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SRB2 - Community Build! - Full color Edition! (PNG)
Version: 1.1, by Kalaron Kalaron is offline
Developer Last Online: May 2014

Version: SRB2 Rating: (24 votes - 4.67 average)
Released: 06-10-2011 Last Update: Never Installs: 25
Re-Useable Content Code Changes Sprites/Graphics Is in Beta Stage

What is it:
SRB2 Community Build is a source code mod that is both a refinement and extension of the game engine that powers SRB2.

SRB2CB's goal is to provide an alternative SRB2 engine that brings a new breath of fresh air into SRB2 for both players and modders alike.

NOTE: SRB2CB is more centered toward modders and level designers, there's features in here for everyone too, but I'll focus more on modding capabilities and adding new features to the engine

----

SRB2CB v1.1

Regular Version

Download (includes a bunch of example wads for modders)
http://www.mediafire.com/?b6z7rbe26gt0ege


Source code: (not needed to use SRB2CB, this is if you want to see how it works)
http://www.mediafire.com/?7e79k1y2addzskr


------

Special PNG Edition for modders ONLY


This version allows you to just go crazy on the textures, WAY easier texture adding, no color restrictions, and images size up to 2048x2048 are supported

Any modders should have no trouble using this release to make some cool levels, as always the source code is included for you to customize anything you want ;)

Download:
http://www.mediafire.com/?4k48bwc5t53it6y

Source code with PNG goodness:
http://www.mediafire.com/?qapzzdnluzx9q7e


New Extended PNG Texture Pack: More than 200+ community made textures

Replace srb2cb.wad with this new one, this wad is constantly updated between SRB2CB releases, so always make sure you're up to date so you can have all the latest textures and play mods that use SRB2CB and the texture packs that come with it.

http://www.mediafire.com/?2s5okms91p3pe9q

This a complete PNG conversion of all flats and textures in the game, PLUS 200 community-made textures from 2008 - 2011


Feel free to add any textures or sprites to this new texture wad, SRB2CB uses it to run, but it can be modified and added to independent of the SRB2CB version - so any new texture/sprite art content can be updated for any modders to use right away.

Again, Feel free to submit any textures or ANYTHING you want to this! It's a community effort!

Videos:
------

Full color texture support and easier adding

http://www.youtube.com/watch?v=P0_m4G1ljws
Breaking away from regular SRB2's image format, which was limited to 256 colors and handled resolutions of up to 256x256 - SRB2CB's new PNG feature allows modders to focus on adding art to their projects without worrying about color loss or image size restrictions, SRB2CB uses lossless color quality and can handle image sizes from 32x32 up to 2048x2048, with support for any non-power of two image size in between as well(You're not restricted to 64x64, 128x128, 256x256 and so on)

Easy texture adding:


The default SRB2 uses a fixed texture list: Before you had to manually edit the name and the resolution of a texture before adding it in and sometimes you even had to break up a texture into multiple parts, now you don't need to worry about that. Add a single texture image into your data file and SRB2CB lets you use it without a fuss.

You can also interchangeably use the same texture both on walls and floors too - no more worrying about corrupted floor and ceiling texture data like the old method had.



Frivilous extras!

http://www.youtube.com/watch?v=ZLuegMSzmdM


http://www.youtube.com/watch?v=iphwFyA5Wjo

You'll find small little touches and differences from the default SRB2 in this mod, from new shields, new items, and console commands to random little easter eggs.



---------------

Feature list:


Improved OpenGL renderer - OpenGL mode has finally been FIXED and improved!
  • OpenGL mode is capable of displaying nearly all level effects with little to no visual errors
  • Extreme optimizations, you can look in all directions with no disappearing objects and the framerate got a 150% boost compared to SRB2's default OpenGL renderer
  • Much richer colormap effects
  • Coronas are back and they also got a major speed boost!
  • New sprite shadows that stay in one direction (enabled using shadows 1 in the console)





Polyobjects render flats!
They are rendered by default, so now a whole new dimension of map-making is now possible!
Mappers can configure a polyobject's startline to render the top and or bottom of the polyobject, give the start line a flag of:
  • Bouncy - to make it not render the Bottom of the polyobject
  • Transfer line - to make it not render the Top of the polyobjects



Skyboxes
Ever wanted to make the sky a 3D background? Well now you can.
You can render another part of a map as the sky, it looks like this:





*** Slopes ***
…wait, what? Yes, slopes. WITH COLLISION AND PHYSICS
  • Roll down a slope to gain momentum
  • Jump while going up a slope and gain vertical momentum
  • Run off a slope and you go upwards a bit - so ramps are possible now
  • Floor and Ceiling slopes
  • Dynamic slopes that can change according to the height of a sector
  • Any sector of any shape or size can be sloped, no limits on how many vertexes!
  • Slopes are setup by linedef (ZDoom/GZDoom style for those who are familiar with slopes)
  • Even grass edges can be sloped!
  • Slope within slope support



NOTE:
  • Crazy physics like running on walls is not supported with slopes....(yet), but the physics included are decent enough to make functional ramps that you can catapult off of at high speeds



Mult-character MD2's
(Custom character MD2s are now supported)


Here's how you set them up:
In your MD2.dat file, use this format
Code:
Nameofcharacter md2filename.md2 scale 0.0
Example:
Code:
Sonic Sonic.MD2 3.0 0.0
Tails Tails.MD2 3.0 0.0
Knuckles Knuckles.MD2 3.0 0.0
The part with (name).md2 is the filename and can be changed.
The first word in the line is the name of the actual character.
Another example:

Code:
Cream Cream3D.md2 3.0 0.0
^ This will load an MD2 named "Cream3D.md2" for the character "Cream"
The character's name is the same name used when typing "skin" in the console.
MD2.dat is also no longer case-sensitive, so typing:
Cream, CREAM, cream, or even CReaM will still be recognized by the game.

