Made slowdown in tuxtollway less abrupt.
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with two values: one specifying the percentage of max kart speed that can be reached
(e.g. 0.5 means a kart can only drive 50% of its maximum speed on this terrain),
the 'slowdown' value specifying how long it will take for a kart to be slowed down
to that value (e.g. a value of 3 for slowdown and 0.5 for max-speed means that
it will take 3 seconds of continuously driving on that terrain till the speed
is reduced to 50% of the karts maximum value).
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of slipstream and enough 'slipstream credits' have been accumulated
(which is shown by a little bit of nitro). This should avoid the problem of
crashing into the kart ahead when getting nitro, and also make it less
likely that the AI creates trains.
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jumping (e.g. paper plane in math class).
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box. Weights for these are set in powerup.xml. ATM a 'multi item'
gives three items (hardcoded, I'll change that to be configurable
later).
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want to change this later when giving each kart different abilities
(now that I think about it: a similar effect can be accomplished
with the nitro consumption rate).
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rate defined in the animation, and also to handle if only
steering partly into a direction.
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KartModel instances come now in two different types:
master instances which are part of KartProperties and
should never call attachModel (or have wheels attached),
and copies of the master instances (which are used by karts
and other classes when the kart is actually displayed.
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version of it. This avoids animation issues (in some circumstances e.g.
a win/lose animation could be shown for a kart still driving), and an
assert crash (bug 3058787) is also avoided.
Note that the animation issues are usually not easy to see since the
random AI kart selection makes usually sure that the player kart is
not used more than once, so this issue can only be seen in AI karts.
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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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will form 'trains': you have to slipstream for a certain amount of
time, then (indicated by blue nitro sparks appearing) you will get
a zipper boost. This avoids the previous issue that by getting a
bonus even after a single frame of slipstream that trains are build
(since an overtaken kart will become faster, it's easy for the
overtaken kart to keep on getting slipstream bonus. Now the overtaking
kart gets a zipper and is therefore far enough ahead of the overtaken
kart as to not giving it a slipstream bonus).
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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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the banana will now be disabled long enough to drive away once the explosion
animation is finished (previously karts would get punished twice, since after
the explosion they would be hit by the banana again).
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karts to press 'accelerate' after 'go' will receive a boost.
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(reason was that camera used the previous kart position to adjust the camera
settings, while the karts were shown at the new position. This becomes a
problem if bullet does more than one time step, since then the usually
fixed offset is changes, which is visible).
2) Removed debug output.
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can now be specified in the scene file. Currently supported are:
- normal 'ahead of kart' camera (which is what we used so far)
- fixed camera: camera is at a fixed position, always looking
at the kart.
2) Removed camera.hpp dependency from kart.hpp.
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(which atm has hardcoded values for lighthouse track only and is disabled).
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I still do not get positional sfx atm, but that might be
a different issue??).
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this has been used for the wooden terrain in snowtuxpeak.
Note that atm changing the pitch is used to make the sfx
depend on speed, but since I am not too happy with this
I might add support for a customisable pause between
looping the sfx.
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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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counts as going fast and is reduced, not just X and Z.
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e.g. easier debugging of the slipstream looks.
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the effect duration. Global TODO: zipper / nitro / slipstream need each
a set of timer / engine power multiplier / speed limit, as well as
a fall off timer so they do not end sharply (maybe 1 sec transition
from raised speed limit to normal limit?).
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between the karts, successful slipstreaming (for atm 2 seconds, see stk_config.xml)
will give a zipper boost.
This is pretty much work in progress, mostly meant to test playability, and allow
more tuning of graphics.
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it plays the engine noise, but with 3 ramps to make it sound like you changed
a gear and the engine RPM went down a bit.
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(previously called ExplosionAnimation).
Updated vs project file for latest changes as well.
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to avoid a complete recompile, since the laptop's battery were nearly empty).
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to toss karts around after an explosion.
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