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More than a account in Ra...
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Some characters are in ne...
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Noinexu Shore track is br...
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I don't like Hexley and W...
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Add Rocket Boost powerup ...
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| Possible new feature: Boss attack races |
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Posted by: WhiskyTangoFoxtrot - 23-09-2025, 08:55 PM - Forum: Game development
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I was thinking about the kart/combat racing genre in general, and one of the major flaws it has is that, when you're winning, there isn't much to do. The genre is built on the combination of racing and combat, but when you're in first place there's no one in front of you to attack. Some games try to remedy this through rubber-banding or by giving people in the back of the pack better items so that the leader doesn't stay in front for long, but imho that's just trading one flaw for another.
So I was thinking that a way to fix this problem is by adding a new mechanic for the race-leaders to participate in by adding boss battles to the race. Essentially, there would be a CPU-controlled enemy that would always be just ahead of the #1 racer and the goal would be to defeat this enemy using the game's weapon items. Instead of the race being determined by whoever crossed the finish line first on the last lap, it would be determined by whoever did the most damage to this enemy.
Players would still be incentivized to race well, since only the top few karts would be in attack range of the boss, but it would mean that the race leaders would still have an interesting gameplay experience. Plus, as the racers are attacking the boss, the boss could be shooting back, and if a player gets hit it would behave as if they were hit by a player's weapon, potentially causing them to fall back in the pack and allowing another player a chance to attack the boss. This would create a more dynamic racing field while still incentivizing skilled play throughout the entire race since the longer you spend in the lead the more chances you'll have to attack the boss.
Just putting this out there as STK is gearing up for a major update with Evolution and this would be an opportunity to give it a feature that other combat racers lack.
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SuperTuxKart: Tyre Mod Edition |
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Posted by: nomagno - 20-09-2025, 12:42 PM - Forum: Other creations
- Replies (1)
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The silliest and most hardcore SuperTuxKart mod is back!
STK: Tyre Mod Edition adds, among other things: - Tyre degradation, with 3 unique compounds
- Tyre allocation system to control how many tyre sets can be used over the course of a race
- Fuel
- Pitstops
- Tons of gameplay tweaks
- Longer endurance races
- More options for hardcore players as well as people looking to make competitions, including ways of controlling collectibles and powerups dynamically over the course of the race with Item Policy, as well as setting up rules that mimick some real-life competitions (NASCAR stages forced restarts, blue flags, KERS, dynamic fuel/tyre settings...)
- It packs around 15 additional circuits including some real-life tracks. A total of 21 tracks support pit stops! (Plus a small number of add-ons)
- High moddability for all new features
While currently only the Frankfurt Tyredeg server is available, it has full multiplayer support (both splitscreen and online) and your own servers can be hosted.
STK Tyre Mod is a hard fork of the alpha 2.X branch that takes its own design and gameplay decisions, and otherwise tracks kimden's 1.X fork for the server-side additions and the stability. Changes include new lobby commands to complement some of the new features; a different plunger mechanic; reverting some design decisions; and (currently in development) a Powerup Preview mode where you know the item each gift box provides before picking it up, leading to more skillfull gameplay.
Recently we made the 1-year anniversary release which got a ton of improvements!
More information and downloadable releases over at https://github.com/Nomagno/stk-code
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| Bug: Crash of Lap Counter |
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Posted by: Aleksej33 - 18-09-2025, 11:30 AM - Forum: Game development
- Replies (2)
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A few weeks ago, I saw a video of kimden, wherehe did a 200 lap speedrun at "Toys Block Raceway", and the lap counter crashed around lap 130. The player "Frog007" told me recently the same, and yesterday, when I decided to test it at a 140 laps race on Olivers Math Class, it also happened.
So it seems like it happens pretty always when you startabout lap 130, that the lap counter disappears
Would be great if you could fix it for STK Evolution, or even the version 1.5
Thanks!
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| Allow servers to push add-ons to clients? |
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Posted by: Mumbo - 15-09-2025, 10:41 PM - Forum: Game development
- Replies (5)
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Hi there!
Are there any plans to let Online-Servers require players to have certain add-ons installed, and/or ask them to download them when they try to join the server? Xonotic does a similar thing - if you try to join a server where a custom map is running, you have to allow the game to download it to join. For STK, this clearly wouldn't work out - as it would delay the start of the game heavily - but forcing the download when a player tries to join should work out.
