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deveee/stk-addons-pack 1

SuperTuxKart Add-ons Pack for Android

deveee/stk-code 1

The code base of supertuxkart

deveee/tinygettext-deve 1

Tinygettext modification for my own use

deveee/vulkan_test 1

Simple vulkan renderer

deveee/dependencies 0

The dependency package for various platforms

deveee/evenbettermusicplayer 0

A fork of the Pretty Good Music Player

deveee/glew 0

The OpenGL Extension Wrangler Library

deveee/kazam 0

Kazam-screencast fork

deveee/libopenglrecorder 0

The code base of libopenglrecorder

deveee/openhardwaremonitor 0

Open Hardware Monitor

issue commentsupertuxkart/stk-code

only accents are displayed in the menus

It's known to be working on Rpi3 + VC4: https://forum.freegamedev.net/viewtopic.php?f=17&t=8133

But maybe better try to compile STK with OpenGL ES renderer. I suppose it will work faster and maybe with less bugs. Also package from Debian Bullseye (testing) for arm architecture should already be built with GLES renderer. And IIRC you may need increase memory for your GPU, probably somewhere in /boot/config.txt.

oupala

comment created time in 12 hours

issue commentsupertuxkart/stk-code

Missing assets under Manjaro ARM

It looks that it's for arm. Maybe I should make arm build too?

I have a build for raspberry pi with proprietary drivers (doesn't work for unknown reason, cannot init sdl rpi device). But building for standard linux is simple.

louisabraham

comment created time in 6 days

issue commentsupertuxkart/stk-code

Mobile: Minimap won't appear when button scale setting is increased

For me minimap with 1.4 is too small on a phone. And on a tablet you don't need that large buttons anyway. Maybe allow to draw it on center or so...

STK-FabianF

comment created time in 8 days

issue commentsupertuxkart/stk-code

Fullscreen minimizes when losing focus

I'm not near the computer atm but it should be possible to use export SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS=0 before launching STK, so no need to recompile

Fouks0

comment created time in 21 days

pull request commentsupertuxkart/stk-code

Add 3D Resolution (scale_rtts) slider on mobile

If you are able then sure, because I thought it hanged and now it's just 3%

qwertychouskie

comment created time in 22 days

pull request commentsupertuxkart/stk-code

Add 3D Resolution (scale_rtts) slider on mobile

Updated, duda should be super smart now!

And there is no default lap in ranked because it's not possible to set it in command line, so I have to mess with my script again

And sourceforge is slow...

qwertychouskie

comment created time in 22 days

pull request commentsupertuxkart/stk-code

Add 3D Resolution (scale_rtts) slider on mobile

ok, building linux package now

qwertychouskie

comment created time in 22 days

pull request commentsupertuxkart/stk-code

Add 3D Resolution (scale_rtts) slider on mobile

Not sure about slider but such option would help a lot. Ideally it could calculate best resolution based on screen size, so that you will get reasonable dpi. On my phone even scale_rtts=0.5 looks ok in game and with lighting/shadows it's way better than non-advanced pipeline. And then maybe graphics level 3 with reduced resolution could be used by default for newer phones, eg. android >= 8.

Or maybe someone with more time can see if it's possible to decrease only lighting/effects resolution while still keep high resolution for models. But it would need to render all vertices twice, eg. first for lighting to rtt and then for models using that lighting texture. So not sure if this would be faster than than drawing everything at once. Currently I'm even not sure how it's done in stk.

qwertychouskie

comment created time in 22 days

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issue commentsupertuxkart/stk-code

Shortcut in Oliver’s Math Class

Shortcuts are evil for network multiplayer so why wontfix?

Wrzlprmft

comment created time in a month

issue commentsupertuxkart/stk-code

On Android release, all levels are unlocked without completing any.

I would leave it as is because challenges are designed for a PC with keyboard/gamepad and not for small phone screen with touch device. Anyway benau decides.

rphsoftware

comment created time in a month

issue commentsupertuxkart/stk-code

Vulkan support

Tbh. everyone knows that vulkan support would be nice to have. So unless someone is going to make some real work, this issue is kinda useless...

programmerjake

comment created time in 2 months

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Deve

commit sha ddd4b8b9c9e0fea94f0f17b341e2c81bc25a5b76

Avoid libatomic dependency in linux package

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Deve

commit sha 1fafe910cb1873dea32e53a21900d8a0bf22295f

Fixed cygwin compilation

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Deve

commit sha 6b033c840e6e961543f4266f65cb18b3b4f8eb1e

Merge branch 'master' of https://github.com/supertuxkart/stk-code

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Deve

commit sha b028c38dd3860e918955889979586c5e3220e376

Tweak mkdir permissions. It will use system umask for safety anyway. And ignore user's decision is evil.

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Deve

commit sha 4e57642d7a60a4edc9127034167fa710ecfd9148

Remove some DriverRecentEnough from graphical restrictions. The graphics engine changed a lot since this warning was added and it's quite possible that it works now. Also that warning causes issues for newer drivers that have eg. version 4.3.xxx.

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Deve

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Allow to build linux package on debian jessie for better compatibility

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Sebastian Krzyszkowiak

commit sha b74dce3887faa287e1072f492264e7c222d9efa8

file_manager: Emit a compiler error when no asset dir is defined for mobile platform This may save some $HOMEs from being rm -rf'd.

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PR merged supertuxkart/stk-code

file_manager: Emit a compiler error when no asset dir is defined for mobile platform

I'm playing with running various games on a mobile GNU/Linux device. It's often the case that when a game has existing mobile support (Android and/or iOS), it then relies on some preprocessor directives in order to adjust some of its UI, available options etc. to mobile devices - so when I've noticed MOBILE_STK across the SuperTuxKart's code, I decided to try compiling it with it to see whether it will bring some benefits. It compiled fine.

However, running it had some unforeseen consequences.

In src/io/file_manager.cpp:

#ifdef MOBILE_STK
    m_stk_assets_download_dir = getenv("HOME");
#ifdef IOS_STK
    m_stk_assets_download_dir += "/Library/Application Support/SuperTuxKart/stk-assets/";
#elif defined (ANDROID)
    m_stk_assets_download_dir += "/stk-assets/";
#endif
#else

As I was running a mobile STK, but neither on iOS nor Android, the m_stk_assets_download_dir was left at getenv("HOME");...

...and turns out m_stk_assets_download_dir is passed in a few places straight to FileManager::removeDirectory, which then happily removes everything recursively from that directory.

Maybe this fail-save check will help save some $HOMEs. Fortunately mine had a recent enough backup.

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By creating a pull request in stk-code, you hereby agree to dual-license your contribution as
GNU General Public License version 3 or any later version and
Mozilla Public License version 2 or any later version.

This includes your previous contribution(s) under the same name of contributor.

Keep the above statement in the pull request comment for agreement.

+2 -0

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dos1

pr closed time in 3 months

pull request commentsupertuxkart/stk-code

file_manager: Emit a compiler error when no asset dir is defined for mobile platform

Btw. not sure if current git STK works for you, because it uses SDL2 now, so no more CIrrDeviceWayland.

dos1

comment created time in 3 months

pull request commentsupertuxkart/stk-code

file_manager: Emit a compiler error when no asset dir is defined for mobile platform

For mobile linux devices you may want to use USE_GLES2=1 in cmake. The MOBILE_STK is atm. used only for android and iOS and it's used internally only. There is no such option in cmake.

Actually there are some functions that could be useful on other platforms too, eg. override_default_params_for_mobile()... But I suppose that each platform would have their own sepcific code.

dos1

comment created time in 3 months

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