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For more information about how to back up and restore the registry, see How to back up and restore the registry in Windows.īy default, Windows Vista and Windows Server 2008 don't support Internet Protocol security (IPsec) network address translation (NAT) Traversal (NAT-T) security associations to servers that are located behind a NAT device. Then, you can restore the registry if a problem occurs. For added protection, back up the registry before you modify it. Therefore, make sure that you follow these steps carefully. However, serious problems might occur if you modify the registry incorrectly. I had played the game with joypad and clicked restart with mouse - maybe that was the problem.This section, method, or task contains steps that tell you how to modify the registry. One bug - after finishing a race (as last.) I run into one bug - clicking "restart" freezed the game. I couldn't figure that stuff out back then (and just disabled menu-control by gamepad, which then certainly got regularly criticized.).Īnyway - once I did that the game worked nice and was fun. I remember I had the same problem back when I wrote my own racer - gamepads and joysticks occassionally just delivering near random values on start. After plugging it out and then plugging in again it worked correct. Right, I comletely forgot about the gamepad (was somewhere behind my table, but plugged in). I'll try to make this setting configurable for the 0.7 release. So if you see many values larger than this, try changing the deadzone value: unfortunately (as I've just found out) this can't be done in a config file, so you would have to change DEADZONE_JOYSTICK in src/input/input.hpp and recompile. supertuxkart -gamepad-debug? This will print the values received by stk. If this solves the problem, then it might be that the deadzone settings are too low. If you have a gamepad plugged in, first try to pull it out, and/or disable the device in the gui settings. Did you use the keyboard, or a gamepad? I would suspect that a gamepad kept on sending events, causing the GUI to keep on changing.
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I tried running it on Linux (with current svn 1.7 branch), but GUI causes still some troubles - it scrolled menues throughout, so it was hard to select something. But as I did, most people will just jump into the game without reading the help firstĬuteAlien wrote:Screenshots look great. Most of the confusing stuff is explained in the controls menu (sharp turns, nitro, etc). Overall it's really cute, has no learning curve, and is a great way to waste some time. The characters and cars are visually appealing, though it's difficult to tell the performance characteristics of each car without trying it. It's unclear why running over a banana peel attaches dynamite to my car. The other weapons are pretty self-explanatory. The purpose of the cupcake weapon is ambiguous until you use it (and then when you do it's pretty cool). At first I thought it was like the Mariokart burnout mechanic, but it doesn't seem to matter when I press the gas, I always get frozen. Mario Kart slowed the AI cars down if the player was losing, and it keeps the race interesting.Īt the beginning of each race, I seem to be frozen on the spot for a few seconds, while everyone else races ahead. I couldn't figure out how to turn tightly without slowing down (no power-slide), though the AI seems unaffected. Turning-heavy tracks, like the colorful indoor playroom track, seem to be the worst. If -you- hit a hazard, you pretty much lose automatically. You can't overtake the AI drivers unless they hit a hazard or weapon. I found it really playable, even with just a keyboard.