Releases

  • Project OutFox 5.3 Alpha 4.9 has been released! This is our build for October on our roadmap. Alpha 4.8.6 (September 30) did not pass QA on Windows, and it ended up containing changes signifigant enough to justify a bump to 4.9.

    We have sorted out the misunderstanding that required us to temporarily rebrand as Project OutFox, so we will be returning to the StepMania name on the next alpha. It was all resolved amicably, and it had to be acted upon due to it being reported, so no problems there.

    Gaining Imhotep's Favour

    Alpha 4.9 contains major changes to fonts within themes. Since we began the project, we had become aware of numerous issues, such as missing glyphs and language support. To fix this, we have created a new release of the the Texture Font Generator, fixing the missing characters for Cyrillic and Extended Latin, Kanji GBK for Traditional Chinese, Kanji Hojo, Kanji JIS, Kanji symbol characters, Korean basic characters, and Korean Hangul. It has separate versions for Chinese, European/Latin, Japanese, Japanese supplemental, and Korean fonts, as well as "Legacy" for Windows-1252 character maps (seen, in particular, in OpenITG/NotITG).

    We used the new generator to create updated font textures, including the IBM Plex fonts used within Soundwaves, Noto fallback glyphs used for rendering foreign characters not covered by fonts in a particular theme, and an improved version of a font texture often used within In the Groove 2-centric content. All these fonts have been rendered at a higher resolution, with a more consistent size and wider character support.

    As a result, you may notice that the default theme's typography looks a little different on Alpha 4.9 (and in some areas, has also been refined), but that it appears much sharper as well (Alpha 4.8.5 on top, 4.9 on the bottom).

    StepMania_wqE7dcRNJ0.png StepMania_Wy0bzQjEza.png

    As they do not work properly with Unicode, we are also deprecating the string.upper() and string.lower() functions in favour of the new Lua functions ToUpper() and ToLower() -- which performs the same operation in a manner that correctly handles capitalization of these characters. The previous functions remain supported for compatiblity reasons, but be forewarned that text may not always capitalize properly.

    Full screen

    On all operating systems, we have added the ability to use Alt+Enter to toggle full screen mode. But be warned: the SDL window does not scale modes which your monitor does not support in full screen. It will draw a border around the window if the mode is not a suitable mode. You can find these modes in the log.txt, as SDL is kind enough to display everything supported there.

    We have allowed other operating systems this function for familiarity, and the fact we didn't think it'd work on macOS/Linux, but it did.

    Download

    As always, the download links and a full changelog are on the release page. Be sure to report any issues you find.

  • 5.3 Alpha 4.8.5 has been released! This is our build for September on our revised roadmap. It contains a large number of bug fixes (including one bug that was 16 years old) and a few new and experimental features to try out.

    We have temporarily rebranded as "Project OutFox" for the time being, as we need to get some paperwork done in order to use the "StepMania" name.

    As always, the download links and a full changelog are on the release page. Be sure to report any issues you find.

  • 5.3 Alpha 4.8 has been released! This is our build for August on our revised roadmap, and it contains a number of major changes (including several user-facing changes):

    Input

    Due to Windows and Ubuntu updates that have directly affected several of our users, we have performed another major rewrite to our input handler. As part of these changes, we now have a preference in the Experimental Options menu for switching from XInput, to the legacy HIDAPI-based input handler used prior to 5.3 Alpha 4.5.

    920TQHFoEI.png

    The legacy mode has a few advantages, including support for more than four controllers at once (which XInput is limited to by design), not requiring the creation of controller mappings, and being able to handle controllers that have been especially troublesome under XInput (such as the ParaParaParadise PlayStation 2 controller - more on that later). This, as a result, gives us a greater level of controller support than ever before.

    You will need to restart the game for the input mode switch to take affect, but we will remove this requirement in a future update. You may need to adjust your offset after switching, as some controllers may behave differently between these modes (especially custom Arduino pads; we have received reports that Step ManiaX pads feel "tighter" on legacy input than XInput).

