SuperTuxKart Addons General Discussion
4 years ago
United States

Hmm...keeping the modded code might be best then, but I have no idea what I'm going to do lol. There's barely any mention of the error I'm getting on my laptop, and I've tried for hours to get the error fixed on my PC. Maybe I could ask the IRC but I don't know if anyone there uses Windows. I promise I'll get it working someday hehe.

Switzerland

Green Valley Reverse double submission? Addons times should only go in this leaderboard (and we should remove all Addons times in the main game)... Also if you don't have more changes to suggest, I will make changes next weekend. But are you at least able to compile the Vanilla game (1.0 or Git) without any mod?

theodorepringle and Andet like this
United States

I think the main game can just keep the original versions of the add-ons. There is definitely value in playing the tracks with the skips. In the case of Green Valley, the original is the same but I'm personally ok if we submit Green Valley runs to both pages.

We discussed two other changes: for Grand Prix, we could have Beam Runner instead of Nostalgia (since we're removing Nostalgia) and China instead of Extreme Dimension (since Extreme Dimension is the "Fort Magma" of the mod). Which GPs you put these tracks in is up to you. We are also not sure about including Frozen Drive because there are some cannon problems and an exploit, so I guess work on the other changes first. Ideally I'd like to include it since it's a nice track. Maybe Theodore can test how much time it saves (or I can if I get the chance). :)

The link to Frozen Drive: https://jacobspctuneup.tk/STK/frozen_drive.zip The forum post on it: https://forum.freegamedev.net/viewtopic.php?f=18&t=12540

I'll see if I can get the vanilla game compiled.

EDIT: Theodore and I think it's best if Frozen Drive is included in the mod but not in Story Mode. You can try the track for yourself though and see if you feel otherwise.

Edited by the author 4 years ago
Fouks and theodorepringle like this
Switzerland

Things like Green Valley 0.9.3 should certainly remain in the main game as they were not Addons for these versions, but I think that there should not be Addons times in the main game otherwise. I am not comfortable with duplicate submissions, it is like submitting 100% times in both 100% and Any% for example... To me, either we put times once in the right game, or we delete this Subgame and create new rules for Addons in the main game; allowing Addons times in the main game defeats the main purpose of this Subgame...

I will see this weekend for the Mod modifications. If Frozen Drive is broken but you wish to include it anyway, we can do it, but once we added it in the Mod, it will be frozen so any update will need to wait the next Stk version and we will not have a leaderboard for newer versions (but we can also not add it now, but later).

Edited by the author 4 years ago
theodorepringle and Andet like this
United States

Here's the new GP order Theodore and I came up with but you can do what you want with the order of course lol:

Amarigo: Beehive, Canyon 42, On an Iceburg, Down by the River, Green Hill Holidays: Secret Garden, Paradise Peaks, Lake Ikeal, Sea Race, China The Good Old Times: Blackhill Mansion, The Island, Bovine Barnyard, Green Valley, Tux Tollway Distant Worlds: High in the Sky, Terabite, Canyon 42, Origami Animosity, Lost Chasm

And Extreme Dimension can be saved for the final challenge.

Due to its problems, we're thinking Frozen Drive could be in the game, but not Story Mode. We're also thinking that the same could happen to Subsea, which is a fun track aside from that problem with the floor at the beginning, but it's up to you. :)

Also, I will add a checkline to Origami Animosity and we can use that version.

And just to summarize the old changes:

Get rid of Nostalgia and Shiny Suburbs, add Beam Runner, add Frozen Drive (but not to Story Mode) Change the egg hunt to Blackhill Mansion and the reverse track to Canyon 42

And I have yet to compile normal STK and try to get help in the Discord/IRC. :)

Fouks and theodorepringle like this
Switzerland

Cool, I will do this tomorrow or Sunday depending on my schedule.

But for Origami Animosity, will you be able to fix it this weekend?

Just one thing for the Gps, was Tux Tollway in an older version of Stk? The point is, as you probably noticed, to only have tracks that were once Standard for this Gp :p

Edited by the author 4 years ago
Andet likes this
United States

Yes, Tux Tollway was an old official track. ;)

Fouks likes this
Switzerland

Ok :D ! Now, looks like you did not see my edit about Origami Animosity Lol

Also, personally, I would not put Subsea and Frozen Drive until they are fixed, but know that you like these so I would put them anyway. However, again, once the Mod is done, they will be frozen and no update can be applied to them until a new Stk version. Or if you think that they can be fixed soon, we could choose to not include them now, but include fixed versions soon later. Could CrystalDaEevee or all these 3D pros do something?

Edited by the author 4 years ago
Andet likes this
United States

I'll be able to fix Origami Animosity this weekend, fixing checklines is pretty easy. I can ask Crystal if he can fix Subsea, and tempAnon said he wouldn't be able to work on Frozen Drive for a while but if I'll ask if I can add a checkline maybe. :)

Edited by the author 4 years ago
Fouks likes this
United States

Origami Animosity fix is here: https://drive.google.com/open?id=1U3Hyrpz-Ih9sV4XR9tMA81HG-WfoZcqD

Benau might be able to help fix Subsea. I'm pretty sure removing the problematic boost would fix the main bug but I'm not able to export the track from Blender for some reason.

