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StepMania 5.3 Alpha 4.9.6 has been released!

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This is our first official build with a native binary avaliable for the new - ARM-based Macs (Apple M1). With this release, we are one of the first - macOS-compatible games to have a version compiled natively for Apple M1, and - one of the first with full controller and pad support as well. We demoed the - build, as well as its controller support, in a recent - Twitch broadcast.

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This is our final build for 2020, and also marks the one-year anniversary of - our first public release!

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Check out the full changelog here - for more information.

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"An Alpha is never late, it arrives precisely when it means to!"

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Project OutFox 5.3 Alpha 4.9.8 has been released! There is a + lot to go over with this release, including new game modes, + user-facing features, and other internal bug fixes and improvements.

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Gameplay features

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Game types

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One of our major goals with 5.3 has been to improve its various gametypes, + and add new ones never implemented in StepMania before. Many of them have + been neglected for years or even a decade, so they have been buggy and + incomplete.

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modes-diagram.png

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Alpha 4.9.8 contains improvements to a number of gametypes (including new + styles, and updates to the parsers for BMS and PMS), as well as one + brand-new gametype:

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  • gdgf (renamed from "guitar"): We have added a 6-fret + style. This mode and its sister drum gametype gddm will + support a DTX loader in the future, but you can also use + the built-in editor to author drum and guitar charts in the standard + .SSC format too.
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  • popn: This mode has been around for a very long time, + but has not really had any support or been looked at since before 2010. + It was side-lined into the BMS loader, which actually broke + a lot of the needed changes PMS actually uses, and as a + result most PMS files with 7 or 9 lanes, would be added to the game as + beat 10-lane or 14-lane charts. We thank the anonymous reporter of this + bug, as Squirrel took the time to investigate it and we decided to + return a new modernised PMS loader to the game, which now correctly + loads PMS songs as they should be. This also removes the oddity and edge + crashes when anyone wished to play this mode on OutFox. With these + changes. we have been able to load packs such as Colorful Channel with + no issue. +
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    • The new loader can also handle long notes, the 06 (POOR), 07 + (BG2) and 0A (LAYER 2) BGA channels, and the ITEM channel.
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    • In addition, we have support for 3-lane (battle), 4-lane, + 5-lane, and 7-lane charts, while community member Daniel has + contributed several new noteskins specifically for popn mode + too.
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115632725-40f41e80-a300-11eb-8d9d-479a82dcb6bf.jpg

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  • para: A double style has been added.
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  • techno: 9-panel and 18-panel styles have been added. In + addition, a new version of Broadhead with column-based colors has been + added as a global noteskin and as the default for techno. +
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techno-double.jpg

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  • gh: A new 5-fret (and 6-fret coming soon) gametype + based on a collection of popular games that used a guitar-styled + controller to press frets and strum along to bass and guitar parts of a + song. +
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    • It can load charts in the .chart and + .midi formats, and supports co-operative + multiplayer (i.e. one player can play a bass or rhythm guitar + chart while the other plays lead guitar, for example).
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    • To implement this gametype, new note types were added, and + internal changes were made so that its code doesn't have to be + squished around dance-centric code.
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StepMania_WBuGwTLnhj.jpg

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All gametypes have access to features such as the built-in chart editor and + modifier systems, allowing you to extend your content to as many as + 52 styles in 14 gametypes as of this release.

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Most gametypes currently have a "preliminary" implementation, meaning that + they are functional but may be missing features. They also run within the + default Soundwaves theme, which was primarily designed for the + dance gametype and its associated paradigms, and may not + necessarily work well with all gametypes. The next phase of implementation + will be to give each gametype a tailored theme and user experience, so that + they will no longer have to be shoehorned into an interface they aren't + meant for.

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Most of these modes are sadly-neglected and have been without support or a + maintainer for upwards of a decade, so be a touch sympathetic to them if you + decide to take the time to explore, they will be given the love they + deserve. We are going to stop the trend of "adding new stuff then doing + nothing with it" that was so common in the project we are formed from.

