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SuperTuxKart

Version: 0.6.2
Author: SuperTuxKart Developent Team  
Category: Arcade Rate this game yourself!   Average of 25 Ratings:4.324.324.324.32

SuperTuxKart Screenshot A go-kart racing game featuring Tux and friends

SuperTuxKart is a Free 3d kart racing game; we want to make the game fun more than we want to make it realistic. You can play with up to 4 friends on one PC, racing against each other or just try to beat the computer. (a network multiplayer feature is under development)

See the great lighthouse or drive through the sand and visit the pyramids. Race under water or in space, watching the stars passing by. Have some rest under the palms on the beach (watching the other karts overtaking you :) ).

You can do a single race against other karts, compete in one of several Grand Prix, or try to beat the high score in time trials on your own.

    Features
  • more than 12 tracks
  • Multiplayer support
  • Grandprix
  • Single Race
  • Time Trail
  • Follow-the-leader mode
  • Funny Characters
  • Runs on GNU/Linux, Windows, MacOSX

License: free

Additional System Requirements:

  • OpenGL (or Mesa 3.0 or later)
  • PLIB version 1.8.0 or later
  • libSDL 1.2
  • OpenAL
  • libOgg
  • libVorbis

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no yes no yes yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by grumbel on 2004-12-22.


[ Submit an update about this game ]


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Comments

  Supertuxkart posted by GreenRaccoon @ 77.176.144.70 on Jul 16 2010 5:31 PM 55555
I love that game, and it's getting better with every version. It's just pure fun!
 
[Reply]

  SuperTuxKart posted by slapd @ 89.222.150.3 on Sep 10 2009 3:49 AM 55555
Well this is definitely my favorite for this week, it's good it was added to FreeBSD ports collection. While it seemed boring at first, completing challenges was really exciting and it also unlocked bunch of new maps. I'm also thinking of doing some new content for it..
 
[Reply]

  A really funny game! A must have! posted by Nadow @ 62.47.124.90 on Sep 4 2009 2:01 PM 55555
That game is really amusing und it makes a lot of to play it! A must have for all arcarde racing game fans! I'm really looking forward to version 0.7.
 
[Reply]

  Hmmm... posted by jamyskis @ 91.33.204.12 on Jun 28 2009 4:58 AM 333
I personally couldn't bring myself to give anything more than three stars to this. Here's why. For the record, I was playing 0.6.1a.

The problem with STK is that its very genre and style puts it at risk of being compared very unfavorably to the dozens and dozens of karting games for other platforms out there. No matter how devoted we are to FLOSS, most of us will have played Super Mario Kart, Crash Team Racing, Street Racer, Konami Krazy Racers etc. and I personally feel that STK just doesn't capture the fun of any of these games. The handling of the cars is just too slippery slidey for me and the track design is largely very uninspired, ranging from plain awful (Shifting Sands) to not bad (Amazon) to interesting (Oliver's Math Class).

There were also a number of bugs that were, for me at least, seriously annoying. One was the constant accusation that I was taking an invalid shortcut even though I was slap-bang in the middle of the track. I periodically had a balloon wrapped around my character even though there was no banana in sight and my opponents had seen saw nothing but my dust clouds.

When I first saw this game a couple of years ago, I have to admit that my first reaction was one of disdain, but I declined to rate it here because I knew that it was not in a mature state and time was needed for development. I think it's in a more mature state now, however, and I think it's fair to make judgment on it.
 
[Reply]
  Re: Hmmm... posted by hiker @ 134.178.8.83 on Sep 18 2009 5:15 AM  
Gee, a bit late for an answer, but I try nevertheless: > The handling of the cars is just too slippery slidey for me and the track design is largely very uninspired, ranging from plain awful (Shifting Sands) to not bad (Amazon) to interesting (Oliver's Math Class).
I have to admit that I don't really understand the slippery slide comment (since we actually disabled real physics skidding) - but at the same time we hope to improve the physics in the next release.

> There were also a number of bugs that were, for me at least, seriously annoying. One was the constant accusation that I was taking an invalid shortcut even though I was slap-bang in the middle of the track.
I haven't heard of that bug before. This message should only be printed when you are clearly off track and come back to the track. For the 0.7 release the whole shortcut detection code was replaced so that this won't be an issue anymore.

> I periodically had a balloon wrapped around my character even though there was no banana in sight and my opponents had seen saw nothing but my dust clouds.
I assume you mean the anchor/anvil/parachute attached to your kart? That's not a bug, it's a feature: other karts can collect items which will attach those to the leader kart or all karts ahead of them.

Thanks a lot for your feedback!
Joerg (project leader of STK)
 
[Reply]

  Very good, very relaxing posted by gerymate @ 94.44.5.19 on Apr 27 2009 9:39 PM 55555
A personal favorite. I often play a short Grand Prix (about 15 mins) to take a chilling rest in the middle of the day. Newer versions are much more joy than before 0.5!
 
[Reply]

  getting there! posted by bigfatdude @ 129.74.116.29 on Mar 31 2009 3:58 AM 4444
I am extremely impressed by how much the game has improved since the last time I tried it. Keep up the good work.
 
[Reply]

  SuperTuxKart posted by josephov @ 89.134.134.208 on Mar 16 2009 5:56 PM 55555
This is awesome!
 
[Reply]

  Really good posted by zardoz @ 88.167.224.119 on Jan 26 2009 11:52 PM 55555
I had not try this game for a long time. What a good surprise! It will become one of my favorite Linux game. Congratulations to the whole team.
 
[Reply]

  0.6rc1 Welldone ! posted by sss72 @ 80.222.212.65 on Jan 7 2009 6:20 PM 4444
Great work on this game ! It was pleasure to play this, nice tunes, many tracks.and network gaming coming.. =) SuperTuxKart Rocks!
 
[Reply]

  Wow it's really good posted by glubo @ 89.176.41.167 on Jan 7 2009 1:53 PM 55555
First funny race game I've played natively on my linux.
 
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  Awsome posted by usiu @ 195.34.81.72 on Jun 17 2008 7:54 AM 55555
Great job!
 
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  SuperTuxkart 0.5 is superb posted by gamertux @ 86.103.205.16 on Jun 15 2008 3:44 PM 55555
 
[Reply]

  nice improvement posted by cghislai @ 91.177.74.82 on Mar 12 2008 12:38 PM 333
Nice improvement in gameplay!
There's still lot of work to be done, but this release bring high hope for the future of the game. Good job!
 
