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v0.9.0

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@github-actions github-actions released this 25 Oct 15:29
· 11 commits to master since this release
77a2f05

The game

  • Gaspar's lava is back. The lava sea was missing and only the sky showed under the level.
  • Loading a save from the pause menu no longer crashes the game. The flight to the save's planet wrote over its own data (players saw it on Hoven). It now works as on the console.
  • Your language and sound settings are kept. The game's language and its Sound page (playback mode, music and sound volume) come back at every start, and loading a save no longer replaces them with the save's.
  • No flash or flicker when Start skips a landing or a flight, even when Start is pressed many times during a flight.
  • The Galactic Map shows the planet's picture when you enter the ship. It was broken with Vulkan and missing with OpenGL.
  • Pokitaru's water is smooth again, not pixelated.
  • Models that the game scales joint by joint now grow and shrink as on the console, such as the hoverboard girl on Rilgar.
  • More room for effects. Each level has 767 slots for objects instead of 255, so lava splashes, effects and the enemies mods add fit beside each other. Rilgar, Blarg Station and Quartu keep 255, as their memory has no room for more.
  • A Gadgetron vendor keeps its item icons after an in-level movie, such as an infobot's. They drew as blank squares until the level was loaded again.
  • The US disc: Orxon's nanotech vendor takes your bolts and shows its message correctly.
  • The game no longer crashes when it closes.
  • A round analog stick pushed to a diagonal now runs, as on a DualShock 2.
  • Many of the game's routines (floating-point maths, collision, the camera's culling, object drawing) now compute exactly as on the console.
  • rac1-decomp and the NTSC decomp are synced.

Enhanced graphics (experimental)

  • A new Enhanced graphics entry in the Mods tab: bounced light, modern shadows and ambient occlusion, with smoother world textures (edge-aware upscaling) and FSR temporal upscaling.
  • Its lighting is baked once per level from the launcher. The bake shows its progress, continues after a stop, can be deleted, and leaves the computer usable while it runs. It also works on Android. The title screen and the flight between planets bake too, instead of ending the bake with an error.
  • An overlay can show frame, CPU and GPU timings.

Faster rendering

  • Vulkan does much less work per frame: drawing state and buffers are reused, compiled shaders and pipelines are kept between runs, and a level's textures are made while it loads instead of at first draw. Rendering runs on its own thread by default.

Gameplay mods

  • Install gameplay mods from the Mods tab: paste a mod's GitHub link, or add a file or a folder. Mods can be updated one by one, or all at once.
  • Two kinds of mods: native mods, and script mods that run in a sandbox (Luau). The Mods tab says what each mod runs.
  • Each mod has its own settings page, with sliders, presets and key bindings for keyboard and mouse.
  • A Mods switch under Play on the game's page decides whether Play brings your mods (gameplay mods, packs and packed levels). It is off by default, so the game starts as the console plays it; turn it on once to play with them. The Mods tab is for adding and setting up mods, and has no Play button of its own. A crash with mods on suggests turning the switch off, and crash reports name the mods that were loaded.

The level editor and modding tools

  • The level editor reads Going Commando, Up Your Arsenal and Deadlocked levels, with texture and model packs for them.
  • Edit a level's collision and gameplay data in Godot and pack them back into the game. Levels open lit as the game lights them, and your textures show in the editor.
  • Export a level's terrain from the Mods page.
  • A mod SDK: C and C++ headers, a CMake package, templates for native and script mods, and a generated API reference.

More games

  • Going Commando (US) boots to its main menu. It is not playable yet.
  • Secret Agent Clank joins the list of games.

The launcher

  • A new look: the OpenRAC logo and app icons, a striped header bar, pages that slide, and themes (OpenRAC, Gruvbox, OLED black, Nord, Catppuccin Mocha) that the game's menus use too.
  • Import saves from PCSX2, in the game's menu: the game's saves are copied from a PCSX2 memory card after a backup of yours.
  • Windows keeps saves and settings in %LOCALAPPDATA%\openrac. The old folder is moved there once. Saves left in the install folder are moved to migrated/.
  • The window fits screens scaled to 150 % and 200 %, and starting the launcher again shows the open one.
  • Many fixes to jobs, backups, the save editor, crash reports and Discord Rich Presence.
  • Linux: the AppImage and the games' menu entries work more reliably. macOS: the games use Game Mode, and Discord is found.

Android

  • Touch controls can be moved and snap into line, and a swipe turns the camera.
  • The Mods tab, Enhanced graphics and themes on Android, with pages that slide.
  • Your files are where the Files app shows them.
  • Setting a game up from a disc works again, says why when it fails, and offers Rebuild.

Differences from the original

  • Two new entries: More room for effects (the larger object room above) and Remembered language and sound.

The installers are built by the launcher workflow and are not signed for Windows or macOS.


Installers built by the launcher workflow from 77a2f05.