Articles

  • Project OutFox has always supported a wide range of hardware, but supporting many systems is not simply a matter of compiling the same renderer everywhere.

    Graphics drivers differ between operating systems, vendors and generations of hardware. Even when two systems claim to support the same version of OpenGL, their behaviour is not always identical. Over time, those differences create extra work, platform-specific fixes and faults that can be difficult to reproduce.

    To reduce that dependence on desktop OpenGL, OutFox now includes an OpenGL ES 2.0 rendering path.

    OpenGL ES uses a smaller and more tightly defined graphics API. It is widely used on embedded systems, single-board computers and other low-power hardware, making it an important part of our support for Raspberry Pi systems and SoC-based devices.

    This is not a reduced “mobile version” of OutFox.

    The OpenGL ES renderer is part of the same engine and is expected to preserve the established rendering behaviour needed by themes, noteskins and game content. It gives us another supported graphics path for systems where traditional desktop OpenGL is unavailable, unreliable or unnecessarily heavy.

    On Windows, we are also developing support through ANGLE.

    ANGLE translates OpenGL ES rendering calls into graphics APIs provided more directly by the operating system. Our current Windows work uses Direct3D 11, giving OutFox an alternative to relying on the quality of a machine’s native OpenGL driver.

    This matters because Windows OpenGL support is largely controlled by individual graphics vendors. Where those drivers are incomplete, inconsistent or no longer maintained, ANGLE gives us another route to the hardware.

    ANGLE can also support other native graphics backends, including Vulkan and Metal. Those provide possible paths for future platform work, but they should not be confused with the backends currently completed and qualified in OutFox.

    The aim is not to replace every renderer with one fashionable API.

    It is to give OutFox several dependable rendering paths, each suited to the hardware and operating system beneath it:

    • Desktop OpenGL for systems where it remains the right choice
    • OpenGL ES for embedded, low-power and SoC hardware
    • ANGLE through Direct3D 11 for improved consistency on Windows
    • Additional ANGLE backends where they become useful and properly tested

    For players, this work should be uneventful.

    The game should start, render correctly and behave consistently without requiring players to know which graphics translation layer or driver path is being used underneath it.

    For the project, however, it means less dependence on one graphics API, fewer vendor-specific surprises, and a stronger base for supporting both modern systems and unusual hardware in the years ahead.

  • Not every major engine change is immediately visible to the player.

    For many years, StepMania and Project OutFox relied on OpenGL’s fixed-function pipeline. In OutFox, this rendering path is known as Glad-FFP.

    Fixed-function rendering comes from an older generation of graphics hardware, when much of the rendering process was controlled through a predefined set of operations. It served the engine well, supported years of community content, and helped StepMania run across a remarkably broad range of systems.

    It is also increasingly distant from how modern graphics hardware is designed to work.

    To provide a stronger foundation for current and future systems, we developed Glad-Prog, OutFox’s fully programmable OpenGL rendering path.

    Glad-Prog replaces the assumptions of the fixed-function pipeline with a qualified shader-pair system. This gives the renderer a cleaner and more maintainable architecture, while providing the control needed for future graphics work.

    This is not simply about adding prettier effects.

    A programmable pipeline allows rendering behaviour to be defined more precisely, removes limitations inherited from the older path, and gives our mod-file and gimmick communities a more stable foundation for building visual effects.

    Compatibility has remained central throughout this work.

    Themes, noteskins and other community content built around the established StepMania rendering behaviour still need to function correctly. Glad-Prog has therefore been developed to preserve that behaviour while moving the underlying renderer onto modern graphics architecture.

    Glad-FFP has not been removed.

    Project OutFox continues to support it for older graphics hardware and legacy systems that cannot use the programmable renderer. Modernising OutFox does not mean discarding working hardware simply because it is old.

    Glad-FFP remains part of our compatibility path.

    Glad-Prog is the foundation we will build on from here.

  • Today marks a major change inside Project OutFox.

    After roughly 25 years in the StepMania engine family, RageSound has been retired and replaced by SereneAudio.

    Most players will never have encountered RageSound by name. It was not a menu option or a visible feature. It was one of the engine systems responsible for moving music, sound effects and keysounds from game content to the audio hardware.

    RageSound supported StepMania and Project OutFox across several generations of computers and operating systems. It ran on machines ranging from Windows XP systems and PowerPC Macs to modern Windows and Linux hardware. It also carried years of compatibility work for sound devices, drivers and platform APIs that have long since disappeared.

    That history matters, but it also came with a cost.

    After more than two decades, the audio system contained assumptions, workarounds and limitations inherited from several different eras of hardware. Fixing one problem could disturb behaviour elsewhere, while adding modern functionality often meant working around architecture that had never been designed for it.

