(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.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5376 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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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is still not correct in all cases (that's work in progress).
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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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2) Instead of creating a new scene node every time something is attached
to a kart, the same node will now be re-used (and is set as invisible
otherwise).
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with some tweaks by me (make it 25% per update instead of abrupt zeroing).
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One is commented out for now as it needs more testing of the distance setting.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5075 178a84e3-b1eb-0310-8ba1-8eac791a3b58
forwards/backwards shaking of the kart at start and the fact
that 'isInRest()' tested the wrong axis).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5021 178a84e3-b1eb-0310-8ba1-8eac791a3b58
explosion dependent on distance to avoid karts shaking that
are way too far to be affected at all.
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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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Real karts are not 4WD, but behaviour seems better while jumping/turning.
RWD is easy to put back, or FWD, or any other ratios, no more per wheel
calls except if really needed (traction control, differentials, etc).
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2) Changed several animated meshes/scene nodes to use more
general mesh/scene nodes.
3) General many more fixes for changed coordinate systems.
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Debug view can now be switch on and off during a race (ctl-F11),
but currenlty does not display as much information as the
original debug view (more to be implemented here).
Removed glut dependency.
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