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STK-BLENDER
Forum: Game development
Last Post: LLS
7 hours ago
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Replay Control for STK
Forum: Game development
Last Post: schrowd
22-08-2026, 07:14 PM
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No e-mail notifications
Forum: General
Last Post: Alayan
21-08-2026, 07:20 PM
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(RE)ANNOUNCING Yapira End...
Forum: Multiplayer Corner
Last Post: Sauss-Ente
15-08-2026, 05:45 PM
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Unofficial SuperTuxKart S...
Forum: Multiplayer Corner
Last Post: Unofficial SuperTuxKart Soccer Tournament
14-08-2026, 01:00 PM
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Engine Sounds
Forum: Other creations
Last Post: arcademaster
12-08-2026, 10:05 PM
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What about GOG?
Forum: General
Last Post: LLS
10-08-2026, 03:02 PM
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The first test version of...
Forum: Tracks
Last Post: phax
08-08-2026, 09:59 PM
» Replies: 6
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There should be a discord...
Forum: Game development
Last Post: Alayan
08-08-2026, 05:37 PM
» Replies: 2
» Views: 392
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[Suggestion] My Idea for ...
Forum: Game development
Last Post: C4mil011
04-08-2026, 01:00 PM
» Replies: 12
» Views: 3,270
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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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| Small development news |
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Posted by: Alayan - 05-05-2026, 01:32 PM - Forum: Blog posts
- Replies (4)
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We have recently started to publish small development entries at members.supertuxkart.net.
On our normal blog posts and videos, we usually look in detail at some aspect of the game, like a major feature, a new track, or a series of related improvement.
These small development entries are much narrower in scope, usually looking at a picture showing some of Evolution's improved visuals or looking at code changes and other aspects of game development that wouldn't get a full normal blog post.
The published entries so far are:
We aim to publish new entries once or twice a week. The latest entry on a better website has a small poll on which page of the website should be improved next.
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