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Holodance 1.4 is here!

Holodance · Community Announcements · December 01, 2020

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While still primarily working on the upcoming beatmap editor, we have fixed a few things, added a few things and it's time to push these things to the default channel for everyone to play with!

EDIT 2020-12-05: Just a tiny hotfix (1.4.1) because using finger pointing to control the YUR watch was broken; this is now fixed: You can control the YUR watch using your index finger tip but we needed to change how clicking works in the general UI because we needed drag'n'drop to work much better than it did for the beatmap editor (which is still WIP and not included in this build). That change broke finger pointing.

EDIT 2020-12-06: Another tiny hotfix (1.4.2): The scrollbars e.g. in Streamer Mode jumped when clicking. They no longer do. Also, opening Streamer Mode in VR threw exceptions in the logs until Streamer Mode was activated via the checkbox. No more exceptions are being thrown in that case.

LIV SDK 1.5 - Improved Streamer Mode



This is a really big one: In our Streamer Mode, you could let the game automatically switch the camera perspectives for you based on the rhythm of the song since around 2016. We even have an (undocumented) OBS-automation that lets the game switch between different OBS scenes so you could automagically switch between our Streamer Mode and a LIV-composited Mixed Reality mode.

One very awesome feature that LIV introduced with their new 1.5-SDK is that games can now control the LIV-camera. So now you can use Streamer Mode in Holodance together with LIV much more easily. Obviously, changing camera perspectives in LIV only works with their avatars (not with greenscreen composited Mixed Reality) - but still that's a major step forward.

While working on that, I got so annoyed that our Streamer Mode can only be controlled via the flatscreen that I finally pulled it into VR. Another item that got stuck on my list for way too long finally done*!

Here's a video of both in action:


▶ Watch on YouTube



*(file browser didn't make it into this release - but it's almost done now)

New Game Modes



Seems like every rhythm game had it since forever, now we have it, too: Life energy that you lose when you miss notes, and gain when you catch notes. The default in Holodance stays at No Fail but when you disable this, you can now fail sessions early when you miss too many notes. We also have Sudden Death for those who want to full combo a map. When that is active, the first note you fail fails the whole song, so you can retry a little more quickly.

One area where this new feature caused quite a few headaches was with modding: You can mod the post processing effects for the Arenas Trippy Tunnels and Zero Distraction. The result was that in those, there was no feedback when you were losing energy. This is now solved with a new state lowEnergy. For full documentation, check out the Holodance modding guide on mod.io.


▶ Watch on YouTube



Also, for proper support of BSMG-maps, we had added a uniform 4x4 grid a while back. Now you can select this also for osu!-beatmaps.

BSMG Mapping Extensions



Holodance doesn't have spatial quantization of events by default: Notes can arrive at any location, and with any rotation. So, we probably should have supported this right from the start but we didn't. Now we do. For more info, see Mapping Extensions and Extended Mapping.

Story Mode: Levels 3 and 6 - Dolphins and Whales



Story Mode Level 3 has dolphins and whales ... but up until now, you couldn't hear them. Now you can. Also in Level 6. But there, only few are left.


▶ Watch on YouTube



Scoring Bug Fixed



We have this really nice Time Dilation feature, that lets you play with time (slow down / speed up, based on the movement of your hands, and in the case of guns, also movement of your head). There's also bullet time on combo events. Obviously, it's much easier to do things when time is slowed down - so there's a multiplier based on the current time scale. Unfortunately, instead of using the audio pitch (which defines the timescale of actual gameplay), I used the global time scale. We have another feature that modifies the global time scale for very fast, and very slow tracks (above 180BPM and below 48BPM). The idea behind that feature is to make the visual effects adapt to the tempo of the song ... but this also had effect on the score. Ooops. Solution: Having the tempo of very fast (and very slow) songs effect the score actually makes sense, so we keep that as a feature. There were circumstances under which this multiplier was disabled - that's fixed, so now we have consistency. Also, the multipliers are now properly separated and named to avoid any confusion that could arise from this.

Patch Notes in Detail



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