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Alpha 4.9.5

30 Nov 03:13
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UPDATE! Alpha 4.9.999 NIGHTLY - 8th December 2020 "This ARM chip is how fast?!"

(Alpha Statistics - 259 commits, 2,776 changed files with 814,945 additions and 189,175 deletions)

We have managed to get a native M1 build for our MacOSX M1 owners. This is the first time we've got it working, but we have done some testing, and FFMPEG and sound works fine. We also have fully functional window features and extended support for audio formats.

CONTROLLERS AND PADS WILL NOT WORK YET, A PATCH IS IN THE WORKS

You can download the M1 build below with the 4.9.5 build.
THIS WILL NOT WORK ON INTEL BASED MACS!! - GRAB THE 4.9.5 ALPHA BELOW

Alpha 4.9.5 Build - 30th November 2020 "Step into tha game!"

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(Yakitate!! Japan - © 2004 Sunrise/TV Tokyo)

The Alpha of many changes...

Introducing Both At Once!

What is Both At Once?
Both at once is a popular feature option used in @TaroNuke's project Not in the Groove. It allows player one to input to player two, while playing mod files. As many of the mod files ported from NitG require two joined players, and before this alpha, the method to enable autoplay for the alternate player was a bit sketchy on SM5, we have taken the time to add this feature to OutFox.

How do we use it?
Ever accidentally turned on 'Monkey Input' and wondered why the game doesn't work anymore? Well, we removed Monkey Input from the F3 Debug Menu, and in it's place, we have added the BAO option!

image

You need to be in a game menu, and have added 2 players to activate it, (So after you have selected a mode, or on the music wheel) - or you simply will not be able to activate it. This is to protect you having settings or menus operate as both players at once, which could be a pain!

When you are in a game mode, you can add two players and then turn the option on: Press and Hold F3, then press 5

image

You will then be in BAO mode, and can play mod files! (You can find a collection of ported and original files from our community)

image

(Screen Select Music - Setting both at once mode on)

You can also select menu options and settings in BAO mode for the song, but do bear in mind many mod files set their own speed mods and noteskins:

image

You can then play the game as one player, but it will fill in for two!

Things to note!

  • If you are player 2, then player 1 will be your 'ghost' and vice versa
  • If there is a mini-game in the mod file, which checks for individual player input, we will not override this with BAO! (This is to mirror NitG Behaviour, and is as designed)
  • The player you are not playing on will be disqualified, and it's score won't be saved, even if it is displayed in the evaluation screen
  • You can turn off and on BAO during a song, using F3 + 5
  • BAO will be reset when leaving the Select Music Screen, or if the System Switch is pressed

On evaluation, you will note player 1 matches player 2:

image

We also have some different pages on the evaluation page - if you press left or right you will change 'page' to reveal more details.

2020-11-27_182659

The scatter graph in this alpha is drawn a lot more efficiently, which should prevent the slowdown when looking at many presses.

2020-11-27_182704

The 'histogram' is another highly requested feature for outfox, adapted from the features from https://github.com/Simply-Love/Simply-Love-SM5, we draw it differently in OutFox, as we have the different timing windows.

New Actor Multi Vertex Draw options!

This alpha also introduces a few new options for controlling your draw commands when creating an actormultivertex(). There were some issues we found in the methodology used in the older code which sometimes allowed the game to fall back to CPU based rendering/calculation for drawing some objects and lines, causing stuttering and arrow lag in screen gameplay, and would cause odd slowdowns in the evaluation screen (as noted by many of our stamina players, when playing marathon mode!)

We added two new draw options, and optimised some of the older modes to be less heavy on the game while drawing effects or UI objects.

Note the VPF (Vertices per Frame) Count. Higher counts mean higher loads on the system: (Before with drawmode_quadstrip)
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The draw mode has been changed to just use points, dropping the value considerably. (After with the new drawmode_points)
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Another thing that can be decided in the Lua command is the state of the points, which allow for square or circle points:
Square:
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Circle:
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New lua commands:
self:SetDrawState{Mode="DrawMode_Points"}:SetVertices(verts)

New Draw Modes, we have DrawMode_Points and DrawMode_Lines!

self:SetPointState(boolean) (so false or true - Alias the Points. if the size is too big, or it is not supported on the GPU's driver, it will be drawn as a square, but won't crash.)

example:
circle: self:SetPointState(true)
square: self:SetPointState(false)

resizable points:
self:SetPointSize(float) - Size in PIXELS of the point to draw. This will often round to a whole number on older systems, but most cards will use subpixel sampling to keep these as designed. For better performance, use a whole number, so 6.0.

Example:
self:SetPointSize(10.5)

These are called in your actormultivertex like so:

    local amv = Def.ActorMultiVertex
    {
    OnCommand=function(self)
        self:SetDrawState{Mode="DrawMode_Points"}:SetVertices(verts)
        self:SetPointSize(10.5)
        self:SetPointState(1)
    end
    }

Example drawn with thin DrawMode_Lines:
unknown

Oh, we built a Windows XP build for those with cabinets.

TEXTURE FONT GENERATOR V0.33 https://github.com/TeamRizu/Texture-Font-Generator-2020-Squirrel

  • ❕✅🐲📝 Added Hebrew (Thanks Snil4 for the request)
  • ❕✅🐲📝 Set the 'example' glyph to be 0000058 so it is usually displayed by obscure fonts.

ALL:

  • ❕✅ Fixed Discord RPC compiling on newer GCC versions
  • ❕✅📝 Readd the minimaid option to the build scripts
  • ❕✅ Fixed miscasts of ActorUtil causing some actors in mods to be drawn with corruption
  • ❕✅ Fixed the Analogue Input Screen so players can exit/enter as designed
  • ❕✅ Fixed DetailStatsEdit Screen (Thanks MDR/Moneko!)
  • ❕✅ Add New Opus SoundReader
  • ❕✅ Add New FLAC SoundReader
  • ❕✅ Add New Wave SoundReader, removed legacy WAV pipe
  • ❕✅ Update MP3 SoundReader pipe
  • ❕✅ Update Ogg SoundReader pipe
  • ❕✅ Update Vorbis and Ogg Libraries
  • ❕✅ Fix CMake building for the sound components
  • ❕✅ Force SoundWriteAhead to 4096 to alleviate some skipping on older systems
  • ❕✅ Force SoundPreferredSampleRate to 44.1khz to fix skipping on older systems
  • ❕✅ Fix Resolution display checking
  • ❕✅ Fix Display Sorting
  • ❕✅ Fix Texture debug log spam, we only need to do this internally, and saves our time going through crash logs
  • ❕✅📝 Add missing Aspect Ratios - Closes #179 and Simply-Love/Simply-Love-SM5#214
  • ❕✅📝 Fix coloured glow missing from ActorFrames - Closes #155
  • ❕✅📝 Fix ScreenGamePlay player resize math calculations - Closes #63 (Thanks @JapanYoshi)
  • ❕✅📝 Fix location of field when player zoom is larger than one - Closes #63 (Thanks @JapanYoshi)
  • ❕✅ Implement SetBaseLocation
  • ❕✅ Fix Metronome Clap/sound type being quiet and not correct
  • ❕✅📝 Fix Endless mode not working - Closes #159
  • ❕✅📝 Added option to "inputfocus" preference to 'not minimise screen on focus loss' - (Thanks Digital Dancer!)
  • ❕✅ Added Median page to Screen Evaluation (Page 4) to display the input histogram
  • ❕✅ Fixed Miss offsets being included on calculations in the Median page
  • ❕✅📝 Added 2 decimal places to FPS stats as requested by the community
  • ❕✅ Added Delta Clock second counter, if the log shows >1.00 then DeltaTime() has skipped
  • ❕✅ Fixed misrepresented fonts on Median page
  • ❕✅📝 Added Hebrew Font Maps - (Thanks @snil4 for the request!)
  • ❕✅ Fix font alignment to support Hebrew
  • ❕✅📝 Implemented P3IO Driver - (Thanks @chrispable for the initial work https://github.com/chrispable/stepmania/tree/starworlds)
  • ❕✅📝 Implemented P2IO Driver - (Thanks @chrispable for the initial work https://github.com/chrispable/stepmania/tree/starworlds)
  • ❕✅📝 Implemented PacDrive Linux Driver - (Thanks @lqbombjack for the initial work PR at stepmania/stepmania#1479)
  • ❕✅📝 Implemented ITGIO Linux Driver - (Thanks @DinsFire64 for the commit stepmania/s...
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Alpha 4.9.1

31 Oct 15:55
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Alpha 4.9.1 Build - October 31st 2020 "Spooky Scary Bugs"

wqZG062JjyYkU

Turn smoothlines off to get a better play experience if your lines are being drawn thickly!

