07b6a16000
found by lintian
423 lines
23 KiB
XML
423 lines
23 KiB
XML
<?xml version="1.0"?>
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<!-- Format
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It is possible to give relative values (factors and more) for each property.
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The format as a regex is: ([+-*/](%d+|x))*
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An empty value means no change, a value without sign or with a '-' replaces
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the previous value. If an operator prefixes the string, e.g. *1.5 (- doesn't
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work because it's a sign). x will get replaced by the previous value which
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means *1.5 is equal to x*1.5. It's also possible to combine operations:
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+1.5*20 means "add 1.5 to the previous value and then multiply by 20".
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Note that it's computed sequentially from left to right and there is no
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operator precedence. Also whitespaces aren't allowed because they are used
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to split arrays.
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If you want to return the square of something use x*x or only *x.
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ATTENTION: '-' is a special case if it is the first character of a number-
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string. It means that the number is negative and NOT that the following
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float will be subtracted from the base value. So if x = 10 and the string
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"-5" is processed, the result will be -5 and not the same as "x-5", which
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would result in 10 - 5 = 5.
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-->
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<characteristics>
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<!-- The default values that can be modified by the difficulty, karts, etc.
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The values here should also be the values of the maximum difficulty. -->
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<characteristic name="base">
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<!-- ********** Physics ********** -->
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<!-- Suspension
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stiffness: kart's suspension stiffness.
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rest: Length of suspension when at rest.
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travel-cm: maximum movement of suspension - in cm!!
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exp-string-response: dampen the suspension spring reaction
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exponentially. See
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http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=7369\&p=25236&hilit=vehicle#p25236
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for details.
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max-force: Maximum suspension force -->
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<suspension stiffness="280" rest="0.3" travel="0.29"
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exp-spring-response="false" max-force="32000" />
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<!-- Values related to stability of the chassis: damping, and reduced
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impact of roll.
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downward-impulse-factor: A speed proportional impulse applied each
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frame that pushes the vehicle onto the ground.
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track-connection-accel: An artificial force that pulls a wheel to
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the ground if its off ground. Reduces the affect if a kart loses
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contact with the ground (i.e. it then can't steer or accelerate
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anymore).
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angular-factor: Factor to change angular impulses. X and Z rotations
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are damped to avoid that karts in a collision are too easily pushed
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into a roll or pitch, which makes them topple over
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smooth-flying-impulse: apply a torque impulse to flying kart to keep
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them parallel to the ground. -->
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<stability roll-influence="0.3"
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chassis-linear-damping="0.2"
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chassis-angular-damping="0"
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downward-impulse-factor="5"
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track-connection-accel="2"
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angular-factor="0.25 1.0 0.5"
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smooth-flying-impulse="250" />
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<!-- Turning
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radius: The turn radius of the kart at
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a given speed. The actual steering angle is dependent on the
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wheel base of the kart: radius = wheel_base/sin(steering_angle).
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The values below define that at speed 0 the turn radius is 2, at
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speed 10 the radius is 7.5 etc.
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The actual turn radius is piece-wise linearly interpolated. This
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allows for tighter turning at lower speeds, and also avoids that
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the kart becomes too hard to control at high speed (speeds
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higher than 25 can only be reached with powerups).
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time-full-steer: This is the amount of change in steering depending
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on current steering. So if the steering is between 0 and 0.5,
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the time-for-steering-change is 0.15. If the current steering is
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between 0.5 and 1.0, the time-for-steering-change is 0.25.
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The speed is used as dt/time-for-steering-change.
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In short: steering at less than halfway is somewhat faster,
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which should avoid oversteering (by pressing the key for too long),
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but slower when you want to steer more. Overwall with the current
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settings the expected time-to-full-steer is:
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0.5 * 0.25 + 0.5 * 0.15 = 0.2 ... which is overall the same
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time we had previously. -->
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<turn radius="0:2.0 10:7.5 25:15 45:30"
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time-full-steer="0:0.17 0.5:0.17 0.5:0.28 1.0:0.28"
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time-reset-steer="0.1" />
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<!-- Speed and acceleration
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power: The power of the kart (the engine power needed to accelerate
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at a given pace is proportional to mass)
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max-speed: The base maximum speed of the kart in m/s
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generic-max-speed: Must have the same value as max-speed. This
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is the max speed independently of kart type and
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of handicap, which is used by basket balls.
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brake-factor: Value used when braking.
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brake-time-increase: The brake force is multiplied by
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(1 + brake_time) * brake_time_increase - i.e. the longer the
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brake was pressed, the harder the kart will brake.
