moving toward SuperTuxKart next release

moving toward SuperTuxKart next release

Postby samuncle » 17 Jul 2017, 19:11

Hi everyone

Since I finished the haunted mansion, I think we can move toward a new release!
There a quite some improvement and the last version was released one year ago, so it's probably a good time to release SuperTuxKart before focusing on Steam
Hiker seems really busy at the moment with Steam integration so I can maybe with the help of other team member supervise the release of this version:

Here is a small todo list
1) Identify the tickets that must be done before release (release blocker) and check what we can postpone
2) Make sure all files in STK have their license clarified
3) For myself creating a small video featuring the new mansion and maybe a poster
4) Freeze strings for translation
5) Be sure that this whole checklist is done https://supertuxkart.net/About_releasing_new_versions

Sam
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Re: moving toward SuperTuxKart next release

Postby deve » 17 Jul 2017, 22:18

From myself, the basic android port is mostly done. Of course a lot of things could be better, but it's a good base for more work later. And it's already usable.

The STK on wayland will have to wait for 0.9.4. Basic wayland support is already done and can be enabled by cmake flag, but what is missing is xdg shell support for better window management and the window atm. has no decorations.

It seems that current git is quite stable... I just don't like this bug:
https://github.com/supertuxkart/stk-code/issues/2153
https://github.com/supertuxkart/stk-code/issues/2169
but it happened for me only once when I was building the 0.9.2 package.

And I remember that there was a discussion if we should use compute shaders. Not sure if someone measured if there is a performance difference when it's enabled/disabled. It causes issues on some radeon graphics cards and it's rather hard to say which drivers versions and which graphics cards are affected. Though compute shaders are not used when advanced lighting is disabled, so people with buggy drivers can still play the game.

Edit:

And btw. the winxp package seems to not have a sense anymore. It was 4k downloads for STK 0.9.1 and just 2k downloads for STK 0.9.2. So if noone complains, then goodbye WinXP. The mingw dependencies are updated, so people can always build from sources.
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Re: moving toward SuperTuxKart next release

Postby Auria » 17 Jul 2017, 23:08

samuncle {l Wrote}:Hi everyone

Since I finished the haunted mansion, I think we can move toward a new release!
There a quite some improvement and the last version was released one year ago, so it's probably a good time to release SuperTuxKart before focusing on Steam
Hiker seems really busy at the moment with Steam integration so I can maybe with the help of other team member supervise the release of this version:

Here is a small todo list
1) Identify the tickets that must be done before release (release blocker) and check what we can postpone
2) Make sure all files in STK have their license clarified
3) For myself creating a small video featuring the new mansion and maybe a poster
4) Freeze strings for translation
5) Be sure that this whole checklist is done https://supertuxkart.net/About_releasing_new_versions

Sam



I don't think there are any blocking tickets. I believe there was a new track that was previously in the gift package that is now finished and should now be part of the main game, yes? You could add it to the media repository at least
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Re: moving toward SuperTuxKart next release

Postby QwertyChouskie » 18 Jul 2017, 00:43

Auria {l Wrote}:I don't think there are any blocking tickets. I believe there was a new track that was previously in the gift package that is now finished and should now be part of the main game, yes? You could add it to the media repository at least


https://github.com/supertuxkart/stk-code/issues/2832

Also, some tickets relate to packaging, e.g.:

https://github.com/supertuxkart/stk-code/issues/2545
https://github.com/supertuxkart/stk-code/issues/2661
https://github.com/supertuxkart/stk-code/issues/900 (fix-win64 branch should be merged for this)
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Re: moving toward SuperTuxKart next release

Postby hiker » 18 Jul 2017, 08:18

From my point of view there are two xbox gamepad issues reported (2850, 2872). I'll try to have a look at them.

Cheers,
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Re: moving toward SuperTuxKart next release

Postby samuncle » 18 Jul 2017, 12:12

Quick question
@deve do you wanna release the android version at the same time as this release?

No pressure just so I know and can plan accordingly.
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Re: moving toward SuperTuxKart next release

Postby deve » 18 Jul 2017, 21:09

I'd like to release the android version together with desktop release if possible.
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Re: moving toward SuperTuxKart next release

Postby samuncle » 19 Jul 2017, 18:35

Ok, we will see if it's possible :). It would be funny to also include this in the video!

I started to update the CHANGELOG, please check and add things if I forgot them.
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Re: moving toward SuperTuxKart next release

Postby MTres19 » 19 Jul 2017, 19:26

I'd add that hardware skinning allows for different animations of monkeys when supported by the hardware and drivers.

EDIT: a few more things
  • New Grand Prix win scene by QwertyChouskie
  • Improved benchmarking capabilities with --unlock-all and --no-unlock-all flags (I intend to update the OpenBenchmarking.org test profile too when there are public, official linux binaries available, probably when the RC is released..)
  • Gameplay improvements by Alayan:
  • In-game screen recording by Benau, when compiled with the BUILD_RECORDER option and libopenglrecorder
  • Auria removed the jittery camera
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Re: moving toward SuperTuxKart next release

Postby Auria » 21 Jul 2017, 00:51

MTres19 {l Wrote}:I'd add that hardware skinning allows for different animations of monkeys when supported by the hardware and drivers.

EDIT: a few more things
  • New Grand Prix win scene by QwertyChouskie
  • Improved benchmarking capabilities with --unlock-all and --no-unlock-all flags (I intend to update the OpenBenchmarking.org test profile too when there are public, official linux binaries available, probably when the RC is released..)
  • Gameplay improvements by Alayan:
  • In-game screen recording by Benau, when compiled with the BUILD_RECORDER option and libopenglrecorder
  • Auria removed the jittery camera


Thanks, I've updated the changelog. I think the changes to parachute and GP are minor enough that they can go in "minor other changes" without being explicitely (someone disagrees?)
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