New and improved bots - They use their abilities in Coop mode and are just a bit smarter in Match mode, they are also stable and are a lot less likely to crash the game.


A new kind of Motion Blur! - works with speed sneakers, hitting a red spring (try GFZ2), or when falling down at a fast speed (you have to see this for yourself, no screenshot :P )

Balloon fountains and particle fountains!


Other Nice Stuff:
You can take a screenshot without having a message flood your console
(clears console lines that are on screen too)

You can unspin while rolling by pressing the spindash button again
New "shield" command gives the player a shield from 1-8

Scale works up with 25-500 (and up to 5,000 when scaling other objects)

The camera auto-adjusts to slopes!

New Sonic 3 shields, Flame, Lightning, and Bubble shield!

Brand new multiplayer colors, including purple, dark red, dark blue, black, neon green, and hot pink.


New Linedef Effects:
  • 386 Slope Frontsector Floor
  • 387 Slope Frontsector Ceiling
  • 388 Slope Frontsector Floor & Ceiling
  • 389 Slope Backsector Floor
  • 390 Slope Backsector Ceiling
  • 391 Slope Backsector Floor & Ceiling
  • 392 Slope Backsector Floor & Front Ceiling
  • 393 Slope Backsector Ceiling & Front Ceiling
  • 80 - Spring Bouncer
    The length of the line determines the strength, this makes a sector tagged with this effect act like a spring!
  • 446 Set 2D Camera Distance"
    Linedef executor that changes how far the camera is from the player for 2D mode

New Objects:
  • 580 - Hang-glider
  • 582 - Skateboard
  • 572 - Bumper (works like a diagonal spring but doesn't put the player into a different animation
  • 570 - Yellow sideways spring
  • 573 - Balloon - like a spring except animated and floats!
  • 574 - Respawning Balloon - can be jumped on more than once
  • 571 - Red sideways spring
  • 575 - Big balloon fountain - activates a swirl of multi-colored balloons!
  • 576 - Small balloon fountain
  • 585 - Particle fountain!
  • 586 - Spiral particle fountain!
  • 790 - skybox viewer
  • 791 - skybox map center
  • 440 - Sonic 3 & K Bubble Shield
  • 441 - Sonic 3 & K Flame Shield
  • 442 - Sonic 3 & K Lightning Shield


For dynamic 2D mode, there are some special objects that allow mappers to more easily align the player to the 2D track!
  • These are triggered when a player enters a dynamic 2D sector, so these objects must be placed in an "Enable 2D mode" sector to work
  • Just place these objects to where you want the player to be
  • These objects automatically teleport the player and do not effect the player's speed.
  • 780 - Aligns only the players X axis
  • 781 - Aligns only the players Y axis
  • 782 - Aligns only the players Z axis
  • 783 - Aligns the players X and Y axis
  • 784 - Aligns the players X and Y and Z axis
  • 785 - Aligns the players Z and X axis
  • 786 - Aligns the players Z and Y axis

New Sector Effects:
15 - Spring Sector (works with spring sector linedef)

**More detailed documentation coming soon to the SRB2wiki**

------------


NOTES:
  • SRB2CB is OpenGL based, so nearly all of these new features have been designed for / can only be feasibly done in OpenGL.
  • The OpenGL system has undergone some changes, so even if your computer couldn't run OpenGL mode before, it might work with SRB2CB.
  • SRB2CB requires data files from SRB2 v2.05 or later
  • SRB2CB is still under development, so not all features may work perfectly yet
  • When in doubt, SOFTWARE MODE IS UNSUPPORTED KTHNXBYE
  • Also, to experienced mappers, feel free to add any SRB2CB mapping tips to the wiki for things such as slopes or skyboxes


OpenGL tips:
  • Turning fog mode on is EXTREMELY recommend, it's almost required for things to look nice
  • Fog density of at least 64 is also recommended
  • The game automatically starts in OpenGL mode
  • If the game gives an error when you start it up in windowed mode, try running it in full screen, or try changing SRB2CB's resolution in your config.cfg file or autoexec.cfg file

Credits
Special thanks to Nev3r, ZTurtleman, and a bunch of other people on srb2's IRC channel!


-Kalaron

Download Now

File Type: zip SRB2CBWin32a.zip (2.08 MB, 4085 views)
File Type: zip SRB2CBPNG.zip (8.16 MB, 2641 views)

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  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.

