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SRB2 - Community Build! - Full color Edition! (PNG)
Version: 1.1, by Kalaron Kalaron is offline
Developer Last Online: May 2014

Version: SRB2 Rating: (24 votes - 4.67 average)
Released: 06-10-2011 Last Update: Never Installs: 25
Re-Useable Content Code Changes Sprites/Graphics Is in Beta Stage

What is it:
SRB2 Community Build is a source code mod that is both a refinement and extension of the game engine that powers SRB2.

SRB2CB's goal is to provide an alternative SRB2 engine that brings a new breath of fresh air into SRB2 for both players and modders alike.

NOTE: SRB2CB is more centered toward modders and level designers, there's features in here for everyone too, but I'll focus more on modding capabilities and adding new features to the engine

----

SRB2CB v1.1

Regular Version

Download (includes a bunch of example wads for modders)
http://www.mediafire.com/?b6z7rbe26gt0ege


Source code: (not needed to use SRB2CB, this is if you want to see how it works)
http://www.mediafire.com/?7e79k1y2addzskr


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Special PNG Edition for modders ONLY


This version allows you to just go crazy on the textures, WAY easier texture adding, no color restrictions, and images size up to 2048x2048 are supported

Any modders should have no trouble using this release to make some cool levels, as always the source code is included for you to customize anything you want ;)

Download:
http://www.mediafire.com/?4k48bwc5t53it6y

Source code with PNG goodness:
http://www.mediafire.com/?qapzzdnluzx9q7e


New Extended PNG Texture Pack: More than 200+ community made textures

Replace srb2cb.wad with this new one, this wad is constantly updated between SRB2CB releases, so always make sure you're up to date so you can have all the latest textures and play mods that use SRB2CB and the texture packs that come with it.

http://www.mediafire.com/?2s5okms91p3pe9q

This a complete PNG conversion of all flats and textures in the game, PLUS 200 community-made textures from 2008 - 2011


Feel free to add any textures or sprites to this new texture wad, SRB2CB uses it to run, but it can be modified and added to independent of the SRB2CB version - so any new texture/sprite art content can be updated for any modders to use right away.

Again, Feel free to submit any textures or ANYTHING you want to this! It's a community effort!

Videos:
------

Full color texture support and easier adding

http://www.youtube.com/watch?v=P0_m4G1ljws
Breaking away from regular SRB2's image format, which was limited to 256 colors and handled resolutions of up to 256x256 - SRB2CB's new PNG feature allows modders to focus on adding art to their projects without worrying about color loss or image size restrictions, SRB2CB uses lossless color quality and can handle image sizes from 32x32 up to 2048x2048, with support for any non-power of two image size in between as well(You're not restricted to 64x64, 128x128, 256x256 and so on)

Easy texture adding:


The default SRB2 uses a fixed texture list: Before you had to manually edit the name and the resolution of a texture before adding it in and sometimes you even had to break up a texture into multiple parts, now you don't need to worry about that. Add a single texture image into your data file and SRB2CB lets you use it without a fuss.

You can also interchangeably use the same texture both on walls and floors too - no more worrying about corrupted floor and ceiling texture data like the old method had.



Frivilous extras!

http://www.youtube.com/watch?v=ZLuegMSzmdM


http://www.youtube.com/watch?v=iphwFyA5Wjo

You'll find small little touches and differences from the default SRB2 in this mod, from new shields, new items, and console commands to random little easter eggs.



