Personally I think it's fine, since Shards games will always be filtered out of the vanilla SRB2 server list.
No, he meant that they won't show up in SRB2 itself.They DO show up on the MS listing in the latest build, but the gametype was "unknown" on ms.srb2.org. I think Inu fixed that though.
A couple users have reported that using Alam's build, SRB2 2.0.5 ran 100% better. So...
Use whatever this GCC thing is...
When you look for a game in SRB2's standard room, you expect to find only normal gameplay on the existing gametypes. Even if a Shards game is advertised on the standard room, SRB2 filters it out because of the differing version numbers between vanilla SRB2 and XSRB2.They DO show up on the MS listing in the latest build, but the gametype was "unknown" on ms.srb2.org. I think Inu fixed that though.
When you look for a game in SRB2's standard room, you expect to find only normal gameplay on the existing gametypes. Even if a Shards game is advertised on the standard room, SRB2 filters it out because of the differing version numbers between vanilla SRB2 and XSRB2.
On the flipside, in XSRB2, Shards IS a standard gametype, so it makes perfect sense to have it listed in the standard room instead of the casual one.
So, yeah, Shards goes into Standard.
PolyObjects can't go out of the sector they spawn in, so that would be practically useless.A special combo polyobject swinging chain object.
It's set up the same way as a polyobject and swinging chain. Only the poly object spawns at the end of the chain swinging back and forth.
You could easily make swinging platforms like the ones in Sonic 1. Imagine that section of Marble Zone in 3D, the lava pit could be a contiguous sector.PolyObjects can't go out of the sector they spawn in, so that would be practically useless.
See what happens if I start to talk before I think. I should've known there are possible uses for it :<You could easily make swinging platforms like the ones in Sonic 1. Imagine that section of Marble Zone in 3D, the lava pit could be a contiguous sector.
PolyObjects can't go out of the sector they spawn in, so that would be practically useless.
Polyobjects CAN leave the sector they spawn in, but there's no guarantee things will keep looking right (then again, they already don't look exactly right as it is).How on earth did ERZ2 pull off that "boxes being sucked into space" effect with them then?
How on earth did ERZ2 pull off that "boxes being sucked into space" effect with them then?
I wonder if the "signal handler(): segment violation" popup box could be changed to display the EIP...