Fixed position of physical (raycast) wheels to be in (or on the edge)
of the collision body, not outside. Removed support for defining
kart-specific physical kart position (was never used).
took ~1.6 seconds for a kart to stop, now 0.5; while hardly any change to
short brakes to slow down the kart a bit only). Also made the impulse to
keep karts parallel to the ground configurable.
Unfortunately I can't test (since the shaders don't work for me).
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Made speed-weighted animations slower. That was part of r14324, but appears
to have been done accidentally. Auria, can you please confirm that you did
this on purpose?
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Now that the nitro meter no longer features visible marks, adjust back the max nitro amount to what it was before, and restore back the old less easy nitro challenge on XR591
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if either the estimated jump duration is long enough,
or the texture the kart was on before it jumped has
a jump property set.
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damping of velocity, but as a max_speed restriction.
2) Bubblegum parameters are now fully configurable in
stk_config.xml.
3) Apply slowdown fraction also to speed increases
(e.g. previously a max speed of 23 with a zipper
giving a 15 additional speed with a slowdown of
0.3 would end up as: 23*0.3 + 15 = 21.9.
Now it is (23+15)*0.3 = 11.4. While this was done
mainly for bubble gums, it can affect other items
as well.
4) Used bubblegum as one word consistenly in variable
names and xml files.
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a curve. Feedback welcome (note many karts have some leaning
in their animation, best use a kart like suzanne which doesn't
do that).
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art work (icon) is still missing. Also we have to find what
to call it (atm 'Iron Man').
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used atm), and a better easter egg model (atm bunny from snow mountain,
... whith turns out has lost the black nose). One track has easter eggs
added (math class).
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a bit slower at higher angles - feedback please ;)
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'too different' from the normal of the triangle with the
normal of the triangle for interpolating the normals which
are used by the physics.
This should make 'smooth normals' more useful for tracks where
track and (say) a wall are connected, resulting in incorrect
normals for the physics.
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at smaller steering angles, and a bit more fast at higher
steering angles (resulting in overall the same time-till-full steer).
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(just acting along the normal). This solves some of the odd
behaviour with the previous implementation if the kart is
off track. The new way is now the default, but the 'push
towards driveline' can be set in stk_config.xml.
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with easy AI to make sure building train doesn't give it too much
bonus on easy) ... and fixed the existing implementation of
not giving a slipstream bonus to actually work ;)
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away from the kart), so that it's hopefully a bit easier
to get slipstream.
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plunger-in-face time somewhat.
Atm you can test by pressing F1 in a race (which I'll remove soonish).
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the stk_config file.
Note at this stage no tuning of easy or medium level was
done, this version should behave the same as the hard-coded
version.
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InterpolationArray. This class is now used for the skidding probability
of the AI and the turn radius of all karts (which depends on speed).
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first player (i.e. slightly rubber-banding the AI).
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graphics after a skid configurable - though atm this is still
set to the same time, so no noticable difference.
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some discrepancy due to smoothing of camera movement). For now
enabled in stk_config.xml.
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aligned with the graphics again). That _may_ help with controlling the
kart better after skid. Testwise enabled by default - feedback welcome.
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a kart needed 2.0 nitro in order to use a zipper), but won't be used if items
to avoid are close by (since zipper make it harder to avoid them).
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are close, which results in the AI getting the bad item when
trying to collect the good one. Some refactoring of code by
adding a hitLine function to Item.
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(instead of "const int MAX_NITRO = 16" in moveable.hpp).
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of 40%. This allows longer skids in wider turns (e.g. hacienda).
2) Improved skidding decision when sharp turning is required:
on sharp turn when already skidding, wait till an 'even sharper'
turn is required, which (usually) means that then the AI is
nicely aligned with the new track direction when releasing skid,
which makes nice use of the bonus and the additional rotation.
If not skidding when sharp turn is required, don't even start
one.
3) Prevent AI from skidding 'against' track direction (i.e. track
is turning left, but AI tries to skid right). This happened
before (e.g. when slightly adjusting steering) and caused
rapid left/right turns (and skid/stop/skid/stop sequences).
4) Allow some steering in wrong direction when skidding (to allow
for some incorrect estimations, and to avoid skidding on/off
sequences when only minor corrections are necessary).
5) If adjusted (i.e. taking the skid steering reduction into account)
steer fraction when skidding is too high, stop skidding.
6) Re-enabled braking when AI is not aligned with track direction.
7) Improve debug output so that only a state change (skidding to
non-skidding and vice versa) triggers output (instead of output
every frame).
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to work while a speed increase is active. This simplifies
existing code (for slipstream, nitro). Additional engine
force is also added for skidding, which should make
skidding more worthwhile (since usually adjusting the
heading when stop skidding will use up the actual bonus
speed).
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example to lighthouse track. Note atm both needs to be set: smooth-normals
in the track.xml file and in stk_config.
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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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