SRB2 Message Board  

Go Back   SRB2 Message Board > Sonic Robo Blast 2 > SRB2 Discussion

Reply
 
Thread Tools Search this Thread
Old 06-03-2018   #6041
Ikkarou Tatsuru
派手
 
Ikkarou Tatsuru's Avatar
Default

The non-golf mode-related linedef types from XSRB2, or at least some of them, allow for various new possibilities of different gimmicks, especially the color-based ones. While I think some of these actions can currently be accomplished with Lua, I imagine it would be good to have the option not to mess with scripts of any sort.

Additionally, the ceiling/floor comparison types could have versions that don't require triggering from the player, and instead just trigger a linedef whenever a ceiling or a floor matches a certain height (like existing types 403 and 404, but with continuously moving surfaces).
__________________
put me back in the simulation immediately you oversized soda machine
Ikkarou Tatsuru is offline   Reply With Quote
Old 06-06-2018   #6042
gregory_house
ʇxǝʇ pǝddᴉlɟ ɹɐoɯ ɥʇᴉʍ ʍoN
 
gregory_house's Avatar
Default

Please find a way to get rid of the wad limit (or have it be a more reasonable number).


It's currently ridiculously small without a reason (especially if multiple very small wads are added) forcing some hosts to combine things in "packs" (that do work, proof that the limit is arbitrary) that then mean players having to download things they might even already have.


And yes, multiple heavy luas can potentially slow a server down to a crawl but depending on number of lumps and optimization that can be a problem even with a single file so it's unrelated.
__________________
Intel i7-4770K - ASUS GTX970 4GB OC - 2x8GB Dominator Platinum @1866 CL10 - Samsung 840PRO 256GB
gregory_house is offline   Reply With Quote
Old 06-07-2018   #6043
toaster
トースタちゃん
 
toaster's Avatar
Default

The .wad limit is enforced by a packet containing the names of all added .wads overrunning. Hilariously enough, you will get more .wads for your buck with files named a.wad, b.wad, etc... This limit would not be fun to raise. I therefore advise you to suggest to .wad creators to aim for shorter filenames, even if they are not memily so.

One thing we HAVE done is that in 2.2, the .wads that do not modify the game will not be sent in that packet. As a result, if you play with music/palette .wads, you will be able to get more in. The consequence is that it will not be added for the player on the other end, which may be a net negative if it's something like the music pack for SRB2 the past.

Hopefully this is an enlightening look into the game's interiors.
__________________
Quote:
<fickle> giant robo-hood that rips the map apart with her bare hands
toaster is offline   Reply With Quote
Old 06-07-2018   #6044
Monster Iestyn
Friendly Neighbour-Hood
Moderator
 
Monster Iestyn's Avatar
Default

Pretty sure 2.1 already doesn't download such files. WAD files with just music or sounds etc are not considered "important", and so aren't (and shouldn't be) downloaded by the game for joiners.

It may have been just that the game was just dumb and included unimportant WADs' names there too?
__________________
My page stuffed full of MIDI goodness!
The Hitchhiker's Guide to the Robo-Hoodiverse
Timeline of Sonic Robo Blast History!

That's an uppercase i, not a lowercase L, for the record. Also, it's pronounced "Yes-tin".
Monster Iestyn is offline   Reply With Quote
Old 06-07-2018   #6045
Rumia1
Backseat Developer
 
Rumia1's Avatar
Default

I think toaster is saying that the "unimportant" wads will not add to the file count where as they did before, rather than saying that they're sent over in any way.
__________________
Quote:
Originally Posted by Cirno
Egguman-senpai...
Rumia1 is offline   Reply With Quote
Old 06-07-2018   #6046
toaster
トースタちゃん
 
toaster's Avatar
Default

Well, there are two file limits. There's the netgame packet length limit, and there's a hard index of the number of files. Music .wads will still add to number two, but yes, they no longer contribute to number one.
__________________
Quote:
<fickle> giant robo-hood that rips the map apart with her bare hands
toaster is offline   Reply With Quote
Old 06-07-2018   #6047
gregory_house
ʇxǝʇ pǝddᴉlɟ ɹɐoɯ ɥʇᴉʍ ʍoN
 
gregory_house's Avatar
Default

Alright, thanks for the tip. But still, even using very small filenames (a.wad and so on) I was only able to squeeze 5-7 more slots for a total of around 26. I will check with the hosts I know for the possibility of using letters without any extension at all.