[Reply]
  Re: nice improvement posted by cghislai @ 91.177.74.82 on Mar 12 2008 12:39 PM 333
happypenguin don't want me to rate 3 stars .... :(
 
[Reply]

  0.4 much better than 0.3 posted by charlieg @ 91.109.81.53 on Mar 10 2008 10:54 AM 4444
I personally found 0.3 to be unplayable, the physics were awful and the penalty for touching anything - being stopped completely - made the game just too unforgiving especially considering how mazey the average STK track is.

STK 0.4 is a vast improvement in this regard. The game is 10x as much fun. Now it's only problem is the tracks are a bit naff - improve the tracks and this will be a great open source game. Of course there are other improvements to be made (characters a bit low poly and not animated, weapons are a bit naff and need work, lots of graphical polish to be applied) but they are icing on the cake rather than the cake itself.

Come on players / community - tracks, tracks, tracks! Get contributing!
 
[Reply]
  Re: 0.4 much better than 0.3 posted by conso @ 134.76.62.1 on Mar 10 2008 12:45 PM 55555
Everything is improveable, but still it is a great game :)
 
[Reply]
  Re: 0.4 much better than 0.3 posted by mym @ 194.254.112.166 on Mar 11 2008 8:54 AM 333
+1 there has been a great improvment in 0.4 thx to the new physics management.
* Handiness may be improved too: turning is too easy, there is no skidding.
* Missiles cannot hit a target too close from your kart.
 
[Reply]
  Re: 0.4 much better than 0.3 posted by Anonymous @ 147.76.180.129 on Mar 12 2008 12:34 AM  
Hi,

there is already a preview of skidding in the game, try driving/turning/braking on the sand in the race- or beach-track.
We intend with the next minor release to make all collectables etc. more useful, balanced, and fun - we are always interested in feedback and suggestions.

Thanks a lot for your feedback!
Joerg (STK admin)
 
[Reply]
  Re: 0.4 much better than 0.3 posted by Anonymous @ 63.116.64.157 on Mar 11 2008 7:13 PM  
LOW POLY ALLOWS IT TO PLAY ON INTEL GRAPHIKS GAME ENGINES. FUCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC YOU!
 
[Reply]
  Re: 0.4 much better than 0.3 posted by conso @ 134.76.62.1 on Mar 11 2008 7:23 PM 55555
is everything ok with you? The 0.5 release will pretty sure enclose an improved graphics engine. That will make the graphics much more efficient and fast and enable us to add high-poly models. the low-poly graphics will always be optional, so there is no need to argue ;)
 
[Reply]
  Re: 0.4 much better than 0.3 posted by Anonymous @ 63.116.64.157 on Mar 11 2008 8:59 PM  
Intel
 
[Reply]

  Very good game! posted by titi @ 62.226.146.78 on Jul 24 2007 12:48 PM 55555
It is very good ! My sons played it the whole day in splitscreen mode. It's realy fun with all the weapons and other goodies! Nice work! We( my ons and I) have installed Version 0.3 on ubuntu 6.06. We couldn't use the binary dsitribution because glibc4.0 was required ( but we 6.06 has version 3.6 ). But compiling was easily possible.
 
[Reply]

  Very nice game posted by Anonymous @ 71.220.8.224 on Jun 18 2007 2:32 AM  
I actually tested a 0.3 release candidate on Mac OS X, but the maps are no different. All I can say is that is very good, especially for the state of completion. Keep up the good work!
 
[Reply]

  HELP ME posted by Anonymous @ 75.44.18.93 on Mar 21 2007 2:44 PM  
PLEASE HELP ME WITH THIS EVERYTIME I TRY TO INSTALL IT IT SAYS THAT I NEED TO MAKE SURE THAT I HAVE THE RIGHT REQUIREMENTS I TR TO GET THE OPEN GL THE PILB THING OR X11 BUT IT NEVER WORKS PLEASE HELP!!!!!!!!!!!!
 
[Reply]
  Re: HELP ME posted by Anonymous @ 80.223.194.231 on Mar 21 2007 10:33 PM  
What distribution are you on? Do you have the right -dev packages?
 
[Reply]

  SuperTuxKart posted by Anonymous @ 131.243.96.175 on Nov 27 2006 1:39 PM  
STK is great! Thanks for all the good work. The new maps are very nice to drive on. One suggestion: some improvement in the way-points (or however your progress on the course is tracked) would increase playability alot. Finding creative ways to cut corners is one of the most fun and interesting facets of Kart games but STK is currently pretty harsh and I often that it disallows alot of corner cutting and I am forced to stick very closely to the paved road.
 
[Reply]
  Re: SuperTuxKart posted by hiker @ 147.76.180.135 on Dec 3 2006 2:38 PM  
Hi,
thanks for the feedback.
> One suggestion: some improvement in the way-points (or however your progress on the
> course is tracked) would increase playability alot. Finding creative ways to cut corners is
> one of the most fun and interesting facets of Kart games but STK is currently pretty
> harsh and I often that it disallows alot of corner cutting and I am forced to stick very
> closely to the paved road.
Well, that's a difficult issue - without the way-points players could sometimes take significant shortcuts, making it more or less impossible for the AI to compete with a player ... unless we teach the AI how to use shortcuts as well, and in this case people are not racing on the actual tracks ... so why make tracks at the first place?
We would welcome this discussion on our mailing list, if you have any good idea how to handle this, we are more than happy to give it a go (and even more happier to accept a patch :)) ).

Cheers,
hiker
 
[Reply]

  Great! posted by TfrmB @ 81.71.36.215 on Oct 4 2006 12:11 PM 4444
This release is very promising indeed! Speed is much better than previous version so it's fun to play now.
What I would like to have is the sound of a motor going wroaaaw.. I always like to hear that high pitched sound when I'm going topspeed.

This is a game I will keep an eye on for sure, very promising and dedicated developers. Could become a high class example what gpl'ed software can achieve.
 
[Reply]

  steering controls posted by ericsp @ 212.64.9.203 on Sep 26 2006 9:55 PM 4444
Good game, good improvements. I have however problems with the controls.

  1. The car accelartes autonatically. I can only go backwards by pressing the back key. If I don't ress, I accelerate gain.
  2. Left and right definitely don't work. The suggestion to press milliseconds does not help. The steering wheel stays horizontal. I removed the joystick, which does not help.
Any other suggestion how to fix this?

