552 lines
28 KiB
XML
552 lines
28 KiB
XML
<?xml version="1.0"?>
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<config>
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<!-- Minimum and maximum kart versions that can be used by this binary.
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Older version will be ignored. -->
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<kart-version min="2" max="3"/>
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<!-- Minimum and maxium track versions that be be read by this binary.
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Older versions will be ignored. -->
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<track-version min="6" max="7"/>
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<!-- Minimum and maxium server versions that be be read by this binary.
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Older versions will be ignored. -->
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<server-version min="3" max="3"/>
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<!-- Maximum number of karts to be used at the same time. This limit
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can easily be increased, but some tracks might not have valid start
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positions for those additional karts. -->
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<karts max-number="20"/>
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<!-- Scores are the number of points given when the race ends. -->
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<grand-prix>
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<!-- Establish the distribution of points in GP.
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For a race of N karts ; the N-first point values are taken.
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Then, they are sorted. E.g. ; 0 1 2 1 3 2 becomes 0 1 1 2 2 3.
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Then these numbers are used to establish the DIFFERENCE of points
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between consecutive karts.
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The smaller of the numbers is used to establish the score for the
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last kart and not the difference between 2 karts.
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In the above example, the last kart will have 0 point, the one before
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before 1 (0+1) ; the one before 2 (0+1+1), the one before 4 (0+1+1+2),
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etc. until the 1st which have 9 (0+1+1+2+2+3)
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There shall be at least as much points nodes as max-numbers kart -->
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<points points="0" /> <!-- added with 1 kart, score for the last kart -->
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<points points="1" /> <!-- added with 2 karts -->
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<points points="1" /> <!-- added with 3 karts -->
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<points points="2" /> <!-- added with 4 karts -->
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<points points="2" /> <!-- added with 5 karts -->
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<points points="1" /> <!-- added with 6 karts -->
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<points points="3" /> <!-- added with 7 karts -->
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<points points="1" /> <!-- added with 8 karts -->
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<points points="3" /> <!-- added with 9 karts -->
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<points points="4" /> <!-- added with 10 karts -->
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<points points="1" /> <!-- added with 11 karts -->
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<points points="2" /> <!-- added with 12 karts -->
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<points points="5" /> <!-- added with 13 karts -->
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<points points="1" /> <!-- added with 14 karts -->
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<points points="3" /> <!-- added with 15 karts -->
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<points points="6" /> <!-- added with 16 karts -->
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<points points="4" /> <!-- added with 17 karts -->
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<points points="2" /> <!-- added with 18 karts -->
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<points points="7" /> <!-- added with 19 karts -->
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<points points="1" /> <!-- added with 20 karts -->
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<points points="8" /> <!-- added with 21 karts -->
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<points points="1" /> <!-- added with 22 karts -->
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<points points="2" /> <!-- added with 23 karts -->
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<points points="1" /> <!-- added with 24 karts -->
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<points points="9" /> <!-- added with 25 karts -->
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<points points="4" /> <!-- added with 26 karts -->
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<points points="1" /> <!-- added with 27 karts -->
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<points points="10" /><!-- added with 28 karts -->
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<points points="2" /> <!-- added with 29 karts -->
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<points points="12" /><!-- added with 30 karts -->
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</grand-prix>
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<!-- Time in follow-the-leader after which karts are removed.
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The last values applies for all remaining karts.
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time-per-kart Additional time added to the interval
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for each kart in the race. -->
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<follow-the-leader intervals="30 20 10"
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time-per-kart="0" />
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<!-- Startup information.
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Penalty: Penalty time if a kart accelerates before SET. -->
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<startup penalty="1" />
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<!-- How often a news message is going to be displayed before
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it will be ignored. -->
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<news max-display="10"/>
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<!-- smooth-normals: If the normals (for wheel raycasts) should be smoothened.
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This is a global setting, it still needs to be activated for each
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track individually.
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smooth-angle-limits: If the angle between the normal of a vertex and
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the normal of a triangle are larger than this value, the normal
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of the triangle will be used in interpolating the normals. This
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has the effect of an edge split modifier - if the flat track and (say)
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a wall at a 90 egree angle are not separated, the normal at that
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vertex will be 45 degrees, resulting in completely wrong physics.