    If you use older controllers, please ensure they are plugged in BEFORE you start the game. Because we do not depend on DirectX anymore, we need to initialize the system on startup. We are looking into this, but once the system is live, controllers can be added and removed as normal. We really do not want to go back to DirectInput 7 or 8 as Microsoft is really punishing use of these systems, and will remove them outright eventually.

    New loading window

    Another major change on Alpha 4.8 will be apparent as soon as you launch it. Out with the old splash screen...

    mcmGPoJmhx.png

    ...and in with the new.

    zogtGiMrpe.png

    This replaces the legacy loading window (including the buggy macOS loading window) on all platforms. In the future, we will provide the ability for themes to customize it, as well as other new features.

    Audio

    We have replaced libmad as our MP3 decoder with dr_mp3. It's lightweight, supports VBR, and addresses one of the broken_pipe issues we faced on our Raspberry Pi builds.

    In addition, warnings will now be added to Logs/info.txt if the game is unable to load a song's audio file (such as if the file is corrupt or broken).

    Para mode

    Finally, we have refurbished the para game type. This mode simulates the gameplay of ParaParaParadise, a short-lived, motion-controlled dance game based on para para - a Japanese dance style typically performed to eurobeat music.

    We adjusted the timing windows and hold behavior to be more faithful to the original game, with a single timing window, and being able to hit notes as long as that particular arrow is held when it reaches the receptors. It is lenient by design, as this is a routine-based game with a stronger focus on performing choeography than timing. As mentioned earlier, our input changes also addressed support for the controller used by the official PlayStation 2 version of the game.

    If you would like to see the mode in action, Taikora demonstrated it during it a stream using the controller on a pre-release build.

    Download

    As always, the download links and a full changelog are on the release page. Be sure to report any issues you find.

  • We have released StepMania 5.3 Alpha 4.6 RC3; as with our past few builds, this build continues our focus on bug fixes and optimizations.

    For download links and a complete changelog, visit the release page. Builds are available for Windows, Linux, and macOS.

    For the first time, we have also publicly released ARM builds for Linux - primarily for Raspberry Pi and similar platforms. Please see the release page for more information and recommendations regarding these builds.

    Do not enable 8K texture support at this time, as it will give you GL_OUT_OF_MEMORY errors.

  • We have released StepMania 5.3 Alpha 4.6 RC1. This update focuses on additional bug fixes, and also features two new drum gametypes.

    Do not enable 8k texture support at this time, as it will give you GL_OUT_OF_MEMORY problems.

    For download links and a complete changelog (including details on technical changes also present in this build), visit the release page. Builds are currently available for Windows, Linux, and macOS.

    A message from Team Rizu

    Sorry for the quick release update schedule for this month, we wanted to ensure that you guys have a (moderately) stable version to play with over the summer. We will still take bug reports and any issues, and help where we can, but we are taking a break to work on our documentation and get the content ready for Alpha 5.0.0 in late August. It's been a wild 6 months so far, and we thank you all for your support, and the passion from the community so far in seeing the game progress. I appreciate all the bug reports and those of you who have contributed to the project so far.

    We still are looking for translators, and you can pop on our Discord server and talk to us if you want to translate to your language. We will slowly build up a new collection of content to allow you to change and customize your game in the future. Please bear with us as we are but a small team.

    Have a great summer, play safe and enjoy OutFox.

    ~Squirrel and Team Rizu

  • We have released StepMania 5.3 Alpha 4.5.9. This update features more performance improvements and bug fixes, as an interim release before our next major build, Alpha 5.0.

    For download links and a complete changelog (including details on technical changes also present in this build), visit the release page. Builds are currently available for Windows, Linux, and macOS.

    We are migrating to GitHub for public issue tracking going forward.