Eric
 
[Reply]
  Re: steering controls posted by hiker @ 147.76.180.135 on Sep 27 2006 9:18 PM  
Not really sure, have never heard of that.
One idea: perhaps you had a wrong/old supertuxkart config file? Just do a 'rm -rf ~/.supertuxkart' to remove this, there might be wrong key binding in there.
What version of plib are you using? Was this part of your distro (which one), or self compiled? And I assume you used the 0.2 release (and not a release candidate)?
Could you try the linux binary, and see if it works for you?
If all of this doesn't help, please send a message to the stk development list (I am not reading happypenguin every day, you will get a faster response this way), and I'll send you a debug version of some files, which print the keys as they are received from plib - this would at least help to narrow down the problem.
Regards,
hiker
 
[Reply]
  Re: steering controls posted by Coz @ 200.88.166.136 on Sep 27 2006 10:11 PM  
I just the kart automatic acceleration is a problem with the binary. I created a new version but I want to test if it works on other computers/distros so after I do that I'll upload a new binary, I will probably upload it in 18 hours.

About the steering not working, does it works with the second, third or 4th players? if so, probably it is related to joystick handling. Otherwise I can just guess, and unless we get some testing it will be hard to fix it :s
 
[Reply]
  Re: steering controls posted by ericsp @ 212.64.9.203 on Oct 13 2006 9:40 PM 4444
I tested the second player and there the steering works OK. I have no joystick attached, running on Ubuntu 6.10 Edgy.

Eric
 
[Reply]

  Good stuff. posted by DD @ 88.96.94.193 on Sep 26 2006 12:18 PM 4444
TuxKart really needed some updating, and this is that - much appreciated in my house, thanks.
 
[Reply]

  SuperTuxKart posted by frostwork @ 84.170.26.104 on Sep 26 2006 10:12 AM 55555
0.2 reached playable fps on linux-ppc! Very cool racing game! Thanks a lot!
Fullscreen already in next release?
 
[Reply]
  Re: SuperTuxKart posted by hiker @ 147.76.180.135 on Sep 26 2006 4:48 PM  
Fullscreen is high on our todo list. We have currently two options: using a patched version of plib, or using SDL - both with their own (dis)advantages.
Anyway, I am sure that fullscreen will be in the next release one way or the other (though I don't give a release date yet :)) ) Stay tuned :)
hiker
 
[Reply]
  Re: SuperTuxKart posted by ayqazi @ 83.244.130.176 on Sep 28 2006 2:41 AM  
Could you elaborate on the advantages/disadvantages of plib/SDL? Thanks
 
[Reply]
  Re: SuperTuxKart posted by hiker @ 220.253.114.136 on Sep 28 2006 6:09 AM  
Well, adding SDL means that there is another dependency, which in turn means
- more people might consider STK to be too difficult install (and therefore will not simply install it just to give it a try)
- more maintenance work for the developers.

Of course, I am aware that SDL is basically a standard, but that doesn't mean that everybody has this installed in a correct and working version. STK is a simple game (at the moment :) ), so it might appeal to beginners, who might have more problems than more experienced users and developers would think of.
As an example for additional maintenance: SDL has a problem on Mac OS < 10.4 and QuickTime >= 7 (it won't link). So, that means that everybody with this configuration who tries to compile STK will have a problem. And I haven't even started looking into the windows site of things :))
Then again, plib has problems on Macs as well (we have a patch, which we will submit to the plib developer); is somewhat outdated, and the support is not too good. But it provides a lot of useful features on many different architectures.
Basically, I am very careful about adding additional dependencies, and prefer only doing this if they add features to the game, which are considered to be advantageous/important, and can't be done with the current set of libraries. I prefer spending my time developing the game, and not answering support questions :))

Fullscreen is obviously one of these very important issues, and if SDL can provide this (and it would be impossible or too difficult to do with plib), we will not hesitate to add SDL. We are currently discussing replacements for plib anyway (well, at least the PW component - e.g. ogre, irrlicht, ... - have a look at the STK wiki - additional suggestions, experiences are welcome), and they might have their own fullscreen mode already, making SDL not necessary.
hiker
 
[Reply]
  Re: SuperTuxKart posted by ktulu @ 128.118.141.39 on Sep 28 2006 2:18 PM 4444
Yes, SDL can provide fullscreen, and quite easily.... SDL_WM_ToggleFullScreen(SDL_Surface *surface); seems easy enough ;-) overall though, nice project definitely, a huge improvement over the original tuxkart
 
[Reply]

  Binaries posted by Anonymous @ 62.43.153.45 on Sep 19 2006 1:38 AM  
Hello, could you add win32 and linux binaries in the web? thks
 
[Reply]
  Re: Binaries posted by Coz @ 200.88.205.126 on Sep 19 2006 8:34 AM  
There will be binaries for the 0.2 version.
 
[Reply]
  Re: Binaries posted by Anonymous @ 62.43.153.45 on Sep 20 2006 2:02 AM  
When do you expect (months?, weeks?) to have that version? Pau
 
[Reply]
  Re: Binaries posted by hiker @ 220.253.24.242 on Sep 20 2006 5:33 AM  
We currently expect version 0.2 to be released within a week (unless a major problem should be detected). I am not sure how long it will take for binary releases to come out though - that mostly depends on how soon people are willing to create them, since we can't provide them for all distributions.
hiker
 
[Reply]
  Re: Binaries posted by hiker @ 147.76.180.135 on Sep 26 2006 6:10 PM  
I just added a native windows binary, which was compiled with visual studio express, and does not depend on any cygwin dll (as was the previous version, which included all necessary dll files).
Just go to the download area of the STK homepage
hiker
 
[Reply]

  Nice! posted by TheBohemian @ 85.178.205.14 on Sep 18 2006 11:57 AM 4444

Hi, I like STK very much. But I have a few nitpicks:

  • - some data files are missing from svn (e.g. wavs/radio/slap.wav)
  • - data files are not correctly installed if doing a non-sourceroot buid ("../trunk/configure")

Maybe I can submit a patch for the latter. Depends on having time ;)

 
[Reply]
  Re: Nice! posted by hiker @ 147.76.180.135 on Sep 18 2006 4:54 PM  
I just re-tested the SVN version as well as 0.2rc2 - both come with wav/radio/slap.wav, and I couldn't detect any other missing file either. What did you exactly do? Downloaded the latest svn version - if so, what was the command line? Then: did you run ./autogen.sh, ./configure, make? You can test if everything works without installation, just run ./src/supertuxkart. Did you then do a make install? We need more details to find out what's going on :)
Re running configure from a different directory: that's not supported. If you run autogen.sh it ends with "Now you are ready to run './configure'". And INSTALL reads:
tar xzf supertuxkart-*.tar.gz
cd supertuxkart-* [...] ./configure
If running configure from a different directory is important for you (why??), we would be happy to accept a patch.
hiker
 
[Reply]
  Re: Nice! posted by Anonymous @ 84.28.40.219 on Sep 18 2006 10:25 PM  
xx@xx[~/Games/supertuxkart-0.2rc2]$ ./configure checking build system type... Invalid configuration `i686-pc-linux-': machine `i686-pc-linux' not recognized configure: error: /bin/sh ./config.sub i686-pc-linux- failed xx@xx[~/Games/supertuxkart-0.2rc2]$ There is nothing else to recognize, so is it lying?
 