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The angle limit in this case will discard the 45 degrees, and use
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the normal of the flat triangle (pointing upwards). In the worst
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case (all three normals discarded, the interpolation will just
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return the normal of the triangle (i.e. de facto no interpolation),
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but it helps making smoothing much more useful without fixing tracks.
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fps: The physics timestep size
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default-track-friction: Default friction to be used for the track and
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any track/library pbject.
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default-moveable-friction: Default friction to be used for any moveable,
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e.g. karts, bowling balls, ...
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solver-iteation: Number of solver iterations. A lower number reduces
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the quality, but can reduce bouncing effect.
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solver-split-impulse:: by default bullet solves for velocity and
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position at the same time, which can introduce bounce. Setting
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this to 1 can reduce bounce.
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solver-split-impulse-threshold: Penetration threshold for using split
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impulse (ignored if solver-split-impulse is false).
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solver-mode: Bullet's solver mode is a bit mask, which can be modified.
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This entry contains a space-separated list of mode-names to either
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set or unset in this bit mask. Any name starting with a '-' indicate
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that the bit is to be set to 0, otherwise the bit will be set.
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This field takes two
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values: the first value is 'and'ed with bullet's default values
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(i.e. it can be used to unset bullet defaults), the second value
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is 'or'ed (i.e. is used to set a bit). A value of -1 for 'and'
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means to keep all bits. The valid names are listed in stk_config.cpp
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and correspond to the definitions in btContactSolverInfo.h, e.g.:
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'randomized_order' corresponds to the bit SOLVER_RANDMIZE_ORDER.
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-->
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<physics smooth-normals="true"
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smooth-angle-limit="0.65"
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fps="120"
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default-track-friction="0.5"
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default-moveable-friction="0.5"
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solver-iterations="4"
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solver-split-impulse="true"
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solver-split-impulse-threshold="-0.00001"
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solver-mode=""/>
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<!-- The title music. -->
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<music title="main_theme.music"/>
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<!-- Replay related values, mostly concerned with saving less data
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and using interpolation instead.
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max-frames: Maximum number of transform events that can be saved
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in a replay/history file. With normal play, 900 are
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enough to store at least one minute, usually more.
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delta-t Maximum time between saving consecutive transform events.
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The recording will do more transform events when some kart data
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changes significantly.
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delta-speed If the speed difference exceeds this delta, a
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new transform event is generated before maximum time.
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delta-steering If the steering angle difference exceeds this delta,
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new transform event is generated before maximum time. -->
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<replay max-frames="12000" delta-t="0.200" delta-speed="0.6"
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delta-steering="0.26" />
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<!-- Determines the minimap related values.
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size: The size of the minimap (scaled afterwards) 480 = full screen height)
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ai-icon: The size of the icons for the AI karts on the minimap.
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player-icon: The size of the icons for the player karts. -->
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<minimap size="180.0" ai-icon="16.0" player-icon="20.0"/>
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<urls donate="https://supertuxkart.net/Donate"
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password-reset="http://addons.supertuxkart.net/password-reset.php" />
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<!-- Skidmark data: maximum number of skid marks, and
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time for skidmarks to fade out. Maximum number will over
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current number of karts, so the more karts, the less
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skidmark is on track. -->
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<skid-marks max-number="500" fadeout-time="60"/>
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<!-- Defines when the upright constraint should be active, it's
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disabled when the kart is more than this value from the track. -->
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<near-ground distance="2"/>
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<!-- How long the end animation will be shown. -->
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<delay-finish time="0.5"/>
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<!-- How long the music credits are shown. -->
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<credits music="10"/>
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<!-- time is the time till a bomb explodes. time-increase is the time added
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to timer when bomb is passed on. -->
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<bomb time="30.0" time-increase="-5.0"/>
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<!-- Powerup collect-mode decides what is collected if a kart has already an
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powerup: same: get one more item of the same type.
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new: always get a new item.
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only-if-same: if the random item is the same one as the
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one currently owned, increase the number, otherwise
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no more/new item s are given to the kart. -->
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<powerup collect-mode="new"/>
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<!-- time: How long a switch is being effective.
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items for each item list the index of the item it is switched with.
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Order: giftbox, banana, big-nitro, small-nitro, bubble-gum, nolok-bubble-gum,
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easter egg, trigger-->
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<switch time="5" items="1 0 4 4 2 2 6 7"/>
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<!-- disappear-counter: How often bubblegum gets driven over before it disappears.