    Notes

    If you have a crash on the music selection screen, delete your banner cache in the /save/cache folder and change the ImageCache preference in Preferences.ini to Imagecache=Off

    We have had reports of some animations and tweens (movements of things on screen) moving too fast on some mod files and computer setups. If you see this behaviour, please let us know, including the specific pack/song/etc., your PC specifications and operating system, and what was running too quickly. "We may have hit the crescent of the hill on math optimisations and it's now giving some quirky behaviour. I have not seen it here on my machines, nor on any of the Linux boxes I've tested, (or my MK6 cab) but please let us know if you see anything 'odd'." - Squirrel
  • We have released StepMania 5.3 Alpha 4.5.8. This is an interim update that features some bug fixes and improvements over 4.5.6 as we prepare for our next major build, Alpha 5.0.

    For download links and a complete changelog (including details on technical changes also present in this build), visit the release page. Builds are currently available for Windows, Linux, and macOS (no Discord support). On Linux, a "legacy" amd64 is avaliable, built on older glibc and also excluding Discord support.

    We are migrating to GitHub for public issue tracking going forward.

  • As we encountered some issues with Discord integration using the new SDK (due to inadequate documentation, we were not informed that by default, the Discord SDK library would attempt to launch the Discord client when the game is opened), we temporarily withdrew Tuesday's Alpha 4.5.5 release. At the same time, we did a few more tweaks on top of what was already included in 4.5.5 (including a rewrite of internal sine math to further improve performance), so we have therefore bumped up the version number to Alpha 4.5.6.

    As a recap, here's a run-through of the major user-facing features we've added on Alpha 4.5.5/4.5.6:

    We have added an updated profile editor interface, and have updated the avatar system: now you can pick an image from the avatars folder, rather than having to name images after your profile name.

    30.png 32.png

    We've added a new series of modules for calculating note density and unbroken streams in charts. This is, in turn, used by new features such as a notes per-second (NPS) graph displayed on the song selector that can display the number of measures that each stream lasts (modelled after syntax popularized within the stamina community).

    29.png

    We've reorganized the player options menu, cleaning up the main page to leave the most commonly-used options, and with new pages for "Effects" (which covers modifiers that effect the chart and how it is displayed), and "Additional options" (which contains toggles for other in-game options). You can access them from a new "next screen" option on the player options menu.

    33.png

    The in-game stats display now has a "Detailed" mode, available during 1-player play, that displays the aforementioned NPS graph, a lifebar gauge (which is also colored to indicate the status of your full combo), and a live scattergraph of each individual note judgment. We also have an experimental rendering mode for the NPS graphs that, in gameplay, allows the graph to scroll during longer songs. You can also customize what's displayed on the Detailed pane from the profile editor.

    27.jpg

    And last but not least, we have added Discord rich presence support using the Discord GameSDK (currently not available on macOS).

    For download links and a complete changelog (including details on technical changes also present in this build), visit the downloads page.

  • The "UwU wot dis? Zip & Entry Points Edition"

    It is time once again for another StepMania 5.3 alpha build; aspects of this build were demonstrated during our February dev stream (Team Rizu now has its own dedicated Twitch channel at https://twitch.tv/teamrizu, where future dev streams and other content will be featured).

    This build continues our ongoing bug fixes, performance improvements, and internal modernization, while there are also some user-facing improvements to the Soundwaves theme, updates to our Japanese localisation, and new noteskins.

    (REINSERT IMAGE 21)
    The options interfaces in the default theme have undergone a visual refresh, while player options has a redesigned speed selector, and noteskin previews.

    We would like to, once again, thank everyone that has been testing these builds and providing us with feedback so far (or even just participating in our community in general). We've come a long way since the first alpha in December, but there's still more work to be done...

    Download links are, as always, listed on our builds page.

