XSRB2 vX-010 - Updated 7.17.11 7:11PM EDT (xsrb2-010.zip/xmus.dta)

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Ewww... When It's loading I have sigserv.
When Loaded. Sigserv in levels (XSRB2pack and normal SRB2).
Why?
 
Ewww... When It's loading I have sigsegv.
When loaded. Sigsegv in levels (XSRB2pack and normal SRB2).
Why?

The files have been updated to fix this, and I have also fixed the quote. :3
Redownload xSRB2 x-006. :D
 
yes, everything extracted
The log is:
Code:
GetArgcArgv() ...
lpCmdLine is 'C:\SRB2CL~1\xsrb2.exe -opengl'
Myargc: 2
myargv[0] : 'C:\SRB2CL~1\xsrb2.exe'
myargv[1] : '-opengl'
I_StartupSystem() ...
D_SRB2Main() ...
SRB2 vX-006
Z_Init: Init zone memory allocation daemon. 
system memory 2046MB free 987MB
W_Init: Init WADfiles.
I_StartupTimer...
Added file C:\SRB2 Clean\srb2.srb (6292 lumps)
Loading main config from C:\SRB2 Clean\srb2.srb
Added file C:\SRB2 Clean\sonic.plr (185 lumps)
Added file C:\SRB2 Clean\tails.plr (175 lumps)
Added file C:\SRB2 Clean\knux.plr (171 lumps)
Added file C:\SRB2 Clean\rings.wpn (212 lumps)
Added file C:\SRB2 Clean\drill.dta (182 lumps)
Added file C:\SRB2 Clean\soar.dta (92 lumps)
Added file C:\SRB2 Clean\music.dta (166 lumps)
Added file C:\SRB2 Clean\x.srb (398 lumps)
Loading main config from C:\SRB2 Clean\x.srb
===========================================================================
               XSRB2 vX-006 - http://xsrb2.cstrfan.info/
            All systems are go, let's get this show started!
===========================================================================
I_StartupGraphics...
GetLastError: Acesso inválido ao local de memória.
I_Error(): Error initializing OpenGL
 
That's too imprecise. Compile it with debugging symbols, run it in GDB and gimme a backtrace and I'll try to work it out. And include the arguments to relevant functions, too.
 
GetLastError: Acesso inválido ao local de memória.

Slight impression: I think that has to do with "invalid memory access". I have XSRB2 installed and started it with -opengl and all worked well (besides the graphic glitches -.-')
 
Okay, heres the files:
3drend.dll
eventlog.dll
fmod.dll
glide.dll
libpng13.dll
opengl32.dll
opengl.dll
r_glide.dll
r_opengl.dll
 
Okay, heres the files:
3drend.dll
eventlog.dll
fmod.dll
glide.dll
libpng13.dll
opengl32.dll
opengl.dll
r_glide.dll
r_opengl.dll

Oh okay that makes se- wait what?
3drend.dll?
You shouldn't have that unless you use SRB2 1.09.4. That got removed ages ago. And there are other dlls that are mxiing me up. opengl32.dll? I don't think that's needed, in fact most aren't and do nothing in the experience I've had (well, some I overexaggerated >.>). And eventlog shouldn't be a dll file.
 
Suggestion: Don't make people die and restart for changing their skin-- just make the lives go down.

The whole point of dying when you change skins is to prevent being able to abuse those skin changes in the middle of stuff.

Anyways, if it isn't already, the skin change penalty should be a server side console variable; it's neat, but sometimes you might want to not use it, or to turn it off for just a moment to allow a necessary skin change for whatever reason. Maybe require SV_Cheats be turned on to do this.

But on that note, I think you should be allowed to change skins in Coop without penalty if you are touching a starpost, or starpost activation sector... you'd be send back there anyways for changing skin, and most likely someone would try to change skin after getting killed... sometimes only to lose another life immediately because they didn't get the command in before they respawned. Likewise, to remove any ambiguity on that matter, the setup player and tab screens should have something that tells you whether or not the penalty will be enforced under the current conditions.
 
But on that note, I think you should be allowed to change skins in Coop without penalty if you are touching a starpost, or starpost activation sector... you'd be send back there anyways for changing skin, and most likely someone would try to change skin after getting killed... sometimes only to lose another life immediately because they didn't get the command in before they respawned. Likewise, to remove any ambiguity on that matter, the setup player and tab screens should have something that tells you whether or not the penalty will be enforced under the current conditions.

I think that you should still lose a life for STAR POSTS, but not the start point. If you've made no move whatsoever, you should be allowed to change skin without penalty. Changing skins should be just blocked in Special Stages too, not forcing a stage end.

Also, 2.0.5 support kthx.
 
New release uploading. Mostly this is just a release to get something out using the current codebase, but there's some major changes too...

Changelog:

Code:
// ~~~ Changelog ~~~
//  =    X-007    =

* Codebase updated to 2.0.6.

* Scoring system revamp.

	* Spinning on the ground is still an effective tactic to get rid of a
		swarm of enemies, but you cannot earn more than 100 points per
		enemy using it now.

	* After bouncing off of enough enemies, you'll begin earning 10000 points
		per enemy.  Easy 1ups... if you can get that high of a chain in
		the first place.

	* Invincibility will give you one long chain.  Use it well and you can
		score some nice 1ups.  It'll also be a useful tactic for Score
		Attack in the future, but that's for another time and day...

* Menu system completely revamped.  As in, a completely different source code file
	handles the menus now.  There's so many changes (some visible, some not)
	because of this that listing them all would go on for a page or three on
	its own.

* You can change skins without penalty in multiplayer if you're flashing after
	getting hit (or just joined a server, etc.)

* Removed the flag monitors.  2.0.6 broke them, and they were probably never going
	to get used anyway...
 
Invincibility will give you one long chain. Use it well and you can
score some nice 1ups. It'll also be a useful tactic for Score
Attack in the future, but that's for another time and day...

Is it possible that you could just use numbers that pop over Sonic's head(And when you get 8 you get a 1up?) Ala Mario?
 
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