So, to be clear about what I have in mind. Assume I have a server running where the map "Museum" and "Lost Chasm" are installed, and I activate the option "Require players to install Add-Ons". Upon joining, the player who doesn't have these maps gets a message like
"This server requires you to have following Add-Ons installed:
-Museum
-Lost Chasm
Download | Cancel"
Any chance for such a feature? =) It would greatly improve the support for custom maps - as things are now, you can be sure that in a game with 6 players or more somebody has no add-ons installed.
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| Account activation |
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Posted by: Alayan - 15-09-2025, 10:12 AM - Forum: Forum announcements
- Replies (2)
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Version en français disponible plus bas.
Upon registration, the SuperTuxKart Forum sends an email containing an activation link. After the link has been opened, you will be able to fully use your forum account and write replies.
This activation ensures that you control the email address you used to register, so that the forum's mail server doesn't send messages that could be perceived as spam, and so that you can use that address in case you need to reset your password or want to receive email notifications from the forum.
However, while many email providers (including, for example, Gmail and ProtonMail) let our forum's emails reach the inbox, some email providers overzealously block them. Check first the spam folder, and if the registration email is there, mark it as legitimate.
If after a few minutes, the email is neither in your main inbox nor in your spam folder, it is possible that your provider is completely blocking our forum's emails.
The STK team has the possibility to manually activate accounts, however we still want to ensure that you control the email address used for registration: - You can try using a different email provider for registration, and after having activated your new account, send a private message to an administrator with the information of the account that failed activation. We can then remove the account that failed activation and rename your working account to use the username you wanted to use in the first place. You will receive forum emails at the address that worked.
- You can also use the email address you used for registration to send us an email at hello@supertuxkart-evolution.com explaining your account needs activation. In this case we can manually activate it, but be aware you likely won't be able to reset your password or receive notifications.
Forum accounts that have not been activated after a few weeks will be purged from time to time.
Lors de la création de compte, le forum de SuperTuxKart envoie un courriel contenant un lien d'activation. Après l'ouverture du lien, il vous sera possible d'utiliser pleinement votre compte et d'écrire des messages.
Cette activation garantit que vous contrôlez l'adresse courriel utilisée pour la création du compte, afin que le serveur courriel du forum n'envoie pas de messages pouvant être perçus comme du spam, et afin que vous puissiez utiliser cette adresse si vous avez besoin de réinitialiser votre mot de passe ou si vous souhaitez recevoir des notifications du forum par courriel.
Cependant, si beaucoup de fournisseurs courriel (dont, par exemple, Gmail et ProtonMail), laissent les courriels de notre forum arriver dans votre boîte, certains fournisseurs courriel les bloquent. Vérifiez d'abord le dossier de spam, et si le courriel d'inscription si trouve, marquez le comme légitime.
Si après plusieurs minutes, le courriel n'est pas dans votre boîte principale ni dans votre dossier spam, il est possible que votre fournisseur bloque complètement nos courriels.
L'équipe STK a la possibilité d'activer manuellement des comptes, cependant nous voulons tout de même nous assurer que vous contrôlez l'adresse courriel utilisée pour l'inscription:- Vous pouvez essayer d'utiliser un fournisseur courriel différent pour l'inscription, et après avoir activé votre nouveau compte, envoyez un message privé à un administrateur avec les informations du compte que vous n'avez pas pu activer. Nous pouvons alors le supprimer, et changer le nom d'utilisateur de votre compte qui fonctionne en celui que vous vouliez initialement utiliser. Vous recevrez les courriels du forum à l'adresse ayant fonctionné.
- Vous pouvez aussi utiliser l'adresse courriel utilisée pour l'inscription pour nous envoyer un courriel à hello@supertuxkart-evolution.com en expliquant que votre compte a besoin d'être activé. Dans ce cas, nous pouvons l'activer manuellement, mais soyez conscient que vous ne pourrez probablement pas réinitialiser votre mot de passe ou recevoir des notifications.
Les comptes du forum n'ayant pas été activés après plusieurs semaines seront purgés de temps à autre.
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