What is it:
SRB2 Community Build is a source code mod that is both a refinement and extension of the game engine that powers SRB2.
SRB2CB's goal is to provide an alternative SRB2 engine that brings a new breath of fresh air into SRB2 for both players and modders alike.
NOTE: SRB2CB is more centered toward modders and level designers, there's features in here for everyone too, but I'll focus more on modding capabilities and adding new features to the engine
----
SRB2CB v1.1
Regular Version
Download (includes a bunch of example wads for modders)
http://www.mediafire.com/?b6z7rbe26gt0ege
Source code: (not needed to use SRB2CB, this is if you want to see how it works)
http://www.mediafire.com/?7e79k1y2addzskr
------
Special PNG Edition for modders ONLY
This version allows you to just go crazy on the textures, WAY easier texture adding, no color restrictions, and images size up to 2048x2048 are supported
Any modders should have no trouble using this release to make some cool levels, as always the source code is included for you to customize anything you want ;)
Download:
http://www.mediafire.com/?4k48bwc5t53it6y
Source code with PNG goodness:
http://www.mediafire.com/?qapzzdnluzx9q7e
New Extended PNG Texture Pack: More than 200+ community made textures
Replace srb2cb.wad with this new one, this wad is constantly updated between SRB2CB releases, so always make sure you're up to date so you can have all the latest textures and play mods that use SRB2CB and the texture packs that come with it.
http://www.mediafire.com/?2s5okms91p3pe9q
This a complete PNG conversion of all flats and textures in the game, PLUS 200 community-made textures from 2008 - 2011
Feel free to add any textures or sprites to this new texture wad, SRB2CB uses it to run, but it can be modified and added to independent of the SRB2CB version - so any new texture/sprite art content can be updated for any modders to use right away.
Again, Feel free to submit any textures or ANYTHING you want to this! It's a community effort!
Videos:
------
Full color texture support and easier adding
http://www.youtube.com/watch?v=P0_m4G1ljws
Breaking away from regular SRB2's image format, which was limited to 256 colors and handled resolutions of up to 256x256 - SRB2CB's new PNG feature allows modders to focus on adding art to their projects without worrying about color loss or image size restrictions, SRB2CB uses lossless color quality and can handle image sizes from 32x32 up to 2048x2048, with support for any non-power of two image size in between as well(You're not restricted to 64x64, 128x128, 256x256 and so on)
Easy texture adding:
The default SRB2 uses a fixed texture list: Before you had to manually edit the name and the resolution of a texture before adding it in and sometimes you even had to break up a texture into multiple parts, now you don't need to worry about that. Add a single texture image into your data file and SRB2CB lets you use it without a fuss.
You can also interchangeably use the same texture both on walls and floors too - no more worrying about corrupted floor and ceiling texture data like the old method had.
Frivilous extras!
http://www.youtube.com/watch?v=ZLuegMSzmdM
http://www.youtube.com/watch?v=iphwFyA5Wjo
You'll find small little touches and differences from the default SRB2 in this mod, from new shields, new items, and console commands to random little easter eggs.
---------------
Feature list:
Improved OpenGL renderer - OpenGL mode has finally been FIXED and improved!
Polyobjects render flats!
They are rendered by default, so now a whole new dimension of map-making is now possible!
Mappers can configure a polyobject's startline to render the top and or bottom of the polyobject, give the start line a flag of:
Skyboxes
Ever wanted to make the sky a 3D background? Well now you can.
You can render another part of a map as the sky, it looks like this:
*** Slopes ***
…wait, what? Yes, slopes. WITH COLLISION AND PHYSICS
NOTE:
Mult-character MD2's
(Custom character MD2s are now supported)
Here's how you set them up:
In your MD2.dat file, use this format
Example:
The part with (name).md2 is the filename and can be changed.
The first word in the line is the name of the actual character.
Another example:
^ This will load an MD2 named "Cream3D.md2" for the character "Cream"
The character's name is the same name used when typing "skin" in the console.
MD2.dat is also no longer case-sensitive, so typing:
Cream, CREAM, cream, or even CReaM will still be recognized by the game.
New and improved bots - They use their abilities in Coop mode and are just a bit smarter in Match mode, they are also stable and are a lot less likely to crash the game.
A new kind of Motion Blur! - works with speed sneakers, hitting a red spring (try GFZ2), or when falling down at a fast speed (you have to see this for yourself, no screenshot :P )
Balloon fountains and particle fountains!
Other Nice Stuff:
You can take a screenshot without having a message flood your console
(clears console lines that are on screen too)
You can unspin while rolling by pressing the spindash button again
New "shield" command gives the player a shield from 1-8
Scale works up with 25-500 (and up to 5,000 when scaling other objects)
The camera auto-adjusts to slopes!
New Sonic 3 shields, Flame, Lightning, and Bubble shield!
Brand new multiplayer colors, including purple, dark red, dark blue, black, neon green, and hot pink.
New Linedef Effects:
New Objects:
For dynamic 2D mode, there are some special objects that allow mappers to more easily align the player to the 2D track!
