May 31st Patch (6789227) Bug Fixes, Icy Things

Duck Game

Enter the futuristic year of 1984, an age where ducks run wild in a frantic battle for glory. Blast your friends with Shotguns, Net Guns, Mind Control Rays, Saxophones, Magnet Guns, and much, much more. This is DUCK GAME. Don't blink.

[b]A note about the game updating a million times an hour:[/b] [i]Sorry for all the updates in quick succession, I've been debugging the BadFormatException error that has been keeping some people from playing and the only way to iterate on it is to see what it does live. There where also a few other issues related to DInput and NAudio, which both break differently depending on the vast number of configurations that exist out in the wild. [/i] June 12th Hotfix - 6858840(1.1.7717.16375) ------------------------------------------------------------------- [list] [*] F10 no longer enters debug pyramid tile editing mode. If you need this (unfinished!) feature for some reason or another you can now access it by typing 'randomedit' into the dev console. [*] CTRL + S now saves in editor, CTRL + SHIFT + S now saves-as in editor. [*] Editor now shows a star in the top left corner when unsaved changes are present. [*] Fixed an issue with loading level previews [*] Fixed issue with map pack preview generation [/list] June 3rd Hotfix 2- 6809975(1.1.7717.16375) ------------------------------------------------------------------- [list] [*] Fixed issue where same random map would generate every time (whoops..) [*] Fixed bug where mods without a workshopID defined where disabled on startup [*] Fixed a few crashes [*] Reduced mod SFX memory usage a bit to reduce out of memory errors, more work still needs to be done. [/list] June 3rd Hotfix- 6808994(1.1.7717.16375) ------------------------------------------------------------------- [list] [*] Mod data hashes are now calculated per-mod instead of as a single global number, so if 2 players' versions of the same mod are incompatible the game can now notify players of which mod is causing trouble. [*] Fixed a few issues with modhash initialization [*] Fixed a few crashes [/list] June 1st Hotfix- 6794611 (1.1.7717.16372) ------------------------------------------------------------------- [list] [*] Fixed serious memory leak with reskins mod, in particular with Tom Clancy R6 mod which was causing out of memory errors for some players [*] Fixed a number of missing method errors with mods [*] Fixed a number of null reference crashes [*] Duck Game's steam integration DLL is now called "DGSteam.dll" instead of "Steam.dll", as the latter name may have been conflicting with Steam's own DLL with the same name. [/list] May 31st Hotfix- 6790287 and 6790023 (1.1.7717.16372) ------------------------------------------------------------------- [list] [*] Rewrote DInput device enumeration, it's now threaded as it should be. This should solve a ton of framerate spike issues and freezes. [*] Improved logging for BadFormatException [/list] May 31st Patch - 6789227 (1.1.7717.16372) ------------------------------------------------------------------- [list] [*] Objects can now be encased in ice by placing an IceBlock in the editor, and setting it's contained object. [*] NOTICE!! New re-texturing system that was previously called 'Reskins' is now called 'Texpacks' to differentiate it from the existing Reskin mods. [*] Texpacks should now be placed in Mods/Texpacks- instead of in Mods/Reskins [*] Texpacks now look for their texture/music/sfx data in a subfolder called Content, which should mimick the Content folder found in the Duck Game install. [*] The above changes will unfortunately break any existing mods using the official Reskin system. There aren't very many new reskin mods as far as I can tell, but I'm sorry to anyone who this affects. To change your reskin into the new Texturepack format, move all the DG reskin content from the root folder of your mod to a subfolder called Content. If you're testing locally, move the mod out of DuckGame/Mods/Reskins and into DuckGame/Mods/Texpacks. [*] Old Yupdaniel reskin mods from pre-DG 1.5 should still work fine. [*] Fixed a number of issues with Texpacks, retexturing ducks should now work correctly. [*] Added "Show 8 Player" setting in local lobby pause menu that zooms out to show extra slots, to help clear up confusion with how to use 8 player mode. [*] Text to Speech setting now shows "Text To Speech Not Installed..." if the system fails to initialize, or if there are no voices installed on the system. [*] Fixed a large number of level synchronization issues related to MysteryGun and RandomItemBox. This should fix a number of situations where item boxes wouldn't pop anything out. [*] Fixed a number of issues with controls resetting due to device changes (this was a bad one, really sorry to anyone whose been suffering over this) [*] Added "SAVE CHANGES?" dialogue when backing out of profile control editor with unsaved changes. [*] Added warning message for title screen global EDIT CONTROLS setting, which warns you if any active profiles have their own personal control overrides set, which would override the global controls. [*] Binding two UI controls to the same key is no longer allowed [*] Duplicated UI controls will now be detected and reverted to defaults on game startup (These two issues should help prevent Cancel and Accept from being bound to the same key, for example) [*] Running with -moddebug enabled will now throw mod OnPreInitialize exceptions [*] Issues encountered in a mod's OnPreInitialize function will now be displayed in the error output in the mod browser window [*] Text To Speech should now be working again [*] Fixed issue with Never Mined and Books Are Fun achievements not triggering. [*] Fixed issue with odd behavior when placing parallax backgrounds in the editor when a mirror object is present. [*] Pipes no longer use a separate object to render their end pieces, this should fix a number of pipe related issues in the editor. [*] "Show Error" in the mod browser menu now opens the error in a Notepad document, instead of showing it in a crappy ingame window. [*] Added emergency garbage cleanup call for compatibility with old mods that leak textures [*] Fixed bug where backing out after choosing to play online could softlock the lobby [*] Fixed bug where match settings would be reset if Play Online was accidentally chosen [*] Fixed Waffle Cape [*] Added 'xpskip' command to console for players who really don't want to see Vincent and can't stand to wait for him to gift the Voodoo Vincent doll. [*] Improved duck animation sync when playing online [*] Command line option -dinputNoTimeout is no longer neccessary. DInput now initializes asynchronously and can take as long as it wants. [*] The above change should fix '???' control errors with DInput pads, but if DInput is being finnicky it may take a bit of time before your DInput pad is detected. [*] Wall disarms have been re-implemented [*] Hopefully solved a few System.BadFormatException errors, and added better logging to indicate the offending DLL. [*] Added 'savedir' command to console, which opens your current Duck Game save folder in a new window. [*] Added 'userdir' command to console, which opens your current Steam user's Duck Game save sub-folder in a new window. [*] Fixed a few issues with object appearance offsets when netted while playing online [*] 'F' to flip selection in editor on keyboard should now be working properly [*] Fixed a number of disappearing object issues when playing online, related to objects created by references in net messages not being initialized with the correct authority values. [*] Fixed race condition crash in audio engine when connecting to remote play [*] Fixed a few crashes with initializing audio drivers [*] Fixed issue with renderstate pileup when rendering level previews, which caused crashing when uploading some workshop levels [*] Fixed issue where selected duck color could be ignored upon joining a game [/list]