[Reply]
  Re: Nice! posted by hiker @ 220.253.5.60 on Sep 19 2006 1:19 AM  
Most likely a package is missing. A quick google search returned:

From http://www.ubuntuforums.org/archive/index.php/t-193504.html:
"Just open Synaptic or a terminal, whatever you like, and install the package build-essential. "

http://www.mail-archive.com/gentoo-embedded@lists.gentoo.org/msg01186.html
"your gnuconfig package is either outdated or not installed"

http://www.fedoraforum.org/forum/showthread.php?t=59067&goto=nextoldest
"needed gcc and glib-devel."

Does any of this help you? If not, what distribution are you using?
hiker
 
[Reply]
  Re: Nice! posted by Anonymous @ 84.28.40.219 on Sep 19 2006 3:27 PM  
Yes build-essential updated wich did help , I am using Elive (Debian) , now it runs fine just one little question how to get fullscreen?
 
[Reply]
  Re: Nice! posted by hiker @ 147.76.180.135 on Sep 19 2006 4:35 PM  
Fullscreen is currently not possible, since the original code didn't work properly. We are going to fix this soon, but most likely after the release (which will be out soon).
hiker
 
[Reply]
  Re: Nice! posted by TheBohemian @ 85.178.232.131 on Sep 19 2006 7:33 AM 4444
Hi, just "svn up"ped today. Now I am at revision 782 and the former missing files are indeed there! Thanks for looking after that (is it possible that anonymous svn is a bit behind the developer version?).
 
[Reply]
  Re: Nice! posted by Coz @ 200.88.205.126 on Sep 19 2006 8:49 AM  
Not that I know of, but you never know, besides, sometimes the BerliOS svn server has problems.

 
[Reply]

  Steering not working posted by Anonymous @ 84.162.235.37 on Sep 17 2006 9:58 PM  
Hi =) The performance is good (~200fps@1280x1024) but I can't seem to steer... accelerating/decelerating works but left/right doesn't work or is almost unnoticable. I've tried to rebind the keys several times without any success ... looks nice though ^^
 
[Reply]
  Re: Steering not working posted by Anonymous @ 147.76.180.135 on Sep 17 2006 11:49 PM  
Two issues/hints:
1) You have to hold the left/right key for 'a while' (well, milliseconds :)) ), the steering angle will then gradually increase. Have a look at the steering wheel in the lower right corner, this should start turning as soon as you press the left/right arrow. On some tracks (especially when driving faster) the kart might not be on the (somewhat bumpy) road, but instead in the air. If the speed displaty (top right corner) is red, this is the case and you can't steer (till the speed is displayed in white again).
2) There is an outstanding issue that the turn left/right key is not handled correctly the first time when it is pressed while another key (e.g. accelerating) is pressed. A work around is to quickly release left/right and press it again - from then on this problem appear to be solved. I've tracked this bug down for a while, and for now it appears to be that plib does not get the 'key down' even when you press left/right the first time (but from then on it works fine). I am currently not sure if this is a bug in plib, or perhaps the X handling is slightly wrong. Even the original tuxkart had this problem, just less frequently. A request for help on the plib developers list didn't bring any insight :(
Is this what you are seeing? I.e. if you press left/right the 2nd time (while still accelerating), does the kart turn?
hiker
 
[Reply]
  Re: Steering not working posted by Coz @ 200.42.206.35 on Sep 18 2006 11:37 AM  
If the issue only happens for the first player, do you have a joystick connected? if so, use the joystick for the first player or disconnect it.
 
[Reply]
  needs arenas posted by Anonymous @ 12.218.236.236 on Jul 24 2007 7:53 AM  
It might be cool to add arenas like in mario kart 64, vigilante8, and twisted metal (levels)
 
[Reply]

  SuperTuxKart posted by Anonymous @ 210.55.102.240 on Sep 17 2006 6:24 PM  
Nice to see this game back in development. Seemed to have died for quite some time.
 
[Reply]

  make error posted by Anonymous @ 64.59.144.23 on Sep 17 2006 5:27 PM  
I got: missing --run aclocal-1.9 -I m4 aclocal: couldn't open directory `m4': No such file or directory make: *** [aclocal.m4] Error 1 during make after a successful ./config. Is there something I'm missing?
 
[Reply]
  Re: make error posted by Anonymous @ 147.76.180.135 on Sep 17 2006 7:52 PM  
I just installed the rc3 (from a freshly downloaded copy), and didn't have that problem. Did you modify any files ('touch' would be enough). This error usually occurs when one of the autoconf files was modified: make figures out that it has to recreate some of the configure files.
I can reproduce this issue by doing a 'touch configure.ac'. And then to fix it I have to do a 'touch aclocal.m4' - does touching aclocal.m4 work for you? If not, could you have a look at the output of make -d (or sent the output to the STk developers list)? This should tell you what files are new and forcing make to recreate the config files.
hiker
 
[Reply]
  Re: make error posted by Anonymous @ 147.76.180.135 on Sep 17 2006 11:50 PM  
Artg - that should have been 'rc2' - not 3. Sorry.
 
[Reply]

  Win32 version? posted by Pxtl @ 69.157.21.154 on Sep 17 2006 12:22 PM  
Any plans for a win32 port?
 
