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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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  Goodbye, kimden.
Posted by: pueblito - 04-02-2026, 02:04 PM - Forum: General - Replies (1)

Since there was no blog post or news on the official STK website, I wanted to say thank you kimden for mantaining these wonderful servers and for all the work and passion that you put on STK.

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  My project and vision for STK
Posted by: GustaLOLE - 03-02-2026, 06:22 PM - Forum: Game development - Replies (4)

(I don't find a good place for put this, so I'll put here)

Read this, peeps: https://github.com/GustaLOLE/stk-code/discussions/4

Now, I cannot resume this, so just read

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  How does the welcomeAboard library node work?
Posted by: woosh - 30-01-2026, 01:51 PM - Forum: Addon Talk - Replies (4)

There are two things about the welcomeAboard panel in the library that I don't get:
1) When viewport shading (Method to display/shade objects in the 3d view) is set to Solid, it shows textures! How come? Normally, everything is just shades of grey and textures only show when you switch it to Texture.

2) It has a surface inside that says "Welcome aboard" on  a black background. But! The texture is actually transparent and I can't figure out where the black is coming from! I even deleted that surface, made a new Plane object, textured it with my own text with a transparent background and put it in front of the panel. My text had a transparent background. But as soon as I joined the two objects (the panel and my new plane with some text on it), the transparent part of the text texture turned black!

Could anyone plz explain to me what's going on? (Blender 2.79b).

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  How to delete a ranked account?
Posted by: Aleksej33 - 29-01-2026, 10:15 PM - Forum: General - Replies (4)

Hello, in the past, there have been several players, who have deleted their ranked accounts. I am not planning to do it right now, but it would be great to know for the future.

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  New method to control the kart in STK Mobile
Posted by: GustaLOLE - 27-01-2026, 10:52 AM - Forum: Game development - No Replies

I made a pull request in GitHub with this (left/right buttons on-screen to control the kart in Mobile): https://youtu.be/Db32VbMjiJc?si=3QXxu15sbPql2bQi.

Also, here is my PR: https://github.com/supertuxkart/stk-code/pull/5639

I hope you liked it :)

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Brick SuperTuxKart 0.6 Add-Ons
Posted by: skindoormimiz - 24-01-2026, 03:39 PM - Forum: SuperTuxKart 0.9.3 and older - Replies (1)

Hi,

I published on github a repository containing all the Add-Ons I have made for STK 0.6, it also includes some the older Add-Ons present on sourceforge.

The link is https://github.com/menemate/SuperTuxKart-0.6-Addons

Note that most of the new Add-Ons do not work properly in the released versions of 0.6 and I suggest playing them on the STK 0.6.3 version
here: https://github.com/DaYoshiistesting/stk-code-0.6.3

It also includes a program and info on how I converted most of my tracks for this version.

Unfortunately some of the 0.6 legacy Add-Ons seems to be impossible to find because they were probably published on the old Forum or other repos no longer reachable, would be nice if someone has them (for example High In The Sky and Island Resort)

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Video Skookie/Skuki
Posted by: Tuxito3000 - 24-01-2026, 02:13 PM - Forum: Other creations - No Replies

Hi everyone! I've been developing this character called Skookie/Skuki. She's a female skua, a little crazy and sometimes calm, and a riend of Tux. Skookie helps Tux on his travels. The license is GPL v3. I know the design looks like it was done in Paint, but if you remove the imperfections, it's perfect. I welcome any feedback. I know they're rivals in nature, but she's different, 



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