stk_config.xml 24 KB

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  1. <?xml version="1.0"?>
  2. <config>
  3. <!-- Minimum and maximum kart versions that can be used by this binary.
  4. Older version will be ignored. -->
  5. <kart-version min="2" max="2"/>
  6. <!-- Minimum and maxium track versions that be be read by this binary.
  7. Older versions will be ignored. -->
  8. <track-version min="6" max="6"/>
  9. <!-- Maximum number of karts to be used at the same time. This limit
  10. can easily be increased, but some tracks might not have valid start
  11. positions for those additional karts. -->
  12. <karts max-number="20"/>
  13. <!-- Scores are the number of points given when the race ends. -->
  14. <grand-prix>
  15. <!-- Establish the distribution of points in GP.
  16. For a race of N karts ; the N-first point values are taken.
  17. Then, they are sorted. E.g. ; 0 1 2 1 3 2 becomes 0 1 1 2 2 3.
  18. Then these numbers are used to establish the DIFFERENCE of points
  19. between consecutive karts.
  20. The smaller of the numbers is used to establish the score for the
  21. last kart and not the difference between 2 karts.
  22. In the above example, the last kart will have 0 point, the one before
  23. before 1 (0+1) ; the one before 2 (0+1+1), the one before 4 (0+1+1+2),
  24. etc. until the 1st which have 9 (0+1+1+2+2+3)
  25. There shall be at least as much points nodes as max-numbers kart -->
  26. <points points="0" /> <!-- added with 1 kart, score for the last kart -->
  27. <points points="1" /> <!-- added with 2 karts -->
  28. <points points="1" /> <!-- added with 3 karts -->
  29. <points points="2" /> <!-- added with 4 karts -->
  30. <points points="2" /> <!-- added with 5 karts -->
  31. <points points="1" /> <!-- added with 6 karts -->
  32. <points points="3" /> <!-- added with 7 karts -->
  33. <points points="2" /> <!-- added with 8 karts -->
  34. <points points="3" /> <!-- added with 9 karts -->
  35. <points points="1" /> <!-- added with 10 karts -->
  36. <points points="4" /> <!-- added with 11 karts -->
  37. <points points="2" /> <!-- added with 12 karts -->
  38. <points points="1" /> <!-- added with 13 karts -->
  39. <points points="3" /> <!-- added with 14 karts -->
  40. <points points="2" /> <!-- added with 15 karts -->
  41. <points points="1" /> <!-- added with 16 karts -->
  42. <points points="4" /> <!-- added with 17 karts -->
  43. <points points="2" /> <!-- added with 18 karts -->
  44. <points points="3" /> <!-- added with 19 karts -->
  45. <points points="1" /> <!-- added with 20 karts -->
  46. <points points="5" /> <!-- added with 21 karts -->
  47. <points points="2" /> <!-- added with 22 karts -->
  48. <points points="1" /> <!-- added with 23 karts -->
  49. <points points="3" /> <!-- added with 24 karts -->
  50. <points points="4" /> <!-- added with 25 karts -->
  51. <points points="1" /> <!-- added with 26 karts -->
  52. <points points="2" /> <!-- added with 27 karts -->
  53. <points points="1" /> <!-- added with 28 karts -->
  54. <points points="3" /> <!-- added with 29 karts -->
  55. <points points="5" /> <!-- added with 30 karts -->
  56. </grand-prix>
  57. <!-- Time in follow-the-leader after which karts are removed.
  58. The last values applies for all remaining karts.
  59. time-per-kart Additional time added to the interval
  60. for each kart in the race. -->
  61. <follow-the-leader intervals="30 20 10"
  62. time-per-kart="0" />
  63. <!-- Startup information.
  64. Penalty: Penalty time if a kart accelerates before GO. -->
  65. <startup penalty="1" />
  66. <!-- How often a news message is going to be displayed before
  67. it will be ignored. -->
  68. <news max-display="10"/>
  69. <!-- smooth-normals: If the normals (for wheel raycasts) should be smoothened.
