SuperTuxKart 0.8 Alpha Release

Re: SuperTuxKart 0.8 Alpha Release

Postby Hero » 19 Nov 2012, 16:20

viewtopic.php?f=17&t=3578 for more about skidding ideas.

This is a free game. And it's not a free clone of MK either.
Keep your mouth closed while chewing your food! That's ALL I hear.

For more game forums go to opengameforums.zxq.net and register today!
User avatar
Hero
 
Posts: 614
Joined: 13 Oct 2012, 21:27
Location: British Columbia, Canada

Re: SuperTuxKart 0.8 Alpha Release

Postby Ancalagon » 19 Nov 2012, 20:21

Hello,

I have build the last revision (changeset 12010) and I've tried the new smoothened Old Mine track.
I found myself bounced up to the ceiling when passing on the connection between the road and the bridge crossing over the track at high speed (see the screenshots).
Is it normal or should it be labelled as a bug?
Attachments
StkOldMineBounced2.png
During the "fly"
StkOldMineBounced1.png
Where I bounced.
Ancalagon
 
Posts: 36
Joined: 09 Nov 2012, 14:14
Location: France

Re: SuperTuxKart 0.8 Alpha Release

Postby GunChleoc » 19 Nov 2012, 22:56

Hero {l Wrote}:
Funto {l Wrote}:- Bug: translation (French): "9 point" -> "9 points" (for the number of points which was displayed after we win a trophy in history mode)

Would it be possible to implement something that would take the S off the end of the 1 laps? It's a major grammar problem and I don't really like seeing it. Remember it goes 0 tracks, 1 track, 3 tracks.

Maybe in future releases gettext's plural definitions could be used for this kind of string?

http://translate.sourceforge.net/wiki/l10n/pluralforms

http://www.gnu.org/savannah-checkouts/g ... forms.html

And a minor cosmetic issue: Uppercase accented letters revert to lowercase with one of the fonts.

stkfont.png
Accents on uppercase fonts
stkfont.png (169.55 KiB) Viewed 10940 times
User avatar
GunChleoc
 
Posts: 502
Joined: 20 Sep 2012, 22:45

Re: SuperTuxKart 0.8 Alpha Release

Postby hiker » 19 Nov 2012, 23:42

dany777 {l Wrote}:You press V and it jumps

We have taken jumping out, since it allows (at least at this stage) to end up in many places where karts are not supposed to drive ;)

If you drift to the left or right and keep holding the left or right arrow, the drift will gain power faster
If you drift to the left or right and no key is holding, your drift just gain power medium speed
If you drift to the left or right and press the oposite key, like drifting to the right, i hold left arrow, the drift power will gain slow

At this stage you can change the steering this way, but I am not sure if this adds a lot to the game. Mostly you will use less turning (no key or opposite key) on very wide turns, which are long anyway. Main issue is that we are too close to a release to change this now, even if I would be sure that it's a good idea ;)

Cheers,
Joerg
hiker
 
Posts: 1435
Joined: 07 Dec 2009, 12:15
Location: Melbourne, Australia

Re: SuperTuxKart 0.8 Alpha Release

Postby GunChleoc » 19 Nov 2012, 23:59

I also noticed that in the intro cutscene, there is a mesh overlap when the "mouth" of the ship closes.

stk-overlap.png
Mesh overlap
stk-overlap.png (78.19 KiB) Viewed 10931 times


Also, when GNU drops the flute, it disappears through the ground.
User avatar
GunChleoc
 
Posts: 502
Joined: 20 Sep 2012, 22:45

Re: SuperTuxKart 0.8 Alpha Release

Postby Auria » 20 Nov 2012, 01:19

The "jump" in mines is certainly not intended, but we are not fully done yet smoothing tracks, this should hopefully disappear by itself

GunChleoc: yeah there are minor issues in the intro scene. I'm not sure we will fix them for this release but there is certainly room for improvement in the next releases
Image
User avatar
Auria
STK Moderator
 
