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SRB2 The Past 1.08 Details »»
SRB2 The Past 1.08
Version: 1.08, by glaber (Emblem Radar Ready) glaber is offline
Developer Last Online: Dec 2017

Category: Version: SRB2 Rating: (18 votes - 2.17 average)
Released: 12-24-2015 Last Update: Never Installs: 8
Single Player Levels Multiplayer Levels SOCs Scripts Re-Useable Content Sprites/Graphics

OPEN GL is NOT Supported. Please do not report any crashes encountered in this visual mode.

Made for 2.1.19

Main File updated to 1.08.b. Please redownload

Trailer link: https://www.youtube.com/watch?v=rpUp...ature=youtu.be

SRB2 the Past is designed to be a Playable experience of SRB2's history, bringing forth past versions of levels, unlockables, and secrets.

In this Latest update, we have an entirely new Museum hub map (big thanks to RomioTheBadass), Red Volcano, the second Half of the TGF stages, and a new Mini hub for Unlockable stages.
Stages that once contained secrets that were missing last time now have them restored. However, Hyper powers are beyond my ability.

New to the package are 2 versions of a version of Sonic based on the Place holder Sonic Xtreme Sprites from all the way back in SRB2 Halloween and SRB2 Christmas.
Placeholder Xtreme Sonic comes in normal and High Speed variants. Both have a high acceleration, Multi-thok, and poor spin dash charge time.

This update also brings forth a much needed change to the TGF stages, PROPER SLOPES. Thanks to the SRB2 Devs, the TGF Stages can now have real slopes instead of those lag inducing pseudo slopes.

Other smaller changes have been made as well, including, but not limited to, the placement of missing emblems from last version,

For those looking for the split download, I have decided against doing one this time. This time there is now a compressed and uncompressed version. You can find the compressed version as part of the big everything bundel, while the uncompressed version can be found in the external link below.

Mirrors:
SRB2 the Past Full package: https://www.dropbox.com/s/lgz69ya1jy...undle.zip?dl=0 114 MB
SRB2 the Past Single player only: https://www.dropbox.com/s/32demb9wq6...8.wad.zip?dl=0 95.3 MB

Past Updates:
Spoiler:

Single Player
1.08.b: Fixed Techno Hill act 2 1.08 and 1.09.4 (1.09.4 version was not reported)

1.04:
Added Techno Hill Zone up to 2.0.7
Mini Hubs
Hidden levels
Half the SRB2 TGF and TGF Christmas Stages
A way to get to Disco Dash without cheats
Multiplayer Stages from 2.0.7 (Multiplayer)
A room for the concept art of SRB2's Badniks (complete with said concept art)
and several attract mode demos

SRBTP Multiplayer
12/28: minor fixes

Christmas Restoration
1/1/16: Added missing graphics and replace a few.

Confirmed Bugs and other mistakes
Spoiler:

Disco Dash on 2.1.15: Polyobjects have extra solid top textures in their target sectors
Red Volcano Hub: Volcano misspelled
Multiple levels:
Lower unpegged lines are no longer properly aligned.

Reminder, give as many details as possible when reporting a bug. The more I have, the better chance it can get fixed.

Extra Credits:
Wolfy for the Multi-thok script and Sapheros for helping me to get it working.

Download Now

File Type: zip PlaceholderSonic.zip (212.3 KB, 703 views)
File Type: zip MRTF_SRB2thepastMutiplayer1.08.a.wad.zip (19.03 MB, 739 views)
File Type: 001 SRB2tp1.08.b.7z.001 (60.00 MB, 628 views)
File Type: 002 SRB2tp1.08.b.7z.002 (26.72 MB, 570 views)

Screenshots

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Comments
Old 12-30-2015   #22
glaber
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Quote:
Originally Posted by RomioTheBadass View Post
I Just spotted another bug by the way :P
  • MAPX4 (Egg Base Zone) isn't Multiplayer friendly, the crushers don't lower again when they raise which may cause death for Players at start (Even when they respawn again) .
This isn't a bug, this is a design flaw, and it has been mentioned in the info card before the level. I could take a crack at fixing it for multiplayer. Even if it does take away from how it was actually designed back then.

