SuperTuxKart 0.8 released

Re: SuperTuxKart 0.8 released

Postby Funto » 04 Jan 2013, 23:43

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?)
Funto
 
Posts: 459
Joined: 09 Dec 2009, 13:47
Location: Bordeaux, France

Re: SuperTuxKart 0.8 released

Postby xeno74 » 07 Jan 2013, 22:16

Image

games/supertuxkart
Updated games/supertuxkart to 0.8 [ryoon 2013-01-06]


NetBSD pkg-changes

Image

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

Image Image
User avatar
xeno74
 
Posts: 356
Joined: 10 Dec 2009, 20:38

Re: SuperTuxKart 0.8 released

Postby xeno74 » 14 Jan 2013, 17:45

Image

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

Image
User avatar
xeno74
 
Posts: 356
Joined: 10 Dec 2009, 20:38

Re: SuperTuxKart 0.8 released

Postby xeno74 » 15 Jan 2013, 13:07

STK 0.8 for Solaris runs from the live dvd (OpenIndiana 151.1.7):

Image
User avatar
xeno74
 
Posts: 356
Joined: 10 Dec 2009, 20:38

Re: SuperTuxKart 0.8 released

Postby lloydyboy » 15 Jan 2013, 17:53

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
lloydyboy
 
Posts: 6
Joined: 15 Jan 2013, 17:49

Re: SuperTuxKart 0.8 released

Postby hiker » 15 Jan 2013, 23:54

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

Re: SuperTuxKart 0.8 released

Postby Auria » 16 Jan 2013, 03:45

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

Re: SuperTuxKart 0.8 released

Postby LordW » 16 Jan 2013, 04:04

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

Image
User avatar
LordW
 
Posts: 9
Joined: 27 Jul 2012, 03:00

Re: SuperTuxKart 0.8 released

Postby lloydyboy » 16 Jan 2013, 09:21

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
lloydyboy
 
Posts: 6
Joined: 15 Jan 2013, 17:49

Re: SuperTuxKart 0.8 released

Postby lloydyboy » 16 Jan 2013, 09:22

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".
lloydyboy
 
Posts: 6
Joined: 15 Jan 2013, 17:49

Re: SuperTuxKart 0.8 released

Postby bonifarz » 16 Jan 2013, 16:32

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 ;)
Last edited by bonifarz on 16 Jan 2013, 16:38, edited 1 time in total.
User avatar
bonifarz
 
Posts: 379
Joined: 09 Apr 2012, 12:16
Location: switzerland

Re: SuperTuxKart 0.8 released

Postby lloydyboy » 16 Jan 2013, 16:36

It would be even cooler if "add-on" tracks could be included in the random GP.

Just a thought!!
lloydyboy
 
Posts: 6
Joined: 15 Jan 2013, 17:49

Re: SuperTuxKart 0.8 released

Postby Wisco » 16 Jan 2013, 19:38

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?
Wisco
 
Posts: 1
Joined: 16 Jan 2013, 19:33

Re: SuperTuxKart 0.8 released

Postby xeno74 » 17 Jan 2013, 01:01

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 :)

Image

PBI software is easy to install. You simply find SuperTuxKart in the AppCafe and click it to install.
User avatar
xeno74
 
Posts: 356
Joined: 10 Dec 2009, 20:38

Re: SuperTuxKart 0.8 released

Postby xeno74 » 02 Feb 2013, 13:52

Image

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 :)

Image

It works very well.

Download: SuperTuxKart-0.8-MacOSX-TigerPPC.dmg


Terrific. I'm so happy :D :D :D
User avatar
xeno74
 
Posts: 356
Joined: 10 Dec 2009, 20:38

Re: SuperTuxKart 0.8 released

Postby galaxy51 » 03 Feb 2013, 21:34

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
Attachments
520.png
galaxy51
 
Posts: 3
Joined: 03 Feb 2013, 20:57
Location: North Rhine Westphalia, Germany

Re: SuperTuxKart 0.8 released

Postby lloydyboy » 04 Feb 2013, 00:19

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).
lloydyboy
 
Posts: 6
Joined: 15 Jan 2013, 17:49

Re: SuperTuxKart 0.8 released

Postby hiker » 04 Feb 2013, 00:26

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

Re: SuperTuxKart 0.8 released

Postby bonifarz » 04 Feb 2013, 10:47

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.
Attachments
alltracks.grandprix.xml
grandprix with all tracks
(1.19 KiB) Downloaded 411 times
User avatar
bonifarz
 
Posts: 379
Joined: 09 Apr 2012, 12:16
Location: switzerland

Re: SuperTuxKart 0.8 released

Postby sst » 06 Feb 2013, 06:06

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
(sst)
sst
 
Posts: 99
Joined: 14 Jan 2010, 21:55

Re: SuperTuxKart 0.8 released

Postby galaxy51 » 09 Feb 2013, 22:23


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
galaxy51
 
Posts: 3
Joined: 03 Feb 2013, 20:57
Location: North Rhine Westphalia, Germany

Re: SuperTuxKart 0.8 released

Postby xeno74 » 06 Mar 2013, 13:13

What's this: supertuxkart-0.8-win.exe.potm????

This exe is in the 0.2 folder of SF.
User avatar
xeno74
 
Posts: 356
Joined: 10 Dec 2009, 20:38

Re: SuperTuxKart 0.8 released

Postby hiker » 07 Mar 2013, 10:37

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

Who is online

Users browsing this forum: No registered users and 1 guest