---------------

Feature list:


Improved OpenGL renderer - OpenGL mode has finally been FIXED and improved!
  • OpenGL mode is capable of displaying nearly all level effects with little to no visual errors
  • Extreme optimizations, you can look in all directions with no disappearing objects and the framerate got a 150% boost compared to SRB2's default OpenGL renderer
  • Much richer colormap effects
  • Coronas are back and they also got a major speed boost!
  • New sprite shadows that stay in one direction (enabled using shadows 1 in the console)





Polyobjects render flats!
They are rendered by default, so now a whole new dimension of map-making is now possible!
Mappers can configure a polyobject's startline to render the top and or bottom of the polyobject, give the start line a flag of:
  • Bouncy - to make it not render the Bottom of the polyobject
  • Transfer line - to make it not render the Top of the polyobjects



Skyboxes
Ever wanted to make the sky a 3D background? Well now you can.
You can render another part of a map as the sky, it looks like this:





*** Slopes ***
…wait, what? Yes, slopes. WITH COLLISION AND PHYSICS
  • Roll down a slope to gain momentum
  • Jump while going up a slope and gain vertical momentum
  • Run off a slope and you go upwards a bit - so ramps are possible now
  • Floor and Ceiling slopes
  • Dynamic slopes that can change according to the height of a sector
  • Any sector of any shape or size can be sloped, no limits on how many vertexes!
  • Slopes are setup by linedef (ZDoom/GZDoom style for those who are familiar with slopes)
  • Even grass edges can be sloped!
  • Slope within slope support



NOTE:
  • Crazy physics like running on walls is not supported with slopes....(yet), but the physics included are decent enough to make functional ramps that you can catapult off of at high speeds



Mult-character MD2's
(Custom character MD2s are now supported)


Here's how you set them up:
In your MD2.dat file, use this format
Code:
Nameofcharacter md2filename.md2 scale 0.0
Example:
Code:
Sonic Sonic.MD2 3.0 0.0
Tails Tails.MD2 3.0 0.0
Knuckles Knuckles.MD2 3.0 0.0
The part with (name).md2 is the filename and can be changed.
The first word in the line is the name of the actual character.
Another example:

Code:
Cream Cream3D.md2 3.0 0.0
^ This will load an MD2 named "Cream3D.md2" for the character "Cream"
The character's name is the same name used when typing "skin" in the console.
MD2.dat is also no longer case-sensitive, so typing:
Cream, CREAM, cream, or even CReaM will still be recognized by the game.

New and improved bots - They use their abilities in Coop mode and are just a bit smarter in Match mode, they are also stable and are a lot less likely to crash the game.


A new kind of Motion Blur! - works with speed sneakers, hitting a red spring (try GFZ2), or when falling down at a fast speed (you have to see this for yourself, no screenshot :P )

Balloon fountains and particle fountains!


Other Nice Stuff:
You can take a screenshot without having a message flood your console
(clears console lines that are on screen too)

You can unspin while rolling by pressing the spindash button again
New "shield" command gives the player a shield from 1-8

Scale works up with 25-500 (and up to 5,000 when scaling other objects)

The camera auto-adjusts to slopes!

New Sonic 3 shields, Flame, Lightning, and Bubble shield!

Brand new multiplayer colors, including purple, dark red, dark blue, black, neon green, and hot pink.


New Linedef Effects:
  • 386 Slope Frontsector Floor
  • 387 Slope Frontsector Ceiling
  • 388 Slope Frontsector Floor & Ceiling
  • 389 Slope Backsector Floor
  • 390 Slope Backsector Ceiling
  • 391 Slope Backsector Floor & Ceiling
  • 392 Slope Backsector Floor & Front Ceiling
  • 393 Slope Backsector Ceiling & Front Ceiling
  • 80 - Spring Bouncer
    The length of the line determines the strength, this makes a sector tagged with this effect act like a spring!
  • 446 Set 2D Camera Distance"
    Linedef executor that changes how far the camera is from the player for 2D mode

New Objects:
  • 580 - Hang-glider
  • 582 - Skateboard
  • 572 - Bumper (works like a diagonal spring but doesn't put the player into a different animation
  • 570 - Yellow sideways spring
  • 573 - Balloon - like a spring except animated and floats!
  • 574 - Respawning Balloon - can be jumped on more than once
  • 571 - Red sideways spring
  • 575 - Big balloon fountain - activates a swirl of multi-colored balloons!
  • 576 - Small balloon fountain
  • 585 - Particle fountain!
  • 586 - Spiral particle fountain!
  • 790 - skybox viewer
  • 791 - skybox map center
  • 440 - Sonic 3 & K Bubble Shield
  • 441 - Sonic 3 & K Flame Shield
  • 442 - Sonic 3 & K Lightning Shield


