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SRB2 Riders 2.1
Version: 2.52.5 SLOPES (Match Beta), by Sapheros (That guy that ports) Sapheros is offline
Developer Last Online: Sep 2017

Category: Version: SRB2 Rating: (6 votes - 1.83 average)
Released: 12-20-2015 Last Update: Never Installs: 3
Characters Multiplayer Levels SOCs Scripts Additional Software Sprites/Graphics Is in Beta Stage



Not much more can be said by the thread topic alone. SRB2 Riders is being ported to 2.1, but in a more simplistic way. This version of SRB2 Riders requires no EXE, which means all of this works straight through Vanilla SRB2.

Unlike the Original, and because of actual development, there will be no kart mode for this. Instead, there are 2 types of levels: Rider and Foot-racing. If the stage is a Rider/Kart stage, the characters will ride on their hoverboards, if anything else, it will be a regular Foot-racing stage.



Here's how the controls will work for the Riders:

When you start moving fast, your board speed will be locked once you're on your board, you cannot go backwards or slow down, unless you've been hit, stopped yourself on a wall, or etc.

Jump - Jump
Spin - Boost
Strafe - Drifting



For drifting, while its really hard to replicate both Sonic Riders and SRB2 Riders, something that worked was used. Despite overall turning being more powerful, you can drift by holding the strafe keys around a corner and releasing them at the end will give you a momentary boost faster than your actual board speed.

There are shields in this mod as well, but more than one, they will only last 10 seconds:

Attraction Shield: Attracts rings

Whirlwind Shield: Allows extra jump and restores air every half a second (also does the same in zoom tubes)

Pity Shield: Protects the player from damage

Force Shield: Protects the player from two hits for 20 seconds

Invincibility: Surrounds the player in an orb and increases the board speed (like Mario Kart)

Speed Shoes: Speeds the player even faster than invincibility!

This mod is actually a Delta, as there are still some features I feel need to be in before making it the final release.

Let's cut the chase already.

A launcher has been included to launch the mod with any of the 9/12 characters you choose.

Spoiler: CHANGELOG
ENTER Version 2.51

Fixed MS' placement in Battleship Halberd

Added springs to a fly ramp in Sky Road

Boost features have been modified, you will no longer be "invincible" when boosting

Drifting features have been modified, instead of drifting forever till you let go to lose air, you will lose a lot air as you drift.

Patch 2.51.1
Fixed Dusty Dune's awful checkpoint design and MS has been re-recorded.

ENTER Version 2.52

Slopes.

Slopes.

Oh, and more Slopes.

The icons to tell what type of level you're in can now change colors adjacent to your color.


ENTER Patch 2.52.1

Fixed few of oversights related to HUD, MS recordings, and level pictures.

Patch 2.52.2

Very small but useful changes to the levels. Pity shield graphics have been updated.

Whaddaya want from me? I'm a very simple guy @_@

ENTER Patch 2.52.3

Attempted to added slopes in the Footracing levels, 2 levels were successful. City Heat, and Sunset Gardens.

Blaze's Player Icon now fully changes color.

The latest version of the Riders Launcher has been added.

CTF Levels have been restored.

ENTER Patch 2.52.4

Minor level fixes and optimizations

The player's boost and invincibility will no longer kill the opponent (foreshadowing :3)

ENTER Patch 2.52.5 Match Beta

Added Block Fort by Kitoko/Hinote (Cause perms are free)

Minor level and lua script updates

EMERGENCY Patch 2.52.5.1

Fixed a bug where you wouldn't be on foot in footracing stages.

Switched Babylon Garden to it's laggy 2.0 version due to unknown crashing in the latest version.

Fixed a bug where the level type Icon didn't show

Minor level adjustments

ENTER Patch 2.52.6 The Verification Update

Introducing a new checkpoint system from old!


Omochao now lets you know when Metal Sonic/Jet/Eggman(Rival) Speed up

Slight level updates and script optimizations


Next Update: 2.53 (The Airboard Update)

Featuring Old Riders turning (giving the drift a use!)


A RACE_HUD.wad lua for riders has been added as an optional lua to use with the mod. Approved by Tamkis.

Credits to:
MotdSpork(Character lua)
Lat'(Air meter)
HitCoder(HitKid61)(PhysAttk modified for this mod, over haul to clean up lua, Riders Launcher)
Tamkis(Assistance with his RACE_HUD.wad)
Somel(Character Startup sounds)
Super Chris(If he's anywhere on the MB)(Provided levels)
Chaos Zero 64(Permission, original sprites, assets)

FAQ (Future Asked Questions)

Q: Where are the Fly Hoops?

A: These we're removed mostly because the gimmick itself isn't easy to replicate.

Q: Where are the trick ramps?

A: Removed for the same reason as before.

Q: How come everyone can grind on the grind rails?

A: The grind rails are now speed pads, since the original grind rails can't really be brought back

Q: Will kart mode be in any time soon?

A: No. Kart Krew will be making their version, and it will be much better than what I have.

Q: Ew, why Omochao?

