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SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 01:29
by hiker
Hi,

we have just uploaded a second release candidate. Major changes:
  • Asian fonts are now included in the package.
  • Several memory leaks have been fixed (which had caused problems with music and sound effects)
  • Some tracks were improved to disable unintentional shortcuts and incorrect rescues.
  • Some minor bug fixes.
We also updated the translations, but not all translations are complete yet. We encourage all translators to complete their translations, as the strings are now frozen.

Testing and feedback welcome!

Cheers,
Joerg

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 03:51
by ggreenn
Wow, I think this could be 0.7.

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 06:38
by acme_pjz
I think there is a minor bug on kart-selection and track-selection widget: the highlighted item is not always follow the mouse cursor, and sometimes when I click one kart, it doesn't select the kart under mouse cursor but select another kart which is highlighted ...

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 10:31
by hiker
acme_pjz {l Wrote}:I think there is a minor bug on kart-selection and track-selection widget: the highlighted item is not always follow the mouse cursor, and sometimes when I click one kart, it doesn't select the kart under mouse cursor but select another kart which is highlighted ...

I noticed that once or twice, too, and auria is aware of this. I _think_ that this is actually an irrlicht problem - but auria would be able to clarify this.

Cheers,
Joerg

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 16:58
by Auria
hiker {l Wrote}:
acme_pjz {l Wrote}:I think there is a minor bug on kart-selection and track-selection widget: the highlighted item is not always follow the mouse cursor, and sometimes when I click one kart, it doesn't select the kart under mouse cursor but select another kart which is highlighted ...

I noticed that once or twice, too, and auria is aware of this. I _think_ that this is actually an irrlicht problem - but auria would be able to clarify this.

Cheers,
Joerg


Yes, this is a very though one :( Sometimes mouse hover events are missed and then it screws up. Not sure what to do about this

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 18:03
by xapantu
The ppa is updated :)

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 18:46
by Arthur
Hey, don´t release 0.7 too quickly, mkay? I have to finish my gameplay video, finish my translation and check a couple things. ;)
Unfortunately I´m having trouble with Internet connection at home, so I haven´t had the time to test the latest changes - hopefully I´ll be back to my tortoise-like speed soon. ;)

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 19:46
by xeno74
xapantu {l Wrote}:The ppa is updated :)


Thank you :)

I've built a package for FreeBSD and Mac OS X 10.3.9.

Downloads are on SourceForge :)

@Auria: supertuxkart-0.7rc2-univ.dmg: The DMG background is not displayed on Mac OS X 10.4.11.

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 20:51
by rudy85
There is a bug with chest animation - Unlocking feature
Don't you know ?

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 21:07
by rudy85
Note : characters are turning on heroes selection , but some of them (too long) are cut
Puffy Konqi Mozilla
eg:
Capture-Fenêtre sans nom.png


It isn't a bug, but it's not really cool to see :|

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 22:48
by Auria
Agreed; even though, in the case of mozilla, we should shorten his tail, he can hit other karts with his long tail, this is not very good...

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 22:53
by downer
Crescent Crossing still has lots of shortcuts that leaves the AI far behind. The slowdown textures aren't enough right now.

I know the GNU character has come a long way, but he still gets jerked almost to a stop at some sharp turns, or stutters at some places that are uphill or have sharp turns.

Driving is very nice and smooth, even with debug enabled and disabled optimizations from the SVN!

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 15 Dec 2010, 23:19
by rudy85
downer {l Wrote}:I know the GNU character has come a long way, but he still gets jerked almost to a stop at some sharp turns, or stutters at some places that are uphill or have sharp turns.


I will take an eye on it , too

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 17 Dec 2010, 18:53
by horace
updating the canyon track with my latest version isn't possible anymore i guess? because of challenge tuning/balancing? the zippers are a bit different but otherwise i only polished it a bit visually. corrected the shading and such stuff...

what is the estimated release date of 0.7.1? :)

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 17 Dec 2010, 22:29
by raven2286
I don't know if it's just me but I'm having 2 problems since RC1 and now with RC2

-In follow the leader mode if I select 4 or more AI karts the game crashes after giving the scores of the first track. It happens every time, but if I select 3 or less karts the game pass to the next track with no crashes.

-After assigning the controls to the keyboard I've noticed that the "sharp turn" control doesn't work in some parts of the tracks, so to make sharp turns in those parts I have to slow down a lot and only in that moment the control works, as I just said it's just in some parts like for example the sharp turns before the finish line in "crescent crossing" track.

I'm using W7 64bit

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 18 Dec 2010, 12:59
by hiker
horace {l Wrote}:updating the canyon track with my latest version isn't possible anymore i guess? because of challenge tuning/balancing? the zippers are a bit different but otherwise i only polished it a bit visually. corrected the shading and such stuff...

I can't guarantee that we can bring it in. We basically wanted to do the release on Monday, but we had some bug reports which would be a release stopper for now. Have to see how we go, I just don't like replacing things last minute (we did just with the karts, and have problems because of this, too).

what is the estimated release date of 0.7.1? :)

It will certainly not be another year. Depends on how long I need to get the addons manager to work, and how many bugs will be discovered (we might do a bugfix release only version). Think of February for now.

Cheers,
Joerg

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 18 Dec 2010, 13:03
by hiker
raven2286 {l Wrote}:I don't know if it's just me but I'm having 2 problems since RC1 and now with RC2

-In follow the leader mode if I select 4 or more AI karts the game crashes after giving the scores of the first track. It happens every time, but if I select 3 or less karts the game pass to the next track with no crashes.

