float -> tdble
Little refactoring of simuv2/differential.cpp, collected duplictaed code into new applyBrakeToSpinVel function
Added differential test for upcoming little refactoring
Added explicit instruction to generate permutations of input
Added aero unittests, fixed compiler warnings
Adjusted brake cooling
Added unit tests for transmission.cpp
Fixed floating point warnings
Added skills for test writing regarding floating point checks
Added unittests for simuv2/engine.cpp
Compiler warnings, Constants, consider SimDeltaTime in brake heating constants
Added unittests for differentials
Removed absolute path
Added unittests for simuv2 axle.cpp
Added unittests for simuv2 brake.cpp
Merge branch 'r1-3-1' of ssh://git.code.sf.net/p/torcs/code into r1-3-1
Added unittests for susp.cpp
Updated AGENTS.md and added build skill
Updated AGENTS.md, msbuild command
Initial AGENTS.md for Open Code
Hi Thank you for sharing. If you wonder what I have in mind, it is more like the menu of Forza Motorsport, I like its simplicity. I regards of SDL 3, I want to integrate that gradually, first for event handling, then multithreading, and after that the rendering context. Kind regards Bernhard
Conception of a complete rework of the TORCS main menu, which includes the entry features, online service (allowing multiplayer lobby and racing league, accessing online platform, TRBO), and the capability of paintshop implementation (car paint editor, can be shared via TRBO), as well as a clock. What is in the concept art? Widget At left column Single Race A button that lets you customize the race or constant event (like a championship, non-championship (challenge race), endurance race, and practice)...
Hey, I have my torcs in /home/user_name/TORCS/torcs-1.3.8/ where torcs and all the relevant data live. Also .torcs has for example bt's and damned file outputs. I only built torcs with the debug flag for robot developement. But yeah, I'll give it another try, Thanks!
Hi Orijs I go around this by installing TORCS in my own home directory, this is also because TORCS development, so it would be tedious to deal with a system wide installation. You can use the "--prefix" parameter when running configure, I usually do with my user "./configure --prefix=/home/berni/torcs_bin" or something like this. Another way to deal with it would be to either write to /tmp or another "unrestricted" place on your filesystem. Yet another way would be to determine the current user executing...
I need some help with permissions with TORCS. I'm not quite sure but I didn't manage to get my robot to write a log file. Also some other robots I have, haven't been able to learn, but they did when launching the game as root. My linux is a bit messed up right now, so I can't launch torcs as root for some reason anymore. Any info on the effects of permissions to stuff like these would help. Thanks!
Hmm, what I see on a quick glimpse it that there is port 1000 hard coded for the receiving side, which is odd. Just search for "1000" in the code you provided.
Ah, this got forwarded to me, I answered by mail, here part of my reply: So for whatever reason OpenGL reports the errors "invalid value", after that "invalid enumerant", which must be happened at some point beforehand (OpenGL 1.x has internal state). I have never seen this, but if I had to guess: If you look at the other robots, the texture format is the SGI RGB format (with alpha channel), so maybe png does not work for robots, because it was not done before Maybe it would work, but there is something...
Hmm, what I see on a quick glimpse it that there is port 1000 hard coded for the receiving side, which is odd. Just search fro "1000" in the code you provided.
I've been trying to run a test python driver script but the pyclient doesn't seem to be working? i have he windows scr patch and have placed it in the right place but then I run the client and nothing happens. Any advice is appreciated.
I'm getting TORCS closed by it self when I execute the command "python torcs_jm_par.py" to run a car, here are the steeps followed: Installed python 3.14 Click Race Click Quick Race Click Configure Race Selected track Selected driver (scr_server 1) Selected laps (3) Click New Race Execute in other terminal -> python torcs_jm_par.py Get the message "start invalid enumerant" and get TORCS closed I'm using Windows Server 2019 Logs messages: Waiting for request on port 3001 !identified initCars: start...