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shield-time: How long the bubblegum shield lasts
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restrict-weapons: If true, using weapons will destroy the user's shield -->
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<bubblegum disappear-counter="1" shield-time="10.0" restrict-weapons="false"/>
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<!-- explosion-impulse-objects is the impulse that pushes physical objects
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away if there is an explosion. -->
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<explosion impulse-objects="500.0" />
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<!-- Networking
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state-frequency: how many states the server will send per second.
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steering-reduction: Reduce a remote kart's steering by this factor
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each frame. This helps reduces oversteering by high latency
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clients when they only do minor steering adjustments.
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max-moveable-objects: Maximum number of moveable objects in a track
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when networking is on. Objects will be hidden if total count is
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larger than this value.
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-->
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<networking state-frequency="10"
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steering-reduction="1.0"
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max-moveable-objects="15"/>
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<!-- The field od views for 1-4 player split screen. fov-3 is
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actually not used (since 3 player split screen uses the
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same layout as 4 player split screen) -->
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<camera fov-1="80" fov-2="65" fov-3="50" fov-4="75" cutscene-fov="0.61" />
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<!-- disable-while-unskid: Disable steering when stop skidding during
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the time it takes to adjust the physical body with the graphics.
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camera-follow-skid: If true the camera will stay behind the kart,
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potentially making it easier to see where the kart is going to
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after a skid. -->
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<steer disable-while-unskid="false"
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camera-follow-skid="true" />
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<!-- Default values for all karts
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============================ -->
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<general-kart-defaults>
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<!-- Skidding: increase: multiplicative increase of skidding factor in each frame.
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decrease: multiplicative decrease of skidding factor in each frame.
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max: maximum skidding factor = maximum increase of steering angle.
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time-till-max: Time till maximum skidding is reached.
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visual: Additional graphical rotation of kart. The graphical rotation
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of the kart also determines the direction the kart is driving to
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when skidding is stopped.
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visual-time: How long it takes for the visual skid to reach maximum.
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revert-visual-time: how long it takes when stopping a skid to revert
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the visual skid and bring visuals and physics in sync again.
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angular-velocity: Angular velocity to be used for the kart when skidding.
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min-speed: Minimum speed a kart must have before it can skid. Must be
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>0, otherwise the kart can skid at the start of the race.
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time-till-bonus: How long a kart needs to skid in order to get a bonus.
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bonus-force: A speedup applied to the kart whick skidded for a while.
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bonus-time: How long the bonus-force is applied.
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bonus-force: Additional engine force (this is used to offset the fact
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that turning after skidding (e.g. to correct direction) often uses
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up the skid bonus).
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post-skid-rotate-factor: a factor to be used to determine how much
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the chassis of a kart should rotate to match the graphical view.
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A factor of 1 is identical, a smaller factor will rotate the kart
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less (which might feel better).
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physical-jump-time: Time for a physical jump at the beginning of a skid.
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graphical-jump-time: Time for a graphics-only jump at the beginning
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of a skid.
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reduce-turn-min/max: The steering done by the controller (which is in
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[-1,1]) is mapped to [reduce-turn-min, reduce-turn-max] when skidding
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is active (for left turn, right turn will use [-max, -min]). The
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effect is that while you skid (say left) you can adjust the direction
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of the turn the kart is doing somewhat by steering to the left and right,
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but you will always keep on doing a left turn, just more or less. -->
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<!-- Kart-specific settings used by the AI.
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use-slipstream: if the AI should try to overtake karts using slipstream.
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disable-slipstream-usage: even if the AI is not trying to use slipstream,
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it can get a lot of bonus, esp. on easy since the AI creates trains.
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Set this to true to make sure AI does not get any slipstream bonus.
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shield-incoming-radius: Radius at which projectiles will be detected and
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trigger a shield usage.
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false-start-probability: Probability of a false start.
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min/max-start-delay: Minimum and maximum start delay.
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See http://www.humanbenchmark.com/tests/reactiontime/stats.php
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Average reaction time is around 0.215 s.
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nitro-usage: Integer determining how well the AI uses nitro, from 0 to 4
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0 corresponds to no use ; while 1 to 4 corresponds to various degrees
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of quality use (using it immediately for 1 to more context-aware strategies)
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item-skill: Integer determining how well the AI use items, from 0 to 5
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0 corresponds to no use ; 1 to use after a random time ; while 2 to 5 use
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more advanced tactics
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collect-avoid-items: if the AI should collect and avoid items,
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or just ignore them.
