karts and prints a warning if the rescue position would result in
an immediate rescue again (which usually indicates that the
driveline is too low, and the kart is rescued 'under' the track).
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since the parameters for that function had changed).
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3 just before the last kart is eliminated (and a kart on
position 1 will be eliminated), the kart on previous position
2 (after elimination on position 1) will get too many points.
This situation is now detected, and the position of the
remaining karts are adjusted before scoring.
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an emergency animation (see bug 3100384).
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and the scene.xml file can specify how many karts to set in one row, and the
distance between karts in X and Z direction.
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(and so no debug info for a rank change was printed).
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resulted in AIs driving badly (even when the variation was set to 0).
This patch will be re-considered later, after the alpha 3 release.
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steer to the same driveline point, but to points slightly to
the left and right. The maximum variation is defined in
stk_config.xml (and should be between 0 and 1).
ATM THIS IS DISABLED! Since in my tests it appears that
the AI is not driving as good as previously anymore, i.e.
it drives more S-lines on straights etc. To enable this change
steering_variation in stk_config.xml
2) AI now handles multi-items better by waiting a certain amount
of time before using the next item.
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(see bug 3072740): the countdown timer caused incorrect
values to be used for the 'music credit' display.
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in stk_config. This is to balance races with larger number of
karts. Note that the changes to stk_config was part of the
previous commit.
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option) was too small, a leader could 'finish' the race, and while
no message would be printed, its distance calcuation become incorrect.
To workd around this issue (and to avoid making the code in
linear_world even more convoluted) I just set a large number
for the number of laps in case of a FTL race.
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driven by the computer) do not generate any 'fastest lap' messages
anymore (see bug 3061466).
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for duplicated ranks to world_with_rank.
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By now FTL should basically work (i.e. not crash and list karts
in the right order at the end), though the reported times are
still not correct.
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setKartPosition, some simplifications to ftl.
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contains all codes related to ranking the karts (which is used
to display the icons in the race gui and the end result table).
The battle mode should now be fixed, but follow-the-leader
has still issues and will most likely crash at the end.
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2) Fixed last_lap sfx not being played in the last lap of a restarted
race.
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and explosion in the player icon list, and 'animates' if a kart
is overtaken another kart. Thanks a lot for this patch!
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two karts, it is now given for all karts starting withint a certain
amount of time. These times and boost value are specified in
stk-config.xml.
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(e.g. atm it's not possible to skip part of the result animations, so for now you have
to wait till the buttons appear before you can continue).
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this information when a race position changes.
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2) Replaced int* with std::vector<int> in raceResultOrder.
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karts to press 'accelerate' after 'go' will receive a boost.
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counting line is not centered around 0,0,0 or not parallel to the
X axis.
Note that this requires all lap counting line in the scene.xml files
to be 'oriented', i.e. the first point must be the left point, and
the second one the right point (r5488 updated this for all current
tracks, and r5487 updated the track exporter to do this automatically).
As a result of this the start positions might now be a bit too close
to the starting line (depending on where the chess-pattern is on the
track), and that might need some additional adjustments.
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sequences (instead of re-using SETUP_PHASE as was done previously).
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to data/powerup.xml for battle modes. This makes it unnecessary that modes
can select which powerup are available, therefore this code was cleaned up.
Also added some minor code simplifications.
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position. The actual distribution is defined in powerup.xml (and
probably needs some adjustments).
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weights for powerups started, but nothing more than some
declarations).
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(previously called ExplosionAnimation).
Updated vs project file for latest changes as well.
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us to profile the effect different karts have.
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never driven on a valid quad will cause a crash when rescue is triggered.
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but should be better than before. Basically the estimation of the turn
radius was completely wrong and was replaced by a new and better
algorithm.
2) Introduced new AI base class which has some common functions and variables.
3) Removed unused file auto_kart.hpp.
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allowing us to completely remove the lisp code from stk - hooray!
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that now all coordinate systems are y up, z forwards - including
the file format. For now only one track has been ported, the
rest will follow shortly.
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(esp. code that was previously duplicated in the battle mode and standard race).
There is now time for an end animation, even if the player should finish last
(in which case the previous end camera would not be shown). This mostly in
preparation for end animations.
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now use a 'controller' object which is responsible for its steering, e.g.
a default_ai_controller, player_controller etc. This makes it easier to
switch a player kart to use a end-of-race computer controller to drive
the kart once the race is finished (though that's not implemented yet).
I expect some bugs with restarting race, and perhaps end of race
behaviour at this stage.
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there is only one list used to access all karts in world.
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1) Removed getKart from RaceManager.
2) Renamged RaceManager::getNumKarts() to getNumberOfKarts.
This function should only be called when the world
does not exist (or is not yet initialised). In all
other cases world::getNumKarts() should be called.
3) Improved several 'const' functions.
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world_status.?pp (storing the class WorldStatus).
2) Fixed end of race in case that player kart is last
(race would never end till esc is pressed).
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there are still trailing spaces and lines with 5 spaces as indent (fix them
as the files are changed for other reasons). src/guiengine/CGUIFont.* and
src/bullet/ not processed to allow cleaner updates from upstream.
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restarted race incorrect checks would be triggered (e.g. causing a new lap to be counted).
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2) The name of an AI kart will now only get the AI name added if it's profile mode (to prevent
the name with AI name to be displayed in game)
3) Some code cleanup.
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2) AIs can now modify the kart name, which is used in printing profile results, to
include an AI identifiert.
3) NewAI and DefaultRobot are created un turns: first AI is DefaultRobot, then
NewAI, then Default...
4) Made specific mode in VS project file for irrlicht 1.6 (will be removed soon).
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is used to create all AI karts.
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when a kart is about to cross the starting line.
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converted into the physics track model (previously they were
only shown, but karts could drive through them).
2) Cleaned start position code: arena and normal tracks now use
the same way and variables/functions to specify the start
positions.
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first time doesn't trigger a new lap (and therefore karts starting at lap -1).
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instead of path()), and used our convention of using capitalization
for words (and not _). Started adding support for additional track
directories, but that's not working yet.
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in ProfileWorld only (no more m_profile in UserConfig)
2) Added some more virtual functions to the modes to simply
code a bit.
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- cleanly split into constructor and init()
phase
- added new isRaceFinished() function
Some minor code cleanup.
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in world).
2) Moved camera management into race gui, so that the number of split screens
used can be adjusted (and not only indirect via number of player) - this
allows e.g. debug modes where you can see 4 AI karts at the same time,
for profile mode, ...
3) Code cleanup.
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handling the cameras, which can as easily be handled by
player karts instead).
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(prevents us printing the id instead of the name somewhere).
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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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lap'.
2) Bugfix: number of laps were not updated.
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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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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.
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be able to use shortcuts and loops (e.g. using the same quads
more than once).
2) More AI simplifications, and adjustments to handle off road
driving with the new quad graph structure.
3) Fixed bug in LinearWorld: last_valid_sector was not defined
anymore, resulting in crashes when a kart was rescued.
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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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