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Re: SuperTuxKart 0.8 released

PostPosted: 04 Jan 2013, 23:43
by Funto
Porting to Android is not an easy task, as Irrlicht itself does not officially support it (although there is an OpenGL|ES branch in their SVN - does anyone know what the current state of it is?)

Re: SuperTuxKart 0.8 released

PostPosted: 07 Jan 2013, 22:16
by xeno74
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games/supertuxkart
Updated games/supertuxkart to 0.8 [ryoon 2013-01-06]


NetBSD pkg-changes

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New screenshots of STK 0.8 (PPC-Linux version):

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Re: SuperTuxKart 0.8 released

PostPosted: 14 Jan 2013, 17:45
by xeno74
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SuperTuxkart has been released for Solaris 32-bit

Static package for SUN Solaris 10, ORACLE Solaris 11, OpenSolaris 11, and OpenIndiana:

supertuxkart-0.8-solaris10-i86pc.tar.gz

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Re: SuperTuxKart 0.8 released

PostPosted: 15 Jan 2013, 13:07
by xeno74
STK 0.8 for Solaris runs from the live dvd (OpenIndiana 151.1.7):

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Re: SuperTuxKart 0.8 released

PostPosted: 15 Jan 2013, 17:53
by lloydyboy
I like the new version.

My only criticism would be that the "switzerland" / valley track is REALLY slow on my computer during trials. Possibly it would load more quickly if the trial length was limited to two laps?

Also, why is there no "all tracks" Grand Prix on version 0.8? That was an excellent feature on the old version. I'm surprised and disappointed that it's been ditched.


Lloyd

Re: SuperTuxKart 0.8 released

PostPosted: 15 Jan 2013, 23:54
by hiker
lloydyboy {l Wrote}:I like the new version.

Thanks!

My only criticism would be that the "switzerland" / valley track is REALLY slow on my computer during trials. Possibly it would load more quickly if the trial length was limited to two laps?

Loading time is not related to how many laps you drive.Green Valley is one of the largest tracks (only mansion and xr591 are larger), so it might take some time to load them. If running the track is slow, try to reduce the graphical details in settings.

Also, why is there no "all tracks" Grand Prix on version 0.8? That was an excellent feature on the old version. I'm surprised and disappointed that it's been ditched.

I think that was an accident, I've opened a ticket (https://sourceforge.net/apps/trac/super ... ticket/874) so that we look at bringing it back - though I have to admit that I am amazed that people actually do drive all tracks ;)

Cheers,
Joerg

Re: SuperTuxKart 0.8 released

PostPosted: 16 Jan 2013, 03:45
by Auria
No this was not an accident, I did delete this GP. I just didn't see a good way to integrate it in challenges. all other GPs need to be played to win story mode, and I certainly didn't want to require players to play an all-tracks GP to finish the game. besides I'm surprised anyone would want to play that.

Something that I think could be a better replacement is to code a "random GP". This pops a dialog where you select how many tracks you want to play, and it generates a random GP for you. Then you could select all 16 or so tracks. This is just brainstorming, I'm not committing myself to implementing that!

Re: SuperTuxKart 0.8 released

PostPosted: 16 Jan 2013, 04:04
by LordW
I realize what I can play the story mode with Nolok to rescue GNU. Kinda strange, is it a bug? I`m using linux-i386

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Re: SuperTuxKart 0.8 released

PostPosted: 16 Jan 2013, 09:21
by lloydyboy
Thanks for the tips about Switzerland, in that case I'll try to reduce the graphics resolution.

But seriously guys, PLEASE bring back the "all tracks" GP if only for me! I loved challenging myself on it in expert mode. Several times I managed to win each and every race. It would be great to have it on the new supertuxkart too. Please have a heart for nerds like me!!



Lloyd

Re: SuperTuxKart 0.8 released

PostPosted: 16 Jan 2013, 09:22
by lloydyboy
By the way, the random GP idea where the player can decide how many tracks would also be great. Please either do that or bring back "all tracks".

Re: SuperTuxKart 0.8 released

PostPosted: 16 Jan 2013, 16:32
by bonifarz
Auria {l Wrote}:No this was not an accident, I did delete this GP. I just didn't see a good way to integrate it in challenges. all other GPs need to be played to win story mode, and I certainly didn't want to require players to play an all-tracks GP to finish the game. besides I'm surprised anyone would want to play that.

Something that I think could be a better replacement is to code a "random GP". This pops a dialog where you select how many tracks you want to play, and it generates a random GP for you. Then you could select all 16 or so tracks. This is just brainstorming, I'm not committing myself to implementing that!


I considered that "all tracks" GP as a nice template for making custom GPs - copy the thing, delete a few lines and have fun :D

Regarding randomized GPs, that is actually something I was about to suggest a while ago, but then thought of it as a somewhat obvious idea and kept quiet.

