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  My topics for "Fast Music" tracks stk.
Posted by: NickerAban - 25-04-2026, 02:42 AM - Forum: Other creations - No Replies

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
Posted by: Alayan - 21-04-2026, 04:11 PM - Forum: Game development - Replies (6)

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:
  1. 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.
  2. 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
  3. 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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  The History of SuperTuxKart
Posted by: Alayan - 20-04-2026, 10:10 PM - Forum: Blog posts - No Replies

To celebrate the 7th anniversary of SuperTuxKart 1.0's release, the SuperTuxKart team is happy to present an entirely new history page that explores over two decades of development!

From the times of TuxKart to SuperTuxKart Evolution, this history page, illustrated with many pictures, will let you discover your favorite game's journey.

The full blog post announcing this new page also gives an update on some recent changes to our website and upcoming plans so be sure to check it out!

[Image: attachment.php?aid=123]



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Exclamation Final Gloom Update
Posted by: skindoormimiz - 18-04-2026, 06:48 PM - Forum: Addon Talk - Replies (2)

Hey, I'll update Final Gloom in about a week.
The changes are quite simple:
- I'll add floating item boxes in the middle of the jump of the early ramp (the one usable on lap 2 and on);
- I'll add a driveline to the left of the crater at the bottom of the map, since it's the most taken path online and basketballs don't properly work that way.

I'm posting this thread because I could consider additional suggestions on what other changes the track needs

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  20 laps, 19 ai karts with Tux on black forest in 30:17.550 minutes
Posted by: GNU/Linux/X - 18-04-2026, 12:51 PM - Forum: Racing & Time-Trial - Replies (2)

Anyone want to try and beat me? Probably not lol. Those basketballs sucked.

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  Translations for SuperTuxKart's website
Posted by: Alayan - 10-04-2026, 02:04 PM - Forum: Localization - No Replies

SuperTuxKart as a game is translated in many languages, making it accessible to a wider audience and honoring the richness of human cultures.

SuperTuxKart's website is also available in multiple languages. Significant changes are coming to the translation process here.

There are some issues related to Transifex that make things clunky for both the website and the game, but the website offers some extra challenges. The Transifex bot on GitHub not working properly doesn't help.

Currently, several pages are translated wholesale, including important pages like the FAQ. This causes multiple issues: any update to these pages can break the translation and require manually copying old translations to the relevant place, these pages contain layout code that a mistake in the translation process can break.

All pages that are currently translated wholesale are being moved to the more flexible per-string translation method. In the short run, some currently translated pages won't be available in other languages until the relevant translation have been updated.

Context hints specifying on which page a string appears are also being added, to allow translators to more easily find the relevant page on the website and translate with the proper context.

Another limitation of STK's website translation is that only some pages are currently translatable, as the text need to be manually wrapped in translate tags. A lot of these pages are technical documentation, for example for track-makers. Due to their specificity, and in many case the need of a significant update to the base text, making them translatable is a lower priority. Nonetheless, we are planning on adding translate tags to additional pages that many users can find useful.

We have a guide on our website explaining how to translate STK, but it's also due for an update.

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  Unofficial SuperTuxKart Soccer Tournament
Posted by: Unofficial SuperTuxKart Soccer Tournament - 09-04-2026, 01:00 PM - Forum: Multiplayer Corner - Replies (6)

Hello everyone,
We're glad to announce that the Unofficial SuperTuxKart Soccer Tournament series is back!

On this day, April 9th, six years ago, the first ever Unofficial SuperTuxKart Soccer Tournament match was played.
After a break of almost two years, in May 2026, there will be a new Unofficial Soccer Tournament, organized by FabianF, with technical support by BcfWorld.

The basic system of the tournament has not changed: You sign up individually, organizers create teams of three or four players and schedule your matches. We’re still playing three games with a 10 minutes time limit on three different arenas chosen in-game. Required are only the six official fields and the add-on Tournament Field.

The registration is already open! Please use the registration form available here: https://tiersservers.eu/soccer-tournament/register

Home page with all detailed information: https://luffah.xyz/tournament
Overview of teams, schedule and results: https://tiersservers.eu/soccer-tournament

The registration ends at Wednesday, April 22. The tournament is expected to start around May 1 and finish around May 31.

We hope to welcome many players!

[Image: attachment.php?aid=118]



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  New Track idea for STK Evolution
Posted by: TuxRacer_0827 - 03-04-2026, 05:07 PM - Forum: Tracks - Replies (3)

I have a few questions about my update to the Jungle track. I was thinking of creating this update for STK Evolution, if possible. The track will be heavily based on the Cocoa Temple. Here are a few key points about the new track, followed by my questions:
-New track layout
-The laps are slightly longer than the Wildlife Jungle Ruins map, but a bit shorter than the Black Forest
-Completely new trees
-A few secret paths, but they aren’t too hard to find
-Capture the Flag might be playable, but it’s not 100% certain
-Completely new music that I’ll be creating
-New temple and much more.

Here are the questions:
-How do you create those reflections in the water, like at the Cocoa Temple?
-How do you make the bridge so that it has those gaps?
-Do you need a specific version of Blender to do this?
-Are there any points that aren’t quite perfect yet regarding the keywords?

Notes:
-I’m nowhere near as skilled as you guys
-I’m using a translation tool so you can understand it, because my English isn’t very good and that’s why there are sometimes spelling mistakes
-I accept that this track might not make it into STK Evolution
-I’ll check in more often if there’s something I don’t understand during development
-Before this new track is finished, other tracks will be added to the add-ons first.

Best regards,
TuxRacer

Images related to the first two questions:
         

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  Measuring STK's performance
Posted by: Alayan - 03-04-2026, 04:44 PM - Forum: General - No Replies

I have written a small guide on how to measure SuperTuxkart's performance, which you can now find on STK's website.

It documents the usual methods of using the FPS toolbar and the benchmark available since 1.5 with their advantages and disadvantages, and it also explains how you can use a custom replay to get a repeatable and comparable performance test on any track you want.

Let me know if you have questions or suggestions!

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  How to optimize the performance of tracks
Posted by: Alayan - 03-04-2026, 04:38 PM - Forum: Tracks - No Replies

Working on one of the new tracks for STK Evolution, Sven ran into some performance issues. As the track was getting closer to completion, performance was meaningfully worse than in Black Forest. So he had to take time to optimize it, getting +40% FPS on his machine and +20% on mine.

Considering it's not uncommon for addon tracks to also struggle with performance, I suggested he makes a guide that other track creators could use to improve things.

You can now find the guide on our website.

It doesn't cover some things that are mentioned on other pages, such as how to not be wasteful using high-poly on objects that are tiny or far from the track, track creators should be mindful of performance when adding models.

Let us know if you find this guide useful or if you have additional questions or suggestions.  Smile

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