NOTE: to use the speedometer, a patched version of irrlicht is needed. The replacement
files are included here, we hope that the necessary functions will be included in the
next irrlicht release (STK will still compile without a patched irrlicht version,
but not display the speedometer).
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transparent one for the kart selection screen and mini map).
2) Added very first version of minimap (scale is wrong, no kart display yet).
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(though still backwards compatible with e.g.
rubber band and shadow)
2) More scene cleanups.
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called during the irrlicht rendering, so calls
to directly print etc. to the screen are possible.
2) Time and ready/set/go of the race gui now work.
3) Code cleanup.
4) Removed compiler warnings.
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possible.
2) The track exporter supports now exporting a single animation model only even
if the model is used in several animations.
3) Changed the rad to/from degree macros to be uses as multiplication factors,
i.e. RAD_TO_DEGREE*x instead if RAD_TO_DEGREE(x). This allows more compact
code if vectors are convered (RAD_TO_DEGREE*vec3 instead of three separate
macro invocations, once for each component)
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transparent, nor do they fade).
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appropriate subdirs (only main.cpp and main_loop.?pp are now directly
in the src directory).
2) Cleaned up all #include directives, so that all files now use
the right subdirectories.
3) Some minor code cleanup.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3606 178a84e3-b1eb-0310-8ba1-8eac791a3b58
better tweaked parameters).
2) Water and smoke special effects can now be triggered depending on
terrain (default is off for everything). For testing purposes the
lighthouse track has smoke for sand, and water splashed for sea
(i.e. it is currently possible to drive on the water ... for
testing purposes only :) )
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3605 178a84e3-b1eb-0310-8ba1-8eac791a3b58
and improved the origin of the smoke to be the actual position of the
wheels (though this is sometimes still not 'correct' enough atm).
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the kart is leaving a fire trail. Also made it fire even if stopped, so
driver sees nitro works (wasting it).
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More particles but smaller, with different life times. And trying to get them
to fade, but that is not working (trying to get them to become red as test,
final version should just fade transparency).
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test and tweak images if needed. xml was wrong but no obvious output in
console so missing png was a real headache to figure. Tweaked drifting
power loss (0.75 -> 0.5) and default brake power (100 -> 20).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3589 178a84e3-b1eb-0310-8ba1-8eac791a3b58
parts yet, so erase _r part and mass replace s/_l//g). If this stays,
better find the common parts and mix the rest so any change is done for
both sides.
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not from the two wheels anymore).
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system for VS (verified) and autoconf (not verified).
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better particle parameters.
2) Minor work on smoke particle system, not finished.
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times). Probably it should made to follow the ground instead, maybe split
into 2*2 (or equivalent triangles, to have control over the edges) or 4*4
quads too, for better shape adaptability.
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the usage of the VS memory debugger (which redefines free using a macro).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3546 178a84e3-b1eb-0310-8ba1-8eac791a3b58
graph related functions from Track to QuadGraph,
removed plib usage. The AI is now able to drive
a loop (re-using the same quad, before continuing
on the original path). The beack track currently
defines a simple look at the first right hand
turn (the AI will drive down the hill, then
up again and then keep on going).
2) During the conversion process some AI called
function were significanly sped up, but it has
to be tested if this has any ill effects for
certain tracks or certain karts.
3) Tried to add support for moving sky domes, but
that doesn't work yet.
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range depend in a variable (like position and target speeds, so it can
be adjusted later). Also some white space cleanups.
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Does not yet support: splitscreen, 'final camera' mode, 'replay' mode, or looking backwards.
Also, *No support for plib* uses only irrlicht.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3466 178a84e3-b1eb-0310-8ba1-8eac791a3b58
with plib, and the track is now updating its animated textures and
physical objects.
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2) Made all xml files well formed.
3) Minor code cleanups.
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2) Code cleanup.
3) Initial support for special water nodes.
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only a proof of concept (sky boxes are wip).
2) Started work on explosions using the particle engine.
3) Removed plunger when the rubber band snaps.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3274 178a84e3-b1eb-0310-8ba1-8eac791a3b58
Time is now displayed using the new font.
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(though the information is not used atm).
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for .track and .loc files, started working on items.
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1) Added better support for reading XML files.
2) Fixed keyboard handling (for some keys only
key releases were recognised).
3) #ifdef-ed out more plib parts that would cause a
crash with irrlicht.
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missing ifdef - sorry for that).
In irrlicht karts have now (non-rotating) wheels, and the camera
points correctly at the kart.
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- Tracks and kart models are now loaded and converted into
bullet physics.
- A simple camera is implemented, so a loaded track can be
displayed (note: the current SVN version does not contain
a track converted for irrlicht yet)
- Otherwise the irrlicht version is not working, i.e. no
menus atm, ...
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mountain) at the start of a race.
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Note that with irrlicht the scene objects is most likely going to
be replaced anyway.
2) Removed more snprintf.
3) Removed unused modes from VS project file, added new mode for irrlicht.
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2) Replaced many (though not all yet) snprintf with ostringstream
(getting rid of the maximum length of messages).
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in many places which are either more complicated to fix for now,
or will be redesigned with irrlicht (and should therefore go
away anyway).
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currently one minute.
2) Skid marks now support proper culling, which should help with slowdown
some people have seen.
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2) Config files will now use nitro/drift instead of wheelie/jump.
Old config files will automatically be updated (and a message
be printed).
3) Renamed all members of the kart control structure to start
with m_ .
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2) Reduced smoke effect somewhat (and made it dependent on actually turning
the wheel)
3) Removed skid marks when restarting a race.
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(texture and graphics still needs to be improved!)
2) Added new user_config setting for graphical effects.
3) Started to move graphics related file into separate
subdirectory.
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