Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 81
» Latest member: Alexeykem
» Forum threads: 101
» Forum posts: 448

Full Statistics

Latest Threads
STK-BLENDER
Forum: Game development
Last Post: LLS_forum
2 hours ago
» Replies: 1
» Views: 221
Some characters are in ne...
Forum: Game development
Last Post: Sven
4 hours ago
» Replies: 9
» Views: 1,647
Noinexu Shore track is br...
Forum: Addon Talk
Last Post: woosh
11 hours ago
» Replies: 5
» Views: 129
I don't like Hexley and W...
Forum: Game development
Last Post: Tuxito3000
Yesterday, 10:41 PM
» Replies: 6
» Views: 1,182
Sync more types of data t...
Forum: Game development
Last Post: Alayan
Yesterday, 09:57 PM
» Replies: 1
» Views: 90
Add Rocket Boost powerup ...
Forum: Game development
Last Post: jvondrashek
05-01-2026, 11:23 PM
» Replies: 2
» Views: 121
SuperTuxKart 1.5.1
Forum: Game development
Last Post: Aleksej33
04-01-2026, 09:06 PM
» Replies: 3
» Views: 95
Controllers?
Forum: General
Last Post: Alayan
04-01-2026, 09:05 PM
» Replies: 3
» Views: 99
Update to the SuperTuxKar...
Forum: Localization
Last Post: Alayan
04-01-2026, 07:13 PM
» Replies: 2
» Views: 312
Fix this in the Spanish t...
Forum: Localization
Last Post: Alayan
04-01-2026, 07:07 PM
» Replies: 1
» Views: 83

 
Lightbulb Sync more types of data to online account
Posted by: M4r5 - Yesterday, 03:15 AM - Forum: Game development - Replies (1)

Hello SuperTuxKart community! Thanks for developing this fun kart racing game.

I think a useful feature to implement into SuperTuxKart Evolution would be enabling new types of player data to be saved to an online account. In addition to friends and achievements, could a player's

  • Story mode progress
  • Favorite karts and tracks
  • Custom grand prix
  • Installed add-ons
  • Game settings and keyboard/controller configurations
  • High scores
be saved to their online account? If the team decided to implement this feature, the synchronization should be opt-in, maybe by enabling a checkbox next to "Online" and "Remember password" on the in-game login page. That way, a player could decide if they wanted their data synced on a per-device basis. Also, display and graphics settings should be excluded from synchronization since they would likely be set differently among the devices a player is signed in to.

Please let me know what you think.

Print this item

  Controllers?
Posted by: freddiestarr - 03-01-2026, 08:44 PM - Forum: General - Replies (3)

Hi, thanks for making this great little game! 
I have never played games but my kids are having a hard time at the moment so I thought I'd find them one game I can install on Linux to help pass the time. 
I can't work out how to do 2 player. they would LOVE this. I am on Fedora. I can't understand the settings, I tried setting up 2 players, tried plugging in a second USB keyboard, got nowhere. Is it doable?

Also, is it possible to use game controllers, for example if I bought a couple of used Playstation 1 controllers off ebay or whatever, would they work?

thanks again

Print this item

  Noinexu Shore track is broken on mobile
Posted by: woosh - 03-01-2026, 01:37 PM - Forum: Addon Talk - Replies (5)

When I tried to play the Noinexu Shore track on mobile STK, some parts of the track are missing (e.g. the sand bridge you normally go under right at the beginning). That way, it's impossible to follow the normal drive path. The AI karts try to do it anyway and go off track right away. You can complete a whole lap but the lap is much shorter than its supposed to be and the game play makes no sense.

Has anyone else noticed this problem?
Can anyone fix it, please? Shy

Print this item

  SuperTuxKart 1.5.1
Posted by: Aleksej33 - 02-01-2026, 03:45 PM - Forum: Game development - Replies (3)

In a comment of a youtube video i have seen someone who has said there is a new 1.5.1 STK version which I haven't heard about before.

Where can I get this version?

Print this item

  Making a Track in Blender 5.0
Posted by: meatball_stk - 02-01-2026, 01:34 PM - Forum: Tracks - Replies (1)

I am trying to make a track in Blender 5.0 and I cannot get the materials to work. Does anyone have any guidance on how I could texture the objects on the track?

Print this item

  Ranking On Servers
Posted by: meatball_stk - 01-01-2026, 10:14 PM - Forum: Game development - Replies (1)

Would it be possible to make it so that on local servers ranking can be used without a central server, so that the ranking will only exist on the local server and not be used anywhere outside of the server?

Print this item

  The FEEL Branch (of Speed)
Posted by: kadajett - 01-01-2026, 12:31 AM - Forum: Game development - Replies (5)

*Editing post after chatting and re-reviewing my code. Paired down to only speed lines!*

First off, happy new year all! I am writing this forum post at least partially on the 31st at 4PM! 

I am pretty new to this project. The last game project I was working on announced they wouldn't be supporting Linux going forward, and that was a deal breaker. In finding a new project to contribute to, I found an amazing fun game to play! I really appreciate what everyone here is building. 

I am also kadajett on Discord, so come and say hello! I have introduced myself there as much as possible in such a short time! 

So, WHAT IS THE FEEL?

