SuperTuxKart 0.7.1 released

SuperTuxKart 0.7.1 released

Postby hiker » 15 Apr 2011, 09:02

Hi all,

we have released SuperTuxKart 0.7.1. Changelog:
* Particle (smoke, splash, fire) and weather effects
* New Fort Magma by Samuncle, new Shiny Suburbs track by Horace
* New Beagle kart by wolterh, new Emule kart by Kinsu
* Added internet news
* Support for live language switch
* Added optional minimal race UI
* Temporary invincibility after being hit
* Added support for full-screen anti-aliasing
* Clearer multiplayer setup
* Renamed many tracks to nicer names
* Basic level-of-detail (LOD) support
* Debug features for track makers
* Update to bullet 2.77
* Replace more sounds to be DFSG-compliant
* Fixed character names that contain non-ASCII characters
* Full RTL (right to left) support
* Various other tweaks done and glitches fixed

Feedback and comments welcome, for bug reports please open a new thread and/or put them in our trac system, otherwise those reports might get lost in this thread here.

Cheers,
Joerg
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Re: SuperTuxKart 0.7.1 released

Postby Kinsu » 15 Apr 2011, 10:33

This is not really a bug, but STK 0.7.1 is still displaying at a slow framerate where STK 0.7 can display a good one (has Irrlicht been built in debug mode as Arthur suggested ?).

Maybe Beagle and Emule (thank you for adding it by the way :) ) could have been locked as we said by a challenge ? I will add this for the next release ^^

Otherwise it's nice ! :)
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Re: SuperTuxKart 0.7.1 released

Postby wandererm » 15 Apr 2011, 14:27

As acme_pjz mentioned here:
viewtopic.php?f=17&t=1348#p12470

I had to delete C:\Program Files\SuperTuxKart\data\po\zh_CN.po to make zh_TW.po work.
I think it is a bug…
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Re: SuperTuxKart 0.7.1 released

Postby Auria » 15 Apr 2011, 16:25

kinsu {l Wrote}:This is not really a bug, but STK 0.7.1 is still displaying at a slow framerate where STK 0.7 can display a good one (has Irrlicht been built in debug mode as Arthur suggested ?).

Maybe Beagle and Emule (thank you for adding it by the way :) ) could have been locked as we said by a challenge ? I will add this for the next release ^^

Otherwise it's nice ! :)


I'm puzzled over the framerate issue :( Is this OSX-specific?

And sorry we forgot to mention our emule kart in the changelog, I just edited the changelog everywhere I can to include it (oops!). Regarding locking, well maybe but we would have needed to find new challenges :)

wandererm {l Wrote}:As acme_pjz mentioned here:
viewtopic.php?f=17&t=1348#p12470

I had to delete C:\Program Files\SuperTuxKart\data\po\zh_CN.po to make zh_TW.po work.
I think it is a bug…



Hmm this is supposed to be fixed in SuperTuxKart 0.7.1 ! Are you sure you are using the new package and not 0.7.1-RC1 ?
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Re: SuperTuxKart 0.7.1 released

Postby sst » 15 Apr 2011, 16:32

Hi, ...

I see that the final supertuxkart-0.7.1-win package, include an bigger icon of 256x256.

Did you write "in the changelog", that the icon of the game, is changed to an other bigger 256x256 and a better icon ?
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Re: SuperTuxKart 0.7.1 released

Postby wandererm » 15 Apr 2011, 16:48

Hi, Auria, I'm very sure it's 0.7.1, because I see the eMule…
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Re: SuperTuxKart 0.7.1 released

Postby Auria » 15 Apr 2011, 17:05

sst {l Wrote}:Hi, ...

I see that the final supertuxkart-0.7.1-win package, include an bigger icon of 256x256.

Did you write "in the changelog", that the icon of the game, is changed to an other bigger 256x256 and a better icon ?


I'm not sure this made it to the changelog, but really the changelog contains a summary of the changes only (i.e. only the important ones), I'm not sure bigger icon is worth mentioning :)


wandererm {l Wrote}:Hi, Auria, I'm very sure it's 0.7.1, because I see the eMule…


ok :( We thought this was fixed :(
Can you create a bug report for this please?
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Re: SuperTuxKart 0.7.1 released

Postby wandererm » 15 Apr 2011, 17:16

Hi, Auria, Mac version didn't meet this problem.
And I don't know how to upgrade my irrlicht to 1.8 for compling,so I couldn't check this issue on Linux.
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Re: SuperTuxKart 0.7.1 released

Postby hiker » 16 Apr 2011, 02:05

Hi,

turns out that I messed up the windows installer: by accident I included the wrong executable in the 0.7.1 package (and to make it really confusing this test executable actually pretended to be 0.7.1 - since this is what I was testing :( ).