New Sector Effects:
15 - Spring Sector (works with spring sector linedef)
**More detailed documentation coming soon to the SRB2wiki**
------------
NOTES:
OpenGL tips:
Credits
Special thanks to Nev3r, ZTurtleman, and a bunch of other people on srb2's IRC channel!
-Kalaron
SRB2 Community Build is a source code mod that is both a refinement and extension of the game engine that powers SRB2.
SRB2CB's goal is to provide an alternative SRB2 engine that brings a new breath of fresh air into SRB2 for both players and modders alike.
NOTE: SRB2CB is more centered toward modders and level designers, there's features in here for everyone too, but I'll focus more on modding capabilities and adding new features to the engine
----
SRB2CB v1.1
Regular Version
Download (includes a bunch of example wads for modders)
http://www.mediafire.com/?b6z7rbe26gt0ege
Source code: (not needed to use SRB2CB, this is if you want to see how it works)
http://www.mediafire.com/?7e79k1y2addzskr
------
Special PNG Edition for modders ONLY
This version allows you to just go crazy on the textures, WAY easier texture adding, no color restrictions, and images size up to 2048x2048 are supported
Any modders should have no trouble using this release to make some cool levels, as always the source code is included for you to customize anything you want ;)
Download:
http://www.mediafire.com/?4k48bwc5t53it6y
Source code with PNG goodness:
http://www.mediafire.com/?qapzzdnluzx9q7e
New Extended PNG Texture Pack: More than 200+ community made textures
Replace srb2cb.wad with this new one, this wad is constantly updated between SRB2CB releases, so always make sure you're up to date so you can have all the latest textures and play mods that use SRB2CB and the texture packs that come with it.
http://www.mediafire.com/?2s5okms91p3pe9q
This a complete PNG conversion of all flats and textures in the game, PLUS 200 community-made textures from 2008 - 2011
Feel free to add any textures or sprites to this new texture wad, SRB2CB uses it to run, but it can be modified and added to independent of the SRB2CB version - so any new texture/sprite art content can be updated for any modders to use right away.
Again, Feel free to submit any textures or ANYTHING you want to this! It's a community effort!
Videos:
------
Full color texture support and easier adding
http://www.youtube.com/watch?v=P0_m4G1ljws
Breaking away from regular SRB2's image format, which was limited to 256 colors and handled resolutions of up to 256x256 - SRB2CB's new PNG feature allows modders to focus on adding art to their projects without worrying about color loss or image size restrictions, SRB2CB uses lossless color quality and can handle image sizes from 32x32 up to 2048x2048, with support for any non-power of two image size in between as well(You're not restricted to 64x64, 128x128, 256x256 and so on)
Easy texture adding:
The default SRB2 uses a fixed texture list: Before you had to manually edit the name and the resolution of a texture before adding it in and sometimes you even had to break up a texture into multiple parts, now you don't need to worry about that. Add a single texture image into your data file and SRB2CB lets you use it without a fuss.
You can also interchangeably use the same texture both on walls and floors too - no more worrying about corrupted floor and ceiling texture data like the old method had.
Frivilous extras!
http://www.youtube.com/watch?v=ZLuegMSzmdM
http://www.youtube.com/watch?v=iphwFyA5Wjo
You'll find small little touches and differences from the default SRB2 in this mod, from new shields, new items, and console commands to random little easter eggs.
---------------
Feature list:
Improved OpenGL renderer - OpenGL mode has finally been FIXED and improved!
- OpenGL mode is capable of displaying nearly all level effects with little to no visual errors
- Extreme optimizations, you can look in all directions with no disappearing objects and the framerate got a 150% boost compared to SRB2's default OpenGL renderer
- Much richer colormap effects
- Coronas are back and they also got a major speed boost!
- New sprite shadows that stay in one direction (enabled using shadows 1 in the console)
![2wmfg9i.png](http://i52.tinypic.com/2wmfg9i.png)
Polyobjects render flats!
They are rendered by default, so now a whole new dimension of map-making is now possible!
Mappers can configure a polyobject's startline to render the top and or bottom of the polyobject, give the start line a flag of:
- Bouncy - to make it not render the Bottom of the polyobject
- Transfer line - to make it not render the Top of the polyobjects
![53655h.png](http://i51.tinypic.com/53655h.png)
Skyboxes
Ever wanted to make the sky a 3D background? Well now you can.
You can render another part of a map as the sky, it looks like this:
![2mg8flz.png](http://i51.tinypic.com/2mg8flz.png)
*** Slopes ***
…wait, what? Yes, slopes. WITH COLLISION AND PHYSICS
- Roll down a slope to gain momentum
- Jump while going up a slope and gain vertical momentum
- Run off a slope and you go upwards a bit - so ramps are possible now
- Floor and Ceiling slopes
- Dynamic slopes that can change according to the height of a sector
- Any sector of any shape or size can be sloped, no limits on how many vertexes!
- Slopes are setup by linedef (ZDoom/GZDoom style for those who are familiar with slopes)
- Even grass edges can be sloped!
