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| The proper way to add new Kart Characteristics |
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Posted by: nomagno - 10-02-2026, 03:43 PM - Forum: Game development
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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 |
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Posted by: TuxRacer_0827 - 08-02-2026, 08:08 PM - Forum: Tracks
- Replies (2)
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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. |
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Posted by: pueblito - 04-02-2026, 02:04 PM - Forum: General
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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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| How does the welcomeAboard library node work? |
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Posted by: woosh - 30-01-2026, 01:51 PM - Forum: Addon Talk
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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? |
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Posted by: Aleksej33 - 29-01-2026, 10:15 PM - Forum: General
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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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| Questions about development version and giving feedback |
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Posted by: VisitingPlayer - 23-01-2026, 07:59 PM - Forum: Game development
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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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