SuperTuxKart 0.7.1 released

Re: SuperTuxKart 0.7.1 released

Postby xeno74 » 26 Apr 2011, 14:16

I have released STK 0.7.1b for Linux-PPC and Solaris i86pc: http://supertuxkart.sourceforge.net/Downloads. Enjoy it :)
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Re: SuperTuxKart 0.7.1 released

Postby KroArtem » 26 Apr 2011, 16:46

Linux-PPC and Solaris i86pc

Crowds of people rushed to enjoy STK on these systems :D However, good job! Thanks to you STK has a lot of supported platforms.
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Re: SuperTuxKart 0.7.1 released

Postby xeno74 » 29 Apr 2011, 09:47

KroArtem {l Wrote}:
Linux-PPC and Solaris i86pc

Crowds of people rushed to enjoy STK on these systems :D However, good job! Thanks to you STK has a lot of supported platforms.


:D

STK 0.7.1b on Solaris 10:

Image Image
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Re: SuperTuxKart 0.7.1 released

Postby Funto » 29 Apr 2011, 19:12

Wow, I didn't know CDE was still in use O_o
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Re: SuperTuxKart 0.7.1 released

Postby xeno74 » 30 Apr 2011, 06:04

Image

Static FreeBSD packages are available:

supertuxkart-0.7.1b-freebsd-i386.tar.bz2 (32-bit)

supertuxkart-0.7.1b-freebsd-amd64.tar.bz2 (64-bit)

With ./run_game.sh can you start STK.

Have fun and enjoy it :)
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Re: SuperTuxKart 0.7.1 released

Postby jarvis » 02 May 2011, 19:13

hello,

the ubuntu ppa is released for natty (11.04 version) :
https://launchpad.net/~stk/+archive/dev

There is now the dependancies:
{l Code}: {l Select All Code}
dpkg -I supertuxkart_0.7.1b~natty2_i386.deb  | grep Depends
 Depends: libc6 (>= 2.4), libcurl3 (>= 7.16.2-1), libenet0debian1, libgcc1 (>= 1:4.1.1), libgl1-mesa-glx | libgl1, libglu1-mesa | libglu1, libopenal1, libstdc++6 (>= 4.4.0), libvorbisfile3 (>= 1.1.2), libirrlicht1.8, supertuxkart-data (= 0.7.1b~natty2)


There is still a small bug: You have to launch with command line. I try to fix when i have time.
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Re: SuperTuxKart 0.7.1 released

Postby hollidrio » 07 May 2011, 21:30

Really nice improvements to be found all over the new release! STK both runs faster even with much improved graphics. Much more balanced tracks and weapons and physics make for a huge improvement, and this even is a mere point-release with just a few months of development! I hope this is the right place to drop a few comments.
-Collisions now often result in resets. That seems like excessive penalty as physics already throw the kart around avidly, and it doesn't tally with the otherwise vastly improved physics emulation. Also, the drop-in from a reset can now result in another reset…
-Temporary invincibility really adds to the gameplay, and do mine eyes deceive me or are direct hits with non-exploding bowling balls now handled like physical collisions? :o
-Shiny suburbs seems to lag behind in terms of optimisation, e.g. its the only track not playable in 2-player mode on my laptop.
-In three-strikes-battle I'm sorely missing the possibility to perform a reverse 180; This suddenly seems to be almost possible with libirrlicht's new magic ;)
And lastly, many thanks to auria and hiker for their work and dedication!
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Re: SuperTuxKart 0.7.1 released

Postby Auria » 07 May 2011, 22:22

Hi,

hollidrio {l Wrote}:Really nice improvements to be found all over the new release! STK both runs faster even with much improved graphics. Much more balanced tracks and weapons and physics make for a huge improvement, and this even is a mere point-release with just a few months of development! I hope this is the right place to drop a few comments.
-Collisions now often result in resets. That seems like excessive penalty as physics already throw the kart around avidly, and it doesn't tally with the otherwise vastly improved physics emulation. Also, the drop-in from a reset can now result in another reset…
-Temporary invincibility really adds to the gameplay, and do mine eyes deceive me or are direct hits with non-exploding bowling balls now handled like physical collisions? :o
-Shiny suburbs seems to lag behind in terms of optimisation, e.g. its the only track not playable in 2-player mode on my laptop.
-In three-strikes-battle I'm sorely missing the possibility to perform a reverse 180; This suddenly seems to be almost possible with libirrlicht's new magic ;)
And lastly, many thanks to auria and hiker for their work and dedication!


