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	<channel>
		<title><![CDATA[SuperTuxKart Forum - All Forums]]></title>
		<link>https://forum.supertuxkart.net/</link>
		<description><![CDATA[SuperTuxKart Forum - https://forum.supertuxkart.net]]></description>
		<pubDate>Thu, 08 Oct 2026 22:26:07 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[A suggestion for ranking system improvement]]></title>
			<link>https://forum.supertuxkart.net/thread-450.html</link>
			<pubDate>Thu, 08 Oct 2026 18:47:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=681">Gusta</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-450.html</guid>
			<description><![CDATA[<a href="https://github.com/supertuxkart/stk-code/issues/5892" target="_blank" rel="noopener" class="mycode_url">https://github.com/supertuxkart/stk-code/issues/5892</a><br />
<br />
(Too lazy to talk more lol)]]></description>
			<content:encoded><![CDATA[<a href="https://github.com/supertuxkart/stk-code/issues/5892" target="_blank" rel="noopener" class="mycode_url">https://github.com/supertuxkart/stk-code/issues/5892</a><br />
<br />
(Too lazy to talk more lol)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SuperTuxZero]]></title>
			<link>https://forum.supertuxkart.net/thread-448.html</link>
			<pubDate>Tue, 06 Oct 2026 04:02:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=675">Sam</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-448.html</guid>
			<description><![CDATA[Hello everyone, I don’t post often on the forum but to let you know that we will release soon a spin off called SuperTuxZero.<br />
<br />
It is a text adventure game that will set the foundation of the story mode of SuperTuxKart evolution.<br />
<br />
You can learn about it on our patreon <a href="https://members.supertuxkart.net/posts/once-upon-time-170790128" target="_blank" rel="noopener" class="mycode_url">https://members.supertuxkart.net/posts/o...-170790128</a><br />
<br />
Sam]]></description>
			<content:encoded><![CDATA[Hello everyone, I don’t post often on the forum but to let you know that we will release soon a spin off called SuperTuxZero.<br />
<br />
It is a text adventure game that will set the foundation of the story mode of SuperTuxKart evolution.<br />
<br />
You can learn about it on our patreon <a href="https://members.supertuxkart.net/posts/once-upon-time-170790128" target="_blank" rel="noopener" class="mycode_url">https://members.supertuxkart.net/posts/o...-170790128</a><br />
<br />
Sam]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Transforming Candela City into our best track]]></title>
			<link>https://forum.supertuxkart.net/thread-445.html</link>
			<pubDate>Wed, 30 Sep 2026 22:08:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=1">Alayan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-445.html</guid>
			<description><![CDATA[Candela City is receiving a total overhaul for SuperTuxKart Evolution. Gameplay, models, textures - everything has been overhauled to produce a fantastic track.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">You can <a href="https://www.youtube.com/watch?v=9TxEQnkoI9U" target="_blank" rel="noopener" class="mycode_url">watch our video</a> to see the new Candela in motion, or <a href="https://blog.supertuxkart.net/2026/09/evolving-candela-city.html" target="_blank" rel="noopener" class="mycode_url">read our blog post</a> for plenty of extra details and pictures about the improvements we made and why we made them.</span><br />
<br />
Or even better, you can do both! We have spared no effort when making them, and if you like SuperTuxKart, we guarantee you'll enjoy them.<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/9TxEQnkoI9U" frameborder="0" allowfullscreen="true"></iframe>]]></description>
			<content:encoded><![CDATA[Candela City is receiving a total overhaul for SuperTuxKart Evolution. Gameplay, models, textures - everything has been overhauled to produce a fantastic track.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">You can <a href="https://www.youtube.com/watch?v=9TxEQnkoI9U" target="_blank" rel="noopener" class="mycode_url">watch our video</a> to see the new Candela in motion, or <a href="https://blog.supertuxkart.net/2026/09/evolving-candela-city.html" target="_blank" rel="noopener" class="mycode_url">read our blog post</a> for plenty of extra details and pictures about the improvements we made and why we made them.</span><br />
<br />
Or even better, you can do both! We have spared no effort when making them, and if you like SuperTuxKart, we guarantee you'll enjoy them.<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/9TxEQnkoI9U" frameborder="0" allowfullscreen="true"></iframe>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What characters would likely come back.]]></title>
			<link>https://forum.supertuxkart.net/thread-444.html</link>
			<pubDate>Wed, 30 Sep 2026 00:05:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=65">STK-Fan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-444.html</guid>
			<description><![CDATA[Hello,<br />
<br />
I wanted to know which characters will be returning to STK and which new ones will be added.<br />
