Q: How do I compile a CVS verision from scratch? A: aclocal; autoheader; automake -a; autoconf; ./configure; make
Q: Ok, what now? I have compiled it, but I don't see any executables! A: Executable is located at 'src' subdirectory and is called 't1_crs'.
Enter 'src/t1_crs -h' at command line prompt to get the list of options. NOTE: don't chdir into 'src', otherwise 't1_crs' won't find it's data!
Q: What keys are there?
A: Most important: cursor keys (gas/break/left/right), "Q" (gear up)
and "A" (gear down). Besides cursor keys, you can also play using joystick (no parameters needed - just plug it in and it should be working). Gear shifting is only implemented via keyboard, though...
Q: What commad line options are there?
A: Try "src/t1_crs -h" for answer.
Q: What do I need to know if I'm compiling under CygWin? A: Here is some info provided by Robert Konigsberg, I hope you'll find
it informative. Other than that, I'm afraid I can't be of much help. My primary development platform is Linux, I don't know much about CygWin.
- Don't be fooled by having two directories for GL (containg glext.h.) The one in /usr/include/w32api is the one you want.
- If you come up with a compilation warning: Duplicate entries for APIENTRY, you must be sure to configure --x-includes in ./configure.
- This is the "configure" command I found for cygwin that works:
./configure --with-sdl-includes=/usr/local/include/SDL \
--with-plib-includes=/usr/include/plib \ --x-includes=/usr/include/w32api
- How do I activate "Vamos" support?
A: Just install it on your system and re-compile T1. If "Vamos" is
installed on your system, "configure" script will find it, and the support for "Vamos" model will be included (see a new command line option).
- I got T1 to compile, but textures look funky, and I get a lot of
"Deflate compression support is not configured." messages. A: That means that your libtiff is compiled without "deflate" compression
support. You have two options: either re-compile libtiff in order to also include "deflate" compression, or convert all textures to uncompressed tiff format. I'd suggest the first solution (I'm not even sure the second would work - I've never tried).
