So! Still around I see? Good, because as always there's some interesting things going on. To start off I want to ask people to vote for SuperTuxKart in the newly launched 'Linux Game Awards' Project of the Month Award, which seek "to raise awareness for individual free game projects and for the the free gaming community in general". We have been nominated for January, and voting ends on the 24th of December 2013 (this year, if anyone reads this in the future). So please cast your vote at vote.supertuxkart.net and while we of course hope to win there are other really fine projects nominated, so if you feel like voting for someone else we won't take it personally. ;)
What are the plans going forward? We want to do another minor release before the major 0.9 release bringing full network play support. Why the seeming delay in bringing networking to the masses? While this year's Google Summer of Code brought with it two pieces of the network puzzle, we still have a couple others which needs to be in place in order to make it enjoyable. One of those pieces has been in the making for a while, but there are multiple features and factors demanding attention. On a positive note, you may be able to try playing over a local area network (LAN) in 0.8.2 but this is not certain at the moment.
Your next questions is probably going to be when you can expect 0.8.2 to happen. And as usual, we don't know yet either - it depends on those pesky features and factors I previously alluded to. Well "pesky" might be the wrong word; after all features and bug fixes is what a new release is all about. But for those already anxious for the next version, you should not hold your breath because often things take longer than first anticipated.
After that violent jolt back to reality, we continue with the upcoming hopes and dreams. Google Summer of Code 2014 will happen earlier than this year around, which means that we will soon have to prepare for it. Whether we get accepted is not a given, but if I may be so bold to say, I think our chances are probably quite good. This year went very smoothly thanks to our students and volunteering mentors, and we hope that the success will continue next year.
One issue we did get was merging the branches together in our normal development version (called 'trunk'). The two networking related branches were somewhat co-dependent but not fully compatible, so it took a while to clean things up and make everything puzzle together neatly. This spurred a recent effort to move code development from the Subversion source control system to what is known as Git. We are still in the process of moving, but in the end Git will bring some advantages that will make future branches easier to merge together. As a bonus, it's all the rage these days and might be more familiar to prospective STK programmers.
In summary, currently and probably for a few weeks development is going somewhat slower than usual, but after the usual winter break things should be back to normal. Normal still means that development is non-linear and often happens in bursts of activity rather than a slow trickle, but we'll be leaning more to the latter when we have settled nicely into 2014.
But wait! There's more! Our 3D artist samuncle has been waving his magic wand (or maybe hand?) again creating this masterpiece:
A little explanation is in order. The track is new (and still work-in-progress), and shows off his new-found graphical style featuring painted textures sometimes combined with photos, rather than having photographic textures only as the trend were going towards. This ensures a more "cartoony" look while making it look better by using larger texture sizes, and adding various effects on top. Several of those effects were made by our GSoC student cand, while others, like the colour correction demonstrated in this screen capture were added later. Left is before any colour correction, where we can see that it looks a bit dark and bland, while the right side shows colour correction turned quite high. In the end we might settle for something more in-between, but in any case several tracks will look more vivid and less dark than they used to be. This, in combination with other graphics work happening lately, will do wonders for the look and feel of SuperTuxKart. 0.8.2, and especially 0.9 will make the game stand more out in the graphics department and will be a fitting upgrade to round off future features and (wow) factors with.
Excited yet? I'll round off this blog post with a reminder to vote for us, and also say that while the wait might feel long, it will be worth it in the end! :)
December 21, 2013
November 26, 2013
SuperTuxKart 0.8.1 released
We are proud to announce the release of SuperTuxKart version 0.8.1.
This release includes the following features:
Video available at youtu.be/WutAN4i98_o. Trailer by Thomas Fournet
It has taken us a rather long time for a minor release, but most of the developers have been rather busy with mentoring students for the “Google Summer of Code 2013”. On the other hand, we had many contributions from new developers: Dawid Gan tirelessly fixed bugs, making 0.8.1 the minor release with most bug fixes. Johannesr1 added shield functionality to bubblegum. Xenux added filtering of add-ons, Glenn De Jonghe saving of a Grand Prix (just abort a Grand Prix at the beginning of a race, later then restart the same Grand Prix again). Funto and Mohammad Al-Ghannam added a multi-player soccer mode.
You can get the new release from our download page for Windows Vista and newer, MacOSX 10.6 and newer (Intel architecture), and Linux (32-bit and 64-bit Intel/AMD architectures). Windows XP version will follow soon.
We hope you enjoy the new release, and as always we welcome new artists and programmers to join us, either through our forum or our mailing list. Also, you can follow us at Twitter @supertuxkart.
With SuperTuxKart 0.8.1 you can race roaringly rapid or roam ridiculously 'round, whatever you want!
