSVC/Windoze, MacOS, BSD, BeOS,
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etc. ports to follow very soon.
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Make sure that you have the following packages installed:
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* OpenGL (or Mesa 2.1 or later)
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* PLIB version 1.8.0 or later .
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PLAYING THE GAME
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================
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SuperTuxKart is a kart racing game. Basically, you run a certain
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number of laps and try to be faster than your opponents. Power
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ups, like accelerator, rockets, can help you to achieve this
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goal. By collecting coins you build up your power, which enables
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you to get more power ups whenever you collect one. The arrow-
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shaped red and black 'zippers' on the track will give you a quick
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speedup.
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At the same time, there are bananas out on the track, which effect
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you negatively: an anvil or parachute will slow you down for a
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while.
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If you are running rather fast, you can pop a wheelie, which gives
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you an additional speed boost, but you can't steer your kart
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while doing a wheelie, so be careful.
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Hitting another kart does not do any damage to your kart or the
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other kart, one of the karts will just be forced to a stand still,
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loosing precious seconds.
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Three different game modes are available:
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1) Quick Race
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A single race (with between 1 and 5 laps)
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2) Time Trial
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A single race with a single lap only
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3) Grand Prix
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A set of several races, each with several laps
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Split screen multi-player is supported, though you need a somewhat
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powerful computer and graphics card to get a high frame rate in this
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case. Network multi-player is not yet supported.
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CONTROLLING YOUR KART
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---------------------
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Ideally, you need a 'game-pad' style joystick with at least six buttons:
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Joystick Left/Right: Steer.
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A button - Accelerate.
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B button - Brake.
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C button - Use an item you've collected
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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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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 - Accelerate
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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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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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ESCAPE- Pauses the game, popping up a menu with
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additional options (including returning
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or restarting the race).
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This is the default binding. In the options->control
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menu you can assign your preferred keys to the kart
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handling functions.
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Usually, rescuing occurs automatically when your kart leaves
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a track (e.g. drives into the sea, or into a volcano), but if
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you find yourself in a situation with no way out, you can
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always request a TinyTux to be sent out - which will lift your
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kart up and drop you back on the track, approximately where you
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left the track.
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There are also some debug functions left for developers:
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F10 key - Save the last 1000 frames into a file ./history.dat
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This can be used by the developers to reproduce
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problems occurring during a race.
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F11 key - Toggle wire-frame view.
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F12 key - Toggle frame-per-second display.
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The menu structure should be mostly self explanatory. Be aware that
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pressing the escape key will return to the previous menu. Pressing
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escape during a race will pause the game
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POWER UPS:
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---------
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There are currently many 'good things' (triggered by driving over a blue
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cube) and a few 'bad things' (triggered by hitting a banana).
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Good things are collectables - you pick them up by driving through the
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blue cube and activate them by "using" an item (see above for default
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key bindings)
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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 power-ups.
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Silver and Gold coins gradually fill up the energy level - as you collect
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more coins, you'll find that a blue box will subsequently give you two,
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three, four or five power-ups at one time!
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Good Things:
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* Missiles - unguided but fast. If they hit anything (including the
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track), they explode impressively. The effect on a Kart is to stop
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it dead - so you have to accelerate 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. Since they are not moving fast, they'll
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tend to stay close to where you dropped them.
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* Magnets - if you activate a magnet then it hangs around for
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about 15 seconds. If anyone comes within about 20 meters,
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you'll be pulled towards them and end up glued to their tail
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until the magnet 'expires'. Great for catching up with someone
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- hopeless for passing them. Magnets can be disabled by using
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them again, allowing you to escape from the magnetic grip of
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another kart.
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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 acceleration and temporarily
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increase the top speed of your kart.
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* Portable parachutes - this pops out the back of all the karts in
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a better position than you and slows them down a for some seconds.
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The worse your position is, the higher the probabilities of getting
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this you have(but they are still small). You can only have one at
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a time.
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* Portable anvil - the driver in the first position gets dragged
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by a heavy anvil, allowing other drivers to catch up with him...
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like the portable parachutes, the worse your position is, the higher
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probabilities of getting this you have. However, you can't get this
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if the driver in the first position already finished the race.
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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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* 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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There might of course be more.
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COMMAND LINE OPTIONS:
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=====================
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Useful command line options:
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-N, --no-start-screen Quick start without any menus
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-t, --track NAME Load track NAME
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-l, --list-tracks List all tracks
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-k, --numkarts NUM Overall number of karts
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--kart NAME Use kart NAME
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--list-karts Lists all available karts
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--laps NUM Number of laps to play
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-s, --screensize WxH Set screensize, e.g. -s 800x600
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-v, --version Show version
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SUPPORT:
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========
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The main webpage is at:
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http://supertuxkart.berlios.de
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If you have any problems, please contact the SuperTuxKart
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mailing list at
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supertuxkart-devel@list.berlios.de
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The archives of this mailing list can be found at:
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http://lists.berlios.de/pipermail/supertuxkart-devel/
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Or post a bug report on the SuperTuxKart webpage
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http://developer.berlios.de/bugs/?group_id=2765
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A wiki will be installed in the near future, too.
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LICENSE:
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========
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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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====================
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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. It includes information about tracks,
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karts, constants for the physics, grand prix
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data, collectables.
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doc -- Implementation documentation.
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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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contrib -- Unsorted contributed files.
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