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Old 08-20-2008   #421
Chaos Knux
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Quote:
Originally Posted by SRB2WikiSonicMaster
Quote:
Originally Posted by Ice
Quote:
Originally Posted by SRB2WikiSonicMaster
Place the Player 1 Start in a remote Sector Type 974 tagged to Linedef Type 125 with a linedef length of 314.
What's that do?
It immediately will SIGSEGV the player who steps into that sector.
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Old 08-22-2008   #422
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Blade the Vampire, we already have pulsating, flickering, and switching lights. Just use the proper linedef types. (I don't like using the sector-based effects for the dynamic lighting).
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Old 08-22-2008   #423
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Quote:
Originally Posted by Silent_Snipe
A thing where when you join a server by the ms or something it gives you a message of the day
You can already do that. The command is MOTD "Message".
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Old 08-22-2008   #424
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i know but make it automatic so it will show it upon joining a server rather than typing the command.
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Old 08-22-2008   #425
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Quote:
Originally Posted by Silent_Snipe
i know but make it automatic so it will show it upon joining a server rather than typing the command.
The host types it, then all the joiners will see the message as soon as they join.
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Old 08-23-2008   #426
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well what is 1.1?
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Old 08-23-2008   #427
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The Wiki can answer that for you quite well. In short, it's the version number SRB2 will have once it is completely and utterly finished.
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Old 08-28-2008   #428
Senku Niola
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Quote:
Originally Posted by Ground The Fox
Hmm, how about a thing named "spintrailcolor = X" for the S_SKIN, and some characters can have different color, like Shadow's yellow spin trail, and other thing named "startcolor2 = X" to change other color while playing in netgames, example:



Sonic 2nd color change could be his shoes, and for Tails too, for Knuckles maybe his socks or the yellow part of the shoes.
I would seriously like to see both of these, even though currently I can't see either for multiple reasons, 1 computer = braindead sorta, and 2 SRB2 lacks em. :D
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Old 08-29-2008   #429
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Oh, SSN! That's right! If the custom FOF is a Mario block, then the front upper texture would be needed...
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Old 08-29-2008   #430
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Quote:
Originally Posted by SRB2WikiSonicMaster
Oh, SSN! That's right! If the custom FOF is a Mario block, then the front upper texture would be needed...
And what else....?

I'm thinking something to do with translucency...
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Old 08-29-2008   #431
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What I meant was, was that the Mario Block could be walked through or one could fall through it, thus making it mostly intangible.
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Old 08-31-2008   #432
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You guys think my ideas are cool?
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Old 08-31-2008   #433
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Well, the idea of having two colors really isn't that neat. >_>
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Old 08-31-2008   #434
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What? Why? That would be useful for some wads like Shadow
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Old 08-31-2008   #435
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True, that way you can have a stable Super Shadow and still be able to turn into Shadow Android.
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Old 08-31-2008   #436
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Ground. I've actually suggested a simpler idea that does the same thing. Just allow the S_SKIN to set a specific afterimage colour if the creator wishes.
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Old 09-01-2008   #437
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I saw I'll Begin post this in the "1.09.4 --> 1.1 character" topic.

Quote:
Originally Posted by I'll Begin
Super Float
  • ACTIONSPD1 is how fast your character will move while floating. Similar to walk and run speeds. If set to 0, your character won't move. If set to -1, your character will move like in 1.09.4.
  • ACTIONSPD2 is a little tricky.[list:d6683ef2ee]
  • If set to 0. Use default frames (whatever your character uses when it jumps).
  • If set to 1. Force spin frames.
  • If set to 2. Force falling frames.
  • If set to 3. Use special ability frames.
[*] Super Float should be changed so if your character stops moving, it falls.[/list:u:d6683ef2ee]
This idea, combined with OBJECTCFG SOCing not affecting other players (when SSN gives in and codes it), can lead to...

o/` Endless Posabilities! o/` *killed by Sega*

But seriously, this way, we can finally have characters float right, instead of looking at the ground scared. :/

EDIT: About the "stops moving" thing, Super Sonic already has that effect, but I find that pretty annoying. What I'd like to add to that is that when you let go of the float button, you fall and go into your falling frames (if you're on an actionspd2 of anything other than 0, I mean, as in, if you stop pressing the float button and your actionspd2 is 0, you fall normaly. Useful for characters like Mecha Sonic, who hover-spin. For characters that have special frames, they can be used, and when you stop hovering,you go into your "falling down a spring" frames).
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Old 09-02-2008   #438
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Quote:
Originally Posted by glaber
Add the Motobug and Buzzbomber.
These can easily be modified off the Crawla and Jettysyn Gunner.
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Old 09-03-2008   #439
glaber
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My thoughts exactly. I'm actually working on a Motobug right now that uses sprites modified from Sonic Schoolhouse sprites.
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Old 09-03-2008   #440
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Sonic School house? *Face shows curiosity*
Anyway, I made a motobug and buzzbomer for my GHZ. Damn simple. Also, restricting the movements like in Sonic 1 is just a matter of setting some block monster tags.
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