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** Major Features **
- Switched to FNA/SDL2 from MonoGame, which removes dependencies to OpenTK, and should result in better compatibility
- Switched to libvorbisfile (instead of NVorbis) for music decoding, which results in better CPU performance of music decoding
- Music files are precached in RAM instead of streamed from HDD, to avoid disk thrashing which caused cuts and skips
- Game controller remapping has been rehauled and consolidated, now uniquely using SDL2's GameController API
- Native support for any refresh rate, and lower CPU usage when using V-Sync, thereby removing the need for related launch options
- Fully smooth rendering for any refresh rate, by using a mixture of variable timestep (for the camera and some entities) and fixed timestep interpolation (for Gomez)
- Scale mode options (full aspect, pixel-perfect or supersampling from nearest multiple of 720p)
- No more letterboxing or pillarboxing (black bars), unless omitting them would cause an aspect ratio mismatch for the screen/internal resolution combo
** Minor Features **
- Map previews in save menu
- Speedrun mode (--gotta-gomez-fast)
- OpenGL calls are now done on a single thread to avoid driver-specific issues and crashes during loading
- Added support for hardware geometry instancing for better rendering performance
- Button icons match PS3 and PS4 controller face buttons when connected
- Added PS4 light bar support for Linux
- VSync, lighting, Steamworks support, single-threaded mode, controller deadzone and no-pause-on-lost-focus can be customized from in-game menu instead of launch options
- Clouds fade during rotations in industrial world instead of popping in/out
- Gomez walks to NPCs when talking to them instead of warping at their position
- Talk animation for NPCs does not restart on successive dialogue lines
- Some scenes of the 32-cube end cutscene have received minor polishing touches
- Alt+Enter toggles fullscreen
- MSAA (multisample anti-aliasing) is tentatively supported, but hidden behind the --msaa-option launch option (because it generates some artifacts and blurriness in-game)
- Logger creates a new file for each run of the game, archives day-old (or more) logs to a zip file and cleans up month-old logs
- Change to view rotation limits : there's a limit to how fast you can rotate after 2 successive rotations, but you don't have to wait until the last rotation is completely finished
** Hotfixes since initial 1.12 release **
- Fix for crashing related to DS3 and DS4 controllers
- Fix for crashing in level transitions related to sky layer updates
- Fix for 5.1 surround sound panning
- Cleaned up and fixed logging of errors for save file system
** Bug Fixes **
- Scripting fixes in 3D village to avoid a possible soft-lock
- Fix to handling of the waterfall code entry, which should be a lot more consistent now
- Fixes to the behavior of grabbing corner ledges, which prevents Gomez from clipping out of interior rooms
- Finishing the game with all cubes found unlocks all abilities
- Geezer will stand at the right spot in the 2D village no matter how fast you find him
- Glow-bit planes fade out on secret passage doors instead of Gomez clipping through them
- Zoom-through-the-sky level transitions with water are a bit less jarring
- "Solved puzzle" jingle no longer cuts off in the crypt level
- Fixed boiler room double-trigger of the secret resolved sound effect, and the camera becoming unconstrained
- Fixed wall village floating planes, NPCs and art objects
- Fixed that quick pause-unpause stopped music
- Fixed secret passage doors checking for input in the pause menu
- Fixed velocity lingering on as you attach to ladders, which made you attach too high on them
- Fixed that vines made Gomez hug walls while moving (climbing)
- Fixed issues with "impassable vines" where Gomez would clamp to them while trying to jump through vines
- Fixed the DOT dialogue soft-lock when getting the achievement cube in Gomez's house
- Fixed single-frame ground alignment vs. camera follow issue when landing and rotating at the same time
- Ladder and vine grab behavior is now smoother, no more timer that prevented jump-grab-jump movement chains
- Fixed activation of small warpgates, where it would falsely trigger when collecting 8 cube-bits nearby
- Fixed one-frame disappearance of vertically looping levels when rotating
- Changed how NPC rotation is handled so that they can never moonwalk
- Fix to collision tiles for windmill level
- Fixed culling issue with rotating level elements that caused disappearing vines
- Fixed issues with yaw-rotating spinblocks and ledge-grab actions
- Block puzzles no longer auto-solve themselves after changing save slots
- Security question and unfold puzzles will detect the solution without having to rotate one more time