As for Frozen Drive, I'm still unsure. It might be a bit "messy" to add it as it is since it's still subject to change. On the other hand, I'm still not sure how major the issues are. Theodore said the cannons had issues but I've never had a problem with them. I'll also have to check out the exploit, which might be difficult to fix with a checkline given how the path is designed.

Edited by the author 4 years ago
Fouks likes this
Switzerland

It took some time but I had a bit more to do than expected, but the mod is finished :D ! https://github.com/Fouks0/stk-code/releases/tag/Addons-1.0b Shiny Suburbs was dropped, Nostalgia replaced by Beam Runner. Due to possible fixes soon with good probability, I did not include Subsea and Frozen Drive finally. Origami Animosity was updated.

Gps are now: (note that you put 2x Canyon 42 Lol, so I put Beam Runner instead in Amarigo Gp)

Amarigo GP: Beehive, Beam Runner, On an Iceberg, Down by the River, Green Hill Holidays: Secret Garden, Paradise Peaks, Lake Ikeal, Sea Race, China The Good Old Times: Blackhill Mansion, The Island, Bovine Barnyard, Tux Tollway, Green Valley Distant Worlds: Canyon 42, Lost Chasm, High in the Sky, Origami Animosity, Terabite The Alternate GP: Racetrack, Amarigo GP, Voxel Village, Holidays, Kapman Island Resort, The Good Old Times, Distant Worlds, Extreme Dimension (all 24 tracks) If we add tracks later, they will not be included in The Alternate GP.

I tightened the time limits so it is now barely possible (but not impossible) to beat Challenges with Kiki in general (at least with my skill). You should still not have problems to complete a full run with a Heavyweight or Middleweight, but anyone that does a full Addon Story Mode without having to restart any Challenge deserves my respect :D ! And if it is actually too hard, I will not make it easier, just use a lower Difficulty in this case (but I am sure that you will not have much trouble in SuperTux :p). To me, "SuperTux" should really sound like something that is very hard. The true Challenge is actually to beat Story Mode only using Lightweights and without restarts, but I think that this would actually be impossible Lol

Minor change, the characters are now only happy if they finish 1st :p I really hope that you will get this to work with Windows! And am really looking forward to seeing any Addons Story Mode run! Good Luck :D !

Edited by the author 4 years ago
Wax-stk, Andet, and theodorepringle like this
United States

Nice work Fouks :)! Looking forward to playing it. Apparently someone on IRC is having the same issue I had with compiling STK and Benau is helping them, so hopefully I will be able to get it working and then probably stream run attempts next weekend or something!

Fouks and theodorepringle like this
Switzerland

I just tried to compile Stk with Windows in a Virtual Machine, and it is just hell...

Some points that may help:

  • If Cmake complains about missing WinHid, just disable WiiUse with -DUSE_WIIUSE=0
  • If Cmake complains about missing Fribidi, just disable it with -DUSE_FRIBIDI=0
  • If Cmake complains about missing FreeType, set its directory with -DFREETYPE_LIBRARY=C:\Path\To\stk-code\dependencies-64bit\lib\libfreetype.lib
  • With MsBuild, use /p:Configuration=Release to not build a Debug binary

I was able to compile the latest source, but not the 1.0 based one (well I can compile but the binary cannot open textures for some reason)... So I think that I am going to rebase the code using the Latest Git and not the Vanilla 1.0 one.

The best would still to have a Linux Dual Boot in your machine... Or better, just delete Window$, and if you really need it, put it in a virtual machine...

Wax-stk and Andet like this
United States

Thanks! I have Linux but I don't know if I can setup my recording software on Linux. I also get input lag on Linux for some reason. Did you have the right dependencies for 1.0? I couldn't find them online anywhere when I tried to compile Alayan's timer mod. Benau ended up giving them to me. I can share them somewhere if you want or I can try myself.

Edited by the author 4 years ago
theodorepringle likes this
Switzerland

I used the ones here: https://github.com/supertuxkart/dependencies - windows_64bit (Using Visual Studio)

Edited by the author 4 years ago
Andet likes this
United States

Those might be incompatible with the stable release—here are the ones that Benau gave me. https://drive.google.com/drive/folders/19KYyX_15ejUO9yPlSRUx8XRRTgkPEpOf

Fouks likes this
Switzerland

Very cool :D ! So it was why the binary failed to load the textures... Nice, so we can stay with the Stable 1.0 base. I put the Win64 binary with Dlls in GitHub, can you run Stk with this (put the SuperTuxKart1.0AddonsWin64 folder next to the data directory)? I cannot test in my Virtual Machine as 3D is totally broken here Lol I think that what was missing is just the -DUSE_WIIUSE=0 with Cmake as you told me about WiiUse issues... You should now be able to compile yourself easily too...

Edited by the author 4 years ago
Andet likes this
United States

Sweet, thanks! I will try the mod when I get access to my desktop computer. No more Windows-compiling headaches. :)

theodorepringle likes this
United States

It finally works ^^!! Thanks for helping compile (and make) the mod—I'll plan on doing a stream next weekend to casually play through the game and then later I'll stream some run attempts. :)

Fouks and theodorepringle like this
United States

Sorry, I will probably not have time to stream this coming weekend :(. Next weekend I should have the time though.

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