SuperTuxKart 0.9.1 Release Candidate

SuperTuxKart 0.9.1 Release Candidate

Postby Auria » 30 Sep 2015, 01:51

(Please see http://supertuxkart.blogspot.ca/2015/09 ... idate.html for full article with screenshots)

It's been a few months since the release of version 0.9, and we have since been busy fixing bugs, improving performance and doing other minor tweaks here and there. It's taken longer than we would have liked, but better late than never, the release candidate version 0.9.1 is now available!

We have improved the audio handling significantly and for the first time are using scripting in our overworld and tutorial, which removes a lot of hard-coded C++ code. Scripting is based on AngelScript and was the result of last year's Google Summer of Code work. We expect to use and enhance scripting steadily to make our tracks more dynamic.
Samuncle was also busy improving out tracks. Our oldest and most classical track "Oliver's Math Class" got a great makeover.
screenshot-math.jpg

Subsea and Fort Magma have also been improved. Subsea actually includes part of a track which was included in our first donation package - we are well on the way to completely replace Subsea in the near future.
screenshot-subsea.jpg

If you find any bugs or support request, please create new threads on this forum.
screenshot-xr591.jpg

Downloads : https://sourceforge.net/projects/supert ... 0.9.1-rc1/
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby 0zone0ne » 30 Sep 2015, 03:25

It just crashes on startup for me. I'm using Mac OS X 10.10.5. I've never had to report a crash before, do I just paste the entire crash log here?
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby Arthur » 30 Sep 2015, 05:03

That works, or you could even make a ticket at http://issues.supertuxkart.net . That requires a Github account though so if you don't have that you might find it easier to just post it here inside code tags.
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby 0zone0ne » 30 Sep 2015, 05:07

Does this help?

{l Code}: {l Select All Code}
Process:               SuperTuxKart [4024]
Path:                  /Applications/supertuxkart.app/Contents/MacOS/SuperTuxKart
Identifier:            net.sourceforge.supertuxkart
Version:               ???
Code Type:             X86 (Native)
Parent Process:        ??? [1]
Responsible:           SuperTuxKart [4024]
User ID:               501

Date/Time:             2015-09-30 17:05:38.913 +1300
OS Version:            Mac OS X 10.10.5 (14F27)
Report Version:        11
Anonymous UUID:        DCE0688E-1E67-A0BE-3BB5-61DFB413ECEE

Sleep/Wake UUID:       C864E264-02EF-45AE-9A10-B99E89188C5D

Time Awake Since Boot: 23000 seconds
Time Since Wake:       25 seconds

Crashed Thread:        0

Exception Type:        EXC_BREAKPOINT (SIGTRAP)
Exception Codes:       0x0000000000000002, 0x0000000000000000

Application Specific Information:
dyld: launch, loading dependent libraries

Dyld Error Message:
  Library not loaded: @executable_path/../Frameworks/Ogg.framework/Versions/A/Ogg
  Referenced from: /Applications/supertuxkart.app/Contents/MacOS/SuperTuxKart
  Reason: image not found

Binary Images:
0x8fef0000 - 0x8ff23dd3  dyld (353.2.3) <2DB428B9-7749-3455-B87D-323F61131929> /usr/lib/dyld

Model: MacBookAir7,2, BootROM MBA71.0166.B06, 2 processors, Intel Core i7, 2.2 GHz, 8 GB, SMC 2.27f2
Graphics: Intel HD Graphics 6000, Intel HD Graphics 6000, Built-In
Memory Module: BANK 0/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80AD, 0x483943434E4E4E384A544D4C41522D4E544D
Memory Module: BANK 1/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80AD, 0x483943434E4E4E384A544D4C41522D4E544D
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x117), Broadcom BCM43xx 1.0 (7.15.166.24.3)
Bluetooth: Version 4.3.6f3 16238, 3 services, 27 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
Serial ATA Device: APPLE SSD SM0512G, 500.28 GB
USB Device: Internal Memory Card Reader
USB Device: BRCM20702 Hub
USB Device: Bluetooth USB Host Controller
Thunderbolt Bus: MacBook Air, Apple Inc., 27.2
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby GeekPenguinBR » 30 Sep 2015, 05:39

