SuperTuxKart 0.7 alpha 2 release

Re: SuperTuxKart 0.7 alpha 2 release

Postby asciimonster » 08 May 2010, 17:31

Auria {l Wrote}:Regarding doubly counted lap : do you have a separate lap count line? It was necessary with alpha 1, but no more with alpha 2. We might need to see the exported xml files there

Thank you for the info. No I have not defined a (second) lap checkline. I see it in other tracks as well that came with alpha 2 (old mine for instance).

As I cross the start/finish line I see the lap count count quickly from 0 to 1 to 2 in the span of half a second. My guess is the check line is not deactivated quickly enough and a second event adds +1 to the lap count.

(I'm running windnose; I cound't get openAL to work on my new linux install)
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Re: SuperTuxKart 0.7 alpha 2 release

Postby Auria » 08 May 2010, 21:29

Indeed, old mine was broken, thanks for the report. I fixed it in SVN

About your track, though, I don't know; as I said I'd like to see the generated XML files
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Re: SuperTuxKart 0.7 alpha 2 release

Postby Arthur » 08 May 2010, 22:42

I think I know. You might have to have at least one checkpoint somewhere else in the track.
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 alpha 2 release

Postby JVC » 09 May 2010, 19:53

Hello, changing resolution is still buggy: before, the game crashes during the game, and now, it crashes when changing resolution. Here the back trace :

{l Code}: {l Select All Code}
(gdb) bt
#0  0x0012d422 in __kernel_vsyscall ()
#1  0x009b94d1 in raise () from /lib/tls/i686/cmov/libc.so.6
#2  0x009bc932 in abort () from /lib/tls/i686/cmov/libc.so.6
#3  0x009b2648 in __assert_fail () from /lib/tls/i686/cmov/libc.so.6
#4  0x080eb165 in PowerupManager::LoadPowerup (this=0x83ee4b8,
    type=PowerupManager::POWERUP_ZIPPER, node=...)
    at items/powerup_manager.cpp:141
#5  0x080eb9f5 in PowerupManager::loadAllPowerups (this=0x83ee4b8)
    at items/powerup_manager.cpp:113
#6  0x0807d596 in IrrDriver::doApplyResSettings (this=0x8299300)
    at graphics/irr_driver.cpp:330
#7  0x0807d67f in IrrDriver::changeResolution (this=0x8299300, w=800, h=512,
    fullscreen=false) at graphics/irr_driver.cpp:290
#8  0x0816bacb in OptionsScreenAV::eventCallback (this=0xb947310,
    widget=0xb9fdb10, name=..., playerID=0)
    at states_screens/options_screen_av.cpp:234
#9  0x0809f7c4 in GUIEngine::EventHandler::onWidgetActivated (this=0xb5715d0,
    w=0xb9fdb10, playerID=0) at guiengine/event_handler.cpp:460
#10 0x0809fb76 in GUIEngine::EventHandler::onGUIEvent (this=0xb5715d0,
    event=...) at guiengine/event_handler.cpp:486
#11 0x0809fe87 in GUIEngine::EventHandler::OnEvent (this=0xb5715d0, event=...)
    at guiengine/event_handler.cpp:53


That means that this line is not corrected (powerup_manager.cpp:141) :
{l Code}: {l Select All Code}
assert(m_all_icons[type]->getTexture() != NULL);


I think their is a problems when loading again materials. But I'm not enough experienced. Sorry for not being able to do more.
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Re: SuperTuxKart 0.7 alpha 2 release

Postby papite59 » 10 May 2010, 00:02

SuperTuxKart v0.7a2

Hi everyone, I'm new to this and I hope I can contribute enough!
Please excuse my english, I'm a french canadian.
:::::::::::
..::Control::..
:::::::::::::::


::After getting used to them, I find them better than Stk 0.6


:::::::::::::
..::Main Menu::..
:::::::::::::::::


::Online play Menu : show the Gnu unlock scene Or the grand Prix Result screen

::Option Menu : work flawlesly

::Help Menu : Work flawlesly, but does'nt show new item

::About Menu : work flawlesly

::Challenges Menu : To acces the back button, you must push the up button when on the first challenge
Maybe make it accesible by pushing down when on the last challenge.

