The rules are similar to the main game's one, see https://www.speedrun.com/stk/thread/39mav
The difference is that you are playing other tracks, that are Addons and not playable (for Speedruns) in the main game. Other important points:
- You should use the tracks provided by the Stk Mod's assets. Don't get them from the official Stk Addons download service or anywhere else.
- If you prefer, you can use a Stk based on official code for ILs as long as there is no gameplay changes between your Stk and the Mod during races.
- Story Mode runs must be done with the Mod (Story Mode would not work anyway otherwise), and the Built-in Timer is mandatory here, in contrast to the Vanilla Game. We will not accept Story Mode runs timed with external timers.
- We will still accept IL runs if you did not use the Stk Mod assets, if there is no way to distinguish any gameplay difference between your version and the Mod's one. However, if there are any detected difference, you run will be rejected or get a penalty time.
For now, SuperTuxKart Addons 1 is hosted here: https://github.com/Fouks0/stk-code/releases/tag/Addons-1.0c
Otherwise the General Rules linked above apply.
List of Allowed Karts: same as the Vanilla Game (No Addons) List of Tracks: every track included in the Mod.
In this Subgame, they are the Standard Tracks. Other tracks, including the Standard ones of the Vanilla game, are considered as Addons and not playable here.
Andet, tell me if something from the "main" General Rules would need to be adapted for Stk Addons, though the simplest and probably would still to have uniform rules.
Btw I added the IL Rules but don't know if some tracks have a default number of laps different to 3 except for Green Valley, so I let it to you :D
Some egg hunt tracks could be added: Beehive, Blackhill Mansion, Canyon 42, and Lake Ikeal. Green Hill also has an egg hunt, but there's only one egg and it's very easy to get, so I'm not sure if it should be included.
As people often don't actually use the Mod for some reason, clarifications were added regarding such runs.
"- You should use the tracks provided by the Stk Mod's assets. Don't get them from the official Stk Addons download service or anywhere else.
- If you prefer, you can use a Stk based on official code for ILs as long as there is no gameplay changes between your Stk and the Mod during races.
- We will still accept IL runs if you did not use the Stk Mod assets, if there is no way to distinguish any gameplay difference between your version and the Mod's one. However, if there are any detected difference, you run will be rejected or get a penalty time."
Unless you run out of Disk Space, using the Mod even with Windows should be trivial, it is basically just downloading files and moving a folder... But it is up to you if you really prefer to do otherwise :p Just ensure that your stuff is 100% identical to the Mod for Gameplay in this case... Stk can use Var :p ! Of course for Story Mode, the Mod is mandatory.
I was thinking, maybe we should have a non-glitch category for tracks that were recently fixed? The rule would be: you can't do anything that wouldn't count the lap in the newest version. It would only apply to ILs. That way ILleaderboards could be more applicable to currently updated add-ons.
Currently High in the Sky is the only affected add-on. Origami Animosity was also patched but the "exploit" there was slower anyway, so the record doesn't do it.
Personally I would prefer to let things like they are now. But I found a suitable way to handle this situation so I did the change anyway and now you can distinguish these runs in this track. Use the filter function to choose Glitches or not. The idea to freeze tracks once they are included will always remain. But running the track without the glitches would be effectively like running the fixed version if there are no complex changes, which is what you want if I understood.
About the checkline glitch in Frozen Drive, it's not possible to avoid the last checkline (which is on the lap line) so the runs shouldn't be retimed in my opinion.
It's still possible to finish without the checkline glitch by going on the off-road and finishing in front of the lapline even if it's slower. In any case, to be consistent runs with the checkline glitch should be retimed for all tracks even though it's much easier to get on some tracks than others where it's available.
Also, I noticed that on Beehive it's possible for the timer to be off by up to 5 ticks by finishing near the rightmost part of the lapline. This is the same amount of time that's saved by the checkline glitch but there doesn't seem to be a checkline here. Some of the current runs are about 3 ticks faster than the true time which is a noticeable difference already. I'm not sure if anything should be done about this though.
Well this checkline glitch is very different from the others. If it's what you mean the off-road is fixed with the "Disabled in time-trial mode". I believe it's only possible to finish without the checkline glitch... in reverse lol. I think this checkline glitch is not really a glitch... or a "normal" glitch :).
As for Beehive that's really weird, maybe we should ask Rubberduck to know if there's something special here. As for the 3 ticks faster it's similar to the checkline bug of Frozen Drive. I don't understand why it should be removed because it happens to everyone.
Rules say that "Rules changes are in general not retroactive, unless it gives older runs unfair and significant advantages" and 3-5 Ticks is not a significant advantage so no need to retime older runs as we accepted these glitches before (but we can if we want).
However for new runs, this must be taken in account. As a reminder, the rule is "The true elapsed time is considered. If a glitch altered the shown time at the finish screen, an adjustment will be done to reflect the actual elapsed time. In this case, the first reference time will be the time shown at the left just before the finish screen, next to the character's icon, if it has ms precision. Else, the adjustment will be on a case-by-case basis, for example, by adding 1/24 s to the final time in the case of the Checkline Bug."