In light of #28, the GP start order option is probably more at home in a user's
configuration. While at it, also add an option to keep the player always last.
This is more of a challenge for the player than just reverse mode since your
direct opponents _will_ be at the forefront while you have to play catch up.
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were for bonuses were changed, but are still not considered to be tweaked).
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started to skid, you can influence the turn radius
to a certain degree (stk_config.xml, reduce-turn-min
and -max).
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This patch reduces the dependencies between KartProperties and
skidding core (and especially reduces compile time when skidding
core changes).
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2) Stop misusing m_skidding to force skid sfx when a bubble
gum was hit or the kart is breaking.
3) Somehwat simplified skidding code.
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classes for recording and for replaying. Added compression (by use of
interpolation) settings to stk_config - atm only using a certain
frequency (delta-t setting in stk_config) is used.
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driveline point if it hits the track (this will tend to push karts
back onto the track, though obviously that's not physically correct).
This can be tweaked by setting terrain-impulse in stk_config.xml
(0=disable).
2) Remove unused collision side impulse from kart properties.
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collisions. Made collisions more bouncy than before (but I am
still tuning).
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still looks like nitro, and there the bonus of bonus 1 and 2
is actually still the same (wip).
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chassis (work in progress, still disabled by default).
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is disabled for now till work on the new skidding is finished.
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box of the chassis, resulting in collisions caused by the invisible
bevelled part of the chassis.
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a convex hull collision shape. Disabled by default,
set bevel-factor in stk-config (e.g. to 0.3 0.3 0.3).
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way pushing two karts away from each other is less abrupt. This is
now enabled, feedback (or tweaks) welcome.
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This impulse does not cause any rotation of the kart, it just pushes
the kart orthogonal to its velocity.
2) The rotational velocity is set to 0 in case of a collision, hopefully
avoiding the problem that karts will rotate as result of a collision.
3) A collision pair now stores the exact collision point for both bodies
(which is then used to determine the side in which the impulse to be
applied).
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2) Saved one collision point for each collision pair so that a frontal detection
can be detected (atm unused).
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this stage for users.
The physics branch added a few new stability options (which are disabled
by default), fixed bug and reproducing history files when using physics
replay, using --log=file command line option. See log on the physics
branch for full details.
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easier to control at high speeds. Instead of using two speed
and two different radii, now an arbitrary number of points (i.e.
speed and radius at that speed) can be defined, stk will interpolate
linearly between the points.
The new settings leave the setting of 'normal' speed (i.e. without
powerup) identical, only reduces the angle for higher speeds.
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Details are in the wiki (http://supertuxkart.sourceforge.net/Items).
Note that the model is _obviously_ a placeholder, and I used
the icon for the bomb (which isn't used in game atm) for the
swatter. I hope someone can provide a better model and icon.
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2) Bugfix: there was no invulnerabilty time if graphical
effects were disabled. While it is not ideal that in
this case there is no visual indication that the kart
is invulnerable, the game play should be consistent
and not depend on graphics settings.
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and discared messages that have been displayed often enough.
Note that this is mostly a first test, we might want to only increase the
display counter once each time STK is started or so.
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attributes only. Track version number was increased to
4, but old version 3 tracks can still be read.
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was an incorrect default (hardcoded default, instead of a
default that depends on the dimension of the kart).
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using tracks that have incorrect lap counting.
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'normal' driving, but will stop some of the vertical
driving.
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maximum speed. Parameter in data/stk_config might need more tweaking.
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depending on terrain, so zipper etc. handling is not yet finished but
will come soon.
Also zipper parameters can now be specified per kart.
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speed for high level was 32 m/s, but karts hardly ever even reached
23 m/s). So lower level driving is now indeed slower.
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it more useful (actual angle can be determined in stk_config.xml).
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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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It now defaults to 15 degrees (it was 30 degrees, but accidentally
a hard coded value of 15 was committed in r6110).
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what happens if a kart already has a powerup when it hits a bous box:
you can get one more item of the same kind, one new item, or only one
more item if a random item is the same one as the one you currently have
(the latter being the old STK mode). stk_config.xml now sets 'new'
(always get a new randomly chosen item) as mode.
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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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karts to press 'accelerate' after 'go' will receive a boost.
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vary from kart to kart. While this is atm not used, it will be useful
once we have different physics parameters for karts. Thanks for the
patch!
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to toss karts around after an explosion.
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done in forceRescue, not in an if-statement in update anymore).
2) Made the parameters for rescue configurable in stk_config.xml
(in preparation for other similar animations). E.g. the rescue time
can now be set per kart.
3) Reset animations on restart (so that e.g. a win/lose animation
is not shown during startup in case of a restart anymore).
4) Removed unused variable m_current_gear_ratio
5) Added documentation.
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histories from trunk can be replayed here).
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(i.e.old) karts/tracks will not be used anymore.
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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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created as normal items.
2) Now bubblebum can be used in swapping as well, so all nitro become
bubblegums, and all bubblegums become items.
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accurately reflects what it is. Re-scaled the slowdown from '10' =
normal to '1' =normal and removed stk_config paramter for this scaling
factor.
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This code is for now disabled in the stk_config.xml file, since it needs
changes to the physics to be better playable.
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and had the default value for zipper-max-speed-fraction) missing.
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