Suggestions

My suggestions:
Finish Blue Mountain Zone 2. (map map17) That is an scrapped map that isnt finished, but looks like it should be incluyed in bonus levels or something like that.
Disable CFail: Once i was in a server, and i cfailed. Rejoined, cfailed, rejoined, cfailed and that way until i finally got to stay stable in the server.
 
I don't believe there is a way to disable consistency failures. It usually happens at random and mostly on a server with high ping. Though, this usually depends on where the server is located and what type of internet connection the server has. I believe it also has to do with your internet connection, as well. (Anyone is welcome to correct me if I am wrong.)

I'm not real technical with how the server works out, but I don't think c-fails is something you can magically fix. My best suggestions would be to look for a server with ping that is at least 85-180 and to close out any open programs you may have running. (music players, internet browsers, IMs, etc...) It is also a good idea to even let virus scanners or updates do their things before joining or even making a server.

Oh, I also have a suggestion:
Maybe it would be a good idea to add a little chat bubble right next to a player for when they are typing during netgames. It's really bothersome putting up with players that constantly say, "Talk hit!!" all the time when you hit them when they aren't moving... I mean, really, how are we suppose to know that either the player is typing or camping?
 
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How about something like this...

"Linedef Executor Trigger - Check Object Properties"

Basically, you would set this linedef so that whenever an object with certain properties (e.g. Map Thing Number/Object Number, Object Flags, the state the object is currently using, etc) touches the tagged sector/FOF, the linedef triggers whatever linedef executor is in the same control sector.

(Then again, it might be quite a bit of work actually getting a linedef special like this to work in SRB2, presumably. =S )
 
Have an extra option in H&S to treat everyone hideing like master emerald shards in emerald hunt. Lets face it, it can be rely hard to find some of those knuckleses, and using some WADs to play H&S such as SF94 can get super hard as the maps are huge. I know WADs don't deserve a feature like this, but it would allow for more complex H&S levels to be made. Not to mention that real emerald hunt maps have like 10 hideing spots, so they get repettitive fast. Adding the H&S radar would be a great tribute to emerald hunt, since it is not used in the game. Also, add the option to have found players become it likemin regular tag.
 
Insert Kikyo into SRB2 ANTISPAM console command, where if someone sends a specified number of messages (or uses of the orderpizza command) too quickly, that person will be kicked instantly. If an additional parameter is specified, they will be banned instead.
 
I was thinking of a lindef executor for 2D mode where when applied to a FOF and the following happens: a player goes on the FOF and then presses up or down on the platform, which goes up or down like the barrels in Casino Night Zone in Sonic 3. I'm not sure if it's possible to mimic the slingshot-like effect but maybe it could act like a player controlled elevator.
 
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Sort of just an aesthetic suggestion-- an optional set of graphics for character wads that, when chasecam is off, you see sort of a first-person hand, like in modern FPS games, except with rings instead of guns.
 
I think this might have been suggested before, but I will give it a shot.

Infinite lives in time attack mode. Oh, and while we are at it, ability to change chasecam on or off in time attack.

(or uses of the orderpizza command)
Hopefully the srb2dev team will finally get rid of that command, because not too many people understand the joke and how old it is.
 
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Add back the placeholder sprites for a custom character's Extra life Monitor/End Sign sprites.

I remember this feature from back in 1.09.4 - why isn't it in 2.0 though?

Why force custom characters to provide their own custom Extra Life Monitor/End Sign sprites now? Why make the game remove any existing Extra Life Monitors for a character without custom sprites for it?

Seriously, what was wrong with the feature back in 1.09.4?
 