I have just updated the windows installer (supertuxkart-0.7.1a-win.exe from our download page) - could you please download this package and verify that it works as expected?

Sorry for this confusion - I should avoid doing releases when I actually don't have time :( It's just too easy to make a mistake :(

Cheers,
Joerg
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Re: SuperTuxKart 0.7.1 released

Postby wandererm » 16 Apr 2011, 05:54

Thanks, Joerg.
My friends told me that it works now.
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Re: SuperTuxKart 0.7.1 released

Postby eiji_11 » 16 Apr 2011, 06:28

where can I find a blender 2.57 (compatible) kart exporter. I was successful making one using 2.49b...

can I make an android kart? the android os is open source but I don't know with the mascot. and also suzanne for blender and the gecko of opensuse.
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Re: SuperTuxKart 0.7.1 released

Postby mjminfo » 16 Apr 2011, 08:22

hiker {l Wrote}:Sorry for this confusion - I should avoid doing releases when I actually don't have time :( It's just too easy to make a mistake :(


Well I can tell you that it's a way toooo fast to go from RC1 to release without giving the translators a deadline, also even on 0.71a the RTL support is broken which was not in previous releases(svn).

So I guess that this one is one to be forgotten :cool: :cry: :cry:


I sent Auria the screen shoots of the broken RTL

Jorge
Game streaming at Beam.pro [ https://beam.pro/mjminfo ]
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Re: SuperTuxKart 0.7.1 released

Postby Auria » 16 Apr 2011, 16:18

Hi,

eiji_11 {l Wrote}:where can I find a blender 2.57 (compatible) kart exporter. I was successful making one using 2.49b...

can I make an android kart? the android os is open source but I don't know with the mascot. and also suzanne for blender and the gecko of opensuse.


I answered to your other post already, but for the sake of completeness : we do not yet support Blender 2.5, we can currently in the process of porting our scripts over to the Blender 2.5 python API - this will take some time (help welcome!)
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Re: SuperTuxKart 0.7.1 released

Postby Auria » 16 Apr 2011, 16:20

mjminfo {l Wrote}:
hiker {l Wrote}:Sorry for this confusion - I should avoid doing releases when I actually don't have time :( It's just too easy to make a mistake :(


Well I can tell you that it's a way toooo fast to go from RC1 to release without giving the translators a deadline, also even on 0.71a the RTL support is broken which was not in previous releases(svn).

So I guess that this one is one to be forgotten :cool: :cry: :cry:


I sent Auria the screen shoots of the broken RTL

Jorge


I'm sorry some RTL got broken. This is very difficult to all do properly when we don't ourselves speak a RTL language. Over time we will get them all but indeed this requires testing from RTL speaking people

And I agree we perhaps went a bit too quickly, we will learn for next time, and especially give deadlines to translators
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Re: SuperTuxKart 0.7.1 released

Postby Kinsu » 16 Apr 2011, 21:03

I would also be glad to know the deadline, even if I don't make a lot of things :p
I could have made the challenges for Emule and Beagle on time, for instance, and I think all contributors would use knowing it. Maybe a forum announce could be useful for the next time (or maybe I should have come on IRC or even subscribed to mailing lists to know more ?) ?

@eiji_11 : There are already 2 potential android karts (see here), two Suzannes (here and here), and I've planned to make a Geeko, but I'm not sure I'll make it so if you want to do it, go ahead. One thing, though, STK needs tracks more than karts, so it will be more useful for the game if you choose to make a track.
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Re: SuperTuxKart 0.7.1 released

Postby 3dwarehouse » 18 Apr 2011, 04:55

Still have the osx frame rate Problem.
STK Rocks!!!
Also anything I make is under the any licence you want : CC_by_sa GPL public_domain
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Re: SuperTuxKart 0.7.1 released

Postby eiji_11 » 18 Apr 2011, 19:05

hahaha! those karts look cool. anyways, about the tracks, what versions of blender does it support so I can try and make one? because I'm really confused on the code's header where they wrote blender 2.48 while the filename or folder is blender 2.5 or something.
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Re: SuperTuxKart 0.7.1 released

Postby hiker » 19 Apr 2011, 00:01

eiji_11 {l Wrote}:hahaha! those karts look cool. anyways, about the tracks, what versions of blender does it support so I can try and make one? because I'm really confused on the code's header where they wrote blender 2.48 while the filename or folder is blender 2.5 or something.