I started out playing the version of the game that is on the master branch. It was fun, but there were some quirks. I set out to find bugs that other people had posted first, with a goal of learning the codebase enough to form an opinion, and maybe fix some stuff. 
A few days in after discovering the beautiful BalanceSTK2 branch, I learned how most of the kart, physics, map normal stuff, etc worked. With that, I started to play around with some minimal UI additions, not meant to modify gameplay at all, but meant to improve the feeling of the game. Make things feel more impactful. When you are hit, it should feel like you are hit! When you hit a zipper, you should feel like you are moving FAST. in addition to a few more things, I worked on a few new shaders to help see items on the track with my 5k widescreen, as the outlines were almost invisible. Turns out, someone had already posted an issue about this in github, so maybe I did the right thing! 

Before I continue, I wanted to say that the goal of this post is to see what you all think! We can talk game design, or we can talk tech. I am happy to talk through either, since I am so new to this project, I have no right to a strongly held opinion! 

what did I do?



Camera pulls back slightly during boosts

During boosts, the camera briefly pulls back to enhance the "speed" sensation, then smoothly returns.
Parameters:
  - Max FOV increase: 8 degrees
  - Speed threshold: 70% of max speed
  - Lerp speed: 4.0 (smooth interpolation)

  How it works:
  1. Calculate speed_factor = (speed_ratio - 0.7) / 0.3
  2. During boost, add extra factor (0.3 for nitro, 0.5 for zipper)
  3. Lerp toward target FOV each frame
  4. Result: subtle widening at high speed, more pronounced during boosts

Speed lines appear during nitro/zipper/skid boosts
Seen above! 
You can see in the boost. This one is all technical, so I apologize. 
For the non-technical, this is a boolean value based on whether the character is boosting, and what caused it. You could think of it like this equation, but you would be wrong. lol

`an=vn−vn−1`
It is far simpler. I did go the calculation route early on, but is wasn't as satisfying, as you could hit multiple zippers and sit at your max speed and never see the lines. This way, you feel FAST when you do something that should make you go FAST.


How it actually works:
Speed Lines Shader (speed_lines.frag)

Trigger: onBoostActivated() callback sets intensity

Uniforms:
- speed_intensity [0.0-1.0]: Line density and length
- boost_intensity [0.0-1.0]: Purple tint amount
- time: Animation driver
- center: Screen center (where kart is)
- inner_radius: Where lines start fading in

1. Calculate angle from screen center for each pixel
2. Divide into 60-100 radial sections (more sections at higher intensity)
3. Per-section random offset for non-uniform appearance
4. Smoothstep for anti-aliased line edges
5. Radial falloff: lines stronger at screen edges, invisible near center
6. Animation: lines move outward, fade in/out over time
7. Three layers blended for depth (60%, 30%, 20% weights)
8. At high boost intensity (>0.3): adds subtle chromatic aberration

Happy new year, everyone! 
Small tidbit, moving from JS and C#, C++ here was weird. The observer pattern was new to me, but not completely foreign. Fun to learn, at least! 

Print this item

Lightbulb Add Rocket Boost powerup for catch-up mechanics
Posted by: jvondrashek - 31-12-2025, 09:00 PM - Forum: Game development - Replies (2)

I was playing with a few of my friends and family who haven't played before and I noticed a few things when playing online.

1. With skill, you can get VERY far ahead of the pack. If this were a pure racing game that would be fine, but with items this is more party oriented so ideally you want to have a higher turn over a players in various places.
2. If you are below average, you can easily lose the pack and it becomes pretty hopeless to catch up.

The idea to solve the latter of these problems is the "Rocket Boost"

This "Rocket Boost" puts the player on auto-pilot and speeds them up to catch them. This would be for players really falling behind and would only be accessible to those in the lower half with those in last having more broad access to it.

I have created a PR for this to that end and value feedback on it as well as the idea in general for those interested.

https://github.com/supertuxkart/stk-code/pull/5606

Print this item

Lightbulb EvilTux redesign
Posted by: Tuxito3000 - 30-12-2025, 05:45 PM - Forum: Other creations - No Replies

"Hello everyone!

I've been working on a redesign for EvilTux. My goal was to move away from the classic rounded shape and give him a more unique and menacing silhouette.

In this version, I made his arms thin and elongated to give him a more "villainous" and agile look, similar to a rival character like Wario. I also refined his helmet to give it a clearer, more pointed shape.

I want this design to be usable in SuperTuxKart or any other project, so I'm releasing it under free licenses.

Design changes: Longer and thinner arms, a single-spiked helmet, and a more aggressive expression.

License: Dual license under GNU GPL v3 and CC BY-SA 4.0.

Alayan, if you see this, I would like you to use my redesign.

It looks a bit like it was made in Paint, but with a few tweaks it looks good.

I hope you like this new direction for the character! Feedback is welcome."



Attached Files Thumbnail(s)
   
Print this item

  Fix this in the Spanish translation.
Posted by: NicMay2023 - 29-12-2025, 12:19 AM - Forum: Localization - Replies (1)

In the Spanish translation, when the female character (e.g. Godette, Suzanne, Kiki, Pepper, or Xue) gets eliminated, it would be great that instead of saying "(Insert female character name here) ha sido eliminado" it would say "(Insert female character name here) ha sido eliminada", because the pronouns of these female characters are "she".

   

Can somebody at the development team fix that?

Print this item