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[Suggestion] Idle Animati...
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Hacienda matrix
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[ReDesign] Dashie (Cyber ...
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ANNOUNCING Yapira Enduran...
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Time-trials in Freytra Pe...
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Update concepts for Konqi...
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| STK Enterprises .blend file. |
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Posted by: meatball_stk - 18-05-2026, 11:24 PM - Forum: Game development
- Replies (3)
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I am working on fixing the bug described in Github Issue #3782 and it would be helpful if I could see the blend file; however, the blend file for STK Enterprises is not in the stk-media-repo. Does anyone know where that file it located?
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2 topics related to my route creation (specifically, library nodes) |
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Posted by: TuxRacer_0827 - 18-05-2026, 06:52 PM - Forum: Other creations
- Replies (4)
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I'm currently working on an update for the “Scary Trees” track and I've created a new model. I have two issues with this library model.
1. I modeled the object in Blender v2.78c because I also created this track using that version of Blender. As you can see in the images, the first image shows the library model. It’s called “stklib_tower_a,” and in the second image—where it’s in the track’s .blend file—the object looks about 100 times larger. In the third image, you can see it on the track, and there it’s back to normal; however, after creating the library model, it was rotated 90° on the Y-axis. Is there any way to fix this problem?
2. My library model is saved in the track folder where all the .spm files, .xml files, etc., are located. The .blend file is also in there. When I upload the
add-on, is there anything else I need to keep in mind.
Best regards,
TuxRacer
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| AI player behaviour |
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Posted by: deedee - 17-05-2026, 02:37 AM - Forum: Game development
- Replies (8)
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Hi! I've been playing STK for a few weeks now and well overall i am really surprised by the game. In general i really like the speed, it's much higher than other kart games.
In normal mode though the AI players don't always adjust speed properly, when there are no choke points AI players seem to lag behind. This results in many many basketballs and parachutes. Feels a bit like the AI is cheating there.
But most annoying of all, if you drive behind an AI and the AI passes a pickup point you get immediately hit by a bowling ball or what not. This is not how a human player drives or behaves.
Human players are handicapped as soon as they look behind them, the AI is not.
Proposed solution:
- Make the AI behavior random for what they do with the pickup or add a delay for rear projectiles.
- Give human players a small rear view mirror
- Handicap the AI player when he shoots projectiles behind him in driving skill or accuracy.
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