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Monaco Addon Track
Forum: Addon Talk
Last Post: nomagno
1 hour ago
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Feature Request: Change O...
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4 hours ago
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SuperTuxKart: Tyre Mod Ed...
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06-04-2026, 01:37 AM
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New Track idea for STK Ev...
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Measuring STK's performan...
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How to optimize the perfo...
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Source for the Subway tra...
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My new track "Flower Towe...
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31-03-2026, 10:21 AM
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Track update "Wildlife Ju...
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28-03-2026, 11:48 AM
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Add Rocket Boost powerup ...
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Music Unused Tux voice lines from SuperTuxKart 0.7
Posted by: stkfan2008 - 11-03-2026, 04:13 PM - Forum: SuperTuxKart 0.9.3 and older - Replies (3)

Hello everyone, while looking through the files for all versions of SuperTuxKart, I found several voice lines for Tux in the SuperTuxKart 0.7 files that were never used, I think, and which were later removed in version 0.9. Here are the files I mentioned:


I say "I think" because I assume some of those files were used with a filter applied, like increasing the pitch, but I've never heard most of them in the game, even though I've been playing SuperTuxKart for several years. My questions are:
  • Who is the voice actor for Tux?
  • Which of these voice lines were used?
  • Why were they removed in version 0.9?

I'm asking all this to document it on the SuperTuxKart Wiki, specifically in Tux's article. I hope you can answer my questions, and greetings to the whole team.

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  How to animate a physics-only crash box for the library oldCar?
Posted by: woosh - 11-03-2026, 11:18 AM - Forum: Addon Talk - Replies (2)

I made a track where I animate the Old Car from the library - it drives along a road. I would like it to bump into players but the oldCar library node has interaction set to ghost and you can't change it when you link it into your own track, as far as I know. So I thought I'd put an invisible physics-only crash box around it. But I don't know how to make the crash box move together with the old car. In Blender, I can make the crash box a child of the old car proxy and it moves along with it in Blender but not in STK. I can also give it a location and rotation constraintand set it to the old car proxy but again, it only works in Blender, not in STK.
I guess I could copy all the animation keyframes from the old car object to the crash box object but it's a little clumsy in case I want to change the animation later, etc.

What's the best way to do this? Thank you for your answers!

P.S: I use Blender 2.79b so that I can mess with the standard tracks Smile

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  Rating Track "The Savannah of Africa"
Posted by: TuxRacer_0827 - 11-03-2026, 07:19 AM - Forum: Tracks - Replies (2)

I uploaded the route “The Savannah of Africa” at the end of February 2026. Someone gave the route 2 stars. If there are still things about the route that bother you, please let me know. I can usually change them. The large trees are my first trees and are not the best at the moment.
Best regards
TuxRacer

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Information Speedometer In race
Posted by: NGTT2 - 10-03-2026, 08:44 AM - Forum: Game development - Replies (3)

Hello Everyone,
I want to make a suggestion that it would be great if there was a speedometer indicating the speed on corners & straight in the race for each car so that it would help users to know where they are slow & improve based on speed.

If there is a addon then it's great but it would be nice if it come as a default feature. 



Thank You!!
NGTT2

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Music Demon Hill, but in the pitch of the Beta Version - SuperTuxKart UST
Posted by: stkfan2008 - 07-03-2026, 07:24 PM - Forum: Other creations - No Replies

Hello everyone, a few days ago I was browsing the SuperTuxKart asset repositories and unexpectedly stumbled upon an beta version of Demon Hill that was never used in the game. It had a different pitch on some notes, and even though it might seem insignificant to some, I wondered what the song we all heard in the game would sound like with that pitch, and that's how this remix was born and I know, several months ago I created a remix of the same thing, but since I added effects like reverb, echo, and things like that, I decided to redo it, but this time only raising the pitch and not touching anything else, since the point of the remix is practically "but in the pitch of the Beta Version" haha.

You can listen to it here: https://www.youtube.com/watch?v=fmuOz8IjWQQ

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  The music is quite boring
Posted by: Spyro - 05-03-2026, 06:47 PM - Forum: Game development - Replies (1)

The music is quite boring on most tracks. Will version 2.0 bring any changes to the music?

