Stunt Rally is a racing game which focuses mainly on rally racing and it also has some stunt elements like ramps, loopings and pipes. In singleplayer, you race against the clock. You may also do so in championships and challenge series. There is a networked multiplayer mode.
All tracks are closed-circuit tracks. The road can be on the ground, be tilted, go through puddles of water or mud, be a bridge or be a large pipe. As this is a rally racing game, roads tend to be slightly slippery, but even more so in rainy tracks.
The game features 172 tracks in 34 sceneries, 25 vehicles (20 cars, 1 motorbike, 3 hovercrafts and 1 futuristic sphere). The tracks are set in more or less realistic environments. You race through jungles, forests, swamps, deserts, mountains, snow storms and sand storms. There is a small but growing amount of tracks which are set in surreal fantasy worlds on other planets.
Car simulation is done by VDrift (game also here) and rendering by OGRE.
The road is based on a 3D spline and it's fully customizable in editor.
Track editor
Stunt Rally comes with a powerful editor which allows to edit nearly every detail of the track. You can edit sun, sky, weather and fog properties. Terrain shape can be generated and edited with a large set of “landscape paintbrushes”. You can place puddles, objects and other junk on track.
Bridges and pipes are possible. Road width can be changed at any point of the track and tilt on bridges. Loops and corkscrews and other twisted parts can also be made using these tools.
Track editing is explained in detail in a series of video tutorials.
CPU: dual core 2.0 GHz or better
GPU: GeForce 9600 GT or Radeon HD 3870 with 256 MB VRAM
It is possible to run with older specifications.
Version 1.9 ?
If below then I can agree. But since 1.9 driving is totally different.
Anyway this wasn't meant to be an easy game, but it IS (and was) drivable, see videos.
I don't know if anyone here can keep the car on the track, but I sure can't. In fact I get nauseated every time I try to play it due to the wild and unpredictable movements of the car.
It's supposed to be based on vdrift, but in vdrift it is quite easy to control the car. Too bad recent versions don't compile tho.
Note that I have tried all methods of control including joysticks and they don't help. I've also messed with the settings and they don't help. Something is severely wrong with the controls.
Not even the 1.1.1 version shipped from the distribution is not working... weird.
Possibly wrong Ogre version
Good day, i have openSUSE 12.1, 32 bits. The version from the openSUSE game repo is a bit old 1.1.1 and today i wanted to install the latest version from git using the steps presented here http://code.google.com/p/vdrift-ogre/wiki/Compiling but i was unable to do so because of the following errors:
- [ 41%] Building CXX object source/CMakeFiles/sr-editor.dir/road/Road_Edit.cpp.o
/home/creatura/stuntrally/source/road/Road_Edit.cpp: In member function ‘void SplineRoad::RotateSel(Ogre::Real, Ogre::Vector3, int)’:
/home/creatura/stuntrally/source/road/Road_Edit.cpp:143:16: error: ‘class Ogre::Matrix3’ has no member named ‘FromAngleAxis’
make[2]: *** [source/CMakeFiles/sr-editor.dir/road/Road_Edit.cpp.o] Error 1
make[1]: *** [source/CMakeFiles/sr-editor.dir/all] Error 2
make: *** [all] Error 2
- after disabling the build of the game editor i got the same error later on:
[ 97%] Building CXX object source/CMakeFiles/stuntrally.dir/road/Road_Edit.cpp.o
/home/creatura/stuntrally/source/road/Road_Edit.cpp: In member function ‘void SplineRoad::RotateSel(Ogre::Real, Ogre::Vector3, int)’:
/home/creatura/stuntrally/source/road/Road_Edit.cpp:143:16: error: ‘class Ogre::Matrix3’ has no member named ‘FromAngleAxis’
make[2]: *** [source/CMakeFiles/stuntrally.dir/road/Road_Edit.cpp.o] Error 1
make[1]: *** [source/CMakeFiles/stuntrally.dir/all] Error 2
make: *** [all] Error 2
Any idea why? i have all the libs needed to make the build.
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Palomar Starlux
Awesome collection! I like pretty much all of them, thanks for sharing
maplestory private servers
Split screen multiplayer on the same computer can be found from the latest 1.2 release. Networked multiplayer is slowly being worked on as a separate branch - the issue tracking its progress is here: http://code.google.com/p/vdrift-ogre/issues/detail?id=16
I have same issue in debian.