0.9.1 RC ERROR.jpg


My browser doesn't allow to download it due to the risk of malware because the sites are not trusted. :x Where can I find a decent download for this (msvcp140.dll)? :(
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby samuncle » 30 Sep 2015, 05:45

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Re: SuperTuxKart 0.9.1 Release Candidate

Postby GeekPenguinBR » 30 Sep 2015, 05:52

Sorry! I have downloaded it right now and...this doesn"t works. :(
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby hiker » 30 Sep 2015, 06:32

I've just uploaded a new installer - I forgot to update the redistributable version. We have confirmation that this fixes the issue, I don't know why it didn't work for you.

Could you try the new installer (might be a few minutes before it is visible on all mirrors).

Sorry for that, and thanks for the report!
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby ArDanWol » 30 Sep 2015, 13:16

What???? :shock: This looks awesome! I'm downloading right now! I really wasn't expecting a new release this soon, I was thinking at least November.
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby ArDanWol » 30 Sep 2015, 18:19

Works fine for me. Haven't had any crashes yet. All the updated tracks look awesome! :)
I had some rendering issues in fort magma. See below.
fortmagma-2015.09.30_09.50.05.png
The wall at the bottom of the loop is invisible.

fortmagma-2015.09.30_09.50.15.png
The fence on the loop is also invisible.

fortmagma-2015.09.30_10.35.27.png
The skybox is brighter on certain sides than on others.


Other than this, I've had no issues whatsoever. I love how the barrels break apart when you hit them now!
I'm know pretty much everywhere else on the internet as "Kpenguin"
"Profanity is one language all computer users know" - Murphy's 50th Law of Computers
Software bugs are impossible to detect by anybody except the end user - Murphy's 31st law of software
Each computer code has five bugs, regardless of how many bugs have been already found - Murphy's 50th law of software
"That's not a bug, it's an undocumented feature!"
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby GeekPenguinBR » 30 Sep 2015, 20:28

hiker {l Wrote}:I've just uploaded a new installer - I forgot to update the redistributable version. We have confirmation that this fixes the issue, I don't know why it didn't work for you.

Could you try the new installer (might be a few minutes before it is visible on all mirrors).

Sorry for that, and thanks for the report!
Joerg


Thank you, Hiker! You fixed the issue and I have already the new version installed and working fine. :D
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby Knitter » 30 Sep 2015, 20:46

OSX here, no go :(

When trying to run it in the terminal (using the open command) I get the very cryptic: "LSOpenURLsWithRole() failed with error -10810 for the file /Applications/supertuxkart.app."

If I try to run the executable a missing lib error is shown:

dyld: Library not loaded: @executable_path/../Frameworks/Ogg.framework/Versions/A/Ogg
Referenced from: /Applications/supertuxkart.app/Contents/MacOS/./supertuxkart
Reason: image not found
Trace/BPT trap: 5


Using OSX 10.10.5, latest Yosemite, with DMG for RC1 from Sourceforge.

Should it exist in my system (the ogg lib)? There is no "Framework" folder inside the app bundle.
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby Auria » 01 Oct 2015, 00:12

Sorry, seems like I messed up the OSX binary :(
will upload a new one shortly
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby Auria » 01 Oct 2015, 00:37

I have just uploaded a new OSX binary here : https://sourceforge.net/projects/supert ... 0.9.1-rc1/

Could you please try it and report on whether it works better now?
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby asciimonster » 01 Oct 2015, 11:14

I've downloaded the 0.9.1 RC1 and I can report it's working fine.

