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<!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML//EN"> <!-- -*- html -*- -->
<!--
XRacer homepage (C) 1999 Richard W.M. Jones

$Id: index.html.in,v 1.45 2000/03/20 21:08:56 rich Exp $

If you make changes here, please remember that we have a lot
of Lynx users, and test the site under that browser before
sending me patches.
-->
<html>
  <head>
    <meta name="keywords" content="xracer game wipeout clone freeware linux unix">
    <meta name="description" content="XRacer is a freeware clone of Psygnosis WipeOut for Unix.">
    <title>The XRacer Homepage</title>
  </head>

  <body bgcolor="#ffffff">

    <table width="100%">
      <tr>
	<td align="center" colspan=2>
	  <img src="xracer-web-banner-2.gif" width=393 height=97
	   alt="The XRacer Homepage">
	</td>
      </tr>
      <tr>
	<td valign="top" width="60%">
	  <table border=1 width="100%">
	    <tr>
	      <td bgcolor="#ffffff">
		<h2>Introduction</h2>

		<p>
		  XRacer is a clone of the
		  Psygnosis game WipeOut.
		</p>

		<p>
		  Start by downloading the latest
		  source distribution, unpack it,
		  and read the instructions in
		  the file <tt>doc/README.txt</tt>.
		</p>

	      </td>
	    </tr>
	  </table>

	  <table border=1 width="100%">
	    <tr>
	      <td bgcolor="#ffffff">
		<h2>News</h2>

		<!-- NEWS -->

		<p><b>Mon Mar 20 21:07:47 GMT 2000</b></p>

		<p>
		  Version 0.96.9:
		  Lens flare effect working.
		</p>

		<p><b>Sun Mar 19 23:47:02 GMT 2000</b></p>

		<p>
		  Version 0.96.8:
		  Fixed use of xrCalculateView to be more efficient.
		  Added support for luminance textures.
		  Added a cute lens flare effect (based on
		  <a href="http://reality.sgi.com/opengl/tips/lensflare/">this
		    code</a>) which doesn't work yet. It's late.
		  I'll fix it tomorrow ...
		</p>

		<p><b>Sun Mar 19 14:47:36 GMT 2000</b></p>

		<p>
		  Version 0.96.7:
		  Added internationalization support (using GNU gettext).
		  I've given up fixing texture / modelling problems
		  until I've been to visit the Blender authors. It
		  looks like Linux could soon have a <i>very cool</i>
		  open source modelling program - much needed, I can't
		  wait.
		</p>

		<p><b>Sun Mar 12 12:59:25 GMT 2000</b></p>

		<p>
		  Version 0.96.6:
		  Fixed keyboard handling bugs.  Changed track shape
		  and played extensively with game physics - things
		  are a lot better, but by no means perfect.  You can
		  change physical constants on the fly using keys Q,
		  A, W, S, E, D, R, F, T, G (all in caps) and dump out
		  the settings with X. Helps a lot when fine-tuning
		  things. Texture maps are completely broken and will
		  remain so - I'm visiting the authors of Blender
		  to play with their new releases and talk to them
		  about what game authors will require from free
		  Blender, so don't expect textures to be fixed
		  for a while.
		</p>

		<p><b>Sun Mar  5 18:13:23 GMT 2000</b></p>

		<p>
		  Version 0.96.5:
		  Fiddling with Blender and texture support ...
		</p>

		<p><b>Sun Mar  5 12:49:43 GMT 2000</b></p>

		<p>
		  Version 0.96.4:
		  Fixed enterplanes. Added more scenery. Played
		  a lot of
		  <a href="http://tuxracer.sourceforge.net/">Tux Racer</a>.
		</p>

		<p><b>Sun Feb 27 18:42:14 GMT 2000</b></p>

		<p>
		  Version 0.96.3:
		  Lots of debug added to track down problems
		  with the physics model.
		</p>

		<p><b>Sun Feb 27 14:07:05 GMT 2000</b></p>

		<p>
		  Version 0.96.2:
		  Slightly smoother track. (Still not playable).
		</p>

		<p><b>Sun Feb 27 12:20:14 GMT 2000</b></p>

		<p>
		  Version 0.96.1:
		  More physics tweaks. Still nowhere near
		  a playable game.
		</p>

