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Old 03-07-2017   #5541
Mystic
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Looks like the features of a bunch of versions mashed together. We used to support coronas in OGL, but we dropped the support in 2.0 because of trying to make the renderers closer together and because really, they're just badly implemented to begin with. You can't really tell how bad they are in still screenshots, but the coronas are really crappy and look quite bad in motion, because they don't apply light reasonably to the air around the object and only apply to the walls and floor, making the glow disappear when you jump, for example. This screenshot appears to be using the workaround for that, but that workaround also causes problems because of how static it is. It basically looks like an overlay sprite like our shields, which isn't how that type of lighting works at all.
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Old 03-07-2017   #5542
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we dropped the support in 2.0 because of trying to make the renderers closer together
If that's the case then maybe you can make Super sprites FULLBRIGHT ? That works on both renderers lol.
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Old 03-07-2017   #5543
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I'd be susprised if it wasn't done already, since there's been a few tweaks to super stuff here and there. I'm too lazy to actually check the state of internal, though, so I'll leave someone else to verify.
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Old 03-07-2017   #5544
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Originally Posted by RedEnchilada View Post
Fullscreen in SDL2 is borderless if the resolution you pick matches the aspect ratio of your screen resolution.
I meant windowed without a border. Sorry for the confusion
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Old 03-07-2017   #5545
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Adding a crouch button to replace spin
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Old 03-08-2017   #5546
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^ Aka more Sprites to deal with, Creating characters is already hard enough + Classic Sonic Crouch Mechanic was unnecessary/useless.
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Old 03-08-2017   #5547
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Crouch was useful for moving the camera up and down, but yeah, not in SRB2 - in 3D you can do that yourself with mouselook.
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Old 03-08-2017   #5548
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Originally Posted by Andy Playz View Post
I meant windowed without a border. Sorry for the confusion
In that case, you can just run SRB2 with the command line parameter -borderless. Should do what you want probably.
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Old 03-09-2017   #5549
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I think the speed of strafing should lower in proportion to how fast the player is currently going. EG: the faster you go forward, the less fast you can go sideways. This would make the speedier characters much easier to control in the wasd+mouse setup, as an accidental knick of the a/d keys wont send you 90 degrees to the left or right. I don't know much about how Doom's movement code works, but I think it would probably be easy-ish to implement, and wouldn't affect the overall feel of that control scheme.

Oh yeah, it'd also make Sonic a much better option for beginners, since most people play with a mouse because they don't have a controller and/or don't notice the arrow key and analog controls, and most if not all beginners would likely choose Sonic on their first bloody playthrough thinking, "Oh he can't be THAT hard to handle..." and then they play through GFZ and half of THZ before calling this game's controls shite.

(Also, If analog allowed mouse camera movement, then I would die in the metaphorical "Oh my god, this is bloody brilliant!" way kthxbai)
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Old 03-12-2017   #5550
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Since my brother and I love playing on splitscreen for some games, why not splitscreen for online mode? It doesn't have to be the main focus on a patch or anything.
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Old 03-12-2017   #5551
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Sounds like it'd be a cool idea if you ask me. I think there's even some traces in the source code of what appears to be support for playing with splitscreen online? But if that's so, then it might have been a feature we removed a long time back.

Maybe some older dev knows more about that than I do, perhaps.

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Old 03-13-2017   #5552
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Adding more ring weapons that are character specific and resemble the character themselves and a random weapon panel
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Old 03-13-2017   #5553
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How about more options on Custom Exit Linedef effect, Solid Midtexture flag should enable custom player start position for the specified map, So we don't have to duplicate maps for just different player start locations.
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Old 03-14-2017   #5554
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Originally Posted by Monster Iestyn View Post
Sounds like it'd be a cool idea if you ask me. I think there's even some traces in the source code of what appears to be support for playing with splitscreen online? But if that's so, then it might have been a feature we removed a long time back.

Maybe some older dev knows more about that than I do, perhaps.
I do remember being able to do splitscreen online at least in 1.04, but I think it was removed sometime in 1.08 or 1.09. I can't remember exactly why, though. It was probably causing problems in netgames somehow. I do remember that SPLITSCREEN used to be a console variable, which allowed you to turn splitscreen on or off whenever you wanted.