Quote:
Originally Posted by Steelie View Post
I second replacing the museum hub with something that's easier to navigate and looks a ton better. And also erasing SRB2 TGF, it's near unplayable.

I also managed to crash on THZ2 of the Beta quest, where I cannot say cause the entire zone is a one-texture mess.
You aren't playing in open GL mode are you? OpenGL is Unsupported and can cause crashes even in the unmodified game.
Quote:
Originally Posted by Steelie View Post
Then there's the Christmas Mode which I was giving hopes for but turned out to be solid for only our favourite first 2 zones. DSZ is almost unchanged except for an awkward patch of white here and there and CEZ is just horrendous. The dried rivers in ACZ also have bizarre texturing.

Does anyone else get it, or am I the only one? Could be I did something wrong though the only thing I added and considered needing to be added was the XmasRestore.wad.
You got it right, all you needed was XmasRestore.wad. The odd patches of white in DSZ are a result of sharing a texture with Castle Eggman act 1, the other missing replacements are my fault.

However, Deep Sea zone having little to no change was a result of criticism from 2010 that complained about Snow underwater. It does however look like underwater snow might be unavoidable this time due to the use of the dirt textures above and below the water.

Quote:
Originally Posted by who-what-where-whale View Post
I don't think this is intentional...
I found this in the demos 2 & 3 version.
It's not entirely. In demos 2 and 3 that spot was a misaligned texture for some odd reason. I'll fix it so it appears more like how it did in Demos 2 and 3. (it looked like it was missing there)

Edit:
SRB2 Christmas restoration has been updated. if you have SRB2's complete download, you can get the update from the music zip. If you don't, the complete download also has the updated file.

Last edited by glaber; 01-02-2016 at 06:43 PM.
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Old 02-06-2016   #23
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You forgot a lot of RedXVI appareances:
1-When he was in Demo 4
2-When he gives you the Black Emerald (1.09.4)
3-When he gives you God Cheats (actually Pandora Box) (also 1.09.4)
4-When he is Pope RedXVI and takes you to Neo Aereal Garden Zone (2.0)
But, is a nice mod. You can sing "Back In Time" from Sonic R all the day while playing this. Is a fun mod and I hope you can finish it for 2.2, or 2.3, Who knows?
As I'm a critic, I give this a 8/10, a great mod for the best fangame.
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Old 02-29-2016   #24
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Quote:
Originally Posted by Thundder-senpai View Post
You forgot a lot of RedXVI appareances:
1-When he was in Demo 4
2-When he gives you the Black Emerald (1.09.4)
3-When he gives you God Cheats (actually Pandora Box) (also 1.09.4)
4-When he is Pope RedXVI and takes you to Neo Aereal Garden Zone (2.0)
But, is a nice mod. You can sing "Back In Time" from Sonic R all the day while playing this. Is a fun mod and I hope you can finish it for 2.2, or 2.3, Who knows?
As I'm a critic, I give this a 8/10, a great mod for the best fangame.
1: Covered! Find his hiding spot in Castle Eggman 2 Demo 4
2: Not yet made
3: Work in Progress.
4: Some triggers were carried over from the direct copy, Full replication needs figuring out before executing Plus porting of Neo Areal Garden.
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Old 02-29-2016   #25
RomioTheBadass
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Hopefully we'll get a version sooner, Since it's possible to run slopes with "srb2ball.exe" now , any chance ? :v .
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Old 02-29-2016   #26
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Originally Posted by RomioTheBadass View Post
Hopefully we'll get a version sooner, Since it's possible to run slopes with "srb2ball.exe" now , any chance ? :v .
Why would we need slopes on a wad specifically designed to show old levels in their unedited form?
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Old 02-29-2016   #27
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Maybe if Glaber wanted to show off that old OGL-exclusive Slopes test map AJ made back during Final Demo days...
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Old 02-29-2016   #28
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Quote:
Originally Posted by Zipper View Post
Why would we need slopes on a wad specifically designed to show old levels in their unedited form?
Umm ... SRB1 TGF Remake Maps are using Fake Floating slopes which is currently causing it to lag a lot, Real slopes would remove that lag .
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Old 03-12-2016   #29
glaber
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I not only intend on using the real slopes to replace the fake ones, but started on the process to replace them on TGF GFZ2.