To be more specific, I think a nice and general solution for this would be to add an integer variable N to the grandprix xml files with the following convention: If N = zero (default), pick the tracks in the listed order, else pick a random subset of N tracks. So for example, if you want to randomize the ordering only, you would pick 5 of 5 tracks, e.g.:
{l Code}: {l Select All Code}
<supertuxkart_grand_prix name="Random At World's End">

    <track id="fortmagma"    laps="3" reverse="false" />
    <track id="minigolf"     laps="3" reverse="false" />
    <track id="xr591"        laps="3" reverse="false" />
    <track id="mines"        laps="3" reverse="false" />
    <track id="lighthouse"   laps="4" reverse="false" />
    <randomize tracks="5" />

</supertuxkart_grand_prix>


That's just a suggestion, of course.

And for the people missing the "All tracks" option, I guess this one should do the trick (<STK-install>/data/grandprix/0_all.grandprix):
{l Code}: {l Select All Code}

<supertuxkart_grand_prix name="All Tracks">

    <track id="sandtrack"    laps="3" reverse="false" />
    <track id="farm"         laps="3" reverse="false" />
    <track id="olivermath"   laps="4" reverse="false" />
    <track id="subsea"       laps="2" reverse="false" />
    <track id="scotland"     laps="3" reverse="false" />
    <track id="jungle"       laps="3" reverse="false" />
    <track id="snowmountain" laps="3" reverse="false" />
    <track id="hacienda"     laps="3" reverse="false" />
    <track id="zengarden"    laps="4" reverse="false" />
    <track id="snowtuxpeak"  laps="3" reverse="false" />
    <track id="islandtrack"  laps="3" reverse="false" />
    <track id="greenvalley"  laps="2" reverse="false" />
    <track id="mansion"      laps="3" reverse="false" />
    <track id="startrack"    laps="3" reverse="false" />
    <track id="city"         laps="2" reverse="false" />
    <track id="fortmagma"    laps="3" reverse="false" />
    <track id="minigolf"     laps="3" reverse="false" />
    <track id="xr591"        laps="3" reverse="false" />
    <track id="mines"        laps="3" reverse="false" />
    <track id="lighthouse"   laps="4" reverse="false" />
   
</supertuxkart_grand_prix>



You may want to lower the laps per track, though ;)

Re: SuperTuxKart 0.8 released

PostPosted: 16 Jan 2013, 16:36
by lloydyboy
It would be even cooler if "add-on" tracks could be included in the random GP.

Just a thought!!

Re: SuperTuxKart 0.8 released

PostPosted: 16 Jan 2013, 19:38
by Wisco
lloydyboy {l Wrote}:I like the new version.

My only criticism would be that the "switzerland" / valley track is REALLY slow on my computer during trials. Possibly it would load more quickly if the trial length was limited to two laps?


I'm having the same problem with Blackhill Mansion. It's so slow as to be unplayable. I've got my graphics settings down to the least demanding and it makes no difference. Any chance I can still use this version or will I have to rollback to the previous STK version?

Re: SuperTuxKart 0.8 released

PostPosted: 16 Jan 2013, 22:43
by xeno74

Re: SuperTuxKart 0.8 released

PostPosted: 17 Jan 2013, 01:01
by xeno74
xeno74 {l Wrote}:Image

SuperTuxKart 0.8 is coming to PC-BSD!

http://trac.pcbsd.org/changeset/20931

http://trac.pcbsd.org/changeset/20930


It's released :)

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PBI software is easy to install. You simply find SuperTuxKart in the AppCafe and click it to install.

Re: SuperTuxKart 0.8 released

PostPosted: 17 Jan 2013, 01:11
by xeno74
SuperTuxKart on PC-BSD:

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Re: SuperTuxKart 0.8 released

PostPosted: 02 Feb 2013, 13:52
by xeno74
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I'm so happy. :D :D :D :D I've patched the STK version of Irrlicht and it works very well on Mac OS X 10.4.11 Tiger :)

Download framework and the static lib: STK-Irrlicht-0.8-macosx-10.4.zip

And I have built STK 0.8 with the xcode project file on OS X Tiger :)

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It works very well.

