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SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 04:12
by hiker
Hi all,

over a year after the 0.7.3 release, we are proud and excited to announce the release of SuperTuxKart 0.8!
We have closed over 230 tickets, and made some significant changes: You can now enjoy a story mode
with challenges against a stronger AI, and improved physics with better skidding and collisions.
Tracks can be driven in reverse, and we have new music especially composed for SuperTuxKart. To see it in action:


youtu.be/wwSXCrNjTm4

Many many more changes were done, the main ones are:
  • Story mode and new challenge set
  • Improved AI
  • Skidding and better collision physics
  • Reverse mode
  • New green valley track
  • New Blackhill Mansion track
  • Updated XR591 track
  • Updated Fort Magma track
  • Updated Jungle track
  • Updated Sand track
  • New music
  • Updated menus

Some screenshots:
sshot-mansion.jpg

Sshot_greenvalley.jpg


Binaries can be found on our download page.

A big thanks to all the people who have contributed to SuperTuxKart, without whom this release would not have been possible (full list in the credits of the game).

We hope you will enjoy this new release!
Auria & Joerg

Re: SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 04:15
by ctdabomb
Congratulations! a wonderful and much improved version!

Re: SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 06:22
by modz
Congratulations!!! :D

Re: SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 07:41
by Arthur
Yay! :D

Re: SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 12:14
by Bertram
Congrats Auria and Hiker! You really deserve it!!

Re: SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 12:40
by Ludsky
Congratulations ALL ! ! ! !

It's a wonderful verison !

Re: SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 13:03
by Funto
Congratulations!

Re: SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 13:42
by xeno74
Thank you! :)

Re: SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 15:47
by samuncle

Re: SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 16:06
by Hero
Yes! Congratulations!

I can't believe I ever lived without SuperTuxKart!

And I must thank Unirail for forcing me to install it the first time.

Re: SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 16:25
by GunChleoc
Brilliant!

I have made a couple of screenshots and videos to promote the Gaelic version, please feel free to use if you want.


Image Image Image

Story mode in version 0.8 RC1:

youtu.be/bR_x0LpCVDk

Grand Prix in version 0.7.3:

youtu.be/pVThb8jOcFU

Re: SuperTuxKart 0.8 released

PostPosted: 11 Dec 2012, 20:01
by bonifarz
I knew you were nearly there ;)

Re: SuperTuxKart 0.8 released

PostPosted: 12 Dec 2012, 00:24
by ChemBroTron
Congratulations! I played SuperTuxKart, when it looked like a 08/15 open-source game and now... it is one of the very best open-source games out there. Thank you for making such a good game.

Re: SuperTuxKart 0.8 released

PostPosted: 12 Dec 2012, 14:55
by Arcades
Congratulations! It's very good game, especially the story mode.

Re: SuperTuxKart 0.8 released

PostPosted: 15 Dec 2012, 17:55
by hadg
Brilliant guys, spectacular work!

The improved physics are great, especially the steering feels much more progressive. The collisions are less spectacular, but fairer, and make some of the more awkward karts easier to use (Adiumy). It's nice to have more maps with split paths, and at a glance the two options are quite evenly balanced for most.

Small glitches still... it would be helpful if "story mode" could remember location on map (per player). Also, there should be a "player switch" in the menu somewhere -- at the moment you need to close the game and start again. And, "story mode" should remember which kart you're using (per player: at the moment it's remembered globally, which means the same kart choice is kept after player change).

Ok, back to unlocking those tracks!!

Re: SuperTuxKart 0.8 released

PostPosted: 15 Dec 2012, 18:03
by Hero
Actually you can go to Options>Players and change the "You are playing as" to your other player.

Re: SuperTuxKart 0.8 released

PostPosted: 16 Dec 2012, 10:03
by betharatux1
my problem with hacienda, mansion, zen garden and fort magma has been solved by my self. :D
problem come from "pix.png" texture and named by pix_2.png and pix_nr.png from their track folder. :shock:

i tried with removing all texture from 1 track ( test hacienda ), then i put them back 1 by 1 after tested it until find the problem > texture named "pix.png" :o
i try make other one, like "pix.png". after replace and tested the result same ( still fail ) :(

at hacienda folder, i copy and rename "light.png" texture for replacing "pix.png". after i tested, track work :shock:
i don't know why that little pixel texture can make 1 track put with it cannot be work, but important thing STK 0.8 fine work for me now ;)
i hope give helpful information for STK :cool:

Re: SuperTuxKart 0.8 released

PostPosted: 16 Dec 2012, 23:38
by hiker
betharatux1 {l Wrote}:my problem with hacienda, mansion, zen garden and fort magma has been solved by my self. :D
problem come from "pix.png" texture and named by pix_2.png and pix_nr.png from their track folder. :shock:

My suspicion would be that your graphics driver has a problem with textures of size 1x. The tracks you have listed are the only ones that use this kind of texture.Could you try 'scaling' this texture to be 1x2 or 2x2, and then check if this works for you?