<br />
We already know that Dashie is coming back, which is great. I was wondering if Beastie, Elephant, and Gooey will definitely be returning. They are all mascots of free, open-source programs and would be good to see them back.<br />
<br />
Out of these new characters, which ones are guaranteed to be in the game:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Katie</span> (mascot of the KDE Women's Project)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Kate</span> (mascot of KDE Advanced Text Editor)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Libbie</span> (unofficial mascot of LibreOffice)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Kandalf</span> (alternative mascot of KDE)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Geeko</span> (mascot of openSUSE)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Rocky Raccoon</span> (mascot of Minix 3)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Kit the Firefox</span> (mascot of Mozilla Firefox)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Kitty</span> (mascot of AROS)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Blinky</span> (mascot of FreeDOS)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Xenia</span> (alternative mascot of Linux)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Go Gopher</span> (mascot of Go)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Glenda, the Plan 9 Bunny</span> (mascot of Plan 9 from Bell Labs)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Bugdroid / The Bot</span> (mascot of Android – since STK is on Android, it would be greate to include him!)<br />
</li>
</ul>
<br />
It would be really great to have all the alternative mascots from programs like KDE and Linux.<br />
<br />
Also, is Mr. Iceblock still going to return to the game? He wouldn't seem to match.<br />
<br />
Thank you.]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I wanted to know which characters will be returning to STK and which new ones will be added.<br />
<br />
We already know that Dashie is coming back, which is great. I was wondering if Beastie, Elephant, and Gooey will definitely be returning. They are all mascots of free, open-source programs and would be good to see them back.<br />
<br />
Out of these new characters, which ones are guaranteed to be in the game:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Katie</span> (mascot of the KDE Women's Project)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Kate</span> (mascot of KDE Advanced Text Editor)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Libbie</span> (unofficial mascot of LibreOffice)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Kandalf</span> (alternative mascot of KDE)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Geeko</span> (mascot of openSUSE)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Rocky Raccoon</span> (mascot of Minix 3)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Kit the Firefox</span> (mascot of Mozilla Firefox)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Kitty</span> (mascot of AROS)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Blinky</span> (mascot of FreeDOS)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Xenia</span> (alternative mascot of Linux)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Go Gopher</span> (mascot of Go)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Glenda, the Plan 9 Bunny</span> (mascot of Plan 9 from Bell Labs)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Bugdroid / The Bot</span> (mascot of Android – since STK is on Android, it would be greate to include him!)<br />
</li>
</ul>
<br />
It would be really great to have all the alternative mascots from programs like KDE and Linux.<br />
<br />
Also, is Mr. Iceblock still going to return to the game? He wouldn't seem to match.<br />
<br />
Thank you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Steam version]]></title>
			<link>https://forum.supertuxkart.net/thread-441.html</link>
			<pubDate>Wed, 23 Sep 2026 10:38:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=1433">Kubrix</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-441.html</guid>
			<description><![CDATA[Would it be possible to add <a href="https://supertuxkart.net" target="_blank" rel="noopener" class="mycode_url">https://supertuxkart.net</a> on Steam? Might be able to donate 100 usd if you have PayPal]]></description>
			<content:encoded><![CDATA[Would it be possible to add <a href="https://supertuxkart.net" target="_blank" rel="noopener" class="mycode_url">https://supertuxkart.net</a> on Steam? Might be able to donate 100 usd if you have PayPal]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Return of the Enduro League]]></title>
			<link>https://forum.supertuxkart.net/thread-437.html</link>
			<pubDate>Mon, 21 Sep 2026 14:12:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=681">Gusta</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-437.html</guid>
			<description><![CDATA[Well, after several problems with me (lol), I'm hosting again my Enduro League, now with support of FabianF to make this possible.<br />
<br />
