distractionware forums

Archived => VVVVVV Tech Support => Topic started by: simoroth on October 04, 2011, 09:16:25 AM

Title: Beta patch 2.1 Final
Post by: simoroth on October 04, 2011, 09:16:25 AM
Hi

Here are the latest patched beta executables for Windows, Mac and Linux. Please let us know if you encounter any problems or if it fixes the issues you have had.

Instructions: Replace your executable with the patch binary and place the contents of the levels.zip in "[VVVVVV directory]/data/levels/".

Windows:

http://www.machinestudios.co.uk/VVVVVV/VVVVVV_Windows_Patch_2_1_2.zip
http://www.machinestudios.co.uk/VVVVVV/levels.zip

Linux:
http://www.machinestudios.co.uk/VVVVVV/VVVVVV_Linux_Patch_2_2.zip
http://www.machinestudios.co.uk/VVVVVV/levels.zip

Mac:
[Coming soon!]

New Features:
 
 - Seven new player levels added to the game:
    - “The Tower of Power” by Ruari O'Sullivan
    - “Vertex Vortex” by Matt Thorson
    - “Dimension 333333" by Sendy
    - "Victuals” by Noyb
    - “Seasons” by Michael Brough
    - "Soul Searching" by Matthew Rodriguez
    - "Quantum Tunnel" by Matthew Rodriguez
 - New Direct mode in editor allows you to manually set each tile (press F10 to toggle it in a room, Ctrl+Arrows change tile, Middle Click for dropper)
 - Added speaker command to change textbox colour and position in player levels
 - Player levels now have minimaps
 - Player levels which have been previously completed are now marked with a star
 - Save and Load map controls added to editor menu
 - Editor now asks if you'd like to save before exiting
 - Changed Shift behavior in menus (Now a menu toggle like the space menu, not a modifier)
 - Roomname disappears in the editor when the mouse cursor is at the bottom of the screen
 - Added new scripting command to show/hide the map - "map(on/off)" (on by default)
 - "happy" and "sad" commands can now change the mood of any character
 - Added "squeak" command, which turns crewmate squeaking on/off, or makes a crewmate squeak
 - Say and Reply commands now support much longer scripts
 - GPU acceleration enabled.
 - Large performance gains for high res screens.
 - Steam overlay enabled.
 - Game pad support!
 
Bug Fixes:

 - Time trial ranks are now being saved properly
 - Fixed one pixel offset in vertical gravity lines
 - Entities are now coloured according to tileset while in the editor
 - Game now remembers slowdown settings
 - Resolution settings are now applied before preloader
 - R to restart from the last checkpoint now only works in player levels (as it should)
 - Time trial music fades back on reset
 - Changing tileset colour and enemy types in editor display info properly
 - Quitting during a cutscene will reset cutscene bars
 - Typing stuff in the editor no longer mutes music
 - Resolution settings are now being saved properly
 - Quicksaves now work in scrolling tower levels
 - WASD controls work in game
 - Flip mode is disabled in the editor
 - Alt-tab is more usable
 - Mouse hiding is more intuitive.
 - Many more fixes.

Have fun!

-Simon :)


Title: Re: Beta patch 2.1 Final
Post by: cams on October 04, 2011, 09:34:01 AM
Finally!  :viridian:
But the links don't work well. :victoria: Minor problems at the site's server I guess.

What happens if you already downloaded the extra levels included in this update?
Should I erase the old ones at the my documents directory?

And minor typo at the update log: It says six new levels, but there's actually seven levels in the list.
Title: Re: Beta patch 2.1 Final
Post by: simoroth on October 04, 2011, 10:06:03 AM
If you place them in the data folder the game will automatically overwrite the ones in your documents.

Hopefully my web hosting can take the strain. Let me know if it wont download and I'll pester Terry for a Mirror.

Quote
but there's actually seven levels in the list.

Ah yeah we added one just now!
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 04, 2011, 10:14:13 AM
YEEEEEES!  :viridian: :viridian: :viridian: :viridian: :viridian: :viridian: :viridian: :viridian: :victoria: :viridian: :viridian: :viridian:
Title: Re: Beta patch 2.1 Final
Post by: cams on October 04, 2011, 10:48:12 AM
The Golden Spiral level seems to be broken. It's just a 1KB file.
Title: Re: Beta patch 2.1 Final
Post by: simoroth on October 04, 2011, 10:51:37 AM
The Golden Spiral level seems to be broken. It's just a 1KB file.

Noted. I'll put it up again as soon as I can get a copy from Terry.
Title: Re: Beta patch 2.1 Final
Post by: cams on October 04, 2011, 10:54:14 AM
Thank you. And one more thing, "Open Level Folder" seems to do nothing?
Title: Re: Beta patch 2.1 Final
Post by: simoroth on October 04, 2011, 11:03:34 AM
Thank you. And one more thing, "Open Level Folder" seems to do nothing?

Ah yeah, I removed it from this beta patch, just to save confusion. I'll probably add it back in when I add the missing level.

Thanks again. :)
Title: Re: Beta patch 2.1 Final
Post by: bdr9 on October 04, 2011, 11:46:41 AM
Any ETA on when the Steam version will be updated?
Title: Re: Beta patch 2.1 Final
Post by: Terry on October 04, 2011, 11:49:05 AM
Any ETA on when the Steam version will be updated?

Yeah, when I get back from Indiecade (providing this patch is stable) I'll be adding achievements, and then rolling it out there.
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 04, 2011, 11:57:26 AM
YAY! Terry you da bomb!
Title: Re: Beta patch 2.1 Final
Post by: DensetsuNoKaboom on October 04, 2011, 12:33:48 PM
Any ETA on when the Steam version will be updated?

Yeah, when I get back from Indiecade (providing this patch is stable) I'll be adding achievements, and then rolling it out there.

Achievements?  :viridian:

Man, this has been a good day.
Title: Re: Beta patch 2.1 Final
Post by: simoroth on October 04, 2011, 01:08:58 PM
Updated Levels zip is now up.

Edit: A new zip for the windows Binary is up with a few small tweaks.
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 04, 2011, 03:15:25 PM
Wait, will this kill our save files?
Title: Re: Beta patch 2.1 Final
Post by: simoroth on October 04, 2011, 04:54:04 PM
Wait, will this kill our save files?

Your save files should be intact.

Linux beta patches are now uploaded!
Title: Re: Beta patch 2.1 Final
Post by: Martze on October 04, 2011, 05:02:30 PM
I wasn't expecting Quantum Tunnel to show up until the next release! I'm happy, but I certainly hope I didn't hold things back.
Title: Re: Beta patch 2.1 Final
Post by: bdr9 on October 04, 2011, 05:55:19 PM
Disregard this post. It was me being stupid.
Title: Re: Beta patch 2.1 Final
Post by: PJBottomz on October 04, 2011, 06:49:23 PM
Ran into a rather large problem.

I placed some spikes using Direct Mode (because I needed backing for them) and when I walked onto the spikes, they did nothing. I didn't die. (And no, I didn't have invincibility on.) Is it just because they are tiles?
Title: Re: Beta patch 2.1 Final
Post by: Blatch on October 04, 2011, 06:51:55 PM
Oh heck yes. I have been waiting for this patch for... I don't know how long.

First, I started tinkering with Direct Mode. There's a lot of cool stuff you can pull off with it, and I've also seen some tiles in it that aren't in the main game, such as a group of one-way tiles, disappearing junk that looks straight out of the prototype, and alternate Space Station backing.  :vitellary:

I'm very happy that I have very little problems with the beta. Hopefully, the next release (With achievements! That's a suprise) will make it even better. :viridian:
Title: Re: Beta patch 2.1 Final
Post by: Dispensers Heal on October 04, 2011, 06:55:26 PM
So, is the Steam version coming on 10/6?

If it doesn't, SOMEONE's gonna wish they had a real Checkpoint.
Title: Re: Beta patch 2.1 Final
Post by: Terry on October 04, 2011, 07:00:49 PM
Ran into a rather large problem.

I placed some spikes using Direct Mode (because I needed backing for them) and when I walked onto the spikes, they did nothing. I didn't die. (And no, I didn't have invincibility on.) Is it just because they are tiles?

Nope, some of the spikes aren't actually spikes. Direct Mode is a little techy. I'll write up a proper explanation of cases like this after the patch is released properly.
Title: Re: Beta patch 2.1 Final
Post by: Terry on October 04, 2011, 07:02:33 PM
So, is the Steam version coming on 10/6?

No, it'll take longer than that to put it all together, and who knows how long before steam update the patch on their end.
Title: Re: Beta patch 2.1 Final
Post by: xTwoTails on October 04, 2011, 08:56:45 PM
This patch is epic, I loved seeing the maps on custom levels.

BIG thumbs up!
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 04, 2011, 09:07:43 PM
Wait, will this kill our save files?

Your save files should be intact.

Linux beta patches are now uploaded!

Yay! Thanks  ;D!
Title: Re: Beta patch 2.1 Final
Post by: Dispensers Heal on October 05, 2011, 02:48:02 AM
So, is the Steam version coming on 10/6?

No, it'll take longer than that to put it all together, and who knows how long before steam update the patch on their end.

Actually, the folks at Valve don't update the games manually. They automatically update. They're not GT, you know.
Title: Re: Beta patch 2.1 Final
Post by: onesandzeroes on October 05, 2011, 06:18:41 AM
Just had a quick go of the Linux patch (I'm on Ubuntu 11.04 64-bit), and fullscreen only seems to work properly when I set it to 640x480. If I set it to Auto or one of the higher resolutions, the game just runs in one corner of the screen and the rest is black. Also, the mouse cursor still shows up on the top of the game, so I had to move it to the corner to get it out of the way. The actual runny jumpy parts of the game are fine as far as I can tell.

EDIT: Scratch that, had another go, and it seems like the problem is OpenGl. None of the resolutions seem to work consistently is OpenGL is enabled, all of them seem to work fine if it's disabled.
Title: Re: Beta patch 2.1 Final
Post by: simoroth on October 05, 2011, 06:27:08 AM
Just had a quick go of the Linux patch (I'm on Ubuntu 11.04 64-bit), and fullscreen only seems to work properly when I set it to 640x480. If I set it to Auto or one of the higher resolutions, the game just runs in one corner of the screen and the rest is black. Also, the mouse cursor still shows up on the top of the game, so I had to move it to the corner to get it out of the way. The actual runny jumpy parts of the game are fine as far as I can tell.

EDIT: Scratch that, had another go, and it seems like the problem is OpenGl. None of the resolutions seem to work consistently is OpenGL is enabled, all of them seem to work fine if it's disabled.