TEXTURE FONT GENERATOR V0.32

❕✅🐲📝 Added Armenian #136 (Thanks @AngledLuffa!)
❕✅🐲📝 Added IPA Extended
❕✅🐲📝 Added Spacer Modifiers #126 (Thanks @EngineMachiner!)
❕✅🐲📝 Fixed Japanese overwriting other characters #123 (Thanks @JapanYoshi!)
❕✅🐲 Changed a few methods of Cyrillic to be better supported in the future

ALL:

❕✅🐲 Fixed Font Interpretations, removed [main]
❕✅ Added new internal 'ToUpper()' on default themes
✅ Returned branding to use Stepmania once again
❕✅ Regenerated fonts for Soundwaves
❕✅📝 Added Allow InputBackgroundEvents for controllers preference (Thanks digitaldancer on Stamina Nation!)
❕✅ Fixed ImageCache memory bloating
❕✅📝 Added display version on evaluation screen (Thanks Jummy!)
❕✅📝 Fixed recursive scaling of TimingWindows #138 (Thanks pucgenie, neowzeo, maractus)
❕✅ Fixed new methods on Ragesurface/Ragedisplay
❕✅ Fixed FFMPEG crashing
❕✅ Moved xyz alias into fallback so it can be more useful
❕✅📝added tween tweaks (true) from upstream PR stepmania/stepmania#2062 (Thanks @FMS_Cat)
❕✅📝added music wheel code from upstream PR #27 stepmania/stepmania#2002 (Thanks @RhythmLunatic)
❕✅ Fixed musicwheel quirks
❕✅ Fixed AMod issue where having a second player would override Player 1 timing (Thanks @JapanYoshi!)
❕✅ Allow random movies to play when video not available
❕✅ Fixed cursong being used instead of cursteps to get displaybpms
❕✅ Fixed banners playing too fast #129

Windows:

❕✅ add minimaid back to mainline.
❕✅📝added new serial lights driver upstream PR stepmania/stepmania#2041 (Thanks @skogaby!)
❕✅ Add MIDI input support that works
❕✅ Add new wider MIDI input spectrum
❕✅ Add Rotary MIDI input support
❕✅ Add Crossfader MIDI input support
❕✅ Add Acceleration/Deceleration MIDI support (Disc spinning)
❕✅ Add MIDI Extra Support
❕✅ Add MIDI lua messages
❕✅ Add MIDI analogue lua support

Linux:

❕✅ add minimaid back to mainline.
❕✅ add JACK back to mainline.
❕✅ fix discord building on newer GCC (>8.4)

MacOSX:

❕✅🐲 Nonion Rings.

Community Content:

Graphics

✅ New sharper grade graphics by MDR
✅ New Narumi avatars #115
✅ New noteskins to address #111 #112

Colours

✅ Dark Mode by infinitephantasm
✅ Chaos by moruzerinho6
✅ Ice by PCBoyGames
✅ Wave by AppleArcade120

Translations

✅ Translations updated from Moru, SHRMP0 and SheepyChris (Brazilian Portuguese)
✅ Translations updated from MoNeko (Polish)
✅ Translations updated from Hanubeki (Japanese)
✅ Translations updated from Jose_Varela (Spanish)
✅ Translations updated from Daniel Rotwind (German)
✅ Translations updated from Ksempac (French)

(The 'source' code below is the reporting issues template, it is not the source for OutFox)

Alpha 4.9.0HF

05 Oct 20:25
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Alpha 4.9.0HF Build - October 07th 2020 "The new Glyph System pleases Imhotep"

image
(The Mummy - © 1999 Universal Pictures)

Next Major Update (5.0.0 Anniversary Edition)

Turn smoothlines off to get a better play experience if your lines are being drawn thickly!

Alpha 4.8.6 September 30th 2020 "The options just do nothing..."

This build did not pass Quality Assurance, and was not released outside of the internal Alpha Testing teams. Apologies for the Delay on this release. The changelog for 4.8.6 and 4.9.0 are together in this update.

We have sorted out the issues with the misunderstanding of the StepMania project name and this will return to the project for the next alpha, with a re-brand. It was all done amicably, and it had to be acted upon due to it being reported, so no problems there.

Fonts and Language:

This month sees a pretty big revamp to the font system used in OutFox. Due to the numerous issues we have had reported to us since our project began, (missing symbols, missing characters, missing language support, missing Korean and Japanese support, etc), We have rewritten the font maps.

What this means for you? - Well, the fonts will be sharper as they are newer now, and you can generate the correct fonts for theming and such for OutFox in the future. We have a new repository for the Texture Font Generator which is a side project from @Scraticus and @hanubeki to bring more charmaps to the game. These can be regenerated to support 5.0/5.1 and even 3.9/ITG era with a bit of work. If you do generate new fonts, please check out the guide that will be up on the MoonDance site shortly. We also have revamped the fonts that are used by mod files to be sharper and to add backwards support for the new fonts. (Beware of [main] duplication causing squares to be displayed by the game!). There is a new release of the Texture Font Generator, which includes new euro support, and legacy mapping generation for prior versions of StepMania.

TEXTURE FONT GENERATOR V0.2 / OutFox Alpha 4.9.0 -

❕✅🐲📝 Fixed Missing Korean Basic Characters #109 (Thanks AngledLuffa!)
❕✅🐲 Fixed Missing Symbol Characters from Kanji
❕✅🐲 Fixed Missing Characters from Korean Hangul
❕✅🐲 Fixed Missing Characters from Kanji JIS
❕✅🐲 Fixed Missing Characters from Kanji Hojo
❕✅🐲 Fixed Missing Characters from Kanji GBK for Traditional Chinese
❕✅🐲 Fixed Missing Characters from Cyrillic and Extended Latin
❕✅🐲 Regenerated outline fonts for the theme and mods
❕✅🐲 Added Characters from Legacy maps - (ASCII/CP1252/ISO8859)
❕✅🐲 Fixed Build system on windows 10, but the MFC system needs a bit of hacking - compiled binaries are available to grab

We have also have had to add a new set of Lua Commands for this alpha. (See #121) We have been aware of this for some time, but delayed the alpha a touch so they were ready.

For backwards compatibility string.upper() and string.lower() have not been touched.

The new lua commands in this build are ToUpper() and ToLower().

To display upper case text - done on the troublesome polish characters:
Text=ToUpper(Screen.String("Start To Join")) produces:

2020-10-06_134857

We even can do a proper UTF friendly lower case as well:
Text=ToLower(Screen.String("Start To Join"))
2020-10-06_135039

USING ALT+ENTER TO SWITCH IN AND OUT OF FULLSCREEN:

We have added the option to all operating systems to be able to access this function, but be warned: the SDL window does not scale modes which your Monitor does not support in fullscreen. It will draw a border around the window if the mode is not a suitable mode. You can find these modes in the log.txt, as SDL is kind enough to display everything supported there.

We have allowed the other OS's this function for familiarity and the fact we didn't think it'd work on mac/linux, but it did.