More info here: <a href="https://luffah.xyz/wiki/supertuxkart/enduro-tournament" target="_blank" rel="noopener" class="mycode_url">https://luffah.xyz/wiki/supertuxkart/enduro-tournament</a><br />
<br />
The races will be held in the server "Konqi's Endurance Resort"]]></description>
			<content:encoded><![CDATA[Well, after several problems with me (lol), I'm hosting again my Enduro League, now with support of FabianF to make this possible.<br />
<br />
More info here: <a href="https://luffah.xyz/wiki/supertuxkart/enduro-tournament" target="_blank" rel="noopener" class="mycode_url">https://luffah.xyz/wiki/supertuxkart/enduro-tournament</a><br />
<br />
The races will be held in the server "Konqi's Endurance Resort"]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Beta stuff about STK?]]></title>
			<link>https://forum.supertuxkart.net/thread-436.html</link>
			<pubDate>Sun, 20 Sep 2026 19:24:59 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=80">WiiGADD</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-436.html</guid>
			<description><![CDATA[I wanted to contribute to the tcrf page and I rlly like hearing about beta/unused content, so do the developers/knowledgeable ppl have any info/picture of interesting unused stuff?]]></description>
			<content:encoded><![CDATA[I wanted to contribute to the tcrf page and I rlly like hearing about beta/unused content, so do the developers/knowledgeable ppl have any info/picture of interesting unused stuff?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Speed line shader/effect when boosting]]></title>
			<link>https://forum.supertuxkart.net/thread-434.html</link>
			<pubDate>Fri, 18 Sep 2026 15:00:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=1421">stbdev</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-434.html</guid>
			<description><![CDATA[Hello all,<br />
<br />
I am in the process of implementing a speed lines shader to the stk-codebase. With this post I'm hoping to discuss the possibility of adding it to the game.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Intro</span></span><br />
Speed lines (aka wind streaks) (see the videos below for more info) are quite a common feature in kart racing games, as the name suggests they come on screen when the player experiences a speed boost of some sorts, usually through an upgrade. I personally noticed them first in Mario Kart, but I've since gone and checked a few other kart racers (Sonic, Crash Team Racing etc.) and they all feature them in some capacity. The main purpose is to provide an extra sense of speed to the player, by mimicking wind rushing past at high speeds.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Shader</span></span><br />
I initially started writing the effect purely in GLSL, but pivoted to using Godot's visual shader graph for quicker iteration. Before delving into more specifics here's what it looks like in isolation:<br />
<a href="https://youtu.be/_1LBMsESjSQ" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/_1LBMsESjSQ</a><br />
<br />
(or see next post for embedded view)<br />
<br />
There are quite a few tweakable parameters for the shader. Ranging from: <ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Density</span> of particles<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Softness</span> of the particles<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Amount of wisps</span> (i.e. how many subdivisions of the UV space to sample the noise texture from)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Wind speed</span> (very useful as we can tie the intensity of the boost to this)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Radial stretch</span> (how blobly should the wisps be, effectively stretches the uv.x coordinate)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Radial mask size</span> (how much of the screen should be ensure is always free of the effect - for gameplay purposes)<br />
</li>
<li>etc.<br />
</li>
</ul>
At the moment I have implemented a primary control to the shader (value ranging from 0-1 as a scalar float) <span style="font-weight: bold;" class="mycode_b">BoostIntensity.</span> That value is driving:<ul class="mycode_list"><li>the wind speed<br />
</li>
<li>size of the radial mask (make the mask a bit tighter at higher intensities to really bring home the sense of speed)<br />
</li>
<li>color saturation (make the effect pop more at higher intensities, makes the wind feel more intense)<br />
</li>
</ul>
While I still need to profile on some weaker hardware, the shader should be really cheap to run on most hardware. On my machine it was close to 30us (7900xt). The effect works with sampling a noise texture at 2 samples per pixel, which is really modest in my experience.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Preview</span></span><br />
Hooking up the shader and it's driving value -&gt; BoostIntensity. We get something like the following:<br />
<br />
<span style="font-style: italic;" class="mycode_i">(note the effect does look somewhat choppy due to the video quality, but is smooth during actual gamepl</span>ay)<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/LmKWgqSFJyI" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Implementation<br />
