Between 2015 and 2018, I remember that the overworld would turn dark when it was nighttime at my house when I played SuperTuxKart 0.8 (specifically that version). This year I tried to test that trick again, but it never worked. If I remember correctly, I downloaded SuperTuxKart 0.8 from Softonic instead of the official website, so it's very likely that the version I had was modified by Softonic. When I went to the Softonic website, I realized that version 0.8 was no longer available for download, only version 1.4, and I was never able to activate the overworld night trick when it was nighttime at my house/wherever I was.
The screenshot is recreated, but this is what the overworld looks like when you play SuperTuxKart 0.8 around 9 PM.
And I just wanted to ask if this has happened to anyone else.
Extra tidbit: I also remember that when I explored the overworld at night, the game would crash after 5 minutes
Posted by: Alayan - 01-12-2025, 09:43 PM - Forum: Game development
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In an effort to improve the documentation and help guide new contributors, I've written a new page on the website to outline the major steps to contribute to the official SuperTuxKart code. It focuses mainly on the game code, but a lot of the advice is relevant for contribution to other repositories like the blender scripts and STK addons.
Its sections cover things such as building from source, advice on how to pick something to work on and on how to communicate with the team, general reminders about writing quality code, and explanations about the pull request process to get the code merged in the official codebase.
Discussion space related to the STK addon in Blender.
I have gained experience and a good command of Blender (dev script python) and I am currently working on a node editor for launching tests of different 3D artist projects from blender.
An advanced version already exists on my personal repository https://github.com/LLS-lopos/stk-blender/tree/master and I am currently rewriting it properly in https://github.com/LLS-lopos/stk-blender...stk-origin for the main version of the addon.
All constructive remarks are welcome with great pleasure (even negative criticism).
If anything seems interesting to add/modify, please report it.
I am also willing to perform other tasks related to the existing code (improvements and other things).
# Left image: the version currently being rewritten
# Right image: the test version
Original - is where kart made of paint tube, and sit is inside a tube, and tube's cap is behind kart.
Idea 1 - also made out of paint tube, but from already used tube, tube is flat and there a pillow as back of the sit, and tube's cap is on kart's front, and color pallates on sides of the kart.
Idea 2 - this version is made from stationery materials, sit is a open sketchbook that leans on the a book behind, hand bars is a pencils, there also color palettes on the sides, wheels is a duct tapes, bumper is a eraser, etc..
I’ve been experimenting a bit with the source code and came up with a simple screen-shake system that could help improve the sense of immersion in the game.
The effect is a standard screen shake with a linear fade-out. It triggers when an explosion occurs near the player, with the intensity scaling based on the distance between the camera and the explosion.
The shake also applies when the explosion happens behind objects, but with reduced intensity to simulate the dampening effect of walls. Similarly, the intensity is lowered when the explosion occurs behind the player, to keep the effect from becoming too distracting.
The feature can be toggled on or off through the camera menu.
I’d love to hear your feedback: would you play with this enabled, or do you find it distracting?
(I suggest watching the video in fullscreen mode to see the camera shake better)
Posted by: Alayan - 23-11-2025, 11:23 AM - Forum: General
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News came out recently about how the development of a new open-source driver for ARM integrated GPUs (found on many mobile devices) has been using SuperTuxKart as a key test case: https://www.collabora.com/news-and-blog/...river.html
In the video they provide, we can see Snow Peak being played at low settings. Quite far from Black Forest at max settings, but that driver is still in development and the targeted ARM chips don't have very powerful GPUs.
Are there any plans to add EggHunt support for more tracks like Cornfield Crossing or Nesie's Pond (I know this track's being removed for 2.0 but maybe for a 1.6(?))