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SRB2 - Community Build! - Full color Edition! (PNG)
Version: 1.1, by Kalaron Kalaron is offline
Developer Last Online: May 2014

Version: SRB2 Rating: (24 votes - 4.67 average)
Released: 06-10-2011 Last Update: Never Installs: 25
Re-Useable Content Code Changes Sprites/Graphics Is in Beta Stage

What is it:
SRB2 Community Build is a source code mod that is both a refinement and extension of the game engine that powers SRB2.

SRB2CB's goal is to provide an alternative SRB2 engine that brings a new breath of fresh air into SRB2 for both players and modders alike.

NOTE: SRB2CB is more centered toward modders and level designers, there's features in here for everyone too, but I'll focus more on modding capabilities and adding new features to the engine

----

SRB2CB v1.1

Regular Version

Download (includes a bunch of example wads for modders)
http://www.mediafire.com/?b6z7rbe26gt0ege


Source code: (not needed to use SRB2CB, this is if you want to see how it works)
http://www.mediafire.com/?7e79k1y2addzskr


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Special PNG Edition for modders ONLY


This version allows you to just go crazy on the textures, WAY easier texture adding, no color restrictions, and images size up to 2048x2048 are supported

Any modders should have no trouble using this release to make some cool levels, as always the source code is included for you to customize anything you want ;)

Download:
http://www.mediafire.com/?4k48bwc5t53it6y

Source code with PNG goodness:
http://www.mediafire.com/?qapzzdnluzx9q7e


New Extended PNG Texture Pack: More than 200+ community made textures

Replace srb2cb.wad with this new one, this wad is constantly updated between SRB2CB releases, so always make sure you're up to date so you can have all the latest textures and play mods that use SRB2CB and the texture packs that come with it.

http://www.mediafire.com/?2s5okms91p3pe9q

This a complete PNG conversion of all flats and textures in the game, PLUS 200 community-made textures from 2008 - 2011


Feel free to add any textures or sprites to this new texture wad, SRB2CB uses it to run, but it can be modified and added to independent of the SRB2CB version - so any new texture/sprite art content can be updated for any modders to use right away.

Again, Feel free to submit any textures or ANYTHING you want to this! It's a community effort!

Videos:
------

Full color texture support and easier adding

http://www.youtube.com/watch?v=P0_m4G1ljws
Breaking away from regular SRB2's image format, which was limited to 256 colors and handled resolutions of up to 256x256 - SRB2CB's new PNG feature allows modders to focus on adding art to their projects without worrying about color loss or image size restrictions, SRB2CB uses lossless color quality and can handle image sizes from 32x32 up to 2048x2048, with support for any non-power of two image size in between as well(You're not restricted to 64x64, 128x128, 256x256 and so on)

Easy texture adding:


The default SRB2 uses a fixed texture list: Before you had to manually edit the name and the resolution of a texture before adding it in and sometimes you even had to break up a texture into multiple parts, now you don't need to worry about that. Add a single texture image into your data file and SRB2CB lets you use it without a fuss.

You can also interchangeably use the same texture both on walls and floors too - no more worrying about corrupted floor and ceiling texture data like the old method had.



Frivilous extras!

http://www.youtube.com/watch?v=ZLuegMSzmdM


http://www.youtube.com/watch?v=iphwFyA5Wjo

You'll find small little touches and differences from the default SRB2 in this mod, from new shields, new items, and console commands to random little easter eggs.



---------------

Feature list:


Improved OpenGL renderer - OpenGL mode has finally been FIXED and improved!
  • OpenGL mode is capable of displaying nearly all level effects with little to no visual errors
  • Extreme optimizations, you can look in all directions with no disappearing objects and the framerate got a 150% boost compared to SRB2's default OpenGL renderer
  • Much richer colormap effects
  • Coronas are back and they also got a major speed boost!
  • New sprite shadows that stay in one direction (enabled using shadows 1 in the console)





Polyobjects render flats!
They are rendered by default, so now a whole new dimension of map-making is now possible!
Mappers can configure a polyobject's startline to render the top and or bottom of the polyobject, give the start line a flag of:
  • Bouncy - to make it not render the Bottom of the polyobject
  • Transfer line - to make it not render the Top of the polyobjects



Skyboxes
Ever wanted to make the sky a 3D background? Well now you can.
You can render another part of a map as the sky, it looks like this:





*** Slopes ***
…wait, what? Yes, slopes. WITH COLLISION AND PHYSICS
  • Roll down a slope to gain momentum
  • Jump while going up a slope and gain vertical momentum
  • Run off a slope and you go upwards a bit - so ramps are possible now
  • Floor and Ceiling slopes
  • Dynamic slopes that can change according to the height of a sector
  • Any sector of any shape or size can be sloped, no limits on how many vertexes!
  • Slopes are setup by linedef (ZDoom/GZDoom style for those who are familiar with slopes)
  • Even grass edges can be sloped!
  • Slope within slope support



NOTE:
  • Crazy physics like running on walls is not supported with slopes....(yet), but the physics included are decent enough to make functional ramps that you can catapult off of at high speeds



Mult-character MD2's
(Custom character MD2s are now supported)


Here's how you set them up:
In your MD2.dat file, use this format
Code:
Nameofcharacter md2filename.md2 scale 0.0
Example:
Code:
Sonic Sonic.MD2 3.0 0.0
Tails Tails.MD2 3.0 0.0
Knuckles Knuckles.MD2 3.0 0.0
The part with (name).md2 is the filename and can be changed.
The first word in the line is the name of the actual character.
Another example:

Code:
Cream Cream3D.md2 3.0 0.0
^ This will load an MD2 named "Cream3D.md2" for the character "Cream"
The character's name is the same name used when typing "skin" in the console.
MD2.dat is also no longer case-sensitive, so typing:
Cream, CREAM, cream, or even CReaM will still be recognized by the game.

New and improved bots - They use their abilities in Coop mode and are just a bit smarter in Match mode, they are also stable and are a lot less likely to crash the game.


A new kind of Motion Blur! - works with speed sneakers, hitting a red spring (try GFZ2), or when falling down at a fast speed (you have to see this for yourself, no screenshot :P )

Balloon fountains and particle fountains!


Other Nice Stuff:
You can take a screenshot without having a message flood your console
(clears console lines that are on screen too)

You can unspin while rolling by pressing the spindash button again
New "shield" command gives the player a shield from 1-8

Scale works up with 25-500 (and up to 5,000 when scaling other objects)

The camera auto-adjusts to slopes!

New Sonic 3 shields, Flame, Lightning, and Bubble shield!

Brand new multiplayer colors, including purple, dark red, dark blue, black, neon green, and hot pink.


New Linedef Effects:
  • 386 Slope Frontsector Floor
  • 387 Slope Frontsector Ceiling
  • 388 Slope Frontsector Floor & Ceiling
  • 389 Slope Backsector Floor
  • 390 Slope Backsector Ceiling
  • 391 Slope Backsector Floor & Ceiling
  • 392 Slope Backsector Floor & Front Ceiling
  • 393 Slope Backsector Ceiling & Front Ceiling
  • 80 - Spring Bouncer
    The length of the line determines the strength, this makes a sector tagged with this effect act like a spring!
  • 446 Set 2D Camera Distance"
    Linedef executor that changes how far the camera is from the player for 2D mode

New Objects:
  • 580 - Hang-glider
  • 582 - Skateboard
  • 572 - Bumper (works like a diagonal spring but doesn't put the player into a different animation
  • 570 - Yellow sideways spring
  • 573 - Balloon - like a spring except animated and floats!
  • 574 - Respawning Balloon - can be jumped on more than once
  • 571 - Red sideways spring
  • 575 - Big balloon fountain - activates a swirl of multi-colored balloons!
  • 576 - Small balloon fountain
  • 585 - Particle fountain!
  • 586 - Spiral particle fountain!
  • 790 - skybox viewer
  • 791 - skybox map center
  • 440 - Sonic 3 & K Bubble Shield
  • 441 - Sonic 3 & K Flame Shield
  • 442 - Sonic 3 & K Lightning Shield


For dynamic 2D mode, there are some special objects that allow mappers to more easily align the player to the 2D track!
  • These are triggered when a player enters a dynamic 2D sector, so these objects must be placed in an "Enable 2D mode" sector to work
  • Just place these objects to where you want the player to be
  • These objects automatically teleport the player and do not effect the player's speed.
  • 780 - Aligns only the players X axis
  • 781 - Aligns only the players Y axis
  • 782 - Aligns only the players Z axis
  • 783 - Aligns the players X and Y axis
  • 784 - Aligns the players X and Y and Z axis
  • 785 - Aligns the players Z and X axis
  • 786 - Aligns the players Z and Y axis