- Slope within slope support
![2f03w2t.png](http://i51.tinypic.com/2f03w2t.png)
NOTE:
- Crazy physics like running on walls is not supported with slopes....(yet), but the physics included are decent enough to make functional ramps that you can catapult off of at high speeds
Mult-character MD2's
(Custom character MD2s are now supported)
![fejgb8.png](http://i54.tinypic.com/fejgb8.png)
Here's how you set them up:
In your MD2.dat file, use this format
Code:
Nameofcharacter md2filename.md2 scale 0.0
Example:
Code:
Sonic Sonic.MD2 3.0 0.0
Tails Tails.MD2 3.0 0.0
Knuckles Knuckles.MD2 3.0 0.0
The part with (name).md2 is the filename and can be changed.
The first word in the line is the name of the actual character.
Another example:
Code:
Cream Cream3D.md2 3.0 0.0
^ This will load an MD2 named "Cream3D.md2" for the character "Cream"
The character's name is the same name used when typing "skin" in the console.
MD2.dat is also no longer case-sensitive, so typing:
Cream, CREAM, cream, or even CReaM will still be recognized by the game.
New and improved bots - They use their abilities in Coop mode and are just a bit smarter in Match mode, they are also stable and are a lot less likely to crash the game.
A new kind of Motion Blur! - works with speed sneakers, hitting a red spring (try GFZ2), or when falling down at a fast speed (you have to see this for yourself, no screenshot :P )
Balloon fountains and particle fountains!
Other Nice Stuff:
You can take a screenshot without having a message flood your console
(clears console lines that are on screen too)
You can unspin while rolling by pressing the spindash button again
New "shield" command gives the player a shield from 1-8
Scale works up with 25-500 (and up to 5,000 when scaling other objects)
The camera auto-adjusts to slopes!
New Sonic 3 shields, Flame, Lightning, and Bubble shield!
Brand new multiplayer colors, including purple, dark red, dark blue, black, neon green, and hot pink.
New Linedef Effects:
- 386 Slope Frontsector Floor
- 387 Slope Frontsector Ceiling
- 388 Slope Frontsector Floor & Ceiling
- 389 Slope Backsector Floor
- 390 Slope Backsector Ceiling
- 391 Slope Backsector Floor & Ceiling
- 392 Slope Backsector Floor & Front Ceiling
- 393 Slope Backsector Ceiling & Front Ceiling
- 80 - Spring Bouncer
The length of the line determines the strength, this makes a sector tagged with this effect act like a spring!
- 446 Set 2D Camera Distance"
Linedef executor that changes how far the camera is from the player for 2D mode
New Objects:
- 580 - Hang-glider
- 582 - Skateboard
- 572 - Bumper (works like a diagonal spring but doesn't put the player into a different animation
- 570 - Yellow sideways spring
- 573 - Balloon - like a spring except animated and floats!
- 574 - Respawning Balloon - can be jumped on more than once
- 571 - Red sideways spring
- 575 - Big balloon fountain - activates a swirl of multi-colored balloons!
- 576 - Small balloon fountain
- 585 - Particle fountain!
- 586 - Spiral particle fountain!
- 790 - skybox viewer
- 791 - skybox map center
- 440 - Sonic 3 & K Bubble Shield
- 441 - Sonic 3 & K Flame Shield
- 442 - Sonic 3 & K Lightning Shield
For dynamic 2D mode, there are some special objects that allow mappers to more easily align the player to the 2D track!
- These are triggered when a player enters a dynamic 2D sector, so these objects must be placed in an "Enable 2D mode" sector to work
- Just place these objects to where you want the player to be
- These objects automatically teleport the player and do not effect the player's speed.
- 780 - Aligns only the players X axis
- 781 - Aligns only the players Y axis
- 782 - Aligns only the players Z axis
- 783 - Aligns the players X and Y axis
- 784 - Aligns the players X and Y and Z axis
- 785 - Aligns the players Z and X axis
- 786 - Aligns the players Z and Y axis
New Sector Effects:
15 - Spring Sector (works with spring sector linedef)
**More detailed documentation coming soon to the SRB2wiki**
------------
NOTES:
- SRB2CB is OpenGL based, so nearly all of these new features have been designed for / can only be feasibly done in OpenGL.
- The OpenGL system has undergone some changes, so even if your computer couldn't run OpenGL mode before, it might work with SRB2CB.
- SRB2CB requires data files from SRB2 v2.05 or later
- SRB2CB is still under development, so not all features may work perfectly yet
- When in doubt, SOFTWARE MODE IS UNSUPPORTED KTHNXBYE
- Also, to experienced mappers, feel free to add any SRB2CB mapping tips to the wiki for things such as slopes or skyboxes
OpenGL tips:
- Turning fog mode on is EXTREMELY recommend, it's almost required for things to look nice
- Fog density of at least 64 is also recommended
- The game automatically starts in OpenGL mode
- If the game gives an error when you start it up in windowed mode, try running it in full screen, or try changing SRB2CB's resolution in your config.cfg file or autoexec.cfg file
Credits
Special thanks to Nev3r, ZTurtleman, and a bunch of other people on srb2's IRC channel!
-Kalaron
Attachments
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