[Reply]
  Re: Win32 version? posted by Anonymous @ 80.51.98.14 on Sep 17 2006 12:53 PM  
try in cygwin
 
[Reply]
  Re: Win32 version? posted by Anonymous @ 147.76.180.135 on Sep 17 2006 7:31 PM  
It works fine in cygwin. A native windows version will be done as well: SuperTuxKart already compiles with visual c++ (add -DNOMINMAX, and get dirent.zip for now - the latter will be replaced by plib functions soon), but I have to get the link line correct - help from any more experienced windows user appreciated :) - contact me on the STK developers list
hiker
 
[Reply]
  Re: Win32 version? posted by hiker @ 147.76.180.135 on Sep 26 2006 6:12 PM  
As already mentioned above, a native windows version can be downloaded from the homepage now.
Enjoy
hiker
 
[Reply]

  Too slow posted by Anonymous @ 81.71.36.215 on Sep 17 2006 10:19 AM  
Speed is a showstopper for me, I hope this will improve. Laptop: Intel Centrino 1,7 GHz 2 MB Cache, TI Mobility Radeon 9650 64 MB DDR RAM Racing game like Trigger works great (too bad development of that game stopped)
 
[Reply]
  Re: Too slow posted by Anonymous @ 147.76.180.135 on Sep 17 2006 7:43 PM  
Further performance improvements are on our todo list (the current release is already about 10-20 times as fast as the GotM release). I assume that you have 3d set up correctly (otherwise you should get a plib warning message about indirect rendering context or so)?
It runs with about 30-80 FPS on my laptop (centrino 1.83GHZ (dual core, but that shouldn't matter at this stage), ATI Mobility Radeon X1600 at 800x600). What performance do you get (press F12 to enable FPS display). For now a few recommendations:
1) Use less karts (e.g. supertuxkart -k 3 for three karts all in all). The new kart models are the main contributor to the lower frame rate.
2) Optimise the compilation flags - I am curently testing the options - for now it appears that you should not use -g, and that -O3 is not as good as -O2. Main issue is currently the opengl code in plib, so make sure that plib is compiled with optimisations as well. Hopefully we can improve the situation soon.
3) Lower the resolution (supertuxkart -s 800x600) - we hope to support fullscreen mode soon, which should make this option look nicer.
hiker
 
[Reply]
  Re: Too slow posted by Anonymous @ 220.253.6.146 on Sep 18 2006 4:21 AM  
Could you try the latest svn version (r781)? I just added the usage of display lists, and that made a huge difference on my laptop - for the slower settings (e.g. beach with 6 karts) the FPS rate went up from about 30 to >85 FPS. Details about svn access is on the berlios supertuxkart page.
Feedback appreciated!
hiker
 
[Reply]

  How do I compile it? posted by Anonymous @ 150.214.110.254 on Sep 14 2006 3:09 AM  
I have all the dependencies installed, and managed to do "automake" without problems... but there is no executable showing up :S
 
[Reply]
  Re: How do I compile it? posted by Coz @ 200.65.127.163 on Sep 15 2006 10:47 PM  
Just doing 'sh reconf.sh' should be enough to build the game. The executable is located in src/supertuxkart, maybe you just haven't found it.
 
[Reply]
  Re: How do I compile it? posted by Coz @ 200.88.166.166 on Sep 17 2006 9:18 PM  
Oops, noticed that reconf.sh isn't in the package, you should do:

./configure
make

And that should be all.
 
[Reply]

  SuperTuxKart posted by leileilol @ 68.234.71.44 on Sep 9 2006 9:15 AM  
I hope there'll be a version that removes the non-free resources that are currently residing like the explosion, windows sounds and pokemon pictures
 
[Reply]
  Re: SuperTuxKart posted by Anonymous @ 86.130.6.47 on Sep 10 2006 12:28 PM  
Who cares. I would just like alittle music I don't care where it comes from.
 
[Reply]
  Re: SuperTuxKart posted by Anonymous @ 67.51.133.216 on Sep 10 2006 1:13 PM  
Hello, I am Lawyer of the RIAA. Are you offering me a CHALLEEEEENNNNNNGE??

... FIGHT!

Lawsuit! LawsuitLawsuitLawsuit! C&D! LawsuitLawsuit!

FINISH HIM!

DMCA Filing!

PROJECT FATALITY! LAWYER WINS!
 
[Reply]
  Re: SuperTuxKart posted by Anonymous @ 147.76.180.135 on Sep 10 2006 5:20 PM  
Hi all,

a few comments:

1) some sounds are from the original tuxkart game (like the explosion). I'll verify this with the original designer, who used the sounds though. But to the best of my knowledge these sounds were done for tuxkart and can be used.

2) The new sounds effects come from (currently) two websites, and are available for usage for free as well. See the appropriate READMEs in the subdirectories of .../wav

3) The pictures where done for the GotM project, and again I am not aware of any non-free content being used here.

Could you let us know (supertuxkart-devel@lists.berlios.de) which sounds/graphics might be a problem?

Thanks a lot!

hiker

 
[Reply]
  Re: SuperTuxKart posted by leileilol @ 68.234.71.44 on Sep 10 2006 9:17 PM  
I've sent an email, hopefully it should clarify the obvious legally offending materials in there. :)
 
[Reply]

  Myah OS posted by Anonymous @ 86.130.2.186 on Sep 9 2006 9:07 AM  
Sweet I have been wanting to add this game to Myah OS for awile but it was unplayable I thought it was a dead project. I hope they keep working it looks great. I also have an ati card and it works fine. Is there some music to the game though??
 
[Reply]
  Re: Myah OS posted by Coz @ 200.65.127.163 on Sep 12 2006 10:26 PM  
There is music, but only from the original tuxkart.
 
[Reply]

  Good but not enough posted by fredo @ 83.205.199.226 on Sep 9 2006 3:20 AM 4444
First of all, I want to say this game is very promising.
I'm pretty sure it can become one of the best in its category.

But for now there is still a lot to improve :
  • For this kind of graphics (not that bad after all) the game runs too slow on my machine (Celeron 2.6Ghz / Radeon 9600 Mobility). It really needs some optimizations.
  • Still some in-game bugs (sometimes I fall although I sould not).
  • Collision management is good but could be better.
  • Some fixes to do :
    Here is what I get from the shell when I start the game :
    • "Error while parsing config '/home/fred/.supertuxkart/config': Parser problem: Couldn't open file '/home/fred/.supertuxkart/config'.
    • WARNING: Unknown format

But this game really deserves to be continued, It looks very promising to me, so keep the good work guys ! I can't wait for the 1.0 :) !!!
 
[Reply]
  Re: Good but not enough posted by ericsp @ 212.64.9.203 on Sep 9 2006 8:17 PM 4444
I get the same error message, but in my case the game does not start at all after that.
 