::Race Menu : Kart Select Menu : When I select the special tab and start looking at the kart, I can't
get back to normal or all kart tab.Only way to do so is by quitting
the game entirely. Rest work fine

Track Selection Menu : 1 : Record show properly but reset each time when quitting the game
via the menu. ** By using killall, the record stay, but not the
icon of the kart used
2 : suggestion : When you select random race , it might be a good
idea to not know what race you get up until it has finished loading

Track Setting Menu : Work Fine . One suggestion,Make the "number of kart" Box a bit brighter
to match with the selection circle color, Or make it grow like the
selection circle to more easily spot it.

Pause Menu ( in race ) : Gamepad reverse to default setting, Work flawlesly otherwise

Race Result Menu : Gamepad reverse to default setting, Work flawlesly otherwise


::::::::
..::Kart::..
::::::::::::


::Iceblock : Sometime miss some side to him, making it look bad
::Adiumi : Huge probleme with this kart. The rear wheel ( the one under) clip through the ground and
interfere with the control,making it hard to steer or making it jump or get stuck on simple
small hills or bump. Try crossing the wooden bridges in Old mine.


::::::::
..::Item::..
::::::::::::


::Banana : Getting an anchor, a parachute or a bomb produce no SFX like it normally do.


::::::::
..::Race::..
::::::::::::


**I will leave out the "no item" as it is already know

::On the Beach : Drive line (int AI) : ok
Unwanted shortcut : A lot
Aesthetic : Some hills look like they are floating above the water

::Old Mine : Drive line (int AI) : ok
Aesthetic : The Wagon Clip throught the tunnels wall

::Snow mountain : Drive line (int AI) : ok
Aesthetic: There is a Banana under the first bridge
The left wall wall of the first bridge float a little above it.

::Canyon : Drive line (int AI) : First turn is a bit tight, some kart crash in the roadblock
Downhill before the bridge, kart often try to turn in the wall
and are stuck there

::Shifting sand : Drive line (int AI) : drive on the right side of the ramp and try to climb the pyramide.
Unwanted shortcut : Turn left after the sart line and get throught the center.

::Star Track : Drive line (int AI) : Ok
Unwanted shortcut(maybe) : you can jump down on the first track crossing.

::Amazonian journey : Drive line (int AI) : ok, All kart take the right route

::Secret Garden : Drive line (int AI) : Ok
Issue : There is no lap counter, it is an infinite race
Some framerate slowdown

::Around the Lighthouse : Drive line (int AI) : ok

::::::::::
..::Others::..
::::::::::::::


::EvilTux And Iceblock doesn't have a minimap icon

::Gamepad,mouse and keyboard stop responding after switching from fullscreen to windowed mode while keeping
same resolution.

::Sometime Crash with last line in console being "Segmentation error"
Happen while leaving the game on the race pause menu, while racing and while exiting through the menu.

::Game not loading French canadian while this is my default language. Only load french
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Re: SuperTuxKart 0.7 alpha 2 release

Postby Auria » 10 May 2010, 01:25

Hi,

papite59 {l Wrote}: :::::::::::
..::Control::..
:::::::::::::::


::After getting used to them, I find them better than Stk 0.6


Well, they're customizable, so you can make them as you wish in either version :)

papite59 {l Wrote}: :::::::::::::
..::Main Menu::..
:::::::::::::::::


::Online play Menu : show the Gnu unlock scene Or the grand Prix Result screen


I know, this button will be removed before release, because network play is not implemented. This button is used for testing atm.

papite59 {l Wrote}:::Help Menu : Work flawlesly, but does'nt show new item


Yeah, I have a TODO about this. We just seem to lack screen space, so I'm note sure how to display everything

papite59 {l Wrote}:::Challenges Menu : To acces the back button, you must push the up button when on the first challenge
Maybe make it accesible by pushing down when on the last challenge.