		<p><b>Fri Feb 25 22:27:36 GMT 2000</b></p>

		<p><b>XRacer status</b></p>

		<p>
		  I've had a few people write to me complaining
		  that XRacer has regressed considerably over
		  the past few months, and yes, that is indeed
		  true. I've been very busy changing the interface
		  between the modeller and the game, and the
		  releases themselves haven't been playable.
		  In fact, since 0.96.0, I've decided to
		  tweak the Blender import code yet again. I'm
		  currently using up most of my spare time on
		  this.
		</p>

		<p>
		  But there is a reason for this: it's vitally
		  important to build XRacer on a sound basis.
		  Blender is an excellent modeller (and will be
		  even better in summer this year when it
		  becomes truly freeware). But providing a
		  simple way to design tracks in Blender and
		  export them to XRacer, while preserving a really
		  good feel, is a difficult problem. And one
		  that it's worth getting right now, once and
		  for all, rather than having to revisit this
		  again at some later point.
		</p>

		<p>
		  I want to make sure that before I ask anyone
		  to think about drawing tracks, that the interface
		  from modeller to game is the best it possibly
		  can be.
		</p>

		<p>
		  It's also fair to say that I'm in no particular
		  hurry. XRacer has been in development for 8
		  months, has been rewritten once, and as
		  an open source project with no deadlines
		  I don't mind if it takes another 6 or 12
		  months to complete.
		</p>

		<p>
		  So bare with me and things will make sense,
		  in the end :-)
		</p>

		<p align=right>Rich.</p>

		<p><b>Sun Feb 20 13:19:33 GMT 2000</b></p>

		<p>
		  Version 0.96.0:
		  This version is <i>extremely broken</i>.
		  It's the first version where you can
		  draw an entire track in <a
		  href="http://www.blender.nl/">Blender</a>, export it
		  (if you have a C-key), and import it as a complete
		  track (including scenery and textures). The track
		  shape is described as a single mesh, and the import
		  tools generate an efficient BSP which maps from the
		  pilot's position to the correct point in that
		  mesh. Tracks are no longer constructed from
		  ``segments'' and are no longer limited in shape. A
		  track could now be an arbitrary shape: a wide open
		  area or a track which divides into several
		  alternative routes are both possibilities.
		</p>

		<p><b>Sun Feb  6 23:15:55 GMT 2000</b></p>

		<p>
		  Version 0.95.31:
		  Fixed the BSP bug.
		</p>

		<p><b>Sun Feb  6 16:50:02 GMT 2000</b></p>

		<p>
		  Version 0.95.30:
		  After about 12 hours work, fixed two
		  painfully small bugs in blender2track
		  (the BSP tool). It <i>still</i> doesn't
		  work ...
		</p>

		<p><b>Sat Feb  5 11:40:35 GMT 2000</b></p>

		<p>
		  Version 0.95.29:
		  Substantial MPEG library cleanups. Some
		  problems remain with static variables,
		  but this is now basically turned into
		  a standalone library. We get about 45 fps.
		</p>

		<p><b>Mon Jan 31 23:10:11 GMT 2000</b></p>

		<p>
		  Version 0.95.28:
		  The new BSP code still isn't working.
		  However, I imported the
		  <a href="http://www.mpeg.org/MPEG/MSSG/#source">MPEG
		    Software Simulation Group's</a> MPEG-2 decoder,
		  so now XRacer can play MPEG-2 files in the
		  intro sequence. Try compiling this version
		  and copying
		  <a href="ftp://mm-ftp.cs.berkeley.edu/pub/multimedia/mpeg/movies/jet.mpg">a random MPEG-2 file</a>
		  to <tt>$PREFIX/share/xracer/video/intro.mpeg</tt>
		  after installing XRacer. If the MPEG is in
		  a suitable format, then XRacer will play it
		  until you press a key. Frame rates are not
		  so good at the moment -- I get between 18 and
		  20 fps. However, the code isn't even slightly
		  optimized yet, and I think getting 50 fps
		  shouldn't be a problem once I remove some
		  of the more gratuitous copying. Obviously
		  what I'm missing now is an actual MPEG to play.
		  If anyone is interested in submitting an
		  intro video, I'll put them up on the site and hold
		  a small vote for which one goes in the game.
		  Before starting to design an intro video, <i>please
		  contact me</i> so that I can tell you some of the
		  more technical requirements.
		</p>

		<p><b>Sun Jan 30 08:30:02 GMT 2000</b></p>

		<p>
		  Version 0.95.27:
		  Small mouse patch. In case people think I'm
		  sitting around doing nothing, take a look
		  in the tracks/simple2 directory and the
		  tools/blender2track directory. Scary code
		  to build BSPs (non-working :-).
		</p>