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max-speed-reverse-ratio is the percentage of max speed for reverse
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gear.
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-->
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<engine power="950" max-speed="25" generic-max-speed="25" brake-factor="15"
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brake-time-increase="6" max-speed-reverse-ratio="0.65" />
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<!-- Simulated gears
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switch-ratio defines at what ratio of the maximum
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speed what gear is selected, e.g. 0.25 means that if the speed is
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inferior or equal to 0.25 * maxSpeed then use gear 1, 0.5 means if
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the speed is inferior or equal to 0.5 x maxSpeed then gear 2.
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gear-power-increase contains the increase in max power (to simulate
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different gears), e.g. 2.5 as first entry means: 2.5 * maxPower in gear 1
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| first | second | third | . -->
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<gear switch-ratio="0.2 0.45 0.7 1 1.25"
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power-increase="2.5 2.1 1.7 1.4 1.2" />
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<!-- Mass of a kart -->
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<mass value="350" />
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<!-- Wheels
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damping-relaxation/compression: for bullet
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damping parameters
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Radius and width of wheel
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front-right, front-left, rear-right and rear-left give the
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position of the physics raycast wheels relative to the center of
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gravity. Default is to use the corners of the chassis to attach
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the wheels to. -->
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<wheels damping-relaxation="35" damping-compression="15">
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<front-right position="0.38 0 0.6" />
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<front-left position="-0.38 0 0.6" />
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<rear-right position="0.38 0 -0.6" />
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<rear-left position="-0.38 0 -0.6" />
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</wheels>
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<!-- Friction of a kart when e.g. sliding along a wall. -->
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<friction kart-friction="0.0" />
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<!-- ********** Visuals ********** -->
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<!-- Skidding
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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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<skid increase="1.05" decrease="0.95" max="2.5" time-till-max="0.5"
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visual="1.25" visual-time="0.7" revert-visual-time="0.7"
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min-speed="10" time-till-bonus="1.0 3.0"
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bonus-speed="4.5 6.5" bonus-time="3.0 4.0"
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bonus-force="250 350"
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physical-jump-time="0" graphical-jump-time="0.4"
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post-skid-rotate-factor="1"
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reduce-turn-min="0.2" reduce-turn-max="0.8" enabled="true" />
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<!-- Camera
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Distance between kart and camera.
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forward-up-angle: Angle between camera and plane of kart (pitch)
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when the camera is pointing forward
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backward-up-angle: Angle between camera and plane of kart (pitch)
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when the camera is pointing backwards. This is usually
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larger than the forward-up-angle, since the kart itself
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otherwise obstricts too much of the view. -->
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<camera distance="1.0" forward-up-angle="15"
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backward-up-angle="5" />
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<!-- Jump animation
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animation-time: only if the estimated time for a jump is larger
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than this value will the jump animation being
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shown. -->
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<jump animation-time="0.5" />
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<!-- Leaning related parameters, i.e. slightly leaning the karts when
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driving a fast curve.
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max: maximum leaning (i.e. when steering as much as possible at highest
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speed), in degrees.
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speed: Speed with which the leaning changes (in degree/second). -->
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<lean max="6.6" speed="15.0" />
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<!-- ********** Items ********** -->
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<!-- Anvil
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weight: The additional weight an anvil adds to a kart.
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speed-factor: The additional slowdown caused by the anvil.
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duration: The time an anvil is active. -->
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<anvil duration="2.0" weight="150" speed-factor="0.2" />
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<!-- Parachute
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friction: The friction factor when a parachute is attached.
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duration: The time an attached parachute is active
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duration-other: Used when the parachute results from item use
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duration-rank-mult: The multiplier applied to the duration of the
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parachute on the 1st kart when affected by the item. Scale for
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intermediary ranks to 1.0 for the last affected.
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duration-speed-mult: Applied in all cases, multitplier to duration
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of the parachute at max-speed. Scale to 1.0 at 0 speed.
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lbound-fraction: The lower bound fraction of speed when lost will
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detach parachute. E.g. at nearly 0 speed, only 20% of speed
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need to be lost.
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ubound-fraction: The upper bound fraction of speed when lost will
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detach parachute. E.g. at max-speed 50% of speed must be lost.
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max-speed: A factor that decides the impact of rate of speed
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(distance between bounds) -->
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<parachute friction="5.0" duration="3" duration-other="2.5"
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duration-rank-mult="1.5" duration-speed-mult="1.35"
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lbound-fraction="0.5" ubound-fraction="0.3" max-speed="30" />
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<!-- Bubblegum
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duration: How long the bubblegum lasts.
