Releases: YAVSRG/Interlude
v0.5.16
What's new?
- Some bug fixes
- Major refactor to UI (no visible changes)
- Noteskin repository! Go to the imports screen to see the (at time of release) single noteskin that's available. Feel free to send me noteskins to be available there (I am also going to add some more soon)
v0.5.15
v0.5.15 is here! The next version will probably be v0.6 as online features get added
What's new?
- Hotkeys are now rebindable! See the Keybinds menu in Options
- Added a quick-retry hotkey (default Ctrl-R)
- Finally fixed skip button causing desync on certain mp3 files (many thanks to @semyon422)
- Basic osu! skin to Interlude noteskin converter is back
- Users can now create and manage their own tables, and display them in level select. This feature is very much a work in progress, with no proper user interface for managing tables just yet. If you are a table maintainer, contact me for a guide on how to get started!
- Many new level select features, including new navigation hotkeys and reversing sort/group order
- A couple of hidden noteskin tools built into Printerlude for common "how do I do X?" tasks I can now walk someone through
- A couple of bug fixes
What's next?
My free time is still somewhat limited at the moment, but my next plans are:
- Lots of UI/printerlude features around tables
- Web features to start storing tables/scores/online things
No ETA but I'm hoping this half of the year
v0.5.14
v0.5.13
What's new?
-
Updates to the EXSCORE ruleset:
- Made CRITICAL window slightly tighter (45ms)
- Added S+ grade (99.5%)
- Added some more lamps
- Grade/lamp icons on score screen coming soon.
- Changes to the judgements (Early/Near, Critical+, etc) will come soon too, they just need a bit of finalising
-
Updates to skinning and theming:
- You can now use loose files for your textures instead of stitching them into a grid/spritesheet. Useful if you have no tools to hand
- For now, contact me for help with this. In (very near) future, a couple of tools will be built into printerlude for specific, one-off skinning tasks
-
Other stuff:
- I forgor, but a few bug fixes
- There is a button in quick-options to apply recommended offset when playing
- When you select a chart in level select, your PBs auto refresh!
- Note: there will be a printerlude tool to recalculate all of your PBs quickly when rulesets change, for now just spam click through all your played charts
What's coming next?
- A couple of planned UI updates, mostly around level select
- This is where features around navigating level select + reversing sort and group order will be added
- This changelog will show up in-game on the menu
- Printerlude v1 will become accessible to users with a couple of tools for one-off annoying tasks like mentioned above
Updates have been a little slower than usual (and will be for the next month) :( - I've been working on charts/content for a tournament I'm running at Insomnia68 in April, and around this time I won't have Fridays free to work on Interlude the whole day
You can still expect weekly releases :)
v0.5.12
What's new?
Nothing much:
-
Extracting the default theme now comes with some rulesets (it is now slightly less obscure to create your own)
-
The more you use the ruleset system/ask me for help with it, the faster wikis/documentation on it gets written
-
Pressing Ctrl-O while in game (quick options key) now displays a suggested offset to use based on your mean
-
Fixed a handful of bugs (mostly ones you never knew were there)
-
Printerlude is now in development! There is a tech proof of concept in this build, but it's turned off since it's still in the works
v0.5.11
v0.5.10
What's new?
- You can choose which monitor/audio device to use from the settings menu
- Changed all the icons AGAIN, now to FeatherIcons
- The new icons are likely to stay long-term and be used to make the UI extra fancy
- Fixed a handful of bugs/locale issues
No big features this week though :(
I've been working on a command-handling engine that will power "printerlude" - This will be a console a lot like source engine games that you can pop up to set macros/run scripts in.
It will be for power users only (you won't need to use it at all) but especially will be useful to me as I will have a proper arrangement for managing online stuff/tables (and debugging stuff).
The timeline will be:
Printerlude exists -> Some awaited features like offset changing tools -> The very basic beginnings of some online integrations
The command-handling engine will also power a chart editor of some sort that I've been planning, so expect to see the start of that around the middle of the year too
Note: If this is your first time installing, you have to install .NET Core 3.1 or it won't launch
v0.5.9: Rulesets phase 2
What's new?
- Still haven't finished some ruleset stuff I wanted; It is not convenient or easily accessible to create your own rulesets yet. It's on the way though!
- In the meantime, look at SC's fancy grade textures! They are proof of concept for fancy grade icons based on Lamp+Grade achieved
- Score screen has been redesigned yet again
- Rearranged/improved how some localisation stuff work
- Fixed a few bugs with rulesets, hold note rendering, some audio stuff
Note: If this is your first time installing, you have to install .NET Core 3.1 or it won't launch
v0.5.8: Rulesets (Phase 1)
What is a "ruleset"?
A ruleset is a collection of rules on how the game should handle accuracy, hp, grades, lamps and score-related mechanics in general.
Introducing rulesets! A lot of code has changed underfoot so that these can be edited with JSON config via themes - This isn't in this release, but will be in next Sunday's release. This week I need some of this code to be field-tested before it goes into themes.
You'll see that all existing "score system" stuff has been rebranded as "rulesets" and you can select the ones you care about from ingame settings.
Judgement text is temporarily gone for maintenance, it will be back next week :)
Other stuff
- Improved sliders in options menu
- Some other bug fixes
- New splash text
v0.5.7
What's new?
- SC is back! (And a little rough around the edges)
- Added simulation of SDVX's version of EX-SCORE (wider than IIDX/raja/similar implementations)
- Grades are displayed on level select instead of accuracy (I'm thinking of switching this back after some testing, but see how it is)
- Fixed a bug in the auto-updater, which caused some problems with last week's release
That's all folks. Got some neat stuff in the works though