8fae521a94
* Prepares for advanced item and nitro usage strategy Replace the bool determining if usage is random or not by an int allowing several levels of AI item usage. Add NITRO_ADVANCED mode for nitro usage. * Adapt for more item and nitro levels The XML files have to be changed. The logic for the item_skill still has to be done. * Preparation for the preferred kart in GP * Preparation for the preferred kart in GP * Preparation for the preferred kart in GP * Prepares for advanced item and nitro usage strategy * Prepares for advanced item usage strategy * Preparation for the preferred kart in GP * Parametrized AI_skill level * Fix typo * Fix typo * Fix typo * Fire items with a shield on in unrestricted mode * New function allowing AI to know what flyable is incoming * New function allowing AI to know what flyable is incoming * Fix typo * Update bubble gum AI to new system In addition of making some functionality depends on AI levels, there are a few overall improvements for the better AIs : 1)Remove the "drop the gum in the last lap" logic. Bad strategy since ever the shield has been added to the gum 2)The protection against flyable is not used if the user holds a swatter and the flyable is a plunger 3)Holding a swatter no longer blocks the AI from using the shield against a flyable nor from using the gum behind 4)The shield is used to remove bad attachments (bomb, parachute, anvil) 5)Reduce the distance with the kart behind when dropping the gum to reduce misses * Update swatter AI to new system The swatter could benefit from several kind of usage improvement. This patch introduce only one, but probably the more important : the better AIs now use it to remove bad attachments * Fixing #3139 * Fix compile error * Fix * Fix compilation * Fix compilation * Fix compilation * Update variable * Update variable * Fix non-breaking space issue * Fix typos * Revert for compilation * Revert for compilation * Update cake AI to new system * Redefine HandleItems to be position aware * Redefine HandleItems to be position aware Also changes bowling ball for the new system. * Activate shield before hitting box or bad item Meant for higher AIs. * Increase lookup distance Some distance will be needed for the switch * Temporary fix to avoid a nitro regression * Fix typo * Fix typo * Bubble gum improvements ; explicitely calculate distances to items * Update Switch to the new system ; use item-distance awareness Also fix a missing parenthesis * Change nitro-usage to a numerical parameter * Change nitro-usage to a numerical parameter Also update comments to explain the new item-skill * Change nitro-usage to a numerical parameter * Change nitro-usage to a numerical parameter * Change nitro-usage to a numerical parameter * Update handleNitroAndZipper to the new system Also fix a naming error, remove the 95% speed limitation on nitro usage * Adds a small engine boost to nitro Currently, nitro is very counter-intuitive as it only affects max_speed. This change corrects it. The effect remains small to not upset balance. It is mostly felt when below max_speed, so the can of nitro potential power doesn't change much. * Improve AI nitro handling Summary : 1)Makes the AI use nitro by bursts, greatly improving its efficiency 2)Makes the AI use nitro when close to max speed (to unlock the max speed increase) 3)Remove the overtaking logic as the AI will now use its nitro anyway 4)The AI tries to keep a reserve of nitro for use towards the end of the race. * Allows estimated finish time to be checked at any lap, fix a crash * Makes the AI use its nitro reserves * Better tuning for nitro reserve usage to reduce the probability of unused nitro * Remember last used powerup for AI * Remember last used powerup for AI * Remember last used powerup for AI * Remember last used powerup for AI * Remember last used powerup for AI * Remember last used powerup for AI * Fix compilation * AI don't wait between usage of items of different types * Use floats for Parachute duration * Revert * Nitro use when trying to pass a bomb improved * Fix broken time check * Take into account the kart-specific fadeout to calculate time between bursts * Improvements to bursts and to use of the reserve at the end * Improve comments explaining item_usage_skill and nitro_usage * Make LastUsedPowerup a PowerupType * Make LastUsedPowerup a PowerupType * Make LastUsedPowerup a PowerupType * Make LastUsedPowerup a PowerupType * Make last_used_powerup a PowerupType * Make last_used_powerup a PowerupType * Fix compilation * Fix compilation * Revert * Revert * Finally fix compilation * Finally fix compilation * Change shield radius per difficulty A reduced non-null shield radius reduces false positives as long as it is big enough to get a few frames during which the object is inside the radius. * Improve Projectile closeness management * Improve projectileCloseType * Improve projectileCloseType * Fixes indentation * Fix lastUsedPowerup initialization * Fix the last used powerup type * Rename projectileCloseType * Rename projectilCloseType * Clarify comment and update projectileCloseType to new name * Reuse a member RandomGenerator * Fixes getLastUsedPowerup type * Fixes comparison * Fixes type
486 lines
25 KiB
XML
486 lines
25 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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<!-- 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="2" /> <!-- added with 8 karts -->
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<points points="3" /> <!-- added with 9 karts -->
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<points points="1" /> <!-- added with 10 karts -->
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<points points="4" /> <!-- added with 11 karts -->
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<points points="2" /> <!-- added with 12 karts -->
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<points points="1" /> <!-- added with 13 karts -->
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<points points="3" /> <!-- added with 14 karts -->
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<points points="2" /> <!-- added with 15 karts -->
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<points points="1" /> <!-- 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="3" /> <!-- added with 19 karts -->
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<points points="1" /> <!-- added with 20 karts -->
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<points points="5" /> <!-- added with 21 karts -->
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<points points="2" /> <!-- added with 22 karts -->
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<points points="1" /> <!-- added with 23 karts -->
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<points points="3" /> <!-- added with 24 karts -->
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<points points="4" /> <!-- added with 25 karts -->
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<points points="1" /> <!-- added with 26 karts -->
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<points points="2" /> <!-- added with 27 karts -->
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<points points="1" /> <!-- added with 28 karts -->
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<points points="3" /> <!-- added with 29 karts -->
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<points points="5" /> <!-- 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 GO. -->
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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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-->
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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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<!-- 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-time: Maximum race time that can be saved in a replay/history file.
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delta-t Minumum time between saving consecutive transform events.
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delta-pos If the interpolated position is within this delta, a
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transform event is not generated.
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delta-angle If the interpolated angle is within this delta,
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a transform event is not generated. -->
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<replay max-time="600" delta-t="0.05" delta-pos="0.1"
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delta-angle="0.5" />
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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, trigger,
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nolok-bubble-gum, easter egg -->
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<switch time="5" items="1 0 4 4 2 5 2 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 - the current networking code is outdated and will not
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work anymore - so for now don't enable this. -->
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<networking enable="false"/>
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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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speed-cap: Fraction of maximum speed the kart should drive
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at. Used to slow down karts that are ahead of the player.
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Note that setting this to a value >1 does NOT increase
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the speed the kart can drive at!
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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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speed-cap="-10:1.0 -5:0.9 5:0.8 20:0.7 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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speed-cap="10:1.0 50:0.8"
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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 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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speed-cap="20:1.0 50:0.8"
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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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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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|
|
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<!-- friction: slip used for bullet skidding. A high value
|
|
(like 10000000) disables bullet skidding. -->
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|
<friction slip="10000000"/>
|
|
|
|
<!-- collision
|
|
impulse-type: STK can apply an additional impulse in case of
|
|
kart-track collision:
|
|
'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.
|
|
impulse: an additional impulse to be applied in a non-frontal
|
|
collision to push two karts away from each other.
|
|
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.
|
|
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="1.0" 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"/>
|
|
|
|
</config>
|