I'm still wondering if you could put slopes on conveyor belts.
Sector effects should work with slopes now, so I'm guessing you probably can do that.
I'm still wondering if you could put slopes on conveyor belts.
I was just wondering, you know, for future reference and stuff (since I'm no good at mapping at the moment).Sector effects should work with slopes now, so I'm guessing you probably can do that.
Okay, there's no way that the next version of SRB2 can't feature at least some of these modifications. This is freaking incredible.
My only complaint so far is your annoying change to Analog Mode. Why does the camera flip automatically when Knuckles glides backwards?
Oh, and the player takes damage whenever the skin gets changed. What the heck?
SRB2 version = 200
Character 4
PlayerName = TEAM SONIC
PicName = TESCCHAR
LeaderName = Sonic
BotNames = Tails, Knuckles
Status = 32
PlayerText = Fastest
Speed Thok
(insert notes here)
#
Character 5
PlayerName = TEAM SONIC (TAILS)
PicName = TETLCHAR
LeaderName = Tails
BotNames = Sonic, Knuckles
Status = 32
PlayerText = Slowest
Fly/Swim
(insert notes here)
#
Whatever the case, it seems to me that it's not a matter of these things being impossible, like everyone (including the dev team) says, but rather a lack of motivation on their part.
What? Please tell me he's at least not slower than Tails.SRB1 Mode will be merged with 2D Mode in 2.1, so you better get used to slow Sonic, because he'll be the only option you have.
Why would you want to fake it if you can get Kalaron to do the real thing?so is the launch really the only thing missing? If so, Might as well experiment with a way to fake it.
He's as slow/fast as he is in SRB1 Mode, however fast/slow that is.What? Please tell me he's at least not slower than Tails.
Sure, there's finally slope physics in this mod compared to the other mods that have tried to implement slopes, but the slopes in CB are really missing something; they don't have any "launch" to them. When you run off a slope in CB you instantly fall down as if you ran off a straight platform, you don't fly off at an arc like in other Sonic games.
SSNTails said:Impossible to do properly is the key word. An excellent effort here at making ZDoom-like slopes, but if you want to go full monty you're going to hit a wall real fast. If we added them to SRB2, we wanted them to be done properly...which involves rewriting nearly everything.
Good to know your so enthusiastic about such a hard and time consuming job, unlike some other programmers.I honestly have no problem doing a code rewrite - I'm completely aware that this would be completely absurd for an engine like Doom and essentially requires starting over, but it would actually be fun for me to try and I don't mind having to make new octree/BSP systems and map formats since that's what it takes to get there.
I'm also aware that this would pretty much make SRB2CB a separate branch from regular SRB2 both code-wise and gameplay-wise, but I never expected SRB2CB to be incorporated into regular SRB2 anyway.
And actually, SRB2CB uses vectors to define slopes right now, it's a small first step, but it's something. The game uses plane normals for some simple physics such as sliding down and jumping off a slope, and lets MD2 models to rotate to a slope by finding the angle between the player's vector and the plane normal.
If I could just get a complete example of how to do Sonic physics in 3D, I could really get this rewrite going.
Yes, but I feel you should make the launch stronger so it would much more noticeable on smaller ramps, this way extreme slopes won't be as necessary in levels (It'd also give it more of that Classic Sonic game feel).You do actually. The "launch" you're talking about is already in SRB2CB, it's only noticeable if you're going off a steep ramp at a fast speed.
You don't get it, do you.Will people leave behind the old srb2win.exe for this? I mean, SLOPES!?! STjr has been attempting to get that to work for YEARS. Hard to believe someone finally got that working!
OPENGL IS NOT SUPPORTED IN VANILLA SRB2. Most of this is only possible with OpenGL. OpenGL and Software render things very differently. Slopes like this aren't possible to render in Software Mode since Srb2 is written in Doom Legacy, and not ZDoom (Or other newer Doom engines to be exact).Not exactly. I just know this is it looks like an awesome mod, I can't wait to try it out.
Iceman404 said:OPENGL IS NOT SUPPORTED IN VANILLA SRB2.
And, this is all only possible with OpenGL.
Because it'd eliminate half of the audience that doesn't have the graphics capabilities to run OpenGL!Oh. Then why doesn't STjr just make SRB2 normally run in OPEN-GL? I mean, if it opens up the possibilities to so many features, it seems kinda weird NOT to use it!
This only further proves my point, as you might be in that audience.The mod won't run on my computer for some reason
Because it'd eliminate half of the audience that doesn't have the graphics capabilities to run OpenGL!
Then why doesn't the team just go OGL-exclusive? There's literally nothing positive to say about software mode anymore after seeing this mod (And XSRB2).Software mode simply doesn't exist in modern gaming anymore. There would be more of a gain if STJr. went OGL-exclusive than if they went software-exclusive and ignored the features of this mod entirely.