ALL:

❕✅ Set locale for the game to use en_US.UTF-8 for now - This will be extended soon
❕✅ Fix Missing font paths in the default theme
❕✅ Remove Lua macro which did nothing to the font display
❕✅📝 Fixed Bug with BeginnerHelper hiding/unhiding backgrounds causing unwanted behaviour. #104 & #105 (Thanks @SilentTempest83 !)
❕✅📝 Fixed crash with resizing window on some older windows versions (7/8) #102 (Thanks @Emilovesdoubles)
❕✅📝 Fixed Lirocode in Hold / Roll anchors #106 (Thanks @JapanYoshi!)
❕✅📝 Fixed Lirocode in Note colours and 24th's being wrong. #111 & #112 (Thanks @AngledLuffa!)
❕✅📝 Fixed missing Narumi Mascot avatar images not being available as usable avatars in game #115 (Thanks @Joehuu!)
❕✅📝 Added Precision Dance Pad config entry to our GameControllerDB #117 (Thanks @AngledLuffa!)
❕✅ Fixed Timing windows for ITG/ITG Advanced and ECFA
❕✅ Fixed Alt+Enter leaving weird screen blackness on 75% of the space
❕✅ Fixed lua timing tables and optimised the loading method
❕✅📝 Fixed bug with toasties loading on the Machine Sync causing an AV (Thanks @JapanYoshi!)
❕✅📝 Fixed bug with left over commands being available to the Machine Sync system causing edge crashes (Thanks @JapanYoshi!)
❕✅📝 Fixed issue with missing UTF string conversion on the loading window (Thanks @hanubeki / @JapanYoshi!)
❕✅📝 Added correct font (Code2000) support in loading window (Thanks @hanubeki / @JapanYoshi!)
❕✅ Added preview to progress bar on screenselectmusic
❕✅ Fixed audio preview on song select #65 (Thanks @SHRMP0!)
❕✅ Fixed font presentation for soundwaves and default/fallback
❕✅ Fixed missing/incorrect font redirection files
❕✅ Fixed missing constructors on ActorFrameTexture
❕✅🐲 Beginning of making SM Locale Aware
❕✅🐲 Fix overflow on font index now we are using proper UTF-8
❕✅🐲 Fix archaic practice on wide strings in font manager
❕✅🐲 Fix arithmetic overflow in rageutil preventing correct bytecode allocation
❕✅ Fix table indexing for high score entries overwriting previous results being shown
❕✅ Rename the 5.3 default noteskin to reinstate the 5.0 default for backwards compatibility support
❕✅ Make minimenu rows place on native position

Windows:

❕✅🐲📝 Removed potential crash on invalid DPI scaling detection - part of #88 (Thanks AngledLuffa!)
❕✅🐲 Fixed Alt+Enter not being able to leave full-screen causing the need for a restart
❕✅ Fixed uninstaller missing shortcuts due to windows 1903 update

Linux:

❕✅🐲 Fixed Alt+Enter not being able to leave full-screen

MacOSX:

❕✅🐲 NEW FEATURE: Added Alt-Enter full-screen switch
❕✅🐲 Fixed missing locale selection for "LC_ALL" causing a crash

ARM/ARM64: (Raspberry Pi etc)

❕✅🐲 NEW FEATURE: Added Alt-Enter full-screen switch
❕✅🐲 Fixed EGL initialisation on RPi 3B/4 trying to call the wrong driver
❕✅🐲 Fixed missing locale selection for "LC_ALL" causing a crash

Community Content:

Colours

✅ Dark Mode by infinitephantasm
✅ Chaos by moruzerinho6
✅ Ice by PCBoyGames
✅ Wave by AppleArcade120

Translations

✅ Translations updated from Moru, SHRMP0 and SheepyChris (Brazilian Portuguese)
✅ Translations updated from MoNeko (Polish)
✅ Translations updated from Hanubeki (Japanese)
✅ Translations updated from Jose_Varela (Spanish)
✅ Translations updated from Daniel Rotwind (German)
✅ Translations updated from Ksempac (French)

(The 'source' code below is the reporting issues template, it is not the source for OutFox)

Alpha 4.8.5 Final

19 Sep 22:58
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Alpha 4.8.5 Fixed Build - September 19th 2020 "A Change is Afoot!"

Next Major Update (5.0.0 Anniversary Edition) December 2020

Please note if your Download did not include HF in the title, download the en.ini and put it in your installation folder at the following path

windows: (X:\Outfoxfolder\Appearance\Themes_fallback\Languages)
macosx: (Outfoxfolder\Appearance\Themes_fallback\Languages)

Or just download the HF version now we have repackaged.

Turn smoothlines off to get a better play experience if your lines are being drawn thickly!

Alpha 4.8.3 September 08th 2020 "Throw us a bone (index)"

This build did not pass Quality Assurance, and was not released outside of the internal Alpha Testing teams. Apologies for the Delay on this release. The changelog for 4.8.3 and 4.8.5 are together in this monthly update.

There has also been a need to temporarily remove the 'StepMania' name from the project due to a complaint received and we have been requested to rebrand the project to Project OutFox until we sort out the paperwork.

ALL:

❕✅🐲📝 Fixed Bug with Loading Window seemingly 'freezing' when indexing files #87 (Thanks Moru/AngledLuffa!)
❕✅🐲 Fixed Crash on changing theme
❕✅🐲 Fixed SoundManager crash on para/beat mode swap
❕✅🐲 Fixed Crash on changing game mode (Thanks Omicron!)
❕✅🐲📝 Fixed Edge Case Lua Overflow Crash (Thanks JapanYoshi!)
❕✅🐲 Fixed Memory leak in Loading Window, when user has 15000 or more simfiles (Thanks Jubo!)
❕✅ Added Column specific modifiers handling nil to activate on all columns
❕✅ Fixed the Bone Index being de-referenced and causing an Access Violation. #94 (Thanks EngineMachiner!)
❕✅ Fixed Random Movies failing to obtain a proper seed
❕✅ Fixed undefined behaviour causing some delays on initial playback
❕✅ Fixed math overflow in ffmpeg renderer
❕✅ Fixed memory leak in ffmpeg playback
❕✅ Fixed lockup/freeze when 1 movie is selected for random movies
❕✅🐲 Fixed issues with math overflow in Actor Framework
❕✅ Added a better implementation of HoldTriggerNotes
❕✅📝 Fixed Crash when taking screenshot in fullscreen mode. #99 (Thanks JapanYoshi!)
❕✅📝 Fixed Crash with 'Too many open files' #92 (Thanks Level99OCR/Maractus/Jubo!)
❕✅ Remove the last references to older dependencies in CMake to prevent bad compilation problems
❕✅ Turn off the Haptic Vibrations on supported controllers on startup
❕✅ Fix the random engine to ensure we actually get a proper random seed
❕✅ Optimise several variable systems for C++ 17
❕✅ Fixed RageUtil causing some micro-stutters and widen code-page support
❕✅ Fixed Player vanish point not being set correctly
❕✅ Fixed RageDisplay casts rounding incorrectly
❕✅ Fixed Luna Definitions for the singletons
❕✅ Fixed the screen message system bug which is 16 years old
❕✅ Fixed missing SDL Video include and reference use
❕✅ Fixed AMod Exploit causing an overflow in Beat Detection (Thanks JapanYoshi!)
❕✅📝Fixed Negative Approach rates through modstrings crashing the game #61 (Thanks PCBoyGames!)
❕✅📝Fixed missing difficulty types from other unsupported game (MungyoDance) being missed in OutFox #76 (Thanks PCBoyGames!)
❕✅📝Fixed skipping in MP3 playback causing crashing in Windows and Linux #75 (Thanks LightningSkunk!)
❕✅ Add Judgement scaling into SmartTiming
❕✅ Fixed incorrect function type in RageModelGeometry
❕✅ Fixed ftruncf and Quantize not setting the right return type
❕✅ Fixed issue where some noteskins were breaking due to a fallback error (Thanks Moru!)
❕✅ Fixed explosion on Lambda noteskin (Thanks Moru!)
❕✅ Fixed incorrect bone initialisation causing crashes on ARM and Linux
❕✅ Fixed incorrect bone declaration type causing crashes on ARM and Linux
❕✅ Fixed FFMPEG buffers not clearing from memory correctly
❕✅ Fixed bug in the 5.0 beginnerhelper
❕✅ Fixed bug with AMod not being initialised correctly in some cases (This caused a crash sometimes in Simply Love)
❕✅ Adjusted a few duplicated menu options
❕✅ Fix Edge case bug with beginnerhelper causing black screens
❕✅ Fixed Metrics so grade weights are correctly measured against dance points

