graphics after a skid configurable - though atm this is still
set to the same time, so no noticable difference.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11620 178a84e3-b1eb-0310-8ba1-8eac791a3b58
some discrepancy due to smoothing of camera movement). For now
enabled in stk_config.xml.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11589 178a84e3-b1eb-0310-8ba1-8eac791a3b58
aligned with the graphics again). That _may_ help with controlling the
kart better after skid. Testwise enabled by default - feedback welcome.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11587 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11571 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11450 178a84e3-b1eb-0310-8ba1-8eac791a3b58
* Requirement set to 0 until there's a structure in the order
we want challenges to be completed.
* Times based on a few rounds without cheating[1]
[1]: You can cheat in Black Mansion by just going straight ahead
in the hill after the start.
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Someone had, at some point long ago, written warp instead of wrap.
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Greatly upping time for both. Probably still too fast for actual
beginners.
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Time was set to 2:55, (my) near perfect runs go at about 3:20-3:25
with the AI over 30s behind at ~4:00. Setting it to 3:50 (for now).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11280 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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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* Only adding for standard races (normal race + time trial), didn't make as
much sense elsewhere.
* Places still active players at the back of the final result and gives
them penalty time.
* Add button to race pause dialog, temporarily using options_ui.png.
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Fixes part of #503 (and #599 completely).
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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.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10910 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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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New one is not cartoony, has pixelated zones itself (stick and clock "circles"), tiny details
that are invisible most of time that create more pixelation (arrow edge appears only over red),
shading does not match and seams do not match (stick and clock, cylinder to "lids").
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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.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10870 178a84e3-b1eb-0310-8ba1-8eac791a3b58
does not support reverse driving.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/reverse_mode@10865 178a84e3-b1eb-0310-8ba1-8eac791a3b58
I am going to fix this next.
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collisions. Made collisions more bouncy than before (but I am
still tuning).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10827 178a84e3-b1eb-0310-8ba1-8eac791a3b58
still looks like nitro, and there the bonus of bonus 1 and 2
is actually still the same (wip).
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