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speed-fraction: To what fraction of top-speed the speed is reduced.
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torque: To rotate the kart somewhat.
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fade-in-time: How quick the slowdown takes effect.
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shield-duration: How long the bubblegum shield lasts -->
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<bubblegum duration="1" speed-fraction="0.3" torque="500" fade-in-time="0.01"
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shield-duration="10.0" />
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<!-- Zipper
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duration: Time a zipper is active.
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force: Additional zipper force.
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speed-gain: One time additional speed.
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max-speed-increase: Additional speed allowed on top of the
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kart-specific maximum kart speed.
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fade-out-time: determines how long it takes for a zipper
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to fade out (after 'time'). -->
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<zipper duration="3.5" force="250.0" speed-gain="4.5" max-speed-increase="15"
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fade-out-time="1.0" />
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<!-- Swatter
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duration: How long can the swatter be active.
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distance: How close a kart or an item must be before it can be hit.
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This is the square of the real distance to accelerate the
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compution.
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squash-duration: How long a kart will remain squashed.
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squash-slowdown: Percentage of max speed that a kart is
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restricted to. -->
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<swatter duration="10" distance="9" squash-duration="5"
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squash-slowdown="0.5" />
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<!-- Plunger and rubber band handling
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band-max-length: The maximum length of rubber band before it snaps.
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band-force: The force a plunger/rubber band applies to the kart(s).
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band-duration: The duration a rubber band acts.
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in-face-time determines how long it takes before a plunger
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in your face is removed. -->
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<plunger band-max-length="50" band-force="1500" band-duration="1"
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band-speed-increase="7" band-fade-out-time="3"
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in-face-time="4.5" />
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<!-- ********** Miscellaneous ********** -->
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<!-- Startup
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If a kart starts within the specified time after 'go',
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it receives the corresponding bonus from 'boost'. Those
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fields must have the same size, and must be sorted by
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increasing times. -->
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<startup time="0.3 0.5"
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boost="8 4" />
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<!-- Rescue
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duration: How long it takes the kart to be raised.
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height: how height the kart will be raised before it is
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dropped back onto the track.
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vert rescue offset: used to raise karts a bit higher before
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releasing them on the ground after a rescue. Used to avoid
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resetting karts into the track. Not sure if this is still
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necessary. -->
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<rescue vert-offset="0.0" duration="1.2" height="2" />
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<!-- Explosion
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duration: how long it takes before the kart can drive again (this
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determines how height the kart is being thrown).
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invulnerability-time: how long a kart will be invulnerable
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after being hit by an explosion.
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radius: Kart closer to this value will be affected by
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an explosion as well. -->
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<explosion duration="1.5" radius="6"
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invulnerability-time="7" />
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<!-- Nitro
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engine-force: additional engine power
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engine-mult: multiply the total engine power by this
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consumption: nitro consumption - heavier characters can be set
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to need more nitro than lighter character.
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small-container: how much energy a small container gives.
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big-container: how much energy a big container gives.
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max-speed-increase: How much the speed of a kart might exceed
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its maximum speed (in m/s).
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duration: How long the increased speed will be valid after
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the kart stops using nitro (and the fade-out-time starts).
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fade-out-time: Duration during which the increased maximum
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speed due to nitro fades out.
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max: How much nitro a kart can store. -->
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<nitro engine-force="300" engine-mult="1.2" consumption="1"
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small-container="1" big-container="3"
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max-speed-increase="5" duration="1" fade-out-time="2.4" max="20" />
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<!-- Slipstream
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base-speed: the speed for which length and width are valid.
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They are upscaled when faster and downscaled when slower.
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length: How far behind a kart slipstream works
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(note : this helps OTHER karts)
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width: how wide slipstream works furthest away from the kart.
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inner-factor: The proportion of the slipstreaming area with
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twice faster slipstream "credits" collection.
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min-collect-time: How many seconds of sstream are needed to get a bonus
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it can be accumulated faster if in the inner quad)
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max-collect-time: How many seconds of sstream bonus can be accumulated at most
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add-power: Additional power due to sstreaming.
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min-speed: Minimum speed necessary for slipstream to take effect.
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max-speed-increase: How much the speed of the kart might exceed
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its normal maximum speed.