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handle-bomb: If the AI should actively try to pass on a bomb.
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skidding-threshold: only for old-style skidding: when sharp turn
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should be triggered. Smaller values means it will sharp turn
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earlier, resulting in better driving in thight curves.
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max-item-angle: Items that would need more than this change in
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direction are not considered for collection.
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time-full-steer is the time for the AI to go from neutral steering to
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extreme left (or right). This can be used to reduce
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'shaking' of AI karts caused by changing steering direction
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too often. It also helps with making it easier to push the
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AI karts (otherwise micro-corrections make this nearly
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impossible). A value of 1/maxFPS / 2 will guarantee that
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the wheel can go from -1 to +1 steering in one frame,
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basically disabling this mechanism.
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bad-item-closeness is the maximum distance between a good and a
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bad item which can force the AI to abandon a good item in order
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to avoid hitting a bad item. If the distance is larger, it is
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assumed that there will be enough time to change steering
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direction.
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straight-length-for-zipper is the minimum length a straight
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section of the track should have in order to activate a zipper.
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competitive when ahead of the player, or more competitive
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when behind the player.
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skid-probability: Since the AI is usually very good at using
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skidding, this is used to implement some rubber-banding for
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the AI: depending on distance to the player, the AI will
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change the probability of skidding. This attributes takes
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a space-separated list of "distance:probability" pairs
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(negative distances meaning the kart is behind the player,
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a positive number that the AI is ahead of the player).
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Then list should have at least 2 entries. Depending on
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the actualy distance the kart has the probability is then
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linearly interpolated (if the AI is more than the largest
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distance ahead, the value for the largest distance is used,
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and similarly if the kart is more than the minimum value
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behind).
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first-speed-cap: Fraction of maximum speed the first AI kart
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should drive at. Used to slow down karts that are ahead of
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the player. Note that setting this to a value >1 does NOT
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increase the speed the kart can drive at!
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last-speed-cap: same as first-speed-cap, but for last AI kart.
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AI karts in-between use an average of it with first-speed-cap.
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collect-item-probability: Probability of the AI actually
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trying to collect an item (if an item is selected for
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collection in the first place).
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-->
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<ai>
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<easy time-full-steer="0.1"
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straight-length-for-zipper="35"
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use-slipstream="false"
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disable-slipstream-usage="true"
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shield-incoming-radius="0"
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false-start-probability="0.08"
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min-start-delay="0.3" max-start-delay="0.5"
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nitro-usage="0"
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item-skill="1"
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collect-avoid-items="false"
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handle-bomb="false"
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first-speed-cap="-100:1.0 -50:0.9 0:0.85 100:0.65"
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last-speed-cap="-150:0.92 -50:0.75 50:0.6"
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max-item-angle="0.7" max-item-angle-high-speed="0.3"
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bad-item-closeness="6"
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collect-item-probability="0:0"
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rb-skid-probability="0:0.0"
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skidding-threshold="4.0"
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/>
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<medium time-full-steer="0.1"
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straight-length-for-zipper="35"
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use-slipstream="false"
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disable-slipstream-usage="false"
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shield-incoming-radius="10"
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false-start-probability="0.04"
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min-start-delay="0.25" max-start-delay="0.4"
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nitro-usage="1"
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item-skill="2"
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collect-avoid-items="true"
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handle-bomb="false"
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first-speed-cap="20:1.0 60:0.9 100:0.85"
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last-speed-cap="-50:0.94 0:0.85 100:0.75"