New Sector Effects:
15 - Spring Sector (works with spring sector linedef)

**More detailed documentation coming soon to the SRB2wiki**

------------


NOTES:
  • SRB2CB is OpenGL based, so nearly all of these new features have been designed for / can only be feasibly done in OpenGL.
  • The OpenGL system has undergone some changes, so even if your computer couldn't run OpenGL mode before, it might work with SRB2CB.
  • SRB2CB requires data files from SRB2 v2.05 or later
  • SRB2CB is still under development, so not all features may work perfectly yet
  • When in doubt, SOFTWARE MODE IS UNSUPPORTED KTHNXBYE
  • Also, to experienced mappers, feel free to add any SRB2CB mapping tips to the wiki for things such as slopes or skyboxes


OpenGL tips:
  • Turning fog mode on is EXTREMELY recommend, it's almost required for things to look nice
  • Fog density of at least 64 is also recommended
  • The game automatically starts in OpenGL mode
  • If the game gives an error when you start it up in windowed mode, try running it in full screen, or try changing SRB2CB's resolution in your config.cfg file or autoexec.cfg file

Credits
Special thanks to Nev3r, ZTurtleman, and a bunch of other people on srb2's IRC channel!


-Kalaron

Download Now

File Type: zip SRB2CBWin32a.zip (2.08 MB, 6153 views)
File Type: zip SRB2CBPNG.zip (8.16 MB, 4373 views)

Show Your Support

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

Comments
Old 06-11-2011   #62
742mph
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So I assume no one thinks this is a good idea?
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Old 06-11-2011   #63
D00D64
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Quote:
Originally Posted by Iceman404 View Post
Boohoo, Paper Mario effect! :(
That's called Billboarding IIRC, and Kalaron said he's taking care of that.
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Old 06-11-2011   #64
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Quote:
Originally Posted by Bbop800 View Post
The thing is, some people actually prefer software mode in SRB2 over OpenGL. And there's at least 50% (if not 75%) of them who do.

gl_filtermode nearest? Can't you replicate the look of software accurately within OpenGL with that simple command?

That, and whose to say that statistic is any more accurate than any others? I'm not saying you're wrong or anything, don't take it personally, it's just that I don't understand where that number came from. Does that represent everyone?


Quote:
Originally Posted by Iceman404 View Post
Then why doesn't the team just go OGL-exclusive? There's literally nothing positive to say about software mode anymore after seeing this mod (And XSRB2).

I think they had some reason behind it, but honestly I can't remember anymore, and it's probably been overshadowed by the work Kalaron has done anyways. I dunno, really.

Last edited by Arf; 06-11-2011 at 11:53 PM.
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Old 06-12-2011   #65
Iceman404
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Quote:
Originally Posted by D00D64 View Post
That's called Billboarding IIRC, and Kalaron said he's taking care of that.
Software mode is now useless.
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Old 06-12-2011   #66
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Oh wow, I thought I heard that it wasn't possible to fix that billboarding effect, which is why I use software mode in the first place. If that DOES get fixed, then I might actually agree with Iceman on Software being useless.

Quote:
Originally Posted by Arf View Post
gl_filtermode nearest? Can't you replicate the look of software accurately within OpenGL with that simple command?
I know about that command, and I use it too. The only reason I used software mode in the first place is because of that billboarding effect in OpenGL that I just mentioned.
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Old 06-12-2011   #67
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Quote:
Originally Posted by Bbop800 View Post
The thing is, some people actually prefer software mode in SRB2 over OpenGL. And there's at least 50% (if not 75%) of them who do..
I just liked Software better only because OpenGL was broky. But since Kalaron has fixed it, the only thing Software has over OpenGL is the colormap rendering. :P

Funny enough, the Paper Mario thing never bothered me.