[Reply]
  Re: Good but not enough posted by Anonymous @ 82.207.246.218 on Sep 10 2006 3:42 AM  
# Here is what I get from the shell when I start the game : * "Error while parsing config '/home/fred/.supertuxkart/config': Parser problem: Couldn't open file '/home/fred/.supertuxkart/config'. you are a very sharp and clever guy, i think. but most games cant find a "config-file" in the home-dir of the user, because this is created when you play the game the first time. this is linux, you know? its like in q1, q2, q3, q4, doom3, ut2004, savage, .... EVERY GAME does it like this. but keep the faith;-)
 
[Reply]
  Re: Good but not enough posted by ericsp @ 212.64.9.203 on Sep 11 2006 12:00 PM 4444
Clever or not.... Of coarse I tested this a few times. But even after restarting Linux I still get:

Data files will be fetched from: '/usr/local/share/games/supertuxkart/' Error while parsing config '/home/ericsp/.supertuxkart/config': Parser problem: Couldn't open file '/home/ericsp/.supertuxkart/config'. WARNING: Unknown format Segmentation fault

I keep faith..... in you to solve it :-)
 
[Reply]
  Re: Good but not enough posted by Anonymous @ 147.76.180.135 on Sep 10 2006 5:34 PM  
Hi all,

the parser warning message only indicates that no config file was found - but I agree that this warning message should be replaced. We'll try to fix this for the release - thanks, it's a good point!

Re the performace: it runs at >100fps on my machine (gs6800) at 800x600 - what resolution did you use? I have a laptop with ati mobility x1600, and could try the performance there (if I can convince the *(%$^&* graphics driver to work and not to freeze my system).

The fall-through bug: Could you contact the developers at the development mailing list or file a bug report? We need more information for this issue. I am aware of one problem at this stage, which appears to be releated to using a newish g++ compiler. Please include the compiler you are using, as well as OS version, plib version etc

Regards,

hiker

 
[Reply]
  Re: Good but not enough posted by Anonymous @ 147.76.180.135 on Sep 12 2006 5:47 PM  
A quick update
- the warning message has been replaced in the latest svn version.
- the 'fall through track' bug has been identified to be caused by using -O2 for static_ssg. Please try to recompile static_ssg with -O1, and see if the problem still occurs (see bug 8384 on https://developer.berlios.de/bugs/index.php for details).
We will add a work-around to the configure script.
Regards
hiker
 
[Reply]

  Very buggy posted by Joshua @ 203.129.33.126 on Sep 9 2006 2:48 AM  
But otherwise, it is good!
 
[Reply]
  Re: Very buggy posted by Anonymous @ 147.76.180.135 on Sep 17 2006 7:58 PM  
I assume that with 'buggy' you mean that you are falling through the track? Or is there anything else?
If you are falling through the track, this is most likely caused by using -O2 on certain platforms (e.g. it works fine on x86_64, but not with the same gcc version on x86). The latest release candidate has a work around for this compiler bug (just compile static_ssg with either -O1, or -O2 -fno-regmove). Please let us know (STK developers list) if you have any problem with rc2.
hiker
 
[Reply]

  SDL_image posted by lewin @ 58.165.250.176 on Apr 22 2006 11:55 PM  
When I try to install it it says I need SDL_image but I have an RPM of SDL_image version 1.2.4-1.1 so whats wrong?
Any ideas?
P.S. I am running Fedora core 3.

This is what it says:
[root@MyComputer supertuxkart-0.0.0-1]# ./configure
checking build system type... i686-pc-linux-gnu
checking host system type... i686-pc-linux-gnu
checking target system type... i686-pc-linux-gnu
checking for a BSD-compatible install... /usr/bin/install -c
checking whether build environment is sane... yes
checking for gawk... gawk
checking whether make sets $(MAKE)... yes
checking for gcc... gcc
checking for C compiler default output file name... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... no
checking for suffix of executables...
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether gcc accepts -g... yes
checking for gcc option to accept ANSI C... none needed
checking for style of include used by make... GNU
checking dependency style of gcc... gcc3
checking how to run the C preprocessor... gcc -E
checking for g++... g++
checking whether we are using the GNU C++ compiler... yes
checking whether g++ accepts -g... yes
checking dependency style of g++... gcc3
checking how to run the C++ preprocessor... g++ -E
checking for a BSD-compatible install... /usr/bin/install -c
checking whether we should use SDL... no
checking for IMG_Load in -lSDL_image... no
configure: error: SDL_image library required
[root@MyComputer supertuxkart-0.0.0-1]#
 
[Reply]
  Re: SDL_image posted by James Gregory @ 81.178.108.122 on Apr 23 2006 12:41 AM  
Do you have SDL_image-devel?
 
[Reply]

  MAC OS X posted by Anonymous @ 67.117.29.196 on Feb 10 2005 2:01 PM  
I'M havin a hard time compiling it on MAC OS X with Terminal it dosent recogni SDL-1 .2.8 FRAMEWORKS HELP
 
[Reply]
  Re: MAC OS X posted by James Gregory @ 83.67.16.209 on Feb 10 2005 4:11 PM  
You might try the original TuxKart, it has fewer bugs, runs far faster and doesn't require SDL. Have you got the development version of SDL installed?
 
[Reply]

  Unfinished posted by TuxGamer @ 61.230.38.109 on Dec 31 2004 10:32 PM  
This game is promising but it needs to be finished. The game is not really playable right now. However, the models for the cars look a lot better, a lot of the maps look promising, and it should be a great game - if it is updated and developed heavily.
 
[Reply]

  r507 doesn't compile posted by Anonymous @ 80.190.251.24 on Dec 23 2004 4:42 PM  
Just checked out the svn and...

error compiling r507:
make[1]: *** No rule to make target `isect.cxx', needed by `isect.o'. Stop.
make[1]: Leaving directory `/home/ivan/Documents/dev/trunk/src'
make: *** [all-recursive] Error 1

Probable cause (r504):
Author: jamesgregory
Removed:
trunk/src/isect.cxx
trunk/src/isect.h
Log:
- moved contents into utils.x

Solution?:
svn diff
Index: src/Makefile.am
===================================================================
--- src/Makefile.am     (revision 507)
+++ src/Makefile.am     (working copy)
@@ -54,8 +54,6 @@
   WidgetSet.h  \
   widget_image.cxx \
   widget_image.h \
-  isect.cxx  \
-  isect.h  \
   joystick.h  \
   material.cxx  \
   material.h  \
 
[Reply]
  Re: r507 doesn't compile posted by Anonymous @ 81.178.110.198 on Dec 23 2004 5:09 PM  
Sorry, your change is now committed. The mailing list is probably a better place for this sort of thing than the LGT comments section.
 
[Reply]

  Obligatory. posted by Anonymous @ 222.152.217.202 on Dec 23 2004 12:22 PM  
I for one, welcome our new SuperTuxKart overlords! Oh wait, this ain't /.
 
[Reply]

  SuperTuxKart posted by Anonymous @ 4.62.241.76 on Dec 23 2004 9:57 AM  
This is pretty much the same as the CVS.
 
[Reply]

  Tuxkart posted by Anonymous @ 83.226.101.60 on Dec 23 2004 2:03 AM  
I've downloaded the cvs version of the original version what is the enhancement between i this super version and it? Cant find any.
 