  70. This is a global setting, it still needs to be activated for each
  71. track individually.
  72. smooth-angle-limits: If the angle between the normal of a vertex and
  73. the normal of a triangle are larger than this value, the normal
  74. of the triangle will be used in interpolating the normals. This
  75. has the effect of an edge split modifier - if the flat track and (say)
  76. a wall at a 90 egree angle are not separated, the normal at that
  77. vertex will be 45 degrees, resulting in completely wrong physics.
  78. The angle limit in this case will discard the 45 degrees, and use
  79. the normal of the flat triangle (pointing upwards). In the worst
  80. case (all three normals discarded, the interpolation will just
  81. return the normal of the triangle (i.e. de facto no interpolation),
  82. but it helps making smoothing much more useful without fixing tracks.
  83. default-track-friction: Default friction to be used for the track and
  84. any track/library pbject.
  85. default-moveable-friction: Default friction to be used for any moveable,
  86. e.g. karts, bowling balls, ...
  87. -->
  88. <physics smooth-normals="true"
  89. smooth-angle-limit="0.65"
  90. default-track-friction="0.5"
  91. default-moveable-friction="0.5" />
  92. <!-- The title music. -->
  93. <music title="main_theme.music"/>
  94. <!-- Replay related values, mostly concerned with saving less data
  95. and using interpolation instead.
  96. max-time: Maximum race time that can be saved in a replay/history file.
  97. delta-t Minumum time between saving consecutive transform events.
  98. delta-pos If the interpolated position is within this delta, a
  99. transform event is not generated.
  100. delta-angle If the interpolated angle is within this delta,
  101. a transform event is not generated. -->
  102. <replay max-time="600" delta-t="0.05" delta-pos="0.1"
  103. delta-angle="0.5" />
  104. <!-- Skidmark data: maximum number of skid marks, and
  105. time for skidmarks to fade out. Maximum number will over
  106. current number of karts, so the more karts, the less
  107. skidmark is on track. -->
  108. <skid-marks max-number="500" fadeout-time="60"/>
  109. <!-- Defines when the upright constraint should be active, it's
  110. disabled when the kart is more than this value from the track. -->
  111. <near-ground distance="2"/>
  112. <!-- How long the end animation will be shown. -->
  113. <delay-finish time="0.5"/>
  114. <!-- How long the music credits are shown. -->
  115. <credits music="10"/>
  116. <!-- time is the time till a bomb explodes. time-increase is the time added
  117. to timer when bomb is passed on. -->
  118. <bomb time="30.0" time-increase="-5.0"/>
  119. <!-- Powerup collect-mode decides what is collected if a kart has already an
  120. powerup: same: get one more item of the same type.
  121. new: always get a new item.
  122. only-if-same: if the random item is the same one as the
  123. one currently owned, increase the number, otherwise
  124. no more/new item s are given to the kart. -->
  125. <powerup collect-mode="new"/>
  126. <!-- time: How long a switch is being effective.
  127. items for each item list the index of the item it is switched with.
  128. Order: giftbox, banana, big-nitro, small-nitro, bubble-gum, trigger,
  129. nolok-bubble-gum, easter egg -->
  130. <switch time="5" items="1 0 4 4 2 5 2 7"/>
  131. <!-- disappear-counter: How often bubblegum gets driven over before it disappears.
