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    [Open Assets] SRB2NetPlus 2.2.4-v4: Play without control lag!

    ...need to! Key features Reduce or remove control lag! Use autotimefudge to remove jitter! Compatible with regular 2.2 servers! Updates 2.2.4-v4 * 2.2.4 now supported! * Due to more changes in the official save/load code, stability may be reduced, but my hour of testing in tag modes has...
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    [Open Assets] SRB2NetPlus 2.2.4-v4: Play without control lag!

    Boy these versions aren't lasting that long. SRB2NetPlus 2.2.4-v4 is out now! Yeah, that is a common issue. Usually it's fine when it happens, but further desynchs can be caused by other small random errors. It's an imperfect mod overall, and I won't have time to refine it to a perfectly...
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    [Open Assets] SRB2NetPlus 2.2.4-v4: Play without control lag!

    Updated to 2.2.2. No other major changes for now. Enjoy :)
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    [Open Assets] SRB2NetPlus 2.2.4-v4: Play without control lag!

    2.2.1 is now supported! And with simcull added, there is potential for eventual co-op and race support. While neither modes are officially supported or stable, it is now possible to play through some of the larger maps without hitches. Enjoy!
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    [Open Assets] SRB2NetPlus 2.2.4-v4: Play without control lag!

    With caveats, yeah. An SRB2CS-style mod wouldn't have sync fails and there would be no control jutter, but it would struggle to synchronise moving platforms and enemies. Server sizes would probably need to be smaller as well. It's a lot of work to tear down the netcode and re-make it. Co-op...
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    [Open Assets] SRB2NetPlus 2.2.4-v4: Play without control lag!

    Yep, that's exactly it! It requires significantly more processing, and on many co-op maps it will lag even for extremely decent CPUs. SRB2NetPlus doesn't support co-op at this time, and it's not on my radar currently, but I encourage developers to look into that if they're interested. If...
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    [Open Assets] SRB2NetPlus 2.2.4-v4: Play without control lag!

    ...need to! Key features Reduce or remove control lag! Use autotimefudge to remove jitter! Compatible with regular 2.2 servers! Updates 2.2.4-v4 * 2.2.4 now supported! * Due to more changes in the official save/load code, stability may be reduced, but my hour of testing in tag modes has...
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    Multiplayer: Match

    Yeah, I agree in a sense--it's nice to have the occasional 'that' level (e.g. Nimbus Ruins 'that bottomless pit level', which makes you feel epic when you traverse it well and fast; or Dual Fortress 'the Homing Ring level' in 1.09.4 when the newbies had a chance to overwhelm you with...
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    Multiplayer: Match

    ...and I'm sorry if this is unconstructive criticism, but at least in my ring of players (most players on the M.S back in the day), I didn't know *anyone* who liked Inferno Cavern. Tidal Palace was okay, but had similar criticisms. Traversal is really important, and fun. Traversal in SRB2 is...
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    Multiplayer: Match

    Oh really? My bad, I might have got it confused with something else (it had the music from the forest levels in Mystic Realm so I might've fuddled it up with them, derp!). Thanks for the correction, and due apologies to Some guy, if he's still out there somewhere. =P Edit: Re: the accidental...
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    Multiplayer: Match

    Ritz, you made some awesome points there that I didn't even realise until now, especially the idea that spreading weapons out across the map kinda spreads the variety thin like a pancake and really watered down the element of figuring out what your opponents are up to. Even as a regular player...
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    Multiplayer: Match

    I'm pretty conflicted about the 2.0 vs 1.09.4 thing, and not particularly sure how to explain it other than that I found 1.09.4 inherently more fun--and I say that as someone who played both regularly for an equal-ish period of time. There's a bunch of stuff that 2.0-2.1 did right and the whole...
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    Multiplayer: Match

    I'd totally be down for this! Haven't played 1.09 online in over half a decade and would love to have a fun competitive nostalgia trip with some of the older folks around here. =D Will keep an eye on this topic. For the record I also never liked 2.0's match mode any more than 1.09's either for...
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    SRB2CS: With new Match/CTF netcode! (BETA 5)

    Wow. Well, I've been following this topic for a few days now and it's been great to see some more in-depth views of this mod. Now I'd like to express a few of mine! Virtually everything SpiritCrusher said has hit the nail on the head. SRB2CS was made to be an alternative to SRB2's standard...
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    Your best "owned" moment from Match/CTF

    I couldn't resist posting in this topic. =P Once, when Spazzo and a few others were testing SRB2CS with me in Meadow Match, I was chasing Spazzo up to the spring in the main pool. He hit the spring, and as soon as he did that I twitched and fired a ring up into the air (at quite an angle)...
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    SRB2CS: With new Match/CTF netcode! (BETA 5)

    Thanks for the feedback. Considering the ping was 400 though, you may as well have been better off in SRB2CS than the standard netcode. =P The things you've mentioned are all issues I knew would exist before the mod came out. It is indeed harder to engage with another player under such a high...
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    SRB2CS: With new Match/CTF netcode! (BETA 5)

    It's hard to tell, because during one update it seemed as though the latest version wasn't working with the MS (since the MS's version had not been updated). Maybe this wasn't really the case- I don't know. I haven't touched that area of the MS code, so it should work as any other mod would.
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    SRB2CS: With new Match/CTF netcode! (BETA 5)

    Sorry about the lack of updates, everyone. I've been a bit unsure as to how I could push this mod further. I also haven't seen many servers up, which is bad news for a multiplayer-exclusive mod (and means I couldn't really test any new experimental features to combat ping). Cue: The issue is...
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    SRB2CS: With new Match/CTF netcode! (BETA 5)

    Using the SVN was never my choice; I'm just following along with the few other people who are/were involved in this project. As long as I include the source code with the EXE, should this matter? Whoops - NiGHTS mode is something I haven't touched upon yet. I'll keep that in mind when I next...
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    SRB2CS: With new Match/CTF netcode! (BETA 5)

    I called it that, hoping it would make sense; but I don't think it did. =P Actually, I'm not very sure what I mean - I wasn't the one who performed the merge. From what I can see (I'm new to SVNs and the like), the source code from the ALAM branch was used as a replacement base for SRB2CS. The...
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