================== BF changes ==================
=== V1 - 02/01/2023 ===
- All .wol files and entry points were added to the main menu, across all sections.
- Added about 240 files to the BF:
- Most from an unbinarized export of King Kong PC generated by Ray1map
- Some files that were created for Rayman 4 were restored by carefully
duplicating existing files that seemed like the closest fit (e.g. missing textures
for objects named "Leaf" were duplicated from existing leaf textures that were the
closest match for the object filename)
- Imported all missing sound effects & music from the Xbox 360 version
- Enabled all abilities that were going to be locked behind story progression: all
costumes, mounts, unlimited helicopter, long hook...
- Variable fixes: Renamed & missing variables have been restored to fix crashes and
some bugs
- Older versions of RM_Interrupteur (switch AI) have been -switched- to the new
one. This makes it so you can shoot the button behind the laser wall in
Playtest_Hub, for example.
- Slowdown in War of the Worlds has been removed. Now you can experience the
dropped frames that caused them to add the slowdown in the first place.
- Stele cave trigger fix to allow you to enter the tree stump (Thanks @AniCator!)
- Added a custom world containing a sound object and added it to all world lists
that didn't already contain a sound object. Sound in every map!
- Stele object positions in FPP_Exterieur were adjusted. Now you can place Teensies
on the marked positions on the stele. Originally they were in the sky above a
mountain behind it...
- The crash when going back to the main menu was fixed
=== V2 - 21/01/2023 ===
- Added about 100 more files to the BF imported from King Kong.
- Added many collision fixes by MaeDaGoof. Thank you!!! :D
- Fixed progression in the bipod map. You can now climb the bipod with the spider,
enter it from its head and destroy it from the inside.
- MaeDaGoof restored all missing geometry in RIV_Tests_Creatures based on similar
but not fully identical geometry. Now this map is playable as intended.
- Fixed material for trees (some looked cut off before due to an incorrect material
ID)
- Fixed the fan model & material
- Many more variable fixes. Check out those flying toilets in Test_Marc!
- Fixed a HUGE issue with morph channels that affected 368 GameObjects. The engine
expects each morph channel to be followed by 3 "dummy channels".
There is a button to create these in the editor, but it is not done automatically
and these channels are not shown by default, so it is very difficult to tell if
these channels exist.
Presumably, that's why so many objects are affected.
However, if they do not exist they can and will cause the engine to write data
outside of the allocated memory, leading to crashes.
- Re-enabled StopWorld triggers for the Factory dungeon in FPP_Exterieur. Because
this was disabled, this dungeon was affected by daytime lighting and was way
brighter than intended.
The implemented lighting and fog triggers seemed to have no effect. The later
parts of this dungeon did not have functional lighting and fog, so I added some
custom lighting here.
- Fixed broken fog change triggers in some other maps
- Re-enabled sound triggers in FPP_Exterieur, added sound triggers to World 3 (the
bipod map)
- Fixed the bat model
- Fixed the scooter's collision
- Fixed Rayman behavior transitions: freefall & helicopter->fall (when unlimited
helicopter power is not enabled)
- Added cheat menu with a ton of options. Definitely check out "run without
teensies", "spiderman climb", "disguise cutting", "disguise customization"!
- Fixed dance system bugs that made it difficult to trigger or caused issues with
the gangsta costume.
- This custom BF can now be opened in the editor.
=== V3 - 16/04/2023 ===
- Imported the final game's fonts
- Added an English translation (focusing on accuracy over style)
- Overhauled the main menu
- Added previously removed objects for the house interior & door to the key town in
FPP/world 2
- Update materials on some objects to later, improved versions that already existed
in the game data
- Fix issue with Teensies' text not being loaded anywhere except FPP
- Fix Rayman's hair movement
- Add Rayman's flutter jump from the final game
- WearShop fixes
- Added actions for the rhino's animations
- Added Fairy_Info objects in FPP and MONDE_3
- Rigged Simone together with MaeDaGoof
- Added the Plum model by MaeDaGoof
- Added some prefab preview pictures with comments, by Alien31
- Added ambience when inside the Bipod
- Updated buttons to later versions of the prefab
- Imported the Phoenix Rayman 4 test map found in Horsez 1. You can find it in
DRL_BootCamp in the "Tech - Other" section of the menu.
- Imported the final Globox model
- Fixed rabbid morphing issue
- Tons of AI fixes and improvements
- Finally:
* Added ALL maps from final Rayman Raving Rabbids (accessible only through
the editor)
* Added ALL maps from Beyond Good & Evil (accessible only through the editor)
* Added some AI ported from the final RRR, meticulously translated from C
into Jade script.
* Added placeholders for other final game AI to make some things work
- And TONS of other bugfixes
================== EXE changes ==================
=== V1 - 02/01/2023 ===
- These new executables were compiled with VS2022
- XInput: fixed button mapping & rumble supported for Xbox 360 controllers
- First keyboard & mouse support (use Jade_enr_kbm.exe). It's based on the controls
code for BG&E PC.
=== V2 - 21/01/2023 ===
- Fixed issues with XInput implementation
- Fix collision issues (that are also present in the final game!) that created NaN
values and could lead to Rayman being teleported into the void
- Make "key does not exist" error non-fatal. It will still display, but will not
crash the game.
- Disable autoclones, a broken performance feature that caused lighting issues, and
enabled glow after effect.
- Increased camera far plane value, as the atmosphere geometry is larger than the
default value used outside the editor, and got clipped before.
=== V3 - 16/04/2023 ===
- Added borderless fullscreen (ALT+Enter) & adaptive widescreen (you can resize the
window)
- Changed the minimum DeltaTime value to enable the game to run better with higher
framerates
- Increased some memory limits
- Adjust loading code to be like final RRR's
- Allow disconnecting/reconnecting gamepads
- Add "don't glow" flag for SpriteGenerators
- Add temporary fix for shadows not displaying correctly
- Fix "trilinear filtering" and "fur" flag overlap - these executables are no
longer compatible with the old BF!