Beta v0.8.4
Overview
This release improves the smooth movement and motion mode by making dynamic level geometry smooth, and fixing some issues. Modding support is enhanced as well, and there are a few other improvements and bug fixes. Finally, the HUD in widescreen mode has changed: The area to the left of the HUD is not used for showing parts of the level anymore, since this would often show out-of-bounds parts of the map. The previous release (v0.8.3) attempted to minimize that by keeping the camera higher up than normal when near the bottom of the map, but that caused other issues. So ultimately, I decided to roll back the camera changes and block off the area to the left of the HUD to avoid the out-of-bounds issue completely.
Known issues
- There's an issue in E2L5 and E3L5: Parts of destructible/burnable walls stay visible even after they have been destroyed. This is purely visual, the walls do not have collision. Fixed in v0.8.5.
- On Windows, RigelEngine can't load game data from paths with certain special characters/symbols. Fixed in v0.8.5.
Release notes
Smooth motion mode improvements
- Moving parts of the level (falling rocks, doors, ...) are now moving smoothly as well.
- Fixed glitches (jittering top part) with the smash hammer and grabber claw.
Modding support improvements
- It's now possible to replace
STATUS.MNI
with a PNG image that can be original or higher resolution. This allows changing various fonts and UI elements, including parts of the HUD. - Replacements for actors used by the HUD can now be high resolution.
Other improvements
- Improved performance on Raspberry Pi, especially when under water areas are visible.
- Blocked off the area to the left of the HUD in widescreen mode to avoid potentially showing out-of-bounds parts of the map
- Further improved digitized sound effect quality by replacing the ADPCM decoding code with the exact same algorithm as implemented in the SoundBlaster firmware, based on disassembly of the latter
- Improved the sound test UI
Bug fixes
- Fixed camera moving too far down when falling into a bottomless pit in widescreen mode
- Fixed important parts at the bottom of the level being hidden in certain cases in widescreen mode (e.g. platforms between lava pools in E3L1)
- Fixed visual glitches on GL ES devices like Raspberry Pi and Odroid Go (overly pixelated backdrop during scrolling, white lines visible next to certain enemies during the damage flash effect)
- Fixed missing fade-in effect when using the teleporter
- Fixed incorrect rendering of high-res replacement backdrops when vertical auto-scrolling is used
- Fixed position of dialog boxes (quit confirm, game paused etc.) in widescreen mode
- Fixed visual glitch when entering a menu while smooth motion is enabled