Any update that comes out before 2.2 though will unfortunately still have the Lag slopes due to Vanilla SRB2 being the intended exe. (To anyone reading this post now, The TGF Stages will have the Real Slopes before 2.2 now.)

Last edited by glaber; 07-06-2016 at 04:44 AM.
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Old 03-12-2016   #30
Zwip-Zwap Zapony
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Quote:
Originally Posted by glaber View Post
Any update that comes out before 2.2 though will unfortunately still have the Lag slopes due to Vanilla SRB2 being the intended exe.
The public "next" branch of the game obviously has slopes. The public "next" branch of the game has also been tweaked a few days ago to get ready to put patch.dta back in use, as well as bumping the version number up to 2.1.15, and the public "next" branch of the game additionally has some things which Inuyasha talked about (in their Sonic Colors Blast 2 Lua Wisp script thing's comments), which would (probably) be implemented into said script "once 2.1.15 releases". Of course, this doesn't necessarily mean slopes will be in 2.1.15, but I'll personally be very surprised if not.

Edit: Sorry for bringing the thread off-topic.

Last edited by Zwip-Zwap Zapony; 03-12-2016 at 02:36 PM.
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Old 03-12-2016   #31
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Quote:
Originally Posted by glaber View Post
I not only intend on using the real slopes to replace the fake ones, but started on the process to replace them on TGF GFZ2.

Any update that comes out before 2.2 though will unfortunately still have the Lag slopes due to Vanilla SRB2 being the intended exe.
I thought 2.2 is going to use the same Linedef action numbers that Thokker mod currently uses (which are between 700-722 ) .
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Old 03-12-2016   #32
Zwip-Zwap Zapony
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Quote:
Originally Posted by RomioTheBadass View Post
I thought 2.2 is going to use the same Linedef action numbers that Thokker mod currently uses (which are between 700-722 ) .
That's not the point. The point was "anything but 2.1.14's slope-less vanilla srb2win.exe and srb2dd.exe is not vanilla, and I [glaber] don't want to force people to use non-vanilla executables" or something along those lines.
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Old 03-12-2016   #33
MK.exe
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Quote:
Originally Posted by Zwip-Zwap Zapony View Post
"once 2.1.15 releases".
Wait im confused. Is this confirmed? Are we going to get a 2.1.15? Yes or no
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Old 03-12-2016   #34
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Quote:
Originally Posted by MK.exe View Post
Wait im confused. Is this confirmed? Are we going to get a 2.1.15? Yes or no
It's not completely officially publically confirmed, but sort of close to it. Refer to post #30 of this thread (the post you quoted).
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Old 03-12-2016   #35
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This doesn't make any sense of what you said. We're having 2.2! Not 2.1.15!
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Old 03-12-2016   #36
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Originally Posted by Murilo View Post
This doesn't make any sense of what you said. We're having 2.2! Not 2.1.15!
2.2 is FAR from being released good sir. 2.1.15 on the other hand seems to be ... 'there'
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Old 03-12-2016   #37
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The last 2 this's are 404 errors
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Old 03-12-2016   #38
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Quote:
Originally Posted by Monster psychic cat View Post
2.1.15 can be this,this or even this
While I really don't want to help get the thread further off-topic, I'd like to say you should take a look at this commit. Which doesn't exist in the latter two branches you linked to. [/OFFTOPIC]
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Old 03-15-2016   #39
glaber
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Quote:
Originally Posted by toaster View Post
Maybe if Glaber wanted to show off that old OGL-exclusive Slopes test map AJ made back during Final Demo days...
As much as I would like to, I don't have the wad file. I did check SNN's Downloads.
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Old 03-15-2016   #40
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Quote:
Originally Posted by glaber View Post
As much as I would like to, I don't have the wad file. I did check SNN's Downloads.
http://sf94.reimuhakurei.net/SRB2/10...ive/Slope8.zip

Not sure if this is the right one, but it's the only one I know of for 1.09.
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Old 03-15-2016   #41
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Thank you. I'm not sure if it is for sure, but once 2.2 is out I'll include it as an unlockable
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