a few quick comments only:
> I'd really like to help, but actually i dont really know how.
> i could make translations between German, Polish, and English.
> And id like to get code hacking soon. i just got no time atm. so i have
> to ask silly questions...
*grin* we know that problem about time. Generally, if you have the skills to do some programming, we would very much prefer help here than in translations.
> What would you think of another challenge type? i.e. shooting on targets
> on the track with plungers.
That's certainly very interesting. Anything that makes STK more interesting is good.
So the idea would be to finish (say) one lap in a certain amount of time, and hit a certain amount of targets (giving a certain amount of plungers)? Would the targets be static, or moving around?
One minor point: atm plungers aim (to a certain degree) towards the nearest kart, so that would need to be extended so that they aim at the targets now.
> The other thing is that plungers and muffins dont leave the car in the
> cars horizontal direction but end up in the ground when driving uphill.
> has this been fixed? (im a physics student, it kinda does disturb me XD)
*grin* That disturbs me, too, but I never had the time to look at that. Iirc there is (was?) some code in place that should move the plunger roughly parallel to the ground. It might be that this code got broken when we switched the y and z axis, so that's a wild guess.
Fixing this would be great!
> Just another question about the networking ability: is it implemented
No, not at all. We had a simple implementation in 0.6*, but it was never complete, and would only work in LAN (i.e. frame-by-frame exchange of steering and position information, which will never work in a WAN).
Networking is planned, but it will take quite a while before we can tackle it. It's not trivial, and we need more of the game play fixed (e.g. physics aren't right yet, ...).
> there are 2 more things id like to say: on the canyon track theres a
> place you can jump over the canyon to the other side when boosting. but
> its not allowed due to the course. which is a pity i think.
We want to add some shortcuts to tracks, and while I am not entirely sure where you are jumping to/from, anything that makes this feasible (assuming that the advantage isn't too big, or there is a certain risk when using the short cut).
Note that in 0.7 the shortcut detection has been removed (if this is what you are talking about, i.e. being reset with "invalid shortcut", though there are invisible check lines that need to be crossed. If atm you would miss the check line that resets the lap counting line, this can be fixed by adding a 2nd check line in the shortcut. See wiki for details (search for check lines, or track exporter or so).
> on the other
> hand the racetrack does have a lot of these parts where you can just
> drive over the greens.
Yes, the race track is just unacceptable. Atm we have a converted version which is a battle map now, and no race track anymore. It had also some design issues, the track was way too big (i.e. unnecessary details too finely modelled).
> is there a purpose on the amazonian tracks alternative way? i get moved
> back when trying to get this way....
In 0.7* this is now a valid shortcut. If you haven't done so, please try a 0.7 alpha release, or better yet build your own version from svn (there are many bugs in the alpha releases that are already fixed).
> and finally i have tried to work with bender (it was some time ago) but
> havent yet read the instructions for a track's design.
Well, that would certainly help a bit ;) It's on our wiki.
> in the attachment youll find a blender file (its 2 files as i dont know
> which is which and not having bender installed atm i cant check) of what
> i have done so far and maybe you can comment upon it. the map is
> supposed to be a carpark at night with moon and stars designed for
> shootout battle in multiplayer. its not yet finished. the ramps to get
> from one level to the other are missing. i also wanted to "create" music
> for it: Bach's Air and/or Johann Pachelbel's Canon with electric
> guitars, just like the fort magma stage. i like it very much! but i cant
> find a way to get rosegarden working.
I don't have time to look at this atm. I would recommend to post this in our forum, you should get more and quicker feedback this way (also you won't have the problem that your post needs approval because it's too large ;) ).
> thank you very much for all the work done so far! you are doing a really
> great job!
Thanks. We hope STK gets better and better :)
> if you want me to do something, just tell me what to do (and some advice
> how :-P)
Any bug fixes would be highly welcome, as well as things that make the games interesting. So the plunger-hitting-the ground would be great to fix (check src/items subdirectory, esp. the plunger and flyable classes), as well as adding more challenges (see src/challenges, as well as the .challenge files in the data subdirectories).