v0.12.1 — Created fighters and widescreen fixes
A bug-fix release. Most fixes concern the created fighter in Story mode (portraits,
eye colours, thumbnails) and widescreen placement (meters, the paused HUD, the menu
song notification). Seven fixes were combined on one branch, and the full
regression ran once per platform on that combination.
What changed
- Created-player portraits on Story loading cards
(#110, issue
#108). The
match-loading card clipped the created player's portrait at The Limit and could
hide it entirely in the Power Plant free-for-all. The renderer received a clip
rectangle in anti-aliased pixels while the picture was drawn in screen pixels;
clips are now kept in screen pixels. - Right-side health and Blazin' meters
(#114, issue
#112). The
right-hand fighter's meters filled from the wrong end, in 4:3 and widescreen. The
cause was a translation error in one comparison in the game's HUD code; the
translator is fixed and the game code is translated again. - Sketch Artist eye colours
(#115, issue
#111). Choosing
green or blue eyes kept showing an earlier brown image. Small textures are now
checked in full for changes, so the preview updates. - Created-fighter thumbnails
(#116, issue
#113). A created
fighter's small picture on the selection grid was blank, because the game takes
that snapshot from memory the port never filled. The game now generates and saves
it itself. A profile saved blank before this release needs a new snapshot:
load Story, enter and leave the Wardrobe, then Crib → Exit → Yes to save. - Widescreen HUD while paused
(#117, issue
#95). Opening the
pause menu in a widescreen fight moved the health and Blazin' bars, names and
scores into the centred 4:3 box. They now stay at the screen edges. - Widescreen menu song notification
(#121, issue
#118). The
main menu's song notification sat at the edge of the centred 4:3 box. It now
slides out from the left edge of the screen (at ultrawide, from the edge of the
centred 16:9 area, like the fight HUD). - No LOADING flash in the Story shops
(#122, part of issue
#119). Changing an
item flashed one black LOADING frame. The preview now stays on screen. The short
pause while the item loads remains (see Known issues).RECOMP_SHOP_LOADING_CARD=1
brings the card back.
Installing
Download the setup for your platform from this release:
- Windows x64:
DefJamSetup-0.12.1-windows-x64.exe - macOS Apple Silicon:
DefJamSetup-0.12.1-macos-arm64.dmg(unsigned) - Linux x64 / Steam Deck:
DefJamSetup-0.12.1-linux-x64.tar.gz
For an existing installation choose Clean Update: the translator changed, so
setup analyses and builds again. Saves, settings, mods and texture packs are kept.
Building from source: git submodule update --init --recursive, then analyze,
recomp and build again.
Testing
Each row is the release candidate (release/v0.12.1), not the individual PRs.
| Check | Windows | macOS | Steam Deck / Linux |
|---|---|---|---|
Full regress.py
| 14/14 pass (4 macOS/Linux-only skipped), 36 min | pass (owner's run) | pass (owner's run) |
Opt-in checks (skipintro, fight-terrordome, two-matches, repeat, ffa-result, visual)
| 6/6 pass; ffa-result and visual on a rerun (see below)
| — | — |
| Setup install, and Clean Update from v0.12.0 | pass (data folder byte-identical) | — | — |
| Owner play-test | pass | — | — |
On Windows, ffa-result failed once because the player was put out of the
free-for-all with health left, which its "ended at zero health" assertion does
not allow. It passed 28/28 on a rerun. visual failed 2/4 when run on a copy of
the current saves: only the Learn Moves labels differed, because those saves have
more moves unlocked than the fixture the baselines were approved with. It passed
4/4 on that fixture.
Known issues
- Story shops still pause briefly while a chosen item loads: about 55-70 ms on a
Mac, and 150-330 ms with both HD packs on Windows, where it can cause an audio
underrun (#119). - Power Plant free-for-all in Story mode has uneven frame pacing
(#109); not
addressed by this release. - Thumbnails are generated only for small snapshot surfaces; other
render-to-texture cases still draw on the GPU only. - The v0.12.0 known issues (Steam Deck repeat check #98, VRR slowdown #101) and
the v0.11.0 ones (fire-escape pan, three uncovered menu backgrounds) still apply.
See known issues for the full list.