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	<channel>
		<title><![CDATA[SuperTuxKart Forum - Game development]]></title>
		<link>https://forum.supertuxkart.net/</link>
		<description><![CDATA[SuperTuxKart Forum - https://forum.supertuxkart.net]]></description>
		<pubDate>Thu, 04 Jun 2026 19:03:22 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[STK Enterprises .blend file.]]></title>
			<link>https://forum.supertuxkart.net/thread-341.html</link>
			<pubDate>Mon, 18 May 2026 22:24:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=592">meatball_stk</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-341.html</guid>
			<description><![CDATA[<div style="text-align: left;" class="mycode_align">I am working on fixing the bug described in Github Issue #3782 and it would be helpful if I could see the blend file; however, the blend file for STK Enterprises is not in the stk-media-repo. Does anyone know where that file it located?</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: left;" class="mycode_align">I am working on fixing the bug described in Github Issue #3782 and it would be helpful if I could see the blend file; however, the blend file for STK Enterprises is not in the stk-media-repo. Does anyone know where that file it located?</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[AI player behaviour]]></title>
			<link>https://forum.supertuxkart.net/thread-337.html</link>
			<pubDate>Sun, 17 May 2026 01:37:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=1083">deedee</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-337.html</guid>
			<description><![CDATA[Hi! I've been playing STK for a few weeks now and well overall i am really surprised by the game. In general i really like the speed, it's much higher than other kart games.<br />
<br />
In normal mode though the AI players don't always adjust speed properly, when there are no choke points AI players seem to lag behind. This results in many many basketballs and parachutes. Feels a bit like the AI is cheating there.<br />
<br />
But most annoying of all, if you drive behind an AI and the AI passes a pickup point you get immediately hit by a bowling ball or what not. This is not how a human player drives or behaves.<br />
Human players are handicapped as soon as they look behind them, the AI is not.<br />
<br />
Proposed solution:<br />
- Make the AI behavior random for what they do with the pickup or add a delay for rear projectiles.<br />
- Give human players a small rear view mirror<br />
- Handicap the AI player when he shoots projectiles behind him in driving skill or accuracy.]]></description>
			<content:encoded><![CDATA[Hi! I've been playing STK for a few weeks now and well overall i am really surprised by the game. In general i really like the speed, it's much higher than other kart games.<br />
<br />
In normal mode though the AI players don't always adjust speed properly, when there are no choke points AI players seem to lag behind. This results in many many basketballs and parachutes. Feels a bit like the AI is cheating there.<br />
<br />
But most annoying of all, if you drive behind an AI and the AI passes a pickup point you get immediately hit by a bowling ball or what not. This is not how a human player drives or behaves.<br />
Human players are handicapped as soon as they look behind them, the AI is not.<br />
<br />
Proposed solution:<br />
- Make the AI behavior random for what they do with the pickup or add a delay for rear projectiles.<br />
- Give human players a small rear view mirror<br />
- Handicap the AI player when he shoots projectiles behind him in driving skill or accuracy.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Nitro improvement and ideas for soccer]]></title>
			<link>https://forum.supertuxkart.net/thread-326.html</link>
			<pubDate>Fri, 08 May 2026 00:27:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=1049">Qualquer</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-326.html</guid>
			<description><![CDATA[Hello! <br />
<br />
First of all, I would like to congratulate everyone involved for the excellent work on the game. <br />
<br />
I started playing recently and haven't explored all the modes yet. Despite this, I noticed that the nitro canisters (both small and large) provide a very small amount of energy. Would increasing the amount of energy provided by each nitro (where the small one fills half the displayed bars and the large one fills all the bars) be a good idea? <br />
<br />
I also have a suggestion that racers in last place in a race with more than two participants should not suffer any penalty (the equivalent of having an infinite protective bubble until they leave last place). <br />
