Stunt Rally és un vídeojoc lliure multiplataforma que ens posa als volants d’un cotxe de rally, permetent-nos pilotar per un circuit ple de salts, voltes (de cap per avall i tot) i canonades. És a dir, en circuits poc convencionals per a rallys.
Per instaŀlar el joc en Ubuntu, primer cal que us configureu els repositoris de PlayDeb. Podeu veure com fer-ho a la nostra guia d’Ubuntu. Un cop configurat, només cal que aneu al Centre de programari, hi cerqueu «stuntrally» i us instaŀleu el joc. Si utilitzeu ArchLinux, el joc està disponible en el repositori AUR. Per a OpenSUSE, teniu disponibles uns paquets del joc (possiblement també funcionaran en altres distribucions basades en rpm). Per a la resta de distribucions, haureu de compilar el seu codi font.
A Stunt Rally podrem pilotar fins a 7 cotxes diferents per qualsevol de les 49 pistes que ens ofereix. A més, el propi joc ens ve amb un editor de circuits, per poder crear-nos el nostre propi circuit.
Per últim, us deixo un vídeo on podeu veure entre altres coses els salts, les voltes i les canonades que us podreu trobar pels circuits de Stunt Rally.
- Font | Apuntes para no olvidar
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Ep, l’he instalat mitjançant el playdeb però al executar-lo se’m queda penjat al “loading hdr materials”… Ja ho he provat dos o tres cops i sempre igual…
Alguna idea de com sol·lucionar-ho?
Gràcies!
per cert, li he canviat la prioritat des del monitor de sistema a la més alta i ni així, una de les dos entrades diu “adormit” i l’altre diu executant-se però amb consum de memòria i processador a 0…
doncs jo l’he instaŀlat des dels dipòsits d’ubuntu i em funciona perfectament a Ubuntu 10.10 64 bits.
Molt divertit! Gràcies!
doncs serà que no es compatible amb l’11.04 i 32 bits…
vaja! quina ràbia perquè volia fer-me unes carreres!
Salut!
Quan estava preparant aquest article, em vaig trobar amb un problema, i no em funcionava el joc (jo utilitzo Ubuntu 10.10). Vaig obrir un bug als de PlayDeb, i en 2 dies ja ho tenien solucionat. També és cert que era un problema molt senzill de dependències, però segurament si els enviem l’error ens ho poden tenir arreglat aviat.
Obre un terminal, i executa el següent:
stuntrally >stuntrally.log 2>&1
Això t’obrirà el joc, i deixarà els missatges que tregui en un fitxer “stuntrally.log”. Fes el que fas normalment, i espera que se’t quedi tonto. Quan et passi, ja pots tancar el joc. Envia’ns el que et digui el fitxer “stuntrally.log”, mirarem què pot ser i, en cas que no trobem el problema, els enviarem un bug.
Salut!
Buf, no se si enganxar tota la parrafada!
De moment enganxo les ultimes linies del fitxer .log, he executat el que m’has comentat un parell de cops (un d’ells deixant-lo 5 minuts “processant” i es queda penjat al mateix punt…
salut i gràcies!
Aquí el codi:
Finished parsing scripts for resource group Autodetect
Parsing scripts for resource group General
Parsing script StdQuad_vp.program
Parsing script general.program
Parsing script Hud.material
Parsing script Focus.material
Parsing script Bloom2.material
GLSL compiled : Bloom2_ps20_glsl
Parsing script hdr.material
GLSL compiled : Ogre/Compositor/HDR/downscale2x2LuminenceGLSL_fp
Penjo el codi complert per si de cas es pot trobar alguna cosa més útil…
He actualitzat el programari de l’ubuntu i em segueix donant el mateix error…
Salut i gràcies!
INFO: Home directory: /home/mikolynn
INFO: Config defaults directory: /usr/share/games/stuntrally/config/
INFO: User config directory: /home/mikolynn/.config/stuntrally
INFO: Data directory: /usr/share/games/stuntrally/
INFO: User data directory: /home/mikolynn/.local/share/games/stuntrally
INFO: Cache directory: /home/mikolynn/.cache/stuntrally
INFO: Log directory: /home/mikolynn/.config/stuntrally
INFO: Starting VDrift-Ogre: 2010-05-01, O/S: Unix-like
INFO: 0 joysticks found.