❕✅📝 NEW FEATURE: Set Thickness of ArrowPath (Experimental Settings)
❕✅📝 NEW FEATURE: Enable GLBlend/Points for ArrowPath (Experimental Settings)
❕✅📝 NEW FEATURE: OptionRow change of choice Externally #96
❕✅📝 NEW FEATURE: ContinueHold for para mode, allows for a hold to never fail if it is picked up again by the player
❕✅📝 NEW FEATURE: ShowMouseCursor - ALL OPERATING SYSTEMS SUPPORTED! Hides the mouse cursor in play. Works in fullscreen, borderless and windowed modes (Experimental Settings)

Windows:

❕✅ NEW FEATURE: Better Memory detection
❕✅ Fixed Win32 calls causing odd lag on some sound cards
❕✅ Fixed NSIS Installer missing newer items

Linux:

❕✅ NEW FEATURE: Add EGL Preference for Linux Users. Disabled by default to prevent the missing 'libopengl.so.2' errors. Set if you have a distro that supports it, as it is faster.

MacOSX:

❕✅ Fixed Input issue in Xinput #79 (Thanks omgitsraven!)

ARM/ARM64: (Raspberry Pi etc)

❕✅ NEW FEATURE: Add EGL Preference for Linux Users. Disabled by default to prevent the missing 'libopengl.so.2' errors. Set it to true for ARM!

Community Content:

✅ Translations updated from Moru, SHRMP0 and SheepyChris (Brazilian Portuguese)
✅ Translations updated from MoNeko (Polish)
✅ Translations updated from Hanubeki (Japanese)
✅ Translations updated from Jose_Varela (Spanish)
✅ Translations updated from Daniel Rotwind (German)
✅ Translations updated from Ksempac (French)

(The 'source' code below is the reporting issues template, it is not the source for OutFox)

Alpha 4.8.2 Final

19 Aug 04:31
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Alpha 4.8.2 Fixed Build - August 19th 2020 "Release the (Git)Kraken!"

Next Major Update (5.0.0 Anniversary Edition) December 2020

Hotfix MK2 Build!

These bugs were fixed about 3 weeks ago, however due to a bad branch merge, GitKraken did not recognise the commits were actually missing, and they were added into the main code branch which got to release. The only way to even recognise this bug is if you had >100,000 songs and over 18,000 MP3 files.

❕✅🐲 Fixed Bug with locking up on loading songs (Thanks Kaede!)
❕✅🐲 Fixed Crash with too many handles hitting ulimits on linux (Thanks Kaede!)
❕✅🐲 Fixed Bug with MP3 driver creating two handles per file (Thanks Kaede!)
❕✅🐲 Fixed Crash on Windows due to I/O error (Thanks Kaede!)
❕✅🐲 Fixed Crash with MP3 driver not seeking or reporting position (Thanks Keade!)
❕✅🐲 Fixed Bug with missing error checking on Mp3 Driver (Thanks Jose_Varela and Kaede!)
❕✅🐲 Fixed Crash with NTFS journal errors on NTFS-3G Driver hitting ulimits on Linux (Thanks Kaede!)
❕✅🐲 Fixed Edge Crash with invalid characters in RageUtil (Thanks Jubo!)
❕✅🐲 Fixed Overflow in log buffer due to missing Unicode references
❕✅🐲 Fixed Odd behaviour with sound layering. Issue #62 (Thanks Mr.ThatKid)
❕✅🐲 Fixed Missing/Corrupted fonts on loading Window (Thanks Moneko, Hanubeki)
❕✅🐲📝 Fixed Bug with missing dylib on MacOSX 10.16.5 Issue #67 (Thanks PianoGal/Sebychu/garfieldnate)
❕✅🐲📝 Fixed Crash with loading window on MacOSX 10.16.5 Issue #67 (Thanks PianoGal/Sebychu/garfieldnate)
❕✅🐲 Removed unused libraries due to new MacOSX 10.16.5 update
❕✅🐲📝 Fixed missing glyphs on some simfiles being displayed (Thanks PCBoyGames/Jubo)
❕✅🐲📝 Fixed missing controller mapping Issue #70 (Thanks Kaede!)
❕✅🐲📝 Fixed Crash in the custom controller screen [Issue #72] (#72) (Thanks ScottBrenner/Kaede)
❕✅🐲📝 Fixed L-Tek pads not presenting their start and select buttons
❕✅🐲 Fixed Issue in Input MacOSX failing on XInput Mode Issue #45 (Thanks cmhoneycutt343! )
❕✅🐲 Fixed bug with old Xbox 360 Guitar Controllers being unable to be mapped in HIDAPI Mode (Thanks Confuzled)
❕✅🐲 Fixed deprecated WIN32 Macro preventing Linux/MacOS compiling

4.8.1 Build!

❕✅🐲 Fixed Bug with Locking up on loading songs (RageFile Error) (Thanks Maractus)
❕✅🐲 Fixed Crash with too many handles being created for users with >6700 songs
❕✅🐲 Fixed Bug with Update loop lagging on loading window

New Input Update (Version 4)!

❕✅🐲 New Selectable Input system via Preference.ini and Experimental Settings in the theme
❕✅🐲 Added new "legacy"(HIDAPI) Input to fix regressions in Windows and Ubuntu updates
❕✅🐲 Fixed bug with Modern XInput method causing slowdowns
❕✅🐲 Fixed bug with ParaPara Controller not being detected
❕✅🐲 Fixed bug with Bemani Controllers not being detected
❕✅🐲 Fixed bug with Hori PS2 Controllers not being detected
❕✅🐲 Fixed bug with PS2 Adapted Controllers not being detected
❕✅🐲 Added new Init() functions for controllers
❕✅🐲 Added new ReAssign functions for controllers
❕✅🐲 Fixed error in update loop that added controllers twice to the system
❕✅🐲 Fixed error with mapping buttons back to front on legacy
❕✅🐲 Fixed edge case crashes when adding names to controllers plugged in
❕✅🐲 Fixed error in option row not setting the preference value.
❕✅🐲 Added new UseOldJoystickMapping preference to choose your input system
❕✅🐲 Fixed some older controllers causing a stuck button
❕✅🐲 Fixed controller index being sketchy on USB Host/Hub reset (USB 1.1/1.0)
❕✅🐲 Fixed button assignment reaching a cap and causing an edge crash
❕✅🐲 Fixed availability of Rotary and L - R button assignments on 'legacy' input
❕✅🐲 Fixed analogue inputs on some controllers staying at max range
❕✅🐲 Fixed some older controllers (Pre-2009) from polling at 250ms
❕✅🐲 Fixed some mechanical keyboards polling at 10hz/100hz in Windows 8.1/10
❕✅ Fix some analogue inputs being seen as 'depressed' when they were not (Thanks JapanYoshi)
❕✅ Fix left analogue sticks not being detected on some controllers (Thanks JapanYoshi)
❕✅ Fix some D-Pad presses (on XInput) not being detected on some controllers (Thanks JapanYoshi)

This edition features another rewrite of the Input System for OutFox. Due to windows updates, (and Ubuntu updates) that have directly affected several of our users, we have taken the time to bring forward our plans to fix this sooner rather that later.

