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Old 11-10-2017   #5881
Rumia1
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Please remove analog mode's random camera angle when the player spawns, it's very annoying and isn't can't be changed while in race's countdown sometimes putting the player at a disadvantage because of it.
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Old 11-10-2017   #5882
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Just stick this line in autoexec.cfg, replacing "6" with whatever key you want to bind your centercam key to.

Code:
bind 6 "analog off; cam_speed max; wait 1; cam_speed 0.25; analog on"
Basically it turns your analog camera off and gives the game enough time to center the camera behind Sonic before turning analog back on. :)
Here's a workaround for the time being, Rumia. c:
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Old 11-10-2017   #5883
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Upgrade the Brak Eggman Final boss into a multi-tier boss battle. Old Brak already works as one of the tiers while Current Brak works as tier 1

(Would Brak Eggman even work as Dark City's boss at this point anymore?)
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Old 11-10-2017   #5884
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Upgrade the Brak Eggman Final boss into a multi-tier boss battle. Old Brak already works as one of the tiers while Current Brak works as tier 1

(Would Brak Eggman even work as Dark City's boss at this point anymore?)
Old Brak was removed for a good reason: figuring out how to damage him is way too difficult (at least if you haven't watched the Sonic OVA recently, which most new SRB2 players haven't).
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Old 11-10-2017   #5885
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Old Brak was removed for a good reason: figuring out how to damage him is way too difficult (at least if you haven't watched the Sonic OVA recently, which most new SRB2 players haven't).
While I do agree with this, I think that Brak could be given more hit points in the form of a lower phase. Perhaps not giving him the electricity barrier until a later phase as like a pinch mode and start him off with some easier hits for the player to land.
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Old 11-10-2017   #5886
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Originally Posted by 742mph View Post
Old Brak was removed for a good reason: figuring out how to damage him is way too difficult (at least if you haven't watched the Sonic OVA recently, which most new SRB2 players haven't).
Yeah, it took me MONTHS just to figure out how to hit him, and even then I had to cheat to figure it out.
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Old 11-10-2017   #5887
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Well technicality, he's just unused now, not removed.
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Old 11-10-2017   #5888
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Well technicality, he's just unused now, not removed.
Removed from the vanilla game.
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Old 11-10-2017   #5889
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Upgrade the Brak Eggman Final boss into a multi-tier boss battle. Old Brak already works as one of the tiers while Current Brak works as tier 1
So what would be the explanation for the mech suddenly growing twice its size between phases? Are we gonna replace Metal Sonic with Rita Repulsa or something?
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Old 11-10-2017   #5890
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Removed from the vanilla game.
It's still there as a boss for mappers to use though, but yes.
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Old 11-11-2017   #5891
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I agree with this.


Also, can we make the air bubble object(s) a lot bigger and easier to see? And increase the spawn rate of the big bubbles? I'm thinking a bubble about the size of sonic or bigger, maybe shield-sized and just as visible .

I only now realized that part of the reason why I hate underwater levels is having to strain my eyes looking for that puny near-invisible cluster of bubbles and breaking any semblance of flow waiting there for the next big bubble to come and hope to God my hitbox doesn't whiff it when it invariably comes on my last few seconds of air.

Yeah, it'll make underwater levels easier, but the difficulty that comes from these stupid bubbles is the frustrating unfun kind!
I agree with this but I donít think they should be that big. My main gripe is trying to position myself especially when trying to catch a bubble above me.

Oh and that bastard Tails can still steal air bubbles from you by chance.
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Old 11-11-2017   #5892
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So what would be the explanation for the mech suddenly growing twice its size between phases? Are we gonna replace Metal Sonic with Rita Repulsa or something?
None, the player gets shrunk or pesudo-shrunk instead.

Edit:
Forum suggestion, require addons in the level section to be identified as single player/co-op or multiplayer in the topic line. Some levels do not do this and have names that sound like they would be a single player stage, but are really a match mode battle field.
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Old 11-16-2017   #5893
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Please make a way to spawn the bot when launching the game via command line. Perhaps making (skinname1)&(skinname2) trigger it akin to how you'd do it in a maincfg lump?
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Old 11-18-2017   #5894
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I would like to suggest the addition of os.time() or at least a function that points towards it. There is no known way (in my experience) to have a totally universal timer in SRB2. I've had this issue when trying to do a simple Speedrun Timer in SRB2, as well as my script, Utility.

I can't use ThinkFrame because that clock will stop as soon as there is lag. player.jointime is a little better since it uses the player's session time, but even then, it faults and stops during an intermission. The result is Utility will silence some of my players for spam in the intermission when they shouldn't. The same goes for the timer; no matter what I do, the results tally will cause it to stop.

My thought was perhaps the game can use os.time(), and to make it netplay safe, it always checks the server's os.time() result and sends it back to the remote client. It doesn't matter if there is any latency since the remote client can piece which frame the server responded in, so the server and client will inherently match up.

Though, not all the os functions are safe, hence why I suggested its remapping. But take it as you will.
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Old 11-18-2017   #5895
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I'd like to suggest a hook like ThinkFrame which would run on all frames of the game, or if that's not possible, maybe hooks for the different areas of the game, like for example the intermission screen, the fade cutscene, the main menu, stuff like that, so modders can have a little more freedom on what can be done.
Right now, no hooks except for maybe the chat hook and the player join will run when the game is showing the score tally, and even then there's no way to detect if players are playing or waiting for the intermission to end.

Maybe a timer that always increases, even while the game is lagging and everything's frozen, so timers can still run no matter if the game is experiencing problems. Sounds desynch prone, but with some magic it can be used for something neat.

Maybe also give the ability to modify the intermission screen, both in Co-op/Singleplayer and in match gametypes, just like we can modify the HUD while in-game?
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Old 11-24-2017   #5896
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I suggest the red Crawlas should able to shoot projectiles.
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Old 11-24-2017   #5897
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I suggest the red Crawlas should able to shoot projectiles.
As cool as that sounds, it would make certain maps infuriating
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Old 11-24-2017   #5898
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Also, GFZ is supposed to be very easy. On purpose. Projectiles actually increase difficulty very dramatically.
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Old 11-25-2017   #5899
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Also, GFZ is supposed to be very easy. On purpose. Projectiles actually increase difficulty very dramatically.
Wait, so does this mean GFZ has Red Crawlas in it now?
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Old 11-26-2017   #5900
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Please restore the old Object place mode for NiGHTS mode. The current version is not as easy to figure out right away.

Plus I've only figured out how to place 2 of the items so far
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