- Removed check to collect cubes while in a warp gate transition to prevent cube duplication
- Fixed that DOT speech doesn't lock the player when she speaks right as you come from a pan-down "continue game" transition
- Nullified horizontal velocity when starting the "lower to straight ledge" action so you can't slide to the side and hold to thin air
- Fixed Gomez alignment when coming out of the sewer pipe
- Fixed the achievement (or map QR) anti-cube from short-circuiting level scripts that spawn and detect collection of anti-cubes based on input codes
- Fixed boiler room out-of-bounds
- Fixed issue with vibrating moving platforms and spawn points which made Gomez fall sometimes in the weightswitch puzzle room
- Slowed down thumbstick movement in world map
- Fixed areas where Gomez could fall forever in looping level
- Removed explosive block that would reappear after reentering mine level
- Fix for visual issue in industrial city star layers
- Fix for crash in world map on Iris Pro GPUs
- Water-level-changing sound now triggers on the first rotation of a water-raising/lowering valve
- Allow stereoscopy on all saves if one save has it
- Fix for ghosts objects (e.g. duplicated moving platforms) when closing the map and after rotations
- Fixes to visual clarity in QUANTUM level (cleaner radius around Gomez)
- Fixed puzzle skip for the tombstone puzzle and the 4-side puzzle
- Fixed chest anticube duplication exploit
- Fixed water height inconsistencies
- Removed floating invisible block in QUANTUM level
- Fixed camera unlocking issue in zu school
- Fixed spacing around numbers in french localization text
- Fixed water first-person transition glitches
- Disabled achievement option if overlay is disabled
- Fixed possible soft-lock when changing to first-person view in front of a tombstone, valve or timeswitch
- Desktop display resolution used on first run instead of imposing 720p
- Sound muted when "pause on lost focus" option is on, and focus is lost
- Fixed alignment of Gomez's sprite when jumping with a bomb
- Fix for falling through platforms in background mode
- Grabbing to push crates no longer allowed when in background mode, since it causes weird visual issues
- Fixed clipping through bombs in background mode
- Entering "tunnels" by pressing up in a tunnel opening can no longer be triggered when Gomez is in background mode
- Fixed a bug on respawn where the player would be appear to float in mid-air after rotating
- Gomez's Z position is now more stable/predictable when he is sandwiched between two walls
- Fixed situtations where Gomez would end up in the background after being adjusted to a ground position when rotating while overlapping a wall in an alcove (that's a mouthful)
- Fixed situations where Gomez could wrap around ledges that weren't visible from the camera
- Fixed respawn glitch that occured when last safe position was a ledge grab, and could cause Gomez to warp behind objects
** Known Issues **
- Some Intel integrated GPU/drivers have an issue maintaining 60fps when VSync is enabled and might fall back to 30fps after moving from one area to another. The workaround is to disable VSync, or try updating to a newer driver (see : https://github.com/renaudbedard/fez-1.12-issues/issues/113)
- Since the game now uses SDL 2.0's DESKTOP_FULLSCREEN mode, there is no exclusive fullscreen mode supported and the game always assumes a presentation buffer that matches the screen's native resolution. This means that screenshots and video capture will use the screen's native resolution, whichever internal resolution the game is set to with video settings. (this is more of a "heads-up" than an issue since it will not be addressed)
- PS3 controller not natively supported under Windows, unless you use 3rd party drivers and then you're on your own
Version 1.11
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- Screen will no longer pillarbox, only letterbox, whichever resolution is chosen. This enables arbitrarily wide resolutions (multi-monitor)
- Added borderless fullscreen toggle in video settings menu (workaround for AMD flickering bug)
- Added power saving mode (-ps), also accessible through Launch Options dialog. This mode may make the game run at a slightly lower framerate than your hardware is capable, but significantly reduces CPU usage, which makes it preferrable on laptops or hardware susceptible to thermal throttling
- Fixed rare case where waterfall would never open
- Added fix for old savefiles with the telescope double-item spawn glitch
- Sound effect volume now affects map navigation sound effects
- Added additionalDeadzone entry to settings file, and made gamepad thumbstick deadzone wider by default
- Separated X and Y look invert based on player feedback (old option affects both on first run)
- Removed OptimusFix from Steam launch script, since it caused more problems than it fixed