What this means to you, our players. You now have a choice of using the XInput which will be enabled by default, (and has been the norm since alpha 4.5) which gives the familiar buttons on the XBox controller. We have added a new controller option row in the 'Experimental Settings' which will allow easy change, you will need to reboot your game to reinitialise the input system, but we will make this a non-game reset option in a future update. There is also a preference you can edit which is called UseOldJoystickMapping setting this to 0 sets the XInput mode, and setting this to 1 enables the legacy (HIDAPI) mode for your controller or pad.

You will likely need to check your offset for this update, if you are swapping modes, as some controllers behave slightly different in legacy/XInput. This is true especially of custom Arduino pads, so take time to remember to test this.

If you use older controllers, please ensure they are plugged in BEFORE you start the game. Because we do not depend on DirectX anymore, we need to initialise the system on game start. We are looking into this, but once the system is live, controllers can be added and removed as normal. We really do not want to go back to DInput7 or DInput8 as Microsoft is really punishing use of these system and will remove them outright eventually.

Keyboard players can use either method, this update fixed a couple of awry driver update issues on steelseries/Corsair keyboards to fix their polling issue, so you can play as normal.

If you have an SMX 4k/5k/pump pad, you can use either mode, but some players have mentioned that legacy 'feels tighter' than XInput for this pad. Give it a try and let us know your thoughts.

This new mode allows for more than 4 controllers (which XInput is limited to by design), and does not require a mapping for the gamecontrollerdb.txt file which XInput pads require. This new mode allows the older Joystick path to run, which is based on HIDAPI, thus giving us a greater level of controller support than ever before. If your controller does not show up in OutFox, or has become troublesome since the operating system updates, this is the mode for you. If you have any issues with the new system (bear in mind, you WILL need to go to Key mapping and map all the buttons for your controller to their actions. YOU DO NOT NEED TO USE CONTROLLER MAPPING WITH THIS MODE!

The legacy mode returns to a slightly more familiar system from 5.1/5.0 so those of you with particularly troublesome controllers will no longer have issues. The ParaParaParadise Controller prefers to be on legacy. So if you use OutFox for Para/ParaStar/EKS-D remember to set this in your game, and restart. The PPP Controller needs to be plugged in BEFORE you start the game, due to how windows operates now. This is true for Ubuntu also. Mac OSX now also properly supports this controller.

On the subject of ParaPara Paradise, this month has seen a lot of work and collaboration to finally fix some of the glaring issues for this mode. We will continue to do this for all our modes, so look out for updates!

ParaPara Paradise mode has been given a swathe of fixes:

❕✅ Fixed Noteskin loading on PPP mode
❕✅ Fixed missing theme elements on PPP mode
❕✅ Added new timing windows for PPP mode, which match the PS2/2nd Mix games
❕✅ Added new judgement names for PPP mode to match PS2/2nd Mix
❕✅ Added new Tick hit support - This allows for a hit if the sensor is triggered, as per the original games
❕✅ Added new Hold Tick Hit support - Fixes a long overdue bug in holds on PPP mode.
❕✅ Added new column style 'active' when a sensor is triggered, to closer match the original games
❕✅ Added 2 player support for PPP mode
❕✅ Fixed PPP controller buttons not being recognised in game
❕✅ Added new default noteskin for PPP mode
❕✅ Added new Jara noteskin for PPP mode
❕✅ Fixed evaluation screen elements causing an edge case crash
❕✅ Fixed how the game records play details to be more accurate to the original play experience.
❕✅ Fixed Rate mode being set to a weird value
❕✅ Fixed Speed Mod. For accurate arcade experience, use A or C mod, between 100-300, we feel the sweet spot is 100-150
❕✅ Fixed missing gameplay elements

We hope you all enjoy the new revamped Para Mode, and remember it's also playable on MacOS fully for the first time! If you have any feedback or questions please do not hesitate to contact us on the discord!

New Loading Window

❕✅🐲 New loading song error checking - The log will tell you about bad songs
❕✅🐲 New loading window system
❕✅🐲 Support UTF-8 on new loading window
❕✅🐲 New themeable loading window
❕✅🐲 Custom Font loading support
❕✅🐲 New font rendering

This version sees the launch of a new loading window, which has plagued the game since 2007. We plan to use this new window for more features in the future, and it will become fully themeable for those of you that wish to modify it. It is cross platform so replaces the legacy Linux Loader, and the horribly bugged MacOSX loader. The other good thing about this mode is when you load songs, it will check your audio files for availability. What this means, if the file i...

Read more

Alpha 4.8.1 Final

14 Aug 17:58
32b5f66
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Alpha 4.8.1 Final Pre-release
Pre-release

Alpha 4.8.1 Fixed Build - August 14 2020 "RageFile Against the Loading Window"

Next Major Update (5.0.0 Anniversary Edition) December 2020

Hotfix Build!

❕✅🐲 Fixed bug with Locking up on loading songs (RageFile Error) (Thanks Maractus)
❕✅🐲 Fixed Crash with too many handles being created for users with >6700 songs
❕✅🐲 Fixed bug with Update loop lagging on loading window

New Input Update (Version 4)!

❕✅🐲 New Selectable Input system via Preference.ini and Experimental Settings in the theme
❕✅🐲 Added new "legacy"(HIDAPI) Input to fix regressions in Windows and Ubuntu updates
❕✅🐲 Fixed bug with Modern XInput method causing slowdowns
❕✅🐲 Fixed bug with ParaPara Controller not being detected
❕✅🐲 Fixed bug with Bemani Controllers not being detected
❕✅🐲 Fixed bug with Hori PS2 Controllers not being detected
❕✅🐲 Fixed bug with PS2 Adapted Controllers not being detected
❕✅🐲 Added new Init() functions for controllers
❕✅🐲 Added new ReAssign functions for controllers
❕✅🐲 Fixed error in update loop that added controllers twice to the system
❕✅🐲 Fixed error with mapping buttons back to front on legacy
❕✅🐲 Fixed edge case crashes when adding names to controllers plugged in
❕✅🐲 Fixed error in option row not setting the preference value.
❕✅🐲 Added new UseOldJoystickMapping preference to choose your input system
❕✅🐲 Fixed some older controllers causing a stuck button
❕✅🐲 Fixed controller index being sketchy on USB Host/Hub reset (USB 1.1/1.0)
❕✅🐲 Fixed button assignment reaching a cap and causing an edge crash
❕✅🐲 Fixed availability of Rotary and L - R button assignments on 'legacy' input
❕✅🐲 Fixed analogue inputs on some controllers staying at max range
❕✅🐲 Fixed some older controllers (Pre-2009) from polling at 250ms
❕✅🐲 Fixed some mechanical keyboards polling at 10hz/100hz in Windows 8.1/10
❕✅ Fix some analogue inputs being seen as 'depressed' when they were not (Thanks JapanYoshi)
❕✅ Fix left analogue sticks not being detected on some controllers (Thanks JapanYoshi)
❕✅ Fix some D-Pad presses (on XInput) not being detected on some controllers (Thanks JapanYoshi)

This edition features another rewrite of the Input System for OutFox. Due to windows updates, (and Ubuntu updates) that have directly affected several of our users, we have taken the time to bring forward our plans to fix this sooner rather that later.

What this means to you, our players. You now have a choice of using the XInput which will be enabled by default, (and has been the norm since alpha 4.5) which gives the familiar buttons on the XBox controller. We have added a new controller option row in the 'Experimental Settings' which will allow easy change, you will need to reboot your game to reinitialise the input system, but we will make this a non-game reset option in a future update. There is also a preference you can edit which is called UseOldJoystickMapping setting this to 0 sets the XInput mode, and setting this to 1 enables the legacy (HIDAPI) mode for your controller or pad.

You will likely need to check your offset for this update, if you are swapping modes, as some controllers behave slightly different in legacy/XInput. This is true especially of custom Arduino pads, so take time to remember to test this.