Too bad I can't see all the improvements though... because the advanced pipeline still isn't working on my PC.
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby 0zone0ne » 01 Oct 2015, 11:39

Works on OS X now, thanks!

I had the same issues on Fort Magma that ArDanWol did, although I would like to add that I could clip directly through some of the walls as well.
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby Auria » 02 Oct 2015, 00:26

Thanks for the bug report about fort magma, created this : https://github.com/supertuxkart/stk-code/issues/2332
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby Knitter » 02 Oct 2015, 09:57

The new DMG installs and runs great. Now I'll have to test all the tracks :D
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby ArDanWol » 03 Oct 2015, 01:30

I also noticed that you still can't see parachutes when looking backwards.
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby ArDanWol » 05 Oct 2015, 01:14

I had a question about Subsea. Is it going to be fully updated to Antediluvian Abyss by the time the final release of 0.9.1, or is that going to just be in the donation package?
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby samuncle » 05 Oct 2015, 08:21

@ardanwol

Can you open a ticket for parachute please ? Otherwise we might forget it again

For Subsea, making antediluvian abyss took longer than we tough. Here is what we planned.

*) In the 0.9.1 release there will be Subsea with some part of Abyss
-> An updated version of Abyss will be in the donation gift package
-> Carnival del Cocoa will be released as an addon
-> A new track will replace Carnival in the gift package
-> Abyss will eventually fully replace Subsea
-> The new mansion isn't ready yet because I didn't had enough contributions to put objects (and I was busy with other tracks).
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby 0zone0ne » 05 Oct 2015, 10:20

I'm excited for the new tracks! :)

Will those of us that have already donated receive the new gift package?
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby Funto » 07 Oct 2015, 23:54

Smallish thing, at install time on Windows, it looks like there are still references to 0.8.2 in the installer, see below:
Image

I tried the editor, it's quite nice :)
I tried the improved Oliver's Math Classes track, liked the upgrade, and I'm quite happy this track is kept - it remembers me when this was in the original TuxKart :) Kind of STK DNA...or maybe I'm just a nostalgic.
I also tried making a race in Cocoa Temple with full settings, and I must admit the graphics are beautiful :) But I was surprised I couldn't see shadows below the karts? See this screenshot:
Image

At some point I had a bomb attached to my kart but couldn't get rid of it by hitting another kart, that was weird.
I also (very) quickly tried story mode, didn't see anything new there - the intro cinematic would benefit from some graphics work there...

Taking screenshots would save them in C:\Users\Funto\AppData\Roaming\supertuxkart\0.8.2\screenshots, when I'm using 0.9.1rc...

Also, I could still see those same old bugs I know:
- game getting slow when rapidly changing the viewed kart in kart selection screen
- texts not fitting in the window in French:
Image
- Beastie and some karts a bit too dark in the kart selection screen

Are you still doing software skinning or is this using the GPU now?

Thanks for everything and keep up the good work - I'm sure my daugther will love this version :)
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby Auria » 08 Oct 2015, 02:09

Hi funto,

glad you like it. About shadows, did you try moving around a bit? The cocoa temple track is a bit misleading since at first the shadow of the kart is straight forward and thus not visible.

Regarding the translation not fitting, is there a ticket on github to track this?

Karts being too dark on kart selection screen is also a known issue

With regards to skinning, some work was done but IIRC it's still software
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Re: SuperTuxKart 0.9.1 Release Candidate

Postby hiker » 08 Oct 2015, 03:48

Auria {l Wrote}:Hi funto,

glad you like it. About shadows, did you try moving around a bit? The cocoa temple track is a bit misleading since at first the shadow of the kart is straight forward and thus not visible.

Did you check the detailed settings to see if they were switched on? My (new) laptop regularly gets confused when I switch between Intel and nvidia card - and I noticed once that I had level 5 or 6 selected, but shadows were disabled. I still need to check if I can reproduce this.

Re bomb: you can't pass a bomb back to the kart you got it from - would that explain your issue?

Cheers,
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