<br />
I had some crazy ideas regarding soccer. I would like to know if it would be possible: <br />
<br />
1- for players to be able to attach the ball to the kart to drive it more easily (for the opponent to take the ball in this circumstance it would be through items such as the explosive cake, the bowling ball or the plunger, or even through direct contact with the ball); <br />
<br />
2- whenever they had the ball "attached to their kart," they would have a bowling ball to kick it into the goal or (in a new feature, using more or less the idea of a plunger) allow them to pass the ball to a nearby teammate. <br />
<br />
Thank you in advance for your attention.]]></description>
			<content:encoded><![CDATA[Hello! <br />
<br />
First of all, I would like to congratulate everyone involved for the excellent work on the game. <br />
<br />
I started playing recently and haven't explored all the modes yet. Despite this, I noticed that the nitro canisters (both small and large) provide a very small amount of energy. Would increasing the amount of energy provided by each nitro (where the small one fills half the displayed bars and the large one fills all the bars) be a good idea? <br />
<br />
I also have a suggestion that racers in last place in a race with more than two participants should not suffer any penalty (the equivalent of having an infinite protective bubble until they leave last place). <br />
<br />
I had some crazy ideas regarding soccer. I would like to know if it would be possible: <br />
<br />
1- for players to be able to attach the ball to the kart to drive it more easily (for the opponent to take the ball in this circumstance it would be through items such as the explosive cake, the bowling ball or the plunger, or even through direct contact with the ball); <br />
<br />
2- whenever they had the ball "attached to their kart," they would have a bowling ball to kick it into the goal or (in a new feature, using more or less the idea of a plunger) allow them to pass the ball to a nearby teammate. <br />
<br />
Thank you in advance for your attention.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Suggestion on Time Trial multiplayer mode]]></title>
			<link>https://forum.supertuxkart.net/thread-315.html</link>
			<pubDate>Fri, 01 May 2026 08:28:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=865">NGTT2</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-315.html</guid>
			<description><![CDATA[- Instead of all players racing simultaneously, each player gets an individual time trial (TT) lap of their own &amp; after everyone completes their run, players are ranked based on their fastest lap times.<br />
<br />
Example: <br />
Setup: A lobby of up to 5 players joins the mode.<br />
Turn Orders: Players take turns one by one (ex: Player 1 → Player 2 → ..... → Player 5).<br />
Spectator Mode: While one player is on their TT lap, others can spectate in real time and prepare for their own turn.<br />
Ranking: Once all players finish, they’re ranked from fastest to slowest based on their personal best lap time.<br />
<br />
At the end there can be a reward or feedback system which will allow players to share their results or compare them with others?<br />
<br />
Basically what i mean is instead of racing simultaneously, we could race one after another or each individual will be ghost &amp; won't see each other throughout the race. <br />
I haven't tried tt on multiplayer as very few ppl actually use it on servers but would be a great idea if we had something like this which could improve fairness,  give strategic prep time &amp; increase excitement to play against.<br />
<br />
Player can forbid also if they messed up which will result in they being disqualified/eliminated.]]></description>
			<content:encoded><![CDATA[- Instead of all players racing simultaneously, each player gets an individual time trial (TT) lap of their own &amp; after everyone completes their run, players are ranked based on their fastest lap times.<br />
<br />
Example: <br />
Setup: A lobby of up to 5 players joins the mode.<br />
Turn Orders: Players take turns one by one (ex: Player 1 → Player 2 → ..... → Player 5).<br />
Spectator Mode: While one player is on their TT lap, others can spectate in real time and prepare for their own turn.<br />
Ranking: Once all players finish, they’re ranked from fastest to slowest based on their personal best lap time.<br />
<br />
At the end there can be a reward or feedback system which will allow players to share their results or compare them with others?<br />
<br />