</span></span>I am still trialing the proper CPU side implementation, mainly on the 'how exactly' the effect should come in, how strong and how long should it last etc.<br />
<br />
I've been experimenting with a few different options for the question 'how exactly'. Ranging from:<ul class="mycode_list"><li>Should it come in mainly based on current velocity ratio with maximum velocity?<br />
</li>
<li>Should it be on impulse/activation of a <span style="text-decoration: underline;" class="mycode_u">SpeedIncrease</span>?<br />
</li>
</ul>
I believe at the moment I'm going with a bit of a hybrid solution of the both, this looks roughly like the following:<br />
<ul class="mycode_list"><li>Use the trigger of any SpeedIncrease modifier as the impulse <br />
<br />
(as long as there's no active SpeedDecrease or Attachment like the anchor/parachute etc.).<br />
<br />
</li>
<li>Then shortly driving up the value and overshooting slightly to a target value.<br />
<br />
(make the impulse of the effect a tad stronger than it's sustained intensity).<br />
<br />
</li>
<li>Then settle down the intensity value and base it on the ratio between the current speed and the maximum speed.<br />
The last step here effectively helps tie the effect to match with the current speed regardless of difficulty setting.<br />
<br />
</li>
<li>Then I use the already pre-existing unique duration(s) of the SpeedIncrease to keep the effect active.<br />
<br />
</li>
<li>Once the SpeedIncrease runs out we linearly interpolate back down to 0 to gently ease out.<br />
<br />
</li>
<li>There are also some provisions for correctly latching whether we've crashed into something, drastically lost speed or got hit with a SpeedDecrease to then directly ease down to 0 (rather than waiting for the effect to run out naturally).<br />
<br />
</li>
</ul>
I am still needing to properly clean up and dial in the logic, but I personally think it's getting closer to the final solution. A couple of notes from my side:<br />
<ul class="mycode_list"><li>The effect does still ramp up to 1.0f quite fast at the moment, dialing this down is something I'm working on, it should only really be at 1.0f if we've stacked 2-3 speed increases and going fast (i.e. coming out of red skid + zipper + nitro should be 1).<br />
<br />
</li>
<li>Once we crash the effect can come down just a tad faster in my book, at the moment it uses the same linear ease down to 0 as when the effect normally runs out.<br />
<br />
</li>
<li>Certain SpeedIncrease items we can maybe experiment with not having it contribute to the intensity (i.e. turn it off for skids etc.?)<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Closing Remarks</span></span><br />
If this feature/effect looks of interest to you and would be a good fit for the game, let me know and I can clean up my code and start the PR. From there we can discuss further and iterate on feedback/suggestions.<br />
<br />
PS: I did only notice at the posting of this post that there might be a related thread to another implementation of speed lines, my apologies there, but I do think we can work out a way to combine our efforts. <a href="https://forum.supertuxkart.net/thread-200.html" target="_blank" rel="noopener" class="mycode_url">https://forum.supertuxkart.net/thread-200.html</a><br />
<br />
Thanks and kind regards,<br />
stbdev]]></description>
			<content:encoded><![CDATA[Hello all,<br />
<br />
I am in the process of implementing a speed lines shader to the stk-codebase. With this post I'm hoping to discuss the possibility of adding it to the game.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Intro</span></span><br />
Speed lines (aka wind streaks) (see the videos below for more info) are quite a common feature in kart racing games, as the name suggests they come on screen when the player experiences a speed boost of some sorts, usually through an upgrade. I personally noticed them first in Mario Kart, but I've since gone and checked a few other kart racers (Sonic, Crash Team Racing etc.) and they all feature them in some capacity. The main purpose is to provide an extra sense of speed to the player, by mimicking wind rushing past at high speeds.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Shader</span></span><br />
I initially started writing the effect purely in GLSL, but pivoted to using Godot's visual shader graph for quicker iteration. Before delving into more specifics here's what it looks like in isolation:<br />
<a href="https://youtu.be/_1LBMsESjSQ" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/_1LBMsESjSQ</a><br />
<br />
(or see next post for embedded view)<br />
<br />
There are quite a few tweakable parameters for the shader. Ranging from: <ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Density</span> of particles<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Softness</span> of the particles<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Amount of wisps</span> (i.e. how many subdivisions of the UV space to sample the noise texture from)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Wind speed</span> (very useful as we can tie the intensity of the boost to this)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Radial stretch</span> (how blobly should the wisps be, effectively stretches the uv.x coordinate)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Radial mask size</span> (how much of the screen should be ensure is always free of the effect - for gameplay purposes)<br />