French translation of this blog post: samuncle.net/?p=247
| Full resolution available at supertuxkart.net/posters. Drawing by Mariam Lamrani |
This release includes the following features:
- New track 'STK Enterprise'
- Updated tracks 'Old Mine', 'Around the Lighthouse' and 'Zen Garden'
- New modes 'Soccer' and 'Egg Hunt'
- New karts 'Xue' and 'Sara'
- Updated 'Beastie' kart
- Wiimote support (for most Wiimotes; check supertuxkart.net/wiimote for instructions and compatibility)
- Added tutorial
- Added new 'SuperTux' difficulty
- New bubblegum shield defensive weapon
- New combined speedometer and nitro meter
- Added ability to filter add-ons
- Updated nitro models
- Added ability to save and resume Grand Prix
- Improved skid marks and particle effects
Video available at youtu.be/WutAN4i98_o. Trailer by Thomas Fournet
It has taken us a rather long time for a minor release, but most of the developers have been rather busy with mentoring students for the “Google Summer of Code 2013”. On the other hand, we had many contributions from new developers: Dawid Gan tirelessly fixed bugs, making 0.8.1 the minor release with most bug fixes. Johannesr1 added shield functionality to bubblegum. Xenux added filtering of add-ons, Glenn De Jonghe saving of a Grand Prix (just abort a Grand Prix at the beginning of a race, later then restart the same Grand Prix again). Funto and Mohammad Al-Ghannam added a multi-player soccer mode.
You can get the new release from our download page for Windows Vista and newer, MacOSX 10.6 and newer (Intel architecture), and Linux (32-bit and 64-bit Intel/AMD architectures). Windows XP version will follow soon.
We hope you enjoy the new release, and as always we welcome new artists and programmers to join us, either through our forum or our mailing list. Also, you can follow us at Twitter @supertuxkart.
With SuperTuxKart 0.8.1 you can race roaringly rapid or roam ridiculously 'round, whatever you want!
French translation of this blog post: samuncle.net/?p=247
November 18, 2013
SuperTuxKart 0.8.1 RC1
We are pleased to finally announce the first release candidate for version 0.8.1. Major changes are:
* New track "STK Enterprise"
* Updated tracks "The Old Mines", "Lighthouse", "Zen Garden"
* New Soccer mode
* New Egg Hunt mode
* New karts Xue and Sara
* Updated Beastie kart
* Wiimote support
* Added tutorial
* Added new "SuperTux" difficulty
* New bubblegum shield weapon
* New speedometer and nitro meter
* Add ability to filter addons
* Updated nitro models
* Add ability to save and resume Grand Prix
* Improved skid marks and nitro effects
Obligatory screenie: Old Mine got more shiny!
You can find binaries for Windows and MacOSX over at SourceForge.net
We now have a Linux static binary as well, but in case this doesn't work for you, you can compile the source package yourself. Note that we now use CMake instead of autotools, so be sure to follow the instructions on our wiki.
Also worth mentioning is that while we now have Wiimote support for most such devices around, one specific model is not working yet and hopefully we'll be able to fix that sometime later. See details for that and how to connect your Wiimote over at supertuxkart.net/wiimote.
That should be all, please help us test and give feedback especially if you notice any problems. Enjoy!
October 31, 2013
GSoC and String Freeze for 0.8.1
The "Google Summer of Code" finished about a month ago. First of all a congratulation to the three students - hilnius,
unitraxx, and cand for their fantastic work. They survived more than three months of frantic hacking, frustrating bugs, questions, testing, and discussions. As a result, we have three branches filled with new goodies for SuperTuxKart:
- Hilnius added networking support, allowing people to connect different computers and play against each other. The first online game was already played between Arthur and Hilnius.
Also a big thanks to our mentors - Stephen, Funto, and Auria, who helped
and supported our students. Their guidelines and experience was important
to give us the excellent outcome we had. A special mention also to
Arthur, who was the go-to person on IRC, tirelessly motivating our
students, keeping them entertained with his puns, and acted as a tester.
I am aware that all of you are very keen to see the next improved
version of STK, so here a brief overview of the things that will happen
next:
- Arthur is already organising the 0.8.1 release. And the important news item here: we can now declare the string freeze. This means, no more changes to any strings in the game, and all translators can start work on their translations!
The 0.8.1 release will not include any GSoC work yet, but all the improvements and bug fixes that have been done in the months since the 0.8.1 release. Note that the main developers (esp. auria and myself) have not done very much work for that release, but we had important contributions from the community. This is not supposed to be a complete changelog, I just picked the major improvements from our growing community:
- deveee who tirelessly fixed bug after bug, earning himself the title 'Bug Fixer of the Year'.
- Funto's and Yasin's soccer mode.
- Using the bubble gum as shield thanks to Johannesr1.
- Grand Prix saving thanks to unitraxx (contributed before he started working on GSoC).
- Add-Ons filtering by xenux.
- The next release will merge in cand's graphical improvements. This
will require a fair amount of work on tracks to improve them. Samuncle
has developed a new style for this, and he has started to create a
great looking track following the new guidelines. This takes a huge
amount of work (creating new textures, new models, ...), so any
support here is appreciated.