INFO: Loading car controls from: /home/mikolynn/.config/stuntrally/controls.cfg
INFO: Sound initialization information:
INFO: Obtained audio device:
Frequency: 44100
Format: 32784
Bits per sample: 16
Channels: 2
Silence: 0
Samples: 1024
Size: 4096
Sound initialization successful
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
DDS codec registering
FreeImage version: 3.13.1
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
Loading library /usr/lib/OGRE1.7/OGRE/RenderSystem_GL
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Plugin successfully installed
Loading library /usr/lib/OGRE1.7/OGRE/Plugin_ParticleFX
Installing plugin: ParticleFX
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Plugin successfully installed
Loading library /usr/lib/OGRE1.7/OGRE/Plugin_CgProgramManager
Installing plugin: Cg Program Manager
Plugin successfully installed
*-*-* OGRE Initialising
*-*-* Version 1.7.3 (Cthugha)
Added resource location '/usr/share/games/stuntrally//fonts' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//gui' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//hud' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//compositor/bloom' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//compositor/hdr' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//compositor/motionblur' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//compositor' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//materials' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//skys' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//terrain' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//trees' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//particles' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//tracks/_previews' of type 'FileSystem' to resource group 'General'
Added resource location '/usr/share/games/stuntrally//cars/_previews' of type 'FileSystem' to resource group 'General'
Creating resource group Loading
Added resource location '/usr/share/games/stuntrally//loading' of type 'FileSystem' to resource group 'Loading'
Added resource location '/usr/share/games/stuntrally//hud/Loading.zip' of type 'Zip' to resource group 'Loading'
CPU Identifier & Features
-------------------------
* CPU ID: GenuineIntel: Intel(R) Pentium(R) Dual CPU T3200 @ 2.00GHz
* SSE: yes
* SSE2: yes
* SSE3: yes
* MMX: yes
* MMXEXT: yes
* 3DNOW: no
* 3DNOWEXT: no
* CMOV: yes
* TSC: yes
* FPU: yes
* PRO: yes
* HT: no
-------------------------
******************************
*** Starting GLX Subsystem ***
******************************
GLRenderSystem::_createRenderWindow "Stunt Rally", 800x600 windowed miscParams: FSAA=0 title=Stunt Rally vsync=false
GLXWindow::create used FBConfigID = 105
GL_VERSION = 2.1 Mesa 7.10.2
GL_VENDOR = Tungsten Graphics, Inc
GL_RENDERER = Mesa DRI Mobile Intel® GM45 Express Chipset GEM 20100330 DEVELOPMENT x86/MMX/SSE2
GL_EXTENSIONS = GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture3D GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_EXT_vertex_array GL_OES_EGL_image GL_OES_read_format GL_3DFX_texture_compression_FXT1 GL_APPLE_client_storage GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ATI_blend_equation_separate GL_ATI_envmap_bumpmap GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_texture_signed_rgba GL_MESA_window_pos GL_MESA_ycbcr_texture GL_NV_blend_square GL_NV_depth_clamp GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_program1_1 GL_NV_vertex_program GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
Supported GLX extensions: GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_MESA_copy_sub_buffer GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_SGI_make_current_read GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GLSL support detected
GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
[GL] : Valid FBO targets PF_UNKNOWN PF_A8 PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_SHORT_RGB
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL Rendering Subsystem
GPU Vendor: unknown
Device Name: Mesa DRI Mobile Intel® GM45 Express Chipset GEM 20100330 DEVELOPMENT x86/MMX/SSE2
Driver Version: 2.1.0.0
* Fixed function pipeline: yes
* Hardware generation of mipmaps: yes
* Texture blending: yes
* Anisotropic texture filtering: yes
* Dot product texture operation: yes
* Cube mapping: yes