This combined with self made packs should suffice for a good while however please look into the possibility of having a higher limit. Unimportant wads aren't much an issue as of now by themselves but them not counting anymore is a welcome change anyway.
__________________
Intel i7-4770K - ASUS GTX970 4GB OC - 2x8GB Dominator Platinum @1866 CL10 - Samsung 840PRO 256GB

Last edited by gregory_house; 06-07-2018 at 02:28 PM.
gregory_house is offline   Reply With Quote
Old 06-08-2018   #6048
toaster
トースタちゃん
 
toaster's Avatar
Default

26 is a phenomenal number, I think. Definitely significantly above what I was expecting the limit to be. Maybe I'm out of touch? Legitimately struggling to think of why people'd want that many files loaded at once, logistically. A healthy selection of characters, your obligatory Terminal instance, a handful of scripts and a few levelpacks would be less than 16, which was my first guess for the limit before I went code-spelunking.
__________________
Quote:
<fickle> giant robo-hood that rips the map apart with her bare hands
toaster is offline   Reply With Quote
Old 06-08-2018   #6049
gregory_house
ʇxǝʇ pǝddᴉlɟ ɹɐoɯ ɥʇᴉʍ ʍoN
 
gregory_house's Avatar
Default

Once again yes, only thanks to self made packs 26 is looking to be pretty high at the moment (consider that'd have to mean renaming them all to [oneletter].wad and having every single joiner download each one of them, which with them being self made packs would also mean pretty large filesizes).


But just to put things in perspective our "handful of scripts" collected through various sessions of listening to our joiners' requests (and sometimes writing things ourselves) currently counts 33. And that's before the few levelpacks, Terminal instance and selection of characters. Luckily, it's all in one self made pack, and now so are the characters too.
__________________
Intel i7-4770K - ASUS GTX970 4GB OC - 2x8GB Dominator Platinum @1866 CL10 - Samsung 840PRO 256GB
gregory_house is offline   Reply With Quote
Old 06-13-2018   #6050
RomioTheBadass
PK3 Fetishist
 
RomioTheBadass's Avatar
Default

csay messages should be printed out in console for all players in case they miss them.
__________________
Sonic 3D Ass : Horrible camera island.
RomioTheBadass is offline   Reply With Quote
Old 06-13-2018   #6051
Rumia1
Backseat Developer
 
Rumia1's Avatar
Default

Quote:
Originally Posted by RomioTheBadass View Post
csay messages should be printed out in console for all players in case they miss them.
I'll add to this and say that csay messages should also auto-wrap around.
__________________
Quote:
Originally Posted by Cirno
Egguman-senpai...
Rumia1 is offline   Reply With Quote
Old 06-13-2018   #6052
"Lat'"
Stop it
 
"Lat'"'s Avatar
Default

I've already said that over on Discord but I suppose I'll leave it here too for some more attention:
Let Lua access and do more things.