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max-item-angle="0.7" max-item-angle-high-speed="0.3"
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bad-item-closeness="6"
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collect-item-probability="-10:1.0 0:0"
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rb-skid-probability="0:0.0"
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skidding-threshold="3.0"
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/>
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<hard time-full-steer="0.1"
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straight-length-for-zipper="35"
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use-slipstream="true"
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disable-slipstream-usage="false"
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shield-incoming-radius="8"
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false-start-probability="0.01"
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min-start-delay="0.15" max-start-delay="0.28"
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nitro-usage="2"
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item-skill="3"
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collect-avoid-items="true"
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handle-bomb="true"
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first-speed-cap="50:1.0 150:0.9"
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last-speed-cap="0:0.96 80:0.8"
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max-item-angle="0.7" max-item-angle-high-speed="0.3"
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bad-item-closeness="6"
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collect-item-probability="10:1.0 20:0"
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rb-skid-probability="-50:1.0 -20:0.7 20:0.2 50:0.0"
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skidding-threshold="2.0"
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/>
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<best time-full-steer="0.1"
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straight-length-for-zipper="35"
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use-slipstream="true"
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disable-slipstream-usage="false"
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shield-incoming-radius="6"
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false-start-probability="0.0"
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min-start-delay="0.15" max-start-delay="0.2"
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nitro-usage="3"
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item-skill="4"
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collect-avoid-items="true"
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handle-bomb="true"
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first-speed-cap="0:1.0"
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last-speed-cap="0:1.0"
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max-item-angle="0.7" max-item-angle-high-speed="0.3"
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bad-item-closeness="6"
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collect-item-probability="0:1.0"
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rb-skid-probability="0:1.0"
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skidding-threshold="2.0"
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/>
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</ai>
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<!-- Parameters for the speed-weighted objects:
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a bigger value for strength-factor leads to the speed of the kart more quickly affecting
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the strength of the animation (up to a maximum value that corresponds to the original animation) -->
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<speed-weighted-objects strength-factor="0.05" speed-factor="1.0" texture-speed-x="0.0" texture-speed-y="0.0"/>
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<!-- friction: slip used for bullet skidding. A high value
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(like 10000000) disables bullet skidding. -->
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<friction slip="10000000"/>
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|
|
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<!-- collision
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impulse-type: STK can apply an additional impulse in case of
|
|
kart-track collision:
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'none' : no additional impulse
|
|
'normal': impulse along the normal
|
|
'driveline': impulse towards the nearest driveline.
|
|
An impulse towards the driveline works nice when the kart is
|
|
driving more or less correctly on the track - it pushes the
|
|
kart in the right direction. But if the kart is significanlty
|
|
off track, it has severe problems (since an incorrect
|
|
driveline point can be selected, pusing the kart in the
|
|
wrong direction, sometimes even causing a 'zip-along-obstacle'
|
|
effect.
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|
impulse: an additional impulse to be applied in a non-frontal
|
|
collision to push two karts away from each other.
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|
impulse-time: The impulse will be applied over a certain time
|
|
period, which results in less abrupt changes. If set to 0,
|
|
the impulse is only applied once.
|
|
resitution: restitution value to be used for the kart rigid bodies.
|
|
The restitution used depends on the speed to avoid physics issues
|
|
(a collision with high speed and high restitution will push the
|
|
kart high up into the air). The values specified are
|
|
speed:restitution pairs, the actual restitution will be
|
|
interpolated based on the points specified here.
|
|
bevel-factor: for each point of the chassis collision box one
|
|
additional point is added, resulting in a bevelled box shape.
|
|
The original Z coordinate of the chassis is multiplied by
|
|
1-bevelZ (i.e. the main box part of the shape is shortened).
|
|
The bevel point has the original Z coordinate, and the X and
|
|
Y coordinates of the box are multiplied with (1-bevelX) and
|
|
(1-bevelY). A value of 0 for all bevel coordinates disables
|
|
bevelling, and uses a simple box shape.
|
|
As an example, a value of 1 for x and z will result in a
|
|
sharp 'arrow' like shape.
|
|
physical-wheel-position: Defines where the 'physical' (raycast)
|
|
wheel will be located. It's a weight factor with 0 = being
|
|
at the widest side of the bevel, 1 = at the front and
|
|
narrowest part of the kart. If the value is less than 0, the old
|
|
physics settings are used which places the raycast wheels
|
|
outside of the chassis and results in more stable physical
|
|
behaviour of the karts. -->
|
|
<collision impulse-type="normal"
|
|
impulse="3000" impulse-time="0.1" terrain-impulse="160"
|
|
restitution="0:1.0 5:1.0 20:0.2" bevel-factor="0.5 0.0 0.3"
|
|
physical-wheel-position="0" />
|
|
|
|
<!-- Skidding: increase: multiplicative increase of skidding factor in each frame.
|
|
decrease: multiplicative decrease of skidding factor in each frame.
|
|
max: maximum skidding factor = maximum increase of steering angle.
|
|
time-till-max: Time till maximum skidding is reached.
