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  Translations for SuperTuxKart's website
Posted by: Alayan - 10-04-2026, 02:04 PM - Forum: Localization - No Replies

SuperTuxKart as a game is translated in many languages, making it accessible to a wider audience and honoring the richness of human cultures.

SuperTuxKart's website is also available in multiple languages. Significant changes are coming to the translation process here.

There are some issues related to Transifex that make things clunky for both the website and the game, but the website offers some extra challenges. The Transifex bot on GitHub not working properly doesn't help.

Currently, several pages are translated wholesale, including important pages like the FAQ. This causes multiple issues: any update to these pages can break the translation and require manually copying old translations to the relevant place, these pages contain layout code that a mistake in the translation process can break.

All pages that are currently translated wholesale are being moved to the more flexible per-string translation method. In the short run, some currently translated pages won't be available in other languages until the relevant translation have been updated.

Context hints specifying on which page a string appears are also being added, to allow translators to more easily find the relevant page on the website and translate with the proper context.

Another limitation of STK's website translation is that only some pages are currently translatable, as the text need to be manually wrapped in translate tags. A lot of these pages are technical documentation, for example for track-makers. Due to their specificity, and in many case the need of a significant update to the base text, making them translatable is a lower priority. Nonetheless, we are planning on adding translate tags to additional pages that many users can find useful.

We have a guide on our website explaining how to translate STK, but it's also due for an update.

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  Unofficial SuperTuxKart Soccer Tournament
Posted by: Unofficial SuperTuxKart Soccer Tournament - 09-04-2026, 01:00 PM - Forum: Multiplayer Corner - Replies (6)

Hello everyone,
We're glad to announce that the Unofficial SuperTuxKart Soccer Tournament series is back!

On this day, April 9th, six years ago, the first ever Unofficial SuperTuxKart Soccer Tournament match was played.
After a break of almost two years, in May 2026, there will be a new Unofficial Soccer Tournament, organized by FabianF, with technical support by BcfWorld.

The basic system of the tournament has not changed: You sign up individually, organizers create teams of three or four players and schedule your matches. We’re still playing three games with a 10 minutes time limit on three different arenas chosen in-game. Required are only the six official fields and the add-on Tournament Field.

The registration is already open! Please use the registration form available here: https://tiersservers.eu/soccer-tournament/register

Home page with all detailed information: https://luffah.xyz/tournament
Overview of teams, schedule and results: https://tiersservers.eu/soccer-tournament

The registration ends at Wednesday, April 22. The tournament is expected to start around May 1 and finish around May 31.

We hope to welcome many players!

[Image: attachment.php?aid=118]



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  New Track idea for STK Evolution
Posted by: TuxRacer_0827 - 03-04-2026, 05:07 PM - Forum: Tracks - Replies (3)

I have a few questions about my update to the Jungle track. I was thinking of creating this update for STK Evolution, if possible. The track will be heavily based on the Cocoa Temple. Here are a few key points about the new track, followed by my questions:
-New track layout
-The laps are slightly longer than the Wildlife Jungle Ruins map, but a bit shorter than the Black Forest
-Completely new trees
-A few secret paths, but they aren’t too hard to find
-Capture the Flag might be playable, but it’s not 100% certain
-Completely new music that I’ll be creating
-New temple and much more.

Here are the questions:
-How do you create those reflections in the water, like at the Cocoa Temple?
-How do you make the bridge so that it has those gaps?
-Do you need a specific version of Blender to do this?
-Are there any points that aren’t quite perfect yet regarding the keywords?

Notes:
-I’m nowhere near as skilled as you guys
-I’m using a translation tool so you can understand it, because my English isn’t very good and that’s why there are sometimes spelling mistakes
-I accept that this track might not make it into STK Evolution
-I’ll check in more often if there’s something I don’t understand during development
-Before this new track is finished, other tracks will be added to the add-ons first.

Best regards,
TuxRacer

Images related to the first two questions:
         

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  Measuring STK's performance
Posted by: Alayan - 03-04-2026, 04:44 PM - Forum: General - No Replies

I have written a small guide on how to measure SuperTuxkart's performance, which you can now find on STK's website.

It documents the usual methods of using the FPS toolbar and the benchmark available since 1.5 with their advantages and disadvantages, and it also explains how you can use a custom replay to get a repeatable and comparable performance test on any track you want.

Let me know if you have questions or suggestions!

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  How to optimize the performance of tracks
Posted by: Alayan - 03-04-2026, 04:38 PM - Forum: Tracks - No Replies

Working on one of the new tracks for STK Evolution, Sven ran into some performance issues. As the track was getting closer to completion, performance was meaningfully worse than in Black Forest. So he had to take time to optimize it, getting +40% FPS on his machine and +20% on mine.

Considering it's not uncommon for addon tracks to also struggle with performance, I suggested he makes a guide that other track creators could use to improve things.

You can now find the guide on our website.

It doesn't cover some things that are mentioned on other pages, such as how to not be wasteful using high-poly on objects that are tiny or far from the track, track creators should be mindful of performance when adding models.

Let us know if you find this guide useful or if you have additional questions or suggestions.  Smile

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  Source for the Subway track
Posted by: woosh - 02-04-2026, 12:00 PM - Forum: Addon Talk - No Replies

Hi!

Is @blenderdumbass around?Would you mind uploading the source to the Subway track? We like your cars and subway trains and would like to steal them Smile

Thank you!

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  My new track "Flower Tower Valley"
Posted by: TuxRacer_0827 - 30-03-2026, 05:03 PM - Forum: Tracks - Replies (2)

A few hours ago, I uploaded the “Frower Tower Valley” track (formerly known as “Flower Hills”). The track is located in a valley where a medieval settlement once stood about 1,000 years ago. Now there are just a few towers left standing. I’ll also be showcasing my upcoming tracks on my new YouTube channel. If you have any feedback, please let me know.

Best regards,
TuxRacer

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Lightbulb Feature Request: Change Online Username
Posted by: NGTT2 - 24-03-2026, 04:03 AM - Forum: Game development - Replies (3)

Hello Everyone,
I'm playing this game from two weeks & i have realised that there is no way to change your online name once you created it & most of the people don't know either so it will be a great idea if you we had a feature were we could just go in our config files & change our online username too.

You can change your localname from config but can't change the online name & even if you try then get reset.

<current player="Talk2"/>
    <player name="Talk2" -> Local Name which can be changed 

     last-online-name="No_girls_to_talk2" -> This get reset if you try to edit.


Directly changing online username in config can cause a issue probably in servers but could be great thing if we can.



Thank You!!!
NGTT2

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  Glitch on Freytra Peacks -> glitch through the ground
Posted by: TuxRacer_0827 - 22-03-2026, 04:22 PM - Forum: Tracks - Replies (1)

On the “Freytra Peaks” track, you can glitch through the ground at the long jump (where the cannon is). This happens with AI karts when they're going slow, but also with human players. It would be good to raise the end of the cannon curve a bit so you can't glitch through anymore. Otherwise, the track is a solid 10/10.
Best regards,
TuxRacer

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  Track update "Wildlife Jungle Ruins" approval
Posted by: TuxRacer_0827 - 20-03-2026, 08:01 PM - Forum: Tracks - Replies (6)

I uploaded the 6th revision of the “Wildlife Jungle Ruins” track on Tuesday, March 17, 2026. When can I expect it to be approved? In this update, a few details were removed—not many—to improve performance. I also optimized the jump a bit so you don’t fly out of it as easily. The sounds have been turned down a bit. If there’s anything else that bothers you, just reply here. A major update for this track is in the works anyway.
Best regards
TuxRacer

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