Continue manual
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5 changed files with 31 additions and 18 deletions
4
TODO.txt
4
TODO.txt
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@ -3,8 +3,6 @@
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- add indicator that menu can be scrolled down
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- car deglitch idea: deglitch only if the middle joint collided this frame?
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- some kinda easteregg in menu or smt
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- on 1st map the camera is obscured by the wall at the start, fix it somehow
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(not the best first impression)
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- culling is very slow now, it showed that distance bailout can accelerate it
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a lot, try to make a more accurate bailaout and see if it's faster (watch
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out for bugs due to false positives)
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@ -72,6 +70,8 @@
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those nasty piercing bugs
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- replays are bugged, seem to not steer
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- make the U-ramp map taller due to new physics
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- on 1st map the camera is obscured by the wall at the start, fix it somehow
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(not the best first impression) <-- shifted start pos.
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- replay format should probably record game version
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- also there should probably be some version system that says version of
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physics vs version of everything else; replay could only record physics
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2
assets.h
2
assets.h
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@ -106,7 +106,7 @@ static const char *LCR_internalDataFile =
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// MAP 1:
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"#MLC1;4321 0 "
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":*B2mL:!x6G:+L2H:+D38" // start, finish, CPs
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":*C2mL:!x6G:+L2H:+D38" // start, finish, CPs
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// pillars:
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":nw0w2L:f151:m151"
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":nz0w2L:f151:m151"
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3
data
3
data
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@ -32,3 +32,6 @@ ramps
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finish
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:!vdt :!vdA
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#RLC1;00LC1;8bd6e314 0000630:0011:0349:00a1:0049:0041:00c9:0041:0089:0071:0063:0061:00a5:0051:0069:0121:0063:0061:0039:0058:0050:0012:00d8:002c:0194:0016:00e2:0010:0018:006c:0070:0022:0033:00d1:00f9:00a1:0049:0051:0039:0051:0039:0031:0039:0041:0039:0031:0059:0041:0079:0021:0063:0031:0099:0031:0215:0031:01d9:0011:00b9:0031:0043:0031:0013:0021:0033:0111:0043:00d1:0119:0051:00a3:0041:0305:0031:0099:0031:0093:0031:0079:0031:00b3:0031
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#BLC1;
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#RLC1;00LC1;8bd6e314 0000500:0011:01c9:0021:00d9:0071:0059:0041:0029:0051:0039:0031:0049:0031:0039:0031:0039:0041:0049:0021:0179:0045:0011:0019:01e1:0043:0081:0079:0051:0059:0041:0049:0041:0029:0041:0119:0031:0093:0031:0079:0021:0099:0021:00a5:0031:0209:0021:0193:00c1:0033:00b1:0033:0051:0033:0071:0023:0041:0159:0031:03a9:0021
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@ -2,19 +2,21 @@ WORK IN PROGRESS
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-._.-'"'-._.-'"'- LICAR MANUAL -'"'-._.-'"'-._.-
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by drummyfish, released under CC0 1.0, public domain
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libre racing video game by drummyfish
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released under CC0 1.0, public domain
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~~~ GENERAL ~~~
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Licar is a relatively simple 3D stunt racing game inspired by other popular
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games of this genre. Unlike most games in existence, Licar is completely libre,
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free as in freedom (meaning its source code is available for any use
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whatsoever), gratis (free of cost), and its focus lies on being well programmed
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by employing minimalism and rejecting harmful "modern" programming practice. The
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game aims to seflessly bring happiness to all people who might enjoy it, even
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those who have no money, own only very old and weak computers etc. It is not a
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commercial product and has been made purely out of love by a single man. It is
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also more than a game, for example it can be used for educational purposes.
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games of the genre such as Trackmania and Stunts. Unlike mainstream video games,
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Licar is completely libre, i.e. free as in freedom (meaning its source code is
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available for any use whatsoever), gratis (free of cost) and its focus lies on
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being well programmed by utilizing minimalism and rejecting harmful "modern"
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programming practice. The game aims to seflessly bring joy and entertainment to
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all people who might enjoy it, even those who have no money, own only very old
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and weak computers and so on. It is not a commercial product and has been made
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purely out of love by a single man. Licar is also more than a game, for example
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it can be used for educational purposes or as a basis for new projects.
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The game runs on many platforms and comes in different versions depending on
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what the platforms allow. Some versions may have more features or visual
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@ -80,10 +82,14 @@ PRO TIP: pressing brake while in air stops the car's horizontal rotation!
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~~~ DATA FILE ~~~
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The game uses so called data file to store data such as maps and replays (if the
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platform allows it). The file is usually located in the same directory as the
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game and is called just "data". It's a single text file, so it can be opened in
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any plain text editor. If you just want to casually play the game, you may
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Where supported, the game uses a so called data file to store data such as maps,
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replays, information about map completion etc. On platforms that don't support
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the feature the game still has its own internal data file with very basic maps,
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so that there is still "content" to play, but it won't be possible to add new
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maps or save replays. If the feature IS supported, the game will use a file
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that's usually located in the same directory as the game's executable and which
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is called just "data". It's a single text file, and so it's possible to open it
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with any plain text editor. If you just want to casually play the game, you may
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safely ignore the file. You will need to edit the file if you want to add new
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maps and replays, or if you want to share your replays and maps with others.
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@ -233,6 +239,10 @@ A few tips for making maps:
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time needed to load the map slows down quadratically with the number of
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triangles.
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~~~ COMPILING AND MODIFYING ~~~
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TODO
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~~~ FAQ ~~~
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Q: This game is free? Do I have to pay for it? What can I legally do with it?
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@ -44,12 +44,12 @@
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#ifndef LCR_SETTING_MAX_MAP_VERTICES
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/** Maximum number of vertices for 3D rendering. Lower number will decrease
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RAM usage but will prevent larger maps from being loaded. */
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#define LCR_SETTING_MAX_MAP_VERTICES 10000
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#define LCR_SETTING_MAX_MAP_VERTICES 4096
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#endif
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#ifndef LCR_SETTING_MAX_MAP_TRIANGLES
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/** Like LCR_SETTING_MAX_MAP_VERTICES but for the number of triangles. */
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#define LCR_SETTING_MAX_MAP_TRIANGLES 10000
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#define LCR_SETTING_MAX_MAP_TRIANGLES 8192
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#endif
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#ifndef LCR_SETTING_SKY_SIZE
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