</li>
<li>etc.<br />
</li>
</ul>
At the moment I have implemented a primary control to the shader (value ranging from 0-1 as a scalar float) <span style="font-weight: bold;" class="mycode_b">BoostIntensity.</span> That value is driving:<ul class="mycode_list"><li>the wind speed<br />
</li>
<li>size of the radial mask (make the mask a bit tighter at higher intensities to really bring home the sense of speed)<br />
</li>
<li>color saturation (make the effect pop more at higher intensities, makes the wind feel more intense)<br />
</li>
</ul>
While I still need to profile on some weaker hardware, the shader should be really cheap to run on most hardware. On my machine it was close to 30us (7900xt). The effect works with sampling a noise texture at 2 samples per pixel, which is really modest in my experience.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Preview</span></span><br />
Hooking up the shader and it's driving value -&gt; BoostIntensity. We get something like the following:<br />
<br />
<span style="font-style: italic;" class="mycode_i">(note the effect does look somewhat choppy due to the video quality, but is smooth during actual gamepl</span>ay)<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/LmKWgqSFJyI" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Implementation<br />
</span></span>I am still trialing the proper CPU side implementation, mainly on the 'how exactly' the effect should come in, how strong and how long should it last etc.<br />
<br />
I've been experimenting with a few different options for the question 'how exactly'. Ranging from:<ul class="mycode_list"><li>Should it come in mainly based on current velocity ratio with maximum velocity?<br />
</li>
<li>Should it be on impulse/activation of a <span style="text-decoration: underline;" class="mycode_u">SpeedIncrease</span>?<br />
</li>
</ul>
I believe at the moment I'm going with a bit of a hybrid solution of the both, this looks roughly like the following:<br />
<ul class="mycode_list"><li>Use the trigger of any SpeedIncrease modifier as the impulse <br />
<br />
(as long as there's no active SpeedDecrease or Attachment like the anchor/parachute etc.).<br />
<br />
</li>
<li>Then shortly driving up the value and overshooting slightly to a target value.<br />
<br />
(make the impulse of the effect a tad stronger than it's sustained intensity).<br />
<br />
</li>
<li>Then settle down the intensity value and base it on the ratio between the current speed and the maximum speed.<br />
The last step here effectively helps tie the effect to match with the current speed regardless of difficulty setting.<br />
<br />
</li>
<li>Then I use the already pre-existing unique duration(s) of the SpeedIncrease to keep the effect active.<br />
<br />
</li>
<li>Once the SpeedIncrease runs out we linearly interpolate back down to 0 to gently ease out.<br />
<br />
</li>
<li>There are also some provisions for correctly latching whether we've crashed into something, drastically lost speed or got hit with a SpeedDecrease to then directly ease down to 0 (rather than waiting for the effect to run out naturally).<br />
<br />
</li>
</ul>
I am still needing to properly clean up and dial in the logic, but I personally think it's getting closer to the final solution. A couple of notes from my side:<br />
<ul class="mycode_list"><li>The effect does still ramp up to 1.0f quite fast at the moment, dialing this down is something I'm working on, it should only really be at 1.0f if we've stacked 2-3 speed increases and going fast (i.e. coming out of red skid + zipper + nitro should be 1).<br />
<br />
</li>
<li>Once we crash the effect can come down just a tad faster in my book, at the moment it uses the same linear ease down to 0 as when the effect normally runs out.<br />
<br />
</li>
<li>Certain SpeedIncrease items we can maybe experiment with not having it contribute to the intensity (i.e. turn it off for skids etc.?)<br />
</li>
</ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Closing Remarks</span></span><br />
If this feature/effect looks of interest to you and would be a good fit for the game, let me know and I can clean up my code and start the PR. From there we can discuss further and iterate on feedback/suggestions.<br />
<br />
PS: I did only notice at the posting of this post that there might be a related thread to another implementation of speed lines, my apologies there, but I do think we can work out a way to combine our efforts. <a href="https://forum.supertuxkart.net/thread-200.html" target="_blank" rel="noopener" class="mycode_url">https://forum.supertuxkart.net/thread-200.html</a><br />
<br />
Thanks and kind regards,<br />
stbdev]]></content:encoded>
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			<title><![CDATA[Modding the client]]></title>
