Author Topic: VVVVVV Patch, V1.2  (Read 30797 times)

Terry

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VVVVVV Patch, V1.2
« on: February 02, 2010, 07:37:29 pm »
There was a small problem with yesterday's V1.1 patch that had to be fixed. This new version simply fixes that. To downgrade from v1.1 to v1.0 so that you can install this new patch, use this.



This is the patch for the most recent version of VVVVVV. New bug reports for future patches should be posted in this thread! The previous bug thread can be found here. Please check that you are running the most recent version before reporting bugs.

How do I know which version I have?
The v1.0 release had a simple main menu, while v1.1 has a more complex one with separate game and graphic options. v1.2 has a small mark on the corner of the main menu.

Patch Download:
Windows: http://thelettervsixtim.es/patch/VVVVVV_patch_v12.exe
Mac: http://thelettervsixtim.es/patch/VVVVVV_patch_v12.dmg

Changes in version 1.2:

 - A bug with time trials introduced in version 1.1 has been fixed.

Changes in version 1.1:

Main Features:
 - You can quickly restart the time trials by pressing ENTER.
 - Now supports more flexible graphic options, which may help improve performance on some machines.
 - The game now starts in a window by default, which makes it easier to run on Linux through wine.
 - A number of small bug fixes.

Bugs fixed in version 1.1:
 - Fixed warping back to ship from tower bug.
 - Quick saving in the tower now defaults to the correct camera position.
 - Mac version now remembers fullscreen settings properly.
 - Fixed trying to quit during the Gravitron bug.
 - Fixed 21st Trinket bug.
 - Room death counts reset properly on game restarts.
 - Mouse now hidden in fullscreen mode.
 - Fixed animation glitch in No Death Mode game over screen.
 - Fixed opening cutscene repeat problem in No Death Mode.
 - No Death Mode no longer overwrites your telesave.
 - Scripts are now reset when restarting the game.
 - Final level room names now reset properly.
 - Fixed Prize for the Reckless platform glitch.
 - It's no longer possible to warp back to the ship during the "game complete" screen.
 - Room names in menu bar now report correctly for final level "glitch" and "change" rooms.
 - Invincibility toggle is now remembered when you quit; fixes exploit.
 - Viridian will now be sad if he's missed the par time on a time trial.
« Last Edit: August 03, 2011, 08:26:25 pm by Terry »

StephenM3

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Re: VVVVVV Patch, V1.2
« Reply #1 on: February 02, 2010, 08:21:22 pm »
Oh, good catch. 

Not to pester you for more after you've just finished some damage control, but what's needed before you can get a Mac patch out?

Terry

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Re: VVVVVV Patch, V1.2
« Reply #2 on: February 02, 2010, 08:24:19 pm »
Unfortunately, there doesn't appear to be a good mac equivalent to the program I'm using to patch the game in windows. Increpare and I are looking into it. Hopefully it won't take much longer... :victoria:

Antony_256

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Re: VVVVVV Patch, V1.2
« Reply #3 on: February 02, 2010, 08:38:08 pm »
What's wrong with iPatch? http://www.ipatch.org/

Terry

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Re: VVVVVV Patch, V1.2
« Reply #4 on: February 02, 2010, 08:41:40 pm »
It generated a 70Mb patch file!

Insayne

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Re: VVVVVV Patch, V1.2
« Reply #5 on: February 03, 2010, 03:46:47 am »
Hello,

Before updating, I was wondering about the patch note saying it will by default now launch in windowed mode.

I enjoy V1.0 very much, and i use a controller to play it on a HTPC - will it remember i used fullscreen and stay/start in fullscreen or will I have to set that each time?
I really don't wish to update if it does not remember that i want it to start in fullscreen :(

Also, for request... would it be possible to offer an option to stretch to fit for 16:9 and 16:10 monitors/Tv's ?
Thanks :)

The Brass

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Re: VVVVVV Patch, V1.2
« Reply #6 on: February 03, 2010, 04:09:41 am »
It will remember to stay in fullscreen, yes. Only the loading screen is always windowed.

knocht

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Re: VVVVVV Patch, V1.2
« Reply #7 on: February 03, 2010, 05:02:14 pm »
Sorry, but that won't do. Unless you can provide a native standalone Linux version I cannot buy your game.
It's really sad to see that you announced to deliver VVVVVV on Linux, but failed. Just like Unreal Tournament 3, Braid, ...

dinx2582

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Re: VVVVVV Patch, V1.2
« Reply #8 on: February 03, 2010, 06:08:44 pm »
Sorry, but that won't do. Unless you can provide a native standalone Linux version I cannot buy your game.
It's really sad to see that you announced to deliver VVVVVV on Linux, but failed. Just like Unreal Tournament 3, Braid, ...

Not that he can't do it himself, but I feel obligated to help defend Terry's position and angle on this situation.  I realize you didn't really say a whole lot, but it sure sounds like you're just being difficult or whiny, as it works more or less just fine on Linux through Wine, and there's no good reason you can't find that perfectly acceptable.

Also, Unreal Tournament isn't being programmed by one single person, nor was it (or Braid) written entirely in flash, so that's not even close to a fair comparison.  It's a ridiculous comparison, for that matter.  The issue isn't about promises, the issue is that flash support for Linux is crap.  Flash 10, at the very least anyway.  You want to blame someone?  Blame Adobe for screwing around when it comes to Linux flash support.  After all: he wrote the game in their language(s), and it uses their interpreter(s).  Obviously it's not a programming error on Terry's part, because it works well on Win32/OSX more or less out of the box, and considering how close OSX is to Linux by nature, it's very clearly an issue of Adobe neglecting the problem of generally inadequate support for the Linux platform, regardless of their reasoning.

