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@github-actions github-actions released this 01 Oct 04:13
5ea55d1

Conker's Bad Fur Day: Recompiled V0.1.5

New

  • Right Stick: Free Camera (General tab, off by default). In single player the right stick turns the camera around Conker and tilts it up and down, the same way the mouse camera does. While it's turning the camera it no longer presses C-buttons. R-Look, aiming and cutscenes still use the right stick as the C-buttons. Thanks @drencoss (#39) and @TheIntruder666 (#65).
  • Camera: Field of View, set in degrees (50° is the original). The sky and the game's view follow it, and the level now draws everything the wider view can see. Thanks @drencoss (#39) and @TheIntruder666 (#65).
  • Camera: Invert Turning gains Invert Y and Invert Both, for tilting the free camera.
  • Mouse: Turn the Camera (On/Off): use the mouse for aiming only and keep the game's camera. With it on, the stick and the mouse now turn the camera together, where before the mouse stopped the stick. Thanks @leansteak096-blip (#60).
  • Show FPS (Graphics tab, off by default) shows two numbers in the top-right corner:
    • FPS is the frames shown on screen, including interpolated ones. If it drops, your PC is falling behind.
    • Game is the frames the game itself makes, up to 30. If only this one drops, it's the game's own slowdown.
  • Texture packs (#63):
    • RT64 packs (.rtz, or a folder with an rt64.json) load from the new Settings > Texture Packs tab.
    • GLideN64 HD packs (.htc) can be installed from the Mods menu, or put in the mods folder. Each is converted once, with its progress shown, and then works like an RT64 pack.
    • tools/texture_packs/gliden64_to_rt64.py converts a GLideN64 pack to a .rtz ahead of time.
    • Thanks @MrVenom-32 for the request and for testing every build until .htc packs installed, and @EliParker28.
  • Cutscene Aspect Ratio (Graphics tab, default Expand). Set to 4:3, it draws black bars over everything outside the 4:3 picture during every cutscene, so you don't see characters waiting beside the frame for their cue. The game itself stays widescreen. Thanks @Atrus99 (#21), who tracked down the scenes the first versions missed.
  • Rumble settings: each controller now gets its own player's rumble, so in multiplayer player 1's rumble no longer shakes every controller. You can choose which motor rumbles (small, large or both), the style (smooth or on/off) and the strength. Thanks @Rukario (#62) for reporting it and confirming the fix.
  • Mouse buttons can be bound to controls, shown with mouse button icons. Thanks @SteelRain36 (#61).
  • N64 controllers and adapters (#28):
    • Built-in mappings cover raphnet-tech adapters, Mayflash, Hyperkin, the Nintendo Switch Online N64 controller and the 8BitDo 64.
    • Pads that SDL maps as Switch controllers now get their C-buttons on the right stick, as the game's controls expect.
    • Each connected controller is written to the log with its ID, to help with controller reports.
    • Thanks @dCo3lh0 for the detailed reports and logs, and @lopenator.

Fixes

  • Mouse and gyro aiming now work in the sniper scope, with the magnum and throwables, and with the dual SMGs, where the aim no longer springs back to the middle. Both scale with the zoom. The aiming settings are now grouped into Camera, Stick, Mouse and Gyro, and your saved sensitivities carry over. Thanks @SteelRain36 (#61).
  • Music: the right song now plays every time. Thanks @TemporaryCrown (#66) for the reports, and @Atrus99 for testing the fix.
    • The new song now starts after a game over and reloading a save.
    • The stone dragon's mouth no longer switches to the level's music at full volume and keeps it going until a game over.
    • The outside ambience no longer carries on inside the bar.
    • Songs no longer play over each other.
  • Lighting: Conker's point lights light what they should again. The wall and lantern outside the bar, the inside of the bar and the N64 logo are no longer dark or dim. Thanks @Atrus99 (#21) for testing.
  • Reflections: reflective surfaces such as the glass Conker holds and the Rare medallion's sheen now show their reflection. Thanks @Atrus99 (#21) for testing.
  • Cutscenes: camera cuts no longer flash, or show the camera passing through the scenery between two shots. Thanks @DRok17 (#59) for reporting it with a video, and @Atrus99 for testing.
  • Cutscenes in widescreen: speech bubbles are no longer cut off at the 4:3 edge. Thanks @DRok17 and @Atrus99 (#59).
  • Crash in fullscreen at 4K on Direct3D 12: the old 4:3 cutscene setting switched the renderer's aspect ratio for every cutscene, which crashed there. The black bars avoid it. Thanks @Atrus99 (#21) for the crash logs and the many test runs.
  • Widescreen: the thin blue line at the right edge of the screens before the N64 logo is gone.
  • AMD integrated graphics (e.g. Ryzen laptops and mini PCs) now start in Vulkan when the graphics API is set to Auto, instead of crashing at launch in Direct3D 12. Thanks @FellOutThree (#64) for reporting it and confirming the fix.

For contributors

  • CONTRIBUTING.md explains how changes get in, where patches live, naming, documentation and testing.
  • Issue forms for bug reports and feature requests ask for the version, system, GPU, graphics API, settings and crash.log.
  • Licenses: the release now includes the GPL 3 text, and README, CONTRIBUTING and LICENSES.txt explain what the licenses mean for builds. The texture pack hashing code is GPL 2 or later.

Known issues

  • Direct3D 12: if the game crashes for you, switch to Vulkan. Set the graphics API in Settings > Graphics, or set api_option to "Vulkan" in graphics.json in the data folder.
  • Cutscene Aspect Ratio at 4:3 also puts bars over the B pads' hints. The game marks no difference between those and story scenes.
  • raphnet-tech adapters have built-in mappings but haven't been tested on real hardware yet (#28).
  • Glows at the screen edges: in widescreen, light glows still disappear toward the left and right edges.
  • Linux (some KDE setups): the ROM file dialog may not appear. As a workaround, run it once as ./ConkerRecomp --rom /path/to/rom.z64. The ROM is kept for later runs (#30).
  • macOS: requires macOS 15 (Sequoia) or later (#24).

Thank you to everyone who reported issues, sent logs and videos, and tested builds for this release: @Atrus99, @TemporaryCrown, @dCo3lh0, @lopenator, @drencoss, @TheIntruder666, @leansteak096-blip, @DRok17, @SteelRain36, @Rukario, @MrVenom-32, @EliParker28 and @FellOutThree.