By the way, OpenGL windowed mode doesn't work unless I use a resolution that's bigger than my screen. Support for 640x400 window please? :x
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Old 06-12-2011   #68
Fawfulfan
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Well, the number one reason why people prefer Software is because OpenGL is not finished. This mod brings it a whole lot closer.
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Old 06-12-2011   #69
Iceman404
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Quote:
Originally Posted by Fawfulfan View Post
Well, the number one reason why people prefer Software is because OpenGL is not finished. This mod brings it a whole lot closer.
Only closer? All we literally need now is the fixed billboard effect man! :P
(And fog blocks, I guess?)
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Old 06-12-2011   #70
Jeck Jims
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"Mult-character MD2's"
ITS ABOUT TIME!
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Old 06-12-2011   #71
Charybdizs
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Quote:
Originally Posted by SSNTails View Post
Impossible to do properly is the key word. An excellent effort here at making ZDoom-like slopes, but if you want to go full monty you're going to hit a wall real fast. If we added them to SRB2, we wanted them to be done properly...which involves rewriting nearly everything.
What defines "properly" anyways? We're not necessarily looking for slope based gameplay. These slopes alone will serve a great use in assisting level designers aesthetically, and really, that's all I was hoping for. You know, simple things like being able to make clean sloped hills without dozens of little cliffs, or houses with slanted roofs, or beaches where the water rises gently up and down the shoreline. Well these may not be "proper" in the Sonic Adventure sense of the word, they are pretty fine for SRB2.

Of course, there's the OpenGL issue, but from what I read, I got the impression that that argument is beginning to grow rusty.
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Old 06-12-2011   #72
visualboy64
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May I ask why I can't launch it in software mode? My computer isn't exactly a powerhouse and 5 fps in ogl mode is not cool :(
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Old 06-12-2011   #73
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Quote:
Originally Posted by visualboy64 View Post
May I ask why I can't launch it in software mode? My computer isn't exactly a powerhouse and 5 fps in ogl mode is not cool :(
Slopes hate software mode.

This mod is OGL only.
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Old 06-12-2011   #74
visualboy64
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Quote:
Originally Posted by Tyler52 View Post
Slopes hate software mode.

This mod is OGL only.
Looks like I can't play it then it looks so damn awesome D:
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Old 06-12-2011   #75
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This... is... AMAZING!
Way to go! XD
And finally, OpenGL that is fixed with slopes. :D
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Old 06-12-2011   #76
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Quote:
Originally Posted by visualboy64 View Post
May I ask why I can't launch it in software mode? My computer isn't exactly a powerhouse and 5 fps in ogl mode is not cool :(
Type in -software on the parameter. The slope's physics still work, they're just rendered as an intangible FOF.
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Old 06-12-2011   #77
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Quote:
Originally Posted by Chaos Zero 64 View Post
Type in -software on the parameter. The slope's physics still work, they're just rendered as an intangible FOF.
Wow thanks and also I see what you mean about the slopes being rendered lol.
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Old 06-12-2011   #78
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Quote:
Originally Posted by Katmint View Post
By the way, OpenGL windowed mode doesn't work unless I use a resolution that's bigger than my screen. Support for 640x400 window please? :x
Launch SRB2CB:
Code:
srb2cb.exe -win
Open Console and type in:
Code:
vid_mode <number>
Replace <number> with 1, 2, 3, 4... until you find a resolution that best fits.

Quote:
Originally Posted by Iceman404 View Post
Boohoo, Paper Mario effect! :(
o____O'

Use MD2 models.
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Old 06-12-2011   #79
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Quote:
Originally Posted by Jeck View Post
"Mult-character MD2's"
ITS ABOUT TIME!
*cough*

It's particularly amazing to me how everyone who has dealt with models have continued to ignore the fact and method by which multiple player models, to a limited degree, have been possible since SRB2 based itself on the DooM Legacy engine.

That said, have you worked out wadded textures yet for your multiple MD2 system, Kalaron?
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Old 06-12-2011   #80
Ezer.Arch
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Quote:
Originally Posted by Jeck View Post
"Mult-character MD2's"
ITS ABOUT TIME!
hehe...



But, still, speaking of MD2s possibilities. Another day, in the first CB alpha builds, I faced what Prime meant by "when a model doesn't have a texture for it in the MD2 folder, that SRB2 will use the in-game sprite as its texture instead", in other words, it's possible the engine to search a texture for a MD2 and replace the texture with another texture every tic. I saw this happening when I started up SRB2CB with MD2 shields.
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Old 06-12-2011   #81
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Guys, the thing with the billboard effect is the following: The only reason Software doesn't have it is because you can't even look that far up/down. I'd rather have the billboard effect than being restricted in my view.

EDIT: Also, bug report. The Bubble Shield is so epic that you can use it to bounce off death pits. I think that's a bit too epic.

Last edited by MascaraSnake; 06-12-2011 at 10:25 AM.
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