SRB2CB - Community Build (Final 1.09.4 Version!)

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FINAL RELEASE!

FINAL SRB2CB 1094 VERSION RELEASE!

Ok, this time, SRB2CB is finished until someone else decides to maintain it.
A lot of new things have been added and tweaked in this version, hopefully it'll give you something to mess around with until SAGE comes.

A LOT has changed

Changes to SRB2CB since the last MB release:

IMPORTANT NOTES:
In order to use minigl, your settings in SRB2CB.cfg for gr_filtermode must not have _Mippmapped in it
You must also use the launcher and put a "-minigl" parameter in the SRB2's laucher

- For compatibility reasons, object numbers for some things had to be changed:
Yellow Sideways Spring 100 to 700
Red Sideways Spring 101 to 701
Carnival Bumper 102 to 702
Balloon 103 to 703
Respawn-able Balloon 105 to 704

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DOWNLOAD:
Windows:
http://srb2cb.googlecode.com/files/SRB2CB1094_Final.zip

SRB2 Doom Builder Config:
http://srb2cb.googlecode.com/files/SRB2CB.cfg

Mac:
http://srb2cb.googlecode.com/files/SRB2CB_Mac.zip

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NEW FEATURES:
- MiniGL support: This will help with OpenGL issues on Windows Vista and Windows 7
- Custom fog per level "levelfog = 1, levelfogdensity, and levelfogcolor
- Respawnable balloon added (in the new doom builder SRB2CB.cfg)
- Opengl fade in's happen every time the level title is drawn
- Opengl sprite shadows are relative to sector light, so shadows get darker if lightning flashes and things like that
- "loadscreen" console variable can now be blue
- Added mapinfo, it shows a note under a level's title, to use it in a level header, type: mapinfo = insert note here — it's centered too!
- Added mapcredits option for map headers, "By:" isn't put though
- Divemove - keep momentum while jumpdiving
- Noboom attack : no invincibility while booming
- "con_trans" option, sets the transparency of the console in OpenGL
- Grading system option added to coop
- JTE Addition: sky is drawn behind a map in software, so no HOM in software when outside a map
- JTE Addition: the title sky can support any resolution
- Using objectplace now freezes time
- Map name, and the Act number get printed in the console on level load
- Particles are made translucent
- Imported lowercase from XSrb2
- Imported colors, press "TAB" when talking to change colors
- Superflags from XSRB2
- Sa style jump for characters "sajump = 1"
- 2D mode has been greatly improved
- Characters can be semitransparent defined in their skin - (chartrans = 1 to 100, 100 is most transparent), there's only 1 transparency level in software
- Updated camera when a person dies in 2d and 3d
- New camera effect when exiting a level
- "supertest" console command for testing superforms
- Custom char max jump height increased to 128, 128 makes you jump about 3x higher than 100
- You can adjust the player's position when moving into 2D sections by putting a teleport object into the sector the player transistions at, this works for sectors tagged with an enable 2D effect, only one teleport can be placed per sector
- Objects and stuff don't show through sky floors, walls still need to be done

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FIXES:
- Software mode now has an updated text hud for the disable/enable sector effect.
- Sprites don't get colormaped until they are under the colormaped area, so things like water tinted with a blue colormap display better
- Nights mode draw distance fix
- Fixed the entire code so it does not modify cam_dist value in game

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CHANGES:

- Support for all combinations of a custom FOF linedef

- Srb2CB's icon is now high resolution, it supports a Mac OS X Leopard's resolution of 512x512, Vista's 256x256, and down. The icon is the same one that was on the SRB2 wiki's main page at the time of this commit, but scaled up. It's actually pixel-ly on purpose, to complement SRB2's unique software renderer.

-The version is now 1.02, it'll going to remain at that version. The "SUBVERSION" string has been updated as well, this will also remain. Version numbers are just going to be for clearly identifying SRB2CB from the normal SRB2.

