My STK mod, still WIP.
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Benau 07afd444a8 Allow racing against the replay on equal footing
It make record while replay possible too.

We show the ghost only when start racing, fixing the overlapping issue.
2016-03-19 14:57:22 +08:00
cmake Fix typo 2015-10-31 00:29:53 +08:00
data Allow racing against the replay on equal footing 2016-03-19 14:57:22 +08:00
doc Updated assets version. 2015-10-15 11:22:47 +11:00
lib Silence AngelScript warning as in 6af30b68f0 2016-02-18 09:50:49 -06:00
src Allow racing against the replay on equal footing 2016-03-19 14:57:22 +08:00
tools Minor refinements 2015-11-29 22:21:03 +01:00
.gitignore Move getter from characteristics to properties 2015-11-29 04:08:12 +01:00
.travis.yml Use new #supertuxkart channel instead of #stk. 2016-03-09 13:21:37 +11:00
AUTHORS More SVN property fixes. 2009-02-25 23:08:07 +00:00
CHANGELOG.md Updatex changelog. 2015-09-28 09:35:47 +10:00
CMakeLists.txt Silence warning as auria suggested 2016-01-18 09:52:34 +08:00
COPYING Remove obsolete license info from the COPYING file as per qubodup's forum suggestion 2012-06-26 21:14:06 +00:00
INSTALL.md Update INSTALL.md 2015-11-03 23:21:08 +01:00
README.md Update README. 2016-03-13 16:10:02 -05:00
sources.cmake Renamged NetworkWorld to RaceEventManager (since this class is 2016-02-11 09:03:51 +11:00
SVN-CONFIG Minor update to svn config, to ignore blend1 and blend2 in media repo 2012-12-01 16:33:45 +00:00
TODO.md Updated todo list. 2015-03-24 21:17:25 +11:00

SuperTuxKart

Build Status

SuperTuxKart is a free kart racing game. It is focusing on fun and not on realistic kart physics. Instruction can be found on the in-game help page.

The SuperTuxKart homepage can be found at: http://supertuxkart.sourceforge.net

The official SuperTuxKart forum is at http://supertuxkart.sourceforge.net/forum. If you need support, this would be the best place to start.

Hope you enjoy the game.

-- The SuperTuxKart development team.

Hardware Requirements

  • You need a 3D graphics card. (NVIDIA GeForce 8xxx and higher, ATI Radeon HD 4xxx and higher or Intel HD 3000 and higher)
  • You should have a CPU that's running at 1GHz or better.
  • You'll need at least 512 MB of free VRAM (video memory).
  • Disk space: 400MB
  • Ideally, you want a joystick with at least 6 buttons.

Compiling SuperTuxKart

Windows

  1. Install VS 2013 (or later). The free express versions work fine.
  2. Download and install a source package - either a released package or from our git/svn repositories
  3. Download the latest dependency package depdendencies_for_0.8.2.zip from here. Unzip it in the root directory, so that the dependencies directory is next to the src and data directory (if you are updating from a previous dependency package, you can delete the .dll files in the root directory, they are not needed anymore).
  4. Download cmake and install it. Then start cmake-gui and select the STK root directory as 'Where is the source code', and a new directory in the root directory (next to src, data etc) as build directory (for now I assume that this directory is called bld).
  5. Click on configure. You will be asked to create the directory (yes), then for your VS version. Make sure to select the right version (be aware of the easy to confuse version numbers: VS 2013 = version 12). Click on configure, then generate. This will create the directory 'bld', and a VS solution in that directory.
  6. In Visual Studio open the project file generated in the 'bld' folder
  7. Right click on the supertuxkart project in the solution explorer, and select "Set as StartUp Project".
  8. Select Build->Build Solution (or press F7) to compile.

Compilation with cygwin is not officially supported, but this has been done (check with the forum for details).

Mac OS X

The latest information about compilation on Mac are on our wiki: http://supertuxkart.sourceforge.net/Building_and_packaging_on_OSX

UNIX

See INSTALL.md for details.

License

This software is released under the GNU General Public License (GPL) which can be found in the file COPYING in the same directory as this file. Information about the licenses for artwork are contained in data/licenses.

3D coordinates

A reminder for those looking at the code and 3d models:

STK : X right, Y up, Z forwards

Blender: X right, Y forwards, Z up

The exporters perform the needed transform, so in Blender you just work with XY plane as ground, and things will appear fine in STK (using XZ as ground in the code, obviously).