Thanks for the input. Do you know what GPU/Drivers you are using?
Title: Re: Beta patch 2.1 Final
Post by: onesandzeroes on October 05, 2011, 06:34:57 AM
Yeah, I've got a Geforce 8400M, and I'm using the proprietary drivers provided by Nvidia (version 270.41). The game's entirely playable with OpenGL on, it just doesn't fill the screen properly.
Title: Re: Beta patch 2.1 Final
Post by: starttimartti on October 05, 2011, 07:04:36 AM
Following gripes with the windows version:
-Setting fullscreen mode to AUTO gives me a result that is off-center and in wrong aspect ratio.
-Fullscreen modes (other than 640x480) scale the image with nearest neighbour, so the jagged lines are even more jagged than usual.
-Disabling the opengl acceleration either freezes the game or just turns it black. The mouse cursor still moves on the black/frozen screen, so my monitor isn't the troublemaker here. I then can re-enable it "blindfolded" and the screen starts running again.
-The game doesn't remember the fullscreen settings when alt+enter'ing to windowed and back. When going back to fullscreen it uses the AUTO settings.
-There is a mouse cursor on screen! Herecy!

I would prefer that in fullscreen modes I could select my desired resolution and scaling options (like you can in windowed mode). My personal settings would be 1920x1080 and 2x scaling with nearest neighbour, so the game would be in the center of my screen rendered in 1280x960 with black bars on the sidees and without any blurring. Other possible scalings would ofc. be scale it as big as possible while retaining (or not) the aspect ratio and blurring the image.

My specs: W7 64bit pro, 1920x1080 screen, nvidia gtx260 with 275.33 drivers, Intel Q6600.
Title: Re: Beta patch 2.1 Final
Post by: simoroth on October 05, 2011, 07:50:05 AM
Following gripes with the windows version:
-Setting fullscreen mode to AUTO gives me a result that is off-center and in wrong aspect ratio.
-Fullscreen modes (other than 640x480) scale the image with nearest neighbour, so the jagged lines are even more jagged than usual.
-Disabling the opengl acceleration either freezes the game or just turns it black. The mouse cursor still moves on the black/frozen screen, so my monitor isn't the troublemaker here. I then can re-enable it "blindfolded" and the screen starts running again.
-The game doesn't remember the fullscreen settings when alt+enter'ing to windowed and back. When going back to fullscreen it uses the AUTO settings.
-There is a mouse cursor on screen! Herecy!

I would prefer that in fullscreen modes I could select my desired resolution and scaling options (like you can in windowed mode). My personal settings would be 1920x1080 and 2x scaling with nearest neighbour, so the game would be in the center of my screen rendered in 1280x960 with black bars on the sidees and without any blurring. Other possible scalings would ofc. be scale it as big as possible while retaining (or not) the aspect ratio and blurring the image.

My specs: W7 64bit pro, 1920x1080 screen, nvidia gtx260 with 275.33 drivers, Intel Q6600.

Thanks for the detailed report. Seems some of them were caused by the changes for Ubuntu. Weird that changing between modes gives you a black screen, we havnt seen that before.

As for the menu changes I think we will add a few more options or at least allow them to be edited via text file.

Title: Re: Beta patch 2.1 Final
Post by: PJBottomz on October 05, 2011, 11:21:10 AM
Ran into a rather large problem.

I placed some spikes using Direct Mode (because I needed backing for them) and when I walked onto the spikes, they did nothing. I didn't die. (And no, I didn't have invincibility on.) Is it just because they are tiles?

Nope, some of the spikes aren't actually spikes. Direct Mode is a little techy. I'll write up a proper explanation of cases like this after the patch is released properly.

I think the spikes with backing have the same properties as the backing, but not the spikes. I think the code is recognizing those specific spike tiles as backing, because the spikes without backing work fine.

Other than that, direct mode is great! I found a bunch of tilesets that you didn't use on the game (like two tilesets that appears to be some old faux outside tilesets), and found the grey tilesets for use, too! My only complaint is that you can't have Space Station tiles and Lab tiles on the same screen. Perhaps a seperate tileset graphic that has Lab/Space Station tiles would solve the issue?

Oh, and SINGLE TILES! :viridian: :viridian: :viridian: :viridian: :viridian: :viridian: :viridian: :viridian:

And the coloured text and crew moods work great, although Vermillion's codes seem to not work. What's the code for Vermillion's coloured text? (I think it might have something to do with the length of his name, seeing that the other names work fine.)

EDIT: Nevermind about the Vermillion text. I found that you used only 1 "l" in his name. Was that on purpose?

Also, while using direct mode, I found a major bug. If you're holding down Ctrl and click anywhere on the game, you can't place anything. No walls, no backing, no trinkets, checkpoints, nothing. The only way to fix it is to shut off the game and restart it.

And, for some reason, the game isn't recognizing a game I made in version 2.0 (it was The Ship 3, which I was almost done with), and I can't play it or load it on the editor. But it's still there, in the file folder.
Title: Re: Beta patch 2.1 Final
Post by: Martze on October 05, 2011, 11:56:48 AM
The graphics on this port are buggy for me, whether or not I turn on OpenGL. Enabling OpenGL makes things the wrong size, wrong aspect ratio, and off-centered, no matter what graphics options I take.

Turning it off is considerably better, but there's still two thin bars on the left and right that show junk.

One of the above posters complained that there was no option for blurring, but I can't imagine why anyone would want such a feature. VVVVVV's graphics are meant to be pixelated. Turn on analog mode if you want the game to look terrible.
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 05, 2011, 12:46:35 PM
OH MY GOODNESS! 



:viridian: :viridian: :viridian: :viridian: :viridian: :viridian: :viridian: :viridian: :viridian: :viridian: :viridian: :viridian:


I'm so happy I could burst!  ;D







Title: Re: Beta patch 2.1 Final
Post by: starttimartti on October 05, 2011, 02:42:46 PM
One of the above posters complained that there was no option for blurring, but I can't imagine why anyone would want such a feature. VVVVVV's graphics are meant to be pixelated. Turn on analog mode if you want the game to look terrible.

I asume that that one of the above posters was me. Though I personally wouldnt call it complaining since I said that atleast I wouldn't use the 'blurring'. :'(

I used the word 'blur' instead of 'linear/cubic/sinc/whatever interpolation'.

There are reasons/situations/people why you should use 'blur' instead of just scaling with 'pixelated' (nearest neighbour), since scaling with nearest neighbour to other than 200% or 300% or 400% (like scaling vvvvvv from 320x240 to 1024x768 is 320%)... produces certain kinds of nasties on the screen.
Title: Re: Beta patch 2.1 Final
Post by: Dispensers Heal on October 05, 2011, 02:58:56 PM
Look in the "VVVVVV Levels" topic for my test level and how to install 2.1 for Steam.
Title: Re: Beta patch 2.1 Final
Post by: 999999 on October 06, 2011, 09:09:42 AM
Probably related to the previous linux reports, using 32-bit Fedora linux system: I only can to get a 640x480 white screen with this patch. If I try with a bigger fullscreen resolution (setting it playing 2.0) the white rectangle is placed to the left-bottom and the rest is black. Judging by the sound, the game is working. I didn't have graphics problems with the original 2.0 or the previous beta of 2.1.

I have a ATI X1400 dedicated graphics card with the radeon (non-privative) drivers. I can to help with more info or tests later.
Title: Re: Beta patch 2.1 Final
Post by: bigkahuna on October 06, 2011, 11:52:32 AM
I downloaded the file and replaced the old executable with the new, and...

The game broke. It comes up as a white screen with the new snazzy mouse pointer, but nothing else.

It ran perfectly before. I have the Humble Bundle version, if that means anything. Is the update out on that also?
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 06, 2011, 11:56:41 AM
I downloaded the file and replaced the old executable with the new, and...

The game broke. It comes up as a white screen with the new snazzy mouse pointer, but nothing else.

It ran perfectly before. I have the Humble Bundle version, if that means anything. Is the update out on that also?

Probably, from what I've heard.
Title: Re: Beta patch 2.1 Final
Post by: xTwoTails on October 06, 2011, 10:21:28 PM
I downloaded the file and replaced the old executable with the new, and...

The game broke. It comes up as a white screen with the new snazzy mouse pointer, but nothing else.

It ran perfectly before. I have the Humble Bundle version, if that means anything. Is the update out on that also?

Delete the executable and re-download the .exe again and place it on the Folder again.
If all else fails re-download the Humble version (That's what I have too) and the .exe and try again.

Hopefully it works
Title: Re: Beta patch 2.1 Final
Post by: simoroth on October 07, 2011, 07:07:40 AM
One of the above posters complained that there was no option for blurring, but I can't imagine why anyone would want such a feature. VVVVVV's graphics are meant to be pixelated. Turn on analog mode if you want the game to look terrible.

I used the word 'blur' instead of 'linear/cubic/sinc/whatever interpolation'.

There are reasons/situations/people why you should use 'blur' instead of just scaling with 'pixelated' (nearest neighbour), since scaling with nearest neighbour to other than 200% or 300% or 400% (like scaling vvvvvv from 320x240 to 1024x768 is 320%)... produces certain kinds of nasties on the screen.

Indeed. That was one of the problems we encountered. Sadly its very difficult in our rasterised version to do multisampled upscaling, since its very heavy to do in software.

I'm probably going to have a good rethink with Terry when he gets back about what to expose for the users.
Title: Re: Beta patch 2.1 Final
Post by: bigkahuna on October 07, 2011, 09:12:18 AM
I re-downloaded the executable and did everything I could... no change.

On the Humble Bundle page, it says the last update was made on August 27th. When will the new binary be uploaded? Until then, I'm out of VVVVVV goodness.
Title: Re: Beta patch 2.1 Final
Post by: xTwoTails on October 07, 2011, 11:35:11 AM
Right, they have the non-beta patch.
So download the game from Humble , Install it and then download the executable from the first post, and replace it with the one on your folder.

Otherwise... might wanna ask Terry about it.
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 07, 2011, 02:05:12 PM
The update doesn't work when I downloaded, how do I get this working?  ???
Title: Re: Beta patch 2.1 Final
Post by: Martze on October 07, 2011, 04:06:41 PM
One of the above posters complained that there was no option for blurring, but I can't imagine why anyone would want such a feature. VVVVVV's graphics are meant to be pixelated. Turn on analog mode if you want the game to look terrible.

I used the word 'blur' instead of 'linear/cubic/sinc/whatever interpolation'.

There are reasons/situations/people why you should use 'blur' instead of just scaling with 'pixelated' (nearest neighbour), since scaling with nearest neighbour to other than 200% or 300% or 400% (like scaling vvvvvv from 320x240 to 1024x768 is 320%)... produces certain kinds of nasties on the screen.

Indeed. That was one of the problems we encountered. Sadly its very difficult in our rasterised version to do multisampled upscaling, since its very heavy to do in software.

I'm probably going to have a good rethink with Terry when he gets back about what to expose for the users.

What would be awesome would be a "pixel perfect" option like in Jamestown, where the image is scaled using nearest neighbor to the highest possible integer ratio, and the rest of the screen is black.
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 07, 2011, 06:03:09 PM
Oops! I was using a megaupload downloaded version  :P

             
   :vermillion: Mmmmm, the fail! 
Title: Re: Beta patch 2.1 Final
Post by: Dispensers Heal on October 07, 2011, 06:17:34 PM
Megaupload is really idiotic.

Use Mediafire instead. It's quicker.

Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 07, 2011, 06:26:31 PM
Thanks for the advice! :viridian:
Title: Re: Beta patch 2.1 Final
Post by: PJBottomz on October 07, 2011, 06:28:38 PM
Megaupload is really idiotic.