Basically what i mean is instead of racing simultaneously, we could race one after another or each individual will be ghost &amp; won't see each other throughout the race. <br />
I haven't tried tt on multiplayer as very few ppl actually use it on servers but would be a great idea if we had something like this which could improve fairness,  give strategic prep time &amp; increase excitement to play against.<br />
<br />
Player can forbid also if they messed up which will result in they being disqualified/eliminated.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Scripting API]]></title>
			<link>https://forum.supertuxkart.net/thread-314.html</link>
			<pubDate>Thu, 30 Apr 2026 23:34:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=107">LLS</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-314.html</guid>
			<description><![CDATA[How do I retrieve and restore the rotation of a kart/object?]]></description>
			<content:encoded><![CDATA[How do I retrieve and restore the rotation of a kart/object?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Proposed changes for the bomb]]></title>
			<link>https://forum.supertuxkart.net/thread-303.html</link>
			<pubDate>Tue, 21 Apr 2026 15:11:15 +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-303.html</guid>
			<description><![CDATA[I opened two tickets for concepts I'm currently looking to implement in SuperTuxKart Evolution after some recent testing:<ul class="mycode_list"><li><a href="https://github.com/supertuxkart/stk-code/issues/5695" target="_blank" rel="noopener" class="mycode_url">Shorter bomb duration</a><br />
</li>
</ul>
<blockquote class="mycode_quote"><cite>Quote:</cite>The current bomb duration at 30s feels too long.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
The positioning of the bomb timer's arrow should also be rescaled, otherwise only a tiny part of it would be used.</blockquote>
<ul class="mycode_list"><li><a href="https://github.com/supertuxkart/stk-code/issues/5696" target="_blank" rel="noopener" class="mycode_url">Changing the bomb passing rules</a><br />
</li>
</ul>
<blockquote class="mycode_quote"><cite>Quote:</cite>This is subject to confirmation in testing that it improves the gameplay, but the idea is as follow:<ul class="mycode_list"><li>Remove the "can't pass back a bomb to the player who gave it" rule<br />
</li>
<li>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<br />
</li>
<li>Add a visual indicator of some sorts when the bomb cannot be passed<br />
</li>
</ul>
The rationale is that:<br />
<ol type="1" class="mycode_list"><li>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.<br />
</li>
<li>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<br />
</li>
<li>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.<br />
</li>
</ol>
</blockquote>
<br />
Let me know if you have comments or suggestions on the matter!]]></description>
			<content:encoded><![CDATA[I opened two tickets for concepts I'm currently looking to implement in SuperTuxKart Evolution after some recent testing:<ul class="mycode_list"><li><a href="https://github.com/supertuxkart/stk-code/issues/5695" target="_blank" rel="noopener" class="mycode_url">Shorter bomb duration</a><br />
</li>
</ul>
<blockquote class="mycode_quote"><cite>Quote:</cite>The current bomb duration at 30s feels too long.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
The positioning of the bomb timer's arrow should also be rescaled, otherwise only a tiny part of it would be used.</blockquote>
<ul class="mycode_list"><li><a href="https://github.com/supertuxkart/stk-code/issues/5696" target="_blank" rel="noopener" class="mycode_url">Changing the bomb passing rules</a><br />
</li>
</ul>
<blockquote class="mycode_quote"><cite>Quote:</cite>This is subject to confirmation in testing that it improves the gameplay, but the idea is as follow:<ul class="mycode_list"><li>Remove the "can't pass back a bomb to the player who gave it" rule<br />
</li>
<li>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<br />
</li>
<li>Add a visual indicator of some sorts when the bomb cannot be passed<br />
</li>
</ul>
The rationale is that:<br />
<ol type="1" class="mycode_list"><li>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.<br />
</li>
<li>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<br />
</li>
<li>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.<br />
</li>
</ol>
</blockquote>
<br />
Let me know if you have comments or suggestions on the matter!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Feature Request: Change Online Username]]></title>
			<link>https://forum.supertuxkart.net/thread-280.html</link>
			<pubDate>Tue, 24 Mar 2026 03:03:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=865">NGTT2</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-280.html</guid>