[Reply]
  Re: Tuxkart posted by grumbel @ 83.135.81.8 on Dec 23 2004 2:53 AM  
Current Tuxkart CVS is, beside the name, pretty much identical with SuperTuxKart at the moment, all the improvments happened in the TuxKart CVS, see here for reasons why we still needed to fork. To see the progress you have to compare TuxKart 0.4 against SuperTuxKart.
 
[Reply]

  One issue that could go unnoticed posted by Anonymous @ 65.220.67.6 on Dec 22 2004 8:54 PM  
Excessive skidmarks: Performance suffers

The rest of bugs seem quite obvious and are left as an exercise to the developers :P
 
[Reply]

  Haven't played it yet, but... posted by Anonymous @ 222.152.217.202 on Dec 22 2004 8:36 PM  
The screenshot looks significantly better than the original. Any multiplayer in this one?
 
[Reply]
  Re: Haven't played it yet, but... posted by grumbel @ 83.135.81.8 on Dec 22 2004 9:05 PM  
There is some splitscreen support, but so far controlls for the other players arn't implemented if I remember correctly. The game itself isn't meant to be playable anyway at this moment, no matter of one player or two.
 
[Reply]
  Re: Haven't played it yet, but... posted by Anonymous @ 81.178.108.35 on Dec 23 2004 1:39 AM  
Actually, controls for all players are configurable. But multiplayer mode suffers from immense framerate issues,
 
[Reply]

  SuperTuxKart posted by Anonymous @ 213.143.73.233 on Dec 22 2004 10:33 AM  
hi there. the thing configures nicely but i have trouble compiling it. here's the error:
Driver.cxx: In method `float Driver::getIsectData(float *, float *)':
Driver.cxx:420: type `ssgRoot' is not a base type for type `ssgBranch'
Driver.cxx:488: type `ssgRoot' is not a base type for type `ssgBranch'
Driver.cxx:397: warning: `int num_hits' might be used uninitialized in this function
make[1]: *** [Driver.o] Error 1
 
[Reply]
  Re: SuperTuxKart posted by grumbel @ 83.135.81.8 on Dec 22 2004 8:28 PM  
Most likly you will need a newer version of plib.
 
[Reply]
  Re: SuperTuxKart posted by thegreenzebra @ 68.232.111.247 on Dec 22 2004 10:34 PM  
Good I checked the comments; that fixed the problem for me =] Maybe configure can check PLIB's version?

Also, I'm willing to volunteer music for the game. I'm kind of busy over the season and have tons of other projects I've promised music for as well but hopefully a spot of free time is coming up....
 
[Reply]

  Compile yes, install correctly no posted by jsheedy @ 207.179.216.183 on Dec 22 2004 8:22 AM  
I was able to get it to compile fine. autogen.sh

make

make instal

l when I try to run the supertuxkart executable it would complain about missing images.

bash-2.05b$ ./supertuxkart

WARNING: ssgLoadPNG: Failed to load 'images/chrome.png': Couldn't open images/chrome.png WARNING: ssgLoadPNG: Failed to load 'images/chrome2.png': Couldn't open images/chrome2.png WARNING: ssgLoadPNG: Failed to load 'images/railing.png': Couldn't open images/railing.png WARNING: ssgLoadPNG: Failed to load 'images/ruler.png': Couldn't open images/ruler.png WARNING: ssgLoadPNG: Failed to load 'images/herringwall.png': Couldn't open images/herringwall.png WARNING: ssgLoadPNG: Failed to load 'images/adverts.png': Couldn't open images/adverts.png WARNING: ssgLoadPNG: Failed to load 'images/wood.png': Couldn't open images/wood.png WARNING: ssgLoadPNG: Failed to load 'images/concrete.png': Couldn't open images/concrete.png WARNING: ssgLoadPNG: Failed to load 'images/brick.png': Couldn't open images/brick.png WARNING: ssgLoadPNG: Failed to load 'images/stonewall.png': Couldn't open images/stonewall.png WARNING: ssgLoadPNG: Failed to load 'images/pebbles.png': Couldn't open images/pebbles.png WARNING: ssgLoadPNG: Failed to load 'images/floor.png': Couldn't open images/floor.png WARNING: ssgLoadPNG: Failed to load 'images/sand.png': Couldn't open images/sand.png WARNING: ssgLoadPNG: Failed to load 'images/sandgrass.png': Couldn't open images/sandgrass.png WARNING: ssgLoadPNG: Failed to load 'images/egypt.png': Couldn't open images/egypt.png WARNING: ssgLoadPNG: Failed to load 'images/pyramidwall.png': Couldn't open images/pyramidwall.png WARNING: ssgLoadPNG: Failed to load 'images/lava.png': Couldn't open images/lava.png WARNING: ssgLoadPNG: Failed to load 'images/metalgrid.png': Couldn't open images/metalgrid.png WARNING: ssgLoadPNG: Failed to load 'images/fuzzy_sand.png': Couldn't open images/fuzzy_sand.png WARNING: ssgLoadPNG: Failed to load 'images/roadway.png': Couldn't open images/roadway.png WARNING: ssgLoadPNG: Failed to load 'images/track.png': Couldn't open images/track.png WARNING: ssgLoadPNG: Failed to load 'images/rainbow.png': Couldn't open images/rainbow.png WARNING: ssgLoadPNG: Failed to load 'images/tinytux.png': Couldn't open images/tinytux.png WARNING: ssgLoadPNG: Failed to load 'images/butterfly.png': Couldn't open images/butterfly.png WARNING: ssgLoadPNG: Failed to load 'images/Penguin_orig.png': Couldn't open images/Penguin_orig.png WARNING: ssgLoadPNG: Failed to load 'images/grass.png': Couldn't open images/grass.png WARNING: ssgLoadPNG: Failed to load 'images/track2.png': Couldn't open images/track2.png WARNING: ssgLoadPNG: Failed to load 'images/zipper.png': Couldn't open images/zipper.png WARNING: ssgLoadPNG: Failed to load 'images/mnm.png': Couldn't open images/mnm.png WARNING: ssgLoadPNG: Failed to load 'images/fuzzy.png': Couldn't open images/fuzzy.png WARNING: ssgLoadPNG: Failed to load 'images/mriceblockshadow.png': Couldn't open images/mriceblockshadow.png WARNING: ssgLoadPNG: Failed to load 'images/mriceblockicon.png': Couldn't open images/mriceblockicon.png WARNING: ssgLoadPNG: Failed to load 'images/tuxkartshadow.png': Couldn't open images/tuxkartshadow.png WARNING: ssgLoadPNG: Failed to load 'images/eviltuxicon.png': Couldn't open images/eviltuxicon.png WARNING: ssgLoadPNG: Failed to load 'images/sushishadow.png': Couldn't open images/sushishadow.png WARNING: ssgLoadPNG: Failed to load 'images/sushiicon.png': Couldn't open images/sushiicon.png WARNING: ssgLoadPNG: Failed to load 'images/yetishadow.png': Couldn't open images/yetishadow.png WARNING: ssgLoadPNG: Failed to load 'images/yetiicon.png': Couldn't open images/yetiicon.png WARNING: ssgLoadPNG: Failed to load 'images/dinoshadow.png': Couldn't open images/dinoshadow.png WARNING: ssgLoadPNG: Failed to load 'images/dinoicon.png': Couldn't open images/dinoicon.png WARNING: ssgLoadPNG: Failed to load 'images/nolokicon.png': Couldn't open images/nolokicon.png WARNING: ssgLoadPNG: Failed to load 'images/pennyshadow.png': Couldn't open images/pennyshadow.png WARNING: ssgLoadPNG: Failed to load 'images/spark.png': Couldn't open images/spark.png WARNING: ssgLoadPNG: Failed to load 'images/smoke.png': Couldn't open images/smoke.png WARNING: ssgLoadPNG: Failed to load 'images/explode.png': Couldn't open images/explode.png WARNING: ssgLoadPNG: Failed to load 'images/players.png': Couldn't open images/players.png WARNING: ssgLoadPNG: Failed to load 'images/tuxicon.png': Couldn't open images/tuxicon.png WARNING: ssgLoadPNG: Failed to load 'images/possiicon.png': Couldn't open images/possiicon.png WARNING: ssgLoadPNG: Failed to load 'images/pennyicon.png': Couldn't open images/pennyicon.png WARNING: ssgLoadPNG: Failed to load 'images/missile.png': Couldn't open images/missile.png WARNING: ssgLoadPNG: Failed to load 'images/flames.png': Couldn't open images/flames.png WARNING: ssgLoadPNG: Failed to load 'images/magnet.png': Couldn't open images/magnet.png WARNING: ssgLoadPNG: Failed to load 'images/bzzt.png': Couldn't open images/bzzt.png WARNING: ssgLoadPNG: Failed to load 'images/flamemissile.png': Couldn't open images/flamemissile.png WARNING: ssgLoadPNG: Failed to load 'images/herring.png': Couldn't open images/herring.png WARNING: ssgLoadPNG: Failed to load 'images/herringbones.png': Couldn't open images/herringbones.png Error: Couldn't find file 'fonts/VeraBd.ttf'.

