sound packages, and using "*.music" information
files for additional information music.
2) Removed old/unused plib sound support.
3) Moved all .ogg files to either data/music, or
to the tracks where they belong.
4) Moved fonts to data/fonts; wav to data/sfx,
po to data/po, herring to data/herrings,
models to data/models.
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2) Removed 'magic' constant 0.0044 from steering
computation; replaced by DEGREE_TO_RAD, which means
that steering values in stk_config.data and .kart files
have to be divided by about 3.9
3) Added early cancellation of parachute when a slow down
of 30% is reached (defined in stk_config.data). This allows
karts to brake and get rid of the parachute earlier.
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of only a higher acceleration).
2) Code cleanup (removed unused functions and config parameters).
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incorrectly be rescued. This fix avoids the problem (the raycast for
terrain detection actually starts under the track) by letting the ray
start a certain epsilon higher.
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which the shortcut was detected, and not to the last valid sector).
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and loading related (very plib specific) functions in the new
loader object.
2) Move *.tkkf files into separate subdirs, and renamed them
to *.kart files.
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2) Moved more track specific textures into corresponding track subdirectories.
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now in their own subdirectory (including models, textures).
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directorym files were not found).
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1) empty robot templates have been moved from
'tools' to src/robots (documentation was updated),
and are now included in source distributions
Removed tools directory which is now empty.
2) Include documentation in source distributions
(but only player_manual will be installed)
3) Added missing bullet documentation files
and removed unnecessary cmake files.
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STK was started from the src directory).
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via loader functions (and not via a hardcoded path). Replaced
a lot of char* handling with std::string (though that's still work
in progress).
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extension), and improved installer to install visual studio and
openal redistributable packages.
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vc++ redistributable. This is necessary to run STK on
machines where no openal and/nor no VC is installed
(including the .dll files is not enough).
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two lines, which was needed for sandtrack and lighthouse.
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depending on track). Details in wiki.
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that we could work with framerates as low as 20 FPS without
getting noticeable changes in the physics.
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indicates the number of laps to measure, at the end a summary is
printed.
No collectables/attachments are done (can easily be activated again),
to allow focusing on AI drive performance.
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by changing the size of the physical model to be the same
as the tuxkart.
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still cause an incorrect rescue (in bsod castle).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1501 178a84e3-b1eb-0310-8ba1-8eac791a3b58
be rescued at the beginning of a race).
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make sure that all karts are firmly on the ground.
2) Avoid changing the pitch of the camera during race startup.
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key is pressed while 'go' is still on the screen.
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is long. Removed some debug output.
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in certain circumstances (e.g. when setting up a new race from the race menu).
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in race sound option menu.
Removed spaces from ogg file names in those *.track files that required
it.
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when music is switched off/on in sound option menu.
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patch and added a main theme music.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1463 178a84e3-b1eb-0310-8ba1-8eac791a3b58
is being rescued, this kart could not be driven
anymore (till it was rescued again).
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a restart is done - so they would be placed at their start
position, but still rotating/moving.
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in it at the end (e.g. tux tollway).
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so that they don't slide downhill during countdown.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1456 178a84e3-b1eb-0310-8ba1-8eac791a3b58
the music currently being played (first two lines from
the *readme files, should be title of music and
composer/musician).
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Added the overall GP time to the GP end screen
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1452 178a84e3-b1eb-0310-8ba1-8eac791a3b58
If karts tie on points at the end of a grand prix, they are now
evaluated on overall race time too.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1451 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2) Fixed the 'waiting for AI karts' time back to the original value.
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didn't finish, based on the up-to-now average speed.
2) Changed the race result display to display all results
(and not to ignore the last entry).
3) The race will not finish if the last kart racing
and not arriving in time is a player kart.
4) Made world->m_clock private and added getter function.
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repeatedly playing the crash sound - which is caused by
1) collisions reported more than once (since it takes
a few frames till a collision is resolved)
2) collision between karts and tracks when accelerating,
which is most likely caused by the chassis hitting
the ground (that might be fixed by better physics
parameters).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1447 178a84e3-b1eb-0310-8ba1-8eac791a3b58
You can now shoot them, and they will be pushed aside by a close-by
explosions.
2) Bugfix: Physical objects are now reset to the correct starting location.
3) Physical objects have now angular friction defined, preventing them from
rotating endlessly.
4) Karts have now some 'restitution', which adds a bit of bouncing to collisions.
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twice.
Re-seperated crash detection from kill 'detection' (see next).
Added additional saveConfig() calls to ensure that the correct current
and previous resolutions are stored in the event of the game being
killed.
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