Thanks for your help!
Joerg

Re: SuperTuxKart 0.8 released

PostPosted: 17 Dec 2012, 00:43
by Huns
Can one of the maintainers put Crescent Crossing in the download area? I see it got replaced with a new Halloween themed map, but Crescent Crossing was my favorite and I miss playing it.

Also, the new skidding changes the gameplay in a way I don't like. I used to be able to power slide all over the Minigolf course, but now it's more like Slip-n-Slide. The blog said something about changing the skidding friction to zero and that this has a "good feeling" to it, but even a tire coated in oil doesn't have zero friction.

Re: SuperTuxKart 0.8 released

PostPosted: 17 Dec 2012, 15:52
by betharatux1
hiker {l Wrote}:My suspicion would be that your graphics driver has a problem with textures of size 1x. The tracks you have listed are the only ones that use this kind of texture.Could you try 'scaling' this texture to be 1x2 or 2x2, and then check if this works for you?

Thanks for your help!
Joerg


yes i try some scale, first 1x2 and failed. then i try with 10x10 and track works :o
pix-10x10.png
pix-10x10.png (158 Bytes) Viewed 16029 times

Re: SuperTuxKart 0.8 released

PostPosted: 17 Dec 2012, 16:54
by Hero
Huns {l Wrote}:Can one of the maintainers put Crescent Crossing in the download area? I see it got replaced with a new Halloween themed map, but Crescent Crossing was my favorite and I miss playing it.


Will do!

EDIT: Hiker beat me to it: http://stkaddons.net/tracks/crescent-crossing

Re: SuperTuxKart 0.8 released

PostPosted: 18 Dec 2012, 01:48
by hiker
Huns {l Wrote}:Can one of the maintainers put Crescent Crossing in the download area? I see it got replaced with a new Halloween themed map, but Crescent Crossing was my favorite and I miss playing it.

I've just done that - it might take a day or two before you can see it (we just found a bug in the 'reload' addon function :oops: ). If you can't wait, check with our FAQ to find the location of the addon files, delete the file addons.xml, and then do a reload in stk (no guarantee that this works ;) ).

Also, the new skidding changes the gameplay in a way I don't like. I used to be able to power slide all over the Minigolf course, but now it's more like Slip-n-Slide. The blog said something about changing the skidding friction to zero and that this has a "good feeling" to it, but even a tire coated in oil doesn't have zero friction.

I have no idea where you get this zero friction idea from - that's certainly not what we are doing. Though you have to get used to the new skidding - before it was a 'sharp turn', without any bonus. Now it needs a bit of practice to handle it. But at no point do you lose friction or so (only exception is for karts driving steep uphill section, they will slide down - but that's independent of skidding). Quite a few people have complained initially, and liked it in the end.

Cheers,
Joerg

Re: SuperTuxKart 0.8 released

PostPosted: 18 Dec 2012, 02:34
by hiker
betharatux1 {l Wrote}:yes i try some scale, first 1x2 and failed. then i try with 10x10 and track works :o
pix-10x10.png

Sorry, but we can only support broken and buggy drivers that far (for example, 10x10 textures would break STK for other people with other buggy drivers, so we would need to use 16x16, and what if some other driver doesn't like that?).

Using single pixel images (esp. for transparent parts) is quite common and should work under all circumstances. I would recommend to check for updated drivers, or file a bug report with them.

Cheers,
Joerg

Re: SuperTuxKart 0.8 released

PostPosted: 18 Dec 2012, 13:02
by betharatux1
hiker {l Wrote}:Sorry, but we can only support broken and buggy drivers that far (for example, 10x10 textures would break STK for other people with other buggy drivers, so we would need to use 16x16, and what if some other driver doesn't like that?).

Using single pixel images (esp. for transparent parts) is quite common and should work under all circumstances. I would recommend to check for updated drivers, or file a bug report with them.

Cheers,
Joerg


hm ... if STK use more than 10x10 pixel, i think its okay :)
because still support in my pc ;) then STK can choosing one size that better for all :)

Re: SuperTuxKart 0.8 released

PostPosted: 18 Dec 2012, 16:00
by Hero
hiker {l Wrote}:
Huns {l Wrote}:Also, the new skidding changes the gameplay in a way I don't like. I used to be able to power slide all over the Minigolf course, but now it's more like Slip-n-Slide. The blog said something about changing the skidding friction to zero and that this has a "good feeling" to it, but even a tire coated in oil doesn't have zero friction.

I have no idea where you get this zero friction idea from - that's certainly not what we are doing. Though you have to get used to the new skidding - before it was a 'sharp turn', without any bonus. Now it needs a bit of practice to handle it. But at no point do you lose friction or so (only exception is for karts driving steep uphill section, they will slide down - but that's independent of skidding). Quite a few people have complained initially, and liked it in the end.

Cheers,
Joerg


Milestones Page Of STK {l Wrote}:Improve physics
Update to latest Bullet (physics engine) (there was another update, no need to apply this as well at this stage)
Skidding : by setting friction = 0 and applying the torque, the feeling is quite good; so we just need to tweak and test this further... - implementation is actually different, but:
Better bumping of karts into each other (push karts aside)


http://supertuxkart.sourceforge.net/Milestones

Thanks,
Hero