VVVVVV 2.3
Only 20 "short" months after the initial source code release for VVVVVV, I am happy to announce version 2.3, the first community-developed version of the game! The release should be on Steam and Itch by the time you see this, and the Make and Play version has been updated as well.
This release incorporates nearly 2000 commits from tons of developers, including a standout developer who will be an official maintainer for future releases (hi Misa!). The feature list is absurd:
- Uncapped framerate
- In-game timer support
- Big giant middleware update, including SDL 2.0.16 and updated Wayland support
- A huge number of features for level creators
- An obscene number of bugfixes, notably regarding undefined C/C++ behavior
An abridged list is several pages long. I'm not kidding.
This release was really important to me because I wanted to show that it was possible to do new releases of games with published source code rather than abandoning them like most other developers do, and I think players will immediately see that the results speak for themselves. Thanks to everyone who contributed to this release (especially Misa), and thanks to everyone who has done some really interesting stuff even outside of upstream. And of course, thanks to Terry for letting me try this absurd idea in the first place. (You can read his announcement here.)
Enjoy the latest, greatest version of VVVVVV!
Bill's Hat
Turn a minimal Fedora installation into a SteamOS box!
1. Write Fedora Workstation NetInstall ISO to a USB drive
2. Boot USB image, install Minimal configuration with standard partition layout matching SteamOS'
3. Set root password, create a user called 'steam', set a password for it
4. Reboot, log in as root
5. A whole bunch of commands:
dnf group install hardware-support
dnf install Xorg xorg-x11-drv-evdev libglvnd-egl vulkan-loader.x86_64 vulkan-loader.i686 lightdm flatpak NetworkManager-wifi kernel-modules-extra bluez
dnf config-manager --add-repo=https://negativo17.org/repos/fedora-steam.repo
dnf install steam steamos-compositor steamos-modeswitch-inhibitor.x86_64 steamos-modeswitch-inhibitor.i686
setsebool -P allow_execheap 1
systemctl enable sshd.service
systemctl enable lightdm.service
systemctl set-default graphical.target
6. Edit /etc/lightdm/lightdm.conf:
pam-service=lightdm-autologin
pam-autologin-service=lightdm-autologin
user-session=steamos
autologin-user=steam
autologin-session=steamos
7. Create /var/lib/AccountsService/users/steam:
[User]
Session=steamos
XSession=steamos
Icon=/home/steam/.face
SystemAccount=false
8. Reboot, should work now!
9. Additional steps for NVIDIA users:
dnf config-manager --add-repo=https://negativo17.org/repos/fedora-nvidia.repo
dnf install kernel-devel dkms-nvidia nvidia-driver-libs.x86_64 nvidia-driver-libs.i686
reboot # Should be using the NVIDIA driver now!
flibitBuild
Want to replicate my build machine? Grab CentOS 7 and have a look...
# Update base install before doing anything else
yum update
# Add EPEL
yum install https://dl.fedoraproject.org/pub/epel/epel-release-latest-7.noarch.rpm
# Add SCL
yum install centos-release-scl
# All the base build tools!
yum install bzip2 bzip2-devel chrpath cmake cmake3 freetype-devel gcc-c++ \
git gtk3-devel hg libcxx-devel libstdc++-static libusbx-devel \
libuuid-devel libvorbis-devel libxml2-devel lzma-sdk-devel meson \
ocl-icd-devel openal-soft-devel opencl-headers openssl-devel patch \
perl-IPC-Cmd svn unix2dos yum-utils yum-plugin-copr zlib-static
# SDL2 dependencies
yum-builddep SDL2
# Coprs for MinGW as well as GCC 10, needed to build Clang/LLVM/osxcross
yum copr enable mlampe/devtoolset-10
yum copr enable alonid/mingw-epel7
yum install devtoolset-10 mingw32-* mingw64-*
# CMake3 by default
alternatives --install /usr/local/bin/cmake cmake /usr/bin/cmake 10 \
--slave /usr/local/bin/ctest ctest /usr/bin/ctest \
--slave /usr/local/bin/cpack cpack /usr/bin/cpack \
--slave /usr/local/bin/ccmake ccmake /usr/bin/ccmake \
--family cmake
alternatives --install /usr/local/bin/cmake cmake /usr/bin/cmake3 20 \
--slave /usr/local/bin/ctest ctest /usr/bin/ctest3 \
--slave /usr/local/bin/cpack cpack /usr/bin/cpack3 \
--slave /usr/local/bin/ccmake ccmake /usr/bin/ccmake3 \
--family cmake
# Fake libdecor, for building with Wayland client decorations
mkdir /usr/local/include/libdecor-0
curl -o /usr/local/include/libdecor-0/libdecor.h \
https://gitlab.gnome.org/jadahl/libdecor/-/raw/0.1.0/src/libdecor.h
touch /usr/local/lib/libdecor-0.so.0
ln -s libdecor-0.so.0 /usr/local/lib/libdecor-0.so
# Fake libdecor pkgconfig
cat <<ENDOFFAKELIBDECOR > /usr/lib64/pkgconfig/libdecor-0.pc
prefix=/usr/local
libdir=${prefix}/lib
includedir=${prefix}/include
Name: libdecor-0
Description: library for Wayland client-side window decors
Version: 0.1.0
Libs: -L${libdir} -ldecor-0
Cflags: -I${includedir}/libdecor-0
ENDOFFAKELIBDECOR
# Also:
# Modify unistd.h to change __block to anything but __block
# The CMake config provided by SDL2-mingw is terrible, delete the block
# that starts with "if(NOT TARGET SDL2::SDL2)".
# Be prepared to pass -std=gnu99 manually. A LOT.
# To enter Mac building mode (and to build osxcross itself):
# scl enable devtoolset-10 bash
Wait, a "plan"?
Well, this is a .plan file, so here's my TODO. Expect nothing from it, ever.
In Progress
Steel Assault Launch Prep
SDL Wayland Bugfix Bonanza
Waiting Room
Super Hexagon "Neo" Rewrite
- Waiting on Android stuff
Jackbox Vulkan/SDL2, Codename HM05
- All are now in cert, on call for failure reports
Codename FullCircle Returns
- Waiting on external negotiations
Codename Thermonuclear
- After everything above is done
Coding History
- On call throughout development
VVVVVV 2.4
- Giving the localization project as much time as it wants
ScoreRush PC
- Need AppAdmin for publish, crosshair for mouse