I get that the intent is to prevent scripters from massively fucking the game up in multiplayer, but it creates more limitations than it helps us, really. (Plus it's not like the game doesn't ends up desynching anyway), so here's a very small list of things that I feel Lua should be able to access that would actually help;
  • consoleplayer and displayplayer. Clientside stuff can be useful for visual effects and whatnot.
  • timelimitintics (match time limit)... why can't this be accessed already?
  • cv_pointlimit (match point limit) same as above. I may argue that Lua should be able to access every existing cvar in the game.
  • fix S_StartSound so that it works in HUD hooks. It can do that in internal, I don't see why Lua should get restricted from it.
  • V_DrawCroppedPatch could be useful. I know it breaks if used with images too big but even then I don't think this should be an excuse to prevent Lua from messing with it as it may be useful for visual effects.
  • A hook to modify player cmd input? That may seem dumb but sometimes moving the player without hacking their momentum directly while hoping that this is a 1 to 1 replica with the weird movement code for players would be nice IMO.
__________________
Quote:
Originally Posted by Bronydude2k5 View Post
If you make me a Sash Lilac wad, I'll make you a sonic sprite hack of any choice.
"Lat'" is offline   Reply With Quote
Old 06-13-2018   #6053
MosaicMario
Possessed User Title
 
MosaicMario's Avatar
Default

I had this on my mind for a long time and never got to write it down but...

I suggest for an "per device" input configuration rather than a "per player" one. Right now I either use my default keyboard+mouse or my Steam Controller setup, depending on how I am playing the game. The problem is that I had to map my keyboard buttons to the controller in order to switch between both modes seamlessly. This works for me alone but if I want to play local coop with someone else I have to load an entirely different profile for my controller and I most likely need to reconfigure all my button mappings again every time which is quite a hassle.

With a "per device" config I could just just set up every controller to my liking and hit start (or any button) on the title screen to register it as player one. When going to a local 2 player game the second player can also just hit start or any button on their input device and start the game. And to change controllers there could be some option for that in the ESC pause menu.

This would make input configurations much easier and more accessible to the players. If it wasn't for the Steam Controllers ability to re-map any key on any button of the controller I would need to re-configure the controlls for player one every time I want to switch input methods and that would be a real pain. And I quite like streaming my games to the livingroom tv, hence my usage of the Steam Controller.
__________________
Possessed signature!
MosaicMario is offline   Reply With Quote
Old 06-30-2018   #6054
Busybody42
Default 2 boss ideas

1. Egg Sandworm: This boss would burrow underground and then jump out, or swing it's tail, hitting the player as well if they do not jump. In phase 2, it would try to fake you out when burrowing underground and swinging it's tail. This is a boss idea for arid canyon zone.

2. Egg Flamer: This boss would try to shoot flames at you or launch fire trails that bounce 3 times before disappearing. In phase 2, it would fly out of reach to drop fireballs straight down when hit, then fly back down to use another attack, sometimes trying to use the fire trail attack first. This is a boss idea for red volcano zone.

Hope you enjoy!
Busybody42 is offline   Reply With Quote
Old 07-01-2018   #6055
Petit The Hedge
A.K.A. Neon T.H.
 
Petit The Hedge's Avatar
Default

I thought about dash mode from fsonic actually be implemented to the game, and not only for Sonic, but for Tails, and Knuckles as well.

A Rehaul of the Title Screen background would be good too, since its starting to feel old,just like the Greenflower sky, that was one of the first edits in 2.2, if i'm not wrong.

Also, i got some gimmick ideas:

Red Volcano Zone:
Sections of the level outside of the volcano,
with lava spilling out.
Platforms that move with the lava, for example,
a lavafall, with rock pieces from the volcano floating in them.

Arid Canyon Zone:
(i have the small impression this was thought before but anyways)
An Air Glider, to cross big gaps, in high areas and etc.
Big tumbleweeds, that push you.
Mine Caverns, inside the canyons;
With mazes and minecarts everywhere.
and LOTS OF SPRINGS.

Egg Rock Zone:
Anti-Gravity Shield, only available in this level.It will be used in sections like the first part of ERZ 1.
Roboticized Signs, that once you run into them, you may be either turned around,
teleported,or you'll just stop.
as well as Slope Jumps, in Anti-Gravity Shield sections, necessary for platforming.
New Badnik: Tele-Rock.
Attacks:
Laser Gun and Teleporter.

Defense: Digital Shield: Forms up around it.

he flies down enough for Sonic and Knuckles to hit him, but alters height every 1.5 sec., Generally attacks from away.