			<link>https://forum.supertuxkart.net/thread-433.html</link>
			<pubDate>Thu, 17 Sep 2026 21:29:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=1419">crispy-caesus</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-433.html</guid>
			<description><![CDATA[Are there modifications for the client itself? So the user interface and such, besides just custom karts, sounds and tracks.<br />
As an example, there seem to be a bunch of UI elements that I couldn't find in the settings in the attached image (it's from this video: <a href="https://www.youtube.com/watch?v=czyonmAYYjo" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=czyonmAYYjo</a>).<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=236" target="_blank" title="">stkui.png</a> (Size: 492.62 KB / Downloads: 15)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Are there modifications for the client itself? So the user interface and such, besides just custom karts, sounds and tracks.<br />
As an example, there seem to be a bunch of UI elements that I couldn't find in the settings in the attached image (it's from this video: <a href="https://www.youtube.com/watch?v=czyonmAYYjo" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=czyonmAYYjo</a>).<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.supertuxkart.net/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=236" target="_blank" title="">stkui.png</a> (Size: 492.62 KB / Downloads: 15)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Where can I find the .svg of cartoon theme icons?]]></title>
			<link>https://forum.supertuxkart.net/thread-425.html</link>
			<pubDate>Fri, 04 Sep 2026 10:38:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=681">Gusta</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-425.html</guid>
			<description><![CDATA[I wanna make some concepts for a polished Race UI for Mobile, but I want to know if exists somewhere that I can download the .svg files (that is easier to edit) of cartoon theme (the classic is very outdated, so I'll recommend a redesign of the buttons for this theme, based in the new UI of STK Evolution).]]></description>
			<content:encoded><![CDATA[I wanna make some concepts for a polished Race UI for Mobile, but I want to know if exists somewhere that I can download the .svg files (that is easier to edit) of cartoon theme (the classic is very outdated, so I'll recommend a redesign of the buttons for this theme, based in the new UI of STK Evolution).]]></content:encoded>
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			<title><![CDATA[How to compile STK 0.8.1 in msys mingw64?]]></title>
			<link>https://forum.supertuxkart.net/thread-423.html</link>
			<pubDate>Mon, 31 Aug 2026 14:46:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=60">Tuxito3000</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-423.html</guid>
			<description><![CDATA[Hi<br />
<br />
(Don't worry, I'm not going to complain about anything)<br />
<br />
I'm making a fork of STK based on version 0.8.1. I don't know how to program, and I don't know how to compile that old code to make my fork. I've tried different methods, like asking the AI (don't criticize me, I'm innocent) or trying to do it myself (I have technical skills but not programming), but none of them have worked. It gets stuck in an extra phase; it shows the terminal but says:<br />
"Irrlicht Engine version 1.8.0<br />
Professional (Build 26200)<br />
[debug] main: Error messages and other text output will be logged to C:\Users\(I'm not going to show you the account name)\AppData\Roaming/supertuxkart//stdout.log."<br />
<br />
And there's nothing special in the log. I'm using msys mingw64.]]></description>
			<content:encoded><![CDATA[Hi<br />
<br />
(Don't worry, I'm not going to complain about anything)<br />
<br />
I'm making a fork of STK based on version 0.8.1. I don't know how to program, and I don't know how to compile that old code to make my fork. I've tried different methods, like asking the AI (don't criticize me, I'm innocent) or trying to do it myself (I have technical skills but not programming), but none of them have worked. It gets stuck in an extra phase; it shows the terminal but says:<br />
"Irrlicht Engine version 1.8.0<br />
Professional (Build 26200)<br />
[debug] main: Error messages and other text output will be logged to C:\Users\(I'm not going to show you the account name)\AppData\Roaming/supertuxkart//stdout.log."<br />
<br />
And there's nothing special in the log. I'm using msys mingw64.]]></content:encoded>
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		<item>
			<title><![CDATA[Show other karts' held powerups]]></title>
			<link>https://forum.supertuxkart.net/thread-422.html</link>
			<pubDate>Sun, 30 Aug 2026 14:02:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=607">M4r5</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-422.html</guid>
			<description><![CDATA[Hello everyone,<br />
<br />