bash-2.05b$

I have no images dir in that directory, so that will surely not work. I am able to run the game from the src directory, but it is still missing some image file. I will take a look at the make install later.

my dist is gentoo Josh

 
[Reply]
  Re: Compile yes, install correctly no posted by straver @ 62.20.177.48 on Dec 22 2004 8:27 AM  
When you run it without installning the data files you should run it from the root of the supertuxkart dir not from the 'src' dir

./src/supertuxkart
 
[Reply]
  Re: Compile yes, install correctly no posted by jsheedy @ 207.179.216.183 on Dec 22 2004 8:34 AM  
ah yes, that worked fine. thanks, Josh
 
[Reply]
  Re: Compile yes, install correctly no posted by bojster @ 80.53.230.66 on May 28 2005 7:12 AM  
Yeah, but _with_ make install it will never work. Part of the data goes to /usr/local/share/games/supertuxkart's subdirs, another part (images and docs) goes directly to /usr/local/share/supertuxkart (not even into subdirs), the binary goes into /usr/local/games (which was never meant to hold binaries) etc. I tried to fix the sources, but it was futile. Moving the data after this quasi-install didn't work either. Please work on it.
 
[Reply]

  Lack configure script posted by Anonymous @ 81.190.218.116 on Dec 22 2004 8:08 AM  
I download source, but it lack configure script. :(
 
[Reply]
  Re: Lack configure script posted by straver @ 62.20.177.48 on Dec 22 2004 8:10 AM  
try running autogen located in the root of supertuxkart
 
[Reply]

  Error: You need automake 1.6 or larger posted by blacksheep @ 195.23.248.87 on Dec 22 2004 6:22 AM  
It's nice to provide the configure script right way from the package to avoid the need of extra tools.
 
[Reply]

  doesn't work posted by Tuxmym @ 193.49.105.167 on Dec 22 2004 5:42 AM 4444
Version 0.0.0 doesn't work:
- I had to install plib which was not tested in the configure script,
- I had to copy manually some files after a "make install" in the /usr/local/share/games/supertuxkart subdirectories (all images, VeraBd.ttf, herring.cup, ...),
- when I attempted to choose a character, the game segfault (Fatal signal: Segmentation Fault (SDL Parachute Deployed))

I have a Gentoo Linux.

 
[Reply]
  Re: doesn't work posted by Tuxmym @ 193.49.105.167 on Dec 22 2004 6:26 AM 4444
I just have tried the CVS version and I have the same problem.
 
[Reply]
  Re: doesn't work posted by Tuxmym @ 193.49.105.167 on Dec 22 2004 9:00 AM 4444
By running it directly from the source directory (./src/supertuxkart) it works.

The game is really better since the old version.
However it still needs some bug corrections and some improvment (collisons for example).

 
[Reply]
  lower FPS posted by Anonymous @ 81.66.148.158 on Dec 22 2004 11:03 AM  
I compiled it on Debian Sarge without problems. But the FPS is just much more lower than in the initial TuxKart !!! Do I have to enable OpenGL mode in any place ?
 
[Reply]
  Re: lower FPS posted by Anonymous @ 81.178.108.35 on Dec 22 2004 11:14 AM  
The way lower FPS is a feature of the new version. The graphics engine didn't take kindly to the new higher poly models. You'll notice the framerate is OK (ish) if you're driving about away from all the other karts, but drops dramatically whenever one or more other karts appear on your screen.
 
[Reply]
  Re: lower FPS posted by grumbel @ 83.135.81.8 on Dec 22 2004 8:34 PM  
The lower fps is mainly caused by two issues:
  • some of the karts have a lot more polygons then necessary and LOD isn't used (due to the lack of lower-poly models)
  • new tracks are quite a bit more complex then the old one and the TuxKart engine can't handle that much, better engine (octree, bsp or something like that?!) would help here, breaking the .ac models into little pieces helps quite a bit too
 
[Reply]

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