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When this update was supposed to be a small hotfix that fixes two small but annoying bugs, it also introduces the ability to use several graphics without cropping to original sizes. For example, BGO, some effects, terrain cells at the world map, scenery objects, and level points, now can have any size as big as you want. This only will work for levels and episodes are made for TheXTech. When playing episodes saved with old formats, they will have exactly same limits as before this update. However, objects of custom ranges will be expandable with no matter of the level or episode format.
Showcases
World map
Before
After
Levels
Before
After
Demo
A small demo episode that shows the work of new graphics behaviour: Large Objects Test.zip
Full changelog for 1.7.4.1
New features:
Behaviour changes
- Custom asset packs: effect dimensions are now loaded from the asset pack graphics. This fixes the appearance of player death effects in several asset packs. (@ds-sloth)
- Episodes targeting TheXTech: world map tile and scene dimensions are now loaded from the asset pack / episode graphics. (@ds-sloth)
- Episodes targeting TheXTech: BGO dimensions are now loaded from the asset pack / episode graphics. (@ds-sloth)
- Custom range (level-33 and above): world map level dimensions are now loaded from the asset pack / episode graphics. (@ds-sloth)
TheXTech bugfixes
- Fix TheXTech 1.3.7.1 bug where a stack of static NPCs would only partially despawn, causing the upper NPCs to fall (@ds-sloth, thanks to @Liebning for the report)
- Fix TheXTech 1.3.7.3 bug where level music would not play on a level without a player start point, where the player starts at a warp in Section 0 (@ds-sloth, thanks to @Wohlstand for the report)
Known issues
- Audio may be choppy on Old 3DS.
- Texture load stutter is present on Wii.
- The screen may slightly judder during section resizes on 3DS and Wii.
- On 3DS, background texture may start to flashing. (#816) (Possibly solved, the primary reason of this is an out of memory).
- On 3DS the crash happens on attempt to quit by the home menu. (#738)
- On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed).
- On Windows XP SP0 that uses S3 Savage 4 video card is impossible to dynamically switch video modes: the game just crashes (blame video drivers by theme selves as they were always very bad, according to random talk of people from the 2000s (in Russian) ).
- On Linux/Wayland, Window icon can't be changed while running game. (#939)
- On Linux/Wayland, Mouse cursor doesn't gets unlocked from window on toggling windowed mode after fullscreen. (#937)
- Editor doesn't supports large fonts (I.e. Chinese, Korean, etc). (#884)
- At Web version (Emscripten-built) the framerate may go incorrectly. (#851)
- On some hardware, randomly and rare, alpha-channel might me messed up when using OpenGL render backend. (#743)
- The LunaDLL's timer gets overlapped with the medals tracker. (#1102)
- On iOS devices (iPhone 6S and newer that has the Taptic Engine equipped), when the tactile vibration is activated while playing using touch screen, the device might start to infinitely buzz at any random moment. To escape this problem it's need to switch from the game app to any other or to the main screen using home button or the home bar (depending on the device model) and wait when vibration will stop, and then, return to the game. (#1189)