For dynamic 2D mode, there are some special objects that allow mappers to more easily align the player to the 2D track!
  • These are triggered when a player enters a dynamic 2D sector, so these objects must be placed in an "Enable 2D mode" sector to work
  • Just place these objects to where you want the player to be
  • These objects automatically teleport the player and do not effect the player's speed.
  • 780 - Aligns only the players X axis
  • 781 - Aligns only the players Y axis
  • 782 - Aligns only the players Z axis
  • 783 - Aligns the players X and Y axis
  • 784 - Aligns the players X and Y and Z axis
  • 785 - Aligns the players Z and X axis
  • 786 - Aligns the players Z and Y axis

New Sector Effects:
15 - Spring Sector (works with spring sector linedef)

**More detailed documentation coming soon to the SRB2wiki**

------------


NOTES:
  • SRB2CB is OpenGL based, so nearly all of these new features have been designed for / can only be feasibly done in OpenGL.
  • The OpenGL system has undergone some changes, so even if your computer couldn't run OpenGL mode before, it might work with SRB2CB.
  • SRB2CB requires data files from SRB2 v2.05 or later
  • SRB2CB is still under development, so not all features may work perfectly yet
  • When in doubt, SOFTWARE MODE IS UNSUPPORTED KTHNXBYE
  • Also, to experienced mappers, feel free to add any SRB2CB mapping tips to the wiki for things such as slopes or skyboxes


OpenGL tips:
  • Turning fog mode on is EXTREMELY recommend, it's almost required for things to look nice
  • Fog density of at least 64 is also recommended
  • The game automatically starts in OpenGL mode
  • If the game gives an error when you start it up in windowed mode, try running it in full screen, or try changing SRB2CB's resolution in your config.cfg file or autoexec.cfg file

Credits
Special thanks to Nev3r, ZTurtleman, and a bunch of other people on srb2's IRC channel!


-Kalaron

Download Now

File Type: zip SRB2CBWin32a.zip (2.08 MB, 6825 views)
File Type: zip SRB2CBPNG.zip (8.16 MB, 5045 views)

Show Your Support

  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.

Comments
Old 06-13-2011   #102
Kalaron
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Fixed. (It was a leftover from something else)
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Old 06-13-2011   #103
Jeck Jims
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Alright :), by the way, I absolutely LOVE how if a Tails-bot picks you up, you can control the flight! Feels like that Sonic 3 Boss. But, if possible, could you make them stay a little bit closer to you when your running? So you can see them behind you.
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Old 06-13-2011   #104
Ezer.Arch
ArchPack developer
 
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Kalaron, I think the "underwater trigger" is too... deep. :S

1) Attraction shield:



2) Slime:



3) Splash animation:



Even 1st GFZ2 spring doesn't propel the player as usual if the player falls off the cliff onto the spring.

Besides, it'd be nice if SRB2CB screenshots were named SRB2CB####.png.
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Last edited by Ezer.Arch; 06-13-2011 at 04:31 AM. Reason: limit -> trigger
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Old 06-13-2011   #105
FireBat257
The Burning Bat of Flames.
 
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Quote:
Originally Posted by Jeck View Post
Hey, found another glitch. Can't rely take a pic so lets hope I can explain it. Ok, so If your Tails (or any flyer) you can jump on water. So you can fly, get tired, land on the top of water, then fly again.
EDIT: Heres a picture if it helps.
If you can, try making a clip of that.
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Old 06-13-2011   #106
mikey6018
Also *Dragoon*The*Dragon*
 
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Well I dont mean to bother you but I was recommended this mod to make slopes for my mod. from the pics it looks like it can make great slope it would be great if I could use it for my mod so I could make some levels alot better for my mod srb2 world, that's only if you would let me use them for my mod so i want to ask you if i could use it and i will make sure that you get credit for it I'll respect any choice you make towards my request (XD)
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Old 06-13-2011   #107
FireBat257
The Burning Bat of Flames.
 