I don't know if this has been suggested before, but since there's 162 pages, I really don't feel like looking back to see if it has, anyway, I'll shoot:

Perhaps there can be a level option in the level header, called CarryOn, which, when active, when a player completes a level, instead of heading to the results screen, they move to the next level, keeping their rings, as well as the current time on the clock, as well as score, and any shields, much like Knuckles Chaotix's beginning stage. However, the game saves the past level's status, so if the player decides to head back, all their killed crawlas and such will remain, as well as any collected rings. This will help allow map makers to build larger levels and help cut down on lag issues, as well as maybe some memory errors, including some big $$$.sav files in multiplayer. This could also increase possibilities for larger levels. Also perhaps an option to give level making more elasticity :P
 
I don't know if this has been suggested before, but since there's 162 pages, I really don't feel like looking back to see if it has, anyway, I'll shoot:

Perhaps there can be a level option in the level header, called CarryOn, which, when active, when a player completes a level, instead of heading to the results screen, they move to the next level, keeping their rings, as well as the current time on the clock, as well as score, and any shields, much like Knuckles Chaotix's beginning stage. However, the game saves the past level's status, so if the player decides to head back, all their killed crawlas and such will remain, as well as any collected rings. This will help allow map makers to build larger levels and help cut down on lag issues, as well as maybe some memory errors, including some big $$$.sav files in multiplayer. This could also increase possibilities for larger levels. Also perhaps an option to give level making more elasticity :P

CarryOn SRB2

Please get the reference.
 
Carry on SRB2!
Rofl. Anyway the enemies in srb2 are lacking animation frames, like the archers in CEZ(you may have found me bitching about them in another topic) and jettysyns could have some frames when its firing, I mean it looked like a breeze to add frames to ERZ's boss so why not give this a shot?
Because nobody seems to care. THEY haven't said anything :/
 
Linedef Type [Insert applicable number here]: Immediate Player Control

A lindef-based effect to set the forward velocity (in fracunits), direction and vertical motion (also in fracunits) of the player that triggers the effect.

Not like the simple wind effect, which slowly accelerates to that speed- but which specifically sets the speed and direction.

The forward velocity would be set with the length of the linedef (with the No Climb flag to make it negative), the direction of the player would be set by the direction the linedef faces and the vertical speed would be affected by the adjacent front sector's floor height.

The No Sonic, No Tails and No Knuckles flags would deactivate the certain aspects. For example, using No Sonic and No Knuckles would simply make the player face the linedef's direction, whilst one with No Tails only would make the player move forward at a specific speed and move upwards as well, without changing direction.

This linedef could be used for simulating springs as part of the level design without placing springs which would be inappropriate for the level design, or having special sequences- or indeed, dangerous areas that throw you into environmental hazards.
 
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For your information, the CarryOn effect you're describing can be done already using Linedef Type 2, Custom Exit by checking the No Climb effect box in Doom Builder.

In any case, daiches was referencing something else, using the name for your suggestion. He was not implying you had made a reference.
 
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Disco Room? There is another way!

See, you don't have to enter the disco room.
[...] But if there were rings, the bonus of two lives for every one you lose would be kinda cheap. There has to be some kind of challenge to justify such a ridiculously good reward. If you can't beat the room, you have to leave the lives behind and restart at ERZ1. If you don't want that situation, don't enter.

Hello, I think I have found a place in ERZ2 where it is possible to get infinite lives, too. Maybe this should be removed in 2.1...?

It is in this room:
http://www.freiwuppertal.de/srbbuglive-room.png

And here are two extra lives near the starpost you can see in the screenshot above:
http://www.freiwuppertal.de/srbbuglive.png

Just get the two lives, get out of the room (green, flashing "door"), touch the starpost and die. Then go back into the room, get the lives and die. And so on.

Infinite lives for free! :D
 
Hello, I think I have found a place in ERZ2 where it is possible to get infinite lives, too. Maybe this should be removed in 2.1...?

It is in this room:
http://www.freiwuppertal.de/srbbuglive-room.png

And here are two extra lives near the starpost you can see in the screenshot above:
http://www.freiwuppertal.de/srbbuglive.png

Just get the two lives, get out of the room (green, flashing "door"), touch the starpost and die. Then go back into the room, get the lives and die. And so on.

Infinite lives for free! :D

Welp, that weather out here will kill me one time. >_>
And my answer is, this is suggestion forum. Put that in Bug Reports in SRB2 Discussion (if it actually is Bug :x).
 
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