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SuperTuxKart

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Title Screen

SuperTuxKart

Developer: Benau, Alayan, Auria, Samuncle
Platforms: Linux, Windows, Mac OS X, Solaris
Released internationally: 2004


CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.


<Sanky> please suggest an unused sprite with a clock or something
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!
Hmmm...
To do:
  • Post video footage of the unused behaviors.
  • More unused code in the .xml files.

SuperTuxKart is the successor to the Linux-exclusive TuxKart. It's essentially Mario Kart 64 with FOSS (Free Open Source Software) mascots instead of Mario characters and much more physics-based. It's also one of the best open-source racing games available.

Unused Graphics

TestBlok

SuperTuxKart TestBlok.png

A simple model named TestBlok.b3d can be found in Minigolf Mischief's track folder. Judging by its name and appearance, it's just a test object.

TinyTux

SuperTuxKart Tinytux.png

A small, slightly squished image of Tux. Used in pre-0.7 when hitting the rescue key.

Wood Texture

SuperTuxKart-Woodtex.jpg

An early wood texture.

Stone Wall

SuperTuxKart-StoneWall.png

An early texture for a stone wall.

JumpBomb

SuperTuxKart JumpBomb.jpg

The texture for a bomb. It has no corresponding model.

Reset Button

SuperTuxKart Reset.png SuperTuxKart Reset Obj.png

A reset button, complete with model and icon. Used in SuperTuxKart v0.7.0 when hitting the rescue key.

Unused Dialogue

Tux has some unique unused dialog. No other characters have dialog, so Tux's dialog was probably cut early on in development.

"Hey, move it!"


"Ow, that hurts!"


"Ew."


"All right!"
This seems to be a ripped voiceline from Tails in a Sonic game.


"Later!"


"Uh-oh."


"I'm the winner."


"Yeah!"


"Woo!"

Unused Code

In Kart_characteristics.xml

exp-spring-response / attribute

This is set as "false" by default and is in the "Suspension" behavior. As the comment of the behavior tells, it dampens the suspension spring reaction exponentially. Which means that it makes the vehicle's wheels less bouncier while on ground.

chassis-angular-damping / attribute

This is set as "0" by default and is in the "Stability" behavior. If set to "1" or higher, it fixes all of the kart's rotation axises.

turn / behavior

The "turn" behavior alone is entirely unused as instead, the code used to refer for the kart's turning angles is the one available in the "Characteristic" class.

friction / behavior

The "friction" behavior is also unused as its only attribute (Kart-friction) is set to 0. As the comment states, it applies that amount of friction when the kart slides along a surface

physical-jump-time / attribute

This is set as "0.0" by default and is in the "Skid" behavior. It makes the kart actually jump as in getting physically off ground during the start of a drift. Mustn't be confused with graphical-jump-time (the used counterpart) which makes the kart do the "jump" animation but technically stay on ground.

camera / behavior

The "camera" behavior is entirely unused. This might be likely part of an old code related to the game's interface options.

vert-offset / attribute

This is set as "0.0" by default and is in the "rescue" behavior. It is supposed to place the kart at a certain height off ground but its code doesn't work so it will always be placed on ground regardless of what value is set.

In stk_config.xml

points (from 21 to 30 karts) / attribute

Super Tux Kart uses a complex scoring system for managing grandprix races which is based on the number of karts participating into it. Inside the "grand-prix" object, there's data for all the "points" behavior that need to be activated based on that number of karts. Judging by the comments, they range from 1 kart to 30. And since the maximum of karts you can have on a race is 20, the "points" attributes from 21 to 30 go unused.

20 karts (Used) 30 karts (Unused)
STK GP 20karts.png STK GP 30karts.png

time-per-kart / attribute

This is set as "0.0" by default and is in the "Follow-the-leader" behavior. It adds that amount of seconds multiplied by the amounts of karts in the race at the elimination timer. Likely unused for favoring the much simpler "intervals" attribute which determines at what time to start for each elimination interval.

solver-mode / attribute

This attribute has an empty value and is in the "physics" behvaior. Judging by the comment written for it, it is related to the game's physics engine Bullet as it manages its bit mask. It's unsure though how this would affect the gameplay as entering any value makes the game unable to run.

time-increased / attribute

This is set as "0.0" by default and is in the "bomb" behavior. It adds that amount of seconds to the bomb when a kart passes it to another driver.

"same" & "only-if-same" / value

The "collect-mode" attribute uses "new" as its default value (Gives the kart always a random item) which is in the "powerup" behavior. There are, however, two other functional values referenced in the comments named "same" and "only-if-same" that go unused. "same" gives the kart a random item and then always the same item they have in their hand. "Only-if-same" is an RNG-based version of "same" where if the random item inside the gift doesn't match with the item that the kart is holding, it won't give the kart anything.

restrict-weapons / attribute

This is set as "false" by default and is in the "bubblegum" behavior. It makes the bubblegum shield immediately burst if the player uses a weapon-based item (such as a bowling ball or a plunger).

disable-while-unskid / attribute

This is set as "false" by default and is in the "steer behavior. If enabled, the kart won't be able to steer at the end of a skid until its physical rotation matches with the graphical one made while skidding.

nitro-usage & item-skill / value

These two attributes are in the different behaviors of the "ai" object which are ran depending what difficulty is chosen for the race (easy is beginner, medium is intermediate, hard is expert and best is super tux). Judging by the comments, "nitro-usage" can have values that go from 0 to 4 and "item-skill" from 0 to 5. This makes the following values unused:

  • item-skill="0": This means that the AI karts won't use items at all. The lowest used is "1" for beginner difficulty. Despite what the comment says, the AI kart will still use items randomly.
  • nitro-usage="4": The highest used is "3" for super tux difficulty so this is supposed to be a more skilled version of it.
  • item-skill="5": The highest used is "4" for super tux difficulty so this is supposed to be a more skilled version of it.

texture-speed-x & texture-speed-y / attribute

Both are set to "0.0" by default and are in the "speed-weighted-objects" behavior. Their purpose is not really explained but it may have affected the kart's textures depending how quick it moved.

slip / attribute

This is set as "10000000" (10 million) by default and is in the "friction" behavior. The reason why the value for it is that high is because if it was set to a value like 0, it would enable the unused slip behavior for bullet skidding which is related to the game's physics engine. It doesn't do anything gameplay-wise though.

"none" & "driveline" / value

In the "collision" behavior, the attribute "impulse-type" has "normal" as its default value which means that the kart will bump onto the track regularly with an impulse along its normal. the unused values referred in the comment are "none" and "driveline". "none" has no impulse and "driveline" pushes the kart into the track with a direct impulse, similar to the one between karts.

skid / behavior

The behavior and all of its attributes are clones of the used behavior of the same name available in kart_characterstics.xml.

Unused items

Anvil

The anvil is programmed to be inside of the gift boxes but its chances of appearing are always set to 0 for every position so it never gets used. Rewriting the code to make it appear, makes the item appear inside the gift boxes and fully functional. It gives every kart an anvil slowdown, in a similar fashion to the used parachute item.