The scripts for blender 2.5* are still under development, so while Auria is making good progress, I don't think the scripts are ready for use yet. Auria intend to have an update script to convert the STK specific information from 2.4* to 2.5*, so best option for now is to work with 2.4*, and as soon as the scripts are ready to convert to 2.5. Then again, since a track is quite a bit of work, you might start with 2.5, and hope that the scripts will be ready in time. Auria might have an idea when the scripts might be ready for firsts test.

Cheers,
Joerg
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Re: SuperTuxKart 0.7.1 released

Postby Auria » 19 Apr 2011, 17:08

And just to add a bit more info, the STABLE scripts are in the game /data directory (data/tracks, data/karts). Those you see in the media-repository are unstable versions of the scripts
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Re: SuperTuxKart 0.7.1 released

Postby cghislai » 19 Apr 2011, 20:31

Hi,

The 0.7.1 version works just fine here on Windows. Thank you!
However, i won all challenges i could but 2 more are kept locked.

My chanllenges.cml file:
{l Code}: {l Select All Code}
<challenges>
<canyon solved="true"/>
<energymathclass solved="true"/>
<energyshiftingsands solved="true"/>
<energyxr591 solved="true"/>
<farmtracktime solved="true"/>
<fortmagma solved="false"/>
<gardenhead solved="true"/>
<islandfollow solved="true"/>
<lighthousetime solved="true"/>
<minestime solved="true"/>
<penguinplaygroundgp solved="true"/>
<snowmountain solved="true"/>
<starfollow solved="true"/>
<tollway solved="true"/>
<tothemoonandbackgp solved="true"/>
<worldsend solved="false"/>
</challenges>
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Re: SuperTuxKart 0.7.1 released

Postby cghislai » 19 Apr 2011, 20:32

Hi,

The 0.7.1 version works just fine here on Windows. Thank you!
However, i won all challenges i could but 2 more are kept locked.

My chanllenges.cml file:
{l Code}: {l Select All Code}
<challenges>
<canyon solved="true"/>
<energymathclass solved="true"/>
<energyshiftingsands solved="true"/>
<energyxr591 solved="true"/>
<farmtracktime solved="true"/>
<fortmagma solved="false"/>
<gardenhead solved="true"/>
<islandfollow solved="true"/>
<lighthousetime solved="true"/>
<minestime solved="true"/>
<penguinplaygroundgp solved="true"/>
<snowmountain solved="true"/>
<starfollow solved="true"/>
<tollway solved="true"/>
<tothemoonandbackgp solved="true"/>
<worldsend solved="false"/>
</challenges>
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Re: SuperTuxKart 0.7.1 released

Postby Auria » 20 Apr 2011, 00:06

Are you sure you solved them all?? When you go to the challenges screen, all of them are solved? (if you use a low resolution you might need to scroll)
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Re: SuperTuxKart 0.7.1 released

Postby hiker » 20 Apr 2011, 01:08

Auria {l Wrote}:Are you sure you solved them all?? When you go to the challenges screen, all of them are solved? (if you use a low resolution you might need to scroll)

I had a look, and indeed we do have a circular dependency :( We are checking this now, and might potentially do a minor update release.

For now just modify the challenges.xml file with your favorite text editor and change the two 'false' to 'true'.

Thanks for the report!
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Re: SuperTuxKart 0.7.1 released

Postby Kinsu » 20 Apr 2011, 20:31

Would it be possible to check by the same time if Irrlicht has been built in debug mode (for the mac version at least, I don't know if the framerate problem is present on every OS), and if this is the case build it in release, please ?
For the moment, I can't play STK 0.7.1 on my macbook, I have to run the 0.7 if I want an acceptable fps :(
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Re: SuperTuxKart 0.7.1 released

Postby LinuxUser » 20 Apr 2011, 23:36

Let me guess...It is only using one main thread on the CPU rather than 4 or more. It is. When I have 19 AI karts, I have ~100% usage on one core, and nothing much on the others. On 0.7.0 I had ~50-70% on two cores, and ~30-50% on the other two. With no AI karts, I now have ~50% usage on one core, and nothing much on the others. I'm on Windows Vista. And yes, the framerate is lower (up to 80s rather than 130s). And the GPU is cooler (69 instead of 71 with an idle temp of 64) suggesting it isn't working as hard.
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