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Kiki's icon redesign
Forum: Other creations
Last Post: Christopher
Yesterday, 01:43 AM
» Replies: 9
» Views: 432
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Blue minimap
Forum: General
Last Post: Aleksej33
20-11-2025, 09:16 PM
» Replies: 3
» Views: 126
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Suggestion: Can I add end...
Forum: General
Last Post: dylanf319
19-11-2025, 10:59 PM
» Replies: 25
» Views: 4,878
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Some WIP concept music!
Forum: Other creations
Last Post: whatware
19-11-2025, 01:48 AM
» Replies: 2
» Views: 89
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stk-blender: property sof...
Forum: Game development
Last Post: anon
17-11-2025, 01:04 AM
» Replies: 0
» Views: 63
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BUG: All connected wiimot...
Forum: Game development
Last Post: anon
15-11-2025, 06:37 PM
» Replies: 2
» Views: 130
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BUG: The state of the thr...
Forum: Game development
Last Post: Alayan
15-11-2025, 05:02 PM
» Replies: 1
» Views: 105
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Non-original tracks
Forum: Game development
Last Post: Tuxito3000
15-11-2025, 01:52 PM
» Replies: 0
» Views: 108
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Vote for which character ...
Forum: Game development
Last Post: Christopher
13-11-2025, 12:45 AM
» Replies: 3
» Views: 339
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A history of SuperTuxKart...
Forum: SuperTuxKart 0.9.3 and older
Last Post: Alayan
12-11-2025, 11:11 AM
» Replies: 0
» Views: 133
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| More messages seenable at once while playing |
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Posted by: Aleksej33 - 25-09-2025, 09:09 PM - Forum: Game development
- No Replies
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In online games, you can always see only one message at once, which lasts for a few seconds, and then you see the next one. But this can lead to missunderstandings, for example, if a player sees the answer to his question only 2 minutes later (usually it isn't that long, just to understand better) or when there are multiple questions at once, and then you can't always understand which answer is to what question. That things are especially a problem, if there are a lot of players on one server.
My suggestion would be just to add the possibility to see more messages at once during the race/game.
What do you think about that?
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| Bring Back Old Characters |
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Posted by: Christopher - 24-09-2025, 04:38 AM - Forum: Game development
- Replies (14)
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I would like the most important open source mascots to be in the game, I saw that Dashie is going to be in the evolution and Mr. Iceblock. it would be good to see Beastie, Elephpant, Mozilla and Gooey back to. Please
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| Possible new feature: Boss attack races |
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Posted by: WhiskyTangoFoxtrot - 23-09-2025, 08:55 PM - Forum: Game development
- No Replies
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I was thinking about the kart/combat racing genre in general, and one of the major flaws it has is that, when you're winning, there isn't much to do. The genre is built on the combination of racing and combat, but when you're in first place there's no one in front of you to attack. Some games try to remedy this through rubber-banding or by giving people in the back of the pack better items so that the leader doesn't stay in front for long, but imho that's just trading one flaw for another.
So I was thinking that a way to fix this problem is by adding a new mechanic for the race-leaders to participate in by adding boss battles to the race. Essentially, there would be a CPU-controlled enemy that would always be just ahead of the #1 racer and the goal would be to defeat this enemy using the game's weapon items. Instead of the race being determined by whoever crossed the finish line first on the last lap, it would be determined by whoever did the most damage to this enemy.
Players would still be incentivized to race well, since only the top few karts would be in attack range of the boss, but it would mean that the race leaders would still have an interesting gameplay experience. Plus, as the racers are attacking the boss, the boss could be shooting back, and if a player gets hit it would behave as if they were hit by a player's weapon, potentially causing them to fall back in the pack and allowing another player a chance to attack the boss. This would create a more dynamic racing field while still incentivizing skilled play throughout the entire race since the longer you spend in the lead the more chances you'll have to attack the boss.
Just putting this out there as STK is gearing up for a major update with Evolution and this would be an opportunity to give it a feature that other combat racers lack.
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SuperTuxKart: Tyre Mod Edition |
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Posted by: nomagno - 20-09-2025, 12:42 PM - Forum: Other creations
- No Replies
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The silliest and most hardcore SuperTuxKart mod is back!
STK: Tyre Mod Edition adds, among other things: - Tyre degradation, with 3 unique compounds
- Tyre allocation system to control how many tyre sets can be used over the course of a race
- Fuel
- Pitstops
- Tons of gameplay tweaks
- Longer endurance races
- More options for hardcore players as well as people looking to make competitions, including ways of controlling collectibles and powerups dynamically over the course of the race with Item Policy, as well as setting up rules that mimick some real-life competitions (NASCAR stages forced restarts, blue flags, KERS, dynamic fuel/tyre settings...)
- It packs around 15 additional circuits including some real-life tracks. A total of 21 tracks support pit stops! (Plus a small number of add-ons)
- High moddability for all new features
While currently only the Frankfurt Tyredeg server is available, it has full multiplayer support (both splitscreen and online) and your own servers can be hosted.
STK Tyre Mod is a hard fork of the alpha 2.X branch that takes its own design and gameplay decisions, and otherwise tracks kimden's 1.X fork for the server-side additions and the stability. Changes include new lobby commands to complement some of the new features; a different plunger mechanic; reverting some design decisions; and (currently in development) a Powerup Preview mode where you know the item each gift box provides before picking it up, leading to more skillfull gameplay.
Recently we made the 1-year anniversary release which got a ton of improvements!
More information and downloadable releases over at https://github.com/Nomagno/stk-code
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| Bug: Crash of Lap Counter |
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Posted by: Aleksej33 - 18-09-2025, 11:30 AM - Forum: Game development
- Replies (2)
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A few weeks ago, I saw a video of kimden, wherehe did a 200 lap speedrun at "Toys Block Raceway", and the lap counter crashed around lap 130. The player "Frog007" told me recently the same, and yesterday, when I decided to test it at a 140 laps race on Olivers Math Class, it also happened.
So it seems like it happens pretty always when you startabout lap 130, that the lap counter disappears
Would be great if you could fix it for STK Evolution, or even the version 1.5
Thanks!
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| Allow servers to push add-ons to clients? |
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Posted by: Mumbo - 15-09-2025, 10:41 PM - Forum: Game development
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Hi there!
Are there any plans to let Online-Servers require players to have certain add-ons installed, and/or ask them to download them when they try to join the server? Xonotic does a similar thing - if you try to join a server where a custom map is running, you have to allow the game to download it to join. For STK, this clearly wouldn't work out - as it would delay the start of the game heavily - but forcing the download when a player tries to join should work out.
So, to be clear about what I have in mind. Assume I have a server running where the map "Museum" and "Lost Chasm" are installed, and I activate the option "Require players to install Add-Ons". Upon joining, the player who doesn't have these maps gets a message like
"This server requires you to have following Add-Ons installed:
-Museum
-Lost Chasm
Download | Cancel"
Any chance for such a feature? =) It would greatly improve the support for custom maps - as things are now, you can be sure that in a game with 6 players or more somebody has no add-ons installed.
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