github YuutaTsubasa/Free-Riders-Recompiled v0.10.61
v0.10.61 — Board Super Sonic grinds rails, and races above 60 Hz behave

35 minutes ago

Changes

  • Board Super Sonic grinds rails (#393). With General › Gameplay › Super Sonic: stay on the board and Super Sonic: all types on the board both on, Super Sonic had the speed type but still rode past rails: the game's rail check skips Super Sonic. That one check now treats board Super Sonic like Sonic, so he jumps onto rails and grinds them like the computer racers do. Computer racers, online play and everything else are unchanged.
  • Races above 60 Hz behave (#392, #400, #401). With Test options › Gameplay › Race step rate above 60 (for example 120 or 144):
    • Computer racers no longer fly off side ramps into the sky and stay there, so the place counter is right again. The fix for this has been in the source code since the option arrived in 0.10.50, but by mistake 0.10.50 to 0.10.60 were built without it; this release is built with it.
    • The camera now finishes moving from the starting view to the view behind your racer, instead of staying stuck halfway (wide angle, too far back), and it no longer flips over at ramps.
    • The camera follows at the same distance as at 60 Hz, instead of hanging too close.
    • At the default 60 Hz nothing changes.

Everything else is the same as v0.10.60.

Validation

  • Race step rate 144 on Windows, this release's package: Wild Canyon from an empty save, Sonic left to himself, 100 seconds of racing. No racer went higher than at 60 Hz (highest point 128, the same as at 60 Hz), the camera's view was never stuck at the in-between angle, and it stayed as far behind the player as at 60 Hz (median 4.1 units at 144 and at 60). Full speed (0.9996 at 144, 1.0003 at 60).
  • The #393 case on Windows, this release's package: Free Race › Dolphin Resort › Sonic › Chaos Emeralds with 100 rings and both Super Sonic options on, steered at the first rail: he turned into Super Sonic on his board, got all three types, jumped onto the rail and grinded it at speed 200. Full speed (1.0005), no errors.
  • Windows x64 package, Vulkan, with the validation layer: a whole Dolphin Resort race with no validation errors (speed 1.000, all 455 pipelines prepared). The title movie, Sharp scaling and an Avatar award in the middle of a race were also checked.
  • Windows x64 package, Direct3D 11 (experimental): on an NVIDIA RTX 4090, a whole Dolphin Resort race at feature level 11.1 (speed 0.999) and the start of a race at feature level 11.0 with the fallback for older drivers (speed 0.996). No shader had to be compiled while playing.
  • Linux archive: built on Ubuntu 22.04 (needs glibc 2.35), with the camera runtime next to the game. Checked with software rendering: on a 1920x1080 display (X11) and a 1024x768 (4:3) display it plays into a Dolphin Resort race; under a Wayland compositor (weston) with SDL 2.32.8 it opens a native Wayland window and runs to the title screen.
  • macOS (M1) package: a whole Dolphin Resort race at full speed (0.999), no MoltenVK errors; a race with sound on also ran at full speed.
  • AYN Thor, this release's APK (Android 10+): a whole race at full speed (0.999), with touch controls and tilt leaning (0.998), with camera motion turned on (the Thor has no camera, so the game says so and keeps racing; 0.999), and with all game threads squeezed onto one CPU core (0.999). Sound was on in every race. A race with Race step rate 120 on the Thor's 120 Hz screen ran with no racer flying off and the camera never stuck, at 0.986 of full speed: the Thor cannot quite keep up 120 race steps a second, as before this release (0.970 to 0.994). No crashes or memory errors.
  • Android APKs: same signing key as before, so they install over 0.10.60.
  • Unit tests:
    • 184 passed on Linux; on Windows 191 passed and 1 was skipped (it needs the Kinect SDK).
    • On macOS, 181 of 183 passed; the 2 that failed are the same tests that earlier releases failed, and the macOS GitHub Actions run leaves them out.
    • GitHub Actions builds and tests passed on Windows, Linux, macOS and Android.
  • Not tested:
    • Board Super Sonic flying through flight rings in play.
    • Race step rate above 60 on Linux, macOS or a Mali phone or tablet; two local players.
    • This release's package on a Mali phone or tablet.
    • The iOS app was built and packaged only.

Downloads

  • Windows x64: download and extract the Windows ZIP; run FreeRidersRecompiled.exe.
  • Linux x64: download and extract the Linux archive; run FreeRidersRecompiled.
  • Android 10 or later: prefer android10-arm64.apk.
  • Android 9: use android-arm64.apk.
  • Android version code: 109. The companion licence archive applies to both APKs.
  • macOS 14 or later (Apple Silicon): download and extract the macOS ZIP; open FreeRidersRecompiled.app (right-click › Open the first time).
  • iOS: ios-arm64.ipa, to install with your own sideloading tool.
  • Online server: docker pull ghcr.io/yuutatsubasa/free-riders-server:0.10.31 (unchanged).
  • Checksums: SHA256SUMS.txt.

Use your own game disc image. No game data, private saves or test overrides are included.

Known limitations

The same as v0.10.6.

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