  132. shield-time: How long the bubblegum shield lasts
  133. restrict-weapons: If true, using weapons will destroy the user's shield -->
  134. <bubblegum disappear-counter="1" shield-time="10.0" restrict-weapons="false"/>
  135. <!-- explosion-impulse-objects is the impulse that pushes physical objects
  136. away if there is an explosion. -->
  137. <explosion impulse-objects="500.0" />
  138. <!-- Networking - the current networking code is outdated and will not
  139. work anymore - so for now don't enable this. -->
  140. <networking enable="false"/>
  141. <!-- Steam related settings:
  142. ask-for-internet - If true the user on first start will be asked
  143. for permission to connect to stk servers. -->
  144. <steam ask-for-internet="false"/>
  145. <!-- The field od views for 1-4 player split screen. fov-3 is
  146. actually not used (since 3 player split screen uses the
  147. same layout as 4 player split screen) -->
  148. <camera fov-1="80" fov-2="65" fov-3="50" fov-4="75" cutscene-fov="0.61" />
  149. <!-- disable-while-unskid: Disable steering when stop skidding during
  150. the time it takes to adjust the physical body with the graphics.
  151. camera-follow-skid: If true the camera will stay behind the kart,
  152. potentially making it easier to see where the kart is going to
  153. after a skid. -->
  154. <steer disable-while-unskid="false"
  155. camera-follow-skid="true" />
  156. <!-- Default values for all karts
  157. ============================ -->
  158. <general-kart-defaults>
  159. <!-- Skidding: increase: multiplicative increase of skidding factor in each frame.
  160. decrease: multiplicative decrease of skidding factor in each frame.
  161. max: maximum skidding factor = maximum increase of steering angle.
  162. time-till-max: Time till maximum skidding is reached.
  163. visual: Additional graphical rotation of kart. The graphical rotation
  164. of the kart also determines the direction the kart is driving to
  165. when skidding is stopped.
  166. visual-time: How long it takes for the visual skid to reach maximum.
  167. revert-visual-time: how long it takes when stopping a skid to revert
  168. the visual skid and bring visuals and physics in sync again.
  169. angular-velocity: Angular velocity to be used for the kart when skidding.
  170. min-speed: Minimum speed a kart must have before it can skid. Must be
  171. >0, otherwise the kart can skid at the start of the race.
  172. time-till-bonus: How long a kart needs to skid in order to get a bonus.
  173. bonus-force: A speedup applied to the kart whick skidded for a while.
  174. bonus-time: How long the bonus-force is applied.
  175. bonus-force: Additional engine force (this is used to offset the fact
  176. that turning after skidding (e.g. to correct direction) often uses
  177. up the skid bonus).
  178. post-skid-rotate-factor: a factor to be used to determine how much
  179. the chassis of a kart should rotate to match the graphical view.
  180. A factor of 1 is identical, a smaller factor will rotate the kart
  181. less (which might feel better).
  182. physical-jump-time: Time for a physical jump at the beginning of a skid.
  183. graphical-jump-time: Time for a graphics-only jump at the beginning
  184. of a skid.
  185. reduce-turn-min/max: The steering done by the controller (which is in
  186. [-1,1]) is mapped to [reduce-turn-min, reduce-turn-max] when skidding
  187. is active (for left turn, right turn will use [-max, -min]). The
  188. effect is that while you skid (say left) you can adjust the direction
  189. of the turn the kart is doing somewhat by steering to the left and right,
  190. but you will always keep on doing a left turn, just more or less. -->
  191. <!-- Kart-specific settings used by the AI.
  192. use-slipstream: if the AI should try to overtake karts using slipstream.
  193. disable-slipstream-usage: even if the AI is not trying to use slipstream,
  194. it can get a lot of bonus, esp. on easy since the AI creates trains.
  195. Set this to true to make sure AI does not get any slipstream bonus.
  196. shield-incoming-radius: Radius at which projectiles will be detected and
  197. trigger a shield usage.
  198. false-start-probability: Probability of a false start.
  199. min/max-start-delay: Minimum and maximum start delay.
  200. See http://www.humanbenchmark.com/tests/reactiontime/stats.php
  201. Average reaction time is around 0.215 s.
  202. nitro-usage: "none", "some", "all": if nitro should be used, and
  203. how much the AI should try to use it good.