Download: SuperTuxKart-0.8-MacOSX-TigerPPC.dmg


Terrific. I'm so happy :D :D :D

Re: SuperTuxKart 0.8 released

PostPosted: 03 Feb 2013, 21:34
by galaxy51
Hello!
I like STK and I have been playing it for several years. The best version for me is 0.7.3 even after the release of 0.8 version. I appriciate you did a lot of genius work on 0.8.
Nevertheless I tried STK 0.8 on my windows boot. The storymode is quite good while the control of the cars is more than "getting used to". The hopping of them while stroking the V-button makes me crazy. Now I've learned from the other posts that I should try the new funktion of the brake-button and I will do this.
An absolutely "can't get over it" is the missing 20tracks-GP. I recognize that some of you are astonished that many people like it. I tell you what i did since the release of 0.7.3 after doing the challenges: I played the all-tracks GP surely a thousand times, starting with 5 and ending with the maximum of 19 AI's. Each until I managed to win all 20 races.
This was my personal challenge. I pray to god (an all those of you who can help) to bring that wonderful feature back to me!!!
Best wishes from Germany (and thanks to google translate to help me do this post in english)
galaxy51

Re: SuperTuxKart 0.8 released

PostPosted: 04 Feb 2013, 00:19
by lloydyboy
I'm glad there's someone out there as sad as me who likes the 20 "all track" GP! Please bring it back (or introduce the random GP you were suggesting).

Re: SuperTuxKart 0.8 released

PostPosted: 04 Feb 2013, 00:26
by hiker
lloydyboy {l Wrote}:I'm glad there's someone out there as sad as me who likes the 20 "all track" GP! Please bring it back (or introduce the random GP you were suggesting).

We already have a ticket open for this (https://sourceforge.net/apps/trac/super ... ticket/874), so it should be back in 0.8.1.

Cheers,
Joerg

Re: SuperTuxKart 0.8 released

PostPosted: 04 Feb 2013, 10:47
by bonifarz
galaxy51 {l Wrote}:[...]bring that wonderful feature back to me!!!
lloydyboy {l Wrote}:I'm glad there's someone out there as sad as me who likes the 20 "all track" GP!
hiker {l Wrote}:it should be back in 0.8.1.
Note that you can easily add the all-tracks-gp to your STK-0.8 install, as explained a few posts earlier in this topic. It's just a matter of putting the text file attached below in <STK-install>/data/grandprix/0_all.grandprix.

The extension grandprix is not allowed.
Well, then I gotta rename that one :) - be sure to get rid again of the .xml extension.
I hope that helps.

Re: SuperTuxKart 0.8 released

PostPosted: 06 Feb 2013, 06:06
by sst
Funto {l Wrote}:Porting to Android is not an easy task, as Irrlicht itself does not officially support it (although there is an OpenGL|ES branch in their SVN - does anyone know what the current state of it is?)


Please look at that =
http://supertuxkart.sourceforge.net/User:Xapantu/Android
https://gitorious.org/stkandroid

Re: SuperTuxKart 0.8 released

PostPosted: 09 Feb 2013, 22:23
by galaxy51

And for the people missing the "All tracks" option, I guess this one should do the trick (<STK-install>/data/grandprix/0_all.grandprix):
{l Code}: {l Select All Code}

<supertuxkart_grand_prix name="All Tracks">

    <track id="sandtrack"    laps="3" reverse="false" />
    <track id="farm"         laps="3" reverse="false" />
    <track id="olivermath"   laps="4" reverse="false" />
    <track id="subsea"       laps="2" reverse="false" />
    <track id="scotland"     laps="3" reverse="false" />
    <track id="jungle"       laps="3" reverse="false" />
    <track id="snowmountain" laps="3" reverse="false" />
    <track id="hacienda"     laps="3" reverse="false" />
    <track id="zengarden"    laps="4" reverse="false" />
    <track id="snowtuxpeak"  laps="3" reverse="false" />
    <track id="islandtrack"  laps="3" reverse="false" />
    <track id="greenvalley"  laps="2" reverse="false" />
    <track id="mansion"      laps="3" reverse="false" />
    <track id="startrack"    laps="3" reverse="false" />
    <track id="city"         laps="2" reverse="false" />
    <track id="fortmagma"    laps="3" reverse="false" />
    <track id="minigolf"     laps="3" reverse="false" />
    <track id="xr591"        laps="3" reverse="false" />
    <track id="mines"        laps="3" reverse="false" />
    <track id="lighthouse"   laps="4" reverse="false" />
   
</supertuxkart_grand_prix>



You may want to lower the laps per track, though ;)


Hey,
thank you very much! I put it into the "grandprix-folder" and it works! Never thought it was so easy!
Now everything is fine and you made one man happy!
Thanks a lot!
galaxy

Re: SuperTuxKart 0.8 released

PostPosted: 06 Mar 2013, 13:13
by xeno74
What's this: supertuxkart-0.8-win.exe.potm????

This exe is in the 0.2 folder of SF.

Re: SuperTuxKart 0.8 released

PostPosted: 07 Mar 2013, 10:37
by hiker
xeno74 {l Wrote}:What's this: supertuxkart-0.8-win.exe.potm????
This exe is in the 0.2 folder of SF.

Oops, that was the project-of-the-month installer, which I parked there temporarily, and then forgot to remove. It's gone now, thanks!
Joerg