Use Mediafire instead. It's quicker.

No kidding. The wait is so stupid. And no one's going to pay $60 or more just for an instant download. That's a waste of money.
Title: Re: Beta patch 2.1 Final
Post by: bdr9 on October 07, 2011, 06:42:21 PM
Whenever I press Enter to get to the map, the game minimizes itself. (changes into windowed mode)  :victoria:
Title: Re: Beta patch 2.1 Final
Post by: Dispensers Heal on October 07, 2011, 06:46:57 PM
Megaupload is really idiotic.

Use Mediafire instead. It's quicker.

No kidding. The wait is so stupid. And no one's going to pay $60 or more just for an instant download. That's a waste of money.

It costs $60?
Let's go tell them there's an easier way to get money.
Title: Re: Beta patch 2.1 Final
Post by: PJBottomz on October 07, 2011, 08:03:45 PM
Megaupload is really idiotic.

Use Mediafire instead. It's quicker.

No kidding. The wait is so stupid. And no one's going to pay $60 or more just for an instant download. That's a waste of money.

It costs $60?
Let's go tell them there's an easier way to get money.

That's what it said the last time I checked.
Yes, that easier way is to get a job.
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 09, 2011, 10:47:27 AM
When is the steam update!?  ???  Can you give an exact date or something?
Title: Re: Beta patch 2.1 Final
Post by: Officer Captain on October 09, 2011, 12:27:55 PM
Small bug with the new direct mode in this version --
When you click with the drop down menu open (L-Ctrl), it registers as a right click, and you keep deleting blocks as you drag the mouse until you actually right click.
Since direct mode is enabled, a great deal of reconstruction is required.
Title: Re: Beta patch 2.1 Final
Post by: Dispensers Heal on October 09, 2011, 03:47:33 PM
Megaupload is really idiotic.

Use Mediafire instead. It's quicker.

No kidding. The wait is so stupid. And no one's going to pay $60 or more just for an instant download. That's a waste of money.

It costs $60?
Let's go tell them there's an easier way to get money.

That's what it said the last time I checked.
Yes, that easier way is to get a job.

(Insert pant unzip here)

(Insert "pissing on Megaupload server" sound here)
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 12, 2011, 07:10:50 PM
WHEN STEAM UPDATE?  ???
Title: Re: Beta patch 2.1 Final
Post by: Dispensers Heal on October 13, 2011, 03:25:20 AM
Check my "Update Day" level for a tutorial on manually patching the Steam version.
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 13, 2011, 08:35:00 PM
Check my "Update Day" level for a tutorial on manually patching the Steam version.

Okay thanks!
Title: Re: Beta patch 2.1 Final
Post by: capnxtreme on October 15, 2011, 03:47:36 AM
I hope I'm posting this in the right place. I grabbed the Windows patch so I could try out the new GPU acceleration, but with OpenGL activated the game turns into a hideously garbled mess (http://img833.imageshack.us/img833/4486/vvvvvva.png) at any resolution, windowed or fullscreen. Rather unfortunate, as the performance is great. It runs much smoother than with the software renderer.

I'm running on Windows XP SP3 with a Radeon 9600 Pro, hope this isn't some unfortunate limitation of my aging PC hardware.
Title: Re: Beta patch 2.1 Final
Post by: PJBottomz on October 15, 2011, 01:20:07 PM
I hope I'm posting this in the right place. I grabbed the Windows patch so I could try out the new GPU acceleration, but with OpenGL activated the game turns into a hideously garbled mess (http://img833.imageshack.us/img833/4486/vvvvvva.png) at any resolution, windowed or fullscreen. Rather unfortunate, as the performance is great. It runs much smoother than with the software renderer.

I'm running on Windows XP SP3 with a Radeon 9600 Pro, hope this isn't some unfortunate limitation of my aging PC hardware.

Can't be any help with this, but I noticed something hilarious: In the bottom left corner, one of the words looks like it says, "Glitchy". NO KIDDING!
Title: Re: Beta patch 2.1 Final
Post by: Martze on October 15, 2011, 06:24:40 PM
That's the time trial mode. It says SHINY.
Title: Re: Beta patch 2.1 Final
Post by: PJBottomz on October 15, 2011, 06:27:49 PM
That's the time trial mode. It says SHINY.

... It. Was. A JOKE. :-X What happened to the sense of humor here?
Title: Re: Beta patch 2.1 Final
Post by: Martze on October 15, 2011, 06:39:59 PM
I don't have one. Or reading comprehension.
Title: Re: Beta patch 2.1 Final
Post by: PJBottomz on October 15, 2011, 07:02:33 PM
I don't have one. Or reading comprehension.

... Just stare at the Chibi Toast until your brain cells slowly wither away and die.
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 15, 2011, 07:32:35 PM
Toast, I need PB and J! And the 2.1 thing on the bobbers is still taking me time to figure out.
Title: Re: Beta patch 2.1 Final
Post by: Martze on October 15, 2011, 08:54:06 PM
I don't have one. Or reading comprehension.

... Just stare at the Chibi Toast until your brain cells slowly wither away and die.

So now that I'm done making VVVVVV levels, I'm useless to you?

Fair enough, I suppose.
Title: Re: Beta patch 2.1 Final
Post by: Dispensers Heal on October 16, 2011, 06:37:16 AM
I hope I'm posting this in the right place. I grabbed the Windows patch so I could try out the new GPU acceleration, but with OpenGL activated the game turns into a hideously garbled mess (http://img833.imageshack.us/img833/4486/vvvvvva.png) at any resolution, windowed or fullscreen. Rather unfortunate, as the performance is great. It runs much smoother than with the software renderer.

I'm running on Windows XP SP3 with a Radeon 9600 Pro, hope this isn't some unfortunate limitation of my aging PC hardware.

FATHEAD VIRIDIAN.
Title: Re: Beta patch 2.1 Final
Post by: PJBottomz on October 16, 2011, 07:36:27 AM
I don't have one. Or reading comprehension.

... Just stare at the Chibi Toast until your brain cells slowly wither away and die.

So now that I'm done making VVVVVV levels, I'm useless to you?

Fair enough, I suppose.

... No?
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 16, 2011, 10:21:26 AM
I like your new avatar Dispenser, looks cool!
Title: Re: Beta patch 2.1 Final
Post by: PJBottomz on October 16, 2011, 04:33:58 PM
I like your new avatar Dispenser, looks cool!

...... AHEMMMM!
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 16, 2011, 06:59:53 PM
I like your new avatar Dispenser, looks cool!

...... AHEMMMM!

Oh, whoops! Sorry, your avatar kicks ass too PJ! Plus, where would we be without toast!?
Title: Re: Beta patch 2.1 Final
Post by: Dispensers Heal on October 17, 2011, 03:21:56 AM
Oh, whoops! Sorry, your avatar kicks ass too PJ! Plus, where would we be without toast!?

We'd all be dead and Viridian would steal everything, eating ever trinket-like object.
Title: Re: Beta patch 2.1 Final
Post by: PJBottomz on October 17, 2011, 12:52:41 PM
Oh, whoops! Sorry, your avatar kicks ass too PJ! Plus, where would we be without toast!?

... In a half-bread world?
          [half-dead]
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on October 17, 2011, 06:18:28 PM
PB & J ON TOAST IS AWESOME! Oh, crap I just noticed that I left the caps lock on. Also we are really off topic right now, but no one's complaining so far.
Title: Re: Beta patch 2.1 Final
Post by: PJBottomz on October 18, 2011, 12:47:59 PM
PB & J ON TOAST IS AWESOME! Oh, crap I just noticed that I left the caps lock on. Also we are really off topic right now, but no one's complaining so far.

No, PJ & B. Get it right.

No one's complaining because no one else is here. They all dropped off the damn face of the earth.
Title: Re: Beta patch 2.1 Final
Post by: simoroth on November 15, 2011, 06:00:17 PM
 :o

um we got a bit derailed here. But if anyone is still having problems a new windows binary is now up. (also its worth getting for a framerate boost)
Title: Re: Beta patch 2.1 Final
Post by: starttimartti on November 16, 2011, 11:40:48 AM
a new windows binary is now up. (also its worth getting for a framerate boost)

The windows executable from http://distractionware.com/forum/index.php?topic=693.msg6050#msg6050 link is dated 2011-10-04, and I don't see any differences in-game between those and the previous beta patch.

Are the download links updated? Or were you just reminding that the 6 week old ("new") patch is (still) up?
Title: Re: Beta patch 2.1 Final
Post by: simoroth on November 17, 2011, 08:21:05 AM
Seems somewhere things got cached and it was serving the old file. A new file with a new name is up that should hopefully fix that.

Just putting up a new linux build again in a bit.
Title: Re: Beta patch 2.1 Final
Post by: ortoslon on November 24, 2011, 09:58:37 AM
Logitech Precision gamepad isn't supported well:

button 4 is mapped to both flip and activate
D-pad left/right buttons switch MAP/CREW/STATS/SAVE tabs in reverse order
there is no way to exit the MAP/CREW/STATS/SAVE screen with gamepad only
when I have the flip key held down, pressing or releasing left or right flips which results in accidental successive flips

if you won't fix that, at least implement an option not to detect gamepad input so that I could play with a gamepad via keyboard emulation like I did in 2.0
Title: Re: Beta patch 2.1 Final
Post by: Damn It AL to Hell on November 24, 2011, 12:24:26 PM
Wait, what is new in this update?
Title: Re: Beta patch 2.1 Final
Post by: jarreboum on November 27, 2011, 10:25:14 AM
I tried the last Linux build by downloading the humble bundle .deb version then deleting /sur/share/VVVVVV/VVVVVV_32 and copying the new VVVVVV_32 in its place. The Humble Bundle version was labeled, 2.0, the one i have now is 2.1 with a new OpenGL in the options.

I shall say most of the bugs I have reported in the old thread are still here http://distractionware.com/forum/index.php?topic=428.msg3424#msg3424 . All the joystick problems are still here and notably the funky one with the inverted directions on the map screen. Independently we need an option to remap.

There is good on the front of the screen anyway. The opengl option I don't know what it is supposed to do but in my case it only makes the screen buggy with funky resolutions. After turning it off it was better. Now the automatic fullscreen is working, although I can't use the functions keys of my laptop anymore. These are keys like Fn+F8 to turn the volume down, I remember they were working with the previous version.

The mouse pointer is forever on screen while playing.

I shall say that my version of Ubuntu is now 11.04
Title: Re: Beta patch 2.1 Final
Post by: StephenM3 on January 12, 2012, 02:19:06 PM
I've come to realize I'm still running version 2.0 on my Mac.  Is there any way to upgrade, that I've missed?  I haven't been following the forums very well.  (Which I feel a little guilty about, since I'm still a moderator.)
Title: Re: Beta patch 2.1 Final
Post by: Insani on February 05, 2012, 12:48:48 AM
Sooo...

Any news on that Steam patch?  :(
Title: Re: Beta patch 2.1 Final
Post by: Pyrite on February 12, 2012, 04:21:40 AM
I didn't get VVVVVV on Steam, because I didn't want to wait for updates. Besides, it isn't that hard to take screenshots with PrtSc.

