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#401 |
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Animated title skies please, number of frames socced in the maincfg.
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#402 |
Permanently Banned
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Linedef Executor: Remove All Special Rings
Linedef Executor: Remove Automatic Ring Linedef Executor: Remove Rail Ring Linedef Executor: Remove Homing Ring Linedef Executor: Remove Explosion Ring Linedef Executor: Remove Infinity Ring Linedef Executor: Reset Flag (Red) Linedef Executor: Reset Flag (Blue) Linedef Executor: Reset Flag (All) Sector Type - Disallow All Special Rings Sector Type - Disallow Automatic Ring Sector Type - Disallow Rail Ring Sector Type - Disallow Homing Ring Sector Type - Disallow Explosion Ring Sector Type - Disallow Infinity Ring |
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#403 |
Drifting Golden Swordsman
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MF_Waterfloat for SOCcing purposes, so stuff other than just skims can float on water. MF_Elec think like MF_Fire but electrical, and if it touches water it either hurts all players in the water it touched or just dies like a THZ turret.
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#404 |
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Put in some S_SKIN options to make certain characters look right without ******* with SOCs and screwing up all other characters as well.
alwaysbright = 1 (Sprites are constantly at full brightness.) alwayssuperanims = 1 (Standing and running replace falling/rising frames. Also, if nojumpspin = 1, use standing and running for rolling.) superlightingcolor = # (I can totally see people editing Light 2 in the future.) alwayssupereffects = 1 (Use Super Form lighting and sparkles.) invincibilitysparkles = 1 (Alwayse show invincibility sparkles.) nochaosemeraldsuperform = 1 (Can turn super without the chaos emeralds.) superringmin = # (The minimum # of rings needed to turn super.) |
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#405 |
Permanently Banned
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Sector Type - Reverse Ring Drain (Ring Gain)
Linedef Executor: Reward Rings |
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#406 |
Permanently Banned
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Add another flag for Linedef Executor: Play Sound, to allow it to stop the music, play the sound immediately (or have it delay by linedef length or something) after the music stops, then restart the music.
Also, allow Linedef Executors to have a duration, if they don't already have some sort. If that gets implemented, add: Trigger Linedef Executor: After Previous Executor Ends (Continuous) Trigger Linedef Executor: After Previous Executor Ends (Each Time) Trigger Linedef Executor: After Previous Executor Ends (Once) ...and have a way to link linedef executors to act as previously noted. Oh and; Trigger Linedef Executor: Do Not Trigger Until Previous Ends (Continuous) Trigger Linedef Executor: Do Not Trigger Until Previous Ends (Each Time) Trigger Linedef Executor: Do Not Trigger Until Previous Ends (Once) |
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#407 |
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Better sprites for bombs dropped by Jettysyns, and Skims.
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#408 |
Part-Time Magical Girl
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Setting what type of object to search for with A_FindTarget to -1 should search for the nearest object that isn't the calling object.
__________________
You should be playing my Unity game |
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#409 | |
I do things sometimes
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Quote:
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#410 |
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Add the ability to walk on ceilings by using the ceiling clip and a program command that flips the sprite. Also, when gravity is negative, flip the sprite upside-down.
__________________
Have you heard of our cat?!? It's so cute! bally red eyes, orange and brown stripes! I could just snuggle it forevur! And remember your friend's cat? They dyed it purple!!! Like c'mon!... TYE-DYE AT LEAST!!! *LAUGHS* ..... You were saying? |
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#411 |
Permanently Banned
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Sector Type - Red Team Area (15 Second Kill if Still)
Sector Type - Blue Team Area (15 Second Kill if Still) I dunno, there has to be a way to eliminate camping on either base, whether it be their own teams on their own bases, or camping on the other team's. |
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#412 | |
I do things sometimes
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Quote:
I don't see what's the problem, anyway. Just shoot them if they're camping. |
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#413 |
Permanently Banned
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Trigger Linedef Executor - Boss Destruction
Basically, a linedef that executes when all of the bosses in a particular level are destroyed. Useful for cool effects, etcetera. |
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#414 |
💪🐑
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Options in the level header to toggle fog and force the fog's colour. (Fog density is more a personal preference. Don't really worry about that.)