- Merged in new version of music streaming library which should lead to better performance
- Music streaming CPU usage fix applied to Mac and Linux versions as well
- Garbage-textured blocks no longer rendered in perspective view
- Fixed credits entries
- Clock tower level has more permissive fall damage
- Traversing levels downwards with flying cheat is easier
- Fixed bright edges on some 3D art objects
- Fixed minor collision issues
Version 1.10
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- Fix issue with Gomez being launched in the air in the connective rails industrial level
- Removed stray collision tile in bell tower level
- Added launch option for the game not to pause when exiting focus state
- Fix issues with disabling Steamworks via the launch option (since 1.09)
- Fix for issue with brightness control and the CMY cave (since 1.09)
- Fixed intermittent hang while loading the final cutscene (since 1.08)
Version 1.09
------------
- Music streaming thread uses much less CPU time, should drop CPU usage by 50% on most systems
- Added brightness control in video options
- Fixed that secret passages would lead to the wrong destination door in some circumstances
- Removed the "Start New Game" option from the pause menu upon user request, you can still start a new game form the "Save Management" menu by clearing your current save slot
- Fixed a crash that occured when using the "flying" code during a warpgate transition
- First-person view mouselook fixed to be able to scroll endlessly instead of being constrained to screen size
- Gomez looks the right way when looking around with mouse drag
- Back, Jump and Start keys now exit first-person view
- Fixed that the credits would jump forwards in 720p and 1080p since 1.08
- Fixed that the sky clouds would randomly appear too dark since 1.08
- Fixed that the "Talk/Back" button would stop working after exiting the Steam overlay
- Added an "Achievements" menu option for the Steam build
- An error dialog with details and suggestions will pop up instead of silently exiting when an error related to framebuffer objects happens at load time
- An error message will pop-up if XInput DLL is missing due to bad install of redistributables
- Miscellaneous CPU-wise optimizations
- Fixed and tweaked leaderboard navigation
- Clicking on a leaderboard entry will open the Steam overlay to that user's page
Version 1.08
------------
- FEZ Launch Options UI (FEZ_LaunchOptions.exe) allows you to toggle non-ingame options for troubleshooting
- Added a --no-lighting launch option (accessible with the tool) which disables the lighting pre-pass, and can make the game run smoother on older GPUs
- The game now backs up your save file when finishing a playthrough to the "SaveSlotN_Ending", in case you want to recover it (e.g. if you nuke your progress by choosing Start New Game instead of New Game+!)
- 5.1 audio is now supported, in that everything will play from the front speakers; positional audio in general was balanced and tweaked as well
- Tentative fix for Framebuffer Object errors on Intel and AMD hardware
- Invert look options is now disabled by default, and renamed from "invert mouse" to "invert look" since it affects keyboard and gamepad controls as well
- Fixed the long-jump exploit that used the turn-around animation
- Fixed visual glitch when entering a door right after jumping
- Secret codes can no longer be input during level transitions, which could cause issues
- When "New Game+" is available, choosing "Start New Game" instead will now trigger a warning
- No more OpenGL background context for threaded loading, should resolve the issues that needed the --singlethreaded flag to resolve (long load times). Note that the game now performs much better with VSync set to "Application Controlled" instead of forced On
- Engine no longer soft-limits to ~58fps, no longer needs --force-60hz to hit 60fps (though the flag still results in the smoothest experience)
- Support for 120hz and other refresh rates (logic still runs at 60fps, but game will draw at whatever VSync instructs it to)
- Fixed that faraway places would show up on top of water in some circumstances
- Fixed the NullReferenceException in draw calls during loading (the Starfield bug), which more often than not resulting in a crash after choosing "Continue Game"
- Fixed that geysers tiling would break up at the top
- Credits now align correctly in 1080p
- Fixed threading-related hitch/framedrop when rotating on slower CPUs
- Fixed OpenTK crash if the driver reports a resolution with no bits-per-pixel information
- Fixed a bug where entering both codes in the telescope rooms would only spawn one cube. Please note that the fix prevents the problem from happening in the future, but save files affected by the problem cannot be fixed without manual intervention (i.e. save file hacking). Sorry for the inconvenience.