Why is there all this blank space in the player levels?
Title: Re: Beta patch 2.1 Final
Post by: Insani on February 12, 2012, 04:37:50 AM
You can patch it manually on steam...

D:

But I want my achievements  :(
Title: Re: Beta patch 2.1 Final
Post by: SparkyArX on February 12, 2012, 07:53:27 AM
Mac:
[Coming soon!]

...

I'm kinda wondering if that will ever be released.

I WANNA VVVVVV UPDATE ON MAH MAC
Title: Re: Beta patch 2.1 Final
Post by: alkhimey on February 21, 2012, 09:38:14 AM
The tower save problem was not fixed for me.

When I load the game from a quick save, I see no playable character, the tower accents by itself till the end and no button works. The problem occurs on the second tower level (do not know about the first).

Platform: Windows 7.
VVVVVV version: 2.0 from Indie Bundle (before installing the patch)
The save was performed before installing the patch.

I can upload the save file itself if needed.
Title: Re: Beta patch 2.1 Final
Post by: Whirligig on February 23, 2012, 07:37:54 PM
I feel the need to ask at this point ... will there ever be a Mac version? Ever?
Title: Re: Beta patch 2.1 Final
Post by: Terry on February 24, 2012, 04:31:03 AM
Yeah, there will - after IGF I'm thinking of hiring someone to do the remaining work on the patch. It's a little ridiculous at this point :(
Title: Re: Beta patch 2.1 Final
Post by: FIQ on February 24, 2012, 06:30:00 AM
Guess the plans for 2.2 is gone?

Would be fun to utilize the quicksand vs moving platform trick (even if that might not have been existent in 2.2...). Cannot even do it manually (or I just fail)
Title: Re: Beta patch 2.1 Final
Post by: Pyrite on February 25, 2012, 01:44:52 PM
Don't be so hasty! Besides, if 2.2 ever comes out, at least give it a year... In the meantime, keep the distractionware forums active.


:shiny:
Title: Re: Beta patch 2.1 Final
Post by: FIQ on February 26, 2012, 12:36:30 PM
!: major/annoying/whatever
*: not possible in normal gameplay

GAME MENU:
! Force cyan during the quicksave/telesave chooser can be worked around with ESC and pressing No.
! The game engine is still running in the menu after a quit (and probably before as well?), introducing various glitches:
  - Touching hazards cancel the "back to menu" execution, while still having pretty much everything reset - the screen is blacked, but you can walk freely. Touching a teleporter will destroy current tsave
  - Touching a teleporter also reset the "back to menu" execution, and destroys the tsave
  - Quitting in finalmode (the polar dimension) will sometimes not work well

NORMAL GAMEPLAY:
* Replaying (the normal) Gravitron more than 1 times in a row without exiting to menu result in odd behaviour:
  - Playing Super Gravitron right after a Gravitron will break bullet spawning
  - Playing Gravitron 2 times in a row will make the second have a bullet from the right at 1:00:00
! Teleporting back to ship while mid-air introduces glitches here and there:
  - If Viridian switches screen, the script is halted (Linux only?)
  - If Viridian touches a teleporter, the script is halted (also true for 1.2, but that's irrelevant)
  - Touching hazards:
    - cancels the script and respawn (Linux)
    - respawn and continue unless the checkpoint was a teleporter, halt then (Windows)

FLIP MODE:
! Teleporter text ("- Press ENTER to teleport" and "Game Saved") isn't flipped.
! At the leftmost corner of the game, sprite color isn't applied properly, making it show the same color as in the actual .PNG

CUSTOM LEVELS GAMEPLAY:
! Two gravity lines in the same Y coordinate doesn't work well using wrap-around between the two in the middle of the border
! Side warp lines doesn't work well in the corners (example: http://www.2shared.com/file/4LTJN6VP/ending.html )
! Quitting in custom levels when Viridian is visible on the top and the bottom (possible by using warp lines or general room warp (vertical) will not quit the game properly, and you have to do it twice.
! Placing a checkpoint in a bottom part of a level with vertical warps will make the checkpoint appear at the top as well
! Finishing a level without all the trinkets will revert the completion to one star, even if it had 2 before
! Warp lines sometimes stop working, enabling you to go to unintended places. This way, you can cut pretty much the whole Line Wrap level.

LEVEL EDITOR/SCRIPTS:
! Some tracks are missing in play() - these are 0 (level complete), 5 ("intermission"?), 7 (game complete), 9 (positive force reversed), and most likely in the DS version (I can't try for obvious reasons) - 15 (predestined fate remix)
! Opening the level editor menu with backgrounds disabled makes the level still appear as the background
! If you begin using any color of green/purple/yellow/red/blue in a script dialog, you can never access gray color again in the same script.
* Blackout/blackon related functionality glitches in custom levels (only accessible by accessing the internal engine though)
* I found another way that works in 2.1 to access the internal scripting engine:

say(-1)
alarmon

The custom parser will accept the line below the say because it belives that it will be part of the say command while it will not, thus, the internal engine will parse "alarmon" and turn on the ship alarm sound.

This can be reworked into something that accept unlimited numbers of internal commands this way:

say(-1)
text(something,0,0,4)
say(N)
...

where N = number of lines to parse internally (The same bug works in 2.0 but only for a maximun of 5 lines due to the limit of say()/reply() only taking 5 lines in 2.0)

(I would be happy if you made a more powerful scripting engine if you decide to turn off this "feature". :3)
Title: Re: Beta patch 2.1 Final
Post by: FIQ on March 28, 2012, 08:46:16 AM
I wonder, how is the work on 2.1 going?

Also, you mention some fixes (quicksave glitches in The Tower is one of them) that isn't really included in the download link to 2.1.2.. are they still not released and will be part of the stable release only or a possible 2.1.3 beta?
Title: Re: Beta patch 2.1 Final
Post by: GLaDOS V.3 on April 03, 2012, 03:51:42 PM
wow,  it's four months and three days into 2012, and i found out about this today. :-[
Title: Re: Beta patch 2.1 Final
Post by: FIQ on April 05, 2012, 06:51:35 PM
Hi

Here are the latest patched beta executables for Windows, Mac and Linux. Please let us know if you encounter any problems or if it fixes the issues you have had.

Instructions: Replace your executable with the patch binary and place the contents of the levels.zip in "[VVVVVV directory]/data/levels/".

Windows:

http://www.machinestudios.co.uk/VVVVVV/VVVVVV_Windows_Patch_2_1_2.zip
http://www.machinestudios.co.uk/VVVVVV/levels.zip

Linux:
http://www.machinestudios.co.uk/VVVVVV/VVVVVV_Linux_Patch_2_2.zip
http://www.machinestudios.co.uk/VVVVVV/levels.zip

Mac:
[Coming soon!]

New Features:
 
 - Seven new player levels added to the game:
    - “The Tower of Power” by Ruari O'Sullivan
    - “Vertex Vortex” by Matt Thorson
    - “Dimension 333333" by Sendy
    - "Victuals” by Noyb
    - “Seasons” by Michael Brough
    - "Soul Searching" by Matthew Rodriguez
    - "Quantum Tunnel" by Matthew Rodriguez
 - New Direct mode in editor allows you to manually set each tile (press F10 to toggle it in a room, Ctrl+Arrows change tile, Middle Click for dropper)
- Added speaker command to change textbox colour and position in player levels
 - Player levels now have minimaps
 - Player levels which have been previously completed are now marked with a star
 - Save and Load map controls added to editor menu
 - Editor now asks if you'd like to save before exiting
 - Changed Shift behavior in menus (Now a menu toggle like the space menu, not a modifier)
 - Roomname disappears in the editor when the mouse cursor is at the bottom of the screen
 - Added new scripting command to show/hide the map - "map(on/off)" (on by default)
 - "happy" and "sad" commands can now change the mood of any character
 - Added "squeak" command, which turns crewmate squeaking on/off, or makes a crewmate squeak
 - Say and Reply commands now support much longer scripts
 - GPU acceleration enabled.
 - Large performance gains for high res screens.
 - Steam overlay enabled.
 - Game pad support!
 
Bug Fixes:

 - Time trial ranks are now being saved properly
 - Fixed one pixel offset in vertical gravity lines
 - Entities are now coloured according to tileset while in the editor
 - Game now remembers slowdown settings
 - Resolution settings are now applied before preloader
 - R to restart from the last checkpoint now only works in player levels (as it should)
 - Time trial music fades back on reset
 - Changing tileset colour and enemy types in editor display info properly
 - Quitting during a cutscene will reset cutscene bars
 - Typing stuff in the editor no longer mutes music
 - Resolution settings are now being saved properly
 - Quicksaves now work in scrolling tower levels
 - WASD controls work in game
 - Flip mode is disabled in the editor
 - Alt-tab is more usable
 - Mouse hiding is more intuitive.
 - Many more fixes.

Have fun!

-Simon :)
I might be blind, but I see no way of controlling the textbox position with the script engine that the editor show? Or does "textbox position" just point at the fact that (for example) a yellow textbox will position itself over a need-to-be-rescued Vitellary?
Title: Re: Beta patch 2.1 Final
Post by: Arthur on April 12, 2012, 05:52:46 AM
Accessing the internal script can also break levels: use it to execute the "vvvvvvman" script (the one which makes the same thing as in the secret lab cutscene), and Viridian will remain like it makes him become until you quit the game. And he has a VERY strange hitbox.
Title: Re: Beta patch 2.1 Final
Post by: FIQ on April 12, 2012, 03:43:51 PM
Accessing the internal script can also break levels: use it to execute the "vvvvvvman" script (the one which makes the same thing as in the secret lab cutscene), and Viridian will remain like it makes him become until you quit the game. And he has a VERY strange hitbox.
I would recommend against accessing it completely if you're not fully aware on what will happen if you use them, or you'll do things like destroying your save file, the unlockable things, or render VVVVVV unplayable until a restart. Preferably not at all if you're going to release a level with it (I'm still wondering to myself if it's worth releasing my level which has a ton of internal scripting, even though I've really tried to keep everything as stable as I could, and still finds scary traps here and there in it). Also, note the "Don't exploit bugs!" section in the tips/hints about posting levels.

vvvvvvman has a hitbox in the topleft that's equal to the normal Viridian's height in terms of everything -- except the bottom of the vvvvvvman, which is also (partially?) solid - i.e. walking on a floor without things in the way will work properly, but that's about it.

You can turn off vvvvvvman without restarting the game either by undovvvvvvman(), or starting a No Death session and die.

I can also list a ton of ways to break levels using internal scripting -- vvvvvvman() isn't really the only way, here's a few of them:
- Using gamestate() and numbers you're not completely confident about what it will do. Most of them will, if they work at all, reset your save data, and some of them also resets time trial data. I've explored these a bit to find out what they're able to do - seems you can tell it to do "most" things - everything from turning on Gravitron, to go back to the main menu.
- Do not try to use blackout/blackon, it will freeze the game for some unknown reason instead of blacking the screen as it does in normal gameplay.
- Never use flipme (or flipgravity(player)) if you don't want to exit. You'll crash the level -- even the level editor.
Title: Re: Beta patch 2.1 Final
Post by: FIQ on April 14, 2012, 12:02:01 PM
I've got no replies to my questions (for example the one about fixes at the first post that I cannot experience in the game, like the quicksave problems in tower levels), but I hope that they're at least read. It's OK if there's no response, I assume there's a lack of time.