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  Rock Stadium Update
Posted by: skindoormimiz - 18-02-2026, 10:15 PM - Forum: Tracks - Replies (3)

Hey, I made an update for Rock Stadium that I'll publish this weekend, let me know if some changes are needed.

https://drive.google.com/file/d/1kda4rnH...sp=sharing

Also does anyone know why the red zipper on drive effect isn't working? I want to show one particle that increases its size with time for almost 2 seconds but nothing shows up.

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Bug Issues while converting Blender 2.79 tracks
Posted by: GustaLOLE - 14-02-2026, 03:14 PM - Forum: Tracks - No Replies

I was converting some standard tracks (fort magma, etc) to Blender 3.x, but when I try to export, I get a error "Maindrivelive not found", but I have assigned the driveline as it, so why this is happening?

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  The proper way to add new Kart Characteristics
Posted by: nomagno - 10-02-2026, 03:43 PM - Forum: Game development - No Replies

Assumes the changes in PR #5642 of the main repository, which targets the BalanceSTK2 branch.
Go into the game's source code folder, let's assume it's called ``stk-code".

This is the (recommended by me, but also seems to be the originally intended) set of guidelines and procedures to add new Kart Characteristics to the code, that must be accordingly declared in the ``data/kart_characteristics.xml" file. It is quite terse and a product of the time it was designed, so no one is going to be opposing complete overhauls, but it is still infinitely better than implementing the parser changes manually every time.


The parser for these is automatically generated by a set of two python scripts, allowing kart classes and handicap levels to override only the needed parameters from the base parameters, or modify them with mathematical operations. Quite convenient.

Inside the ``tools/" folder, there are two relevant Python scripts.

  • ``tools/create_kart_properties": Edit the "characteristics" global variable at the start of this file to add new characteristic categories and/or parameters for these categories. The format is described at the end of the post
  • ``tools/update_characteristics.py": Run it with ``stk-code" as your working directory, with the command ``python3 tools/update_characteristics.py".
     It will automatically edit these files inside ``src/karts": abstract_characteristic.cpp, abstract_characteristic.hpp, kart_properties.cpp, kart_properties.hpp, xml_characteristic.cppThe edits will be made to match the new contents of ``tools/create_kart_properties.py".

After running ``tools/update_characteristics.py", you must make sure that ``data/kart_characteristics.xml" matches the edits you made to ``tools/create_kart_properties.py" as well.
If a category is called "NitroHack" or "Nitrohack", in the ``kart_characteristics.xml" file it should be declared as the <nitrohack ... /> XML element (caps will be ignored). The getter for all its parameters will have the form ``getNitroHackXXX()" (caps will be preserved)

If a parameter is called "timeResetSteer", in the in the ``kart_characteristics.xml" file it should be declared as the <... time-reset-steer ... /> XML parameter (change in capitalization results in a dash). The getter for the parameter will have the form ``getXXXTimeResetSteer()" (caps will be preserved, AND the first letter will be forcibly capitalized)

After running ``tools/update_characteristics.py", the KartProperties class will have getters for all the new characteristics as per the description above. You must have a kart's KartProperties instance to access them, since different classes can override the default ones (the overrides are ALSO defined further below in the ``kart_characteristics.xml" file, in the form of classes and handicap levels).

The ``characteristics" variable format

Categories are at the start of the line, have no special characters, and are separated from the parameters by a colon ":".
Parameters are after the colon, separated by spaces, with type annotations in parantheses immediatly following the parameter name.
An example from the file:
Code:
Turn: radius(InterpolationArray), timeResetSteer, timeFullSteer(InterpolationArray), brakeMultiplier
The types supported are:
  • float (don't annotate the parameter, e.g. ``param")
  • list of floats (annotate the parameter like so ``param(std::vector<float>/floatVector)")
  • bool (annotate the parameter like so ``param(bool)")
  • InterpolationArray (annotate the parameter like so ``param(InterpolationArray)")
  • STK Tyre Mod Edition (not regular STK 2.X) also has string, annotated like so:
    Code:
    param(std::string/string)

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  Track Approval of: Wildlife Jungle Ruins
Posted by: TuxRacer_0827 - 08-02-2026, 08:08 PM - Forum: Tracks - Replies (2)

Hello everyone, I'm new to the forum. On February 6, 2026, I uploaded the “Wildlife Jungle Ruins” track for the add-ons. What is the next step, and when can I expect it to be approved? Best regards, TuxRacer

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