If you use older controllers, please ensure they are plugged in BEFORE you start the game. Because we do not depend on DirectX anymore, we need to initialise the system on game start. We are looking into this, but once the system is live, controllers can be added and removed as normal. We really do not want to go back to DInput7 or DInput8 as Microsoft is really punishing use of these system and will remove them outright eventually.

Keyboard players can use either method, this update fixed a couple of awry driver update issues on steelseries/Corsair keyboards to fix their polling issue, so you can play as normal.

If you have an SMX 4k/5k/pump pad, you can use either mode, but some players have mentioned that legacy 'feels tighter' than XInput for this pad. Give it a try and let us know your thoughts.

This new mode allows for more than 4 controllers (which XInput is limited to by design), and does not require a mapping for the gamecontrollerdb.txt file which XInput pads require. This new mode allows the older Joystick path to run, which is based on HIDAPI, thus giving us a greater level of controller support than ever before. If your controller does not show up in OutFox, or has become troublesome since the operating system updates, this is the mode for you. If you have any issues with the new system (bear in mind, you WILL need to go to Key mapping and map all the buttons for your controller to their actions. YOU DO NOT NEED TO USE CONTROLLER MAPPING WITH THIS MODE!

The legacy mode returns to a slightly more familiar system from 5.1/5.0 so those of you with particularly troublesome controllers will no longer have issues. The ParaParaParadise Controller prefers to be on legacy. So if you use OutFox for Para/ParaStar/EKS-D remember to set this in your game, and restart. The PPP Controller needs to be plugged in BEFORE you start the game, due to how windows operates now. This is true for Ubuntu also. Mac OSX now also properly supports this controller.

On the subject of ParaPara Paradise, this month has seen a lot of work and collaboration to finally fix some of the glaring issues for this mode. We will continue to do this for all our modes, so look out for updates!

ParaPara Paradise mode has been given a swathe of fixes:

❕✅ Fixed Noteskin loading on PPP mode
❕✅ Fixed missing theme elements on PPP mode
❕✅ Added new timing windows for PPP mode, which match the PS2/2nd Mix games
❕✅ Added new judgement names for PPP mode to match PS2/2nd Mix
❕✅ Added new Tick hit support - This allows for a hit if the sensor is triggered, as per the original games
❕✅ Added new Hold Tick Hit support - Fixes a long overdue bug in holds on PPP mode.
❕✅ Added new column style 'active' when a sensor is triggered, to closer match the original games
❕✅ Added 2 player support for PPP mode
❕✅ Fixed PPP controller buttons not being recognised in game
❕✅ Added new default noteskin for PPP mode
❕✅ Added new Jara noteskin for PPP mode
❕✅ Fixed evaluation screen elements causing an edge case crash
❕✅ Fixed how the game records play details to be more accurate to the original play experience.
❕✅ Fixed Rate mode being set to a weird value
❕✅ Fixed Speed Mod. For accurate arcade experience, use A or C mod, between 100-300, we feel the sweet spot is 100-150
❕✅ Fixed missing gameplay elements

We hope you all enjoy the new revamped Para Mode, and remember it's also playable on MacOS fully for the first time! If you have any feedback or questions please do not hesitate to contact us on the discord!

New Loading Window

❕✅🐲 New loading song error checking - The log will tell you about bad songs
❕✅🐲 New loading window system
❕✅🐲 Support UTF-8 on new loading window
❕✅🐲 New themeable loading window
❕✅🐲 Custom Font loading support
❕✅🐲 New font rendering

This version sees the launch of a new loading window, which has plagued the game since 2007. We plan to use this new window for more features in the future, and it will become fully themeable for those of you that wish to modify it. It is cross platform so replaces the legacy Linux Loader, and the horribly bugged MacOSX loader. The other good thing about this mode is when you load songs, it will check your audio files for availability. What this means, if the file is corrupted or damaged, or just unable to be loaded by the game, you will get a notice in your log file. For ease of viewing, you can scan the games songs with the new version, then check out info.txt in your /logs folder. if you have any damaged songs or corrupt mp3s etc, they will be logged here. An example from my own simfile collection:

WARNING: Sound file /AdditionalSongs/parapara/Big O/Big O.ogg couldn't be opened: . Please check it is not corrupted and redownload the file.

We hope you find this a welcome addition, as it will prevent some sudden crashing or silence being played in the song wheel. This feature will be worked on in the future, so if you have any ideas please throw them our way! Sometimes the window will look like it's 'locked up' on Windows - this is just the SSC cache being generated! Give it a moment and it'll sort itself out, it only does it once.

We have plans to allow the online patcher and for configurations to be changed/set up for the future, so I'm hoping it is stable for you all and works as designed.

New MP3 Driver:

❕✅ Removed libMAD and it's dependencies
❕✅ Added new dr_mp3 MP3 Driver (clean for closed source phase)
❕✅ Added new libmpeg123 MP3 Driver (not in repo but available for open source phase)
❕✅🐲 Fixed internal Threads overflow
❕✅🐲 Fixed internal buffer sizes
❕✅🐲 Set modern system settings to allow transition

This has been in the background for some time. LibMAD has been a bit of a thorn in our side for some years, and as it is also GPL, it does not really fit with our closed source phase, so we have spent the past 3 months working on a resolution. We have two drivers, Libmpeg123, and dr_mp3. Libmpeg123 will be added when we are open source, and currently is on a closed branch not for distribution. dr_mp3 is the new library we have chosen to fully support as it finally adds VBR support, it's lightweight, and also finally stops one of the broken_pipe problems on the Raspberry Pi 2/3 boards. It also has meant we have taken the time to identify more problems with the sound delivery in the game, so we will be fixing these in the future. For now we have tweaked the pipe to be consistent across drivers, so this also has given us a better experience across the different modes....

Read more

Alpha 4.8.0 Final

14 Aug 12:26
32b5f66
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Alpha 4.8.0 Final Pre-release
Pre-release

Alpha 4.8.0 Final Build - August 14 2020 "Chocolate Keyboards and Frikandel"

Next Major Update (5.0.0 Anniversary Edition) December 2020

New Input Update (Version 4)!

❕✅🐲 New Selectable Input system via Preference.ini and Experimental Settings in the theme
❕✅🐲 Added new "legacy"(HIDAPI) Input to fix regressions in Windows and Ubuntu updates
❕✅🐲 Fixed bug with Modern XInput method causing slowdowns
❕✅🐲 Fixed bug with ParaPara Controller not being detected
❕✅🐲 Fixed bug with Bemani Controllers not being detected
❕✅🐲 Fixed bug with Hori PS2 Controllers not being detected
❕✅🐲 Fixed bug with PS2 Adapted Controllers not being detected
❕✅🐲 Added new Init() functions for controllers
❕✅🐲 Added new ReAssign functions for controllers
❕✅🐲 Fixed error in update loop that added controllers twice to the system
❕✅🐲 Fixed error with mapping buttons back to front on legacy
❕✅🐲 Fixed edge case crashes when adding names to controllers plugged in
❕✅🐲 Fixed error in option row not setting the preference value.
❕✅🐲 Added new UseOldJoystickMapping preference to choose your input system
❕✅🐲 Fixed some older controllers causing a stuck button
❕✅🐲 Fixed controller index being sketchy on USB Host/Hub reset (USB 1.1/1.0)
❕✅🐲 Fixed button assignment reaching a cap and causing an edge crash
❕✅🐲 Fixed availability of Rotary and L - R button assignments on 'legacy' input
❕✅🐲 Fixed analogue inputs on some controllers staying at max range
❕✅🐲 Fixed some older controllers (Pre-2009) from polling at 250ms
❕✅🐲 Fixed some mechanical keyboards polling at 10hz/100hz in Windows 8.1/10
❕✅ Fix some analogue inputs being seen as 'depressed' when they were not (Thanks JapanYoshi)
❕✅ Fix left analogue sticks not being detected on some controllers (Thanks JapanYoshi)
❕✅ Fix some D-Pad presses (on XInput) not being detected on some controllers (Thanks JapanYoshi)

This edition features another rewrite of the Input System for OutFox. Due to windows updates, (and Ubuntu updates) that have directly affected several of our users, we have taken the time to bring forward our plans to fix this sooner rather that later.