At this stage I am not entirely sure if this release will be called
0.8.X, or 0.9. The latter would make more sense, since it will
visually be a big change, on the other hand 0.9 was according to our
milestones the online version (which would then need to be 0.10 or
so). Well, numbering is not important - 0.X it will be.
While samuncle is quite keen on that version, the full graphically improved version of STK might only arrive after 0.X. We will try to release early versions with only some new tracks, so that you can all see where we are heading to. We really want to have more artists working on STK, so showing off a glimpse of what STK can look like will hopefully motivate more artists. - After that we will start working on the online mode in earnest. Even though thanks to GSoC we have a solid base to build on, there's still a lot to be done. We have to merge the work from hilnius and unitraxx. And while they did a good job, there is still a lot of testing and polishing to do. One important outstanding thing (which was not part of hilnius' task): hiding latency by using rewinding. Without this STK can be played with 'good' network conditions, but not reliably and fluently enough under real world conditions. At this stage we are not sure what 'good' conditions actually mean - LAN with cable only? LAN with wireless connections? WAN? A lot of things to test. True enough, one game between two people in France and Norway was already played without latency hiding. Depending on time we might release some LAN-only networking versions before. Also, depending on features we want to include, we might also need at least one dedicated server for the lobby, and ideally to prevent cheating perhaps also dedicated online servers - though discussing, testing, and evaluating various approaches are the things that will be on our todo list over the next months.
As always, we can use any help to speed things up - bug fixes, coding new features, testing, documenting, 2D / texture artists, 3D modelling, ... For example, with the upcoming 0.8.1 release we are very interested in a 'PR Manager' - someone who can write regular tweets for us, perhaps maintain a Facebook page, advertise on other web pages, ... No programming knowledge required, but you should have a good grasp of English. You need to be able to build STK yourself, which luckily is not complicated (and we are happy to give you a hand). So, don't hesitate to contact us - either on our forums, or for more immediate answers on IRC (#stk at freenode).
Also Google has announced that there will be a Google Summer of Code 2014 - the 10th one, a nice round number. While I can't guarantee that we will be selected again, our experience with GSoC 2013 was great, so we will try to be part of it again.
Cheers,
Joerg
September 10, 2013
Graphics final: statsy
As nothing major will be happening on the graphics front from now on (docs, cleanups), let's print some stats for our loyal followers.
Splashing on some pics to not scare you out outright with numbers. That's one damn cool looking barrel in the shadow if I say so myself.
That glass is wavy. Distortion effects can now be used in underwater/aquarium levels.
Anyway, to the main meat. Any bugfixes and other code that could go directly to trunk has gone there, so these numbers are a bit short for measuring all the work I have done. They are only the graphics parts that couldn't be merged with 0.8.1 not yet out.
162 files changed, 8410 insertions(+), 1509 deletions(-)
We're around 10k changed graphics lines.
By file count, 68 out of 162 or 42% are shaders; by line count, shaders account for ~2000 lines, or 20%.
The top-10 files with most changes are:
To end this, posting the final and only video, one of source code ;)
The music is Ancient tale by Radek, CC-BY.
(in case you wonder why: nobody likes watching jerky fraps-like captures, I don't have a capture card, and STK doesn't support non-realtime capturing (yet).)
Wrapping up, your graphics dude.
That glass is wavy. Distortion effects can now be used in underwater/aquarium levels.
Anyway, to the main meat. Any bugfixes and other code that could go directly to trunk has gone there, so these numbers are a bit short for measuring all the work I have done. They are only the graphics parts that couldn't be merged with 0.8.1 not yet out.
162 files changed, 8410 insertions(+), 1509 deletions(-)
We're around 10k changed graphics lines.
By file count, 68 out of 162 or 42% are shaders; by line count, shaders account for ~2000 lines, or 20%.
The top-10 files with most changes are:
src/graphics/render.cpp | 787 +++++++++++++++++++++ src/graphics/callbacks.cpp | 744 +++++++++++++++++++ src/graphics/post_processing.cpp | 724 +++++++++++++++---- src/graphics/callbacks.hpp | 683 ++++++++++++++++++ src/graphics/material.cpp | 620 ++-------------- src/graphics/irr_driver.cpp | 353 ++++++--- src/graphics/lens_flare.cpp | 264 +++++++ src/graphics/shaders.cpp | 256 +++++++ src/utils/helpers.cpp | 220 ++++++ src/graphics/mlaa_areamap.hpp | 200 ++++++
To end this, posting the final and only video, one of source code ;)
The music is Ancient tale by Radek, CC-BY.
(in case you wonder why: nobody likes watching jerky fraps-like captures, I don't have a capture card, and STK doesn't support non-realtime capturing (yet).)
Wrapping up, your graphics dude.
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