Also, IGF is done now, so is there a plan on finishing 2.1? The current version is just fine for me, but I just wonder. I don't mean to be annoying or something like that.
Title: Re: Beta patch 2.1 Final
Post by: xTwoTails on May 16, 2012, 06:04:34 PM
I don't think there will be more Patches , as Terry has moved on from the game.

Still, I would love to see another Patch.

Now let me put my two-cents (if it nobody has posted them already)
*Controlling the game with a controller is easy.... until you pull out the Map and you cannot get off from that menu with the controller, you have to reach your keyboard and press ESC.
* When you are near a Terminal, if you press the Action button, Viridian will flip. (It's a bug I believe)
Title: Re: Beta patch 2.1 Final
Post by: simoroth on May 17, 2012, 07:10:06 AM
I think Terry has pretty much retired the project now. I can understand VVVVVV has dominated so much of his time.

I might drop him and email and do a few critical bug fixes for you guys this weekend and get that pushed out to Steam and HIB.
Title: Re: Beta patch 2.1 Final
Post by: FIQ on May 17, 2012, 10:55:08 AM
Sounds awesome!
I would mostly appreatice some fixes with the warp lines (they're pretty unstable, you can for example skip major parts of many custom levels, like Line Wrap).

Also would love to get the Predestined Fate remix on the desktop version of VVVVVV
Title: Re: Beta patch 2.1 Final
Post by: blue626 on May 17, 2012, 11:13:49 AM
I think Terry has pretty much retired the project now. I can understand VVVVVV has dominated so much of his time.

I might drop him and email and do a few critical bug fixes for you guys this weekend and get that pushed out to Steam and HIB.

What about the Mac App Store? I'm waiting for months and already got sick of the 1.2 version.
Title: Re: Beta patch 2.1 Final
Post by: FIQ on May 17, 2012, 01:14:18 PM
I think Terry has pretty much retired the project now. I can understand VVVVVV has dominated so much of his time.

I might drop him and email and do a few critical bug fixes for you guys this weekend and get that pushed out to Steam and HIB.

What about the Mac App Store? I'm waiting for months and already got sick of the 1.2 version.
Try sending a mail to Terry with a receipt. I'm sure he will send 2.0 to you.

(The reason of there being no 2.0 in its' App Store is that the saving of custom levels doesn't use the "save to place" dialog thing)
Title: Re: Beta patch 2.1 Final
Post by: blue626 on May 20, 2012, 11:32:28 AM
Read my post from the "Mac App Store Update" thread. Also, I can just buy the game again on Steam or from the VVVVVV site, instead of sending an e-mail to the developer. By the way, what's a receipt?

EDIT: I now know what's a receipt: it's a proof that you bought something (in the case, VVVVVV). It also shows where you bought it (in this case, the Mac App Store).

EDIT 2: I bought it again on Steam. :vermillion: :viridian:
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on July 20, 2012, 07:36:26 AM
I wonder if the Mac version will ever be released. It's was already 'coming soon' 9.5 months ago! :victoria:
Title: Re: Beta patch 2.1 Final
Post by: blue626 on July 20, 2012, 02:18:31 PM
I wonder about that too. Read this:

I feel the need to ask at this point ... will there ever be a Mac version? Ever?

Yeah, there will - after IGF I'm thinking of hiring someone to do the remaining work on the patch. It's a little ridiculous at this point :(

So, I guess there will be a Mac version of v.2.1.beta, in some months...

I'm even more curious if v.2.1 (stable) will be released, when it will be released on Steam and if a Mac version will be released.
However, 2.0 is good enough for me :).
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on July 20, 2012, 02:28:35 PM
So, I guess there will be a Mac version of v.2.1.beta, in some months...

Then it looks like it will be a year after the Windows and Linux versions were released... Which is a little long. :(
Title: Re: Beta patch 2.1 Final
Post by: FIQ on July 20, 2012, 04:19:39 PM
What is the reason there's no Mac version already anyway?

It compiles! Ship it!
Title: Re: Beta patch 2.1 Final
Post by: Piplup1122 on July 26, 2012, 02:25:41 PM
How do you use this patch anyway?

I used "[VVVVVV directory]/data/levels/", (without the ") but it doesn't work! :victoria: :victoria: :victoria:
Title: Re: Beta patch 2.1 Final
Post by: Bearboy on July 26, 2012, 02:30:43 PM
How do you use this patch anyway?

I used "[VVVVVV directory]/data/levels/", (without the ") but it doesn't work! :victoria: :victoria: :victoria:
lol, you don't put it in the levels folder...
for a windows computer, right click vvvvvv (The games shortcut) then click open file location.
replace the vvvvvv application with the 2.1 patch.
That should do it!
Title: Re: Beta patch 2.1 Final
Post by: Piplup1122 on July 26, 2012, 02:41:59 PM
I'm on "C:\Program Files\VVVVVV"... What do I replace now? Everything?
Title: Re: Beta patch 2.1 Final
Post by: Bearboy on July 26, 2012, 02:51:27 PM
I'm on "C:\Program Files\VVVVVV"... What do I replace now? Everything?
no, only the application.
Delete the vvvvvv thing, the one with the vvvvvv logo, then replace it with the patch.
Title: Re: Beta patch 2.1 Final
Post by: Piplup1122 on July 26, 2012, 02:56:58 PM
WTH The graphics looks horrible when I replace! Was I suppose to delete the 2.0 app or merge them?
And the levels are empty!
Title: Re: Beta patch 2.1 Final
Post by: Bearboy on July 26, 2012, 03:09:08 PM
WTH The graphics looks horrible when I replace! Was I suppose to delete the 2.0 app or merge them?
And the levels are empty!
....
um,
what do the graphics look like?
pics?
Did you merge theapps?
Cuz thats the wrong thing to do.
Title: Re: Beta patch 2.1 Final
Post by: Piplup1122 on July 26, 2012, 03:09:31 PM
NOOOO
MY COMPUTER GOT INFECTED BY THE HORRIBLE GRAPHICS AND CRASHED!
Title: Re: Beta patch 2.1 Final
Post by: Piplup1122 on July 26, 2012, 03:12:19 PM
No I deleted VVVVVV 2.0 app then put a 2.1 app...
Title: Re: Beta patch 2.1 Final
Post by: Bearboy on July 26, 2012, 03:14:58 PM
NOOOO
MY COMPUTER GOT INFECTED BY THE HORRIBLE GRAPHICS AND CRASHED!
oh jeez...
...
wait, how are you writing if it crashed?
U PULLIN MY LEG?
anyways, check that you installed it properly.
try downloading again, then putting it in again.
But i'm seriously stumped.
Title: Re: Beta patch 2.1 Final
Post by: Bearboy on July 26, 2012, 03:21:26 PM
WTH The graphics looks horrible when I replace! Was I suppose to delete the 2.0 app or merge them?
And the levels are empty!
I almost forgot about the levels, man am i stoops...
go back to the topic and download the levels.zip and put all those levels in the level directory.
maybe that will fix a few things?
Title: Re: Beta patch 2.1 Final
Post by: Hilbert on July 26, 2012, 03:31:26 PM
Hey, I'm using an iPad. :D
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on July 26, 2012, 03:46:14 PM
Hey, I'm using an iPad. :D

Huh? ??? What does that have to do with it?
Title: Re: Beta patch 2.1 Final
Post by: blue626 on July 26, 2012, 03:52:09 PM
I think Roskilla's trying to reply to Bearboy's post:
NOOOO
MY COMPUTER GOT INFECTED BY THE HORRIBLE GRAPHICS AND CRASHED!
oh jeez...
...
wait, how are you writing if it crashed?
U PULLIN MY LEG?

anyways, check that you installed it properly.
try downloading again, then putting it in again.
But i'm seriously stumped.

Maybe Roskilla was saying that maybe Piplup1122 used an iPad to write after the computer crashed.
Title: Re: Beta patch 2.1 Final
Post by: Piplup1122 on July 26, 2012, 03:57:03 PM
I don't have a ipad. There's a ipod but I'm not allowed to use it. :victoria: :violet:
Title: Re: Beta patch 2.1 Final
Post by: Piplup1122 on July 26, 2012, 04:01:38 PM
I re-installed it and it still looks like ____! :violet:
Title: Re: Beta patch 2.1 Final
Post by: blue626 on July 26, 2012, 04:05:27 PM
I guess that you might have turned on the computer again after it crashed. Am I right?

Anyway, the weird graphics and the crash are strange. Were the graphics already like that when you opened VVVVVV after you replaced the app for the 1st time? If yes, nothing in this thread speaks about that.

>15 replies in 2 hours! Wow! :o :)

EDIT: 17 posts in about a day! :o
Title: Re: Beta patch 2.1 Final
Post by: Piplup1122 on July 26, 2012, 04:08:24 PM
How did you guys do it? :victoria:
And yes...
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on July 26, 2012, 04:18:12 PM
>15 replies in 2 hours! Wow! :o :)

EDIT: 17 posts in about a day! :o

A week ago the forum was very slow, suddenly it's fast?
Title: Re: Beta patch 2.1 Final
Post by: Piplup1122 on July 26, 2012, 04:19:13 PM
Now I know WHY!!!
I WAS SUPPOSE TO MOVE AND REPLACE! NOT DELETE THIS 2.0! :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet:
Not to bother... just saying.

And I wasted $5.00 just to see this... :victoria:

EDIT: HOW COME IT HAPPENS ONLY TO THIS OLD COMPUTER!?
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on July 26, 2012, 04:43:53 PM
Quote
EDIT: HOW COME IT HAPPENS ONLY TO THIS OLD COMPUTER!?

Lol, this game has a lot to do with old computers :P
Title: Re: Beta patch 2.1 Final
Post by: Piplup1122 on July 26, 2012, 05:11:31 PM
There's nothing to do... :victoria: :victoria: :victoria: :violet:
Title: Re: Beta patch 2.1 Final
Post by: blue626 on July 27, 2012, 08:58:41 AM
>15 replies in 2 hours! Wow! :o :)

EDIT: 17 posts in about a day! :o

A week ago the forum was very slow, suddenly it's fast?

Note that on the 1st line I was referring to this thread, and that on the 2nd line I was referring to Piplup1122's posts.
Yes yesterday was an active day on the forum, relatively to the days before, and about the last 7 days were relatively inactive to the rest of the days in July.

Now I know WHY!!!
I WAS SUPPOSE TO MOVE AND REPLACE! NOT DELETE THIS 2.0! :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet:
Not to bother... just saying.

And I wasted $5.00 just to see this... :victoria:

EDIT: HOW COME IT HAPPENS ONLY TO THIS OLD COMPUTER!?

Referring to what I highlighted: Do you mean you can't play VVVVVV anymore? Anyway, I hope Terry will read your posts.