Yes, this is a known issue

papite59 {l Wrote}:::Race Menu : Kart Select Menu : When I select the special tab and start looking at the kart, I can't
get back to normal or all kart tab.Only way to do so is by quitting
the game entirely. Rest work fine

I'm afraid I'm unable to reproduce this problem. Can you give precise steps on how to reproduce this issue?

papite59 {l Wrote}: Track Selection Menu : 1 : Record show properly but reset each time when quitting the game
via the menu.


Highscores indeed need to be checked. I took a note about it

papite59 {l Wrote}: 2 : suggestion : When you select random race , it might be a good
idea to not know what race you get up until it has finished loading


Maybe, I'm torn on this one; the thing is, when you select the number of laps, you may want to know how long the track is. On a short track you may want 5 laps, on a long track 2.

papite59 {l Wrote}: Track Setting Menu : Work Fine . One suggestion,Make the "number of kart" Box a bit brighter
to match with the selection circle color, Or make it grow like the
selection circle to more easily spot it.


The entire skin may be changed; we already received some contributions. By the final release, we should have a way to change the skin in the menus.

papite59 {l Wrote}: Pause Menu ( in race ) : Gamepad reverse to default setting, Work flawlesly otherwise

Race Result Menu : Gamepad reverse to default setting, Work flawlesly otherwise


sorry, I don't understand you here

papite59 {l Wrote}: ::::::::
..::Kart::..
::::::::::::


::Iceblock : Sometime miss some side to him, making it look bad
::Adiumi : Huge probleme with this kart. The rear wheel ( the one under) clip through the ground and
interfere with the control,making it hard to steer or making it jump or get stuck on simple
small hills or bump. Try crossing the wooden bridges in Old mine.


yeah, known issues too

papite59 {l Wrote}:::Banana : Getting an anchor, a parachute or a bomb produce no SFX like it normally do.


Hum, I was not aware of this. I took a note and will investigate, thanks!

papite59 {l Wrote}: ::::::::
..::Race::..
::::::::::::

<snip>


Many of these issues are known; for esthetic parts, we will need contributions from skilled 3D artists. Lap count issues are known, and for the most part will be fixed trivially (contributions welcome)

papite59 {l Wrote}:::EvilTux And Iceblock doesn't have a minimap icon


Ice Block has lots of issues with irrlicht transparency handling, and is not an open source mascot like others, so it may be moved to add-ons. In any case, we can just take an icon for him from SuperTux.
EvilTux is neither a mascot, so it may be moved to add-ons too

papite59 {l Wrote}:::Gamepad,mouse and keyboard stop responding after switching from fullscreen to windowed mode while keeping
same resolution.


I'm not aware of this one, taking a note and we'll need to investigate, thanks for the report.

papite59 {l Wrote}:::Sometime Crash with last line in console being "Segmentation error"
Happen while leaving the game on the race pause menu, while racing and while exiting through the menu.


We will need more information here; either a crash report or a backtrace from a debugger. The details vary from platform to platform

papite59 {l Wrote}:::Game not loading French canadian while this is my default language. Only load french


Hummm, ok, I will need to investigate that one too, thanks for the report
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Re: SuperTuxKart 0.7 alpha 2 release

Postby hiker » 10 May 2010, 01:43

Auria {l Wrote}:asciimonster: I'll let Joerg confirm, but I believe that all these features should work.

About sky box : your blend file uses a skydome, so I can't say why it didn't work since I can't see what you tried
Transparency : yes it works, simply set the materials.xml file
Movable objects : see our wiki about interaction type ( http://supertuxkart.sourceforge.net/Tra ... ed_Objects ); this hasn't been widely tested, but interaction="move" should work
Moving objects: same as above, what's on the wiki should work

Yes, all of this should mostly work - one known issue: moving textures in a special water node isn't supported atm.

Regarding doubly counted lap : do you have a separate lap count line? It was necessary with alpha 1, but no more with alpha 2. We might need to see the exported xml files there

Could you post your scene.xml file here?

Thanks!
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Re: SuperTuxKart 0.7 alpha 2 release

Postby papite59 » 10 May 2010, 04:00

Auria {l Wrote}:Hi,

papite59 {l Wrote}:::Race Menu : Kart Select Menu : When I select the special tab and start looking at the kart, I can't
get back to normal or all kart tab.Only way to do so is by quitting
the game entirely. Rest work fine

I'm afraid I'm unable to reproduce this problem. Can you give precise steps on how to reproduce this issue?


