Maybe the script is broken (as I don't have a debian or ubuntu, I couldn't test it... as far as I looked, it only searches for the libraries, instaling the missing ones with apt-get, before calling the compile setence.).
anyway, to compile, if you have all needed libraries (SDL, SDL_image SDL_gfx SDL_ttf), just do:
g++ -o ToG test.cpp -w -lSDLmain -lSDL -lSDL_image -lSDL_ttf -lSDL_gfx
that's the way I was successfull to compile it here last time I tested the game... Or you can wait the developer (Buch) fix the script (or use something more common like autoconf).
@shirish: it's a permission problem. Change the permission with:
$ chmod +x make.sh
To make it executable (so you can call with ./make.sh). Or, call it directly with:
$ sh ./make.sh
But the script is only usefull for debian-like distributions (debian, ubuntu). In my case, to compile it I need to copy and paste the last script line:
Better tracks would be essential to have (and maybe a simulated championship - against AI generated times - with sequential races on a big world map, like a real rally)...
But the bigger problem to me (which made Trigger-Rally somewhat not funny to play) is the behaviour of the car when it loss contact with the ground: the car either bounces like if it were made of rubber or take off like a plane!... Maybe someday I'll take a look on its phisics code and see what could be done there...
About the wheel, the evo and seat wheel are the same .obj and its .blend was already uploaded: wheel.blend
Not sure if the glass will improve the texture, but for sure aligning the front light to its "orifice" will make it better.
BTW, importing some TORCS cars (not sure if they are easily imported on Blender) could be a great add to Trigger (even if need to redo their textures to be more rally-like).
I'm neither using pulse audio, but here (gentoo, x86_64 architeture) the game runs fine.
The only problem is due to the button's "clicks" sound being a lot delayed (it takes 1 to 2 seconds after the press to do the "click" sound). But it's only a minor problem after all...
I like all 3 car textures, fictional brand names and logos.
You should not be too worried about brand names and logos, cause in a Rally game they are not the main aim of a player sight focus (For me they are a great add, anyway, as players that known Linux and FLOSS world will see lots of great references if they look carefully at the cars... but not all players will spot that).
And you should submit them to OGA, packed with sources (.blend and .svg) and binaries suitable to Trigger-Rally (.obj, .mtl .vehicle and .png), and commit them to the trigger repository to remove that old copyright-dubious files that are there til now...
SDL_rotozom and SDL_gfx primitives are from the SDL_gfx library (as SDL_image.h is from SDL_image library).
The correct way to use it is to include the headers (.h) and link the program with the library (-lSDL_gfx). In ubuntu the headers probably are on libsdl-gfx1.2-dev package (or something like that).
Welcome back nubux!
I liked the portrait, and will use it for sure. For variation, if you can make a beardy version it would be great to have.
Maybe the script is broken (as I don't have a debian or ubuntu, I couldn't test it... as far as I looked, it only searches for the libraries, instaling the missing ones with apt-get, before calling the compile setence.).
anyway, to compile, if you have all needed libraries (SDL, SDL_image SDL_gfx SDL_ttf), just do:
g++ -o ToG test.cpp -w -lSDLmain -lSDL -lSDL_image -lSDL_ttf -lSDL_gfx
that's the way I was successfull to compile it here last time I tested the game... Or you can wait the developer (Buch) fix the script (or use something more common like autoconf).
@shirish: it's a permission problem. Change the permission with:
$ chmod +x make.sh
To make it executable (so you can call with ./make.sh). Or, call it directly with:
$ sh ./make.sh
But the script is only usefull for debian-like distributions (debian, ubuntu). In my case, to compile it I need to copy and paste the last script line:
$ g++ -o ToG test.cpp -w -lSDLmain -lSDL -lSDL_image -lSDL_ttf -lSDL_gfx
Better tracks would be essential to have (and maybe a simulated championship - against AI generated times - with sequential races on a big world map, like a real rally)...
But the bigger problem to me (which made Trigger-Rally somewhat not funny to play) is the behaviour of the car when it loss contact with the ground: the car either bounces like if it were made of rubber or take off like a plane!... Maybe someday I'll take a look on its phisics code and see what could be done there...
Glad they are on game now...
About the wheel, the evo and seat wheel are the same .obj and its .blend was already uploaded: wheel.blend
Not sure if the glass will improve the texture, but for sure aligning the front light to its "orifice" will make it better.
BTW, importing some TORCS cars (not sure if they are easily imported on Blender) could be a great add to Trigger (even if need to redo their textures to be more rally-like).
I'm neither using pulse audio, but here (gentoo, x86_64 architeture) the game runs fine.
The only problem is due to the button's "clicks" sound being a lot delayed (it takes 1 to 2 seconds after the press to do the "click" sound). But it's only a minor problem after all...
I like all 3 car textures, fictional brand names and logos.
You should not be too worried about brand names and logos, cause in a Rally game they are not the main aim of a player sight focus (For me they are a great add, anyway, as players that known Linux and FLOSS world will see lots of great references if they look carefully at the cars... but not all players will spot that).
And you should submit them to OGA, packed with sources (.blend and .svg) and binaries suitable to Trigger-Rally (.obj, .mtl .vehicle and .png), and commit them to the trigger repository to remove that old copyright-dubious files that are there til now...
SDL_rotozom and SDL_gfx primitives are from the SDL_gfx library (as SDL_image.h is from SDL_image library).
The correct way to use it is to include the headers (.h) and link the program with the library (-lSDL_gfx). In ubuntu the headers probably are on libsdl-gfx1.2-dev package (or something like that).
@buch : more things to you change to make it compatible with linux (plataform independent):
on ui.h, change:
#include "SDL/SDL_rotozom.c"
#include "SDL/SDL_gfxPrimitives.c"
to
#include <SDL/SDL_rotozom.h>
#include <SDL/SDL_gfxPrimitives.h>
on test.cpp, change:
game_init("data\\cfg\\db.cfg", "data\\cfg\\settings.cfg", "data\\cfg\\theme.cfg");
to
game_init("data/cfg/db.cfg", "data/cfg/settings.cfg", "data/cfg/theme.cfg");
also, on all .cfg files, where you set some directories, change \ to / .
That's it.
Compiled fine on my Gentoo... It seems great so far, but definitively need a background misterious music to add some depth!
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