Beta v0.8.0
Overview
There are many new features, bug fixes, and improvements in this release. Some of the highlights are extended modding support (swap in high fidelity replacements for graphics and sound) and more sound options (AdLib only, combined AdLib/SoundBlaster).
What's more, this is also the first release to include pre-built binaries for Mac OS and Linux! And there is now an icon for RigelEngine thanks to @LunarLoony.
Many thanks to everyone who tested the game, reported bugs and made suggestions!
Known issues (fixed in 0.8.1)
Laser turrets destructible with regular weapon after quickloading (#736)
Release notes
New features
- Extended modding support: It's now possible for sprites, tilesets, backdrops, sound effects, and music to be replaced with higher fidelity assets in modern formats. See modding support for more info.
- More sound options: In addition to SoundBlaster sound effects, AdLib and combined AdLib + SB effects can now be chosen, like in the original game
- Added a "About" tab to the options menu with version information and credits
- Added an option to disable screen flash effects
- Added an optional bilinear filtering up-scaling mode (only works if no high-res replacement graphics are used)
Gamepad support and usability improvements
- More types of gamepads are supported out of the box in the Windows and Mac versions (on Linux, it depends on the SDL version installed in the system)
- Added support for multiple gamepads/controllers: When multiple gamepads are connected at the same time, the game will react to inputs from all of them.
- Added a "Quick Save" entry to the gamepad in-game menu as an alternative to using the "select"/"back" button
- The Mac build now supports high DPI displays (e.g. Retina). Previously, the game would appear slightly blurry on these kinds of displays.
- The Windows build now ships with a much newer version of SDL (2.0.14 instead of 2.0.4).
- The Windows build doesn't pop up a console window in the background anymore.
- Errors during initialization (e.g. because of missing OpenGL support) are now popping up a message box with the error message
- Improved boss health bar in episode 3: In the original game, the health bar is too big to fit on screen, causing it to not move for most of the boss battle. In RigelEngine, the health bar now shows this particular boss' health as a percentage instead of showing one pixel per unit of health, making the health bar always fit on screen.
- It's now possible to switch between windowed and fullscreen modes in the OpenGL ES version, when running in a Desktop environment (e.g. X11/Wayland).
- Improved layout of the options menu (the game path selection is now bottom-aligned, and thus doesn't move around anymore when switching between tabs)
- The numpad arrow keys can now be used for menu navigation.
Bug fixes
- Fixed alt-tabbing on Linux (the game would freeze after alt-tabbing away and back)
- Fixed broken backdrop flash effect when destroying the reactors in L5
- Fixed sound/music toggles in options menu not fitting on screen at very small resolutions (e.g. on OGA)
- Fixed a problem in wide-screen mode where some sprites in the lower left part of the screen (to the left of the HUD) would sometimes not be rendered
- Fixed incorrect background after quick loading in L1, when the quick save was made before using the teleporter but the loading was triggered after using it (i.e. from outside the prison environment back into the prison environment)
- Fixed sound effect that kept playing after exiting the intro movie at the right moment
- When switching to windowed mode for the first time, the window was stuck in the top-left corner with the title bar off screen, making it hard to move the window. This is now fixed.
- Fixed crash in wide-screen mode when the screen was too wide (wider than the level)
- Fixed an issue where switching wide-screen on while in windowed mode and then resizing the window afterwards would sometimes result in parts of the window not being drawn (remaining black)
- Fixed spiders incorrectly animating while waiting in ambush (e.g. in L8)
- Fixed Duke briefly hovering in the air when unlocking a key/force field while in the air
- Small bombs (e.g. dropped by 1st episode boss) were incorrectly damaging the player on touch (only the explosion is meant to be damaging). This is now fixed.
- Fixed incorrect death animation for final boss (episode 4)
- Fire bombs (from red boxes) didn't destroy laser turrets, only stunning them like Duke's regular shot. This is now fixed.
- Fixed a soft-lock related to the snake enemy that eats Duke: Killing a snake at the exact moment that it started swallowing Duke would result in Duke disappearing and the level not being playable anymore