This is a beta update which is only available if you join the correct beta branch. Here's how to do so: Right click Superfighters Deluxe in Steam -> Select Properties -> Go to Betas -> Select beta branch "sfd_v_1_4_0_beta". To leave the Beta - repeat the above steps but select beta branch "None" instead.
🎮 Changelog SFD 1.4.0c (BETA)
✨ New Features
Refactored GamePad controller usage.
Handling of GamePads within the game improved. Local players join on any GamePad by pressing the "Attack" button in the main menu. All other GamePads control player 1.
If two GamePads registers first input on the same frame one of the controllers are assumed to be emulated and is ignored. Note: An XBox controller (even emulated) will be favored over a DirectInput (non-XBox) controller in this scenario. If you have used a DirectInput controller before and still want to use it you need to do one of the following: A: (Recommended action) Go into the game's keybinding settings and rebind the keys on your GamePad to the players again. B: Disable Steam's controller emulation for SFD.
Removed KB_REDIRECT_UNUSED_CONTROLLERS_TO_P1 from config.ini as it's no longer applicable.
Added KB_IGNORE_GAMEPAD_0 to KB_IGNORE_GAMEPAD_7 to config.ini to be able to ignore GamePad controller with a specific index, useful if you want to rebind GamePad buttons to keyboard keys using third-party programs.
🛠️ Fixes
Improved visual clarity for team icons 7 and 8
Fixed a crash introduced in previous Beta update that caused local multiplayer to not work as intended.
Fixed some issues with the new invidiual camera in previous Beta update.
Other fixes and tweaks.
💻 Map Making and ScriptAPI
Individual camera now follows the player you're controlling while testing a map.
Player modifiers extended with the following attributes: JumpHeight ThrowForce ExplosionKnockbackImmunity CanInfernoBurn ClimbingSpeed DodgeChance
While we're at it, here are the changelogs for the previous two beta versions:
Changelog SFD 1.4.0 (BETA)
Number of profile slots increased (you can now have 18).
Textbox and chat improvements.
Can navigate in text using left and right keys, ctrl to skip whole words.
Can scroll through history of up to 10 messages using up/down.
Can whisper to server staff using the /staff command.
Can type /r to reply to the person who last whispered to you.
Ability to customize the UI color in config.ini (example: PRIMARY_COLOR=#FFFFFF).
The /give command now takes multiple arguments.
Odex added to the credits in main menu.
Maps: Line texture "None" is now invisible as intended instead of rendering a magenta line.
ScriptAPI: Added Events.PlayerCreatedCallback that's run when player objects are created.
ScriptAPI: ObjectMusicTrigger extended with options to play, stop and change music.
ScriptAPI: Fixed ObjectTerminatedCallback for players not returning correct ObjectID in this event.
ScriptAPI: Effect "CFTXT" updated with parameters for color(Color), duration(float), scale(float), shadow(bool).
🎮 Changelog SFD 1.4.0b (BETA)
✨ New Features
Discord Rich Presence Show off your Superfighters Deluxe activity directly on Discord! New Camera Mode A new camera mode that follows your every move! Zoom in and out using the +/- keys on your keyboard. You can set this as your default camera in settings. Extended Slots and Teams Double the chaos! The maximum number of game slots has been increased to 16. Enable this feature when hosting a game under Advanced Options in the Server Status section. Change "Game Slots" from 8 to 16. This also introduces 8 different teams. All versus maps now have at least 16 spawn points to prevent overlapping spawns.
🛠️ Fixes
Debug lines for pull and pulley joints are no longer visible.
Tweaks and fixes to the updated CFTXT effect from the last update.
Fixed an issue with GetTrack() not working as intended.
The -start argument now suppresses the message box about unavailable sound hardware.
💻 ScriptAPI
Burnt Skin is now available for use in map editor and scripts.
IGame has been updated with new properties to handle the new camera mode, game slots and team:
Added GetGameType()
Added AllowDropIn
Added GetGameSlotDropInMode()
Added GetAvailableUserGameSlotsCount()
Added OccupiedGameSlotsCount
Added OccupiedBotsGameSlotsCount
Added OccupiedUserGameSlotsCount
Added ClosedGameSlotsCount
Added NonClosedGameSlotsCount
Added OpenGameSlotsCount
Added ExtendedGameSlots
Added SetCameraFixedIndividualZoom
Added GetCameraFixedIndividualZoom
CameraAreaTrigger and its API has been updated to allow a fixed zoom state for the new camera mode:
Added SetCameraFixedIndividualZoom
Added GetCameraFixedIndividualZoom
Added IPlayer.Fall()
Added Event.UserJoinCallback and Event.UserLeaveCallback
Creeper vines on the Defensa levels, once they reach the base, have been redone. Before they were similar to the ground vines, but angled upward. Now vines attached to the base are larger and animated.
Photon bullets from player can now destroy Steaky Surfers if they hit the gun.
Made it so Defensa doesn't have to get so close to the base when dropping off supply crates.
You can now save your solo games when you quit, so you don’t have to play an entire match in one go. Pick up right where you left off, on your own time!
Plus, we’ve squashed some minor bugs and added a special "Thank You" cardback for our amazing supporters, which you can earn right after your first completed game session!
Hello everyone! I finally figured out where in the code the problems to the long loading times for players that had played the game for a while were. The reason was that foliage didn't got destroyed after interacting with it but turned into actors. Almost all the actors in the world get saved. Since the foliage returned after loading in and when the player interacted with it again another actor got spawned into the world. Over time that led to an accumulation of actors in the world. The longer you played, the more actors existed in the world. But now the problem is fixed, HOWEVER: the first time you load in after this update might take long to finish until all the old structs that contains the info for the accumulated actors are flushed. ALSO: All resources, plants and mushrooms that aren't foliage will get flushed.
The update includes: * Fixed long loading time-issue * "floating" enemy clothing in the world is solved * Made some adjustments to the progression of enemy encounters
I'm really thankful for all the feedback I have gotten and a big thank you to the player who finally made me see where the problem was.