What this means to you, our players. You now have a choice of using the XInput which will be enabled by default, (and has been the norm since alpha 4.5) which gives the familiar buttons on the XBox controller. We have added a new controller option row in the 'Experimental Settings' which will allow easy change, you will need to reboot your game to reinitialise the input system, but we will make this a non-game reset option in a future update. There is also a preference you can edit which is called UseOldJoystickMapping setting this to 0 sets the XInput mode, and setting this to 1 enables the legacy (HIDAPI) mode for your controller or pad.

You will likely need to check your offset for this update, if you are swapping modes, as some controllers behave slightly different in legacy/XInput. This is true especially of custom Arduino pads, so take time to remember to test this.

If you use older controllers, please ensure they are plugged in BEFORE you start the game. Because we do not depend on DirectX anymore, we need to initialise the system on game start. We are looking into this, but once the system is live, controllers can be added and removed as normal. We really do not want to go back to DInput7 or DInput8 as Microsoft is really punishing use of these system and will remove them outright eventually.

Keyboard players can use either method, this update fixed a couple of awry driver update issues on steelseries/Corsair keyboards to fix their polling issue, so you can play as normal.

If you have an SMX 4k/5k/pump pad, you can use either mode, but some players have mentioned that legacy 'feels tighter' than XInput for this pad. Give it a try and let us know your thoughts.

This new mode allows for more than 4 controllers (which XInput is limited to by design), and does not require a mapping for the gamecontrollerdb.txt file which XInput pads require. This new mode allows the older Joystick path to run, which is based on HIDAPI, thus giving us a greater level of controller support than ever before. If your controller does not show up in OutFox, or has become troublesome since the operating system updates, this is the mode for you. If you have any issues with the new system (bear in mind, you WILL need to go to Key mapping and map all the buttons for your controller to their actions. YOU DO NOT NEED TO USE CONTROLLER MAPPING WITH THIS MODE!

The legacy mode returns to a slightly more familiar system from 5.1/5.0 so those of you with particularly troublesome controllers will no longer have issues. The ParaParaParadise Controller prefers to be on legacy. So if you use OutFox for Para/ParaStar/EKS-D remember to set this in your game, and restart. The PPP Controller needs to be plugged in BEFORE you start the game, due to how windows operates now. This is true for Ubuntu also. Mac OSX now also properly supports this controller.

On the subject of ParaPara Paradise, this month has seen a lot of work and collaboration to finally fix some of the glaring issues for this mode. We will continue to do this for all our modes, so look out for updates!

ParaPara Paradise mode has been given a swathe of fixes:

❕✅ Fixed Noteskin loading on PPP mode
❕✅ Fixed missing theme elements on PPP mode
❕✅ Added new timing windows for PPP mode, which match the PS2/2nd Mix games
❕✅ Added new judgement names for PPP mode to match PS2/2nd Mix
❕✅ Added new Tick hit support - This allows for a hit if the sensor is triggered, as per the original games
❕✅ Added new Hold Tick Hit support - Fixes a long overdue bug in holds on PPP mode.
❕✅ Added new column style 'active' when a sensor is triggered, to closer match the original games
❕✅ Added 2 player support for PPP mode
❕✅ Fixed PPP controller buttons not being recognised in game
❕✅ Added new default noteskin for PPP mode
❕✅ Added new Jara noteskin for PPP mode
❕✅ Fixed evaluation screen elements causing an edge case crash
❕✅ Fixed how the game records play details to be more accurate to the original play experience.
❕✅ Fixed Rate mode being set to a weird value
❕✅ Fixed Speed Mod. For accurate arcade experience, use A or C mod, between 100-300, we feel the sweet spot is 100-150
❕✅ Fixed missing gameplay elements

We hope you all enjoy the new revamped Para Mode, and remember it's also playable on MacOS fully for the first time! If you have any feedback or questions please do not hesitate to contact us on the discord!

New Loading Window

❕✅🐲 New loading song error checking - The log will tell you about bad songs
❕✅🐲 New loading window system
❕✅🐲 Support UTF-8 on new loading window
❕✅🐲 New themeable loading window
❕✅🐲 Custom Font loading support
❕✅🐲 New font rendering

This version sees the launch of a new loading window, which has plagued the game since 2007. We plan to use this new window for more features in the future, and it will become fully themeable for those of you that wish to modify it. It is cross platform so replaces the legacy Linux Loader, and the horribly bugged MacOSX loader. The other good thing about this mode is when you load songs, it will check your audio files for availability. What this means, if the file is corrupted or damaged, or just unable to be loaded by the game, you will get a notice in your log file. For ease of viewing, you can scan the games songs with the new version, then check out info.txt in your /logs folder. if you have any damaged songs or corrupt mp3s etc, they will be logged here. An example from my own simfile collection:

WARNING: Sound file /AdditionalSongs/parapara/Big O/Big O.ogg couldn't be opened: . Please check it is not corrupted and redownload the file.

We hope you find this a welcome addition, as it will prevent some sudden crashing or silence being played in the song wheel. This feature will be worked on in the future, so if you have any ideas please throw them our way! Sometimes the window will look like it's 'locked up' on Windows - this is just the SSC cache being generated! Give it a moment and it'll sort itself out, it only does it once.

We have plans to allow the online patcher and for configurations to be changed/set up for the future, so I'm hoping it is stable for you all and works as designed.

New MP3 Driver:

❕✅ Removed libMAD and it's dependencies
❕✅ Added new dr_mp3 MP3 Driver (clean for closed source phase)
❕✅ Added new libmpeg123 MP3 Driver (not in repo but available for open source phase)
❕✅🐲 Fixed internal Threads overflow
❕✅🐲 Fixed internal buffer sizes
❕✅🐲 Set modern system settings to allow transition

This has been in the background for some time. LibMAD has been a bit of a thorn in our side for some years, and as it is also GPL, it does not really fit with our closed source phase, so we have spent the past 3 months working on a resolution. We have two drivers, Libmpeg123, and dr_mp3. Libmpeg123 will be added when we are open source, and currently is on a closed branch not for distribution. dr_mp3 is the new library we have chosen to fully support as it finally adds VBR support, it's lightweight, and also finally stops one of the broken_pipe problems on the Raspberry Pi 2/3 boards. It also has meant we have taken the time to identify more problems with the sound delivery in the game, so we will be fixing these in the future. For now we have tweaked the pipe to be consistent across drivers, so this also has given us a better experience across the different modes. We also will be looking at a new asynchronous loading mode for Keysounds, primarily for beat/popn so the load times will be reduced and this will deliver a better player experience.

If you experience any issues with the new sound driver, do let us k...

Read more

Alpha 4.6.0 Release Candidate 3

02 Jul 17:19
7e64f93
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Pre-release

Alpha 4.6.0RC3 Build - July 1 2020 "Pi and Mash"

Next Major Update (5.0.0) December 2020

Do not enable 8k texture support at this time, as it will give you GL_OUT_OF_MEMORY problems.
Please wait until it's mentioned in a later update.

