Continue manual

This commit is contained in:
Miloslav Ciz 2025-03-15 14:48:41 +01:00
parent 5e5ff6950c
commit 36df133905
5 changed files with 31 additions and 18 deletions

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@ -3,8 +3,6 @@
- add indicator that menu can be scrolled down
- car deglitch idea: deglitch only if the middle joint collided this frame?
- some kinda easteregg in menu or smt
- on 1st map the camera is obscured by the wall at the start, fix it somehow
(not the best first impression)
- culling is very slow now, it showed that distance bailout can accelerate it
a lot, try to make a more accurate bailaout and see if it's faster (watch
out for bugs due to false positives)
@ -72,6 +70,8 @@
those nasty piercing bugs
- replays are bugged, seem to not steer
- make the U-ramp map taller due to new physics
- on 1st map the camera is obscured by the wall at the start, fix it somehow
(not the best first impression) <-- shifted start pos.
- replay format should probably record game version
- also there should probably be some version system that says version of
physics vs version of everything else; replay could only record physics

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@ -106,7 +106,7 @@ static const char *LCR_internalDataFile =
// MAP 1:
"#MLC1;4321 0 "
":*B2mL:!x6G:+L2H:+D38" // start, finish, CPs
":*C2mL:!x6G:+L2H:+D38" // start, finish, CPs
// pillars:
":nw0w2L:f151:m151"
":nz0w2L:f151:m151"

3
data
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@ -32,3 +32,6 @@ ramps
finish
:!vdt :!vdA
#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
#BLC1;
#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
-._.-'"'-._.-'"'- LICAR MANUAL -'"'-._.-'"'-._.-
by drummyfish, released under CC0 1.0, public domain
libre racing video game by drummyfish
released under CC0 1.0, public domain
~~~ GENERAL ~~~
Licar is a relatively simple 3D stunt racing game inspired by other popular
games of this genre. Unlike most games in existence, Licar is completely libre,
free as in freedom (meaning its source code is available for any use
whatsoever), gratis (free of cost), and its focus lies on being well programmed
by employing minimalism and rejecting harmful "modern" programming practice. The
game aims to seflessly bring happiness to all people who might enjoy it, even
those who have no money, own only very old and weak computers etc. It is not a
commercial product and has been made purely out of love by a single man. It is
also more than a game, for example it can be used for educational purposes.
games of the genre such as Trackmania and Stunts. Unlike mainstream video games,
Licar is completely libre, i.e. free as in freedom (meaning its source code is
available for any use whatsoever), gratis (free of cost) and its focus lies on
being well programmed by utilizing minimalism and rejecting harmful "modern"
programming practice. The game aims to seflessly bring joy and entertainment to
all people who might enjoy it, even those who have no money, own only very old
and weak computers and so on. It is not a commercial product and has been made
purely out of love by a single man. Licar is also more than a game, for example
it can be used for educational purposes or as a basis for new projects.
The game runs on many platforms and comes in different versions depending on
what the platforms allow. Some versions may have more features or visual
@ -80,10 +82,14 @@ PRO TIP: pressing brake while in air stops the car's horizontal rotation!
~~~ DATA FILE ~~~
The game uses so called data file to store data such as maps and replays (if the
platform allows it). The file is usually located in the same directory as the
game and is called just "data". It's a single text file, so it can be opened in
any plain text editor. If you just want to casually play the game, you may
Where supported, the game uses a so called data file to store data such as maps,
replays, information about map completion etc. On platforms that don't support
the feature the game still has its own internal data file with very basic maps,
so that there is still "content" to play, but it won't be possible to add new
maps or save replays. If the feature IS supported, the game will use a file
that's usually located in the same directory as the game's executable and which
is called just "data". It's a single text file, and so it's possible to open it
with any plain text editor. If you just want to casually play the game, you may
safely ignore the file. You will need to edit the file if you want to add new
maps and replays, or if you want to share your replays and maps with others.
@ -233,6 +239,10 @@ A few tips for making maps:
time needed to load the map slows down quadratically with the number of
triangles.
~~~ COMPILING AND MODIFYING ~~~
TODO
~~~ FAQ ~~~
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 @@
#ifndef LCR_SETTING_MAX_MAP_VERTICES
/** Maximum number of vertices for 3D rendering. Lower number will decrease
RAM usage but will prevent larger maps from being loaded. */
#define LCR_SETTING_MAX_MAP_VERTICES 10000
#define LCR_SETTING_MAX_MAP_VERTICES 4096
#endif
#ifndef LCR_SETTING_MAX_MAP_TRIANGLES
/** Like LCR_SETTING_MAX_MAP_VERTICES but for the number of triangles. */
#define LCR_SETTING_MAX_MAP_TRIANGLES 10000
#define LCR_SETTING_MAX_MAP_TRIANGLES 8192
#endif
#ifndef LCR_SETTING_SKY_SIZE