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SRB2PlusC
Version: 1.3.3, by chi.miru chi.miru is offline
Developer Last Online: Jun 2017

Category: Version: SRB2 Rating: (5 votes - 4.80 average)
Released: 03-19-2017 Last Update: Never Installs: 0
Re-Useable Content Code Changes

SRB2Plusc () is a mod that attempts to introduce some small new features for modders to take advantage of
It includes many features and more that I worked on in my spare time

Features & Documentation:

SOC/MAINCFG:
  • *titlemap (Maincfg): sets a game map as a title map (ZDooM) (DO NOT TRY TO NAME YOUR MAP TITLEMAP IN ZONE BUILDER)
(*requires Alternate View Point for camera setting)

  • hidetitlepics (Maincfg): hides the title graphics
Usage:
Code:
Maincfg


 # Set titlemap to be Egg Rock Zone 3
titlemap = 25


#Hide Title Screen
hidetitlepics = 1
  • bootmap (Maincfg): loads specified map number on game load, every time
Usage:
Code:
Maincfg
# Automatic Start on Greenflower Zone 1

bootmap = 01
  • levelwipe (Maincfg): loads a premade fade sequence in a wad before a level
  • postlevelwipe (Maincfg): loads a premade fade sequence in a wad after a level
  • wipecolor (Maincfg): wipes the screen to the specified palette index

Usage:
Code:
Level 1
...
levelwipe = 56
postlevelwipe = 57
wipecolor = 247
# wipe down on cyan
Lua:
  • boolean titlemap -- returns the titlemap number
  • boolean titlemapinaction -- returns titlemap active status
  • G_SetDisplayPlayer(player_t *player, int displayNumber, bool setAllDisplays) -- Send a F12 Key event
  • angle_t player.viewrollangle [experimental (use at own risk)|software] -- rolls the view by angle


  • S_SetMusicPosition(int position) [experimental] -- Set music position
  • S_GetMusicPosition() [experimental] -- returns current music position
Usage:
Code:
...
-- Sets (Greenflower Zone 1) 2 seconds in
S_SetMusicPosition(2000)
...
Over time, there may be more features that adds more functionality for cool uses in modding (such as the experimental speedmusic implimentation)


Download Mirror: https://drive.google.com/file/d/0Bwr...ew?usp=sharing

Source: https://github.com/yellowtd/SRB2-PLU...s_v2.1.17_main
https://github.com/yellowtd/SRB2-PLU...s_v2.1.18_main
http://git.magicalgirl.moe/STJr/SRB2/commits/io (should be netplay compatible until you start writing/reading files in a netgame)

Download Now

File Type: zip srb2plc v1.3.3.zip (1.62 MB, 159 views)

Screenshots

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Name:	srb20002.gif
Views:	598
Size:	1.00 MB
ID:	10114   Click image for larger version

Name:	fademask-srb20002.gif
Views:	509
Size:	1.93 MB
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Name:	srb20003-tmap.gif
Views:	432
Size:	2.83 MB
ID:	10403  

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  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.

Comments
Old 03-19-2017   #2
Speedwagon
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An excellent addition to the modding community!

Seriously!! Level fades?! Camera rolling?! A recipe for creative genius!

(that means welcome to releases)

Last edited by Speedwagon; 03-19-2017 at 06:27 AM.
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Old 03-19-2017   #3
RomioTheBadass
Right there, Criminal Scum!
 
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angle_t player.viewrollangle and levelwipes are pretty cool additions and might come in handy, although I was hoping bootmap would allow for things similar to ZDoom's TITLEMAP for 3D Menus, everything else seems fun to experiment with, Nice work.
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Old 03-19-2017   #4
XleederTH
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That'll make me play SRB2 again!
I love it!
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Old 03-20-2017   #5
GreenKnight9000
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Holy shit!
perhaps you can add a mechanic similar to sonic 1/4's special stages?
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Old 03-20-2017   #6
FuriousDragonZ
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The Camera rolling reminds me of WarioWare: Twisted!'s microgames. Mostly the Stumblebot one.
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Old 04-21-2017   #7
chi.miru
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Version 1.1.0 Released
----------------------------------
Added: titlemap support (eg. ZDooM)

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Old 04-21-2017   #8
RomioTheBadass
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Here we go, time to play around with this :) Great work.
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Old 04-23-2017   #9
chi.miru
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Version 1.1.1 Released
----------------------------------
Bugfix: -skipintro no longer hangs then crashes the game

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Old 04-23-2017   #10
stephan1234
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How do I get the iris in, iris out effect?
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Old 04-23-2017   #11
chi.miru
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Quote:
Originally Posted by stephan1234 View Post
How do I get the iris in, iris out effect?
If you're talking about the first gif, then you need to ask boinciel for it or create it yourself
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Old 04-23-2017   #12
Death Egg
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Likely will be using this for my project, this has a ton of great features! If you have the time maybe you could add some of these suggestions at some point?
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Old 04-24-2017   #13
TailsFan99
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How can I use the different transitions?
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Old 04-24-2017   #14
chi.miru
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Quote:
Originally Posted by Death Egg View Post
Likely will be using this for my project, this has a ton of great features! If you have the time maybe you could add some of these suggestions at some point?
They sound like nice additions, but even I have limits

Quote:
Originally Posted by TailsFan99 View Post
How can I use the different transitions?
Read the OP
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Old 04-24-2017   #15
TailsFan99
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Quote:
Originally Posted by TailsFan99 View Post
How can I use the different transitions?
Quote:
Originally Posted by chi.miru View Post
Read the OP
I'm sorry, what kinds of different transitions can I use?
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Old 04-24-2017   #16
elvinkonohana
Serj Tankian
 
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Hey about the TITLEMAP...

Is it required a special thing or use a script to set coordinates and make some effects ?
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Old 04-24-2017   #17
Rapidgame7
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Quote:
Originally Posted by TailsFan99 View Post
I'm sorry, what kinds of different transitions can I use?
If you're talking about the fade-in and fade-out animations, those are things you get to design.
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Old 04-24-2017   #18
chi.miru
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Quote:
Originally Posted by elvinkonohana View Post
Hey about the TITLEMAP...

Is it required a special thing or use a script to set coordinates and make some effects ?
You need to use Lua to create scripts for it
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Last edited by chi.miru; 04-24-2017 at 03:42 AM.
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Old 04-24-2017   #19
TailsFan99
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Quote:
Originally Posted by Rapidgame7 View Post
If you're talking about the fade-in and fade-out animations, those are things you get to design.
How do I do that?
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Old 04-24-2017   #20
犬夜叉
aka: Inuyasha
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This page on the wiki will tell you.

Conversation about designing screen fades isn't relevant to this mod, however, as it's a vanilla feature.
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