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The Thrill of the Fight News

Oculus 1.39 Update May Break Fast Movement Tracking on Rift CV1

Update: it seems that Oculus has released a beta version of 1.40 to the Oculus Software PTC channel, and the patch notes say that it fixes this tracking issue. To get to this, open the Settings in your Oculus software and click the "Beta" heading, then click the slider beside "Public Test Channel". I haven't had a chance yet to test it out to confirm, so please reply here if you try it and it fixes the issue.

The Oculus 1.39 update appears to be breaking tracking of fast controller movements for Rift CV1 (original Rift) users. This is very noticeable when throwing fast hooks in TotF, but is not a problem specific to TotF and can be replicated in other games or even in the Oculus Home environment.

If you are experiencing this issue, please contact Oculus Support so they can help you gather logs that will help them narrow down the issue. Please let them know that this is not just a problem with TotF, but is something you can replicate in any game and in the Oculus Home environment (assuming that's true in your experience - let me know if not).

If you are a Rift CV1 user on the 1.39 update and are not experiencing this issue, please post in this thread and let me know things are working fine for you. At the moment, I believe this to be a universal issue, so any confirmation that some users are unaffected would be helpful for me to know. You can reach me in the comments below, on the game's forum, or by email at [email protected].

Thanks for your help and your patience!

Small Update - July 23, 2019

Hello everyone!

I've pushing out a very small update to address a problem that was pointed out on the forum. A couple of other small fixes are included as well. I've also snuck in a new panel on the main screen that gives some quick tips for new players. Full notes below.

If you run into a major issue, please switch to the rollback branch through Steam to go back to the previous version, and let me know in the comments below, on the forum, or by email at [email protected]

Thanks!

Update Notes:
  • Added "Quick Tips" info panel to main screen.
  • Fixed issue causing the new hook multiplier slider to appear over the top of the base multiplier slider.
  • Fixed issue where playing one "Extras" battle during a session would cause the Extras menu to appear after a normal fight instead of the Fight menu.
  • Fixed issue causing Zombie to not play hit reaction animations.
  • Fixed zombie animation flickering.

The Thrill of the Fight has been approved for Oculus Quest

Hello, everyone! I'm thrilled to announce that Oculus has accepted my concept pitch for putting The Thrill of the Fight on Quest. I'll be working out details like the launch date as I get closer to finishing the Quest port, but I wanted to go ahead and share the good news.

I'm very excited about the Quest port. The game feels great with no wires, and it's very convenient to be able to take the headset wherever you have the most room to play without being tethered to a computer. TotF was already a graphically simple game, so I've been able to keep the Quest version very close to the PC version visually, and it plays identically. The inside-out camera tracking can lose track of the controllers pretty easily while you're keeping your guard up, but I'm hoping the upcoming tracking improvements for the Quest are as good as the update for the Rift S and make that much less of an issue.

I'll have more details in the coming weeks. Thanks!

Official Steam Guide for TotF

Hello, everyone!

I've finally created the official Steam Guide for TotF.

I tried to cover all of the essential information and answers to the most commonly asked questions I receive, but let me know if you feel there's something missing. I may create a second, less in-depth guide with hints, tips, and FAQs, and anyone in the community is also welcome to do so if you wantto share what's working well for you and what you wish you knew when you started playing. Christooo! already has a great guide written up (so check his out, too!), but I wanted to create an official run-down of many of the games mechanics that I could point users towards.

Check it out and let me know what you think!

Main Branch Update - June 25, 2019

June 28: Made some tweaks to the difficulty presets and lunge punch rates of Melky and Joe.

June 27: Fixed an issue where having LIV installed would break TotF. LIV support is disabled for now, but I'm working on a fix.

June 26: Due to a version control issue, yesterday's update didn't include the opponent fatigue system. I've hotfixed it in today.

Hello everyone! It's time again to move the latest beta branch features over to the main branch.

Note: If you run into a problem with the update, please opt into the branch named "190506" through Steam, and let me know about the issue in the comments below.

As always, I'd love to hear your feedback, either over on the Steam forums, on Reddit (where I'm u/fyian), or directly at my email address at [email protected]. The game is still in Early Access (although nearing the end) so anything and everything on the main branch is still subject to change based on your feedback. If you want to receive frequent (but less tested) updates with cutting-edge changes that I'm testing out, please opt into the game's beta branch through Steam.

New Long-Term Fatigue System for the AI

Previously, the AI would become worn down by your punches over time and begin to take additional damage, and the AI also had a short-term stamina system that determined how many punches it would throw before it would back off to catch its breath, but it did not have a system for tracking how tired it would get over the long term. Now the AI accumulates fatigue as it dodges and throws punches, which can cause it to become less aggressive over time if it wears itself out.

As always, the player has no artificial stamina or fatigue mechanics. Your stamina is your real-world stamina and you only become fatigued when you are in real life!

Better Force Adjustment

The force adjustment system now uses a separate multiplier for hooks, to address problems where hooks were reading out as far more powerful than straights for some players, making straights feel worthless.

The "Tracking Speed Limit" setting is no longer necessary and has been removed.

Post-Match Score Details Screen

A new info panel has been added after you complete a match to help explain how the scoring was determined. This new panel will show how many knockdowns and how much damage you achieved compared to your opponent, and will highlight the stat the judges used to determine your score. The number and percentage of punches you landed that dealt damage and your lowest force adjustment multiplier for each round are also shown to help explain why you got the damage results that you did.

And Much More!

Many other small quality of life tweaks and improvements to combat have been added as well. For example, you may notice the Spider is a little bit shorter and easier to fight, and Luis stands a bit farther away from you. Opponents also have some improved behavior to deal with a few exploits players had found.

The game's engine has been updated and a few rendering changes have been made. This engine change has been on the beta branch for testing for awhile, but be on the look out for any problems you might see and opt into the "190506" branch if needed.

Check out the previous beta news updates full, detailed lists of changes.

Thanks!


For those of you on the beta branch, here's what's different from the last beta update:
  • Reduced leverage on uppercuts to previous value
  • Fixed a bug causing Arena venue spotlights to stop moving and performance to be very poor if the audience is turned off
  • Fixed several common causes of error messages in log files