This has no effect on opponent cars as they can't collect pods. Velocity to decrease the highest allowed speed (thus less than 1) while a Slow Pod is active. Slow Multiplier - Multiplicator of Max.Rotation Accel - Speed of rotational skidding when turning manually.Rotation Kick - Amount of immediate rotation after hitting something.Negative values increase the amount of spinning infinitely. 1 (100%) disallows any turning, 0.1 (10%) adjusts it very slowly, 0 (0%) keeps rotating the car infinitely. Rotation Stability - Percentage of rotation speed removed each frame (torque decay).Acquire Velocity - Speed which an AI car targets when running towards a flag or a human.This is temporarily increased or decreased while Speed and Slow Pods are active. Velocity - Fixed speed a car cannot exceed, even if speed resulting from collisions would physically exceed it. 0.5% would increase the speed by 50% every frame until reaching Max. A value of -0.5 would reduce the speed by 50% each frame. Friction Constant - Percentage of current velocity added to it while not accelerating, thus negative to slowly decelerate back to 0 speed.While accelerating, the Friction Constant is not applied. Normal Acceleration - Fixed amount added to current velocity each frame until reaching Max.The 11 values have the following meaning, with physics being updated 20 times a second (optimally the same as the frame rate): Since the sound to place a power-up wall is named shie ld.wav, this sound was probably meant when hitting such walls, and they mave have looked differently first (more like a shield). Its internal ID is 19, listed between hitting a robot (20) and a wall (18). The sound directories contain a hit_shld.wav which is never played by the game's code. If random mazes are selected, this column is ignored. Where 1=Medieval, 2=City, 3=Sewer, S=Small (splash screen). The complete table is calculated as follows: The default levels are stored in entries 1 to 18, with the game looping between 16 and 18 for any level after 18, and entry 21 storing the splash screen level information. However, the available structures evenly spread each type by placing 4 of each, with some obscured as a question mark, but their type being set properly.Īlso, the level array has 21 entries out of which 2 are unused. Unused Abilities Unused Level InformationĮach level information structure can control how many of each power-up type are placed in a maze. TEXT2.TEX: 2 occurences as "DECAL_00_D" and "DECAL_01_D".ĭemonstrates the capability of a transparency mask as it is simply the aforementioned floor/ceiling placeholder texture with holes added to it.
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