Good catch that. Not only does it crash, I also think that the result screens are not correct. Looks like we never tested a Grand Prix with Follow-the-leader.

-After assigning the controls to the keyboard I've noticed that the "sharp turn" control doesn't work in some parts of the tracks, so to make sharp turns in those parts I have to slow down a lot and only in that moment the control works, as I just said it's just in some parts like for example the sharp turns before the finish line in "crescent crossing" track.

Are you using a keyboard? I would suspect that this happens because your keyboard can not distinguish certain combination of keys. Could you try using different keys? The try each combination: acceleration+left, accel+right, then each combination with sharp turning. Does that work?

Cheers,
Joerg

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 18 Dec 2010, 13:32
by horace
it would be nice if you could update the canyon track. the version that is currently included looks very wrong to me. :)

but february for 0.7.1 would be ok too. i will try to have the updated city track ready by then and i will also try to fix the racetrack.

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 18 Dec 2010, 15:15
by Auria
horace {l Wrote}:it would be nice if you could update the canyon track. the version that is currently included looks very wrong to me. :)

but february for 0.7.1 would be ok too. i will try to have the updated city track ready by then and i will also try to fix the racetrack.


Maybe we could included a version with corrected lighting and skycube only, without zipper changes? This I would be willing to include since it's only visual changes and not gameplay changes :) Not sure how long it would take to make such a version

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 18 Dec 2010, 15:32
by horace
ok, i don't think making a special version is really worth it. :)

if there is a bug fix release shortly after 0.7, would it be ok to be included there? or won't you touch anything with gameplay changes there either (they are very small though :))?

if 0.7.1 will really be out in about 2 months then leaving in the wrong version is not that bad though...

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 18 Dec 2010, 17:36
by Quintus
Hi all,

Sadly, the gampad bug I reported against RC1 still persists. However, I noticed a strange behaviour: It's just that single button which makes problems. When I assign acceleration to another key, it works without problems. Furthermore I then assigned braking to the problematic button and it showed the same symptoms as with the acceleration before (tested by driving backwards). I can exclude that it's the gampad's fault--I have a second gamepad of the exact same type and it showed the same behaviour.

Here's the problematic input configuration:
{l Code}: {l Select All Code}
<gamepad name ="DragonRise Inc.   Generic   USB  Joystick  " enabled="true">

    <action name="steerLeft" id="0" event="2" character="0" direction="0" />
    <action name="steerRight" id="0" event="2" character="0" direction="1" />
    <action name="accel" id="2" event="3" character="0" />
    <action name="brake" id="3" event="3" character="0" />
    <action name="nitro" id="7" event="3" character="0" />
    <action name="drift" id="4" event="3" character="0" />
    <action name="rescue" id="0" event="3" character="0" />
    <action name="fire" id="5" event="3" character="0" />
    <action name="lookBack" id="6" event="3" character="0" />
    <action name="menuUp" id="1" event="2" character="0" direction="0" />
    <action name="menuDown" id="1" event="2" character="0" direction="1" />
    <action name="menuLeft" id="0" event="2" character="0" direction="0" />
    <action name="menuRight" id="0" event="2" character="0" direction="1" />
    <action name="menuSelect" id="2" event="3" character="0" />
    <action name="menuCancel" id="3" event="3" character="0" />
</gamepad>


Additionally, while I was driving backwards happily (ever tried to win a race that way?) I noticed that if you pass the bride in the Canyon track, stop, and then drive the bridge backwards, the "pass a wooden underground" sound is gone.

Vale,
Quintus

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 19 Dec 2010, 03:12
by Auria
which is the problematic button in the config you posted?

I'm afraid I'm running out of ideas here :(

you could try running STK from terminal using --gamepad-debug to see if anything useful comes out of there

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 19 Dec 2010, 10:05
by gmolleda
All is ok, but I play with my child (3 years and 8 months) and the IA is too high level. I will would that exist a minor skill (for childs) where the IA is as in the supertuxkart 0.6 old version: the IA karts don't view bridge and fall to deep water, the IA don't use the Nitros (my child dont's know press N, where a 4 years old child could win.

Thanks very much.

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 19 Dec 2010, 11:24
by hiker
gmolleda {l Wrote}:All is ok, but I play with my child (3 years and 8 months) and the IA is too high level. I will would that exist a minor skill (for childs) where the IA is as in the supertuxkart 0.6 old version: the IA karts don't view bridge and fall to deep water, the IA don't use the Nitros (my child dont's know press N, where a 4 years old child could win.

Have you tried the novice level? It is not supposed to use nitro for AI, and be slower as well (though admittedly some of the challenges need the other levels, too - but you could unlock the challenges for your kid).

Unfortunately I don't understand the 'view bridge' part :( Could you try to rephrase, or perhaps post it in your native language?

Cheers,
Joerg

Re: SuperTuxKart 0.7 - second release candidate

PostPosted: 19 Dec 2010, 12:33
by hiker
Auria {l Wrote}:you could try running STK from terminal using --gamepad-debug to see if anything useful comes out of there

Yes, perhaps that tells us something - record everything till the race starts (redirect output into a file), press and release the 'problematic' button, then send us/post here the (compressed) output.

Thanks!
Joerg