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duration-factor: A multiplicator to how long the higher speed lasts
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1 means it last as long the total time collected
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fade-out-time: How long the slip stream speed increase will
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gradually be reduced. -->
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<slipstream base-speed="20" length="8" width="4" inner-factor="0.5"
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min-collect-time="2.5" max-collect-time="8" add-power="300" min-speed="8"
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max-speed-increase="3" duration-factor="1" fade-out-time="2" />
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</characteristic>
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<!-- The different difficulties (like easy, medium, hard) -->
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<difficulties>
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<characteristic name="easy">
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<engine power="*0.7" max-speed="*0.6" generic-max-speed="*0.6" />
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<plunger in-face-time="3" />
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</characteristic>
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<characteristic name="medium">
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<engine power="*0.83" max-speed="*0.8" generic-max-speed="*0.8" />
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<plunger in-face-time="4" />
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</characteristic>
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<characteristic name="hard">
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<engine power="*0.92" max-speed="*0.92" generic-max-speed="*0.92" />
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</characteristic>
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<!-- This doesn't need to be changed because the most fast/heavy/extreme
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values should also be the default ones. -->
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<characteristic name="best" />
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</difficulties>
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<!-- The different kart types, that can be specified in the kart.xml file -->
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<kart-types>
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<characteristic name="light">
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<turn radius="0:2.0 10:7.5 25:15 45:30" />
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<engine power="*0.8" max-speed="*0.95" brake-factor="*1"
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max-speed-reverse-ratio="*0.8" />
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<gear switch-ratio="0.1 0.25 0.45 0.7 1.0 4.0"
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power-increase="2.8 2.3 1.9 1.5 1.25 1.0" />
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<mass value="*0.6" />
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<startup boost="*1 *1" />
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<explosion time="*1" radius="*1" />
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<nitro engine-force="*0.6" max-speed-increase="*0.9" duration="*1" />
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<slipstream length="*0.9" collect-time="*0.9"
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duration-factor="*1" fade-out-time="*1" />
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</characteristic>
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<characteristic name="medium">
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<turn radius="0:2.3 10:8.625 25:17.25 45:34.5" />
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<engine power="*0.875" max-speed="*1" brake-factor="*0.8"
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max-speed-reverse-ratio="*0.75" />
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<gear switch-ratio="0.1 0.25 0.45 0.7 1 4"
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power-increase="2.4 2 1.7 1.4 1.2 1" />
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<mass value="*0.75" />
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<startup boost="*0.8 *0.8" />
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<explosion time="*0.8" radius="*0.8" />
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<nitro engine-force="*0.75" consumption="*1.25" />
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<slipstream duration-factor="*0.8" fade-out-time="*1" />
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</characteristic>
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<characteristic name="heavy">
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<turn radius="0:2.6 10:9.75 25:19.5 45:39" />
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<engine power="*1" max-speed="*1.05" brake-factor="*0.6"
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max-speed-reverse-ratio="*0.7" />
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<gear switch-ratio="0.1 0.25 0.45 0.7 1 4"
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power-increase="2 1.7 1.5 1.3 1.15 1" />
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<mass value="*1" />
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<startup boost="*0.6 *0.6" />
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<explosion time="*0.6" radius="*0.6" />
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<nitro engine-force="*1" consumption="*1.67" max-speed-increase="*1.1" />
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<slipstream length="*1.1" collect-time="*1.1"
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duration-factor="*0.6" fade-out-time="*1" />
|
|
</characteristic>
|
|
</kart-types>
|
|
|
|
<!-- Per-player settings/handicaps (or boosts) -->
|
|
<player-characteristics>
|
|
<characteristic name="normal" />
|
|
<characteristic name="handicap">
|
|
<engine power="*0.9" max-speed="*0.9" brake-factor="*0.8" brake-time-increase="*0.85" max-speed-reverse-ratio="*0.8" />
|
|
<skid time-till-bonus="*1.2 *1.0" bonus-speed="*0.9 *0.8" bonus-force="*0.9 *0.9" />
|
|
<bubblegum duration="*1.5" torque="*1.5" />
|
|
<zipper force="*0.8" speed-gain="*0.8" max-speed-increase="*0.8" />
|
|
<swatter duration="*0.8" squash-duration="*1.3" />
|
|
<plunger band-max-length="*0.8" band-speed-increase="*0.8" in-face-time="*1.3" />
|
|
<startup time="*0.8 *0.8" boost="*0.8 *0.8" />
|
|
<rescue duration="*1.5" />
|
|
<nitro engine-force="*0.8" max-speed-increase="*0.9" max="*0.8" />
|
|
<slipstream min-collect-time="*1.2" add-power="*0.9"
|
|
max-speed-increase="*0.9" duration-factor="*0.9" />
|
|
</characteristic>
|
|
</player-characteristics>
|
|
</characteristics>
|