		<p><b>Sun Jan 23 17:07:14 GMT 2000</b></p>

		<p>
		  Version 0.95.26:
		  Wrote a Python program which exports Blender tracks
		  in a certain format. Nothing useful yet - I have to
		  now modify all the Perl scripts to be able to read
		  this export file and generate tracks as before.
		  Read the important announcement below.
		</p>

		<p><b>Blender Announcement</b></p>

		<p>
		  Ton Roosendaal, author of <a
		  href="http://www.blender.nl/">Blender</a> has
		  generously sponsored a <a
		  href="http://www.blender.nl/complete/index.html">Blender
		  C-key</a>.  The Blender C-key enables various
		  critical extra features in Blender, namely <a
		  href="http://www.blender.nl/complete/scripting.html">Python
		  scripting</a>, which will help greatly in <a
		  href="http://www.q-bus.de/Blender/">exporting</a>
		  Blender tracks into XRacer.
		</p>

		<p>
		  Blender C-key features migrate to the
		  free version of Blender about 6 months
		  after they have been added. In addition,
		  a fully freeware (GPLed) release of Blender
		  is planned for the summer this year.
		</p>

		<p>
		  You <i>don't</i> need a C-key in order to
		  compile or run Blender. If you are designing
		  tracks, then a C-key is not required, but
		  highly recommended, until the free release
		  of Blender appears.
		</p>

		<p align="right"><a href="old-news.html">Old news ...</a></p>

	      </td>
	    </tr>
	  </table>

	  <td valign="top" width="40%">

	    <table border=1 width="100%">
	      <tr>
		<td bgcolor="#f0f0f0">
		  <h2>Screenshots</h2>

		  <p align="center"><i>(Click for a larger image)</i></p>

		  <p align="center">
		    <a href="xracer-shot-01.gif"><img src="xracer-thumb-01.gif" width=160 height=120 alt="Screenshot thumbnail #1" border=0></a>
		  </p>
		  <p align="center">
		    <a href="xracer-shot-02.gif"><img src="xracer-thumb-02.gif" width=160 height=120 alt="Screenshot thumbnail #2" border=0></a>
		  </p>
		  <p align="center">
		    <a href="xracer-shot-03.gif"><img src="xracer-thumb-03.gif" width=160 height=120 alt="Screenshot thumbnail #3" border=0></a>
		  </p>

		</td>
	      </tr>
	    </table>

	    <table border=1 width="100%">
	      <tr>
		<td bgcolor="#f0f0f0">
		  <h2>Download</h2>

		  <p>
		    All source code, graphics and sounds are
		    distributed under the terms of the
		    <a href="COPYING"><b>GNU General Public License</b></a>.
		    By downloading, you agree to the terms
		    of this license.
		  </p>

		  <p>
		    XRacer changes very frequently. If
		    the links below are broken, then
		    hit [Shift] and [Reload] to get the
		    latest version of this page.
		  </p>

		  <p>Latest version: <b>0.96.9</b></p>

		  <ul>
		    <li> <a href="files/xracer-0.96.9.tar.gz">xracer-0.96.9.tar.gz</a>
		  </ul>

		  <p align="right"><a href="files">Old versions ...</a></p>

		  <p>Patch to latest version:</p>

		  <ul>
		    <li> <a href="patches/patch-0.96.9.gz">patch-0.96.9.gz</a>
		  </ul>

		  <p>
		    <i>Note about patches:</i> Patches are sometimes
		    missing, and can be incomplete, particularly if
		    the latest version has additional binary files.
		  </p>

		  <p align="right"><a href="patches">Old patches ...</a></p>

		  <p>Binary RPM for Red Hat Linux 6.1:</p>

		  <ul>
		    <li> <a href="files/xracer-0.96.9-1.i686.rpm">xracer-0.96.9-1.i686.rpm</a>
		  </ul>

		  <p>
		    <i>Note about binary RPMs:</i> The binary RPMs
		    are all compiled to require Mesa 3.1 and
		    libglide2x. ie. You need a Voodoo 2 card and
		    all libraries installed. If in any doubt,
		    <i>download the source instead</i>. RPMs are
		    experimental.
		  </p>

		  <p align="right"><a href="files">Old versions ...</a></p>

		  <p>Source RPM for Red Hat Linux 6.1:</p>

		  <ul>
		    <li> <a href="files/xracer-0.96.9-1.src.rpm">xracer-0.96.9-1.src.rpm</a>
		  </ul>