  204. non-random-item-usage: If true, use items in a sophisticated way,
  205. otherwise use items randomly.
  206. collect-avoid-items: if the AI should collect and avoid items,
  207. or just ignore them.
  208. handle-bomb: If the AI should actively try to pass on a bomb.
  209. skidding-threshold: only for old-style skidding: when sharp turn
  210. should be triggered. Smaller values means it will sharp turn
  211. earlier, resulting in better driving in thight curves.
  212. max-item-angle: Items that would need more than this change in
  213. direction are not considered for collection.
  214. time-full-steer is the time for the AI to go from neutral steering to
  215. extreme left (or right). This can be used to reduce
  216. 'shaking' of AI karts caused by changing steering direction
  217. too often. It also helps with making it easier to push the
  218. AI karts (otherwise micro-corrections make this nearly
  219. impossible). A value of 1/maxFPS / 2 will guarantee that
  220. the wheel can go from -1 to +1 steering in one frame,
  221. basically disabling this mechanism.
  222. bad-item-closeness is the maximum distance between a good and a
  223. bad item which can force the AI to abandon a good item in order
  224. to avoid hitting a bad item. If the distance is larger, it is
  225. assumed that there will be enough time to change steering
  226. direction.
  227. straight-length-for-zipper is the minimum length a straight
  228. section of the track should have in order to activate a zipper.
  229. competitive when ahead of the player, or more competitive
  230. when behind the player.
  231. skid-probability: Since the AI is usually very good at using
  232. skidding, this is used to implement some rubber-banding for
  233. the AI: depending on distance to the player, the AI will
  234. change the probability of skidding. This attributes takes
  235. a space-separated list of "distance:probability" pairs
  236. (negative distances meaning the kart is behind the player,
  237. a positive number that the AI is ahead of the player).
  238. Then list should have at least 2 entries. Depending on
  239. the actualy distance the kart has the probability is then
  240. linearly interpolated (if the AI is more than the largest
  241. distance ahead, the value for the largest distance is used,
  242. and similarly if the kart is more than the minimum value
  243. behind).
  244. speed-cap: Fraction of maximum speed the kart should drive
  245. at. Used to slow down karts that are ahead of the player.
  246. Note that setting this to a value >1 does NOT increase
  247. the speed the kart can drive at!
  248. collect-item-probability: Probability of the AI actually
  249. trying to collect an item (if an item is selected for
  250. collection in the first place).
  251. -->
  252. <ai>
  253. <easy time-full-steer="0.1"
  254. straight-length-for-zipper="35"
  255. use-slipstream="false"
  256. disable-slipstream-usage="true"
  257. shield-incoming-radius="0"
  258. false-start-probability="0.08"
  259. min-start-delay="0.3" max-start-delay="0.5"
  260. nitro-usage="none"
  261. non-random-item-usage="false"
  262. collect-avoid-items="false"
  263. handle-bomb="false"
  264. speed-cap="-10:1.0 -5:0.9 5:0.8 20:0.7 50:0.6"
  265. max-item-angle="0.7" max-item-angle-high-speed="0.3"
  266. bad-item-closeness="6"
  267. collect-item-probability="0:0"
  268. rb-skid-probability="0:0.0"
  269. skidding-threshold="4.0"
  270. />
  271. <medium time-full-steer="0.1"
  272. straight-length-for-zipper="35"
  273. use-slipstream="false"
  274. disable-slipstream-usage="false"
  275. shield-incoming-radius="10"
  276. false-start-probability="0.04"
  277. min-start-delay="0.25" max-start-delay="0.4"
  278. nitro-usage="some"
  279. non-random-item-usage="true"
