This is a followup article to our main release blog post, which can be read here.
Official support for OpenDingux devices such as the RG350M, RG280V and GCW-Zero was added last December; a full round-up of features and highlights can be found in the original announcement here. Version 1.9.1 represents the first stable release for this platform.
As an integrated member of the RetroArch family, the OpenDingux port benefits from all frontend development work – but a major addition for this release is a separate, optimised build for OpenDingux Beta (link here). This is an updated, modern firmware (compatible with many devices) which offers significantly improved performance. RetroArch is one of the first applications on OpenDingux Beta to enable configuration of the hardware IPU (Image Processing Unit), with menu-based control of aspect ratio/integer scaling and image filtering method (available on Beta releases after 16/03/2021). Users who prefer to remain on stable operating systems need not fear, however: RetroArch will always be optimised for both beta and stock firmwares.
Aside from RetroArch itself, expanding the library of available cores has been a major focus of this release. Launching initially with 20 hand-picked cores, a further seven have been added to the list:
Mr.Boom
O2EM (Magnavox Odyssey2 / Phillips Videopac+)
Potator (Watara Supervision)
ProSystem (Atari 7800)
ScummVM (Note: High resolution games unsupported)
Stella 2014 (Atari 2600)
TIC-80
All of these cores have excellent performance on OpenDingux devices (with the mild exception of TIC-80, which can be a demanding system on many platforms – yet a number of popular carts run full speed). It should also be noted that when building cores for OpenDingux, we don’t just hit compile and call it a day. This is a curated port, and care is taken to clean up code and add features wherever possible – and these additions improve the user experience on *all* platforms. For example:
O2EM
The model and region of the emulated console (Odyssey 2, Videopac+ G7400) can now be specified via core options
A volume control and optional low pass audio filter have been added, along with audio fixes/performance improvements
An ‘Interframe Blending’ option has been added, used to simulate CRT ghosting effects
A ‘Crop Overscan’ option has been added
Gamepad inputs can now be swapped (required for a number of games), and numeric keys have been mapped to gamepad buttons
The rendering of the virtual keyboard has been optimised, reducing performance overheads by 44%-63%
Save states have been fixed
Potator
This newly-added core was ported specifically for use on OpenDingux devices!
ProSystem
16 bit colour depth support has been added for improved rendering performance
An optional low pass audio filter has been added, along with general audio quality improvements
A dual stick controller mode has been added for games such as Robotron: 2084
Stella 2014
16 bit colour depth support has been added for improved rendering performance
An ‘Interframe Blending’ option has been added, used to simulate CRT ghosting effects and remove screen flicker
An optional low pass audio filter has been added
Full analog paddle support is now available
TIC-80
Comprehensive support for mouse input via gamepad has been added
And one more gift for OpenDingux users: the gpSP core now has a fully functional dynarec, courtesy of davidgf. This means full speed GBA emulation, with plenty of headroom for video filters, colour correction and inter-frame blending!
(gpSP has also seen many other fundamental improvements, too many to list here – further updates will be covered in a separate post)
Apollyon: River of Life has been released, with some minute-one hotfixes for achievements, UI, and multiplayer.
Thank you to everyone checking the game out! If you encounter any bugs, please get in contact with the developer on the Steam Community, or the Apollyon discord!
Another maintenance patch. This one focuses mainly on simplifying the controls. Computer Mode has been removed for the keyboard/mouse scheme, basically reverting the changes of the last 2 patches. The game controller schemes (Xbox One and Switch Pro) still require Computer Mode since there aren't enough buttons.
new: all combined controls now have decoupled alternatives. Computer Mode is now only used for game controllers (that don't have enough buttons).
new: reset control binding functionality.
new: QUEST page: added Computer Asterisk button providing direct access to the Quest Log.
changed: the default mouse/keyboard and HOTAS control presets now use the decoupled controls.
changed: cloud animation on Proxima Centauri b.
fixed: cube field: beam didn't leave when a player got near the target beacon.
fixed: cube field: reflection graphical issue.
fixed: slowdown when getting close to the surface.
In the meantime the v1.1 update is progressing nicely! More information on this soon.
This hotfix fixes some recent bugs when selecting items, in the pathfinding and after the city council meetings. Additionally, we have added the ability to build roads and walls at 90 degree angles.
