Toby and Damon are celebrating the fixed replays and memory leaks!
The big stuff:
old replays with Steam names no longer crash, oops
fixed a bunch of memory leaks so long play sessions shouldn't run out of memory
fixed the shoji bottoms to not disappear when doing Spy curbs, and improved their quality a bit
Happy start of the holiday season!
Chris
v0.1.6384.0:
code
fix problem reading v5 replays with display names...bad old header length calc
add another ps2 usb controller
don't play the over sound over and over while over the random cast button
fix a bunch of small memory leaks that built up over lots of games
output final game setup to log for easier game finding
handle silhouette links correctly when root is turned off due to curb bounds
content
fix shoji screen bottoms to stay when spy curbs activated
add shoji bottom contact shadows
misc shoji texture and lighting fixes
holiday spirit
Teien 庭園 garden venue!
It took way too long to get here, but it's finally here!
The big stuff, details below:
A beautiful new venue: Teien 庭園, with silhouette rendered randomized shoji screens!
Vastly improved gamepad support for up to 98.9% of controllers (according to Steam's numbers), including fightstick support, for which everybody has been clamoring.
Teien
Teien is set in a beautiful Japanese garden in the early evening, and was inspired by my visit to the Ginkakuji temple in Kyoto. Sliding shoji screens provide cover, and randomize between 8 different layouts on game start, but beware, your silhouette can give away a lot of information to the Sniper!
You can manually set the shoji layout in practice games so you can, well, practice. High- and low-lights don't show on the silhouettes, but if you target a guest you can see if they are lit. Of course, the Sniper can shoot through the shoji. Please ignore the huge and glaring bug that the guests are wearing shoes in the temple; the fix for that bug will have to wait for the outfits feature.
Teien is actually the first in a series of three venues exploring the theme of "occlusion", each in a radically different way...
Gamepads
I'm going to have to write more details about this later in addition to what's below in the release notes, but almost any gamepad should work well with SpyParty now on Windows standalone, Steam, and MacOS. I will just leave this image right here...
Oops, I didn't have the fightstick in the pic, oh well.
Oh, and the gamepads are all auto-detected and the correct button glyphs are rendered in the UI (including Switch Pro regular and flipped buttons support).
Enjoy, and let me know if there are bugs or comments here in the Steam forums or on the SpyParty discord!
Thanks,
Chris
v0.1.6370.0:
gamepad support greatly improved
not sure I should have spent so much time on this, but hey, now it's pretty cool
covering upwards of 98.9% of controller usage according to recent steam usage data post
360/xbone/ps4/ps3/ps2/switchpro/dinput all autodetected and supported well, including with correct button glyphs
will need to write more detail about this later, including
documenting all the new settings
documenting custom layouts and how to make them, how to figure out what your controller is sending
tutorial on getting some of the more difficult controllers working on windows, steam, and macos
fixes and features
right stick (camera) scaling settings, helps with steam controller too
make a gamepad disable layout if you've got a weird accelerometer or something
custom layouts for unknown gamepads
autodetect or manual gamepad button glyphs
keep deadzone, layout, fightstick, flipped buttons, camera params, and button glyphs per gamepad instance in settings prop
nest keyboard remaps into keys prop in controls and add to print controls
fightstick mode...no, I have no idea why I did this either.
got button displaying in tutorial help instead of "Press X", still some places in UI with 360 button names
misc fixes
prevent some crashes
mirror custom quickplays correctly
handle mirror custom when one player has a qpg prop but not the other
fixed "arms too short to reach book" bug
don't show display name if same as username in stats
don't count /steam in test for whether mostly unicode
use case preserved string for command completion leaves
when eating characters don't tolower, hopefully fixing capslock bug
case insensitive sort in lobby names
don't hittest books when safety is off
don't crash if over header in replays and ctrl-
bail to main menu on failed steam login so we don't loop endlessly
robustify steamlogin on reconnect errors
tune HL and LL outlines and colors a bit
finally figured out repro for pax setup gamepad listbox crash, and fixed it
fix code page and utf8 bugs with windows usernames and directories with fancy characters
fix winxp issues by dynaloading vista-only function call, so winxp minspec is correct again
minor features
display steam id in /who
log window size in /fps
have helper write dump file name to log on close
log params --logflush and --lognogzip to make printing logs work on startup crashes
replay header v6 with venue variant int
don't display lobby list if redirecting to single new server
listbox scrollbar and mousewheel support, now I can have giant lists of things yay
add view last replay to match menu...some would say this isn't minor...
display in replay summary box if simplified game rules
game setup screen stuff for keyboard/gamepad usability
better keyboard/gamepad navigation of spy game setup screen, don't need to know about shoulder buttons/tab
better portraits drag behavior with cancel and layers
dossier info circle now a '?' instead of an 'i', which was actually a shortcut for /reply
expand venue preview on non-mouse focus for keyboard/gamepad for visibility
pop level icon listbox on nonmouse focus
now can mouse over venue preview to get info circle
content
fixing walking bug arm starting positions on group 4 characters
tune pathing edges in Moderne
change Terrace modes to 3 mins
add 30 seconds to Moderne quickplays
fix Veranda clock mesh flipped normal allowing you to see statues through the window
fixed the alpha sorting chracter highlight bug on veranda, garden, and courtyard
gamepad button glyphs, add arrows to ps4 options and share buttons since they're impossible to tell apart
Statues+Bar on Terrace!