- Mac version number update
- Linedef 184 is now a platform(able to jumped from underneath)
- Less particles on steam and fire for faster performance
- Water & fountain particles are now white, instead of blue
- ifdef'd some more things in the source code
- Updated things for particles in the title screen in the source code
- Doomstat.h works with C++'s bool function, so SRB2 can now compile a bit if any new C++ files are added
- All .c, and .h files converted to UTF-8 format (was "MacOS Roman"), for consistency.
- ExtraInfo.h and Particle.h removed and merged into proper groups
- Camera default is closer to stop issues with levels
-Disable/Enable character ability sectors don't require a floor touch
- Sonicboom is much more balanced - you're not totally invincible now, you can set these options via mapheader
- Corona size slightly smaller
- Objectplace cv_speed value changed back to 16
- Small animals disappear now
- Redwall error only appears with devmode enabled
- Pegged textures display correctly in OGL
- Imported OpenGL water rippling
- Opengl dev menu updated to turn on shadows, water ripple and md2s
- More polished thok graphic handling, it handles mario color changes,
and some after images changed
- More polished routine for jumpdive and sonicboom
- A sprite can be drawn flat parallel to the floor, for custom OpenGL effects
- Nights speed is slightly slower so it's more controllable
- Removed shadows on hoops and other objects to speed things up in OGL
- Some more defines and some optimizations to OpenGL
- Netplay stability improved
- Seenames are more stable and have a better range

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SOURCE CODE CHANGES:
- Extra/Particle folder removed
- Doxyfile updated
- Typeoflevel limit increased for extra game types
- Fixed some stuff written to netgame saves that was the wrong type, twodmove was int in the player structure, but written as a byte
- P_Resetplayer didn't reset all new custom stuff
- Some more opengl layout fixing
- Stuff set in place for a new game type(will never be finished though)
- Some math corrections
- Some funtions changed to static
-"better" transparent wall and floor sorting, transparent walls overlap(although it's front to back, not back to front), which may be better than how they were before because you can see through different transparent walls now, which some levels may need
- Mippmapping intensity turned down on half transparent textures to avoid artifacts and cause speed up on lots of maps
- Ridiculously simple slow motion code in place, to be used for stuff somehow(not enabled)
- Better OpenGL side clipping
- Splats are back and they work in OpenGL now and don't crash, though still in #ifdef
 
Hey, umm, if you want I can make Linux packages (RPM and DEB) for this if there will be a version for SRB2 2.0. Just contact me however you want if you want to talk about this possibility...
 
I built a test version and it all worked perfectly. Here it is, installed in PackageKit under Fedora:

screenshot1.png


However, I'm not very happy that you guys changed the directories SRB2 looks in for WADs, I had to go into i_system.c and change it back so that it would work >_> But otherwise it works.
 
bots?

srb2CB> multiplayer> network options> bot options...
go look for yourself
but unfortunately it won't let me add bots XO
 
Re: bots?

Wayne3 said:
is there any particular reason why there are bot options?

I am starting to think that bot are suppose to be added soon.

Please someone tell me otherwise. Like "How to add bots"

They are not JTE bots. Unlike them, they are smart. Yeah.

How do you know? The bot options? Never mind that!

Is or isn't there a way to add bots?
 
Blue Warrior said:
Violo said:
They are not JTE bots. Unlike them, they are smart. Yeah.

You sure? Last I checked, they were as dumb as they were in SRB2JTE.

Maybe you can use the bot option? There is very easy,normal,hard,Ruthless.

By the way, What version are you talking about? Is it the same one as this or a private beta? Can you add bot in this version is all I am asking for (and what console command is used). :/
 
Tee hee, Kalaron made a boo boo.

I was one of the beta testing circle, and in the earlier betas, Kalaron tried to add bots.

It looks like he forgot to remove the bot options pane when he took out bots.
 
Conic said:
Tee hee, Kalaron made a boo boo.

I was one of the beta testing circle, and in the earlier betas, Kalaron tried to add bots.

It looks like he forgot to remove the bot options pane when he took out bots.
darn i thought i would be able to add bots soon
 
Conic said:
Tee hee, Kalaron made a boo boo.
I was one of the beta testing circle, and in the earlier betas, Kalaron tried to add bots.
It looks like he forgot to remove the bot options pane when he took out bots.

FUCK

I was so hyped too... bots would've made this better than 2.0 will be.
 
I have two questions,

Why did Kalaron remove bots?
Why did Kalaron set Motion Blur only to spindash?

Those are my two questions. :P
 
Conic said:
Tee hee, Kalaron made a boo boo.

I was one of the beta testing circle, and in the earlier betas, Kalaron tried to add bots.

It looks like he forgot to remove the bot options pane when he took out bots.
this should answer your first question
 
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