I noticed that under Options -&gt; Interface, there's a toggle disabled by default to "Show other karts' held powerups." I feel that if such a feature is present, it should be enabled by default. Being able to see if another player is holding a cupcake or switcher, for example, can be a game changer, especially in a battle. But, any player who hasn't opened the interface settings probably isn't aware of this feature, so the game is unfair by default when playing against someone who has it enabled. Furthermore, not knowing what powerups another player is holding makes the game less predictable and more fun. Could this feature either be removed or turned on by default?<br />
<br />
Thank you for considering my suggestion.]]></description>
			<content:encoded><![CDATA[Hello everyone,<br />
<br />
I noticed that under Options -&gt; Interface, there's a toggle disabled by default to "Show other karts' held powerups." I feel that if such a feature is present, it should be enabled by default. Being able to see if another player is holding a cupcake or switcher, for example, can be a game changer, especially in a battle. But, any player who hasn't opened the interface settings probably isn't aware of this feature, so the game is unfair by default when playing against someone who has it enabled. Furthermore, not knowing what powerups another player is holding makes the game less predictable and more fun. Could this feature either be removed or turned on by default?<br />
<br />
Thank you for considering my suggestion.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cutscenes for Tutorial mode?]]></title>
			<link>https://forum.supertuxkart.net/thread-421.html</link>
			<pubDate>Tue, 25 Aug 2026 20:08:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=681">Gusta</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-421.html</guid>
			<description><![CDATA[Well, various racing games have added some cutscenes in their tutorials, and for STK Evolution, we can add this in the game.<br />
<br />
I have some ideas that I can talk later.]]></description>
			<content:encoded><![CDATA[Well, various racing games have added some cutscenes in their tutorials, and for STK Evolution, we can add this in the game.<br />
<br />
I have some ideas that I can talk later.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Las Dunas Stadium blend]]></title>
			<link>https://forum.supertuxkart.net/thread-419.html</link>
			<pubDate>Mon, 24 Aug 2026 21:26:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=532">woosh</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-419.html</guid>
			<description><![CDATA[I'd love to have the blend file for the Las Dunas Stadium track (not the arena). Does anyone know Tux Brothers (the authors) or GeekPenguinBR (the submitter)? I'd like to ask them for the blend!]]></description>
			<content:encoded><![CDATA[I'd love to have the blend file for the Las Dunas Stadium track (not the arena). Does anyone know Tux Brothers (the authors) or GeekPenguinBR (the submitter)? I'd like to ask them for the blend!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Replay Control for STK]]></title>
			<link>https://forum.supertuxkart.net/thread-412.html</link>
			<pubDate>Wed, 19 Aug 2026 15:50:32 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=1324">schrowd</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-412.html</guid>
			<description><![CDATA[<a href="https://github.com/supertuxkart/stk-code/issues/5197" target="_blank" rel="noopener" class="mycode_url">Issue #5197</a> mentions adding the ability to pause, seek, move back and forth by individual frames and change<br />
the speed of playback when watching replays. To this, Alayan responded "Pause, rewind and speed change are<br />
all things I would like to have as well. This won't be in 1.5 and maybe not in 2.0, but it's definitely on the roadmap."<br />
<br />
I have built the engine side of this and in accordance with the "Communicating with the team" section of the<br />
<a href="https://supertuxkart.net/How_to_contribute_code" target="_blank" rel="noopener" class="mycode_url">contributing code guidelines</a> I am making a forum post about it.<br />
<br />
I have implemented this by means of a ReplayControl class that owns the replay clock. It can pause (setPlaying), move <br />
the head of the playback to a desired time (seek) and change the rate of playback (setRate). The ability to move back and <br />
forth by individual frames naturally falls out of this; you would just seek by a frame-sized delta (or move to an adjacent time<br />
via m_all_times, both can work). This functionality is currently enabled via a --replay-control flag and without it it is inert.<br />
This doesn't change the normal race clock: everything outside of watch replay mode remains untouched.<br />
<br />
I have deliberately <span style="font-weight: bold;" class="mycode_b">NOT </span>added the UI. I've built the mechanism, however as it stands there is no user interface that allows<br />
the user to control it. This is on purpose and has been done for two main reasons.<br />
<br />
   1. Building UI blind without knowing if it is wanted or how the structure should be set out puts my time and effort at risk of being wasted.<br />
<br />
   2. Where the UI lives, how it looks, where the buttons are, etc. are design decisions that are not my call to make.<br />
