This should hopefully result in a lot of extremely easy to use assets, and I am looking forward to seeing a lot high quality assets from transferred into it ) If you have more recent open-source FPS gossip, please comment below :D
Amazing how much endurance they have in updating this game.
Initially I thought it would sort itself out somehow, but after a few months things look still bad.
Sadly Warsow, despite recentish good news of open asset re-licensing, seems to have come to an end, with the lead engine developer stepping down and general chaos in its wake.This format cannot be processed or displayed correctly by every STK version (STK 0.9.3 and older versions "yes", but from STK 1.0 and newer versions "no").īut even such problems can be solved, as my recently published addon track (Tuxis wooden road) shows.Assorted news from the vast realm of open-source FPS games: The editor creates the base area in a splatt/splatting format. are entered when the editor is started for the first time.īut now you have moved the program file of the editor, which means that the tree structure of the storage locations has changed and can therefore no longer be found.īut this little problem can be solved easily, there are 2 possibilities:Ī) either move the editor's program file back to its previous location, orī) simply delete the "stk-te" folder, then start the editor from the current location and - as you did the first time you started it - navigate or select the "supertuxkart/data" folder again, etc. In these 2 xml files all locations for tracks, textures etc. Well, the first time you start the tool, it creates a folder called "stk-te", which contains 2 files: "config.xml" and "recent.xml". Maybe I can help you a little to prepare the STK editor, even if I don't use Windows.