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Old 3 Weeks Ago   #5601
Fang the Weasle
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Can we get a tool to port wads for us? I hear the palette is being changed again for 2.2, along with the system for how characters animations are handled. And then there's slopes.

And, don't get me wrong, I don't want these features removed, But an external program would be a very useful asset.

Here's how it would work:
  1. Select the wad you want to port from your computer
  2. Select the version it's from, Choices being 0.X, 1.X, 2.0.X, and 2.1.X
  3. Select wether it's a character/character pack, level/level pack, or both (for mods)
  4. Click "Port Wad"
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Old 3 Weeks Ago   #5602
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Porting isn't as easy as a push of a button, there are a shit ton of complicated processes that take place, you'd have to open SLADE to mess with characters, Zone Builder to mess with levels, and your PC's notepad to mess with SOCs and Luas.
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Old 3 Weeks Ago   #5603
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Here's something that might help you with porting levels of 0.X , 1.X Levels, Use the Find and Replace tool in Zone Builder, It's all I could find so far.

Spoiler: Look at me

Select all thing types and uncheck “Flip” Thing flag, Because if you don’t, everything will spawn on ceiling, This flag was used by v1.09.4 to determine skill in which the things will spawn, now this feature is gone since 2.0 so remove it.

Decoration

Budding Flower – 74 > 802
GFZ Flower – 73 > 800
GFZ Flower – 36 > 800
Berry Bush – 75 > 804
THZ Flower 2011 > 900

Rings

Ring – 2014 > 300

Monitors

Extra Life – 41 > 409
10 Rings – 42 > 400
10 Rings – 2018 > 400
Shield – 2011 > 401

Misc

Star Post – 3006 > 502
Level End Sign – 86 > 501

Springs

Yellow Spring – 28 > 550
Diagonal Yellow Spring – 2015 > 555
Diagonal Yellow Spring – 908 > 555
Red Spring – 81 > 551
Red Spring – 79 > 551
Blue Spring – 2015 > 552
Diagonal Red Spring – 38 > 556

Emeralds

Green Emerald – 420 > 313
Purple Emerald – 421 > 314
Blue Emerald – 422 > 315
Cyan Emerald – 423 > 316
Orange Emerald – 424 > 317
Red Emerald – 425 > 318
Grey Emerald – 426 > 319

Enemies

Red Crawla – 1813 > 101
Jetty-Syn Gunner – 22 > 106
Buzz – 3005 > 104

Mario Items

Goomba – 1808 > 1801
Blue Goomba – 1809 > 1802

Bosses

Egg Mobile – 16 > 200

Hazards

Torch – 24 > 1101
Spike – 68 > 523
Gas Jet – 425 > 541

Now for Linedef Actions, Mostly FOFs

33 – FOF Solid > 100
45 – Intanginble Swimmable > 121
253 – Scroll Floor and Carry > 530
55 – FOF Intangible > 220
16 – Colormap > 606

and those are Sector Effects, Replace them with their 2.1 Equivalents

982 – Exit Level > 8192
985 – Conveyor Belt > 1024
993 – Star Post Activator > 4096
992 – Double Step-up Ramp > 13
5 – Death Pit > 6
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Old 3 Weeks Ago   #5604
Mystic
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We do have a tool for porting 1.X maps to 2.0 because the changes were quite dramatic. The changes for 2.1 were pretty small by comparison and you should be able to just test the map and notice any problems that need updating.

The basic issue is that a lot of porting isn't cut and dry. For instance, that tool replaces objects that no longer exist with similar objects. At the end of the day you need to use your judgment to determine what the best way to preserve the original intent is.
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Old 2 Weeks Ago   #5605
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How about a way to Replace sprites and textures/graphics and being able to save game and statistics, and Join Netgames, It works for Music and 3D Models so why not sprites, they don't affect gameplay so I don't see why we're not allowed to use them.
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Old 2 Weeks Ago   #5606
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Replace players with giant red hitboxes and textures with shades of grey. In that way, it'd be possible to give yourself an unfair advantage in ringslinger modes if the sprites weren't required to be loaded by everybody.

Sure, there are purely decorative flowers which would work being client replaceable, but there's only so much you can do to the file loading system.
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Old 2 Weeks Ago   #5607
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Quote:
Originally Posted by toaster View Post
Replace players with giant red hitboxes and textures with shades of grey. In that way, it'd be possible to give yourself an unfair advantage in ringslinger modes if the sprites weren't required to be loaded by everybody.