<br />
This feature has a dependency on the fix outlined in <a href="https://github.com/supertuxkart/stk-code/pull/5837" target="_blank" rel="noopener" class="mycode_url">pull request #5837</a> - without it, seeking backwards would cause the ghost<br />
to freeze in place, which is far from ideal.<br />
<br />
The diff can be found here:<a href="https://github.com/schrowd/stk-code/compare/fix-ghost-controller-seekable...feature-replay-control" target="_blank" rel="noopener" class="mycode_url"> https://github.com/schrowd/stk-code/compare/fix-ghost-controller-seekable...feature-replay-control</a><br />
<br />
(Note to reviewer: the three "removed" lines in world_status.cpp are still there, they're just indented one level deeper and so<br />
 GitHub shows them as red. None of the original behaviour has been changed or deleted. You can see that exact same code in<br />
 lines 479-481.)<br />
<br />
To wrap this up, I'd like to ask a few questions:<br />
<ul class="mycode_list"><li>Is this something you'd want in the main game?<br />
</li>
<li>Should I build the UI or is that something you would be doing?<br />
</li>
<li>Is driving the world clock the correct approach?<br />
</li>
<li>Where should this live? It currently lives in src/replay: does it belong somewhere else?<br />
</li>
<li>Whose job should it be to handle frame-stepping - ReplayControl's or the UI's?<br />
</li>
</ul>
Those are the main questions I'd like answers for however if you have any other questions or concerns I'd be happy to answer them.]]></description>
			<content:encoded><![CDATA[<a href="https://github.com/supertuxkart/stk-code/issues/5197" target="_blank" rel="noopener" class="mycode_url">Issue #5197</a> mentions adding the ability to pause, seek, move back and forth by individual frames and change<br />
the speed of playback when watching replays. To this, Alayan responded "Pause, rewind and speed change are<br />
all things I would like to have as well. This won't be in 1.5 and maybe not in 2.0, but it's definitely on the roadmap."<br />
<br />
I have built the engine side of this and in accordance with the "Communicating with the team" section of the<br />
<a href="https://supertuxkart.net/How_to_contribute_code" target="_blank" rel="noopener" class="mycode_url">contributing code guidelines</a> I am making a forum post about it.<br />
<br />
I have implemented this by means of a ReplayControl class that owns the replay clock. It can pause (setPlaying), move <br />
the head of the playback to a desired time (seek) and change the rate of playback (setRate). The ability to move back and <br />
forth by individual frames naturally falls out of this; you would just seek by a frame-sized delta (or move to an adjacent time<br />
via m_all_times, both can work). This functionality is currently enabled via a --replay-control flag and without it it is inert.<br />
This doesn't change the normal race clock: everything outside of watch replay mode remains untouched.<br />
<br />
I have deliberately <span style="font-weight: bold;" class="mycode_b">NOT </span>added the UI. I've built the mechanism, however as it stands there is no user interface that allows<br />
the user to control it. This is on purpose and has been done for two main reasons.<br />
<br />
   1. Building UI blind without knowing if it is wanted or how the structure should be set out puts my time and effort at risk of being wasted.<br />
<br />
   2. Where the UI lives, how it looks, where the buttons are, etc. are design decisions that are not my call to make.<br />
<br />
This feature has a dependency on the fix outlined in <a href="https://github.com/supertuxkart/stk-code/pull/5837" target="_blank" rel="noopener" class="mycode_url">pull request #5837</a> - without it, seeking backwards would cause the ghost<br />
to freeze in place, which is far from ideal.<br />
<br />
The diff can be found here:<a href="https://github.com/schrowd/stk-code/compare/fix-ghost-controller-seekable...feature-replay-control" target="_blank" rel="noopener" class="mycode_url"> https://github.com/schrowd/stk-code/compare/fix-ghost-controller-seekable...feature-replay-control</a><br />
<br />
(Note to reviewer: the three "removed" lines in world_status.cpp are still there, they're just indented one level deeper and so<br />
 GitHub shows them as red. None of the original behaviour has been changed or deleted. You can see that exact same code in<br />
 lines 479-481.)<br />
<br />
To wrap this up, I'd like to ask a few questions:<br />
<ul class="mycode_list"><li>Is this something you'd want in the main game?<br />
</li>
<li>Should I build the UI or is that something you would be doing?<br />
</li>
<li>Is driving the world clock the correct approach?<br />
</li>
<li>Where should this live? It currently lives in src/replay: does it belong somewhere else?<br />
</li>
<li>Whose job should it be to handle frame-stepping - ReplayControl's or the UI's?<br />
</li>
</ul>
Those are the main questions I'd like answers for however if you have any other questions or concerns I'd be happy to answer them.]]></content:encoded>
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