A: I thought about the original Riders and how the announcer, who was Omochao was constantly talking during the race. He's not verbally speaking in this one, but he'd be a way to announce the racer's status.

Q: Why didn't you just put this in Submissions?

A: To be honest, I was waiting for some friends of mine (or someone else) to create a launcher made specifically for this mod. But for now, the .bat launchers will do.

Q: Why is there a space countdown timer?

A: I originally wanted to make this mod playable in SP as well, sadly I stopped working on it once I realized two things: 1: The Metal Sonic racer had to have his laps tracked. 2: A lap system would have to be made for SP as well... I uh, never got up to that.

If anyone wants to submit an Airboard type of level, you can PM me for help on setting up the map for submissions. If you are trying to submit a Foot Racing map to the mod, DON'T. Put it in submissions as a normal racing map. Do NOT use this mod as a way to get past submissions, if it's been rejected, do not approach me with your rejected map.

If you are having camera glitches with the mouse, please refrain from using it until further notice.

Mirror Download

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File Type: rar SRB2Riders2.1.rar (31.17 MB, 3480 views)
File Type: rar ridersmaincfg.rar (1.5 KB, 1918 views)

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Comments
Old 02-05-2016   #22
Zero_the_artificial
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Ooh... The nostalgia. I remember playing this mod back in 1.09.4. I love this mod so much because of nostalgia alone. Thanks for bringing this back from the dead.
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Old 02-14-2016   #23
Fawfulfan
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I'm REEEEALLY out of the loop, so forgive my ignorance on this, but...the download here doesn't seem to include the executable. How do I get that?
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Old 02-14-2016   #24
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Quote:
Originally Posted by Fawfulfan View Post
I'm REEEEALLY out of the loop, so forgive my ignorance on this, but...the download here doesn't seem to include the executable. How do I get that?
You use the Launcher to point to the exe you want to use(dd or regular). It doesn't have a separate exe.
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Old 02-14-2016   #25
ManicTH14
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Quote:
Originally Posted by Fawfulfan View Post
I'm REEEEALLY out of the loop, so forgive my ignorance on this, but...the download here doesn't seem to include the executable. How do I get that?
If im not mistaken, this is a lua based mod, so there shouldn't be an exe for you to use. (Someone correct me if I am wrong.)
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Old 02-16-2016   #26
Sapheros
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The launcher is actually the only way you can load the mod correctly, mostly because some of the main aspects of the mod can't be loaded correctly alongside the main wad (Riderlevels.wad) and the character wads.
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Old 02-18-2016   #27
Fawfulfan
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Quote:
Originally Posted by ManicTH14 View Post
If im not mistaken, this is a lua based mod, so there shouldn't be an exe for you to use. (Someone correct me if I am wrong.)
Well, the launcher seems to have as default "srb2dd.exe", which is definitely not the vanilla EXE. And when I try to load it in SRB2win.exe, none of the Lua scripts work properly, the lap physics don't work, the air boards never appear, the powerups are broken, and basically the whole game is a mess.
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Old 02-18-2016   #28
Sapheros
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That is really strange, I've tested Riders in srb2win, I swear it shouldn't be like that. But to be fair with you, me and Hitcoder use DD more than WIN for reasons, I'll mention this to him if he's in the mood. But if you want to launch the mod like it should be done, use the launcher to export the configuration to a .bat file and edit it to your pleasure. (That is, if you know how to edit one.)
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Old 02-21-2016   #29
Fawfulfan
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What exactly is srb2dd.exe? I'm not familiar with it.
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Old 02-21-2016   #30
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srb2dd.exe is the Direct Draw version of SRB2, before the Win/DD split update that was our original .exe. Win is used for SDL2, so people with newer OS' like Win8 or Win10 can play smoothly. TL;Dr, it's the other .exe besides srb2win.exe.
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Old 02-22-2016   #31
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So, I just played this. Some things were better than I expected, some things were worse, some things were the same.

First, the launcher is completely unnecessary. Next time include batch scripts instead. There's no reason for a new launcher when SF94's is already perfectly fine and actually remembers your settings. Moving on.

The maps in this port are still awful. I expected that, but it'd be nice if you at least touched them up, maybe fixed some of their super ugly texturing. Digital Dimension can be a total eyesore at times.

Onwards to gameplay. The boost delay is way too long. In the original game, I found myself spamming boost like there was no tomorrow while I had it. That's not possible here. You're stuck with the same low speed until the delay timer finishes, which is kind of boring. Another thing I found horrid was the drift. I don't remember how bad they were in 2.0, but the drift controls are really disorienting here. It's as if the drift direction is mapped to the opposite strafe key and it throws me off like crazy. I dunno what exactly happened with the grind rails, but it seems like they don't work at all anymore either, which is lame. Footracing mode I was honestly surprised you even included, it's basically vanilla race + doublejumps for some characters and jumpthok for Sonic. Onwards.

