Meet TheXTech: a full working C++ port of SMBX engine [1.3.2.3]

Description: General discussion regarding the current engine development.
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Wohlstand M
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Post #61by Wohlstand » 28 Jun 2020, 23:52

Ah, yeah, I also had to use SimpleScreenRecorder for some moment until OBS became crossplatform.

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Post #62by Olhi » 10 Jul 2020, 4:47

I have a request for a quality of life feature: A hotkey for opening the current level in the PGE Editor. The path to the executable could be added to thextech.ini.

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New 1.3.2.1 release!

Post #63by Wohlstand » 12 Jul 2020, 0:44

Hello!

This is a small bugfix release:

Changes for 1.3.2.1
  • Reworked joysticks support
  • Added a workaround for case-sensitive file systems
  • The 1up sound now playing multiple times if the player has got more than 1 life (for example, a 3-up moon)
  • Fixed a broken work of magic potion warp packed inside of a grass container
  • Fixed a minor inaccuracy of the moving layers system
  • Fixed an incorrect process of blocked playable characters while loaiding the episodes list

All download links at the main post.

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Post #64by +KZ » 12 Jul 2020, 5:33

Captura de pantalla 2020-07-11 a las 10.32.54 p.m..png
Captura de pantalla 2020-07-11 a las 10.32.54 p.m..png (11.56 KiB) Viewed 436 times


oh, i see you changed the icon and name to smbx icon and name
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Post #65by Wohlstand » 12 Jul 2020, 13:41

+KZ wrote:oh, i see you changed the icon and name to smbx icon and name
Icon wasn't changed, but the name of bundle was been simplified.

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Post #66by +KZ » 12 Jul 2020, 19:43

Wohlstand wrote:Icon wasn't changed.




Wut¿, So since when is the mushroom instead of the gears? I lost something :(?
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Post #67by Wohlstand » 12 Jul 2020, 20:32

+KZ wrote:Wut¿, So since when is the mushroom instead of the gears? I lost something :(?
Gears icon is on Windows builds and on executable itself. The SMBX icon is a part of assets, not a part of engine itself.

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Post #68by +KZ » 12 Jul 2020, 21:10

Wohlstand wrote:
+KZ wrote:Wut¿, So since when is the mushroom instead of the gears? I lost something :(?
Gears icon is on Windows builds and on executable itself. The SMBX icon is a part of assets, not a part of engine itself.

ah, i understand
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Post #69by Wohlstand » 18 Jul 2020, 17:38

Small news:

About incorrect effect sizes that was been reported by several people, it was a really a bug. I though it was same in vanilla, however, once upon one of users have shown me that it's correct in vanilla, I got understand that I was not right. I had to fix this bug yesterday. I'll post the update soon which contains this fix.

Added after 3 hours 42 minutes:
1.3.2.2 release has been posted as a hotfix!

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Post #70by Olhi » 23 Jul 2020, 16:11

I encountered an issue regarding hub worlds. While it's a huge convenience in most episodes that the last level location is remembered, it breaks Mario & Luigi's Marathon:

https://i.imgur.com/vuuPPR5.mp4

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Post #71by Wohlstand » 23 Jul 2020, 16:32

Olhi wrote:https://i.imgur.com/vuuPPR5.mp4
Lol, looks like a sudden trap :biggrin:

However, a think: if you playing a level, and then you finishing the level, player by default gets the same door that was entered on the hub (except custom warps are was made to enforce player to enter the hub at the different point). Technically, the fix is simple by adding of an event axe to here. Or, I have a little idea of a compatibility mode like GZDoom does: for certain cases and for specific WAD files, it disables/enables certain bugs and features, required for the best experience of specific game. Otherwise, another and looks like better idea: remember the last warp by the only one condition: the level was exited by a normal way and not aborted by a game quit.

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Post #72by Olhi » 23 Jul 2020, 17:51

Wohlstand wrote:Or, I have a little idea of a compatibility mode like GZDoom does: for certain cases and for specific WAD files, it disables/enables certain bugs and features, required for the best experience of specific game.

This sounds like the best solution to me. :yes: There may very well be other issues in the future that end up requiring a compatibility mode, so it would be wise to set up a page for that in the settings. This could also be occasion for optional features like Save & Quit in levels, and allowing players to choose between the Classic or Updated Purple Yoshi controls. I feel your idea to extend the Ground Pound to other Yoshi's should be optional, too.

Wohlstand wrote:Otherwise, another and looks like better idea: remember the last warp by the only one condition: the level was exited by a normal way and not aborted by a game quit.

Nah. :no: I like the way it is now. But this is also something that could be integrated into the compatibility settings. The more player choice, the better.

EDIT: Rethinking it, including the third option seems like a bad idea. Neither would it repair the unique hub of M&L's Marathon, nor would it offer any apparent benefit compared to the current system. It'd just needlessly complicate things.

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Post #73by Wohlstand » 30 Jul 2020, 23:43

Sent a next bugfix release, 1.3.2.3:

-Fixed a SIGFPE crash, caused by an attempt to load some custom effects
-Resolved the inability to grab vegetables normally, caused by an incorrect porting of logical expression

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Post #74by +KZ » 1 Aug 2020, 4:22

Wohlstand wrote:For macOS (10.12 is minimal, if not works even on 10.12, report me please):

this can run on macos 10.11 I think it's time to update this post :T
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Post #75by Wohlstand » 1 Aug 2020, 9:41

+KZ wrote:this can run on macos 10.11 I think it's time to update this post :T
Oh, yeh, thanks for a point, gonna to fix this...


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