			<description><![CDATA[Hello Everyone,<br />
I'm playing this game from two weeks &amp; i have realised that there is no way to change your online name once you created it &amp; most of the people don't know either so it will be a great idea if you we had a feature were we could just go in our config files &amp; change our online username too.<br />
<br />
You can change your localname from config but can't change the online name &amp; even if you try then get reset.<br />
<br />
<span style="color: #cccccc;" class="mycode_color"><span style="font-family: 'Droid Sans Mono', monospace;" class="mycode_font"><span style="color: #808080;" class="mycode_color">&lt;</span><span style="color: #569cd6;" class="mycode_color">current</span> <span style="color: #9cdcfe;" class="mycode_color">player</span>=<span style="color: #ce9178;" class="mycode_color">"Talk2"</span><span style="color: #808080;" class="mycode_color">/&gt;</span><br />
    <span style="color: #808080;" class="mycode_color">&lt;</span><span style="color: #569cd6;" class="mycode_color">player</span> <span style="color: #9cdcfe;" class="mycode_color">name</span>=<span style="color: #ce9178;" class="mycode_color">"Talk2" -&gt; Local Name which can be changed </span></span></span><br />
<span style="color: #cccccc;" class="mycode_color"><span style="font-family: 'Droid Sans Mono', monospace;" class="mycode_font"><span style="color: #ce9178;" class="mycode_color"><span style="color: #9cdcfe;" class="mycode_color">     last-online-name</span>="No_girls_to_talk2" -&gt; This get reset if you try to edit.</span></span></span><br />
<br />
<br />
Directly changing online username in config can cause a issue probably in servers but could be great thing if we can.<br />
<br />
<br />
<br />
Thank You!!!<br />
NGTT2]]></description>
			<content:encoded><![CDATA[Hello Everyone,<br />
I'm playing this game from two weeks &amp; i have realised that there is no way to change your online name once you created it &amp; most of the people don't know either so it will be a great idea if you we had a feature were we could just go in our config files &amp; change our online username too.<br />
<br />
You can change your localname from config but can't change the online name &amp; even if you try then get reset.<br />
<br />
<span style="color: #cccccc;" class="mycode_color"><span style="font-family: 'Droid Sans Mono', monospace;" class="mycode_font"><span style="color: #808080;" class="mycode_color">&lt;</span><span style="color: #569cd6;" class="mycode_color">current</span> <span style="color: #9cdcfe;" class="mycode_color">player</span>=<span style="color: #ce9178;" class="mycode_color">"Talk2"</span><span style="color: #808080;" class="mycode_color">/&gt;</span><br />
    <span style="color: #808080;" class="mycode_color">&lt;</span><span style="color: #569cd6;" class="mycode_color">player</span> <span style="color: #9cdcfe;" class="mycode_color">name</span>=<span style="color: #ce9178;" class="mycode_color">"Talk2" -&gt; Local Name which can be changed </span></span></span><br />
<span style="color: #cccccc;" class="mycode_color"><span style="font-family: 'Droid Sans Mono', monospace;" class="mycode_font"><span style="color: #ce9178;" class="mycode_color"><span style="color: #9cdcfe;" class="mycode_color">     last-online-name</span>="No_girls_to_talk2" -&gt; This get reset if you try to edit.</span></span></span><br />
<br />
<br />
Directly changing online username in config can cause a issue probably in servers but could be great thing if we can.<br />
<br />
<br />
<br />
Thank You!!!<br />
NGTT2]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Speedometer In race]]></title>
			<link>https://forum.supertuxkart.net/thread-259.html</link>
			<pubDate>Tue, 10 Mar 2026 07:44:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=865">NGTT2</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-259.html</guid>
			<description><![CDATA[Hello Everyone,<br />
I want to make a suggestion that it would be great if there was a speedometer indicating the speed on corners &amp; straight in the race for each car so that it would help users to know where they are slow &amp; improve based on speed.<br />
<br />
If there is a addon then it's great but it would be nice if it come as a default feature. <br />
<br />
<br />
<br />
Thank You!!<br />
NGTT2]]></description>
			<content:encoded><![CDATA[Hello Everyone,<br />
I want to make a suggestion that it would be great if there was a speedometer indicating the speed on corners &amp; straight in the race for each car so that it would help users to know where they are slow &amp; improve based on speed.<br />
