In this update10
Full notes
Full Superfighters Deluxe update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Server
- Gameplay
- Performance
- UI and audio
- Fixes
Superfighters Deluxe changes
How to access update preview
To access the preview version of the upcoming update go into your Steam library > Select "Superfighters Deluxe" > Properties > Game Versions and Betas > Select "updatepreview" (Preview of update SFD v1.5.0 (64 bit)). You might have to restart Steam if you don't see it.
Please Note:
The map editor and dedicated server tool is not available in this update preview yet!
This preview is perfect for you and your friends who want to play together using Steam Network connectivity (see notes below). You no longer have to configure port forwarding.
This is a preview build and may contain bugs.
⭐ Special thanks
Special thanks to Odex for his work with this update!
Give feedback
You can see and provide suggestions and register bug reports at BetaHub: https://app.betahub.io/projects/pr-7126150845/feature_requests
Changelog for Superfighters Deluxe 1.5.0 update preview
✨ Updated requirements
SFD is now 64 bit using FNA framework instead of XNA framework. SFD now requires:
64 bit Windows.
DirectX 11 compatible graphics.
✨ New
Online play updated to use Steamworks Networking.
As a result of the above changes:
Improved connectivity as a result of Steamworks Networking. SFD now relies on Steamworks Networking backend to list, discover and connect to hosted games and hosted servers.
Join a friend's game directly via your Steam's friend list and "Join game" feature.
Improved Gamepad support as a result of FNA framework and various bug fixes and improvements to Gamepad support. Most controllers now work out-of-the-box and can be plugged in anytime.
DirectX11 rendering which requires DirectX 11 compatible graphics.
Optional OpenGL rendering by adding ENV_FNA3D_FORCE_DRIVER=OpenGL to your config.ini file in your Documents/Superfighters Deluxe folder.
Resolutions beyond 2048x2048 now supported thanks to FNA framework.
Public games in the game browser show estimated ping using Steam functionality.
💻 ScriptAPI/Map Making
IUser.ConnectionIP - Obsolete. This now returns a fake (generated) IP.
IUser.AccountID - Obsolete. This now returns a fake account ID. You can no longer read the user's AccountID via Scripts.
IUser.AccountName - Still returns the user's profile name in Steam (which can be changed).
Script Editor now has code highlighting.
Script Editor now has search and find functionality.
Added script API examples and tutorials available directly in the map Script Editor. (Previously available on MythoLogic Interactive's old forum.)
ElevatorHelper no longer plays the 'ding' sound the first 300 ms of map start to avoid the 'ding' sound playing when starting a map with elevators.
🛠️ Fixes and Improvements
Pressing back in menus now navigates to the Back/Cancel/Exit button first before closing the menu.
Reduced resource usage for clothing items and better handling of texture usage related to items to reduce memory usage, cpu usage and potential stutter.
Fixed some issues when interacting with scroll bars in menues using only the mouse.
Fixed navigation issues in the profiles menu when using keyboard or gamepad.
Suppressed the "Can't find effect 'HIT'" message.
Other fixes, tweaks and improvements.
🗒️ Removed
Some old features have to go as they are no longer applicable.
The following config keys have been removed (and its functions related to them):
PORT
CLIENT_PREFERRED_PORT
AUTOMATIC_PORT_FORWARDING
LAST_CONNECT_TO_IP
PUBLIC_BROWSER_PINGING
SERVICES_HTTPS_MODE
HOST_GAME_HIDE_IP_IN_CHAT (Replaced with HOST_GAME_HIDE_STEAMNAMES_IN_CHAT)
No longer possible to ban or kick a user by IP as IP is no longer a concept being used.
Source
Changelog.gg summarizes and formats this update. How we read updates.
