Stepmania 3.95 download windows


















Over the previous release, Beta 2 features bug fixes and other minor improvements, as well as some visual refreshes including a new color scheme and a flatter, more consistent appearance and other bug fixes for the new default theme. Source code and a Windows installer are available now, with MacOS to come shortly.

If you encounter any issues with this release, please do not hesitate to report them on our GitHub issue tracker. Please note that StepMania 5. For more information, including a detailed changelog and downloads, visit its release page on GitHub. AutoStepper will then do the rest. Enjoy, it is free! Designed for pad use, I should add. Source code, a Windows installer, and a macOS binary build are available now. Edit: There were some issues with the Windows installer originally uploaded particularly, it did not identify itself correctly or use "StepMania 5.

This has now been fixed. Additionally, a macOS version is now available. Any devs with SMX stages might be interested. This provides theme developers with direct access to all of the StepManiaX Stage features found in our configuration tool. I had intended to release it today, but some final changes still need to be made. Happy everyone! Hopefully it helps! I've also started building a new backend for the site. There should be a lot of new features to go along with future game updates, improvement to basic stuff like the download page and some visual updates, but it won't be ready this year.

All current accounts and posts will be carried over to the new system when it's ready. I apologize to anyone who can't register because of this, I intend to fix it when I overhaul the site in Due to the amount of remaining work needed, the scope of changes, and in response to feedback about difficulty with new systems: StepMania 5.

Features planned for 5. Further, to address compatibility concerns, this release should be almost entirely compatible with 5. Small updates may be needed due to changing behavior of things like masking, but we don't intend to break anything major for this one. Once you get to the end of the chart while playing it in the editor, this controls whether it loops and plays again, or simply stops. By default, this is true, replicating current behavior.

Set to false to replicate older StepMania behavior. Similar to the ComboIsPerRow metric, this determines how much miss combo is earned on missing a row of notes. By default, this is true. Set to false to replicate Pump Pro behavior. Think BPM change, but not. This includes turning Warps into Negative Stops.

For those that wanted negative BPMs specifically, my apologies, but stops are easier on math. Similar to the fake arrows, these blocks prevent all judgments within the range. Now the second value is the relative distance that is skipped, not the absolute value when you start hitting arrows again. This multiplies your scrolling speed during gameplay, not replaces it see mod attacks for replacing.

SSC files. All older. SSC files and other file formats are converted to split timing on cache load. We are no longer bound by Song Timing for everything. Course modes right now still use the old fashioned system.

This is meant for step editors to label different parts of their stepcharts. Changes are grouped by date. Not all changes are documented, for various reasons. Some changes were later reverted, other changes relate to things that aren't supported but exist anyways.

Look in Edit Song Info to find it. If you find any other modes this crashes on, let us know. The negative tricks of the past are now officially standardized. See the Lua documentation for all of them, there's too many to print here.

This is for easier compatibility with prior versions of SM. It defaults to false. This will become better once Split Timing is in place.

Many songs with BPM changes no longer freeze. Use the n and m keys to switch between taps, mines, lifts, and fakes. The way to make holds and rolls are still the same as before; hold plus shift for rolls and then drag up or down as needed. These use metrics, so the lines can be made empty in themes that require them. Again, enable at your own risk.

This defaults to false for the moment. This mods can disqualify of course. Before, it contained the entire list of songs. Please re-adjust your speed mods accordingly. At this time, the mods to be activated have NOT been changed. As usual, change at your own risk here. Goodness knows we need more documentation on here. For the most part, don't expect comments on particular files, though this may change. This may need some extra testing. At this point, saving to the DWI format is being deprecated.

My apologies. At present, Blink, Boost, Brake, and Wave can have modifications. The default is 50, as it was before. Now TimeSignatures are used in place of these former constants. Also added pump-single data to ScreenGameplaySyncMachine music. Group is excluded song group banners still work , as is Recent which has no sections. Edit Mode anymore on download completion. Modifies how the speed mods work. This may not be desired behavior, however. The beginning of custom-themable online stuff begins.