regarding collisions and resets, yeah maybe, it's very hard to get the right balance

Yes, I think that if you are hit by a ball when invincible you will get pushed a tiny bit :)

For next versions, I have optimised Shiny Suburbs a bit more. The difference is not yet enormous but better than nothing

Regarding a 360... how would you want it done? You slightly confused me by mentioning irrlicht, irrlicht has nothing to do with the physics, I think you mean bullet
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Re: SuperTuxKart 0.7.1 released

Postby Crendgrim » 08 May 2011, 09:34

Regarding the invincibility - if you are getting a cake, flying through the air, coming back on the road and have the stars around you; and then another kart near you gets hit by a bowling ball, you'll fly around again. That can be quite annoying. :?


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Re: SuperTuxKart 0.7.1 released

Postby hollidrio » 08 May 2011, 13:48

Auria {l Wrote}:
hollidrio {l Wrote}:-In three-strikes-battle I'm sorely missing the possibility to perform a reverse 180; This suddenly seems to be almost possible with libirrlicht's new magic ;)

Regarding a 360... how would you want it done? You slightly confused me by mentioning irrlicht, irrlicht has nothing to do with the physics, I think you mean bullet

Hi Auria,

thanks for your reply, I'm sorry about the misnomer but I can try and give a better description of what I meant with the 180°-turn:

What I'd like the karts to do is
1) to reverse gathering some momentum
2) and make a sharp turn to one side going backwards
3) let the kart swing around almost 180°
4) continue in the same direction as in 1) now going forwards.

This should preserve some of the backwards motion and would be useful for quick escapes in 3 strikes battle. Currently, this maneuver brings the kart to a complete halt when switching from backwards+curve to forward acceleration.
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Re: SuperTuxKart 0.7.1 released

Postby Auria » 08 May 2011, 16:10

hollidrio, hmmm, your idea is contrary to all physics, I'm not sure how this could be done without being very weird :)
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Re: SuperTuxKart 0.7.1 released

Postby KroArtem » 08 May 2011, 17:24

This is ok with physics laws if you're riding on a slippery ice or something like this. Am I right?
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Re: SuperTuxKart 0.7.1 released

Postby LinuxUser » 09 May 2011, 01:28

KroArtem {l Wrote}:This is ok with physics laws if you're riding on a slippery ice or something like this. Am I right?

Yes.
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Re: SuperTuxKart 0.7.1 released

Postby hiker » 09 May 2011, 01:37

KroArtem {l Wrote}:This is ok with physics laws if you're riding on a slippery ice or something like this. Am I right?

Well, this technique would likely help if you are skidding, but atm it won't work with stk (if you find a steep hill where you can drive down, you might be able to get it to work, since then we switch on proper friction to avoid people driving where we don't want them to ;) So find the hill, drive down backwards, then sharp-turn might work).

I think it should work with our intended physics improvements in 0.8 (though no guarantee, we will keep on implementing simplified physics, so I have to see how things will work then).

Cheers,
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Re: SuperTuxKart 0.7.1 released

Postby hiker » 09 May 2011, 01:50

hollidrio {l Wrote}:-Collisions now often result in resets. That seems like excessive penalty as physics already throw the kart around avidly, and it doesn't tally with the otherwise vastly improved physics emulation. Also, the drop-in from a reset can now result in another reset…

I haven't seen this often. In some cases a collision can result in a kart being on its side (which triggers auto-rescue). So in collisions of many karts that sometimes happens. We will work on better collisions in 0.8.

