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Old 3 Weeks Ago   #5721
glaber
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Originally Posted by Ritz View Post
Need "Copy frontside floor/ceiling slope from line tag's floor/ceiling" actions so that we can merge FOF slopes with sector slopes.
If you mean connect the "floor" (control sector celing) of an fof slope with a near by Sector Slope, you just have to set up the sector slope differently.
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Old 3 Weeks Ago   #5722
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I think he meant something like this.
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Old 3 Weeks Ago   #5723
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Not really sure if this would be wanted (definitely not needed), but I think it would be nice if SRB2's data files (rings.dta, player.dta, zones.dta, music.dta, patch.dta) were put into a subfolder like /data on installation as to lessen the mess of files in the folder already.

SRB2 can already load its .dta files from a subfolder; all that would have to change is that the installer would need to just put the files in a different location, which I'm sure is not hard at all. 2.2 would be a perfect time to do this change.

Preferably we would even go further and allow the rest of the files (srb2.srb, the DLLs, autoexec.cfg, config.cfg, gamedata.dat, md2.dat, and the save files) to be loaded from subfolders, but I'm not sure how feasible going that far would be.
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Old 3 Weeks Ago   #5724
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Quote:
Originally Posted by Rob View Post
You are aware that we are not GZDoom and do not have an even similar codebase, correct? We can't just port over their rendering code to make that happen, even if we wanted to.
I'm aware that they both have different codebases. I was using GZDoom as an example of a port with that feature.

Who knows? It might be possible someday, even if it takes a long development time.
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Old 3 Weeks Ago   #5725
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Default I hate this part of RVZ.

Can we all agree that this part of RVZ is bullshit? I can't get through it without using the wind shield, Knuckles and Tails and more. Maybe just raise up the ceiling a bit more, then we're good. Because it's bullshit for Sonic players, it's just that much of a dick move.
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Old 3 Weeks Ago   #5726
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Tbh this wasn't all that hard to do, you just need to jump low enough to get past them.
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Old 3 Weeks Ago   #5727
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You don't even have to thok, as MI said, a low jump is enough for most characters to clear it.
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Old 3 Weeks Ago   #5728
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Yeah I tried it too and I can't see the issue either

Just give the jump button a quick gentle tap and with a running start you'll make it
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Old 3 Weeks Ago   #5729
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It looks way more intimidating than it should be because we don't have any drop shadows in this game, so it's hard to get a good sense of perspective on what kind of jump you're supposed to make.

I think the real suggestion here is that we need drop shadows.
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Old 2 Weeks Ago   #5730
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I'd like to suggest discussing "internally" the pros and cons of depleting rings while super at leveltime % TICRATE == 0 compared to (player->powers[pw_super] - 43) % TICRATE == 0.
(The "minus 43" is to take the transformation time into account, as at the moment (in 2.1), ring drain is deliberately ignored until the transformation is complete. Yes, 43 is a "magic number" here, but it's much prettier than adding together the durations of all the transformation states in-line... Also note that it may have to be one tic more or less to get or avoid a ring being drained immediately after the transformation is done, depending on what the intention is for that.)


It currently bases it on leveltime, which means one can have up to roughly 0.971 seconds (34 out of 35 of a second) more of super time, depending on whether one transforms to super on leveltime % TICRATE == 7 (drains ring 0 tics after transforming is finished) or 8 (drains ring 34 tics after transforming). (The timings here may be one tic too low or high, not quite sure.) From what I can tell, this can be an objective con about using leveltime.


However, basing it on player->powers[pw_super] will result in the ring counter going down at a different tic than the timer goes up, which may look annoying to some people, especially if it's 1-3 tics off. This may be a subjective con for some people. Though, Sonic 2, 3, & Knuckles on the Genesis/Mega Drive do it this way (according to two general play-through videos I just found), so that's another argument that could be used against leveltime.


Spoiler: The relevant code stuff in p_user.c
Somewhere in P_DoSuperStuff:
Code:
...
        // Deplete one ring every second while super
        if ((leveltime % TICRATE == 0) && !(player->exiting))
        {
            player->health--;
            player->mo->health--;
        }
...
Somewhere in P_PlayerThink:
Code:
...
    //pw_super acts as a timer now
    if (player->powers[pw_super])
        player->powers[pw_super]++;
...
It may be a possibility to change the above to increment only when the transformation is done (but still keep it at 1 while transforming), so the "minus 43" thing isn't going to be needed, however I'm not sure how much other stuff doing that would mess with.
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Old 2 Days Ago   #5731
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SRB2 should have objects that act like SA2's Demo cameras rather than the base game just using its bad demo cameras for all maps that are recorded for attract mode.
what may look good for the base game may not for a mod.