Only shows one group at time. This should solve an issue where screen was getting written multiple times for unknown reasons. There's got to be a better way to parse out a USB device's connection path. The sleep was a hack to work around this issue which doesn't work in all cases.

Now you no longer have to rely on stuffing the directions into the Codeset. Of course, you still have to handle Start and Back yourself. Numpad 8 is now up and numpad 2 is now down. Previously, this situation would ignore the group and show all songs.

Instead, it has been fixed to work as intended, only showing the songs in that group. A DDR 4th Mix theme is feasible again. Use default-p2 and join as player 2 to play with original spacing.

Seems to work, if testing is any indication. Commas are a reserved character that seprate values in a tag. Yes, finally. You should probably reset your scores to maintain consistency. Though if you used themes with their own scoring system, you never had consistency in the first place. Returns a string representing the current OS.

It should be noted that cursors can still crash, however. Thanks to kurisu for the original 3. There is a hack for the random music based on Takuya's DDR Extreme theme; I am unsure if this is accurate behavior or not. The last things that were being diffused with player color in the code included text in the Oni score display and ScreenSelectMusic score.

I'm sure you can diffuse ScoreDisplayOni Numbers, but I can't seem to find any references to them in the metrics of any released theme. A new message "TwoPartConfirmCanceled" was added to catch when this happens. StepMania 3. This crash was related to the song group colors, which weren't getting reloaded on theme switch. Since themes use different numbers of group colors Not anymore. Applies to screenshots as well. Only problem is, the toasty only triggers on the first one.

Since this makes it equivalent to how it was set up before, I'm okay with this. I can't fully test this, so I'm committing it in the hopes that someone else tests it too. This makes BitmapText elements with an invisible stroke have a glowing stroke instead. Not good. Now it can use a Lua BGAnim. This is currently untested. The previously publicly available release was not the official public beta version, but was released for more people to get their hands on it for testing.

That doesn't include the various helper functions available to you in scripts via the fallback theme, either. The random number generation for RandomModifiers has also changed. Values can be negative, so watch out when using.

If you were using these against the Song, they will fail in your theme. These codes have been changed to NextGroup and PrevGroup. The codes switch between groups as you would expect. Leave the NoteSkin sorting and filtering up to the theme. Noticing a pattern? Playing catch-up with sm4svn. This happens a lot. Allow setting and changing the width dynamically. May also fix things elsewhere editor? Autoplay seemed to work well with Uprock the song , so I have no complaints. Based on other code, it seems like the noteskin would have to be set somewhere else.

If this is a problem somewhere else, find where it's a problem and don't patch this function. Just hook something up to a JudgmentMesageCommand, read the params, and go from there.

Seriously there are enough publicly available references moonlight, optical, NCEvo if you want to go back in time to see a different type of life meter that claiming 'oh I don't know how to' isn't an excuse. All code by Glenn Maynard. KSF files as delays. The replay data format will likely change over time, and there is currently no mechanism to replay the data back as another player.

Returns the name of the device. Only works if all human players have not chosen steps yet. If a player has chosen steps and the other wants to change the song, the other player has to cancel his step selection. By moving the player's steps to the top, that fixes the problem. In addition to the bugfixes, the following changes have been made: Refresh the metrics when changing the gametype. Petr Baudis 3 : video. It should be true by default if you want to match how StepMania 4 does it.

No, this doesn't support Lua music yet. This is probably one of those changes that won't get backported to baseline StepMania This happened because ThemeMetric was setting the value to its default, eg.

This behavior doesn't make sense in the general case, since EnumType results in an arbitrary value the first one rather than Invalid. Every FromStack function sets a reasonable default on invalid data, anyway, and only RageColor and enums can return false in any case. See this fix log to figure out why we'd bother.