  280. collect-avoid-items="true"
  281. handle-bomb="false"
  282. speed-cap="10:1.0 50:0.8"
  283. max-item-angle="0.7" max-item-angle-high-speed="0.3"
  284. bad-item-closeness="6"
  285. collect-item-probability="-10:1.0 0:0"
  286. rb-skid-probability="0:0.0"
  287. skidding-threshold="3.0"
  288. />
  289. <hard time-full-steer="0.1"
  290. straight-length-for-zipper="35"
  291. use-slipstream="true"
  292. disable-slipstream-usage="false"
  293. shield-incoming-radius="10"
  294. false-start-probability="0.01"
  295. min-start-delay="0.15" max-start-delay="0.28"
  296. nitro-usage="all"
  297. non-random-item-usage="true"
  298. collect-avoid-items="true"
  299. handle-bomb="true"
  300. speed-cap="20:1.0 50:0.8"
  301. max-item-angle="0.7" max-item-angle-high-speed="0.3"
  302. bad-item-closeness="6"
  303. collect-item-probability="10:1.0 20:0"
  304. rb-skid-probability="-50:1.0 -20:0.7 20:0.2 50:0.0"
  305. skidding-threshold="2.0"
  306. />
  307. <best time-full-steer="0.1"
  308. straight-length-for-zipper="35"
  309. use-slipstream="true"
  310. disable-slipstream-usage="false"
  311. shield-incoming-radius="10"
  312. false-start-probability="0.0"
  313. min-start-delay="0.15" max-start-delay="0.2"
  314. nitro-usage="all"
  315. non-random-item-usage="true"
  316. collect-avoid-items="true"
  317. handle-bomb="true"
  318. speed-cap="0:1.0"
  319. max-item-angle="0.7" max-item-angle-high-speed="0.3"
  320. bad-item-closeness="6"
  321. collect-item-probability="0:1.0"
  322. rb-skid-probability="0:1.0"
  323. skidding-threshold="2.0"
  324. />
  325. </ai>
  326. <!-- Parameters for the speed-weighted objects:
  327. a bigger value for strength-factor leads to the speed of the kart more quickly affecting
  328. the strength of the animation (up to a maximum value that corresponds to the original animation) -->
  329. <speed-weighted-objects strength-factor="0.05" speed-factor="1.0" texture-speed-x="0.0" texture-speed-y="0.0"/>
  330. <!-- friction: slip used for bullet skidding. A high value
  331. (like 10000000) disables bullet skidding. -->
  332. <friction slip="10000000"/>
  333. <!-- collision
  334. impulse-type: STK can apply an additional impulse in case of
  335. kart-track collision:
  336. 'none' : no additional impulse
  337. 'normal': impulse along the normal
  338. 'driveline': impulse towards the nearest driveline.
  339. An impulse towards the driveline works nice when the kart is
  340. driving more or less correctly on the track - it pushes the
  341. kart in the right direction. But if the kart is significanlty
  342. off track, it has severe problems (since an incorrect
  343. driveline point can be selected, pusing the kart in the
  344. wrong direction, sometimes even causing a 'zip-along-obstacle'
  345. effect.
  346. impulse: an additional impulse to be applied in a non-frontal
  347. collision to push two karts away from each other.
  348. impulse-time: The impulse will be applied over a certain time
  349. period, which results in less abrupt changes. If set to 0,
  350. the impulse is only applied once.
  351. resitution: restitution value to be used for the kart rigid bodies.
  352. bevel-factor: for each point of the chassis collision box one
  353. additional point is added, resulting in a bevelled box shape.
  354. The original Z coordinate of the chassis is multiplied by
  355. 1-bevelZ (i.e. the main box part of the shape is shortened).
  356. The bevel point has the original Z coordinate, and the X and
  357. Y coordinates of the box are multiplied with (1-bevelX) and
  358. (1-bevelY). A value of 0 for all bevel coordinates disables
  359. bevelling, and uses a simple box shape.
  360. As an example, a value of 1 for x and z will result in a
  361. sharp 'arrow' like shape.
