Preview Update v23.11.18.0
Pre-release
Pre-release
Eukaryot
released this
18 Nov 12:32
·
393 commits
to main
since this release
Preview Update combining all of the test builds since the previous Stable Update (v22.09.10.0).
The remastered soundtrack is not included in the download any more. It's optional anyways for the game. If you want to use it, please go the the game's Options -> Audio section to download it from there. This only needs to be done once, keeping future game updates smaller.
If you encounter problems with the remastered soundtrack, you can also download it here and manually place it inside the "data" folder of the game's save data (see the Manual.pdf for where to find that).
Downloads:
New features and improvements
- Added controller rumble support (needs to be enabled in the Options and might not work with all controllers)
- Added an in-game downloader for the remastered soundtrack, so the game download can be noticably smaller
- Experimental Ghost Sync mode is now available directly in the Options menu
- Added an option for how to draw other players in Ghost Sync, e.g. with full opacity
- Added a more Mania-accurate rotation implementation to "Character Rotation" in the options
- Added an option for different visual styles for gamepad button icons
- Made glitch fix setting for speedrunning more accessible, and split it into three options
- In mod options, you can now expand / collapse each mod
- Added faster navigation in Options and Mods menus by holding X (D on keyboard)
- Changed the background of the mod details window to a dark one, for better readability
- You can now dropdash in MGZ spin wheel triggers to activate them
- Knuckles' AIZ intro now uses the correct critters for AIZ
- With infinite lives option active, 1-up bubbles in bonus stages are replaced with rings now
- FBZ 2 mid-boss laser can now be destroyed
- Added missing badniks to Knuckles' path in CNZ 1 for the Sonic 3 level layout
- Added sound for CNZ cannon shooting
- Improved software rendering blur effect to the same quality as OpenGL hardware
- Performance improvements for ZIP mod loading and script execution
Bug fixes
- Added a whole bunch of game fixes contributed by community members
- Fixed a rendering problem with OpenGL Hardware setting on latest AMD graphics card drivers on Windows
- Fix for an issue in frame timing that could lead to a random stuttering frame rate
- Fix for various rendering issues (with both OpenGL and software)
- Stability fixes for networking
- Fix for a crush bug that can occur when walking on ceilings
- Fixed glitch when dropdashing or bubble bouncing onto the HCZ hand launcher
- Set a proper level floor height for HCZ 2, so you can't fall into the glitchy abyss there any more
- Fix for camera / capsule position after HCZ 2 boss
- Fix for a possible softlock with the MGZ spinning tops
- Fixed a bug that occurred if dying at the end of ICZ 1 without touching any checkpoint before
- Fixed a possible softlock with LBZ 1's first cup elevator
- Removed unnecessary springs in the floor in FBZ 1
- Fixed sand dust position in SOZ 1 boss
- Removed duplicate rings in LRZ 2
- Fixed chunk tiling in HPZ
- Fixed that the "Keep Shield after Zone" option could give you a shield again after restarting at the last checkpoint
- Fixed that after level results tally, score numbers just disappeared instead of quickly moving out of the screen
- Fixed an original game bug that caused you to lose two lives if drowning and be killed by a pirhana at the same time
- Fix for wrong background colored pixels in Continue sprites for Sonic and Tails
- Fix for wrong final time in Time Attack if the game got paused in the run
- Fixes for competition mode items
- Competition Mode now uses the original game's viewport sizes, instead of having a too small lower viewport
- Fix for wrong positioning of the competition mode background
- Several fixes when playing in 4:3 (using dev mode or the classic mode sample mod)
- Added a security check if scripts cause an internal script stack overflow
- Additional minor fixes and touch-ups
Modding features & improvements
- Replaced "Debug.drawRect" with "Renderer.drawRect", introducing a few more parameters like render queue
- Using the same reset behavior for "Renderer.drawText" and "Renderer.drawRect" as for sprites, so they don't disappear during fades any more
- Added a new way of rendering sprites in script ("Renderer.addSpriteHandle" and the various SpriteHandle methods)
- Also for sprite rendering, added several blend modes and more flexible support for tint & added colors
- Support for L + R shoulder buttons, if the mod.json unlocks it
- Support for defining required mods and recommended order of mods (see "doc/Modding.pdf" for details)
- Added "UniqueID" mod.json property
- Lemonscript now supports types "float" and "double" for floating point numbers
- Extended the standard library of functions usable by scripts with more math and string functions
- Added function "getStringFromCharacter"
- Support for adding string + number (requires script feature level 2)
- Added script function "addressof" to query the address inside a memory access (like a define) or the address hook of a function
- Added support for alias names for script functions
- Experimental rewind using Numpad-9 (requires dev mode)
- Added support for changing the "DATA SELECT" text by adding a sprite with the key "dataselect_text"
- Including a lot of base game script improvements by Vinegar