After reverification, it only happen when player one use a gamepad. Where it's writen Guest ( gamepad) on top of the screen.
It's not happenning when player 1 is set to keyboard.

EDIT
I am sorry i can't explain well so i made a video instead and uploaded it to youtube.

http://www.youtube.com/watch?v=JV3lH-MW-8g

I hope you dont mind.i think it will be easier to understand.

End edit
Auria {l Wrote}:
papite59 {l Wrote}: Pause Menu ( in race ) : Gamepad reverse to default setting, Work flawlesly otherwise

Race Result Menu : Gamepad reverse to default setting, Work flawlesly otherwise


sorry, I don't understand you here


Sorry im sometime not aware I explain like a brick in a river( expression back here...)
What i mean is, I've setup my gamepad to my liking, but when i get to these menu, the control are working as if i never changed them.
Making those menu strange to navigate.

Auria {l Wrote}:
papite59 {l Wrote}:::Sometime Crash with last line in console being "Segmentation error"
Happen while leaving the game on the race pause menu, while racing and while exiting through the menu.


We will need more information here; either a crash report or a backtrace from a debugger. The details vary from platform to platform

I shall try to reproduce this as soon as i know how to get one of those...as i mentionned, im new to all of this and i barely managed to make
STK work yesterday... took me a long time
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Re: SuperTuxKart 0.7 alpha 2 release

Postby papite59 » 10 May 2010, 05:31

New "Bug"
it's not really a bug in itself, but i noticed that in snow mountain, when you pass on the right side finish line,
without touching it, the lap doesn't count up. So I had to back up and touch it to get it to count.

Sorry if my video are clunky

http://www.youtube.com/watch?v=FYcsCdh8sXM
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Re: SuperTuxKart 0.7 alpha 2 release

Postby asciimonster » 10 May 2010, 16:05

papite59 {l Wrote}:it's not really a bug in itself, but i noticed that in snow mountain, when you pass on the right side finish line,
without touching it, the lap doesn't count up. So I had to back up and touch it to get it to count.

Hmm. It looks like you are driving outside the driveline (or quads, or drivepath <- How do we call this thing in 0.7??? :? ). Since the first driveline/quadline is, per definition, the lap check line, you actually miss the lap check line and the lap isn't counted. It should work the same way on all the tacks, try it out.

I pesonally think it's a good idea to make the lap check line larger than the drivepath to avoid these problems.

P.S. Making a jump might also make you miss a lap check line. Isn't it better to make a check plane which stands perpendicular to the track.
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Re: SuperTuxKart 0.7 alpha 2 release

Postby RyanLeiTaiwan » 10 May 2010, 16:50

papite59 {l Wrote}:New "Bug"
it's not really a bug in itself, but i noticed that in snow mountain, when you pass on the right side finish line,
without touching it, the lap doesn't count up. So I had to back up and touch it to get it to count.

Sorry if my video are clunky

http://www.youtube.com/watch?v=FYcsCdh8sXM


If this is considered a bug, then the one with The Canyon is more serious!
Assume now we're at lap 3 / 3. Again this problem is caused by passing by the finish line without touching it. But if you go ahead and accidentally tumble into the "canyon", the rescue will put you back on the finish line. However, that means putting you back to the beginning of lap 3.
Yes, you've lost one whole lap!! :lol:
Ryan Lei - Taiwan
I'm a computer science MS from CMLab (Communication and Multimedia), National Taiwan University.
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Re: SuperTuxKart 0.7 alpha 2 release

Postby papite59 » 10 May 2010, 17:15

Found out what was wrong with Secret Garden's no lap counting, There is no check line in the Scene.xml file. I added one manually (The one from snow mountain) and the count now appear! but I know i havent done it right because i didnt put the 2 checkpoint.
{l Code}: {l Select All Code}
<check-line kind="activate" ***Those line


Maybe it's already known but "Better late than never"
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Re: SuperTuxKart 0.7 alpha 2 release

Postby PatriciusKlassenikos » 10 May 2010, 21:52

RyanLeiTaiwan {l Wrote}:
papite59 {l Wrote}:New "Bug"
it's not really a bug in itself, but i noticed that in snow mountain, when you pass on the right side finish line,
without touching it, the lap doesn't count up. So I had to back up and touch it to get it to count.