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Given that we now have more gametypes that aren't step-based over those that + are, we have also made a decision to reinstate the Project + OutFox name for our builds going forward rather than StepMania. + None of this means we are abandoning step games, though.

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LiftHolds

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We have added a new option for hold and roll tails known as a "LiftHold", + where the player must let go at the end of the hold. You can add them to + charts by using DL instead of 3 to end a hold or + roll in the .ssc file, while a modifier is available to change all holds and + rolls in a chart to LiftHolds.

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lifthold-tail.png

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New pause menu

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Due to limitations in how pause menus are currently implemented in-game (we + need to change it in order to support the new BGA layers needed for for BMS, + PMS, and DTX. Plus, since it was an actor in + ScreenGameplay overlay, it became invisible if a song [such as + the majority of mod files] toggles its visibility), we have made a new + implementation of one within the fallback theme.

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It appears instantly once the Back button is pressed; we may + restore the existing "Hold Back to give up" behaviour as an + option in the future.

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Theme developers can enable the new pause menu by setting the the metric + UsePauseMenu=true under [ScreenGameplay]. A basic + menu design is provided, but it can be customized by themes. We have + maintained backwards compatibility with themes which do not enable it.

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Technical changes

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Timing changes

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Since Alpha 4.9.7GG we have slightly adjusted the renderer pipeline to + optimize how we deal with frames within the kernel timer of the OS. This is + to prepare for new sound/rendering drivers coming in the near future, but as + we've found with a lot in this game, baby steps to fix little blockers + before we do major updates. We also have removed more of the Rage engine in + favour of modern mathematics algorithms, and this has needed a slight tweak + to the order on how we draw things.

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if you find your median timing skews early or late (like the example below) + after migrating to 4.9.8, take a moment to re-calibrate + your offset.

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Video upscaler

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We have implemented the ability to change the scaler algorithm used + by FFmpeg for videos in Project OutFox, via the preference + VideoUpScaleFilter. If you have an older system, take the time + to experiment with the different algorithms and see how it affects your + performance, as this will add a little load onto your system.

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  • 0 - none (default; recommended for Raspberry Pi and low-end devices) +
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  • 1 - fast bilinear
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  • 2 - bilinear
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  • 3 - bicubic
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  • 4 - X Sharpens + Contrast
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  • 5 - Point
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  • 6 - Area
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  • 7 - Bicublin (recommended)
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  • 8 - Gaussian
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  • 9 - Sinc
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  • 10 - Lanczos
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  • 11 - Spline.
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Input

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We have added a new preference, UsingArcadePads, which will + allow you to use the input driver for Python boards natively without any + freezes. As per the "starworlds" StepMania branch, you need to set + InputDrivers=Python23IO,SDL in Preferences.ini. This will set + up your board driver, and allow you to use keyboard/XInput/Bluetooth + controllers to control the game while you're on your pad (if you exclude SDL + as input, you will have no keyboard input!).

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You will need to set UseOldJoystickMapping=0 as well, so the + game will initialise the XInput controller driver alongside your Python + board. This preference only currently supports the Python23IO driver, but + will be expanded to Reflex and other drivers in the future.

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Release notes and download

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You can see the full changelog and download links for Alpha 4.9.8 here + on GitHub, which has details on the other improvements + and bug fixes featured in this build.

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Give all of the new modes a try and be sure to give us your feedback! You can + visit the new r/OutFox for + support and discussion of Project OutFox on Reddit, and stream + Project OutFox on Twitch.

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OutFox Community Pack

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We are still accepting applications for music contributions, graphics + artists, and charters for the OutFox Community + Pack project. With the release of Alpha 4.9.8, we have added a + series of new channels to the Project OutFox Discord server + for organizing submissions, as we formally begin the process of producing + the pack!