    Changelog

    All platforms

    • Removed extra input debug output from Alpha 4.3; thank you for your reports and updates.
    • 🐲 Fixed missing scancodes on keyboard input.
    • Fixed old %d number behaviour in Lua. Returns to 5.0/5/1 behaviour. Thanks Tatsh for reporting.
    • Removed 'Frameskipcode' - It will be readded in a later build.
    • Fixed a few more bugs in the render pipeline... added in 2004.
    • 🐲 Properly removed the obsolete input handlers.
    • Fixed some old cmake typos and cleaned up code for linux.
    • Fixed regression in not supporting smzip/zip archives. Thanks to Jubo for the report.
    • Add new keyboard input system.
    • Fixed InputHandler issues, no more skipping on pads.
    • Fixed missing SDL options in input causing a break error.
    • 🐲 Added new entry-points for OpenGL.
    • 🐲 Fixed Matrix calculation errors, resulting in a small performance boost.
    • 🐲 Added new math functions.
    • Added new GL support for older Intel Cards. Thanks Astolfo, Gabrielpivotyt, Aqui and Wilycel for reporting.
    • Added new noteskins.
    • ArrowEffect fixes to prevent math errors.
    • 🐲 Fixed matrix errors in GL causing odd crashes.
    • Fixed missing ImageCache setting causing odd slowdowns on launch.
    • (4.4.1) Properly removed the obsolete input handlers - seems there was a separate one added to a lone screen. Cheers, Glenn.
    • (4.4.1) Fixed missing keystrokes on profile creation and high score name entry.

    Theme

    • New options menu appearance.
    • New two-row speed mod selector (pick a speed type, increment the value in a second row, similar to Simply Love) and note skin preview on ScreenPlayerOptions.
    • New ScreenStageInformation design with song background.
    • Updated Japanese language strings by hanubeki
    • Downplay references to "Event Mode" in the gameplay user interface.
    • Adjustment to ScreenSelectMusic heading to fix misalignment of the sort mode box's fill. Thanks MoNeko for reporting.
    • In a related change, refresh header on ScreenEvaluation.
    • Fix missing option (ScreenOptionsTheme) for mascot on title screen.
    • Change ScreenOptionsService (options menu from title screen) and submenus to use a minimalistic, static background.

    macOS

    • Fixed another weird issue with compiling.
    • Fixed dmg creation.

    Linux:

    • Fixed weird Mesa edge crash.
    • Fixed odd missing entry-points on GLX, thanks Hālian for reporting.

    Windows:

    • Fixed missing GLAD definitions.
  • We once again have another alpha snapshot to share with you, Alpha 4.3. This build focuses primarily on addressing issues reported by the community from our previous alpha, as well as other changes (including fixes for 16-year-old bugs!).

    One of the major highlights of this build is that we now have hooks for future mouse and touchscreen support (including gestures and multi-touch). There is no in-game support for these inputs yet, but you should be able to see log entries for them. Accordingly, be advised that this build produces a large amount of log data output relating to the new input system. This is by design (to let us know if your inputs work), and will be removed on the next build.

    Due to some other changes being worked on for the Mac versions, this build also only supports macOS Mojave and newer.

    We are using an alternative means of hosting the mirrors for this release; we are currently investigating a more permanent solution.

    Changelog

    All platforms

    • Fixed various missing keyboard inputs, including symbol keys (;:'@#,<>./?|`{}[])(&^%$"), the ~ key for localised keyboards, and the number pad.
    • Fixed missing options for no mapping on localised keyboards.
    • 🐲 Add touchscreen and mouse input hooks
    • 🐲 Added hooks for haptic/rumble support on controllers. Why? Why not?
    • 🐲 Fixed odd skipping on inputfilters.
    • Removed average FPS gauge from debug overlay; caused skew on mod files.
    • 🐲 Fixed a few bugs in the render pipeline... added in 2004.
    • 🐲 Properly integrated buffering.
    • Rewritten triangle logic to prevent errors in ActorMultiVertex.
    • Fixed a small lights bug.
    • Added a cleaner way to shut the game down.
    • Added new window states in preparation for the removal of RageDisplay (check the logs for events!)
    • Fixed draw issue reported by some users.

    Linux:

    • Removed obsolete X11 input hook code.

    macOS

    • This build will only run on 10.14/10.15 due to work in progress code.
    • Fixed an integer overflow that messed with Catalina's guiding of our output windows.
    • Fixed a vertex overflow causing a very rare crash
    • 🐲 Fixed polling error.

    Windows:

    • Removed obsolete win32 input hook code.