Now, about the Mac version of this beta patch, which I talked about ≈20 replies behind this one ( :o ), why isn't it released yet?
Maybe, the person that's working on the patch (if it isn't Terry) is trying to create a "Save as..." window so that users can choose where to save. After it's checked that it works well, the stable version will be released on the Mac App Store, which is good for who bought VVVVVV there, getting only v.1.2. Well, the fact that there isn't one doesn't make glitches, am I right? So a beta without it would (and should be released), which makes me think that the "Save As..." window is not the reason why the beta patch for Mac isn't released yet. So, what's the reason?
Title: Re: Beta patch 2.1 Final
Post by: FIQ on July 27, 2012, 09:41:24 AM
>15 replies in 2 hours! Wow! :o :)

EDIT: 17 posts in about a day! :o

A week ago the forum was very slow, suddenly it's fast?

Note that on the 1st line I was referring to this thread, and that on the 2nd line I was referring to Piplup1122's posts.
Yes yesterday was an active day on the forum, relatively to the days before, and about the last 7 days were relatively inactive to the rest of the days in July.

Now I know WHY!!!
I WAS SUPPOSE TO MOVE AND REPLACE! NOT DELETE THIS 2.0! :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet: :violet:
Not to bother... just saying.

And I wasted $5.00 just to see this... :victoria:

EDIT: HOW COME IT HAPPENS ONLY TO THIS OLD COMPUTER!?

Referring to what I highlighted: Do you mean you can't play VVVVVV anymore? Anyway, I hope Terry will read your posts.

Now, about the Mac version of this beta patch, which I talked about ≈20 replies behind this one ( :o ), why isn't it released yet?
Maybe, the person that's working on the patch (if it isn't Terry) is trying to create a "Save as..." window so that users can choose where to save. After it's checked that it works well, the stable version will be released on the Mac App Store, which is good for who bought VVVVVV there, getting only v.1.2. Well, the fact that there isn't one doesn't make glitches, am I right? So a beta without it would (and should be released), which makes me think that the "Save As..." window is not the reason why the beta patch for Mac isn't released yet. So, what's the reason?
It isn't that difficult to make that dialog to justify it taking a year really...

Simonroth (the one that made the C++ port and the 2.1 patch) disappeared randomly after a while, which I believe is the reason that the 2.1 patch development came to a halt. Which is a shame, 2.1-beta is more stable than 2.0, and even releasing it as stable wouldn't look bad. I believe Terry just want to wait until a finished Mac version before doing it.
Title: Re: Beta patch 2.1 Final
Post by: blue626 on July 27, 2012, 10:02:48 AM
I was talking about the Mac beta patch, which is not yet released. I was trying to guess why it isn't released yet.
Terry mentioned he was going to hire someone to complete the patch (actually, you replied to that post). Is that person working on it, if someone already has been hired?
Title: Re: Beta patch 2.1 Final
Post by: Arthur on July 28, 2012, 08:14:07 AM
And I wasted $5.00 just to see this... :victoria:
You're lucky, I've kept on my PC the 2.0 installer ;) I could send it if I had a way to keep it away from other people...
Title: Re: Beta patch 2.1 Final
Post by: Bearboy on July 28, 2012, 10:26:38 AM
And I wasted $5.00 just to see this... :victoria:
You're lucky, I've kept on my PC the 2.0 installer ;) I could send it if I had a way to keep it away from other people...
wouldn't it be possible to send through pm?
Title: Re: Beta patch 2.1 Final
Post by: Arthur on July 29, 2012, 02:37:19 AM
No, I don't think you can make attachments to a PM. :( But I'm not sure...
Title: Re: Beta patch 2.1 Final
Post by: FIQ on July 29, 2012, 02:47:41 AM
Piplup1122: Where did you get VVVVVV 2.0 from the beginning? It should be available the same way as then, really.. (mail? check mail, HIB? go to the HIB link, steam? right click -> download again, or something like that). If it really isn't available that way, try mailing Terry.
Title: Re: Beta patch 2.1 Final
Post by: Hilbert on August 12, 2012, 09:43:35 AM
WWWAAAAAAHHHHHHH!!!!! WHEN I TRY TO TEST MY LEVEL WWW IT FREEZES WHEN I REACH A TERMINAL AND IN THE ROOM EXIT RIGHT VIRIDIAN KEEPS ON WALKING INTO A WALL AND THE ONLY WAY OUT IS TO QUIT VIA ESCAPE MY MOM WILL BE SO MAD IF SHE CATCHES ME WRITING THIS!!!!!!!!!!!!!!!!!!!!
Title: Re: Beta patch 2.1 Final
Post by: FIQ on August 12, 2012, 10:07:42 AM
WWWAAAAAAHHHHHHH!!!!! WHEN I TRY TO TEST MY LEVEL WWW IT FREEZES WHEN I REACH A TERMINAL AND IN THE ROOM EXIT RIGHT VIRIDIAN KEEPS ON WALKING INTO A WALL AND THE ONLY WAY OUT IS TO QUIT VIA ESCAPE MY MOM WILL BE SO MAD IF SHE CATCHES ME WRITING THIS!!!!!!!!!!!!!!!!!!!!
Ok.

Sometimes the VVVVVV script engine will just hang, with errors as you describe. The solution is to just restart the game.
Title: Re: Beta patch 2.1 Final
Post by: Bearboy on August 13, 2012, 03:11:55 AM
WWWAAAAAAHHHHHHH!!!!! WHEN I TRY TO TEST MY LEVEL WWW IT FREEZES WHEN I REACH A TERMINAL AND IN THE ROOM EXIT RIGHT VIRIDIAN KEEPS ON WALKING INTO A WALL AND THE ONLY WAY OUT IS TO QUIT VIA ESCAPE MY MOM WILL BE SO MAD IF SHE CATCHES ME WRITING THIS!!!!!!!!!!!!!!!!!!!!
Why do you have ants up your pants?
Using the esc key isn't that big of a deal..
Title: Re: Beta patch 2.1 Final
Post by: Hilbert on August 13, 2012, 06:51:30 AM
No it completly freezes but the problem is fixed now
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on August 13, 2012, 07:15:44 AM
No it completly freezes but the problem is fixed now

Congratulations! That was the 1000th post in VVVVVV Tech Support! ;D


And this post made me Captain! :P (my 200th post)
Title: Re: Beta patch 2.1 Final
Post by: blue626 on August 13, 2012, 08:03:51 AM
No it completly freezes but the problem is fixed now

Congratulations! That was the 1000th post in VVVVVV Tech Support! ;D

I noticed that the number of posts was almost 1000 too!
And this post made me Captain! :P (my 200th post)

You also post very frequently: I registered 2 months before you and you posted more posts than me!

Don't you fell strange because your 200th post was off-topic? ... I would like to say that (the 1st line) too, so I don't mind.

My post was off-topic as well. Back on-topic.
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on August 13, 2012, 08:07:37 AM
You have 1.214 posts per day. I have 5.316! Also, I have spent less than 2 hours more online than you. Some users are more active than others.
Title: Re: Beta patch 2.1 Final
Post by: blue626 on August 13, 2012, 08:28:41 AM
Actually, my registration date is wrong, becuase of a forum glitch (see this topic:Problems registering in this forum (http://distractionware.com/forum/index.php?topic=982.0). I think it's an SMF problem, so I shouldn't have posted here!). I registered (and started to post) in 4 May. I am registered for 101 days and I have posted 195 posts. So, my real "posting rate" is ≈1,9/day. It's still smal, compared to yours.
Yes, some users are more active than others.
Back on-topic?
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on August 13, 2012, 09:01:25 AM
I also didn't post the first 4 days, so after my first post I had 0.200 posts per day or something like that.

Back on-topic?

Yes. :viridian: (Followed by a moment of silence :D)
Title: Re: Beta patch 2.1 Final
Post by: blue626 on August 30, 2012, 03:27:19 PM
I found this glitch in v.2.0, so I'm not sure of this was fixed on 2.1.beta or not. Also, tell me if I should have reported this in the "V.2.: Report bugs here" thread or in the "2.1.2 Pre-release testing thread".
Note that with "in" I mean "in the same place as" and with "CP" I mean "checkpoint".

When spawining on a CP in the editor, :viridian:'s lower edge is ≈1 tile above (below if the CP is flipped) the lower edge of the CP and :viridian:'s right edge is in the CP's right edge. That doesn't always happen, as it doesn't happen if there's a wall or spike 2 tiles above the CP (below if it's flipped). After dying, :viridian:'s lower edge is in the CP's lower edge and :viridian: is centered in (really in) the CP horizontally (do you understand?). If the CP isn't flipped (I didn't test this while the CP is flipped) and there's a spike 1 tile to the right and 2 tiles above the CP's upper right tile, spawning in the editor (to that CP) causes death (the death isn't repeated as :viridian: touches the CP and the position after dying is different, as I told above).

EDIT: Since it's a good idea to report all bugs in the same thread, I quoted part of a post in a thread that I created to report a bug, copied the quote, erased the thread (it had no replies) and pasted the quote ere here:

If you start a time trial in the Final Level, and restart in a room where it changes room name and tile-set (because of the Dimensional Stabilizer); while it restarts, the room-name is "change".

I'm not sure if this has been reported or not. I'll search in some threads like this one.

Btw: I think that both of these glitches are minor.
Title: Re: Beta patch 2.1 Final
Post by: MoogiGMD on September 08, 2012, 11:48:35 AM
right my controller works with VVVVVV...when was that added...i think 2.1 since it never did it in 2.0
Title: Re: Beta patch 2.1 Final
Post by: Bearboy on September 08, 2012, 11:50:16 AM
right my controller works with VVVVVV...when was that added...i think 2.1 since it never did it in 2.0
You've inspired me to try it with my usb controller. Let me see if it bears any fruit

MOTHER OF GOD IT DOES.

But does it work with minecraft?
Title: Re: Beta patch 2.1 Final
Post by: MoogiGMD on September 08, 2012, 12:06:24 PM
what type do you use

i use a saitek

it doesn't with a saitek!
Title: Re: Beta patch 2.1 Final
Post by: Bearboy on September 08, 2012, 12:14:18 PM
I guess it doesnt work with my logitech usb controller either.
>:D
Title: Re: Beta patch 2.1 Final
Post by: MoogiGMD on September 08, 2012, 12:38:48 PM
i know how it feels!
Title: Re: Beta patch 2.1 Final
Post by: Viridan on September 17, 2012, 12:23:26 PM
WHERE IS SDL_image.dll AND WHY IS IT MISSING FROM MY COMPUTER!? >:D
Title: Re: Beta patch 2.1 Final
Post by: blue626 on September 17, 2012, 12:36:06 PM
 ???
Nothing in the instructions in the 1st post mentions a file called like that! ???
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on September 17, 2012, 12:49:35 PM
Maybe there was an error message or something?

