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STK-BLENDER
Forum: Game development
Last Post: LLS
1 hour ago
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2 topics related to my ro...
Forum: Other creations
Last Post: TuxRacer_0827
Yesterday, 05:17 PM
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FunRacers, every Friday a...
Forum: Multiplayer Corner
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Yesterday, 12:03 PM
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Old versions of STK
Forum: SuperTuxKart 0.9.3 and older
Last Post: Aleksej33
21-05-2026, 11:03 PM
» Replies: 4
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STK Enterprises .blend fi...
Forum: Game development
Last Post: Sven
19-05-2026, 09:52 AM
» Replies: 3
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AI player behaviour
Forum: Game development
Last Post: Aleksej33
18-05-2026, 06:04 PM
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The music is quite boring
Forum: Game development
Last Post: deedee
17-05-2026, 10:19 PM
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Texture And Material
Forum: Other creations
Last Post: Sven
15-05-2026, 12:31 PM
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Small development news
Forum: Blog posts
Last Post: Alayan
14-05-2026, 08:00 PM
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Compiling the development...
Forum: Game development
Last Post: Alayan
14-05-2026, 12:53 AM
» Replies: 1
» Views: 1,658
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| Questions about development version and giving feedback |
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Posted by: VisitingPlayer - 23-01-2026, 07:59 PM - Forum: Game development
- Replies (1)
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Hi there!
Like I guess many people I'm also exited for SuperTuxKart to recieve a big improvement with the work on SuperTuxKart Evolution.
Recently, I wanted to test some of the new things out, to get a view of the current development. So I build the development version according to the instructions as mentioned in this post.
Looking at some of the new tracks and game ideas was interesting. I have already started to like the new Fort Magma map. But I also noticed some issues. Some are to be expected in a development version, like some parts of the map not being fully done. But there are other issues I think could be worth mentioning. For example, on the bridge section relatively at the start of that map, it is possible to get stuck at the skeleton and then having issues progressing, as resets also tend to place you in difficult spots to continue.
Now, I do understand that this is all work in progress and still missing several iterations of improvements.
What prompted me to write this post was however when I noticed the asset repository had it's last update three months ago. Which seems a bit odd, considering that I doubt development just stopped for that long.
So, I wanted to ask the question:
If I wanted to have the most up-to-date state of development, is the GitHub repository for the assets still the right place to look? Or have the Evolution assets since moved to the SVN repository (or another place for that matter).
Also, suppose I play around in a development build and find an issue with the tracks, like the one mentioned above with Fort Magma's skeleton, where should they be discussed? Or should I maybe just let you work on it for now until some official alpha?
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| Wrong country flag for my server: Iran instead of Germany (Nürnberg) |
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Posted by: bitflip - 19-01-2026, 09:54 PM - Forum: General
- Replies (3)
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Hi everyone,
my name is bitflip, I'm from Sweden, and a big fan of SuperTuxKart! I've been playing a lot and recently set up my own dedicated STK server to host races with family and friends. It's running smoothly otherwise, great ping from Europe!
The Issue:
In the online server browser, my server displays the Iranian flag instead of the correct German one.
[attachment=95]
The server is physically hosted in Nürnberg, Germany (Hetzner).
If I check it with some IP tools, it shows the correct location. Only in STK it shows the wrong one.
[attachment=94]
Details: - Server Name: Bitflips STK Server DE|SE|CH (private)
- Public IP: 91.98.127.215
- Server Version: 1.5
This is likely a GeoIP database mapping error (wrong country assignment for this IP range?).
Request:
Could the devs (whoever handles the GeoIP data/flags) please investigate and fix the mapping? An update to the embedded GeoLite/GeoIP DB would probably solve it for me and others with similar IPs. Happy to provide more logs/screenshots if needed!
Thanks a lot in advance and thanks for your great work!
cheers!
bitflip
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| How can I animate a library object? |
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Posted by: woosh - 14-01-2026, 09:50 PM - Forum: Addon Talk
- Replies (6)
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I wanted to add the vehicles/oldCar library model to the Ravenbridge Mansion track and animate it
so that it slowly drives along a section of the road. But somehow, the model never appears in the game.
I suspect it has to do with the fact that it's a library object, because when I animated one of the graves
that were not library objects but simple models unique to the Ravenbridge Mansion track, it worked.
I then thought I'd append the oldCar from the library instead of linking it but it links it even whem I do
File > Append (which I googled that it may have to do with the oldCar.blend linking some other stuff).
So, is there a way to take the oldCar and make it drive on the road of the Ravenbridge Mansion?
I use Blender 2.79.
I appreciate all helpful advice!
EDIT: I looked at the Las Dunas Arena .blend file and it animates the blimp from the library!
I don't see what they are doing different than me. Any ideas?
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| Skidding Improvements / Additions |
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Posted by: DRS - 10-01-2026, 09:37 PM - Forum: Game development
- Replies (4)
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Hello my dear Tuxers,
Me and a friend of mine would like to suggest new skidding-mechanics to maybe enhance the fun:
- Three skidding stages (maybe yellow, red, purple)
- Being able to jump straight by pressing the skid button without steering
- Being able to jump over gum and small patches of off-road
- No delay when skidding into the opposite direction than before, even after getting a skid-bonus
- Higher steering angles award the skid bonus sooner
These are just a few ideas! Some of them may be more diffecult to implement than others.
What do you guys think in terms of the added fun / difficulty of implementing?
With speedy greetings,
DRS
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| I don't see any textures in Blender 3.0.1 |
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Posted by: woosh - 10-01-2026, 10:44 AM - Forum: Addon Talk
- Replies (5)
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I tried to edit a standard track in Blender but I don't see any textures. Switching viewport shading mode to material preview or render preview doesn't help. I tried several standard tracks but it looks the same - everything is gray.
It's the same with library objects (the tvVan, etc.)- they're gray regardless of the shading mode.
I did install the Stk Blender scripts.
What am I missing?
EDIT: Everything stayed gray even after exporting the track and playing it in STK.
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| More than a account in Ranked for PC and Mobile |
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Posted by: GustaLOLE - 09-01-2026, 11:01 AM - Forum: General
- Replies (2)
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Well, as you must know, some players plays well in PC and Mobile (me, FabianF, GeorgeCabillur, etc), even Fabian played ij ranked with two ranked accounts in 2020/21 (I guess): FabianF and MobileFabianF, but both accounts are given points punishments, cuz a hidden(?) rule: "It's forbidden of play ranked with more than a account".
I guess this rule is very stupid in case of "multicontroller" players, because the level of hability of playing in Mobils is higher (without speedometer, hard controls, etc, etc), so I guess this rule can be removed in case of the player uses a account that suggests that this guy is in Mobile (like MobileCream (MOBILE) and CreamBR (PC)).
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| Standalone Server help |
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Posted by: nightmareinvention - 08-01-2026, 10:26 PM - Forum: General
- Replies (2)
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Hello.
I'm having trouble finding information about the server setup. I did follow the guide on Github and was able to get it installed on Debian 13.
This is running in a VM I gave it 4 cores @ 2.6Ghz and 4G of ram.
Install seems to work fine. Local play is solid. WAN is not. I forwarded TCP/UDP to 2757 - 2759.
When I try to from outside the LAN (Hotspot) I can see the attempt on the server but it times out.
I have double checked that iptables and UFW are not installed PFSense is the only firewall
I've been back and forth through the config and even forced the port to 2759. I show it used that at launch.
It shows up in the server list
Stuck. Please help
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