Posts: 2976
Joined: 07 Dec 2009, 03:52

Re: SuperTuxKart 0.8 Alpha Release

Postby ctdabomb » 24 Nov 2012, 22:28

maybe not exactly the pourpose of this thread, but here are the island and jungle tracks fixed for bug #779 ( just a note: I added transparence.png to island to reset the karts when they cheated. I also updated to license file.)
Attachments
tracks.tar.gz
(2.65 MiB) Downloaded 330 times
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.
ctdabomb
 
Posts: 1075
Joined: 13 Dec 2011, 21:21
Location: halfway there

Re: SuperTuxKart 0.8 Alpha Release

Postby Auria » 25 Nov 2012, 03:35

Thanks ctdabomb, commited!
Image
User avatar
Auria
STK Moderator
 
Posts: 2976
Joined: 07 Dec 2009, 03:52

Re: SuperTuxKart 0.8 Alpha Release

Postby ctdabomb » 26 Nov 2012, 02:00

HI all I re-exported some of the tracks for bug #776. here is the list:
Done:
farm
jungle
mathclass
mines
sandtrack
star
subsea2 - you might want to check this one....

Can't/didn't do:
islandtrack - too small
zengarden - too small
snowtuxpeak2 - too small
green-valley - I think that this is too small
lighthouse - my .blend is weird. it has no driveline, and svn up skips it.
hacienda - images don't show up in .blend . I decided not to do it because of that......
xr591 - same reason as hacienda
mansion - .blend crashes. I think that this is too small anyway.
scotland - .blend crashes
snowmountain - exporter crashes though this track can have 3 karts at start.

already done:
city
fortmagma
minigolf
Attachments
tracks.zip
(9.6 MiB) Downloaded 311 times
Last edited by ctdabomb on 26 Nov 2012, 16:34, edited 1 time in total.
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.
ctdabomb
 
Posts: 1075
Joined: 13 Dec 2011, 21:21
Location: halfway there

Re: SuperTuxKart 0.8 Alpha Release

Postby Auria » 26 Nov 2012, 02:38

Thanks, I committed them :)
Image
User avatar
Auria
STK Moderator
 
Posts: 2976
Joined: 07 Dec 2009, 03:52

Re: SuperTuxKart 0.8 Alpha Release

Postby ctdabomb » 28 Nov 2012, 00:18

here is a fix for bug #814
Attachments
mathclass.zip
(2.24 MiB) Downloaded 328 times
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.
ctdabomb
 
Posts: 1075
Joined: 13 Dec 2011, 21:21
Location: halfway there

Re: SuperTuxKart 0.8 Alpha Release

Postby Auria » 29 Nov 2012, 01:22

Committed in SVN, thanks a lot!
Image
User avatar
Auria
STK Moderator
 
Posts: 2976
Joined: 07 Dec 2009, 03:52

Re: SuperTuxKart 0.8 Alpha Release

Postby ctdabomb » 29 Nov 2012, 15:46

Scotland and Mansion have been re-exported to have 3 karts

lighthouse, hacienda, xr591, snowmountain are the tracks ones left.
Attachments
mathclass.zip
(2.24 MiB) Downloaded 330 times
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.
ctdabomb
 
Posts: 1075
Joined: 13 Dec 2011, 21:21
Location: halfway there

Re: SuperTuxKart 0.8 Alpha Release

Postby Auria » 30 Nov 2012, 01:08

I think you uploaded the wrong file, you uploaded math class!
Image
User avatar
Auria
STK Moderator
 
Posts: 2976
Joined: 07 Dec 2009, 03:52

Re: SuperTuxKart 0.8 Alpha Release

Postby ctdabomb » 30 Nov 2012, 01:47

Wow. Sorry, that makes me feel stupid. Here is a correct version.
Attachments
tracks.zip
(2.81 MiB) Downloaded 371 times
Some people are like slinkies... not really good for anything, but you still can't help smiling when you shove them down the stairs.
ctdabomb
 
Posts: 1075
Joined: 13 Dec 2011, 21:21
Location: halfway there

Re: SuperTuxKart 0.8 Alpha Release

Postby Auria » 01 Dec 2012, 03:02

thanks, applied!
Image
User avatar
Auria
STK Moderator
 
Posts: 2976
Joined: 07 Dec 2009, 03:52

Who is online

Users browsing this forum: No registered users and 1 guest