I am not aware of a rescue triggering another rescue (unless you happen to be dropped on top of another kart, and end up on your side again ;) ) - we had several tracks suffering from that problems, but afaik fixed them all. If you can reproduce this (notice that you can always press the rescue button to force a rescue), please post a screen dump where we can see where the kart is rescued to, then we can fix this.

-Temporary invincibility really adds to the gameplay, and do mine eyes deceive me or are direct hits with non-exploding bowling balls now handled like physical collisions? :o

Indirect collisions have always been handled as physical collisions, and since they are usually minor we left them in (we removed physical collisions from direct hits since they sometimes would throw people on part of the tracks they were not supposed to reach, of in some cases actually giving a benefit to the kart hit).

-Shiny suburbs seems to lag behind in terms of optimisation, e.g. its the only track not playable in 2-player mode on my laptop.

Yes, some tracks will have performance issues - it mostly depends on your graphics card, but also on the number of karts visible. You can try to reduce the graphical details in the settings - though in your case I suspect that it won't make much of a difference. Yes, some more work on optimisation is necessary :)

Cheers,
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Re: SuperTuxKart 0.7.1 released

Postby hollidrio » 09 May 2011, 17:53

hiker {l Wrote}:In some cases a collision can result in a kart being on its side (which triggers auto-rescue). So in collisions of many karts that sometimes happens. We will work on better collisions in 0.8.

I am not aware of a rescue triggering another rescue (unless you happen to be dropped on top of another kart, and end up on your side again ;) ) - we had several tracks suffering from that problems, but afaik fixed them all. If you can reproduce this (notice that you can always press the rescue button to force a rescue), please post a screen dump where we can see where the kart is rescued to, then we can fix this.


It seems my observation was inaccurate. I think the mechanism kart on its side -> auto-rescue explains what I experience here. The rescue only happens after the kart is hit directly/indirectly (not rescued) and then touches down on a sloped surface, e.g. off-road or on top of another kart.
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Re: SuperTuxKart 0.7.1 released

Postby Kinsu » 09 May 2011, 20:48

hollidrio {l Wrote}:What I'd like the karts to do is
1) to reverse gathering some momentum
2) and make a sharp turn to one side going backwards
3) let the kart swing around almost 180°
4) continue in the same direction as in 1) now going forwards.

Yeah ! I'd love to be able to do this (go to 3:30) :p
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Re: SuperTuxKart 0.7.1 released

Postby Quax1102 » 15 May 2011, 22:28

Auria {l Wrote}:Hi,

Quax1102 {l Wrote}:HI there, I'm sorry if I managed to pick the wrong forum ... I do have a quite simple (noob's) question: I'm running Ubuntu 10.10 and added the STK 0.7.1 PPA to my software center. Then I installed STK, STK data and Irrlicht package from the PPA. However, STK wont even start. So my question now is: do I also have to install that OpenAL and OpenGL that are mentioned in the dependencies? I thought that would be opitional packages to run STK witt instead of Irrlicht?

Thx!!



if you have irrlicht and STK built, this means you already have both OpenGL and OpenAL. Could you describe precisely what happens when you run STK? Do you see anything, do you get error messages, etc.?




Hi, it's just doing nothing. I select the STK menu entry, but than nothing happens.
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Re: SuperTuxKart 0.7.1 released

Postby Arthur » 15 May 2011, 22:34

Quax1102, could you go to Programs->Accessories->Terminal, open it, type supertuxkart, hit enter and give us any error messages that might occur?
Hey pal, I took an oath for justice! "In happy days or tightest tights..." or something like that.
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Re: SuperTuxKart 0.7.1 released

Postby Quax1102 » 22 May 2011, 18:39

Of courxe .. here we go:

supertuxkart: error while loading shared libraries: libenet.so.0debian1: cannot open shared object file: No such file or directory

hmmm ... i installed it using the software center, so I shouldn't be missing anything, should I?

Thx for your help!
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Re: SuperTuxKart 0.7.1 released

Postby xapantu » 22 May 2011, 18:45

Hi,
Try to install "libenet0debian1"', it should work :) (from the software center for instance).
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