|
|
visual: Additional graphical rotation of kart. The graphical rotation
|
|
of the kart also determines the direction the kart is driving to
|
|
when skidding is stopped.
|
|
visual-time: How long it takes for the visual skid to reach maximum.
|
|
revert-visual-time: how long it takes when stopping a skid to revert
|
|
the visual skid and bring visuals and physics in sync again.
|
|
angular-velocity: Angular velocity to be used for the kart when skidding.
|
|
min-speed: Minimum speed a kart must have before it can skid. Must be
|
|
>0, otherwise the kart can skid at the start of the race.
|
|
time-till-bonus: How long a kart needs to skid in order to get a bonus.
|
|
bonus-force: A speedup applied to the kart whick skidded for a while.
|
|
bonus-time: How long the bonus-force is applied.
|
|
bonus-force: Additional engine force (this is used to offset the fact
|
|
that turning after skidding (e.g. to correct direction) often uses
|
|
up the skid bonus).
|
|
post-skid-rotate-factor: a factor to be used to determine how much
|
|
the chassis of a kart should rotate to match the graphical view.
|
|
A factor of 1 is identical, a smaller factor will rotate the kart
|
|
less (which might feel better).
|
|
physical-jump-time: Time for a physical jump at the beginning of a skid.
|
|
graphical-jump-time: Time for a graphics-only jump at the beginning
|
|
of a skid.
|
|
reduce-turn-min/max: The steering done by the controller (which is in
|
|
[-1,1]) is mapped to [reduce-turn-min, reduce-turn-max] when skidding
|
|
is active (for left turn, right turn will use [-max, -min]). The
|
|
effect is that while you skid (say left) you can adjust the direction
|
|
of the turn the kart is doing somewhat by steering to the left and right,
|
|
but you will always keep on doing a left turn, just more or less. -->
|
|
<skid increase="1.05" decrease="0.95" max="2.5" time-till-max="0.5"
|
|
visual="1.25" visual-time="0.7" revert-visual-time="0.7"
|
|
min-speed="10" time-till-bonus="1.0 3.0"
|
|
bonus-speed="4.5 6.5" bonus-time="3.0 4.0"
|
|
bonus-force="250 350"
|
|
physical-jump-time="0" graphical-jump-time="0.4"
|
|
post-skid-rotate-factor="1"
|
|
reduce-turn-min="0.2" reduce-turn-max="0.8"/>
|
|
|
|
<kart-type>
|
|
<light />
|
|
<medium />
|
|
<heavy />
|
|
</kart-type>
|
|
</general-kart-defaults>
|
|
|
|
<!-- Here are the default fonts file names for STK.
|
|
|
|
Please DO NOT report bugs if there're crashes when using your custom font.
|
|
This usually happen because the character map of the font is not in unicode mode
|
|
(let's take Chinese for example, some fonts of it store the characters in BIG5 mode,
|
|
which leads to crash with STK), but the fonts are to blame, what's the point of not
|
|
using industry standard nowadays...
|
|
-->
|
|
<fonts-list normal-ttf="Cantarell-Regular.otf FreeSans.ttf wqy-microhei.ttf NotoNaskhArabicUI-Bold.ttf"
|
|
digit-ttf="SigmarOne.otf" />
|
|
|
|
<!-- Maximum bones from all animated meshes in each frame to be uploaded for
|
|
hardware skinning, For gles 3.0 the specification guarantees at least 2048, for
|
|
TBO in desktop at least 65536 (max buffer size) / 64, SSBO at least 2^24 / 64,
|
|
so 1024 will work everywhere. -->
|
|
<skinning max-bones="1024"/>
|
|
|
|
<!-- For users with libsquish:
|
|
Use a slow but high quality colour compressor.
|
|
kColourClusterFit = (32),
|
|
Use a fast but low quality colour compressor.
|
|
kColourRangeFit = (64),
|
|
Use a very slow but very high quality colour compressor.
|
|
kColourIterativeClusterFit = (256),
|
|
STK default the low quality.
|
|
-->
|
|
<texture-compression quality="64"/>
|
|
|
|
<!-- List of default ports used, by default STK use random ports for client.
|
|
The server discovery port has to be the same across all clients and servers.
|
|
-->
|
|
<network-ports server-discovery-port="2757" client-port="2758" server-port="2759"/>
|
|
|
|
</config>
|