<br />
If there is a addon then it's great but it would be nice if it come as a default feature. <br />
<br />
<br />
<br />
Thank You!!<br />
NGTT2]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The music is quite boring]]></title>
			<link>https://forum.supertuxkart.net/thread-256.html</link>
			<pubDate>Thu, 05 Mar 2026 17:47:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=857">Spyro</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-256.html</guid>
			<description><![CDATA[The music is quite boring on most tracks. Will version 2.0 bring any changes to the music?]]></description>
			<content:encoded><![CDATA[The music is quite boring on most tracks. Will version 2.0 bring any changes to the music?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The proper way to add new Kart Characteristics]]></title>
			<link>https://forum.supertuxkart.net/thread-244.html</link>
			<pubDate>Tue, 10 Feb 2026 14:43:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=58">nomagno</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-244.html</guid>
			<description><![CDATA[Assumes the changes in PR #5642 of the main repository, which targets the BalanceSTK2 branch.<br />
Go into the game's source code folder, let's assume it's called ``stk-code".<br />
<br />
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 <span style="text-decoration: underline;" class="mycode_u">infinitely</span> better than implementing the parser changes manually every time.<br />
<br />
<br />
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.<br />
<br />
Inside the ``tools/" folder, there are two relevant Python scripts.<ul class="mycode_list"><li>``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<br />
</li>
<li>``tools/update_characteristics.py": Run it with ``stk-code" as your working directory, with the command ``python3 tools/update_characteristics.py".<br />
 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".<br />
</li>
</ul>
<br />
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.<br />
If a category is called "NitroHack" or "Nitrohack", in the ``kart_characteristics.xml" file it should be declared as the &lt;nitrohack ... /&gt; XML element (caps will be ignored). The getter for all its parameters will have the form ``getNitroHackXXX()" (caps will be preserved)<br />
<br />
If a parameter is called "timeResetSteer", in the in the ``kart_characteristics.xml" file it should be declared as the &lt;... time-reset-steer ... /&gt; 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)<br />
<br />
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).<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">The ``characteristics" variable format</span><br />
<br />
Categories are at the start of the line, have no special characters, and are separated from the parameters by a colon ":".<br />
Parameters are after the colon, separated by spaces, with type annotations in parantheses immediatly following the parameter name.<br />
An example from the file:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Turn: radius(InterpolationArray), timeResetSteer, timeFullSteer(InterpolationArray), brakeMultiplier</code></div></div>The types supported are:<ul class="mycode_list"><li>float (don't annotate the parameter, e.g. ``param")<br />
</li>
<li>list of floats (annotate the parameter like so ``param(std::vector&lt;float&gt;/floatVector)")<br />
</li>
<li>bool (annotate the parameter like so ``param(bool)")<br />
</li>
<li>InterpolationArray (annotate the parameter like so ``param(InterpolationArray)")<br />
</li>
<li>STK Tyre Mod Edition (not regular STK 2.X) also has string, annotated like so:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>param(std::string/string)</code></div></div></li>
</ul>
]]></description>
			<content:encoded><![CDATA[Assumes the changes in PR #5642 of the main repository, which targets the BalanceSTK2 branch.<br />
Go into the game's source code folder, let's assume it's called ``stk-code".<br />
<br />
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 <span style="text-decoration: underline;" class="mycode_u">infinitely</span> better than implementing the parser changes manually every time.<br />
<br />
<br />
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.<br />
<br />
Inside the ``tools/" folder, there are two relevant Python scripts.<ul class="mycode_list"><li>``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<br />
</li>
<li>``tools/update_characteristics.py": Run it with ``stk-code" as your working directory, with the command ``python3 tools/update_characteristics.py".<br />
 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".<br />
</li>
</ul>
<br />
