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Old 03-05-2013   #21
Rob
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If you're a shitty level designer, sure, that could happen. But in reality, no, it wouldn't.

The area the camera object resides is completely segregated from the rest of the map. You'll never go into that area.
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Old 03-05-2013   #22
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It's great to see some progress is still being made. It'll be interesting to see how the changes will alter the contest maps for 2.1. As long as there is still internal activity, I'm not really concerned about how long it takes, but I remain hopeful that the net code issues finally get resolved this year. Also, I'm looking forward to eventually testing the net code on Big Endian systems. Just out of curiosity, does anyone know how 2.1 will compare to 2.06 in terms of CPU usage?
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Old 03-05-2013   #23
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Will dark city zone be in this? (or is that a secret...)
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Old 03-05-2013   #24
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According to the SRB2 Wiki here: "http://wiki.srb2.org/wiki/Version_2.1" and here: "http://wiki.srb2.org/wiki/In_Development", that would be no. It may or may not make it into a later version of SRB2, but it's definitely not going to make it into the upcoming version 2.1.
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Old 03-05-2013   #25
Boinciel
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Quote:
Originally Posted by Rob View Post
The area the camera object resides is completely segregated from the rest of the map. You'll never go into that area.
Correction: it's supposed to be segregated from the rest of the map. You can still noclip into the skybox and see Sonic standing in the skybox from the skybox. You can still make a level that traverses through the skybox area. You can make what you see in the skybox be part of the level. I'm waiting on you guys for crazy skybox shenanigans.
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Old 03-05-2013   #26
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Well, yeah, that's a given, but there aren't a lot of situations where you'd ever want that to happen, normally.
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Old 03-05-2013   #27
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A level that toggles flipcam 1 to create a cool semi-mirrored floor? A funhouse? Anything that's supposed to mess with the player's expectations, really.
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Old 03-05-2013   #28
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In the 1st screenshot, there is Sonic and Tails,was that bots?
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Old 03-06-2013   #29
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YES! Looking good! I've been looking forward to this for too long.
Do you have a rough release date yet? Within the year, maybe?
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Old 03-06-2013   #30
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Quote:
Originally Posted by Boinciel View Post
A level that toggles flipcam 1 to create a cool semi-mirrored floor?
I don't see how that could work. flipcam only takes effect when you are standing in reverse gravity, such that leaving flipcam on will make it always look like you're facing upright, as if your character and camera haven't even moved or changed direction when the entire level flips over around you. In other words, you never even realize you start ERZ2 on the ceiling...
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Old 03-06-2013   #31
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Wow, All the new stuff is looking great! At this point I'm willing to wait as long as it takes, perhaps even more. I really have nothing else to say other then to take as much time as you need on this.
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Old 03-06-2013   #32
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Amazing, just amazing. You guys are
Doing a fantastic job. The special stages impressed me, those shield graphics are just wow, the sky block blows my mind, the only thing i have to say is why reprogram the slime?
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Old 03-06-2013   #33
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It wasn't reprogrammed. Old slime functionality is still there.

Trust me when I say that this makes THZ very, VERY awesome. Historically, I always hated THZ because it felt like an extension of GFZ, except with pain water. It was incredibly dull and I accepted it as something I had to play through to get to the other levels. I actually enjoy new THZ and it's an absolutely amazing difference. It feels like its own unique level now and it's awesome.
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Old 03-06-2013   #34
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All I can say is this is a great update. I got to admit that with the screenshots of Techno Hill Zone 1, it looks better than ever and definitely doesn't look like a Green Flower Zone 4 anymore. The new slime looks interesting and the shield graphics looks great.

Keep up the good work and hope the net code will be fixed soon
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Old 03-06-2013   #35
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Quote:
Originally Posted by Unknownlight View Post
Do you have a rough release date yet? Within the year, maybe?
First thing you need to know about this game: There is never a release date, it comes out when everything is finished.
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Old 03-06-2013   #36
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Quote:
Originally Posted by Rob View Post
Nope.

It's actually much simpler than that.

It's a secondary camera object that renders what it sees in F_SKY1. The skybox is actually contained within a whole sectioned-off part of the map.
That's what I thought. Isn't that how they're done in CB too?
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Old 03-06-2013   #37
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That's what I thought. Isn't that how they're done in CB too?
I don't know for sure, but I assume so, because that's the only practical and sensible way to do it.
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Old 03-06-2013   #38
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Colour me impressed, you've managed to do the impossible and make Techno Hill Zone look fun. Definitely looking forward to playing that!

Also looking forward to playing that new Hydrocity Zone. I guess SRB2&K did some good in the end after all ;)
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Old 03-06-2013   #39
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Quote:
Originally Posted by JTE View Post
I don't see how that could work. flipcam only takes effect when you are standing in reverse gravity, such that leaving flipcam on will make it always look like you're facing upright, as if your character and camera haven't even moved or changed direction when the entire level flips over around you. In other words, you never even realize you start ERZ2 on the ceiling...
I'm clearly making an excuse for you to program a bunch of new useless features! :D
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Old 03-06-2013   #40
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I know it may be a lot of work but could you be able to make it so there are multiple md2s and md2s for menus and character specific items?
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