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Old 07-05-2017   #5761
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Spring Hill Zone is still in the game?
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Old 07-05-2017   #5762
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You'll notice that that list is just the 2.1 list minus SRB1 remake because it's so bad we removed it early. Things will probably end up looking a little different.

That said, is Spring Hill that bad?
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Old 07-06-2017   #5763
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Aw, and I was so faithfully waiting for the comeback of the Adventure Example legend.
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Old 07-08-2017   #5764
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Hello there ! :)
I really enjoy this game, incredibly fun (the best 3D sonic in my mind), there is only one thing I don't understand, why there's no centercam-behing-sonic option ?
Have I missed something ? Is this planned ? That could be really enjoyable with gamepad (and to map camera rotation on right stick H-axis and on triggers)
Is that possible in the engine ?
Sorry if I'm asking noob stuff, I'm noob you know... ^^
Thanks.
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Old 07-08-2017   #5765
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Custom commands added with Lua should show up in the help list in a different color, or it's own list, it's very hard finding custom commands through that menu when there's so many commands.
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Old 07-08-2017   #5766
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Originally Posted by Barabbas View Post
Hello there ! :)
I really enjoy this game, incredibly fun (the best 3D sonic in my mind), there is only one thing I don't understand, why there's no centercam-behing-sonic option ?
Have I missed something ? Is this planned ? That could be really enjoyable with gamepad (and to map camera rotation on right stick H-axis and on triggers)
Is that possible in the engine ?
Sorry if I'm asking noob stuff, I'm noob you know... ^^
Thanks.
Assuming you're talking about this feature while using analog control, it's actually possible with a keybind! It'd still be nice to have as a vanilla option, but for now this does its job well. Just stick this line in autoexec.cfg, replacing "6" with whatever key you want to bind your centercam key to.

Code:
bind 6 "analog off; cam_speed max; wait 1; cam_speed 0.25; analog on"
Basically it turns your analog camera off and gives the game enough time to center the camera behind Sonic before turning analog back on. :)
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Old 07-08-2017   #5767
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Well may I suggest something related to MD2s? Basically the animation blending, there's some animations that, in my honest opinion, need blending removed (like the devs did with the blending of the stand animation to waiting animation on prior Srb2 releases, it would slowly fade to the waiting animations, kinda ruining the visuals, but it was fixed for newer versions of the game).

Here's an example of what I mean:
Spoiler: Big ass GIF


Notice how the hands slowly go to the waiting animations? This was fixed later on, improving the visuals of MD2s.


With this in mind, here I can show you some animations that could have this blending removed:

Spoiler: Some more big ass GIFs



See how the animation blends with the walk animation, and it kinda ruins the flow of the model, of 8 sprites (a.k.a frames) of the super transformation, the MD2 ends up using 4, cause the blending doesn't let the animation finish playing.


Just another suggestion, tho it's not that relevant, I mean, this could be added as an extra fix at last minute before 2.2 releases, but it would make MD2s look a lot more consistent.
Sorry if I'm a bother, but I want to help the game look better even if it is with irrelevant details such as these.
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Old 07-09-2017   #5768
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Assuming you're talking about this feature while using analog control, it's actually possible with a keybind! It'd still be nice to have as a vanilla option, but for now this does its job well. Just stick this line in autoexec.cfg, replacing "6" with whatever key you want to bind your centercam key to.

Code:
bind 6 "analog off; cam_speed max; wait 1; cam_speed 0.25; analog on"
Basically it turns your analog camera off and gives the game enough time to center the camera behind Sonic before turning analog back on. :)
Thanks buddy, what a quick and top answer : you make my day ! :)
This feature make the gameplay close to perfection.
-> Do you know why the command is erased from cfg every time I close the game ?!


For people who like playing witheout wasting time with configuration I suggest to try my pad customisation settings : https://www.mediafire.com/?3wnbn33rcpg8jcs
It's compatible PS3/4 360/One gamepads you have nothing to change, only little work to do with xpadder (or at least joytokey) :


Commands
Select/Back : Esc (back in menu)
Start : Pause
Left Stick : Move character
Right Stick : Move camera
R3 : Center camera (behin character & center view)
L1/LB : First person mode
Dpad : camera in first person mode (choose menu)
R1/RB : Brake
L2/LT : Move camera left
R2/RT : Move camera right
Cross/A : Jump (accept in menu)
Square/X : Spin


Pretty nice ajustment, isn't it ? :)
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Old 07-09-2017   #5769
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Do you know why the command is erased from cfg every time I close the game?!
You can put it in your autoexec.cfg, and it will be present every time you start the game. If you don't have that file (you probably don't), you can just create a new text file and change the extension.
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Old 07-09-2017   #5770
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You can put it in your autoexec.cfg, and it will be present every time you start the game. If you don't have that file (you probably don't), you can just create a new text file and change the extension.
Yes, thanks. :)
I was thinking the config.cfg should be enought...
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Old 07-09-2017   #5771
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Yeah, but config.cfg is frequently rewritten by the game to store your game's current settings and controls etc, so it can't be used to store other commands like your bind. That's why you have to use autoexec.cfg instead for running extra commands at game startup.

(For that matter, it's also why custom variables with CV_SAVE made with Lua absolutely fail at keeping their saved value in config.cfg. Particularly when you play a mod with such a variable defined, then go on to play another mod WITHOUT it or just plain SRB2, causing you to lose its saved value from the file)
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Last edited by Monster Iestyn; 07-09-2017 at 12:41 PM.
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Old 07-10-2017   #5772
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Yeah, but config.cfg is frequently rewritten by the game to store your game's current settings and controls etc, so it can't be used to store other commands like your bind. That's why you have to use autoexec.cfg instead for running extra commands at game startup.

(For that matter, it's also why custom variables with CV_SAVE made with Lua absolutely fail at keeping their saved value in config.cfg. Particularly when you play a mod with such a variable defined, then go on to play another mod WITHOUT it or just plain SRB2, causing you to lose its saved value from the file)
You some mods who enhance graphics (or some more good songs :) ) or addons etc. ? I was looking on forums but there is too much mod, addons etc than I'm lost. ^^

Last edited by Barabbas; 07-10-2017 at 06:46 AM.
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Old 07-10-2017   #5773
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what

Why would you ask that in the suggestions topic lol
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Old 07-11-2017   #5774
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Update Linedef Type 64 to use texture offsets instead of X/Y distance for the timing effects
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Old 07-12-2017   #5775
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I'm not sure that's possible without messing up the actual texture alignment.
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Old 07-12-2017   #5776
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It's not a linedef that should be used in in-level sectors, so that's not necessarily a point of objection. The forcing of it to be a specific angle/length is more intrusive.
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Old 07-12-2017   #5777
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But it is used on an FOF's sector, isn't it? And last I knew, FOF control linedefs can affect FOF texture alignment.
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Old 07-12-2017   #5778
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That only applies to the FOF's own control linedef normally, unless the "Transfer Line" flag is checked on it.
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Old 07-12-2017   #5779
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ah ok, I thought the linedef action also doubled as setting up the fof itself.
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Old 07-13-2017   #5780
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I've one suggest :
Like analog control put an analag camera.
This will be fancy. :)
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