Sure, there are purely decorative flowers which would work being client replaceable, but there's only so much you can do to the file loading system.
I figured this was the main reason for this too, but I also thought that it might potentially be possible to mark only certain lumps as replaceable and others as not. For instance, if you load a new texture for a flower, that would be harmless, since there's practically nothing the flower can do that disrupts gameplay. Load something that changes player sprites, and the game will mark itself modified because that could give advantages. Would that be possible? Or is it too complex/too much time or work to implement?
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Old 2 Weeks Ago   #5608
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But I thought the Hitbox Height and Radius is not determined by the sprite itself ?
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Old 2 Weeks Ago   #5609
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Quote:
Originally Posted by Lach View Post
Or is it too complex/too much time or work to implement?
Bingo. Whilst we have a set of lumpname whitelists, sprites need special header lumps in order to be read in, and the conditions for those lumps being allowed would be complicated to set up.

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But I thought the Hitbox Height and Radius is not determined by the sprite itself ?
It isn't. The issue here is that it'd be easier to see the player and therefore would allow the person with the file to have a quicker reaction time, which could make all the difference in a game as twitch-paced as SRB2's match.
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Old 2 Weeks Ago   #5610
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Quote:
Originally Posted by toaster View Post
Replace players with giant red hitboxes and textures with shades of grey. In that way, it'd be possible to give yourself an unfair advantage in ringslinger modes if the sprites weren't required to be loaded by everybody.

Sure, there are purely decorative flowers which would work being client replaceable, but there's only so much you can do to the file loading system.
You can already make textures all grey! It doesn't make sprites red, though, but you have full bright chaos emeralds displaying as colors, so...
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Old 6 Days Ago   #5611
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The ability to get keyboard inputs from the user, as well as the ability to create your own controls that can be mapped. This would give a modder the ability to:
  • Create secret keyboard shortcuts (Up Up down Down Left Right Left Right A B)
  • Make a new chat box.
  • Allow the user to set up controls for an extraneous game or mod, without impacting other mods or the main game in terms of controls.
  • The ability to make instantly responsive menus.
  • Client-sided input reading.
  • The ability to type words into menus without having to introduce a letter selector.
  • The ability to create more advanced controls than SRB2 naturally allows.
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Old 5 Days Ago   #5612
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More suggestion from me.
  • 3D Title Screen
  • Bring back the "Chaos" Gametype but little bit hard
  • Make a boss rush
  • A new pause menu
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Old 5 Days Ago   #5613
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Quote:
Originally Posted by elvinkonohana View Post
  • 3D Title Screen
I thought that's coming now that chi.miru is in the developers team.
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Old 4 Days Ago   #5614
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I'd like an option that makes your current shield appear on the HUD rather than on top of your character, like in first-person view but for third-person. Trying to do precision platforming as Sonic with the Elemental Shield on is nerve-wracking, the shield blocks my view of the platform I'm trying to land on.
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Old 4 Days Ago   #5615
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Quote:
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Trying to do precision platforming as Sonic with the Elemental Shield on is nerve-wracking, the shield blocks my view of the platform I'm trying to land on.
what

Er... Isn't the shield as big as Sonic's standing sprite? How on Earth are you having trouble precision platforming with a shield in Vanilla? The controls and momentum would be more of a reason to be nerve-racked than an animating shield...
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Old 4 Days Ago   #5616
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Quote:
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How on Earth are you having trouble precision platforming with a shield in Vanilla?
Because

Quote:
Originally Posted by Goldenhog View Post
the shield blocks my view
The character already does some of that but I don't need my view blocked further. Though maybe it's just a me problem. But I do feel like I jump from tiny platform to tiny platform much better when I don't have a shield on and I keep slipping all over the place when I do.
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Old 4 Days Ago   #5617
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It's a minor thing, but I'm similar. At times I've definitely avoided shields when playing difficult levels because I'm slightly worse at precision platforming when using a shield. The Armageddon Shield is the worst offender.
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Old 3 Days Ago   #5618
MK.exe
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so like have an option to change the transparently of the shields?
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Old 3 Days Ago   #5619
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Another suggestion:

*Widescreen Support

I don't like that black borders, I use 640x400 for It but is a bad resolution for me.

So, it will be good to add a widescreen support for netbooks (1024x600) and other screens at high quality.

EDIT: I know about the distortion in HUD when a Non-recommendable resolution is used, but at least, to see at high quality the game with widescreens.
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Old 3 Days Ago   #5620
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Have you tried STRETCH ON in the console?

We have an upper limit to what we can actually support, and what shows up in the menu is usually what the game can handle on your screen. STRETCH does exactly what you'd expect it to do, stretch the visual of the game to match the screen size, but it's literally a horizontal stretch so expect some distortion.
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