* Hardware stencil buffer: yes
- Stencil depth: 8
- Two sided stencil support: yes
- Wrap stencil values: yes
* Hardware vertex / index buffers: yes
* Vertex programs: yes
* Number of floating-point constants for vertex programs: 1024
* Number of integer constants for vertex programs: 0
* Number of boolean constants for vertex programs: 0
* Fragment programs: yes
* Number of floating-point constants for fragment programs: 1024
* Number of integer constants for fragment programs: 0
* Number of boolean constants for fragment programs: 0
* Geometry programs: no
* Number of floating-point constants for geometry programs: 0
* Number of integer constants for geometry programs: 0
* Number of boolean constants for geometry programs: 0
* Supported Shader Profiles: arbfp1 arbvp1 glsl
* Texture Compression: yes
- DXT: no
- VTC: no
- PVRTC: no
* Scissor Rectangle: yes
* Hardware Occlusion Query: yes
* User clip planes: yes
* VET_UBYTE4 vertex element type: yes
* Infinite far plane projection: yes
* Hardware render-to-texture: yes
* Floating point textures: no
* Non-power-of-two textures: yes
* Volume textures: yes
* Multiple Render Targets: 8
- With different bit depths: yes
* Point Sprites: yes
* Extended point parameters: yes
* Max Point Size: 255
* Vertex texture fetch: no
* Number of world matrices: 0
* Number of texture units: 16
* Stencil buffer depth: 8
* Number of vertex blend matrices: 0
* Render to Vertex Buffer : no
* GL 1.5 without VBO workaround: no
* Frame Buffer objects: yes
* Frame Buffer objects (ARB extension): no
* Frame Buffer objects (ATI extension): no
* PBuffer support: yes
* GL 1.5 without HW-occlusion workaround: no
Registering ResourceManager for type Texture
DefaultWorkQueue('Root') initialising on thread main.
Particle Renderer Type 'billboard' registered
Creating viewport on target 'Stunt Rally', rendering from camera 'PlayerCam', relative dimensions 4L: 0 T: 0 W: 1 H: 1 ZOrder: 0
Viewport for camera 'PlayerCam', actual dimensions 4L: 0 T: 0 W: 800 H: 600
Initialising resource group Loading
Parsing scripts for resource group Loading
Parsing script OgreCore.material
Parsing script Vrinda_51.fontdef
Parsing script OgreLoadingPanel.overlay
Texture: Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Finished parsing scripts for resource group Loading
Parsing scripts for resource group Autodetect
Texture: loading2.jpg: Loading 1 faces(PF_R8G8B8,1680x1050x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1680x1050x1.
Texture: Vrinda_51.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Finished parsing scripts for resource group Autodetect
Parsing scripts for resource group General
Parsing script StdQuad_vp.program
Parsing script general.program
Parsing script Hud.material
Parsing script Focus.material
Parsing script Bloom2.material
GLSL compiled : Bloom2_ps20_glsl
Parsing script hdr.material
GLSL compiled : Ogre/Compositor/HDR/downscale2x2LuminenceGLSL_fp
No sé veure l’error. Sembla que es queda a mitges carregant. Però no sembla un error de paquetització, sinó més aviat del programa en sí, o sigui que enviar un bug a PlayDeb no tindria massa sentit. De tota manera, he vist que fa pocs dies que els propis programadors de StuntRally han tret un repositori propi, i que el van actualitzant. Pots provar si el joc et funciona des dels seus repositoris. Per tant, et recomano que facis el següent:
– Desinstaŀla’t el joc StuntRally.
– Des de les Fonts de programari, desactiva les de PlayDeb.
– Des de les mateixes Fonts de programari, a la pestanya «Altre programari» afegeix aquest repositori:
ppa:stuntrally-team/stable
– Torna al centre de programari, deixa’l un minut perquè agafi els canvis de repositori, i instaŀla de nou el StuntRally.
A veure si ara et funciona. Si no és així, podrem obrir un bug als propis programadors de Stunt Rally:
https://bugs.launchpad.net/~stuntrally-team
Salut!
Hem recorda a l’Stunts, un joc per a DOS en la que podies fer tu mateix el circuit, i també amb loops, chicanes, salts, i escollir personatges històrics com Otto Von Bismarck, i hem sembla recordar que també Jhonny Rotten o Sid Vicious entre d’altres…
Un bon joc de rally amb loops amb gràfics que no tenen despedici!!! Aquest és el segon joc per a linux de rally, el primer que vaig jugar va ser el “Trigger Rally”, on jo mateix des del GIMP dibuixava els mapes que després en el joc sortia en 3D.