How to fix?
Thanks
I meant it has been accepted to the games repo, not just in a home repo.
i think you already posted that link... ;)
Now available from the openSUSE games repository:
http://software.opensuse.org/search?q=stuntrally&baseproject=ALL&exclude...
Can you implement a multiplayer system for the game? That would be nice :)
Thank you for the help scrawl. It seems that Debian puts the libs in /usr/local/lib/OGRE and other libs like libMyGUIEngine.so libOgreMain.so.1.7.2 libOgreRTShaderSystem.so libMyGUIEngine.so.3 libOgrePaging.so libOgreRTShaderSystem.so.1.7.2 libMyGUIEngine.so.3.0.1 libOgrePaging.so.1.7.2 libOgreTerrain.so libMyGUI.OgrePlatform.a libOgreProperty.so libOgreTerrain.so.1.7.2 libOgreMain.so and libOgreProperty.so.1.7.2 in /usr/local/lib. So be aware Debian users :)
The game can't find the dir of your OGRE plugins. Try to locate it like this:
locate RenderSystem_GL.so
then, use OGRE_PLUGIN_DIR= ./stuntrally
Or just copy the ogre plugins to a common dir that is checked by the game, for example /usr/lib/OGRE.
Edit: env var is OGRE_PLUGIN_DIR not OGRE_PLUGIN_PATH
*-*-* OGRE Initialising
*-*-* Version 1.7.2 (Cthugha)
Loading library /RenderSystem_GL
An exception has occured: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library /RenderSystem_GL. System Error: /RenderSystem_GL.so: cannot open shared object file: No such file or directory in DynLib::load at /home/creatura/Downloads/ogre_src_v1-7-2/OgreMain/src/OgreDynLib.cpp (line 91)
INFO: Exiting
*-*-* OGRE Shutdown
Both Ogre and MyGui where compiled. Mainly because Debian has Ogre ver 6. Any ideeas on how can i solve this ?
Stuntrally is a bit of all of that :)
Can wait for a linux installer o a deb package for my debian distro.
[offtopic]
Yes, ReVolt was a great game. Few people know, it's source (more precisely, the source of incompleted xbox version) is available under unclear licensing terms (in fact, it's abandonware). If you are interested, I can try to find the link. It would be great to see a free engine implementation that runs on Linux.
[/offtopic]
Tile Racer was by itself a remake of Stunts (DOS game, 1990), like many out there that didn't succeed. I liked Stunts a lot back then, I also liked Revolt (1999) and Generally (2003) and I played a lot Richard Burns Rally (2004).
I think the feel of them can somehow be found in Stunt Rally if only a bit.
You're welcome if you have any other ideas for Gameplay Modes:
http://code.google.com/p/vdrift-ogre/issues/detail?id=56
Well true, there is only racing against clock implemented. But I wouldn't say it's pointless, you drive the track's road to have the fastest lap. And some tracks aren't easy (pipes, winding road in air).
Opponents are difficult to implement (can't imagine how to describe for them how to drive pipes and jumps so it would be at decent level, or how should they recover from it).
nice work! its done.
I built the packages for openSUSE please add to the info.
openSUSE packages
When we will have a linux installer ? (just like the windows one)
Even if the core is Vdrfit the loops and all stunts resembles in a way with those from Tile Racer(a dead project).
Is that correct ?
It should be noted that this is a total conversion or fork of Vdrift.
It is well done. Nice graphics, physics and it's fast. However the gameplay also feels a bit pointless now. You just drive around and do some stunts, maybe trying to beat the clock. There seem to be no other goals and objectives and no opponents.
Thanks for the explanation. It's good to hear there are Linux developers in the team now.
It does now using CMake. There is also a package for Ubuntu.
Since few weeks 2 linux programmers joined the project and they have successfully build and run the game and editor on Ubuntu and Arch Linux.
For more info check the Wiki pages Compiling and Packages on out Project's homepage.
Does it really run on Linux ? Last time I've heard about it, people complained that it was impossible to successfully compile it (at least without major code modifications).