[MOD] STK: WME

[MOD] STK: WME

Postby diogocampos » 17 Nov 2014, 10:45

SuperTuxKart: WORST. MOD. EVER.

INTRODUCTION

This is a light modification of version 0.8.1 of the game, with an absolute focus on fun.
It was made by me, and the main motivation was the dissatisfaction with some details of the original game.

MODIFICATIONS

GAMEPLAY

# Version 0.1 #
- Speed of the player's kart is independent of the difficulty level (BONUS: unlock and play "best" difficulty level for 1.5 times more fun!).
- AI always intelligent and challenging, in any difficulty level.
- Simpler, fairer and (also) challenging distribution of points in the Grand Prix mode.
- Decrease of the rescue time.
- Fix of physics when aside and upside down.
- Removal of weird behavior when colliding with karts, walls, bumps, and even when landing.
- Adjust of the reverse camera to match normal camera positioning.
- Balanced distribution of Itens. Now influenced by luck; not anymore by position. Thus a more dynamic, unpredictable, strategic and fair gameplay.
- Consistent challenges in the Story mode. With characteristics that evince the tracks and the difficulty levels, that promote more interaction between karts, and that fit better with the theme of trophies.

FONTS (fixed!)

# Version 0.1 #
- Added a more readable and elegant font. Made in a way that produces better aligned characters, and that allows easier extensibility.

# Version 0.2 #
- Redone in a simpler way to avoid a bug in some computers/systems.

# Version 0.3 #
- Free from unnecessary extra work and potential errors caused by the "Title" font.
- Bold "Big Digits" font.

font-old.jpg
FONT OLD

font-new.jpg
FONT NEW

INSTALLATION

SAFETY
The Mod don't contains executable files (as you can see for yourself), and is, therefore, completely safe.

THE FILE
Download the Mod here: STK: WME 0.4

IMPORTANT
You will need to replace some Game files with Mod files, so, before you replace them, make a backup of the Game "data" folder (where the Game is installed), or make a backup of the installer of the Game.

THE ACTION
Once you have downloaded (and backed up), extract the compressed file. Now copy the Mod "data" folder (that you just extracted) over the Game "data" folder (where the Game is installed). When asked to "merge" and/or to "replace", just confirm. Done.

SUGGESTED CONSUMPTION

To fully take advantage of the Mod, I highly recommend creating a new profile and play the whole Story mode.

CONCLUSION

Try it. Have fun.
Feel comfortable to comment.
Suggestions are (really) welcome. Questions, also. English tips, too.
Last edited by diogocampos on 23 Nov 2014, 17:16, edited 3 times in total.
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Re: [MOD] STK: WME

Postby Tuxfan » 17 Nov 2014, 11:45

Hi diogocampos!
Thank you for your hands on contribution.
Correction of physics when upside-down.

Can you explain how you did that just by altering the data files?
Tuxfan
 
Posts: 92
Joined: 09 Mar 2010, 21:16

Re: [MOD] STK: WME

Postby diogocampos » 17 Nov 2014, 19:14

Tuxfan {l Wrote}:
Correction of physics when upside-down.

Can you explain how you did that just by altering the data files?


In the file "stk_config.xml", in the element "<stability>", changing the attribute "track-connection-accel" from "2" to "0".

Also, in the same file and element, there is the attribute "downward-impulse-factor" that has potential to cause the same wrong behavior, but, this one is already "0" by default.

Furthermore, because of some changes in the "collision" element (specifically "impulse-type="none"" and "terrain-impulse="0"", IIRC), is very hard to even go upside down (but, if you go, the previous "track-connection-accel" change makes you don't "float/levitate" anymore, of course).
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Re: [MOD] STK: WME

Postby Tiger » 17 Nov 2014, 20:51

Is the link broken? I can't find the file.
User avatar
Tiger
 
Posts: 46
Joined: 24 Oct 2014, 20:54

Re: [MOD] STK: WME

Postby diogocampos » 17 Nov 2014, 21:07

Tiger {l Wrote}:Is the link broken?

Not for me.

Tiger {l Wrote}:I can't find the file.

download-2.png
Download button.

If something looks different to you, please, send me a screenshot.
Or tell me if I can send to you by e-mail.
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Re: [MOD] STK: WME

Postby Tiger » 17 Nov 2014, 21:14

Ok. My connection had a problem for some seconds. Now, the cookies were deleted and I have already the file. I will try the new adjustments right now.
User avatar
Tiger
 
Posts: 46
Joined: 24 Oct 2014, 20:54

Re: [MOD] STK: WME

Postby Tiger » 17 Nov 2014, 21:47

I replaced the original folder "fonts" by the new folder and the game started showing weird fonts. So, I replaced it again by the old folder and the game remains showing weird fonts. Nice! My STK is now in Venusian language.
Attachments
Weird fonts 02.jpg
Weird fonts 01.jpg
Last edited by Tiger on 17 Nov 2014, 22:11, edited 1 time in total.
User avatar
Tiger
 
Posts: 46
Joined: 24 Oct 2014, 20:54

Re: [MOD] STK: WME

Postby diogocampos » 17 Nov 2014, 21:58

Forgot to say that the new font is "Latin only" (at least for now). Anyway it should not mess up other languages...

