SRB2 v2.0.4.
EIP=0048142c
EIP=004a7dd2
EIP=0048142c
EIP=0048142c
EIP=0048142c
EIP=0048142c
EIP=0048142c
Barrage of sigsegvs one after another while trying to host race in Egg Rock 2. They happened semirandomly, I think when a player did something in particular. I can't point out many of them, most of them seemed to simply happen because somebody entered a sector, the last one in particular when I hit the enlarger near the end of the stage. The game would only last for about 10 seconds before crashing, save for the first and last times.
If you die while holding onto a rope in Arid Canyon, you'll hear the latch sound again after you fall back down. I'm assuming your character latched back onto the rope.
In some Egg Rock sectors, places which should have the space countdown do not, like beneath/over girders, etc.
In multiplayer, if one player triggers the ERZ2 ambush right at the start and dies inside, any player who is left before that room is stuck until a player who made it through activates the conveyor belt path. If everybody is behind the lasers, the game is unfinishable. The trap is single-player only in 2.0.5 ~Inuyasha
Jumping off of horizontally moving polyobjects starts you off with no horizontal momentum, competely betraying your expected trajectory.
The camera in 2D mode has some problems. If it's too close to a wall (for instance, the end of MKBZ3), it'll freak out, not knowing where to place itself. When you switch between viewpoints, it first points at the player from the current position then slowly pans out to the correct position.
Seems when SRB2 is writing the log files it forgets to add a \r after server messages.
When the camera pans out at extreme vertical angles, it's not sure how to draw scaled sprites. Translucent sprites have constant drawing issues.
I was once able to thok through some vertical bars in DSZ and got stuck on the other end. You can also fall through a floor in the underwater room in DSZ2 with the invincibility monitor, the arrays of spikes and the mine packs.
In race, if somebody reaches the goal and starts the countdown, and all the players who still have lives leave the game, the countdown will keep going even though nobody's playing. The game also always accomodates a fixed pause for the time over screen, even no one died due to it.
The Fire Flower can still be fired even after the player clears the stage.
[spoiler:9558a4fa80]The forceskin console variable takes precedence over the ForceSkin attribute in a level header. This creates problems when you want everyone to use the same skin, but the stage calls for a change of character (SRB1 Remake, for instance). Since the old forceskin was skin-agnostic, it worked fine -- everyone became Knuckles and nobody could switch out. Not so sure how to fix it now. Maybe add the functionality of the old console variable?[/spoiler:9558a4fa80]