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Old 04-29-2010   #1961
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So your saying something like this?
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addfiles blah.wad ah.wad arr.wad boo.wad
Yes, that's exactly what I mean. D00D64, I believe I've already stated that the wad launcher doesn't work for me.
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Old 05-03-2010   #1962
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A linedef executor or sector type that activates once entered and raises or lowers the volume of the music. This could make some interesting effects in caves and such. If it is a linedef type, the maximum is 200 fracunits long and the minimum is 1-4 fracunits long. Each fracunit is a percent.

Another one is a MIDI feature which has another track of a specific name which isn't played normally, but is played when underwater muting the normal one. Another music effect that can make people feel underwater. If the track in't found, it plays as normal.
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Old 05-05-2010   #1963
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Linedef type: Number of Laps - Once/Continuous

Activates effects in race mode once the leader advances to a specified lap.
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Old 05-07-2010   #1964
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RVZ1 is too short; it needs more sections to it...

Here's one idea for it I came up with this afternoon:

A section with a lava river, where you ride a thing along it, avoiding obsacles such as flamethrowers along the way to the end, controlling yourself similarly to when you're in a DSZ waterslide.


Now why does this idea make me think of Rayman 2?
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Old 05-07-2010   #1965
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Originally Posted by Monster Iestyn View Post
RVZ1 is too short; it needs more sections to it...

Here's one idea for it I came up with this afternoon:

A section with a lava river, where you ride a thing along it, avoiding obsacles such as flamethrowers along the way to the end, controlling yourself similarly to when you're in a DSZ waterslide.


Now why does this idea make me think of Rayman 2?
RVZ1 is a pretty long zone imo, those things should be in RVZ2, yeah. And you're saying RVZ is short, what about THZ?
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Old 05-07-2010   #1966
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THZ is the second zone, RVZ is the sixth. It's also much shorter than ACZ.
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Old 05-07-2010   #1967
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Originally Posted by J-town View Post
RVZ1 is a pretty long zone imo, those things should be in RVZ2, yeah. And you're saying RVZ is short, what about THZ?
RVZ2 is Blue Mountain Zone (2)...just saying...

The current Blue Mountain Zone that's in 2.0.1 --- 2.0.4 (and maybe 2.0.5 too) is a WIP map that i have no clue why it is included in srb2.srb...but that will be the official "RVZ2"
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Old 05-07-2010   #1968
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Originally Posted by Neo Chaotikal View Post
The problem with sudden death is that it removes all the strategy behind weapon rings, shields, etc. The game is simplified to "shoot people and don't get shot", for which you might as well go back and play Demo 4.35.
One of the big problems is, SRB2 doesn't have an HP bar.
In Call Of Duty sudden kill, using a normal weapon will deal less damage then using a big weapon. SRB2 - Just use a red ring and they are dead.
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Old 05-11-2010   #1969
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Thing Type #### -Horizontal Gas Jets

These work fairly the same as the vertiacal ones except you are put in a into the hurt sprite and pushed backwards as if you have been hurt without taking damage. These have about the same range as the flame jets and the distance you are knocked back is a bit farther than it would be if you have been hurt. Like the how the boulders in ACZ can have a sprite change this thing type could have one as well to work as if they were bubbles indicating that there is a lot of water pressure coming from the side of an opening in underwater areas.

These could be used as either an obstacle that is helpful or hurtful, you either can be pushed into an area to progress through the level, knocked to another path, or into a hazard. Could be used in airship, factory/city (like Metropolis Zone), volcanic or even underwater type levels.

Another suggestion would be for any sectors with the linedefs 256 Ice/Sludge and 540 Floor Friction and have the Effect 4 box checked to act like a wateslide except the player will steer right or left as if they were were turning like they would normally out of the waterslides and such on the ice as oppose to strafing like on the waterslides. The best examples I can give would be Diamond Dust Zone in Sonic 3D Blast and any snowboarding games. A suggestion to add on to this one would be when you first get on you will gradually gain speed when first entering until you are at max speed and will start slipping and sliding and your jumping will not be as high as it normally would be, possibly halved or less to prevent using abilities to skip the section.

Hopefully this idea will help with more ice levels.

Last edited by Daywalker; 05-11-2010 at 11:19 PM.
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Old 05-12-2010   #1970
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Increase the default CAM_ROTSPEED value from 10 to 15 to make analog mode more tolerable.
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Old 05-13-2010   #1971
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We really need a LOCKSKIN variable. If a user joins, though, he will be able to change his skin for 45 seconds.
Or a BLOCKSKIN variable, which denies access to using the skin. (Eg: Some people want to play as Sonic or Tails in Tag, but Knuckles makes it sort of cheap. So a host could block Knuckles, so people can still play as Sonic or Tails, instead of just using Forceskin and restricting it to one.)

Also, fix the consfail on illegal command thing. It's sort of annoying. :/

(I was also going to suggest the floaty spectator thing, but then I just saw the movie today - it's ALREADY BEEN DONE! :D Exactly how I wanted it, too. :3)
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Old 05-14-2010   #1972
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Add a Tails/Knuckles barrier in Silver Cascade Zone to prevent quick and cheap flag grabs...?
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Old 05-15-2010   #1973
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<~SERVER> there needs to be a console command to see the scores >_>
<RedEchidna> ain't there like scores or something
>showscores
Flandre's score is 200
RedEchidna's score is 200
The pointlimit is 0
<~SERVER> ah, showscores does indeed show me the scores
<~SERVER> but it shows the individual player scores
<~SERVER> as opposed to the team ' s scores
This is referring to Team Match, but it applies to CTF if it doesn't show the team's scores there.
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Old 05-16-2010   #1974
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Bring back the flashing in Red Volcano Zone. (From 1.09.4.) And add the RVZ to BMZ trigger to Coop. (Starts when all players get on platform.) Two exits for RVZ. A rocket perhaps? (Because RVZ to ERZ makes no sense.)
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Old 05-17-2010   #1975
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Originally Posted by Mr.Black View Post
Bring back the flashing in Red Volcano Zone. (From 1.09.4.) And add the RVZ to BMZ trigger to Coop. (Starts when all players get on platform.) Two exits for RVZ. A rocket perhaps? (Because RVZ to ERZ makes no sense.)
The current Srb2 doesn't have all the stages yet. I think you go from BMZ to DCZ then DCZ to ERZ.
(I think there was something in-between DCZ and ERZ, but it is slipping my mind right now..)
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Old 05-17-2010   #1976
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The current Srb2 doesn't have all the stages yet. I think you go from BMZ to DCZ then DCZ to ERZ.
(I think there was something in-between DCZ and ERZ, but it is slipping my mind right now..)
Doomship (Grand Eggship Zone) is supposed to go between DCZ and ERZ.
But the rocket exit could stay until BMZ and DCZ is completed.
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Old 05-17-2010   #1977
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Ahh, Yes... GEZ. Plus I don't really see the point of that... Why make it at all, if you are planning to scrap it later to make something else?
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Old 05-17-2010   #1978
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Why even care if zone transitions make any sense?
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Old 05-17-2010   #1979
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Why even care if zone transitions make any sense?
I personally don't. The original game design had stupid cutscenes, similar to SRB1, to fill in those blanks, but it's pretty clear we're not going to do that.

Just think of it like Sonic 2. Our transitions make just about as much sense as Casino Night to Hill Top at least ^_~
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Old 05-17-2010   #1980
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So does that mean Grand Eggship (formerly Doom Ship) to EggRock will make sence like Wing Fortress to Death Egg does?
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