Last edited by FuriousFox; 03-14-2017 at 04:33 AM.
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Old 03-14-2017   #5555
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How about a "base" gamemode and the ability to use a hook, function or something to add a new gamemode in the list of available gamemodes when hosting a server? Maybe also a custom options menu for this gamemode?



With "base" I mean something like what GMod gives modders to create their own gamemode: Some sort of empty gamemode with no interactions built-in.

Custom gamemode items in the host game screen could allow modders to, well, add their own gamemode in the screen without having to add a console variable or command that toggles it in Match. People browsing the master server in-game could also know the current gamemode in a modded game if the server were to report gamemodes as a string.

With custom options menu I mean something like a "server settings" menu but readily available for custom gamemodes or otherwise (maybe something like "custom settings"?) so hosts are able to make cvars modifeable via a menu rather than typing in the console everytime.
Maybe even allow modders to add their own menu screens that can be opened somehow, be it console commands or a custom menu item?

I'm not really sure how complex is some of the stuff I wrote here, but I'm assuming it is not simple.
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Old 03-14-2017   #5556
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Originally Posted by Rapidgame7 View Post
How about a "base" gamemode and the ability to use a hook, function or something to add a new gamemode in the list of available gamemodes when hosting a server? Maybe also a custom options menu for this gamemode?

With "base" I mean something like what GMod gives modders to create their own gamemode: Some sort of empty gamemode with no interactions built-in.

-Snip to not fill too much of the page-
So... You mean the level type Custom? It already exists... though, I do have to say, I don't know how it actually works (without any custom modifications to it). And it doesn't have all that menu stuff you also suggested, but it's definitely already here, just not used a lot.
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Old 03-14-2017   #5557
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I was thinking about something that isn't just "Custom", because there are hosts that stack modded gamemodes and like to cycle between the games every other time. Something like a hook that adds a gamemode in the host menu, then you link maps with a level header or something.

Custom by itself does nothing. I think it exists just for the script to check if in the map type "Custom" is in there, just like Lua headers.

(I wanted to quote your post but being on mobile is a nightmare.)
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Old 03-14-2017   #5558
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Originally Posted by Rapidgame7 View Post
I was thinking about something that isn't just "Custom", because there are hosts that stack modded gamemodes and like to cycle between the games every other time. Something like a hook that adds a gamemode in the host menu, then you link maps with a level header or something. -Snip-
Yes. I mentioned "And it doesn't have all that menu stuff you also suggested" in a direct reference to your suggestion of that menu stuff and that that menu stuff isn't (currently) available for "Custom".


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-Snip- Custom by itself does nothing. I think it exists just for the script to check if in the map type "Custom" is in there, just like Lua headers.
...Yes... That's... what you meant with the following (which I replied to), isn't it?
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Originally Posted by Rapidgame7 View Post
How about a "base" gamemode -Snip- With "base" I mean something like what GMod gives modders to create their own gamemode: Some sort of empty gamemode with no interactions built-in.
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Old 03-14-2017   #5559
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I didn't realize I was repeating myself, heh. Sorry about that.

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Quote:
Originally Posted by Rapidgame7 View Post
-Snip- Custom by itself does nothing. I think it exists just for the script to check if in the map type "Custom" is in there, just like Lua headers.
...Yes... That's... what you meant with the following (which I replied to), isn't it?
Quote:
Originally Posted by Rapidgame7 View Post
How about a "base" gamemode -Snip- With "base" I mean something like what GMod gives modders to create their own gamemode: Some sort of empty gamemode with no interactions built-in.
If I wrote these like "Custom gametype currently does nothing" and "Base gametype thingy" as two separate things, then I think I did.
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Old 03-15-2017   #5560
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New idea:
I think analog control should have the camera lock onto the boss you are fighting like in Sonic Adventure.

I personally HATE fighting any boss like this! Just to put it in Perspective, My record time on Green flower zone act 3 is 30 Seconds with Sonic and With analog control off, but playing act 2 is a chore with analog control off. At least for me, that is.

But with analog control on, the rules are reversed. Please fix this by making the camera focused on the boss in the room at all times for analog control.
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