Added proof of concept for normal and parameterized tests, see robottools_test, and little refactoring of RtTrackSideNormalG
Added gmock-all.cc to build
Added googletest 1.17.0 for future unit tests
Updated version to 1.3.9-test1
Fix for track normal calculations in pathological cases with broken geometry, specific for track ole-dirt
Avoid wheels clipping the wheel housing
Adjusted weight distribution, there are conflicting sources about it, but the 60:40 and 58:42 were the front wheel TS version
Suspension adjustment
Merge branch 'r1-3-1' of ssh://git.code.sf.net/p/torcs/code into r1-3-1
Updated texture, added all source files (xcf, blend)
Updated texture, added all source files (xcf, blend)
Everything is included, if I compile here in a freshly cloned git-repo, everything is there, see also https://sourceforge.net/p/torcs/code/ci/r1-3-1/tree/torcs/torcs/src/windows/lib64/ The compiler output could help to find the cause. Probable not the problem, but did you create the "runtime" directory (see README, you should run 2 scripts before the build)? Bernhard
Hi, I'm Gear5. Here is something to tell you, compiled with Visual Studio 2022, on Windows 11, has sustained minor errors on two project sources, tgf and client because libpng16.dll or libpng16.lib is neither missing. Are they included or missing? These included on lib and lib64 folder onto windows from src folder. Something I had copy and paste the missing dlls like “zlib.dll” or “libpng16.dll” into runtime folder to run wtorcs.exe but always crashed to desktop. As somebody who summerize this problem,...
Adjusted parameters, updated windows installer and setup bat file
Updated mass centering 53:47
Complete rework of 155-DTM, inital commit, WIP
Thanks Bernhard - user error of course :) I was installing the patch against 1.3.8 rather than the competition version (which was stated clearly in the doc - i just missed it). I now see the bot cars in the race car lineup
Hi there Bernhard - apologies for the questions. Im super happy to have gotten the bots to appear in the game - which is great. Although ive been attempting to run the pyclient - without much success. Just seems to continually wait - although when i do start the python client i see an additional !identified message from TORCS - but the race itself doesnt start i know that the 3001 port is critical - so ive checked and i dont see a PID against it (which suggests that nothing is listening on 3001 -...
Hi John The sparkle case is easy, this module just does not get compiled in Windows, but there is a directory with the configuration, so the dll missing is sport on, but can be ignored. Now, from "can't open dll drivers/scr_server/scr_server.dll" I would suspect, that the scr_server.dll is either missing or not binary compatible somehow (e.g. built/linked with different name mangling or so). According to the SCR manual it was compiled against 1.3.4: "It is possible to compile TORCS on Windows from...
HI Bernhard, Hope you are well! Thought id post my question in here so that anyone who may be finding the same dll messages can get a jumpstart. Im running TORCS on a Windows platform and have installed the base game along with the scr-win-patch.zip to enable the AI server functionality. However, when I launch TORCS, I encounter the following messages: windowsModInfoDir: ... can't open dll drivers/./..dll windowsModInfoDir: ... can't open dll drivers/../...dll windowsModInfoDir: ... can't open dll...
Hi John The sparkle case is easy, this module just does not get compiled in Windows, but there is a directory with the configuration, so the dll missing is sport on, but can be ignored. Now, from "can't open dll drivers/scr_server/scr_server.dll" I would suspect, that the scr_server.dll is either missing or not binary compatible somehow (e.g. built/linked with different name mangling or so). Did you copy the whole scr patch over the torcs installation, I guess this might be required (because the...
Hi John The sparkle case is easy, this module just does not get compiled in Windows, but there is a directory with the configuration, so the dll missing is sport on, but can be ignored. Now, from "can't open dll drivers/scr_server/scr_server.dll" I would suspect, that the scr_server.dll is either missing or not binary compatible somehow (e.g. built/linked with different name mangling or so). Did you copy the whole scr patch over the torcs installation, I guess this might be required (because the...
Hi John The sparkle case is easy, this module just does not get compiled in Windows, but there is a directory with the configuration, so the dll missing is sport on, but can be ignored. Now, from "can't open dll drivers/scr_server/scr_server.dll" I would suspect, that the scr_server.dll is missing. Did you copy the whole scr patch over the torcs installation, I guess this might be required (because the patch also contains the wtorcs.exe etc.), or just the driver dll? Kind regards Bernhard
Added initial 64 bit builds for Windows
Built and added 64 bit version of FreeALut
Updated OpenAL with open-soft 1.24.3, including libraries and headers for 32 bit, replaced ALut with FreeAlut
Added OpenAL soft to compile freealut
Added freealut sources for windows build
Prepared 64 bit libraries and dll's, except ALut and OpenAL, coming next
Rebuilt plib without debug info
Added missing libs and dll's, forgot to add those
Commited some more changes, use the TORCS_VS2022.sln. TORCS runs now for me, although I did not yet do any extensive testing. I did also not yet check the debug build and the tools. These changes probably break the VS 2008 build, because of the updated libraries with different headers. I am not sure if I will fix it, or get rid of it, but I will definitively going to remove the VS 6.0 stuff.
Added Directory.Build.props to define $(TorcsRuntimeDir) depending on the build type, either runtime (Release) or runtimed (Debug), adopted post build steps.