Your team from Empires and Tribes
Added:
- Added function to build rectangular roads and walls (press "Shift" while building the road/wall) - Added new keyboard layout for rectangular roads
Fixed:
- The player's tools and hands now reappear in every case after the end of the city council meeting and the court case - Fixed a bug that prevented objects from being picked up - The blasphemy stone is now correctly removed when the punishment is over - Plant fibers and branches are now generated slightly more often when chopping wood - When visiting the inhabitants of the tavern, the blasphemy stone is no longer accidentally generated - Fixed a pathfinding bug that could occur when leaving the inhabitants of the church
UI
Added:
- Added message explaining the spawning of plant fibers. - Added message explaining the blocking of enemy attacks
After weeks of careful playtesting and deliberation by our judging team, New World Interactive is pleased to announce the winners of the Insurgency: Sandstorm Mapping Contest.
Before we dive into the results, we would like to take this opportunity to thank our sponsors Intel, Nvidia, Epic Games, and Mod.io. As well as all the players who helped test, provide feedback, and vote for submissions, and of course, the entrants who spent hundreds of hours crafting incredible custom maps for the community.
There were many fantastic entries and only five prize positions; however, all finalists will receive a copy of World War Z - Game of the Year Edition thanks to our partners at Saber Interactive & Focus Home Interactive.
Maps were extensively playtested and judged based on the following criteria:
Winning: $5,000 + 1x RTX 2080Ti GPU(1) + 1x Intel i7 7700k CPU + $100 Unreal Marketplace credit for each team member(2) + 1x Epic Game Store key for World War Z Game Of The Year Edition
Judges feedback: This map has an amazing atmosphere and some great storytelling that blends well with the gameplay. The feel of fighting through a prison is a lot of fun and results in quite intense firefights due to the narrow spaces. Navigating through the map can be challenging, but it didn’t have a huge impact on the fun factor.
Winning: $2,500 + 1x Intel® NUC 10 Performance + $100 Unreal Marketplace credit for each team member(2) + 1x Epic Game Store key for World War Z Game Of The Year Edition
Judges feedback: This Is a very fun map and has a great atmosphere. Firefight is the absolute must-play mode on this map, the firefight design works really well with the more compact size and layout of the level. Checkpoint, however, suffers a bit from the more compact size and doesn’t offer enough gameplay variation to stand out.
Winning: $1,500 + 1x i7 7700k + $100 Unreal Marketplace credit for each team member(2) + 1x Epic Game Store key for World War Z Game Of The Year Edition
Judges feedback: An absolutely stunning-looking map with a great atmosphere! An adventurous experience that offers something new to the player every time. It almost feels like treasure hunting, finding an underground waterfall was definitely one of the highlights in our playtests. Unfortunately for Firefight, the map falls a bit short, it’s too much of a platformer and quite difficult to navigate through. Still a work of art that has a lot of potential for Checkpoint.
Winning: $750 + 1x i7 7700k + $100 Unreal Marketplace credit for each team member(2) + 1x Epic Game Store key for World War Z Game Of The Year Edition
Judges feedback: Overall a great-looking map. The mud village was very well constructed and offered some fun gameplay, especially on Checkpoint. It almost feels like a mini-campaign where each objective offers something different, the larger capture zones are a nice touch and require more tactical gameplay than usual. We had a lot of fun with this layout.
Push Security however is not working so great on this map, the line of sights are too long and we had a difficult time as Security to even exit the start spawn, overall the map just feels too big for Push.
Winning: $250 + 1x i7 7700k + $100 Unreal Marketplace credit for each team member(2) + 1x Epic Game Store key for World War Z Game Of The Year Edition
Judges feedback: This map has a strong visual identity, the spaces have a purpose, like the tank factory, which is definitely one of the visual highlights of this level. The cohesive design and visuals make it feel like a real place. Unfortunately, the realism that was put into this level made some of the spaces less fun to play in. Lacking cover on objectives made them difficult to defend and long travel times to objectives, were things we all noticed in our playtests. Nonetheless, this is a map with a lot of potential.
Congratulations to all our winners; our team will contact you via mod.io to arrange prize distribution and additional feedback over the coming days. Entrants can now update contest submissions to reflect feedback from the community or any changes made during the judging phase.
We hope this was a valuable experience for all involved and look forward to seeing many more community maps in the near future!
- Updated the Chromium web browser - Fixed the web browser keyboard interaction - Videos can now be streamed by clicking on download links in the browser