It's our first Steam Update! Hopefully I'm posting these release notes in the right place!
This build has a ton of fixes, but the really big stuff is:
finally you're not just a number in the lobby, you've got your real name!
we added statues and a bar on Terrace, which will separate it even farther from the old Double Modern map and from Balcony, excited to see how the meta evolves on this map now
the post-tutorial new user experience should be a lot better...it's not where it needs to be yet but it should be much more clear now
see below for the big list of fixes and features!
Enjoy, and let me know if there are bugs!
Chris
v0.1.6134.0:
code
features
steam persona names displayed...utf8 chars are currently stomped to _ and if you have too many it defaults to your s76.../steam name still since client can't handle utf8 yet
much improved Beginner, Intermediate, Standard (nee Experienced) quickplay progression and UI clarity, level icon selector always visible, listbox text visible, disabled levels greyed out but teased
prompt for spectation or sniper playback in replays menu like in spectation
allow dragging spy portrait in tutorial on mouse down
allow invites to pop modal dialogs in practice and replays finally
better lobby disconnect notification instead of just returning to main menu
highlights and lowlights and book lights all have audio feedback now
resume auto-scrolling the replay timeline if haven't scrolled for 3 seconds
keep mission selections on mirror for fewer surprises
replay file v5 has displayname and num guests and start duration
incremental db writes on server so stats should be way more robust if server crashes
use all new art levels for menu background images
tooltips for how to drag roles on portraits until you've done it successfully
starburst to encourage people to push the Watch Replay button for the first time
custom groups required for quickplays, see file formats post
catch out of memory errors and just pop a dialog instead of crash
disable sticky/toggle/filter keys by default
/kick, /silence, and login message support
if / is first character typed in a message then rewind to command cycling
flirt always prioritized over check watch
bug fixes
don't reset the sniper camera on replay seek
don't change character in dossier on portraits click on game setup screen
misc minor portraits bugs
clear accept ui so not stuck, more bandaids for these ui lock bugs
if in spectation/replay setup and cancel, don't get stuck in ui when switches to loading
fix ui bug where if dossier is up and get invite then ui locks up...will this fix other bugs?
fix tooltip showing up wrong on dossier level icon selector
if you're the spy, you can put the briefcase down without any animation queueing now, be aware!
fix broken books bounding box for changing color as sniper
amba don't get stuck if can't put down briefcase
fix the insta-fade AT bar on ST bail after first bail
filter watch checks by non-spies in replay timeline
fix bartender getting frozen on edges of bartending zone sometimes
take the waiter out of pathing before trying to find spot
delegated purloin to book holder should still work and put the book away, basically try really hard to purloin if you're the delegate
fix matches not updating to client and to non-first-match-quitter
don't allow resurrecting old levels with qpgroups
try hard to make replay filenames shorter than MAX_PATH
fix dossier crash because not keeping track of which roles are actually needed
don't destroy the gl context and hope it fixes obs exit crashes?
fix crash with first replay note of a match
always use locally generated anonymous uuid for telemetry id and anonymize ip for gdpr privacy
content
gameplay
new terrace with statues and bar instead of waiter
fix statue pedestals for gallery so flirts are only between neighbors
new quickplay props for Beginner, Intermediate 1-3, Standard, and Old Art
darkened moderne kitchen counter a bit to make guestlist more visible
lowered the top railings a bit for sniper lean on library
animations
slightly exaggerated left hand cane side only bug for papa danger
smoothing out the right arm on mr. a walk, and walking bug smoothness fixes
more work on hide microfilm animation to make the green test less poppy
making sure all the hidefilm anims start after 30 frames to work better with action tests
fixed weighting behind the ears of many characters to prevent holes on head turns
aesthetics
lowering preview image of courtyard for the UI change so turing isnt cropped
extending wires of reception lights upward in gallery
moderne bar fixes, moved hard points back a little, backed up the bartender a little so he doesnt inner penetrate the bar as much, blocked in the bartender with hard colliders
some texture dilation work to help cover up seams while in med and low mode
pathing
gallery plant pathing clean up, centered targets on paintings
softening the colliders on the benches of library
rounded corners of soft colliders on moderne for smoother paths
made library railings a seperate layer with pathing off so that the soft colliders will make the pathing more forgiving
hittesting
making it so you can shoot thru the trees on courtyard
making library pillars and railing shoot thru-able
changing high-rise so that you can shoot thru the window dividers
adding ignore hit to the hard and soft collider layers of courtyard so that you can shoot people in the lower leg
changing colliders to hit ignore on library and moderne so you can shoot peoples feet through the railings and under deck chairs
These notes are for v0.1.6128.0 and v0.1.6134.0, the latter released a few hours after the former!
Tap, tap, is this on?
Getting this Steam thing working. Somebody told me Steam was an important place for showing off your video game, so I figured I'd try it out.