Sorry if my video are clunky

http://www.youtube.com/watch?v=FYcsCdh8sXM


If this is considered a bug, then the one with The Canyon is more serious!
Assume now we're at lap 3 / 3. Again this problem is caused by passing by the finish line without touching it. But if you go ahead and accidentally tumble into the "canyon", the rescue will put you back on the finish line. However, that means putting you back to the beginning of lap 3.
Yes, you've lost one whole lap!! :lol:



I've experienced that in 0.6, actually.

It's not always true, but playing followtheleader, the leader almost always gets wiped out. the leader gets rescued. the leader gets dropped back, and for some reason, all the karts are in front of the leader, even if they too got rescued and are behind the leader on the track. best way to work around this is to race backwards around the track, then when you meet up with the leader, you can follow him normally. oops.

And once, while playing against another human in Around the Lighthouse, i got blasted off the track, and into a pool or something, so i got rescued. when i was dropped back down, i was a lap behind.

sorry for telling tales from 0.6, but they might help people understand the problem.

And yes, I play 0.6 a whole lot.
~~~Hic sunt Draconus~~~
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Re: SuperTuxKart 0.7 alpha 2 release

Postby Auria » 11 May 2010, 00:50

JVC {l Wrote}:That means that this line is not corrected (powerup_manager.cpp:141) :
{l Code}: {l Select All Code}
assert(m_all_icons[type]->getTexture() != NULL);


I think their is a problems when loading again materials. But I'm not enough experienced. Sorry for not being able to do more.


Yes, this is a known bug; I added it to the bug tracker so we don't forget it

http://sourceforge.net/tracker/?func=de ... tid=981038
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Re: SuperTuxKart 0.7 alpha 2 release

Postby Auria » 11 May 2010, 00:54

papite59 {l Wrote}:After reverification, it only happen when player one use a gamepad. Where it's writen Guest ( gamepad) on top of the screen.
It's not happenning when player 1 is set to keyboard.

EDIT
I am sorry i can't explain well so i made a video instead and uploaded it to youtube.

http://www.youtube.com/watch?v=JV3lH-MW-8g

I hope you dont mind.i think it will be easier to understand.

End edit



thanks for that detailed report, I'll take a look at it :)

papite59 {l Wrote}:What i mean is, I've setup my gamepad to my liking, but when i get to these menu, the control are working as if i never changed them.
Making those menu strange to navigate.


OK, thanks for the clarification. I'll need to take a look, taking a note

papite59 {l Wrote}:I shall try to reproduce this as soon as i know how to get one of those...as i mentionned, im new to all of this and i barely managed to make
STK work yesterday... took me a long time


depending on your system it may not be so hard. For instance, on OS X, it's sufficient to run the STK binary, make it crash, then post the bug report.
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Re: SuperTuxKart 0.7 alpha 2 release

Postby Auria » 11 May 2010, 00:55

papite59 {l Wrote}:New "Bug"
it's not really a bug in itself, but i noticed that in snow mountain, when you pass on the right side finish line,
without touching it, the lap doesn't count up. So I had to back up and touch it to get it to count.

Sorry if my video are clunky

http://www.youtube.com/watch?v=FYcsCdh8sXM


Yeah, that's more of a design thing. This will need to be solved
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Re: SuperTuxKart 0.7 alpha 2 release

Postby Auria » 11 May 2010, 00:57

papite59 {l Wrote}:Found out what was wrong with Secret Garden's no lap counting"


We didn't say "we don't know why secret garden has no lap counting", we said "some tracks have no lap counting because they weren't set yet" :P
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Re: SuperTuxKart 0.7 alpha 2 release

Postby hiker » 11 May 2010, 01:28

Auria {l Wrote}:Yeah, that's more of a design thing. This will need to be solved

Yes, this is mostly a track design issue: the drivelines have to extend all the way where a kart is allowed to cross a lap line, and the track should be designed in a way that it is obvious where the check line is. I am aware that some of our current track don't do this properly. Sometimes there is a line on the track, but this still makes it hard if you are just driving on the edge of that line. I would much prefer to have a kind of gate if necessary, so that it is very obvious if a kart is inside or outside.