  362. physical-wheel-position: Defines where the 'physical' (raycast)
  363. wheel will be located. It's a weight factor with 0 = being
  364. at the widest side of the bevel, 1 = at the front and
  365. narrowest part of the kart. If the value is less than 0, the old
  366. physics settings are used which places the raycast wheels
  367. outside of the chassis and results in more stable physical
  368. behaviour of the karts. -->
  369. <collision impulse-type="normal"
  370. impulse="3000" impulse-time="0.1" terrain-impulse="160"
  371. restitution="1.0" bevel-factor="0.5 0.0 0.7"
  372. physical-wheel-position="-1" />
  373. <!-- Skidding: increase: multiplicative increase of skidding factor in each frame.
  374. decrease: multiplicative decrease of skidding factor in each frame.
  375. max: maximum skidding factor = maximum increase of steering angle.
  376. time-till-max: Time till maximum skidding is reached.
  377. visual: Additional graphical rotation of kart. The graphical rotation
  378. of the kart also determines the direction the kart is driving to
  379. when skidding is stopped.
  380. visual-time: How long it takes for the visual skid to reach maximum.
  381. revert-visual-time: how long it takes when stopping a skid to revert
  382. the visual skid and bring visuals and physics in sync again.
  383. angular-velocity: Angular velocity to be used for the kart when skidding.
  384. min-speed: Minimum speed a kart must have before it can skid. Must be
  385. >0, otherwise the kart can skid at the start of the race.
  386. time-till-bonus: How long a kart needs to skid in order to get a bonus.
  387. bonus-force: A speedup applied to the kart whick skidded for a while.
  388. bonus-time: How long the bonus-force is applied.
  389. bonus-force: Additional engine force (this is used to offset the fact
  390. that turning after skidding (e.g. to correct direction) often uses
  391. up the skid bonus).
  392. post-skid-rotate-factor: a factor to be used to determine how much
  393. the chassis of a kart should rotate to match the graphical view.
  394. A factor of 1 is identical, a smaller factor will rotate the kart
  395. less (which might feel better).
  396. physical-jump-time: Time for a physical jump at the beginning of a skid.
  397. graphical-jump-time: Time for a graphics-only jump at the beginning
  398. of a skid.
  399. reduce-turn-min/max: The steering done by the controller (which is in
  400. [-1,1]) is mapped to [reduce-turn-min, reduce-turn-max] when skidding
  401. is active (for left turn, right turn will use [-max, -min]). The
  402. effect is that while you skid (say left) you can adjust the direction
  403. of the turn the kart is doing somewhat by steering to the left and right,
  404. but you will always keep on doing a left turn, just more or less. -->
  405. <skid increase="1.05" decrease="0.95" max="2.5" time-till-max="0.5"
  406. visual="1.25" visual-time="0.7" revert-visual-time="0.7"
  407. min-speed="10" time-till-bonus="1.0 3.0"
  408. bonus-speed="4.5 6.5" bonus-time="3.0 4.0"
  409. bonus-force="250 350"
  410. physical-jump-time="0" graphical-jump-time="0.4"
  411. post-skid-rotate-factor="1"
  412. reduce-turn-min="0.2" reduce-turn-max="0.8"/>
  413. <kart-type>
  414. <light />
  415. <medium />
  416. <heavy />
  417. </kart-type>
  418. </general-kart-defaults>
  419. <!-- Here are the default fonts file names for STK.
  420. Please DO NOT report bugs if there're crashes when using your custom font.
  421. This usually happen because the character map of the font is not in unicode mode
  422. (let's take Chinese for example, some fonts of it store the characters in BIG5 mode,
  423. which leads to crash with STK), but the fonts are to blame, what's the point of not
  424. using industry standard nowadays...
  425. -->
  426. <fonts-list normal-ttf="Cantarell-Regular.otf FreeSans.ttf wqy-microhei.ttf NotoNaskhArabicUI-Bold.ttf"
  427. digit-ttf="SigmarOne.otf" />
  428. </config>