All platforms

  • ❕✅ Bring over some mod specific fonts from oITG
  • ❕✅ Editor Fixes (Thanks VILEWORX!)
  • ❕✅ Modernise FTOC to not use double math
  • ❕✅ Fix math offset in RageSquare
  • ❕✅ Theme optimisations
  • ❕✅ Fix crash when joysticks are unplugged
  • ❕✅ Remove FTOC from the game, (Thanks shakesoda!)
  • ❕✅ Remove Symmetric Quadstrip calls
  • ❕✅ Fix dereferencing in several texture calls
  • ❕✅ Fix time based overflow
  • ❕✅ Fix not logic in RageTextureManager
  • ❕✅ Remove GL quad calls from pipeline in favour of triangles
  • ❕✅ Update legacy and GLAD pipeline with new triangle code
  • ❕✅ ArrowEffects optimisations to fix stutter showdown
  • ❕✅ Cleaned up cmake and added ARCH check file for new systems
  • ❕✅🐲 Add some legacy GL pipeline optimisations
  • ❕✅🐲 Fix polygon mode for the legacy Driver
  • ❕✅🐲 Fix blendmode crash on modfiles
  • ❕✅ Upgrade FFMPEG to 4.3

Windows

  • ❕✅ Fixed GL context creation

Linux

  • ❕✅ Remove visual acceleration to keep compatibility with Xserver

macOS

  • ❕✅ Don't use /Desktop as a mount point
  • ❕✅ Update functions to read directories
  • ❕✅ Fix closing of sound files
  • ❕✅🐲 Kill 10.16 programming choices due to MacOSX 11
  • ❕✅🐲 Support macOS 11.0 "Big Sur"
  • ❕✅ Deprecated support for Application Support folder

ARM/ARM64 (Raspberry Pi, etc)

  • ❕✅ Add support for Rockchip/Pine64 3399, 3219 chips (arm64)
  • ❕✅ Add support for Raspberry Pi 4,3B+ (thanks shakesoda, Jousway)
  • ❕✅ Add support for armhf Raspberry Pi 2/3/3b+
  • ❕✅ Fix Bone and Models causing a crash on the Pi
  • ❕✅ Fix geometry crashing on some distros
  • ❕✅🐲 Add GL4GLES/Desktop GL friendly modifications to the legacy driver

Community content:

  • ✅ Guitar3 and Guitar5 graphics - Lirodon
  • ✅ Translations updated from Moru, SHRIMP0 and SheepyChris (Brazilian Portuguese)
  • ✅ Translations updated from MoNeko (Polish)
  • ✅ Translations updated from Hanubeki (Japanese)
  • ✅ Translations updated from Jose_Varela (Spanish)

Arm Notices

NOTE 1: If you are on newer AARCH64 based distributions of linux, (Manjaro/Arch) you will need to do:
$ sudo pacman -Sy glu mesa-git
You will need to follow the tutorial here to get better performance on your ARM device:
https://forum.armbian.com/topic/8352-tutorial-opengl-apps-on-opengl-es-gl4es

NOTE 2: If you are on a raspberry Pi 3B/3B+ or 4 and want 64bit, you have native GL2.1 desktop drivers on the following image direct from the Raspberry Pi foundation:
http://downloads.raspberrypi.org/raspios_arm64/images/raspios_arm64-2020-05-28/

NOTE 3: If the game boots into the GLAD renderer, exit on the menu and set the game to use opengl in Preferences.ini. It will be within your ~home/.stepmania 5.3/save folder.

NOTE 4: NO SOUND! As per some of the issues with the inbuilt systems on the RPi, if you have many entries of broken pipe in your log files and ALSA errors, this is often worked around with a usb sound card or similar. I have not seen anything on Manjaro which matches this so far it appears to be a Debian issue on the PI.

NOTE 5: Don't expect crazy performance/perfect playback! We are still learning to tweak the engine for better ARM based performance, so please be patient!

(The 'source' code below is the reporting issues template, it is not the source for OutFox)

Alpha 4.6.0 Release Candidate 2

23 Jun 21:13
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Pre-release

Alpha 4.6.0RC2 Build - June 23 2020
"Jous, Jous, Jous & Jous Big Sur.....prise Edition"

Next main update will be August 2020 as we have to get up to date with our documentation and new features.

Do not enable 8k texture support at this time, as it will give you GL_OUT_OF_MEMORY problems.
Please wait until it's mentioned in a later update.

All platforms

  • Fixed FFMpeg return nullptr when not able to load a video (thanks SheepyChris)
  • Fixed notefield not displaying on howtoplay and demonstration (thanks TacvicomGN)
  • Make p2 use keypad - instead of normal
  • Add GDDM part names
  • Add secondary button check for controllers
  • Add strum bass modes for guitar
  • Give GameManager some Fixes
  • Fix spacing and margins in ScreenGameplay
  • Optimise notefield positional options
  • Add PnM Portable 7 Button Mode
  • Lua fixes for multistyle support

macOS

  • Build with XCode 11 to keep backwards compatibility with 10.12-14

(The 'source' code below is the reporting issues template, it is not the source for OutFox)

Alpha 4.6.0 Final

12 Jul 01:57
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Alpha 4.6.0 Final Pre-release
Pre-release

Alpha 4.6.0 Final Build - July 11 2020 "Ogre's Have Layers"

Next Major Update (5.0.0) Fall 2020

Do not enable 8k texture support at this time, as it will give you GL_OUT_OF_MEMORY problems.
Please wait until it's mentioned in a later update.

All Platforms

❕✅ Add Narumi Mascot by Leojiaz!!
❕✅ Fix model index overflow
❕✅ Use 4-byte width for modeltypes
❕✅ Fix FFMPEG 4.3 upstream bug
❕✅🐲 Fix incorrect lua commands in notedisplay
❕✅ Fix invert for modes with odd numbered column count
❕✅ Fix and modernise all compile settings in ffmpeg
❕✅ Switch to shared dynamic linking of libraries
❕✅ Remove hardcoded file types in RandomMovies
❕✅ Fix Lua errors in generating credits OptionRow
❕✅ Fixed pump noteskin rotation to be consistent with other modes

Windows

❕✅ Fixed dll crashes on course length
❕✅ Fixed video crashes on certain MP4 files

Linux

❕✅ Fixed SWScale crash on courses
❕✅ Fixed AVI/MP4 crash on courses

MacOS

❕✅ Fix discord linking for status updates
❕✅ New lib packaging to be compliant with MacOSX
❕✅ Fix dynamic linking causing crashes on avi videos

ARM/ARM64: (Raspberry Pi etc)

❕✅ Fix crash on start due misconfigured library defaults
❕✅ Fix SWScale crash preventing boot
❕✅ Fix slowdown due to back texture code
❕✅ Tweaked method for graphics renderer choice

Community Content

✅ Translations updated from Moru, SHRIMP0 and SheepyChris (Brazilian Portuguese)
✅ Translations updated from MoNeko (Polish)
✅ Translations updated from Hanubeki (Japanese)
✅ Translations updated from Jose_Varela (Spanish)

Arm Notices

NOTE 1: If you are on newer AARCH64 based distributions of linux, (Manjaro/Arch) you will need to do:
$ sudo pacman -Sy glu mesa-git
You will need to follow the tutorial here to get better performance on your ARM device:
https://forum.armbian.com/topic/8352-tutorial-opengl-apps-on-opengl-es-gl4es

NOTE 2: If you are on a raspberry Pi 3B/3B+ or 4 and want 64bit, you have native GL2.1 desktop drivers on the following image direct from the Raspberry Pi foundation:
http://downloads.raspberrypi.org/raspios_arm64/images/raspios_arm64-2020-05-28/

NOTE 3: If the game boots into the GLAD renderer, exit on the menu and set the game to use opengl in Preferences.ini. It will be within your ~home/.stepmania 5.3/save folder.

NOTE 4: NO SOUND! As per some of the issues with the inbuilt systems on the RPi, if you have many entries of broken pipe in your log files and ALSA errors, this is often worked around with a usb sound card or similar. I have not seen anything on Manjaro which matches this so far it appears to be a Debian issue on the PI.

NOTE 5: Don't expect crazy performance/perfect playback! We are still learning to tweak the engine for better ARM based performance, so please be patient!

(The 'source' code below is the reporting issues template, it is not the source for OutFox)