Try downloading SDL_image.dll from the internet or something.
Title: Re: Beta patch 2.1 Final
Post by: cmpgk1024 on September 17, 2012, 02:04:23 PM
SDL_image.dll is the SDL library. It should have came with VVVVVV when you first installed it(before 2.1). Here's a link to download it. http://www.libsdl.org/projects/SDL_image/  Put it in C:\Windows\system or system32 if you downloaded the 32 bit on a 64 bit computer.
Title: Re: Beta patch 2.1 Final
Post by: MoogiGMD on September 18, 2012, 02:46:17 AM
Hey also this fixed VVVVVV lagging :)
Title: Re: Beta patch 2.1 Final
Post by: N on September 22, 2012, 06:15:07 PM
Whenever I start up 2.1, the game runs, but the screen is white.
 I really want this version, as I only have 2.0! :'(
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on October 01, 2012, 01:09:05 PM
Windows users in October 2011 a few days after the beta patch: WHEN IS THE STEAM VERSION COMING? / THANK YOU FOR UPDATING, I COULDN'T HAVE WAITED ANOTHER DAY! / WHEN WILL THIS VERSION BECOME FINAL?

Mac users in October 2012: still patiently waiting for the BETA patch 8)
Title: Re: Beta patch 2.1 Final
Post by: FIQ on October 01, 2012, 04:47:10 PM
Let's help Terry fix it
...somehow...
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on October 02, 2012, 01:09:56 PM
Let's help Terry fix it
...somehow...

Help? How did you want to help him finish it?
Title: Re: Beta patch 2.1 Final
Post by: FIQ on October 02, 2012, 03:50:01 PM
Let's help Terry fix it
...somehow...

Help? How did you want to help him finish it?
If Terry opened the source, the community would be able to fix the problem. But that's not going to happen due to thw 3DS release.
Title: Re: Beta patch 2.1 Final
Post by: blue626 on October 12, 2012, 10:13:56 AM
You're talking about this (http://distractionware.com/forum/index.php?topic=857.0), right? I don't see why the 3DS version is related to it, but... I don't know exactly what "Open source" means, anyway.


This makes me wonder what is S. Roth doing... is he still related to this? Why do I ask this? I doubt that Terry himself will do anything about this.

Also, I remind that there are still a lot of bugs/glitches in the game (mostly minor, though), some have been reported recently. This has a reason to be in beta.
Title: Re: Beta patch 2.1 Final
Post by: FIQ on October 12, 2012, 10:38:42 PM
You're talking about this (http://distractionware.com/forum/index.php?topic=857.0), right? I don't see why the 3DS version is related to it, but... I don't know exactly what "Open source" means, anyway.


This makes me wonder what is S. Roth doing... is he still related to this? Why do I ask this? I doubt that Terry himself will do anything about this.

Also, I remind that there are still a lot of bugs/glitches in the game (mostly minor, though), some have been reported recently. This has a reason to be in beta.
I don't know exactly but I think what Terry meant is that, now as the game is released on 3DSWare, and have a cost, Nintendo and/or Nicalis wouldn't like if the game became open source.

(Open source means that the source of the game, i.e. the coding, was public for anyone to play with (limited to a certain license that often comes with it))
Title: Re: Beta patch 2.1 Final
Post by: avengah on October 13, 2012, 09:54:39 AM
It all depends on what was agreed with Nintendo / Nicalis. I'm pretty sure their claim is only over the 3DS version; I can't believe Terry would sign away his rights to the PC versions. Of course, without knowing what's in the contracts, we don't know. I think if Terry's allowed to do it, he should release the source because if he's not going to make another patch, the users should do it.

There are still some bugs - in fact, some of the bugs listed as "fixed", such as quicksaving in a tower and pressing M in the script editor, amongst others - are not fixed at all. It'd be nice to know whether this is a possibility, definitely.
Title: Re: Beta patch 2.1 Final
Post by: FIQ on October 13, 2012, 11:39:38 AM
It all depends on what was agreed with Nintendo / Nicalis. I'm pretty sure their claim is only over the 3DS version; I can't believe Terry would sign away his rights to the PC versions. Of course, without knowing what's in the contracts, we don't know. I think if Terry's allowed to do it, he should release the source because if he's not going to make another patch, the users should do it.

There are still some bugs - in fact, some of the bugs listed as "fixed", such as quicksaving in a tower and pressing M in the script editor, amongst others - are not fixed at all. It'd be nice to know whether this is a possibility, definitely.
Actually I think simonroth has a bit more up to date version on his computer (or at least SOMEWHERE) where these bugs listed as fixed but aren't, actually are fixed.
Title: Re: Beta patch 2.1 Final
Post by: blue626 on October 13, 2012, 01:16:22 PM
It all depends on what was agreed with Nintendo / Nicalis. I'm pretty sure their claim is only over the 3DS version; I can't believe Terry would sign away his rights to the PC versions. Of course, without knowing what's in the contracts, we don't know. I think if Terry's allowed to do it, he should release the source because if he's not going to make another patch, the users should do it.

There are still some bugs - in fact, some of the bugs listed as "fixed", such as quicksaving in a tower and pressing M in the script editor, amongst others - are not fixed at all. It'd be nice to know whether this is a possibility, definitely.
Actually I think simonroth has a bit more up to date version on his computer (or at least SOMEWHERE) where these bugs listed as fixed but aren't, actually are fixed.

It happened the same thing here:

I found some more bugs, though...  You seem to be having trouble with versioning, because some of them are old bugs you already fixed. :victoria: (I'm a pretty careless programmer myself and I screw up versioning all the time.)

Oh, and another reason to turn this stable is that only the people that know about this forum know about this patch. That should be 5-15% of everyone that has VVVVVV 2.x.
Title: Re: Beta patch 2.1 Final
Post by: miekkamorso on October 14, 2012, 01:43:05 AM
Thanks for this patch simoroth! I like the new levels you added  :viridian:
Title: Re: Beta patch 2.1 Final
Post by: blue626 on November 02, 2012, 11:25:41 AM
I found that if you put a grav. line in the 2nd bottom line (and probably the 1st) of a room with vertical warping, it doesn't appear and :viridian: warps immediately as it reach near the top edge, not even showing part of him/her at the bottom, like the grav. line was at the top line. It that this is related to this:

Viridian is "calibrated" to pretend that the roomname is the level bottom in levels with vertical warplines, which leads to this if the room lacks roomname.

It would be better to let the room not contain the roomname area. That would also fix the floor/spikes inside roomname problems, but it's not going to be changed now, though.

When you hold right and then touch a wall, :viridian: will stop, but he's still "moving" (moving still, understand?)! That doesn't happen when holding left, and that didn't happen in 1.2.

I think that the warp line glitch may produce cheats on the tower (being the only level in the main game with warp lines).

(Oh, and, Terry, you should really tell where to report bugs, as there's also the "Version 2: report bugs here" and the "2.1.2. Pre-release patch" threads, and you can also create a thread just for reporting a bug).
Title: Re: Beta patch 2.1 Final
Post by: blue626 on November 10, 2012, 11:20:36 AM
Minor glitch: When you press Enter while a message is showing (those like "Room now warps horizontally" or "Error: Cannot have both warp types") and then (possibly after testing/playing a bit) press Enter again,  that message shows up again and stays there until it disappears. If it already was disappearing when you press Enter the 1st time, then it continues to disappear after you press it the 2nd time. In both cases, the message doesn't show while playing in the editor (after pressing Enter for the 1st time). Perhaps you should disable pressing Enter while messages like that are showing.

(Oh, and, Terry, you should really tell where to report bugs, as there's also the "Version 2: report bugs here" and the "2.1.2. Pre-release patch" threads, and you can also create a thread just for reporting a bug).
Title: Re: Beta patch 2.1 Final
Post by: avengah on November 10, 2012, 11:37:54 PM
Is there any chance of the latest patch becoming public? You know, the patch where those bugs listed as fixed actually are fixed? The game's getting on a bit now, and we know it's floating around (Terry and/or Simoroth have it), so please could it become public? Thanks.
Title: Re: Beta patch 2.1 Final
Post by: RobotronEU on November 21, 2012, 01:26:07 AM
Awww.. Common, Terry! Make it happen, I'm still waiting on 2.1 official for steam. Btw: My Razer Onza Xbox-controller don't work in this beta (All that was needed was a restart. lol)
Title: Re: Beta patch 2.1 Final
Post by: allison on December 01, 2012, 08:43:50 AM
Gah, could you change the topic name? Whenever I check the Tech Support forum my heart stops for a second :P
Title: Re: Beta patch 2.1 Final
Post by: blue626 on December 05, 2012, 07:57:35 AM
I thought of this: Nobody knows anything about VVVVVV scripting unless they come here, and if they come here, they'll probably know about the beta patch. Maybe that's why Terry thinks it's not worth to release it in public?

I still don't know why there isn't a beta for Mac.
Title: Re: Beta patch 2.1 Final
Post by: FIQ on December 05, 2012, 08:26:43 AM
I thought of this: Nobody knows anything about VVVVVV scripting unless they come here, and if they come here, they'll probably know about the beta patch. Maybe that's why Terry thinks it's not worth to release it in public?

I still don't know why there isn't a beta for Mac.
2.1 fix other stuff too... time trial bugs, time trial times not storing correctly is examples.
Title: Re: Beta patch 2.1 Final
Post by: blue626 on December 05, 2012, 08:37:45 AM
I thought of this: Nobody knows anything about VVVVVV scripting unless they come here, and if they come here, they'll probably know about the beta patch. Maybe that's why Terry thinks it's not worth to release it in public?

I still don't know why there isn't a beta for Mac.
2.1 fix other stuff too... time trial bugs, time trial times not storing correctly is examples.

I think you didn't understand my post...
How does anyone know how to use scripting in the level editor without coming here? People will probably look for a site that tells that, and find this forum. They'll probably know about the beta patch too. So, the beta patch is almost public. Maybe that's what Terry thinks.
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on December 05, 2012, 09:38:42 AM
Why not make a help page for scripting in the game itself? Like 'PRESS F1 FOR HELP' in the script editor, and when you press F1, you get to a screen where the commands are explained! That would help a lot of people who can't figure it out by themselves, or have no idea what scripts do. It would also make things more official, and you don't have to open a browser to search for a list of commands.

How about a tutorial mode for the level editor, just like the tutorials in the VVVVVV Levels board, but in-game! :viridian:
Title: Re: Beta patch 2.1 Final
Post by: blue626 on December 05, 2012, 12:11:10 PM
Why not make a help page for scripting in the game itself? Like 'PRESS F1 FOR HELP' in the script editor, and when you press F1, you get to a screen where the commands are explained! That would help a lot of people who can't figure it out by themselves, or have no idea what scripts do. It would also make things more official, and you don't have to open a browser to search for a list of commands.

How about a tutorial mode for the level editor, just like the tutorials in the VVVVVV Levels board, but in-game! :viridian:

Now, why didn't Terry do that?
Title: Re: Beta patch 2.1 Final
Post by: FIQ on December 05, 2012, 01:48:07 PM
I thought of this: Nobody knows anything about VVVVVV scripting unless they come here, and if they come here, they'll probably know about the beta patch. Maybe that's why Terry thinks it's not worth to release it in public?

I still don't know why there isn't a beta for Mac.
2.1 fix other stuff too... time trial bugs, time trial times not storing correctly is examples.