Escaping doesn't affect this; commas aren't escaped, since they're split from the value itself, long after MsdFile is loaded.

Broadcast messages when holding select and a button other than Select is pushed. Fixes crashes, but probably not the best way to go about this. The scripts in the root Scripts folder will run first, then any Lua scripts in subdirectories of the Scripts folder will be run.

This is not likely to be changed. The font names remain the same, only the metrics change. Can you believe they're still using Common normal as the font? This is a temporary fix, and may be deemed safe at some point in the future.

This was later reverted, as it caused reloading the metrics to crash. Since sm-ssc is primarily for themers, this is a dealbreaker.

These are not guaranteed to work. Don't use them. They are very dangerous. All bindings take in a float number of seconds. It was deprecated. A compatibility alias was added to replicate its functionality. However, this will not work with NoteSkins, so be sure to make sure to check them for the use of hidden. We of course have varying modes with different sets and styles already, but there was no actual option to have things set in one specific place and one specific mode for it.

It will eventually get its own theme and other mechanics, but for now, it will fallback to our usual theme, but this does not make it any less playable! We have decided to follow the playstyle of ez2 and o2Jam-styled games, but with our own little twist on things as is common with OutFox modes. The default noteskin for kbx is based upon the synthwave aesthetic, and this look will carry into its eventual theme as well.

To help you learn and become comfortable with this mode, some of the noteskins are set up to display the key binding for each column below it. Another unique aspect about this mode is that it will automatically autogen charts for existing songs too; i.

To make this mode more accessible, we have also included a chart modifier that allows you to replace LiftHolds with normal holds. This was based on feedback from players, who felt that how they are used in charts may increase difficulty or make the game overly punishing.

Our default keyboard mappings can be seen below, but as always everything is completely remappable! To help improve performance, kbx does not support using modifiers in the same way that other modes such as dance does.

You may be wondering why we took the time to write a "slimmer" Player Options for this mode. In honesty, there are a lot of things happening in the background we don't use in some modes, and we wanted to try out turning some of these things off to see how it works with the game and performance styles.

We have also begun work on an OTO parser to enable osu and osz file support! We support the mania mode 3 at this time we were unable to finish the taitai 1 support in time, it will come soon. The game reads them and can play them with synched video and BG changes, but we do not support osr or osb at this time. Place song folders with OTO files into a group folder as you do with other simfiles, and they will be parsed as kbx charts. This mode supports multiple difficulties per folder, and will not make some versions 'disappear' as the old versions did.

We will look into making this option available to other modes in the future. This new parser is based off of the. Project OutFox's portmidi driver has exited the beta stage on Alpha 4. This was the first time that our engine contained a fully functioning cross platform MIDI driver, the previous semi-broken winmidi being Windows-only. This new driver offers a 1 millisecond clock timer and near real-time input on Linux and macOS, but only supports one device connected to the system.

We hope to open source this in time, when the code is better and Squirrel has the time. The reason we kept it in beta for so long was there was an identified need to have a MIDI driver capable of supporting more than one MIDI input device, as had been requested by be-mu and gddm players, like DTXMania has, being able to add a second device to enable menu control, or to enable non-standard setups, for example pedals or ride cymbals from a second kit.

To assist with this need, we added another MIDI driver to the game, rtmidi. This driver allows for more than one device support compared to our portmidi driver, which is limited to a single device, like an e-drum kit, or a DJ controller.

If you have been reading the previous changelogs, we have been testing a slightly modified version of the old SM 4. If you are on an established Preferences. You will need the minisdl input driver for your window and operating system controllers, it allows for a smaller footprint on the game, and for your Windows based playback this is important at the moment.

It shows up in the 'test input' screen as 'Window Handler aux ' so you have window controls, and full-screen etc support while keeping the base drivers compact. This driver will be default on all operating systems in due course, when the GA driver is complete.



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