Give me a few minutes that I fix it for you.
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Re: [MOD] STK: WME

Postby Tiger » 17 Nov 2014, 22:01

Ok, but I use latin (not Cyrillic, Arab or Asian) fonts too.
User avatar
Tiger
 
Posts: 46
Joined: 24 Oct 2014, 20:54

Re: [MOD] STK: WME

Postby diogocampos » 17 Nov 2014, 22:18

I can not reproduce this error here. Looks like a cache thing.

So, can you, please:

1- Close the game, then copy the Mod's "data" (or "fonts") folder again, and then open the game (if you could restart the computer before opening the game - just in case - would be nice too).

If the problem persists:

2- Tell me the code (or name) of the language that you are using (I use "en" or "pt_BR", for example).
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Re: [MOD] STK: WME

Postby Tiger » 17 Nov 2014, 22:22

Ok. I will turn off now. but I will give you a response in the next hours.
User avatar
Tiger
 
Posts: 46
Joined: 24 Oct 2014, 20:54

Re: [MOD] STK: WME

Postby Tiger » 18 Nov 2014, 00:21

The weird fonts remains. The game worked fine, however, I didn't notice a faster rescue. The time was not increased, but not decreased. At least, not much or not enough to see a big difference. I will play more times to observe the difference related to other effects. Mainly, physical effects.
Last edited by Tiger on 18 Nov 2014, 00:35, edited 1 time in total.
User avatar
Tiger
 
Posts: 46
Joined: 24 Oct 2014, 20:54

Re: [MOD] STK: WME

Postby diogocampos » 18 Nov 2014, 00:27

You sure you're using version 0.8.1 of the game?

What language are you using?
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Re: [MOD] STK: WME

Postby Tiger » 18 Nov 2014, 00:51

Yes. Take a look at the screem. Estou usando a versão certa e o idioma é português também.
Attachments
0.8.1.jpg
User avatar
Tiger
 
Posts: 46
Joined: 24 Oct 2014, 20:54

Re: [MOD] STK: WME

Postby diogocampos » 18 Nov 2014, 01:31

HEY DUDE!

I could reproduce the problem on another computer/system.

It seems that NOTHING is working for you right now. This is why you did not notice the differences.

I'm trying to fix right now...
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Re: [MOD] STK: WME

Postby Tiger » 18 Nov 2014, 01:42

Good!
User avatar
Tiger
 
Posts: 46
Joined: 24 Oct 2014, 20:54

Re: [MOD] STK: WME

Postby diogocampos » 18 Nov 2014, 05:04

Tiger {l Wrote}:Good!

Hey,
I updated the post (and the link) to show the Mod without the font.

But since you said you could not get the font back to normal I did an extra file for you:
https://drive.google.com/open?id=0B7DZ4M94xvducU9nR0JTUUdKbVU&authuser=0
The instructions are: delete the Game "fonts" folder, and put this new "fonts" folder in the same location.
(if even this doesn't work, would be better reinstall the game)

And sorry for the trouble.
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Re: [MOD] STK: WME

Postby Tiger » 18 Nov 2014, 05:38

Fixed! This update worked and the fonst are normal again. Congratulatios and thanks for your work. I will play tomorrow.
Obrigado e desculpe por tomar seu tempo com este problema.
User avatar
Tiger
 
Posts: 46
Joined: 24 Oct 2014, 20:54

Re: [MOD] STK: WME

Postby diogocampos » 18 Nov 2014, 05:55

Tiger {l Wrote}:Fixed! This update worked and the fonst are normal again.

Nice.

Tiger {l Wrote}:desculpe por tomar seu tempo com este problema.

No need to apologize, you helped me...

Tiger {l Wrote}:Obrigado

...sou eu que agradeço :)
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Re: [MOD] STK: WME

Postby diogocampos » 20 Nov 2014, 05:39

New version: see updated post.
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Re: [MOD] STK: WME

Postby diogocampos » 23 Nov 2014, 17:25

New version, 0.4, see post.

This is the kind of error mentioned in the changelog (note the "ô" character).

title-font-old.jpg
TITLE FONT - OLD
title-font-old.jpg (10.16 KiB) Viewed 14571 times

title-font-new-before.jpg
TITLE FONT - NEW (BEFORE)
title-font-new-before.jpg (7.79 KiB) Viewed 14571 times

title-font-new-after.jpg
TITLE FONT - NEW (AFTER)
title-font-new-after.jpg (9.2 KiB) Viewed 14571 times
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Re: [MOD] STK: WME

Postby diogocampos » 23 Nov 2014, 17:35

Furthermore, what if...

gui-old.png
GUI - OLD

gui-new.png
GUI - NEW

(someday? soon?)
diogocampos
 
Posts: 24
Joined: 14 Apr 2013, 03:48

Who is online

Users browsing this forum: No registered users and 1 guest

cron