		  <p align="right"><a href="files">Old versions ...</a></p>

		</td>
	      </tr>
	    </table>

	    <table border=1 width="100%">
	      <tr>
		<td bgcolor="#f0f0f0">
		  <h2>Frequently Asked Questions</h2>

		  <p>
		    The latest FAQ can be found here:
		  </p>

		  <ul>
		    <li> <a href="faq.html">FAQ (HTML format)</a>
		    <li> <a href="faq.txt">FAQ (plain text format)</a>
		  </ul>

		</td>
	      </tr>
	    </table>

	    <table border=1 width="100%">
	      <tr>
		<td bgcolor="#f0f0f0">
		  <h2>Requirements</h2>

		  <ul>
		    <li> Linux 2.2, FreeBSD, Solaris, SGI,
		      Windows (requires
		      <a href="http://sourceware.cygnus.com/cygwin/">Cygwin</a>,
		      and Bart Jaszcz's
		      <a href="http://members.xoom.com/bpj1138/cygwin_ogl_glut_liba.zip">wrapper libraries</a>).
		      Uses GLUT library, so
		      it can probably be ported to other
		      platforms with little effort.
		    <li> Mesa 3.0 or 3.1 from
		      <a href="http://www.mesa3d.org/">http://www.mesa3d.org/</a>.
		    <li> GLUT 3.7 library. This is part of the
		      MesaDemos package, available on the
		      Mesa site.
		    <li> JPEG library.
		    <li> Supported 3D accelerator card, or
		      a fast computer (for example, a Pentium II).
		    <li> Analogue joystick is highly recommended,
		      although keyboard and mouse now work.
		  </ul>

		</td>
	      </tr>
	    </table>

	    <table border=1 width="100%">
	      <tr>
		<td bgcolor="#f0f0f0">
		  <h2>Mailing List</h2>

		  <p>
		    To subscribe to the XRacer mailing list,
		    send a mail to <a href="mailto:xracer-request@annexia.org">xracer-request@annexia.org</a>
		    with an empty subject and a single line
		    in the body of the message:
		  </p>

		  <p>
		    <b>subscribe xracer</b>
		  </p>

		</td>
	      </tr>
	    </table>

	    <table border=1 width="100%">
	      <tr>
		<td bgcolor="#f0f0f0">
		  <h2>Links</h2>

		  <p>Game sites</p>

		  <ul>
		    <li>
		      <a href="http://www.happypenguin.org/">The Linux Game Tome</a>
		    <li>
		      <a href="http://www.freshmeat.net/">Freshmeat</a>
		    <li>
		      <a href="http://www.linuxgames.com/">Linux Games</a>
		  </ul>

		  <p>Tools, tips and resources</p>

		  <ul>
		    <li>
		      <a href="http://www.linux3d.org/">3D resources for Linux</a>
		    <li>
		      <a href="http://reality.sgi.com/ripperda_engr/glx/">GLX drivers for Linux</a>
		    <li>
		      <a href="http://sourceware.cygnus.com/cygwin/">Cygwin</a>
		    <li>
		      <a href="http://www.mesa3d.org/">Mesa (a free GL replacement)</a>
		    <li>
		      <a href="http://reality.sgi.com/opengl/tips/">Mark J. Kilgard's OpenGL tips</a>
		  </ul>

		  <p>Recommended games</p>

		  <ul>
		    <li>
		      <a href="http://dark.x.dtu.dk/~grumbel/pingus/index.html">Pingus</a>
		    <li>
		      <a href="http://gracer.sourceforge.net/">GRacer</a>
		    <li>
		      <a href="http://www.woodsoup.org/projs/tux_aqfh/">Tux The Penguin</a>
		    <li>
		      <a href="http://www1.las.es/~amil/ssystem/">Ssytem solar system simulator.</a>
		      One of the best GL games/toys available for Linux.
		      Totally recommended.
		    <li>
		      <a href="http://tuxracer.sourceforge.net/">Tux Racer</a>
		  </ul>

		  <p>Artwork</p>

		  <ul>
		    <li>
		      <a href="http://www.pcug.org.au/~alanlevy/">Alan Levy's skiing trip photographs</a> provided us with valuable material for backgrounds and texture maps.
		  </ul>

		</td>
	      </tr>
	    </table>

	  </td>
      </tr>
    </table>



    <hr>
    <address><a href="mailto:rich@annexia.org">Richard Jones</a></address>
<!-- Created: Tue Jun 22 14:26:58 BST 1999 -->
<!-- hhmts start -->
Last modified: Mon Mar 20 21:08:05 GMT 2000
<!-- hhmts end -->
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