That's all for now....
__________________
SONIX 3 & KNUCKLEX&KNUCKLEZ 3DBLAST 5 COLORS ADVENTURE2 UNLEASHEDSTORM GENERATIONS WORLDS CLASH 15

Last edited by Petit The Hedge; 07-01-2018 at 03:04 AM.
Petit The Hedge is offline   Reply With Quote
Old 07-10-2018   #6056
SuperSonicStar*
イㄖㄛㄋㄙㄊㄚㄖ!
Default

Has there been any discussion on improving the mouse movement? It feels very clunky compared in 2.1 compared to 1.09, and maybe 2.0 (I don't remember how it compares to now.)
__________________
<@Inuyasha> 90% morons, 9% assholes, 1% people actually worth something.
<RedEnchilada> Inuyasha: am I a moron or an asshole
<@Inuyasha> and .01% RedEnchilada, who fits into multiple groups.

Quote:
<Commander Hypersonic> He's Srb2's greatest player
SuperSonicStar* is offline   Reply With Quote
Old 07-11-2018   #6057
RomioTheBadass
PK3 Fetishist
 
RomioTheBadass's Avatar
Default

Going back to 2.0 I can't stand how the game tends to lock your movement in that version, Spindashing or Simply thok-ing takes control away from you for couple valuable seconds, 2.1 is definitely an improvement over that.
__________________
Sonic 3D Ass : Horrible camera island.
RomioTheBadass is offline   Reply With Quote
Old 07-11-2018   #6058
Ikkarou Tatsuru
派手
 
Ikkarou Tatsuru's Avatar
Default

Have the Master Server notify hosting players through the console that their server is unreachable by other players. The number of confused people about port forwarding or about how to host are just the tip of the iceberg of players who don't even know why they can't host or if they can host at all.

Furthermore, one can just look at the Master Server list at any time of the day to see one or two servers of players who don't even know that their server is unjoinable, so I have reasons to believe this change is a matter of accessibility.
__________________
put me back in the simulation immediately you oversized soda machine
Ikkarou Tatsuru is offline   Reply With Quote
Old 07-11-2018   #6059
toaster
トースタちゃん
 
toaster's Avatar
Default

I'll note that given the server is unreachable, do you think any packets from the Master Server would be able to reach it to tell it it's unreachable? :V

Honestly, the fix would probably work better if it was along the lines of "when you set up a server (that isn't in offline mode, maybe), start a timer. If you haven't successfully received any response from the master server in that time, tell the host that their server is inaccessible".
__________________
Quote:
<fickle> giant robo-hood that rips the map apart with her bare hands
toaster is offline   Reply With Quote
Old 07-11-2018   #6060
Ikkarou Tatsuru
派手
 
Ikkarou Tatsuru's Avatar
Default

Quote:
Originally Posted by toaster View Post
I'll note that given the server is unreachable, do you think any packets from the Master Server would be able to reach it to tell it it's unreachable? :V
The point would be that the game would be prepared to receive some sort of signal back from the Master Server, and if it didn't receive it in an allotted amount of time, it would assume that the server is unreachable in the same fashion as the Master Server list does (since that in the current version, it says you're connected to the Master Server regardless of the server being reachable or not, as long as you're connected to the internet).

So yeah, it's pretty much how you said it. I didn't explain it well.
__________________
put me back in the simulation immediately you oversized soda machine
Ikkarou Tatsuru is offline   Reply With Quote
Reply

Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Some suggestions..... Konata123 SRB2 Discussion 3 03-30-2011 03:01 AM
I want some suggestions/reviews, please. Shadow Hog Outdated Releases (0.X & 1.X) 22 10-31-2006 01:45 AM
Question about a few 1.1 suggestions SSNTails Help 11 01-07-2006 04:27 AM
My suggestions RenegadeC Help 41 10-18-2005 09:51 PM


All times are GMT. The time now is 09:29 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2018, vBulletin Solutions, Inc.