But like I said, it works perfectly fine in Wine, so I think your reasoning is silly.  Then again, if it's not good enough for you, then you're missing out on a fucking awesome game.  Oh well.  Sucks for you.

--

Thanks again, Terry.  Good job all around, in case nobody has said that to you yet today (you too, SoulEye, of course).
« Last Edit: February 03, 2010, 06:17:11 pm by dinx2582 »

SoulEye

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Re: VVVVVV Patch, V1.2
« Reply #9 on: February 03, 2010, 09:01:45 pm »
Thanks for cutting me in there on a corner! ;)

As a side note, I can proudly announce that my soundtrack can be played on any linux machine that supports mp3 playback - provided that you know how to unpack the zipfile :P

Shasharala

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Re: VVVVVV Patch, V1.2
« Reply #10 on: February 03, 2010, 11:32:27 pm »
Was this the error that had to do with Time Trials not posting your finishing grade or time or any of that when you finished and merely restarting the round? (Even though it saved the score and everything.)
That sure was an interesting bug.

Once again, well done Terry and thanks for your responsiveness.

Sniffnoy

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Re: VVVVVV Patch, V1.2
« Reply #11 on: February 04, 2010, 01:30:56 am »
So now that the patch is out I'm running it under Wine, and everything works fine (awesome game BTW, I feel compelled to say), with one exception - Time Trial mode.  Maybe it's just me, but Time Trial mode runs very slowly.  And not just in a way that makes things easier - there's significant input delay, making it very hard to execute turns, for instance.  I don't really have any more details about it than that, except that the slowdown doesn't start until the timer starts - for those first few seconds it works fine.  But unfortunately it renders Time Trial mode pretty much unplayable... has anyone else had this problem, or is this just my computer being awful?

knocht

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Re: VVVVVV Patch, V1.2
« Reply #12 on: February 04, 2010, 01:47:09 am »
Also, Unreal Tournament isn't being programmed by one single person, nor was it (or Braid) written entirely in flash, so that's not even close to a fair comparison.  It's a ridiculous comparison, for that matter.  The issue isn't about promises, the issue is that flash support for Linux is crap.  Flash 10, at the very least anyway.  You want to blame someone?  Blame Adobe for screwing around when it comes to Linux flash support.  After all: he wrote the game in their language(s), and it uses their interpreter(s).  Obviously it's not a programming error on Terry's part, because it works well on Win32/OSX more or less out of the box, and considering how close OSX is to Linux by nature, it's very clearly an issue of Adobe neglecting the problem of generally inadequate support for the Linux platform, regardless of their reasoning.

But like I said, it works perfectly fine in Wine, so I think your reasoning is silly.  Then again, if it's not good enough for you, then you're missing out on a fucking awesome game.  Oh well.  Sucks for you.

It doesn't matter what language a game was written in. What it's like form a Linux users perspective is this: Before their release the developers of Unreal Tournament 3, Braid and VVVVVV publicly stated that they would bring their games to Linux natively. Yet no Linux versions surfaced for any of those games. The reasons behind this might be different for each game, but the result is exactly the same and that's what matters.

You say that Flash support on Linux is inadequate and you might be right, I don't know. But that, again, is not what matters. The point is that Terry announced a Linux version without having tried building a Linux executable even once. In fact, his news post indicates that the first time he tried was on the night of the release. And there is no way you can blame Adobe for that. This is pure carelessness on Terry's part.

Had he said that VVVVVV would be a Windows/MacOS only game in the first place then all of this would not have bothered me the slightest. However promising something and getting people excited about it without even considering whether you'll be able to actually do it is quite low and bound to cause great disappointment. 


Sucks for you.

Sure does. VVVVVV seemed like an awesome game.

</knocht>

snack

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Re: VVVVVV Patch, V1.2
« Reply #13 on: February 04, 2010, 05:01:04 am »
I don't know about about the above post, but I do know that the patch fixed my Wine-related problems. No fullscreen, of course, but I could just zoom in by other means. Gamepad control works too (if it doesn't, remember to leave the JoyToKey program running while you start VVVVVV). Anyway, thanks for the patch. It's certainly appreciated by me. It must be a bit of a bummer having to work extra hours after supposedly having finished making the game.
And just to nitpick a bit, instead of speaking about "Flash support on Linux", we might rather talk about support for Linux on Flash's behalf. Linux is the more fundamental platform here, and Adobe is supposed to make Flash run on all their 'supported' platforms. They fail at this, so I wouldn't let them go without any blame here. That said, I can't totally refute knocht said (of course the testing and compatibility assurance could have been more rigorous), but I don't make much of a difference between software that runs natively on Linux and software that is guaranteed to work with Wine without performance loss due to inadequately implemented API calls. In this case, it's close enough for me to count as an acceptable Linux release.

allen

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Re: VVVVVV Patch, V1.2
« Reply #14 on: February 04, 2010, 09:35:28 am »
Knocht, it's not like he didn't try. Reading some of his posts and blog entries it seems he really honestly tried. He even apologized. What do you want from him? I'm sure he's tried every possible solution, instead of whining wouldn't it be more productive to offer some hints? He fixed his mistake and removed Linux as an available platform on the main VVVVVV site. Which you can still play it on Linux through Wine.

Was it unwise to announce a port before proper testing? Yes, he's only human. Stop making him out to be some evil devil purposely trying to ruin your day.