qubodup {l Wrote}:The high quality graphics look gorgeous! Kinda slow on my Radeon HD 7750 2GBDDR3 though.
Thanks!
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qubodup {l Wrote}:[*] In the above northern resort video you will also find a weird physics bug at 2:15
See
https://github.com/supertuxkart/stk-code/issues/2094 - I think (at this stage) that those issues are related, a problem with the code trying to keep karts upright/parallel to the ground.
[*] On my XBOX 360 controller equivalent Speedlink SL 6556-BK XEOS PRO ANALOG GAMEPAD USB, the right shoulder button (not trigger) opens the pause/menu, which is weird. "Start" should be doing that. Also it seems like the dead zone isn't taken into account when easing left/right movement. When I exit the deadzone, the character turns too strongly.
and later
- It doesn't feel right that "up" on an analog stick should mean "forward" in a car racing game. Instead a button or RTrigger should be forward.
https://github.com/supertuxkart/stk-code/issues/2096Could you clarify the deadzone issue? Is it just that the animation is too strong (which I think it is, it might need to take the speed more into account), or does the kart really turn too much . Just try one of the battle maps to check the turn radius.
Could you also check the deadzone value? It's in the user config file gamepad.xml. We have changed the values, but there might be a chance that it picks up some old values if you had tried stk before the release candidate at least.
You are not the first one to report that
If you could somehow find out how to reproduce it, it would be a great help. So far none of us ever could
[*] With my graphics card, the computer would crash in STK when running open source amd drivers. I think the same happened in Unvanquished. I switched to catalyst and it doesn't happen any more.
Likely a driver bug. You could try to disable graphics settings (go to the details, and try to find out which option causes this). If you send us the details (card, driver version, which options), we can actually disable those features for certain drivers on certain os's etc
[*] I have no idea how to skid.
Play our tutorial, or look at the controller settings.
[*] There is no sound for collision-with-boxes
Good point
[*] The preview loading of the race carts is unbearably slow
http://youtu.be/BFFDkNwaAIs up to 11 seconds when Suzann is the previously selected character - the main problem is that graphics freeze like there's a bug. Ideally the selection cursor would still work and there would be a "loading" information instead of the model at the top part and by moving to the next character, you would interrupt that loading. There should also be a loading screen while waiting to enter the singleplayer menu.
What platform are you on? For me it is very slow the first time I go to that screen (because most shaders are compiled just then), but not that slow going from one kart to the next. Hmm - I just tried again, and it is a tad slow for me, not as bad as you.
Indeed - zippers do have a sound, but not nitro. I am not sure about the sfx you have, but it might be a start. I've opened a
ticket for that.
https://github.com/supertuxkart/stk-code/issues/2084[*] Often the music stops playing in loading screens, which seems weird. It should probably fade out or just keep playing in the loading screens.
Yes, that could perhaps be improved. On tracks with sfx (e.g. Scotland), there will be some sfx playing at this stage.
[*] It seems like the story mode character in story mode depends on the last selected character in a single player race. I'm all for allowing to switch the character during story mode. But this should probably be in the player settings or allowed to be set before (re-)entering story mode.
You can drive into the garage (behind you in story mode) and change karts anytime.
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I hope I don't do anything by not using spoiler here:
-- Tux doesn't live in mushrooms. This isn't smurfs. Tux lives in an igloo.
Obviously he's just coming out from doing a challenge - story mode obviously shows that :P Or ... he's on holiday
Or it is discrimination to force him out in the cold
Or ... it's simply we could only integrate that much into the overworld, and had to reuse assets.
Maybe, though I have to admit I like the serenity
Gee, don't get me started on voices - it appears to be one of the most discussed (well, make this 2nd most now) things in STK. And one reason why we don't have driver specific sound effects. They are either boring (according to some), annoying (according to others), ... - it seems to be impossible to agree on anything
I slightly changed order:
-- Thank you a thousand times for not making sara be kidnapped though.
- I don't like that human mascots (Sara drivers) were added. I dislike the cartoon style that mixes personificated animals and humans. I would prefer this to be a animals-only game to keep the style consistent.
As mentioned in Miriam's blog (
http://www.miriamruiz.es/weblog/?p=774) for me(!) it was an important step to get girls more engaged. Based on feedback I had it works, so I think that's actually very good. And I definitely do not want a rescued-princess, and prefer a rescue-princess (hopefully in an extension of the story mode, though we don't have any details at this stage). I think getting this point out is important! Also, there were other karts with humanoid drivers (in the addons), though they have not been ported, e.g. Audacity Girl, Catapult Ted, Proog, X-moto.
- I think too many levels have mean turns and not enough warning signs. Enterprise is especially evil. In the coco level village it's super hard to see where you can go at all.
Our advanced player prefer more challenging courses, i.e. needing skill to know when to slow down, and not just 'full speed'. I myself am a pretty bad player ;P , and prefer wider tracks where you can go fast all the time
We try to balance this a bit by our unlocking mechanism. But yes, you need to practice tracks and know them .... at the same time that's not an excuse for some of the really bad places. Enterprise is not too bad (if you look at the minimap), it's mostly 90 degrees turn that you can anticipate this way. 'Old Mine' is a sore spot for me - there is one uphill section which more or less requires you to slow down and turn slightly right to avoid crashing into a barrier (or in the previous release end up in a pool). Hopefully we can get those issues improved over time.
Track design is still a very difficult thing to get right - Mario Kart's track-designer have an incredible skill there! I would really love to have more artists working on tracks so that we can get more high quality ones, and get our own experiences and suggestion with what works, and what doesn't. But unfortunately tracks are a lot of work
In addition, dead ends are only annoying and not interesting level design.
What exactly do you mean by that? I have some problems with some tracks (Mine, Enterprise) since there walls with support beams (or so) in them, which you can get stuck at - very annoying. Maybe we should add invisible walls to make those section inaccessible (or not use them in the first place).
Is this what you mean? If not, can you give an example?
- I don't like that player characters are used for race stand-buyers. It makes no sense (player character is cloned? I'm serious - it's fine to clone no-name bystanders but not main characters) and degrades them to general-purpose models rather than heroes of the game. Also they are standing in dangerous place (see child/parent-friendlyness below. Surely teaching children to take life seriously while crossing the street is a big enough task for parents to delete a game that ignores that thought).
- I absolutely don't like the sexual innuendo in the 0.9 trailer (eg. shaking butt at the camera at 0:52 ). STK will always be compared to MarioKart and to its standards of child-friendliness (which also means "parents-don't-worry, nothing offensive in here effect").
- According to some screenshot on some mailing list, Sara has undies. Why would anybody model and texture undies for Sara if they didn't intend for them to be seen? Just like with the bikini butt shaking in the trailer, please get rid of this aspect of the model and please keep even just playfully sexual content out.
That's been mostly discussed without end elsewhere, Miriam's (who was very active in the thread discussion those things) blog at
http://www.miriamruiz.es/weblog/?p=774 gives a much more neutral discussion on that (and contains links to some of the discussions).
Thanks a lot for your valuable feedback!
Joerg