Demo Camera default should be the player camera from the time of recording. Demo cameras should trigger once the player character hits the radius (determined the same way as a Nights Track part)
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Old 1 Day Ago   #5732
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Could ingame player names be rendered sort of like Minecraft
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Old 1 Day Ago   #5733
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Quote:
Originally Posted by CobaltBW View Post
I think the real suggestion here is that we need drop shadows.
Seconded.

IMO the lack of shadows is what make ERZ3 so difficult. I can't get a sense of "where" I am.

The only other thing I can think of is maybe allowing a little bit of control when rolling? Not a lot, just enough to slightly alter your momentum. The way it is, it feels uncomfortable and unnatural, at least to me. Just giving the player slight control over the angle you travel at would feel a little more natural.

Nnnnevermind -_-'
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Old 23 Hours Ago   #5734
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Quote:
Originally Posted by MrMcLime View Post
- The only other thing I can think of is maybe allowing a little bit of control when rolling? Not a lot, just enough to slightly alter your momentum. The way it is, it feels uncomfortable and unnatural, at least to me. Just giving the player slight control over the angle you travel at would feel a little more natural.
You already do have some control over rolling, though. It's easier to notice it when not rolling super fast, but it's definitely there when going fast, too.
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Old 22 Hours Ago   #5735
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Yeah, came to that realization after posting that. Ignore me, I'm dumb.
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Old 13 Hours Ago   #5736
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Can you make it so that turning the camera can be controlled by triggers in analog mode? I'm running out of buttons on my DS4 to control Katmint's Rosy simply because I can not use the triggers for anything at the moment.
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Old 11 Hours Ago   #5737
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Quote:
Originally Posted by MrMcLime View Post
Yeah, came to that realization after posting that. Ignore me, I'm dumb.
Better Advice: Try Strafing. It's literally unaffected by rolling, so if you go sideways and then strafe you can actually increase your momentum.
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Old 5 Hours Ago   #5738
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That actually brings up another point: we should probably change the way strafing works. I think partly the reason why the game feels so slippery to newcomers is that you can move full-speed in all directions when it's probably only intuitive to move full speed when pressing forward. I realize what I'm suggesting here fundamentally changes the way the game's played, but it could be worth it if it makes the game more intuitive for newcomers. The single player campaign isn't really designed around strafing anyway, so...

I'm not accounting for all variables here, but I thought I'd throw the idea on the table.
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Old 4 Hours Ago   #5739
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Quote:
Originally Posted by CobaltBW View Post
The single player campaign isn't really designed around strafing anyway, so...
Actually, turns out this is probably a lot more complicated than you think. It turns out that it is designed with strafe in mind, because the entire dev team uses strafe while playing. It's just not consciously designed with strafe in mind. This leads to massive problems when players try to play without it, as for the most part the game isn't tested without strafing and therefore massive difficulty spikes randomly show up because of that.

For 2.1 I actually made a conscious effort to make sure strafing wasn't required to beat the game. There are a lot of minor changes that got made to that end, because I wasn't sure how far down that rabbit hole we wanted to go. At this point I'm pretty sure that was a mistake, and instead of deleting strafing, we need to emphasize it as a basic movement key. We have a few ideas for this, but if you have more, by all means. Strafing is a huge part of what makes this game control so well, but when players aren't aware of how important it is, it's part of the reason SRB2's controls are so maligned by the Sonic fan game community at large.
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Old 4 Hours Ago   #5740
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Well, I'm not talking about just knowing what strafing is; actually controlling your strafing isn't completely intuitive either. It's probably less the fact that you can go full speed while strafing and more that you can change your momentum really fast that way. I think ideally there should be a curve where you keep your forward momentum the moment you press strafe, then your speed direction slowly biases toward the strafe direction.



But as for knowing that strafing is a thing, we just need to emphasize that SRB2 uses traditional FPS controls. Literally all you need to do is add a splash screen to the game startup which shows the WASD keys and the mouse, and that would immediately get the message across.
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