For some reason all the prints to the console printed twice. I don't understand why, and I really don't wanna bother looking into the code too much. I didn't run into any other errors, but I didn't play for very long either. From skimming over it, it looks like there are organizational issues within the code. Now, the mod itself doesn't suffer from this, but anyone trying to modify it does.

The graphics, at least, didn't have any display issues and were ported over perfectly fine. Some of them are still ugly, but I'm not gonna hound you over that.

I can't say much in terms of compatibility. I tested this in SDL2 with OpenGL and everything came out perfectly fine.

Lastly, this may be nitpicking, but I really don't like how you gave up on a lot of features because they weren't "easy to replicate". Lua in SRB2 is extremely flexible and looking at the things you're missing, I'm almost certain those are possible to replicate. Hell, some things are pretty easy! If you want to restore match/CTF compatibility, insert gametype checks in a whole lot of places and you're practically done. Lua also has support for custom linedef executors so trick ramps should be pretty easy to pull off too! The fly hoops are also about as easy as detecting and thrusting the player to the nearest hoop object. You shouldn't give up on things so quick without investigating what measures would need to be taken. Sometimes rewriting a feature entirely is better than porting it.

I get that this was intended to be a port, but it really upsets me that you didn't try and improve it in any way. SRB2 Riders had a lot of problems back in 2.0, and it seems that this port inherits essentially all of them, even moreso actually. Worse than that, the racing feels dumbed down. I hope that at some point you actually try to improve upon this mod, because I think Riders had a lot of potential wasn't met due to poor implementation.
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Old 02-22-2016   #32
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Thanks for the review Wolfy, I know this port is under average, and while my only defending excuse is that the people I worked on this with didn't have the skills to bring back the grind rails and fly hoops and such, we did our best to make our best parts of Rider's come back to life. This mod was actually supposed to be a mashup of Final Demo's gameplay, and some of 2.0s gimmicks, easy to say, it could be better. I honestly wish I could make the Speed/Fly/Power shortcuts more useful. If I really wanted to experiment with this mod, I'd want to bring back those few features. But I'll be honest- it's gonna be one hell of a remake, since Hitcoder overhauled most of the character lua to decrease lag, I hope that if an addition comes into place, it doesn't lag the whole thing to hell. (I'm trying my best not to ask for help here...)
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Old 02-27-2016   #33
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Quote:
Originally Posted by Duon the Adventurer View Post
srb2dd.exe is the Direct Draw version of SRB2, before the Win/DD split update that was our original .exe. Win is used for SDL2, so people with newer OS' like Win8 or Win10 can play smoothly. TL;Dr, it's the other .exe besides srb2win.exe.
Thanks. Where exactly can I download it?
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Old 02-27-2016   #34
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It... Comes with the SRB2 installer dude...
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Old 02-27-2016   #35
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Quote:
Originally Posted by Fawfulfan View Post
Thanks. Where exactly can I download it?
Go to srb2.org, and click "Download" on the left beneath "Home". Then download the installer, run it, install where-ever you want, and there you have it.
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Old 03-20-2016   #36
Sapheros
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Didn't have any chance to work on the mod, but a new lua file has been added to enhance racing experience.

EDIT: I also didn't have anytime to make this update. It will be available in about at least 2 hours, when I'm not running around everywhere.
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Old 05-20-2016   #37
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Oh noes a double post!

Hi 2.1.15, and happy Bornday Inu!

If the slope physics are what I hope to be when I get a chance to play 2.1.15 a week or two from now, expect a slope update with smoother riding(and better ramps) around June.

EDIT:



Quote:
Originally Posted by Fres View Post
Speaking of the Riders Mod...



F.Sonic in Riders is the only way to play.
Yeah um, not sure what to do about that in particular... F-Sonic Rider, MotorRoach?
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Last edited by Sapheros; 05-22-2016 at 09:59 PM.
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Old 05-29-2016   #38
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Nice to see 2 of my old Nights levels are still in working order. I was actually considering re-purposing them as special stages as well as giving them some needed level design tweeks too.
I know that Barren Ambition needs some work.
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Old 05-29-2016   #39
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Amazing mod, now ill wait for the update.
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Old 05-29-2016   #40
Sapheros
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Fun fact: not only do I have limited time on certain weekends to actually touch the Riders mod, but I'm a horrible procrastinator. I understand how slopes are supposed to be placed, except I don't really know how to handle the slopes in Riders levels. Ramps back in it's time used tons of tiny sectors with a raised height to give the illusion of a slope pre .15, but now I'm confused as to how I'm supposed to make slopes ala front sector and back sector with Rider's "ramps". The only other thing I could do is use linedef action 386 on all the ramps and get the same result. But apparently it's supposed to be removed by 2.2. In other words, I don't really know what I'm doing and I would like to see if any slope modder can fiddle with the front and back sector slope actions and let me (and anyone else for that matter) know how you did it. The update might be longer than expected, sorry folks.
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Old 05-29-2016   #41
toaster
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Linedef type 386 is the slope linedef type for SRB2CB. You should try linedef type 700 and its associates.

Hell, 2.1.15 really shouldn't have shipped with support for linedef types 386 et al.
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