Hello everyone – Open Hexagon 2.1.7 is now officially released!
This update adds three new ranked packs, significantly optimizes various aspects of the game's performance, and finally provides a native Linux build that works great out of the box on Steam Deck, Ubuntu, and Arch Linux.
- The "Open Hexagon League 2" workshop pack is now available for ranked play. - The "Open Hexagon League 3" workshop pack is now available for ranked play. - The "Open Hexagon League 4" workshop pack is now available for ranked play.
- Various performance optimizations, including: ---- Greatly optimized Lua file loading (can also be cached via new setting); ---- Greatly optimized collision detection for regular walls; ---- Slightly optimized collision detection for custom walls; ---- Slightly optimized curving wall logic; ---- More efficient communication between client and server.
- Added an official controller layout for Steam Deck, works great out of the box. - Updated the native Linux buiild, tested on Ubuntu, Steam Deck, and Arch Linux.
Reminder
- If you are interested in getting updates and development sneak peeks, follow @Open_Hexagon on Twitter.
Open Hexagon 2.1.6 is now available!
Hello everyone – Open Hexagon 2.1.6 is now officially released!
This minor update adds a new ranked pack, fixes a variety of different bugs, and brings some minor improvements for replays and level creators.
- Make the Delta pack by NDigger available for ranked play
- A replay is now saved when exiting even if the player hasn't died (thanks Baum) - Replays are now saved in per-level per-difficulty subfolders (thanks PKPenguin) - Allow restarting a replay while watching it (thanks Baum) - Display level author instead of pack author in level info (thanks Baum)
- Added fragment shader support for text (thanks Baum) - Added onPreUnload core Lua function (thanks Baum) - Added mFrameTime parameter to onRenderStage (thanks Baum) - Added the l_forceSetPulse and l_forceSetBeatPulse Lua functions to immediately change the pulse or beatpulse values (thanks Baum)
- Fixed a bug where the Lua debug console would be available in official mode (thanks zX) - Fixed replays sometimes being saved twice (thanks Baum) - Fix shader dependencies not being searched in the right folder (thanks Baum) - Fix replay file paths having characters not supported on Windows (thanks Baum)
Reminder
- If you are interested in getting updates and development sneak peeks, follow @Open_Hexagon on Twitter.
Open Hexagon 2.1.5 is now available!
Hello everyone – Open Hexagon 2.1.5 is now officially released!
This minor update enables pack developers to use shaders in order to spice up the looks of their levels using the full power of a GPU.
Also, make sure to check out the brand new OHL 2 championship here on YouTube:
- Many of the levels in the "Vanity" level pack by Vipre are now available for ranked play. This pack can be obtained through the Steam Workshop. This is the first community-created content to be officially enabled for ranked play -- congratulations, Vipre! More levels will follow soon.
- Fixed an issue with `u_setFlashEffect` not working properly between game sessions. `u_setFlashColor(255, 255, 255)` is now automatically called at the beginning of each level so that any subsequent `u_setFlashEffect` call works properly.
- Fixed Lua errors in the menu related to `u_setFlashColor` and `u_setFlashEffect`
News
- You might have noticed that the Open Hexagon's promotional graphics on Steam and its executable icons are now much different (and better). This is the work of Synth Morxemplum -- many many thanks! I am currently working on implementing GLSL shaders in-game, so that the in-game graphics will become powerful enough to more closely look like the promotional material. Check out our official Discord for sneak peeks.
- I have created an official Twitter account for Open Hexagon. If you are interested in getting updates and development sneak peeks, follow @Open_Hexagon.
Open Hexagon 2.1.2 is now available!
Hello everyone – Open Hexagon 2.1.2 is now officially released!
This is a small update containing some new visual effects for the player triangle, and some bugfixes. Enjoy!
(Apologies for re-posting this announcement, but for some reason the first one was accidentally scheduled as a timed event.)
Player Visual Effects
- The player triangle now has a cute trail following it around, mostly to improve the aesthetics of the game, but also to make replays/videos easier to understand for viewers.
- The player triangle also slightly tilts when rotating.
- All the new visual effects are customizable in the options menu. They can also be completely disabled.
- Slightly improved the blinking color effect on the player when a 180° swap is available.
Other Changes
- Added `l_[get/set]ShowPlayerTrail` Lua function to control player trail visibility on a per-level basis. Note that this cannot force the player trailer to be enabled, but it can force it to be disabled. Useful in levels that hide the player triangle or do something fancy with 3D effects.
- Added a new executable (`SSVOpenHexagon-Console.exe`) to game folder, which runs with a separate console window. Useful for debugging or Lua scripting.
- Fixed a typo in one of "Baby Steps"'s messages.
- Fixed a bug where the level name text in level info box was not using the `"text_color"` JSON property.
- Fixed a bug that allowed greyed out buttons to be pressed with the mouse.
- Compressed all executables and DLLs with UPX for smaller file sizes.