Cheers,
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Re: SuperTuxKart 0.7 alpha 2 release

Postby hiker » 11 May 2010, 01:38

asciimonster {l Wrote}:Hmm. It looks like you are driving outside the driveline (or quads, or drivepath <- How do we call this thing in 0.7??? :? ).

I'd say (though I probably wasn't consistent): drivelines, which consist of quads.

I pesonally think it's a good idea to make the lap check line larger than the drivepath to avoid these problems.

Yes, I totally agree. Unfortunately (due to floating point errors) it can introduce very hard to find bugs if the the quad line and lap line aren't identical, since there might be a tiny area in which you have crossed the quad line (and therefore your distance along the track changes), but the new lap isn't counted yet. After trying several work arounds for that, and always finding that now and again a kart would suddenly (for a few frames) change its position, we made this a requirement. So a proper track has to make sure that the lap line must always be crossed.

P.S. Making a jump might also make you miss a lap check line. Isn't it better to make a check plane which stands perpendicular to the track.

Well, there are no jumps, and if someone should (finally ;) ) add ramps, they have to be placed appropriately. The code is actually using a plane, i.e. you have to cross the quad line in a 2d projection, and your height must be within a certain limit of the quad line, so you can fly over the line (but not too high).

Cheers,
Joerg
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Re: SuperTuxKart 0.7 alpha 2 release

Postby Pixel » 11 May 2010, 06:07

hiker {l Wrote}:Yes, I totally agree. Unfortunately (due to floating point errors) it can introduce very hard to find bugs if the the quad line and lap line aren't identical, since there might be a tiny area in which you have crossed the quad line (and therefore your distance along the track changes), but the new lap isn't counted yet. After trying several work arounds for that, and always finding that now and again a kart would suddenly (for a few frames) change its position, we made this a requirement. So a proper track has to make sure that the lap line must always be crossed.


I figured there was a technical reason for taking the lap line from the first drive-line quad, now I know what it is.

hiker {l Wrote}:Well, there are no jumps, and if someone should (finally ;) ) add ramps, they have to be placed appropriately. The code is actually using a plane, i.e. you have to cross the quad line in a 2d projection, and your height must be within a certain limit of the quad line, so you can fly over the line (but not too high).

Cheers,
Joerg


Is this also how the game tracks kart locations for display on the mini-map?
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Re: SuperTuxKart 0.7 alpha 2 release

Postby JVC » 11 May 2010, 20:48

Great, changing resolution works fine for me with the actual version ! Thanks :) !
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Re: SuperTuxKart 0.7 alpha 2 release

Postby papite59 » 14 May 2010, 05:12

Hi all, I have been quite busy playing and working...
No new bug found, so it's a good news.
I'd really like to help port track, but I learned how to use blender monday.
I managed to create a track with a minimum of style and a few bad spot i didnt
manage to correct. ( attachement incoming).

If you could show me where i can get my hand of all the file needed to convert
a track, i'd gladly work my brain out to finish it

Thanks!
Attachments
pond.zip
Track-pond
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Re: SuperTuxKart 0.7 alpha 2 release

Postby Auria » 15 May 2010, 00:28

The scripts to export a track are available in the STK source code (and thus from SVN) or by following the links in the irrlicht section of our wiki
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Re: SuperTuxKart 0.7 alpha 2 release

Postby papite59 » 15 May 2010, 01:15

Oh i already got those.
I was expecting to find .blend file for the tracks, but now i noticed they were in .ac ...

Yeah my bad im gonna start looking into that.
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Re: SuperTuxKart 0.7 alpha 2 release

Postby Auria » 15 May 2010, 02:03

Ah, to get the blend files simply look into the media repository section of our SVN repository

http://supertuxkart.svn.sourceforge.net ... dia/trunk/
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