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Superfighters Deluxe 1.6.0 is out!

Attention superfighters!

After several months of beta testing and many preview releases, Superfighters Deluxe 1.6.0 is now available!

The biggest change is the move to Steamworks Networking. Hosting and joining normal online games no longer requires port forwarding, public games are easier to discover, and you can join friends directly through Steam.

We've also added a new level — the first one in years — along with major updates to the Map Editor and ScriptAPI, broader controller compatibility, performance improvements, and a large number of fixes made throughout the beta.

A huge thank you to Odex for his help with this update. And a huge thank you to everyone who played the preview builds, reported bugs, and helped us get 1.6 ready for release.

To celebrate the update, Superfighters Deluxe is 50% off for a week. Tell your friends, family and pets!

(In recent weeks, I may have repeatedly referred to this as the [i]1.5 update - this is due to a miscommunication and in no way my fault, even though I apparently was the one who suggested calling it 1.6... OK, shut up, Gurt! /Johan)[/i]

Full changelog

✨ Updated requirements

Superfighters Deluxe has moved from XNA to the FNA framework and is now a 64-bit application.

The game now requires:

  • 64-bit Windows.

  • DirectX 11 compatible graphics.

The game has also been updated to .NET 8. No separate .NET runtime installation is required on Windows.

✨ New

  • New map: Canyon.

  • Online play now uses Steamworks Networking for listing, discovering and connecting to hosted games and servers.

  • Hosting and joining normal Steam online games no longer requires port forwarding.

  • You can join a friend's game directly through Steam's Join Game feature.

  • Public games in the game browser now show an estimated ping using Steam functionality.

  • Friends Only games are visible in the game browser to Steam friends.

  • Connect to IP can still be used to manually connect to an IP-hosted game. This is separate from normal Steam networking and requires the appropriate manual network/port-forwarding setup.

  • Improved controller compatibility as part of the move to FNA and through additional gamepad fixes. More controllers work out of the box and controllers can be connected while the game is running.

  • The game now uses DirectX 11 rendering by default.

  • Added optional OpenGL rendering. This can be enabled by adding ENV_FNA3D_FORCE_DRIVER=OpenGL to config.ini in Documents/Superfighters Deluxe.

  • Resolutions above 2048x2048 are now supported.

  • The default target framerate is now 60 FPS. This can still be changed in Settings.

  • If Steam cannot be initialized, the game can still start in a limited offline-only mode.

  • Added lobby dropdown menus for users with Ban, Kick and Mute options where applicable.

  • Team selection dropdowns in the lobby now show team icons and colors.

  • Added menu options for managing active bans, kicks and moderators.

  • Added the /RELOADLISTS command for reloading ban and moderator lists from files.

💻 ScriptAPI/Map Making

  • The Map Editor has been updated for the new framework.

  • Added an experimental Dark Mode to the Map Editor and Script Editor.

  • The Script Editor now has:

    • Code highlighting.

    • Search, Find Next and Find Previous.

    • ScriptAPI examples and tutorials available directly in the editor.

  • Added a new script engine as part of the move to .NET 8 with improved stability and security. NOTE: This means some custom scripts may no longer work if they use .NET types that are no longer considered safe.

  • Script execution now uses a more dynamic runtime limit:

    • Methods that regularly take longer than 100 ms can generate a performance warning for the host.

    • Occasional expensive operations can run for up to 1000 ms before the script is terminated.

  • Improved script error reporting. Script names and errors are shown more clearly, including errors shown in chat where applicable.

  • Map Editor test mode can now test maps with up to 16 players.

  • Improved loading of Map Editor icons and other editor resources.

  • Improved Map Editor support for Windows DPI scaling.

  • IUser.ConnectionIP is obsolete and returns a generated placeholder IP rather than exposing a user's IP address.

  • IUser.AccountID now provides a deterministic identifier without exposing the user's SteamID directly. It is generated from the SteamID together with a local host identifier.

  • Added IUser.LocalUserIndex for distinguishing multiple local players using the same account in shared-screen play.

  • IUser.AccountName continues to return the user's current Steam profile name.

  • IObjectGroupMarker.Spawn() now returns the spawned objects as IObject[].

  • TeleportTrigger now uses its intended IObjectTeleportTrigger interface.

  • IGame.SpawnWeaponItem() now supports WeaponItem.STREETSWEEPER.

  • Added IObjectWeaponItem.ObjectID and IObjectWeaponItem.GetObject() for accessing the associated object.

  • Fixed the enablePhysics parameter in IGame.SpawnWeaponItem overloads.

  • ElevatorHelper no longer plays its "ding" sound during the first 300 ms after a map starts.

  • Redesigned the campaign map-part selector to fix several UI issues.

🛠️ Fixes and Improvements

Performance and stability

  • Reduced resource usage for clothing and equipment textures.

  • Improved the equipment texture cache to reduce stutters and potential freezes.

  • Improved resource loading and limited parallel resource loading to four threads.

  • Parallel resource loading can be disabled by setting DISABLE_PARALLEL_LOADING=1 in config.ini.

  • Other fixes and tweaks.

Controls and interface

  • Improved gamepad handling and fixed cases where directional input could become stuck.

  • Fixed unintended repeated menu input from certain keys.

  • Pressing Back in menus now navigates to the relevant Back/Cancel/Exit button before closing the menu.

  • Fixed several mouse-wheel, scrollbar, textbox and menu-navigation issues introduced or exposed by the framework transition.

  • Settings and key-binding screens now only ask to discard changes when changes have actually been made.

Читать в Steam ↗

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