- Controls screen no longer lets you remap two actions on the same key
- Menus and intro react appropriately to remapped "escape" and "enter" keys
- UI keyboard mappings that used to be forced are now remappable via the settings file
- Fixed crash in main menu after loading save file related to leaderboards handling
Version 1.07
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- Fixed a shader link error on Radeon X1300
- Holding left and right rotation buttons will not make the totem level glitch out anymore
- Removed stray trile in the zu library level
- Added command line toggle for disabling steamworks : --no-steamworks
- Fixed that the "continue game" button would be grayed out if game saved in gomez's house
- Fixed rare bug related to the audio system
- Fixed occasional texture repeating in the "zoom in" start new game sequence
- Fixed crash in puzzle rooms when stacking 4 crates on top of each other
- Fixed z-fighting in first person view on some hardware
- Fixed wrong cube model showing up in inventory in a late-game level
- Fixed warp gate viewport shows up always-on-top when seen in stereoscopic view
- Added invert mouse option in settings file
- Tentatively fixed audio device detection
- Tentatively fixed animated sprites border clamping issue when anisotropic filtering is forced
- Very tentatively fixed 5.1 audio redirect to 2 channels
Version 1.06
------------
- Fixed stuck doors for the weightswitch, owl and waterfall puzzle doors
- Fixed that the New Game+ state would get cleared after exiting the game without starting a New Game+
- Fixed bug where the save selection would show the red save icon but not progress to the main menu
- Fixed bug related to music streaming and threading lock usage
- Added CLI flag to address threaded content loading issues : --singlethreaded
- Fixed stuck dot dialog when getting hurt by a bomb while she's talking
- Added back the missing falling "text" during the hexahedron encounter cutscene
- Added error messages for unsupported Intel driver versions
- When setting an unsupported resolution, the game now falls back to the current/native one
- Tentative fix for bugs related to not-a-number floating point errors in the camera math
- Default menu highlight is on Start New Game+ when it's available, to reduce accidental save file clearing
- Added a controller vibration toggle in game options
- Fixed rare bug related to the tuning fork puzzles
- Fixed bug where the application data directory is written to before being created
Version 1.05
------------
- Fixed the "Error initializing audio subsystem" error
- Fixed the bug where "Continue Game" is greyed out when reloading a valid save game
- Fixed that map icons did not show up on Intel HD Graphics chips
- Running the game "As Administator" should not necessary anymore
- Fixed random crash bug when loading between levels
- Tentative fix for transitioning to levels in the background while using endgame feature
- Game now checks for available disc space on start (200Mb required)
- Added CLI flag to disable joystick support : --no-gamepad
- Added CLI flag to assume/force 60fps : --force-60hz (this is equivalent to the MonoGame DLL hack that's been going around)
- Added CLI flag for debug tracing : --trace (please use this when reporting crashes)
- Fixed sprite alignment of corner ledge animations
- Final cutscene will play even if you glitched your way to more than 64 cubes
- Added tentative support for retroactive or glitched/non-unlocked achievements (Steam)
- Fixed cloning/duplicate/infinite anti-cube glitch
- Game should not force a resolution that is not supported by the display device on first run
- Added slightly broader support for Intel HD cards with outdated drivers
- NOTE : The "Debug Log.txt" file is now located in %APPDATA%\FEZ\, the one in the FEZ directory is stale and won't be written to
Version 1.04
------------
- Tentative fix for missing world map icons on Intel HD Graphics 3000 and 4000 cards
- Added experimental CLI flag for variable timestep (--variable-time-step), may break game physics, try at your own risk!
- Fixed possible crash during loading screens
- Fixed window scaling problem when using higher Windows DPI settings
- Fixed leaderboard crash with unmapped characters in usernames
- Game no longer forces 1280x720 resolution on first run if it's not supported
- Sound effect volume setting now applied when starting game
- Fixed possible crash with music buffering
- Fixed problem where doors would remain closed forever after exiting or crashing out of a level
- Tentative fix for invisible pages in tome
- Number of anti-cubes now capped at 32, if you somehow manage to find 33!
Version 1.03
------------
- Fixed crash-on-load errors for systems with Turkish regional settings
- Fixed possible crash when accessing video settings
- Fixed wrong letterboxing when going fullscreen with some 16:9 resolutions
Version 1.02
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- Fixed memory leak for OpenAL buffers and sources
- Fixed music-related crash in all puzzle rooms with the "Knowledge" music track
- Fixed "invalid entry point" error when changing resolution or exiting the game with older OpenGL GPUs
Version 1.01
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- Fixed random crash issue when starting a new game
Version 1.0
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- Initial release
1 mal bearbeitet, zuletzt 20. Aug. 2016, 23:10 Uhr
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