Faq

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What are the system requiements?

CPU: ~500 MHz (a wild guess)
RAM: 128 MB (at least 40 MB of free memory prefered)
Graphics: GeForce-class card with 32 MB of video memory (or better)
HDD: 8 MB free
Software: Microsoft Windows 2000/XP, Linux, Mac OS X, or FreeBSD, and OpenGL-capable video driver

I want to be able to play X-Moto on a very slow computer! Any tips?

Yeah, sure. There's a couple of tricks you can do if your computer is old and slow,
and you don't care about nifty    graphics. Try starting the game in this way from a command prompt:
xmoto -res 512x384 -bpp 16 -ugly -level 3
The above will start the game in a 512x384 graphics mode with 16 bits per pixel with "ugly mode" enabled.
Note how  -level 3 specifies that we want to play level 3 (for example);
this is imporant because the menu graphics aren't affected by -ugly,
so they will most likely be too heavy for your computer.
You can try any resolution you like, but those below 512x384 are not really playable.
X-Moto is playable on my 233-MHz IBM laptop when I follow this procedure.
To see what levels you can play, use the following command:
xmoto -listlevels
(on Windows this will create a stdout.txt file with the output)

Why is X-Moto still "alpha"?

The alpha designation is meant to tell that not all planned features are implemented yet.
When the game is in a  state where I see it as finished feature-wise,
I'll put it into beta state instead, where it will remain until I'm sure it is tested properly.

The sound does not work!

Until alpha release 0.1.8 there was no sound in the game.

X-Moto 0.1.6 and earlier runs very slow on my computer! How come?

Solution: Disable "Vertical Sync" in your video card configuration.
This is not necesary in later versions of X-Moto.
If your video card is configured to wait for vertical synchronization
before showing the contents of the  framebuffer on the screen,
the framerate of the game is limited to frequency of your monitor.
For instance, if your monitor only is running at 60 Hz,
the game will never run at more than 60 frames per second.
And thats a big problem, because X-Moto requires a framerate of at least 100
to have real-time physics simulation.

Does X-Moto really support Mac/FreeBSD/etc?

I have a difficult time testing on all these platforms,
as I only have access to a very limited number of machines.
Some people report that that both MacOS, FreeBSD, and even 64-bit platforms are supoprted,
but I can't test it myself.

Can I run X-Moto on my mobile phone?

Short answer: No. :)

I want to be able to record replays! When will you add that feature?

Replays are supported as of alpha release 0.1.8.

Will X-Moto support Elastomania levels?

No, the physics are way too different.
Although it might be possible to import Elastomania levels into X-Moto,
it would be impossible to create levels that would be playable in both games.

(Linux) Lua and/or ODE are causing ./configure to fail, but I HAVE the right libraries installed!

Some people have had problems with compiling X-Moto on their Linux'es
(most notably people using the Gentoo distribution),
because the game fails to link correctly with the Lua and/or ODE shared libraries.
If this is the case for you, i.e. the standard installation procedure fails on your machine,
try downloading the special X-Moto package which includes the Lua and ODE source code: 
xmoto-0.1.16-with-ode-lua-src.tar.gz
The package is installed as usual.

(Linux) Why does the game fail when I've just compiled it and type ./xmoto?

It can't find the data files.
Either try to install it (as root with make install),
or cd into /bin and start the game from there with ../xmoto.
The latest version has a more clear error message for this.