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.<br />
If a category is called "NitroHack" or "Nitrohack", in the ``kart_characteristics.xml" file it should be declared as the &lt;nitrohack ... /&gt; XML element (caps will be ignored). The getter for all its parameters will have the form ``getNitroHackXXX()" (caps will be preserved)<br />
<br />
If a parameter is called "timeResetSteer", in the in the ``kart_characteristics.xml" file it should be declared as the &lt;... time-reset-steer ... /&gt; 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)<br />
<br />
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).<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">The ``characteristics" variable format</span><br />
<br />
Categories are at the start of the line, have no special characters, and are separated from the parameters by a colon ":".<br />
Parameters are after the colon, separated by spaces, with type annotations in parantheses immediatly following the parameter name.<br />
An example from the file:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Turn: radius(InterpolationArray), timeResetSteer, timeFullSteer(InterpolationArray), brakeMultiplier</code></div></div>The types supported are:<ul class="mycode_list"><li>float (don't annotate the parameter, e.g. ``param")<br />
</li>
<li>list of floats (annotate the parameter like so ``param(std::vector&lt;float&gt;/floatVector)")<br />
</li>
<li>bool (annotate the parameter like so ``param(bool)")<br />
</li>
<li>InterpolationArray (annotate the parameter like so ``param(InterpolationArray)")<br />
</li>
<li>STK Tyre Mod Edition (not regular STK 2.X) also has string, annotated like so:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>param(std::string/string)</code></div></div></li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My project and vision for STK]]></title>
			<link>https://forum.supertuxkart.net/thread-238.html</link>
			<pubDate>Tue, 03 Feb 2026 17:22:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=681">GustaLOLE</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-238.html</guid>
			<description><![CDATA[(I don't find a good place for put this, so I'll put here)<br />
<br />
Read this, peeps: <a href="https://github.com/GustaLOLE/stk-code/discussions/4" target="_blank" rel="noopener" class="mycode_url">https://github.com/GustaLOLE/stk-code/discussions/4</a><br />
<br />
Now, I cannot resume this, so just read]]></description>
			<content:encoded><![CDATA[(I don't find a good place for put this, so I'll put here)<br />
<br />
Read this, peeps: <a href="https://github.com/GustaLOLE/stk-code/discussions/4" target="_blank" rel="noopener" class="mycode_url">https://github.com/GustaLOLE/stk-code/discussions/4</a><br />
<br />
Now, I cannot resume this, so just read]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New method to control the kart in STK Mobile]]></title>
			<link>https://forum.supertuxkart.net/thread-232.html</link>
			<pubDate>Tue, 27 Jan 2026 09:52:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=681">GustaLOLE</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-232.html</guid>
			<description><![CDATA[I made a pull request in GitHub with this (left/right buttons on-screen to control the kart in Mobile): <a href="https://youtu.be/Db32VbMjiJc?si=3QXxu15sbPql2bQi" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/Db32VbMjiJc?si=3QXxu15sbPql2bQi</a>.<br />
<br />
Also, here is my PR: <a href="https://github.com/supertuxkart/stk-code/pull/5639" target="_blank" rel="noopener" class="mycode_url">https://github.com/supertuxkart/stk-code/pull/5639</a><br />
<br />
I hope you liked it <img src="https://forum.supertuxkart.net/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[I made a pull request in GitHub with this (left/right buttons on-screen to control the kart in Mobile): <a href="https://youtu.be/Db32VbMjiJc?si=3QXxu15sbPql2bQi" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/Db32VbMjiJc?si=3QXxu15sbPql2bQi</a>.<br />
<br />
Also, here is my PR: <a href="https://github.com/supertuxkart/stk-code/pull/5639" target="_blank" rel="noopener" class="mycode_url">https://github.com/supertuxkart/stk-code/pull/5639</a><br />
<br />
I hope you liked it <img src="https://forum.supertuxkart.net/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Questions about development version and giving feedback]]></title>
			<link>https://forum.supertuxkart.net/thread-226.html</link>
			<pubDate>Fri, 23 Jan 2026 18:59:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=679">VisitingPlayer</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-226.html</guid>
			<description><![CDATA[Hi there!<br />
<br />