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Or, he can just check by himself and see the glitch, no worries. =/
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Old 06-13-2011   #108
chi.miru
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Hey, is it just me, or am I the only one receiving a ton of lag after leaving an area of a map and turning around?
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Old 06-13-2011   #109
MascaraSnake
aka SpiritCrusher
Moderator
 
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@mikey6018: Look at the bottom of the first post (the one at the top), right under "Show Your Support". You should see something you'll like to hear:

Quote:
  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.
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Old 06-13-2011   #110
J-town
Totally Not Zero
 
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Quote:
Originally Posted by Pac View Post
Hey, is it just me, or am I the only one receiving a ton of lag after leaving an area of a map and turning around?
Nope, same here. Appears on ACZ1 right at the start, and GFZ2 at the waterfall just after the invincibility box. Haven't tried the other levels.
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Old 06-13-2011   #111
MascaraSnake
aka SpiritCrusher
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Quote:
Originally Posted by J-town View Post
Nope, same here. Appears on ACZ1 right at the start, and GFZ2 at the waterfall just after the invincibility box. Haven't tried the other levels.
That's because of the motion blur effect that is activated for example after bouncing off springs. Go to Options -> Video Options -> OpenGL Options and turn on low-end OpenGL mode.
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Old 06-13-2011   #112
Alex The Tiger
 
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I found another glitch in multiplayer if you change your character it will kill you.
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Old 06-13-2011   #113
FireBat257
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Quote:
Originally Posted by Alex The Tiger View Post
I found another glitch in multiplayer if you change your character it will kill you.
I think he already knows about that considering the fact Fawful told him.
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Old 06-13-2011   #114
Inazuma
likes to assault raccoons
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Quote:
Originally Posted by Alex The Tiger View Post
I found another glitch in multiplayer if you change your character it will kill you.
That's not a glitch bro.
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Old 06-13-2011   #115
Fawfulfan
The Tortured Planet guy
 
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Quote:
Originally Posted by XSpeedGodX View Post
That's not a glitch bro.
No, that is a glitch. You're only supposed to die when switching teams. And it's not just restricted to multiplayer; you also get hurt when switching via DEVMODE in Single Player.
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Old 06-13-2011   #116
mikey6018
Also *Dragoon*The*Dragon*
 
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Quote:
Originally Posted by SpiritCrusher View Post
@mikey6018: Look at the bottom of the first post (the one at the top), right under "Show Your Support". You should see something you'll like to hear:
Thanks SpiritCrusher!!!!I never noticed that :D
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Old 06-13-2011   #117
SRB2PlayerFan
SRB2 2.1 Kart Hype!
 
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Thank you so much for porting this!

Downloading in 10...9...8...

Ah, what the heck?

BUGS:

Homing attack may be broken, but it is going to be fixed in the next version.
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Old 06-13-2011   #118
Metal-Rawr
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Quote:
Originally Posted by SRB2PlayerFan View Post

BUGS:

Homing attack may be broken, but it is going to be fixed in the next version.
How do you know?
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Old 06-13-2011   #119
Sryder13
'That brit'
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I don't know whether or not you know this, but when I create an FOF or water directly next to a sector with a slope on it one side of the sloped part doesn't appear and the other side shows a rectangle as if there was a flat sector. The slope still works like a slope though.
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Old 06-13-2011   #120
Kalaron
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Yeah, that's been fixed for the next version. Right now just continue mapping as normal until the fix comes.
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Old 06-13-2011   #121
Mr. Mystery
 
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Quote:
Originally Posted by Fawfulfan View Post
No, that is a glitch. You're only supposed to die when switching teams.
One word: XSRB2.
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Last edited by Mr. Mystery; 06-13-2011 at 10:47 PM.
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