    Continuing to patch RageSound would have kept those limitations at the centre of the engine. We chose to replace it instead.

    SereneAudio is the new audio foundation for Project OutFox. It has been designed around the hardware and operating systems we support today, while retaining the compatibility needed by existing songs, themes, keysounds and gameplay systems.

    This is not simply a renamed component. It gives us a cleaner system to build upon, reduces our dependence on inherited workarounds, and allows future audio development to be based on how OutFox now operates rather than how StepMania worked decades ago.

    Retiring RageSound does not mean dismissing its history.

    It kept the engine playing music through countless releases, hardware changes and operating-system transitions. Project OutFox could not have reached this point without the work that went into it.

    RageSound carried the engine a very long way, SereneAudio takes it from here.

  • Hello everyone!

    It's been a while, specially if you're not on our Discord Server it almost seems like things got quiet, but we can assure you that it hasn't.

    To bring up to pace again we're updating Volume 3 with more songs to quick development time for its release, so if you want to make charts for them be sure to join our Discord Server and contribute to the pack!

    Update Trailer

    [Song] cynical

    [Song] Bifrost

    [Song] Authentic


    Join the Serenity Team!

    Are you knowledgeable and have some free time to lend a hand in making Serenity better? We're searching for individuals to contribute to the following areas:

    • Creation of SSC templates for upcoming songs: This involves adding essential metadata to SSC like credits and tempo changes, but not actually creating the chart.
    • Equalization of Audio: We need help balancing the loudness of future songs, so they don't sound too different from other Serenity songs.
    • Chart/Templates Development for any mode: You can start developing charts early for your favorite mode and also aid us in selecting future songs.
    • Quality Check: Help us moderate the quality of charts submitted to OutFox Serenity. Having different opinions from people who know how to create content will improve the pack.
    • Content Moderation: Keep in check with our volume spreadsheet and new song submission.
    • Asset Creation: Help us by creating images and or video for OutFox Serenity.

    Please note that like Project OutFox itself, OutFox Serenity is not for profit and has no monetary gains. We dedicate our free time to make a pack available for the community as a hobby. If you decide to join the team, we will respect your time and support you when possible, but we also expect your care and cooperation with the project.

    If you feel like helping us then join the Discord Server and mention any of the moderators, it can be in private too!

    Credits

    Those people are/were internal members of the project and helped with the pre-development of OutFox Serenity Volume 3:

    Current members Serenity/OutFox Team

    • Colin (The one who made OpenTaiko Collab possible, Taiko Chart Creation, Music Selection)
    • Lirodon (Website, Trailer, Assets and Website, Asset added to OpenTaiko, Serenity Publishment)
    • Melone (KBX Chart Creation, Music Selection, Asset added to OpenTaiko)
    • shockdude (GH Chart Templates and Chart Creation, Music Selection)
    • Daniel Rotwind (Chart Templates, be-mu/po-mu Chart Creation, Music Selection, Music added to OpenTaiko, Asset added to OpenTaiko)
    • Jose_varela (Music added to OpenTaiko)
    • Moneko (Music Selection)
    • Moru Zerinho6 (Website, SSC Templates, Music Selection, Serenity Blogs / Management / Organization / Wiki / Publishment)
    • Hanubeki (Music Selection)

    Former members of Serenity/OutFox Team

    • SHRMP0 (SSC Templates, Content Moderation, Music Selection, Third-Party Connections, Website, Serenity Publishment)
    • SheppyChris (SSC Templates, Music Selection)
    • Sevish (Sound Equalization, Music Selection)
  • Hello Everyone!

    We hope you're having a good new year, a lot is going on with the members of our team too and we have been discussing every day our plans with Serenity.

    Serenity Volume 3 Submissions Ending Soon

    We're just a month away from the end of Volume 3 submissions, if you have anything in progress then be sure to submit as soon as possible! Once the submission time has passed, we'll start working on the trailer for the launch, we might still be able to add content submitted a bit late but do not bet on it!

    Season 4 Additional Song

    During the announcement of the Volume 3 Season 4 blog post, we said that an additional song would be added that would go to both Open Taiko and OutFox Serenity, however, due to many issues, the author that we requested couldn't finish the production and had to stop development.

    Given the situation, we decided to do the following:

    1. No additional songs will be added to OutFox Serenity Volume 3.
    2. The next Volume will have an additional song instead.

    We could have found a way to add another song to Serenity Volume 3, but there would be only a month left of development time and we have decided that it is not enough time for people to develop charts for it.


    Those are all the short news we wanted to share for now, goodbye!