Changed naming of precompiled libraries for Windows build, in preparation for having 64 bit libraries in a different folder, but with the same names. Renamed TORCS_VS2022.sln to TORCS.sln (because of removal of other VS builds)
Removed VS 2008 projects and libraries
Hi Bernhard, Thank you so much for putting in the effort to update the source code to compile with VS 2022! I will let you know the results of the build as soon as possible!
Added manifest to wtorcs.exe with "Per Monitor High DPI Aware", this should fix full screen scaling issues with multi monitor systems and other than 100% dpi settings
Updated ogg and vorbis
Added libogg and vorbis sources
Added change to freeglut to behave the same like GLUT on the F10 key. Freeglut does respect
Removed vs 6.0 projects and libraries
Commited some more changes, use the TORCS_VS2022.sln. TORCS runs now for me, although I did not yet do any extensive testing. I did also not yet check the debug build and the tools. These changes probably break the VS 2008 build, because of the updated libraries with different headers. I am not sure if I will fix it, or get rid of it, but I will definitively going the remove the VS 6.0 stuff.
VS 2022 compatibility, project files and dependencies
VS 2022 compatibility, project files and dependencies, replaced glut with freeglut
Commited some more changes, use the TORCS_VS2022.sln. TORCS runs now for me, although I did not yet do any extensive testing. I did laso not yet check the debug build and the tools. This changes probably break the VS 2008 build, because of the updated libraries with different headers. I am not sure if I will fix it, or get rid of it, but I will definitively going the remove the VS 6.0 stuff.
VS 2022 compatibility, project files and dependencies
VS 2022 compatibility, project files and dependencies. Beware, this will break the VS 2008 build for now, because of the updated libpng headers.
So, I commited a version to r1-3-1 which compiles for me with VS 2022. I did not yet have the time to see if it works, build at least the release build goes through here. Let me know if it works for you. I will continue working on it later this week.
So, I commited a version to r1-3-1 which compiles for me with VS 2022. I did not yet have the time to see if it works, build at least the release build goes through here. Let me know if it works for you.
VS 2022 compatibility, project files and dependencies
VS 2022 compatibility, project files and dependencies
VS 2022 compatibility, project files and dependencies
VS 2022 compatibility, project files and dependencies
VS 2022 compatibility, project files and dependencies
Little update: For fun i tried to build it with vs 2022, it will not be so trivial, we need to rebuild some dependencies. I managed to compile plib with vs 2022, check out the r1-3-1 branch, you find the project in https://sourceforge.net/p/torcs/code/ci/r1-3-1/tree/torcs/torcs/src/windows/dependencies/vs2022_win32/. I did not integrate it tough, I guess it will need a few hours of work more to get it up and running.
Merge branch 'r1-3-1' of ssh://git.code.sf.net/p/torcs/code into r1-3-1
Added plib vs 2022 port to torcs sources to not lose the project files
Added changelogs to doxygen
Hi Bernhard, Thank you so much for the detailed and response, that clarified a lot of questions about TORCS modding! But regarding the compilation process, i have just one final question based in your response, since the project uses 32-bit precompiled libraries , should I specifically ensure that the 32-bit (x86) architecture is selected in the VS 2022 Solution Configuration before compiling? I want to avoid errors related to mixing 32-bit libraries with a potential 64-bit output.
Hi "should I specifically ensure that the 32-bit (x86) architecture is selected in the VS 2022 Solution Configuration": Yes, that is exactly the point for now.
Merge branch 'r1-3-1' of ssh://git.code.sf.net/p/torcs/code into r1-3-1
Removed legacy module shutdown code
Removed legacy module shutdown code
Hi Bernardo No, the wheels are separate, see trb1 cars as example, and the data/cars/wheels directory in the torcs sources Performance will probably suck, but it should technically work. See e.g. the p406 car to learn how to define multiple level of details (keyword for googling: LOD) There is a tutoral playlist on youtube, see https://youtube.com/playlist?list=PLq-L0hhLuRI04BLdNW0QrSxhvuyPml8zp&si=Wlxm5jbpOvJvjO30 No, not as far as I know, but they should still work Not yet, but I plan to update...
Hello! I am interested in creating mods for TORCS, but i have several of questions about it that i haven't seen answers online. I have the models, high quality models, but they already have the wheels, and as seen at the tutorial for Car Modelling for TORCS, the models that TORCS uses don't have wheels. Do i need to remove the wheels and create a separate file for it, or can i do some modifications in the XML file to use the wheel ALREADY in the model? Does TORCS support high-poly models? I got models...
Revert "Needed for windows build."
Merge branch 'r1-3-1' of ssh://git.code.sf.net/p/torcs/code into r1-3-1
Updated .gitignore and described using vscode