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Forum: General
Last Post: Del
12 minutes ago
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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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(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
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There should be a discord...
Forum: Game development
Last Post: Alayan
08-08-2026, 05:37 PM
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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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| Server outage [28/04/26] |
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Posted by: Alayan - 28-04-2026, 10:12 PM - Forum: General
- Replies (1)
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The hosting provider on which STK's main services are hosted (main website, forum, addons server which is also what handles online play) suffered an outage tonight. So this wasn't something specific to just our own server.
The problem was first noticed at 18:40 UTC but it may have started a bit earlier. When we discovered that the issue was at the level of the hosting-provider, there wasn't much that we could do except wait.
The websites were back up on bcf's end by 20:25 UTC and on my end by 21:00 UTC. The in-game API allowing to connect to the online user account and to access online servers initially didn't respond but it worked on my end shortly after.
As far as I can tell, all services are now restored.
We apologize for the inconvenience!
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| My topics for "Fast Music" tracks stk. |
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Posted by: NickerAban - 25-04-2026, 02:42 AM - Forum: Other creations
- No Replies
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Howdy, I came to comment about Fast music and what they still haven't implemented, like tracks and so on.
I have been creating fast music for each missing track, and I started using "Audacity" to edit audio and music, which I have found very good. I am designer and I also draw, but this is the first time I have modified audio and music according to my tastes. I was thinking of taking a course in digital music.
I already have the fast music tracks ready, I sent a zip file there so that you can download it if you are interested in trying it.
https://mega.nz/file/LIkTySRA#QD79COhHIK...exybvxf1uo
Actually, I am not sure if the tracks for "fast music" require modifications to generate a fast file that allows implementing stk. I also don't know if the code can use stk without needing to create the "fast music" directly through Audacity.
Sorry if my reading is like this to understand, it is because I find it hard to focus on writing in english.
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| Proposed changes for the bomb |
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Posted by: Alayan - 21-04-2026, 04:11 PM - Forum: Game development
- Replies (6)
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I opened two tickets for concepts I'm currently looking to implement in SuperTuxKart Evolution after some recent testing:
Quote:The current bomb duration at 30s feels too long.
The bomb is already more generous than a parachute or an anchor, as instead of an immediate time loss there is a chance to pass the bomb or remove it and to avoid losing any meaningful time.
But with 30s, there is no sense of urgency. There is a long time left for the player to try to pass it on or to get multiple gift boxes until something can be used to remove it. Also, towards the end of the race, the player can be confident he will arrive at the finish line before the explosion.
20s instead of 30s should help significantly but testing is needed to validate how it feels and if an ever lower value should be tried.
The positioning of the bomb timer's arrow should also be rescaled, otherwise only a tiny part of it would be used.
Quote:This is subject to confirmation in testing that it improves the gameplay, but the idea is as follow:- Remove the "can't pass back a bomb to the player who gave it" rule
- Add a "can't pass a bomb you received in the last X seconds" rule, with a time value of probably 1 to 2 seconds
- Add a visual indicator of some sorts when the bomb cannot be passed
The rationale is that:
- There is no visual indicator that some kart is immune to receiving your bomb, you just have to know you got it from that kart and the rule.
- The justification for the existing rule is to avoid issues with multiple collisions in quick successions (which happens in many actual collisions) as we don't want the bomb passing back and forth with the final "owner" more or less random. The new delay rule also addresses that
- Often, you don't have another kart to try to pass it on than the one who just gave it to you and having no counterplay isn't very fun.
Let me know if you have comments or suggestions on the matter!
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