I think you didn't understand my post...
How does anyone know how to use scripting in the level editor without coming here? People will probably look for a site that tells that, and find this forum. They'll probably know about the beta patch too. So, the beta patch is almost public. Maybe that's what Terry thinks.
But the beta patch is already public, it's here after all!
Or do you mean released on Steam? I think this is because it's... well, a beta (though I still think the beta should, if nothing will happen, be released on steam and called 2.1 final, as it's more stable than 2.0 final).
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on December 05, 2012, 02:34:02 PM
(though I still think the beta should, if nothing will happen, be released on steam and called 2.1 final, as it's more stable than 2.0 final).

That would work for the Windows version. ::)
Title: Re: Beta patch 2.1 Final
Post by: FIQ on December 05, 2012, 03:44:02 PM
(though I still think the beta should, if nothing will happen, be released on steam and called 2.1 final, as it's more stable than 2.0 final).

That would work for the Windows version. ::)
...and the linux one.

How come a mac build is missing anyway? There's a mac build for 2.0, and there weren't significant changes for 2.1 (that I know of), so why isn't it anything for it?

I feel sorry for mac users of VVVVVV :|
Title: Re: Beta patch 2.1 Final
Post by: avengah on December 05, 2012, 07:13:49 PM
I think some of you have missed the point, I'm afraid. We were talking about the fact that there is, in fact, a version which isn't even available on this forum that is more stable than the 2.1 currently available. As has been stated before, some of the bugs listed as fixed in 2.1 are not actually fixed in 2.1; apparently, they are fixed in a later version that Terry or Simoroth has, but for some reason hasn't made public.

What we've been asking for is for this LATER version to become public (i.e. be linked to on here or something). I'm sure that would fix a lot of problems people have been having.

Remind me why people still bother with Macs when they're far less compatible? The same applies to Linux. It might be a better OS, but if it's incompatible with so much software then it doesn't matter.
Title: Re: Beta patch 2.1 Final
Post by: FIQ on December 06, 2012, 02:44:06 AM
I think some of you have missed the point, I'm afraid. We were talking about the fact that there is, in fact, a version which isn't even available on this forum that is more stable than the 2.1 currently available. As has been stated before, some of the bugs listed as fixed in 2.1 are not actually fixed in 2.1; apparently, they are fixed in a later version that Terry or Simoroth has, but for some reason hasn't made public.

What we've been asking for is for this LATER version to become public (i.e. be linked to on here or something). I'm sure that would fix a lot of problems people have been having.

Remind me why people still bother with Macs when they're far less compatible? The same applies to Linux. It might be a better OS, but if it's incompatible with so much software then it doesn't matter.
No comment on Mac, but I use Linux as it gives me way more freedom over what to do with the OS. I can go and make a much longer explanation but I wont.

About the unreleased 2.1, I guess it's because that it also introduced some instability  (crashes, etc).

The old binary (released when this thread was made) has working quicksaving in the tower, the new build (released nov 16th~) lacks this fix.
Title: Re: Beta patch 2.1 Final
Post by: blue626 on December 07, 2012, 10:35:41 AM
Remind me why people still bother with Macs when they're far less compatible? The same applies to Linux. It might be a better OS, but if it's incompatible with so much software then it doesn't matter.

It's not that incompatible... and just because it's incompatible it doesn't mean it should stay incompatible! :P We Mac OS people have rights too!
However, I feel like I have to say that the fact that I can't get 2.1.beta it's part my fault... I have Windows installed on my computer too, but because I use it very rarely, I forgot about it when I bought VVVVVV 2.0. :-X ...Wait, that way I would have to switch to Windows just to play VVVVVV, and I wouldn't like that, so, no! :) :P This version is already great, anyway. I'm not going to buy it again just to get the 2.1. features! :P Also, I wouldn't get it on Steam like I have now (I suppose Steam only installs on one OS if I have 2 on my computer?), but that's not important.

Like Simon Roth said 7 months ago in this thread, Terry has gave up on this project even if it was (and is) in beta. Still that didn't mean nobody was going to do it, so I expected a Mac version/stable version to be done after some months, but then I started to think that there wasn't going to be any of those, and that's what I think now.
Title: Re: Beta patch 2.1 Final
Post by: Hilbert on December 07, 2012, 12:47:28 PM
Remind me why people still bother with Macs when they're far less compatible? The same applies to Linux. It might be a better OS, but if it's incompatible with so much software then it doesn't matter.
Macs can operate Windows as well as the default, so, problem solved! :viridian:
Title: Re: Beta patch 2.1 Final
Post by: Scia on December 07, 2012, 05:22:35 PM
Remind me why people still bother with Macs when they're far less compatible? The same applies to Linux. It might be a better OS, but if it's incompatible with so much software then it doesn't matter.

It's not that incompatible... and just because it's incompatible it doesn't mean it should stay incompatible! :P We Mac OS people have rights too!

I'm with this guy.  One of the reasons why I got this game is because I saw that it works on both Mac and Windows (even though I also have Windows).


...Also, I wouldn't get it on Steam like I have now (I suppose Steam only installs on one OS if I have 2 on my computer?), but that's not important.

Actually, if you get it on Steam, you'll be able to download it on both Mac and Windows.  I can say this for sure.


Speaking of Steam, for those that might be curious, I did a little experiment and it's perfectly possible to run the patch in Steam.  Easy even.  You pretty much just put the files in the game folder under your Steam > Apps > Common > VVVVVV folder (or something similar to that) instead of the usual VVVVVV folder.
Title: Re: Beta patch 2.1 Final
Post by: blue626 on December 14, 2012, 08:49:08 AM
...Also, I wouldn't get it on Steam like I have now (I suppose Steam only installs on one OS if I have 2 on my computer?), but that's not important.

Actually, if you get it on Steam, you'll be able to download it on both Mac and Windows.  I can say this for sure.

I meant if I install Steam it'll only install on my computer. Probably yes.
I'll stay with 2.0. until the beta for Mac OS is released... I actually doubt it will be.

Remind me why people still bother with Macs when they're far less compatible? The same applies to Linux. It might be a better OS, but if it's incompatible with so much software then it doesn't matter.
Macs can operate Windows as well as the default, so, problem solved! :viridian:

I think he meant Mac OS.
Title: Overjoyed.
Post by: HG42 on December 19, 2012, 05:52:02 PM
 :vitellary:

After making a level that took time and creativity, and coming back to find it strangely unsaved,
And attempting to reproduce it but finding it was based off of a glitch that I cannot reproduce,
I am so glad to see this update from 2.0 over to 2.1.

Thank you.
Title: Re: Beta patch 2.1 Final
Post by: blue626 on January 10, 2013, 01:03:08 PM
I still feel like it's wroth to report bugs:

Title: Re: Beta patch 2.1 Final
Post by: AlexS08 on January 10, 2013, 03:25:56 PM
I keep getting an error saying This application has failed to start because SDL_image.dll was not found. Re-installing the application may fix this problem. How do I fix it? Re-installing the application did not work.
Title: Re: Beta patch 2.1 Final
Post by: Durandle on January 15, 2013, 10:46:09 AM
Hi,

I was quite excited to see pad support at last however it seems to be really broken. using a 360 pad I found there is no dead-zone on the left thumb-stick - you really need this otherwise you find it hard to stop moving! The d-pad appears to be back-to-front on the in-game menu and none of the pad controls exit that menu! I look forward to using a pad to play vvvvvv on my HTPC :)

This is with the windows build under win7.
Title: Re: Beta patch 2.1 Final
Post by: ToasterApocalypse on January 16, 2013, 08:48:06 AM
I wish they'd just do one last update and let us upload custom music into the game

that
would be
awesom
Title: Re: Beta patch 2.1 Final
Post by: FIQ on January 16, 2013, 09:08:39 AM
If VVVVVV does get released for iPhone, the desktop 2.1 version might see a release as a side effect.
Title: Re: Beta patch 2.1 Final
Post by: ToasterApocalypse on January 16, 2013, 09:29:44 AM
If VVVVVV does get released for iPhone, the desktop 2.1 version might see a release as a side effect.
I'm confused

ok
Title: Re: Beta patch 2.1 Final
Post by: N on January 16, 2013, 02:21:26 PM
I wish they'd just do one last update and let us upload custom music into the game

that
would be
awesom
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on January 16, 2013, 03:13:45 PM
any way to edit VVVVVV's music? i just wanna put (a) song in.
just for fun ;D

??? :o  :-X  :( >:( BLASPHEMY! HEATHEN! BURN THE WITCH! ::) :'(  :-[  :-\  ;)  :-*  :)

But that was about editing, not adding new music. Still, I'd expect a reaction similar to this one...

But being able to import music in the game would guarantee that some things would go wrong. Summarized:

A: "Check out my new VVVVVV level, it's a cool level with cool music"
B: "I don't hear any music!"
A: "Strange, it works for me..."
C: "You're the 164th person who forgot to upload the music as well!"
A: "Ah, so I should just upload all of the songs I used in my level to this forum so people can play it in my level? Got it!"
A: "Wait... The files are too big. I'm uploading them to Dropbox instead..."
D: (a pirate) "Yay free copyrighted music!"
B: "I can't download it!"
C: "Why did you use the worst music in the world? It's not even 8-bit!"
E: (a few months after the latest reply) "The download link is broken, it says the file is no longer available due to copyright claims."

Etc etc.

Also, some people would be mean enough to put screamers in their levels, or a level creator may start replacing dialog boxes by irritating voices...

So a built-in music editing thing in VVVVVV would be much better than being able to use just any song or sound.
Title: Re: Beta patch 2.1 Final
Post by: Chillius on January 19, 2013, 12:33:09 PM
If VVVVVV does get released for iPhone, the desktop 2.1 version might see a release as a side effect.

i can see what it would look like

(http://oi45.tinypic.com/2rmlfg4.jpg)
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on January 19, 2013, 02:31:02 PM
If VVVVVV does get released for iPhone, the desktop 2.1 version might see a release as a side effect.

i can see what it would look like

(http://oi45.tinypic.com/2rmlfg4.jpg)

Tap the screen with two fingers to view the map, teleport, activate terminal, speak to someone, etc.

Also, in the gravitron, the direction 'buttons' should be made bigger because you can't flip, so the flip 'button' (between quotes because it's not a visible button) disappears to make place for two larger arrow 'buttons' :viridian:
Title: Re: Beta patch 2.1 Final
Post by: Hilbert on January 19, 2013, 04:14:25 PM
How about...
Move ala Super Hexagon
Flip or confirm by tapping slightly below either move area
"Enter" by tri-finger tapping
Title: Re: Beta patch 2.1 Final
Post by: Dav999 on January 19, 2013, 04:24:40 PM
How about...
Move ala Super Hexagon
Flip or confirm by tapping slightly below either move area
"Enter" by tri-finger tapping

Or just allowing the player to customize the layout, and to move the controls around, make them smaller or larger, and reset them in case they mess it up.
Title: Re: Beta patch 2.1 Final
Post by: Hilbert on January 19, 2013, 04:50:50 PM
How about...
Move ala Super Hexagon
Flip or confirm by tapping slightly below either move area
"Enter" by tri-finger tapping

Or just allowing the player to customize the layout, and to move the controls around, make them smaller or larger, and reset them in case they mess it up.
... Okay! ;D
Title: Re: Beta patch 2.1 Final
Post by: allison on January 20, 2013, 07:46:32 AM
This layout is a bit complex, so the buttons might have to be visible.