This way you can have more freedom with the environment of your map. Perhaps green or olive fog for a swamp. Pink fog in a cherry-blossom forest. White fog if the map is set in the early morning. Etc. You can do that with colourmaps too but sometimes it doesn't look as good. And besides, you can't have white colourmaps in OpenGL. And sometimes will look like arse in Software (even with your new pallete). More kinds of crumbling FOFs including glass, metal, leaves, etc. Sound effects to match. Customisable walking and gliding sounds. Defaults to blank files like the taunts. Spring linedef effect, one for normal and one for diagonal, which can be tagged to a FOF or sector. Linedef length is the speed the floor or FOF decends. Sector floor indicates how low the springboard goes before it pushes you up. Sector height indicates how high and fast the spring shoots you. If you tag it to multiple sectors or FOFs with different heights, make them all go down with eachother; the highest one going first and when it meets the height of any others it takes them with it. |
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#415 |
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I think that there should be a command that lets you discover a person's I.P. so its easier to report them.
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Come to my srb2 servers. Theyr called: Blade the vampires server. My servers always have an unusuall twist. Silent_hill.wad (IIIIIII___) 65% complete. Ok, stop reading my signature, or your eyes will explode...................... |
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#416 |
Permanently Banned
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More animal/flicky animations. Having just birds and mice gets boring, fast.
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#417 |
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Better support for Linux(Sound and net play Don't really work)
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Hi, I'm back after about a year of inactivity "SRB2 is super special awesome, kids should definitely ask their parents to buy it for them." -Yugi Moto: Yugioh-the abridged series |
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#418 |
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A flag for quicksand so that your camera can pass through it freely, much like its behavior when interacting with an intangible opaque FOF.
It's seriously annoying to try to sink through the bottom of the quicksand when you've got a whole portion of level constructed down there, only to find that your camera won't follow you down there, so you're blind as a bat.
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[scr_bz4pack.wad] — I get an email whenever you PM me, if you ever want to say hi. |
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#419 |
ヒトデパンと奇妙なジャム
Developer
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A new flag for objects, MF_VERTICALSCROLL. Instead of the sprites rotating horizontally (Sonic, Crawlas, etc.), they have sprites that move in a vertical way. For example, take your everyday yellow spring and look down at it. Flat, eh? And sadly, you're not taking advantage of those extra sprite slots! Springs are one of those things you're likely going to see at an angle, simply because its actions will take it close to the top or bottom of the screen. What I propose is the following.
----*0 - Same thing it always did for normal objects, display the sprite for all frames. ----*1 - 90 degree angle. This'll be really hard to find, except in OpenGL. ----*2 - 67.5 degree angle. Red springs underwater would pretty much be the only place you'd ever find this. ----*3 - 45 degree angle. Spike objects could benefit, maybe? ----*4 - 22.5 degree angle. Pretty much the only other sprite you'll see, except for first person view. ----*5 - Looking at something straight on, at a 0 degree angle. ----*6 - Negative 22.5 degree angle. Perfect for SDURFs, or ceiling spikes. ----*7 - Negative 45 degree angle. Alarms would certainly benefit... ----*8 - Negative 67.5 degree angle. Yeah, this'll be rather hard to find. ----*9 - Negative 90 degree angle. Yeah, can't really go past this... Springs could certainly use this. Scenery to a lesser extent. As I've already said, SDURFs are just begging for this treatment, since they only use one frame and all they do is jump. And yes, I know that this is possible. I leave you to ponder this. ~"Hard work without talent is a shame, but talent without hard work is a tragedy." |
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#420 | |
💪🐑
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Quote:
Also, I thought of how you could make each character have their own SOC effects and MD2s. When making SOCs for characters at the moment, you have to modify the states of the Player. Maybe a special variable for the purpose of making only affect characters with a certain sprite name instead, what I mean to say is, something like either PLAYRSPRITE = PLAY or PLAYSPRITE = TAIL, etc. or PLAYSKIN = Sonic, Tails, etc. If you want the SOC to affect all characters, you can leave that variable out. As for MD2s, simply assigning them to TAIL, etc. instead of PLAY will make it only affect Tails, for example. I'm not sure what you could do to make MD2s affect all characters, but why would you want to. Alternatively, if you could put MD2s in WADs then you could do the following:
End of suggestion. Wake up. |
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Thread | Thread Starter | Forum | Replies | Last Post |
Some suggestions..... | Konata123 | SRB2 Discussion | 3 | 03-30-2011 03:01 AM |
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Question about a few 1.1 suggestions | SSNTails | Help | 11 | 01-07-2006 04:27 AM |
My suggestions | RenegadeC | Help | 41 | 10-18-2005 09:51 PM |