First, bunzip2 the file with "bunzip2 xrally-$VERSION.tar.bz2"
Then, untar the file with "tar -xvf xrally-$VERSION.tar"
Then, go to the xrally directory and run "./configure"
If everything configures correctly, compile it with "make"
, or "make install"
if you are the root user.
Tor run the program, type xrally
, or if that doesn't work try "./xrally"
Configuration
Unfortunately, XRally does not yet support the runtime loading of configurations, so anything you want to change must be done before compilation. If you wish to reconfigure the game, just type "make" after changing what you want. The current values are still being tested, so if you discover a nice combination, e-mail perdig@linuxbr.com.br.
These are options to be configured. For your ease the variables are sorted by which file they are in. Also given is the line number and a brief description.
#define ONE_SEEK | 41 | If defined, only the closest enemy will chase the player. The others will wander around the map. (It makes things harder, as the enemys won't crash with each other so easily) |
#define ENEMY_STOP | 43 | If defined, the enemy that is chasing the player won't automatically avoid walls (it disables the carAI() function) and can become paralysed in some places. |
#define CONFUSED_TIME (5 * FPS) / 2 |
45 | How many game loops the enemy car will be confused. In this case, it will be confused by 2.5 seconds. (note that it is multiplicated by FPS so that the time will be in seconds) |
#define REST_TIME SPRITE_WIDTH / 2 |
47 | How many game loops the enemy car will be unvulnerable after being confused. The default number makes enough to it to came out of one tile. (so, it won't be caught twice in the same smoke). But low numbers mean the the enemy can crash with each other many times in a row. |
#define FPS 20 | 29 | FPS -> Frames per second. Higher numbers mean faster gameplay but worse control (and it may be just too fast to some computers. 20 works quite well in my old Pentium 133). |
#define STEP 16 | 118 | How many pixels the player car advances per game loop. Higher numbers mean faster gameplay, but sluggish animation (and worse control). |
#define STEP2 18 | 119 | How many pixels the enemy car advances per game loop. Higher numbers mean more difficult gameplay. |
#define SMOKE_NUM 10 | 93 | Maximum number of smoke screens on map at on time. |
#define SMOKE_DURATION 4 * FPS | 95 | How many game loops smoke remains on map before vanishing. |
#define SMOKE_FUEL FPS * 1 | 97 | How much fuel smoke consumes. In this case, the same as the fuel you would waste walking a second. |
#define PLAYABLE | 132 | If not defined, the enemy cars won't get you, nor will you get the flags. (Testing purposes only) |
#define NUM_LIVES 5 | 120 | Number of lives. If option is undefined, you will be able to play how many times you want, and you will be able to choose the map. |
#define FLAG_VALUE 100 | 93 | The point value of a flag times the flag number (ie. 1st flag = 100, 2nd flag = 200, etc...) |
#define SCORE_DIGITS 8 | 94 | Size of string that keeps score value. Actual number of painted digits is (SCORE_DIGITS - 1) |
#define SCORE_TIMER 10 | 95 | See SCORE_COLOR |
#define SCORE_COLOR "#FFFFFF" | 96 | When you get a flag, it's value will appear on the screen. SCORE_COLOR is color in hex the value is displayed in; SCORE_TIMER is number of seconds the value stays on screen. |
#define REARRANGE_FPS | 26 | When defined the game will automatically slow itself down if it can't support current fps |
#define FUEL_CONSUME 1 | 28 | How much fuel is consumed in a frame |
#define FUEL_IMPACT | 30 | Impact of empty tank on car velocity when fuel runs out. Higher numbers = lower impact (carVelocity = startVelocity + actualFuel / FUEL_IMPACT). |
//#define OLD_INTERSECT | 22 | If defined, will use the old way of checking if cars intersect. |
TILE_WIDTH TILE_HEIGHT |
93 94 |
Number of tiles painted on screen. Large numbers slow game a lot and small numbers make game harder. |