f136c6fe36
* Add in-game high score selection screens, based on the ghost replay screens Its functionality is basic for now, mainly to let players have a central place to view their high scores Other things to improve: * Allow sorting the high score entries by criteria * Allow deleting high score nodes and possibly entries * Use better icons * The string for the high scores title in the track info screen can now be translated * Refine in-game high score selection screens Includes: * High score info dialog now shows track and setup information * A race can be started with the displayed setup, using the current player and kart * Icon to access the screen now placed between the tutorial and achievements buttons * It is possible to delete a specific high score group or all of the high score groups * Change the order of some columns to make them easier to hide for non-linear modes * The list will now filter out enpty high score groups * Replace bomb icon (as used in the help menu) with the full object version from STK 0.8 It has been edited to remove most of the transparency in the object itself * Implement column clicking in the high score selection screen, and minor GUI fixes Note that high score entry sorting is not yet working properly Includes: * Top right buttons replaced by button bar containing them; fixes unreliable clicking * High score manager has some one-line functions moved into its header file * High scores can be sorted by some criteria * Sorting is done before every time high scores are saved * Fix header define names for the high score info dialog * Fix high score sorting, reorganize its associated code * More refinements to the high score selection screen Includes: * Clearing high scores no longer causes memory leaks * The manual refresh button has been removed, as it has been deemed useless * Remove unused header files for the high scores information dialog header * The high scores box in the track information screen no longer has '=' * Fix pressing escape key in the high score information dialog crashing the game Also remove unused widget variables and unnecessary function overrides * Do not write high scores for races that have 0 laps and/or have no real karts * Allow passing a parameter to prevent high scores from temporarily being written This setting lasts only as long as the game runs; it is useful during track and kart animation testing, where unwanted high score entries should not be written * Force update sources.cmake, as new source files are being added for high scores screens * Fix memory leak and strings Co-authored-by: Benau <Benau@users.noreply.github.com> |
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.github | ||
android | ||
cmake | ||
data | ||
doc | ||
lib | ||
src | ||
tools | ||
.appveyor.yml | ||
.gitignore | ||
Brewfile | ||
CHANGELOG.md | ||
CMakeLists.txt | ||
COPYING | ||
INSTALL.md | ||
NETWORKING.md | ||
README.md | ||
sources.cmake |
SuperTuxKart
SuperTuxKart is a free kart racing game. It focuses on fun and not on realistic kart physics. Instructions can be found on the in-game help page.
The SuperTuxKart homepage can be found at https://supertuxkart.net/. There is also our FAQ and information on how get in touch with the community.
Latest release binaries can be found here, and preview release here.
Hardware Requirements
To run SuperTuxKart, make sure that your computer's specifications are equal or higher than the following specifications:
- A graphics card capable of 3D rendering - NVIDIA GeForce 470 GTX, AMD Radeon 6870 HD series card or Intel HD Graphics 4000 and newer. OpenGL >= 3.3
- You should have a dual-core CPU that's running at 1 GHz or faster.
- You'll need at least 512 MB of free VRAM (video memory).
- System memory: 1 GB
- Minimum disk space: 700 MB
- Ideally, you'll want a joystick with at least 6 buttons.
License
The 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 the artwork is contained in data/licenses
.
3D coordinates
A reminder for those who are looking at the code and 3D models:
SuperTuxKart: X right, Y up, Z forwards
Blender: X right, Y forwards, Z up
The export utilities perform the needed transformation, so in Blender you just work with the XY plane as ground, and things will appear fine in STK (using XZ as ground in the code, obviously).
Building from source
Building instructions can be found in INSTALL.md