Like I guess many people I'm also exited for SuperTuxKart to recieve a big improvement with the work on SuperTuxKart Evolution.<br />
<br />
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 <a href="https://forum.supertuxkart.net/thread-2.html" target="_blank" rel="noopener" class="mycode_url">in this post</a>. <br />
<br />
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.<br />
<br />
Now, I do understand that this is all work in progress and still missing several iterations of improvements. <br />
<br />
What prompted me to write this post was however when I noticed the <a href="https://github.com/Pttn/stk-assets" target="_blank" rel="noopener" class="mycode_url">asset repository</a> had it's last update three months ago. Which seems a bit odd, considering that I doubt development just stopped for that long.<br />
<br />
So, I wanted to ask the question:<br />
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). <br />
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?]]></description>
			<content:encoded><![CDATA[Hi there!<br />
<br />
Like I guess many people I'm also exited for SuperTuxKart to recieve a big improvement with the work on SuperTuxKart Evolution.<br />
<br />
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 <a href="https://forum.supertuxkart.net/thread-2.html" target="_blank" rel="noopener" class="mycode_url">in this post</a>. <br />
<br />
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.<br />
<br />
Now, I do understand that this is all work in progress and still missing several iterations of improvements. <br />
<br />
What prompted me to write this post was however when I noticed the <a href="https://github.com/Pttn/stk-assets" target="_blank" rel="noopener" class="mycode_url">asset repository</a> had it's last update three months ago. Which seems a bit odd, considering that I doubt development just stopped for that long.<br />
<br />
So, I wanted to ask the question:<br />
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). <br />
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?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[random question about the games name]]></title>
			<link>https://forum.supertuxkart.net/thread-224.html</link>
			<pubDate>Wed, 21 Jan 2026 03:01:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=636">ralf9900</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-224.html</guid>
			<description><![CDATA[Why is the game titled all together "supertuxkart" instead of separating it? for ex: super tuxkart.]]></description>
			<content:encoded><![CDATA[Why is the game titled all together "supertuxkart" instead of separating it? for ex: super tuxkart.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Skidding Improvements / Additions]]></title>
			<link>https://forum.supertuxkart.net/thread-218.html</link>
			<pubDate>Sat, 10 Jan 2026 20:37:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.supertuxkart.net/member.php?action=profile&uid=625">DRS</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.supertuxkart.net/thread-218.html</guid>
			<description><![CDATA[Hello my dear Tuxers,<br />
<br />
Me and a friend of mine would like to suggest new skidding-mechanics to maybe enhance the fun:<br />
<br />
- Three skidding stages (maybe yellow, red, purple)<br />
- Being able to jump straight by pressing the skid button without steering<br />
- Being able to jump over gum and small patches of off-road<br />
- No delay when skidding into the opposite direction than before, even after getting a skid-bonus<br />
- Higher steering angles award the skid bonus sooner<br />
<br />
These are just a few ideas! Some of them may be more diffecult to implement than others.<br />
What do you guys think in terms of the added fun / difficulty of implementing?<br />
<br />
With speedy greetings,<br />
DRS]]></description>
			<content:encoded><![CDATA[Hello my dear Tuxers,<br />
<br />
Me and a friend of mine would like to suggest new skidding-mechanics to maybe enhance the fun:<br />
<br />
- Three skidding stages (maybe yellow, red, purple)<br />
- Being able to jump straight by pressing the skid button without steering<br />
- Being able to jump over gum and small patches of off-road<br />
- No delay when skidding into the opposite direction than before, even after getting a skid-bonus<br />
- Higher steering angles award the skid bonus sooner<br />
<br />
These are just a few ideas! Some of them may be more diffecult to implement than others.<br />
What do you guys think in terms of the added fun / difficulty of implementing?<br />
<br />
With speedy greetings,<br />
DRS]]></content:encoded>
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</rss>