Comments
Old 06-11-2011   #42
Monster Iestyn
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Quote:
Originally Posted by Virt the Fox View Post
I'm still wondering if you could put slopes on conveyor belts.
Sector effects should work with slopes now, so I'm guessing you probably can do that.
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Old 06-11-2011   #43
Virt the Fox
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Quote:
Originally Posted by Monster Iestyn View Post
Sector effects should work with slopes now, so I'm guessing you probably can do that.
I was just wondering, you know, for future reference and stuff (since I'm no good at mapping at the moment).
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Old 06-11-2011   #44
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Quote:
Originally Posted by Fawfulfan View Post
Okay, there's no way that the next version of SRB2 can't feature at least some of these modifications. This is freaking incredible.

My only complaint so far is your annoying change to Analog Mode. Why does the camera flip automatically when Knuckles glides backwards?

Oh, and the player takes damage whenever the skin gets changed. What the heck?
I'm pretty sure most(if not, all) of these changes apply to Open-GL. SRB2 currently supports Software and not Open-GL. I have a feeling that is why a lot of these features were not implemented into SRB2 yet. Still, these modifications would be nice to be ported into the official version of SRB2 to make Open-GL users happy.
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Old 06-11-2011   #45
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Also, you know what would be an awesome feature for this to have? Custom bot setups. WADs that include custom characters would have the option to include a text lump (called BOTCFG, perhaps,) that behaves exactly like an OBJECTCFG for a character, except that it defines multiple characters. Instead of the variable SkinName, there would be several variables that determine the skins of the player and the bots:

*One variable (LeaderName?) would determine the skin of the character that the player controls directly.

*Another (BotNames?) would determine the skins of the bots, seperated by commas and spaces.

Multiple bot setups could be defined in the same BOTCFG, seperated by # signs.

An example BOTCFG might look like this:

Code:
 
SRB2 version = 200
 
Character 4
PlayerName = TEAM SONIC
PicName = TESCCHAR
LeaderName = Sonic
BotNames = Tails, Knuckles
Status = 32
PlayerText =      Fastest
         Speed Thok
(insert notes here)
# 
Character 5
PlayerName = TEAM SONIC (TAILS)
PicName = TETLCHAR
LeaderName = Tails
BotNames = Sonic, Knuckles
Status = 32
PlayerText =      Slowest
         Fly/Swim
(insert notes here)
#
So, what do you guys think?

Last edited by 742mph; 06-11-2011 at 07:57 PM.
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Old 06-11-2011   #46
Iceman404
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Sure, there's finally slope physics in this mod compared to the other mods that have tried to implement slopes, but the slopes in CB are really missing something; they don't have any "launch" to them. When you run off a slope in CB you instantly fall down as if you ran off a straight platform, you don't fly off at an arc like in other Sonic games.
http://www.youtube.com/watch?v=4H1pwXaBd4M
Though the mod in this video obviously doesn't have real slope physics, the player shows that it's possible to run off a slope and go higher before falling down (it's not just the lighter gravity causing this). Could this be possible in CB as well (Obviously not as extreme, but still)?
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Old 06-11-2011   #47
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Quote:
Originally Posted by Charybdizs View Post
Whatever the case, it seems to me that it's not a matter of these things being impossible, like everyone (including the dev team) says, but rather a lack of motivation on their part.
Impossible to do properly is the key word. An excellent effort here at making ZDoom-like slopes, but if you want to go full monty you're going to hit a wall real fast. If we added them to SRB2, we wanted them to be done properly...which involves rewriting nearly everything.
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Old 06-11-2011   #48
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so is the launch really the only thing missing? If so, Might as well experiment with a way to fake it.

---------- Post added at 02:45 PM ---------- Previous post was at 02:41 PM ----------

Quote:
Originally Posted by SpiritCrusher View Post
SRB1 Mode will be merged with 2D Mode in 2.1, so you better get used to slow Sonic, because he'll be the only option you have.
What? Please tell me he's at least not slower than Tails.
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Old 06-11-2011   #49
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Quote:
Originally Posted by glaber View Post
so is the launch really the only thing missing? If so, Might as well experiment with a way to fake it.
Why would you want to fake it if you can get Kalaron to do the real thing?

Quote:
Originally Posted by glaber View Post
What? Please tell me he's at least not slower than Tails.
He's as slow/fast as he is in SRB1 Mode, however fast/slow that is.
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Old 06-11-2011   #50
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Quote:
Originally Posted by Iceman404 View Post
Sure, there's finally slope physics in this mod compared to the other mods that have tried to implement slopes, but the slopes in CB are really missing something; they don't have any "launch" to them. When you run off a slope in CB you instantly fall down as if you ran off a straight platform, you don't fly off at an arc like in other Sonic games.

You do actually. The "launch" you're talking about is already in SRB2CB, it's only noticeable if you're going off a steep ramp at a fast speed.

---


Quote:
Originally Posted by SSNTails
Impossible to do properly is the key word. An excellent effort here at making ZDoom-like slopes, but if you want to go full monty you're going to hit a wall real fast. If we added them to SRB2, we wanted them to be done properly...which involves rewriting nearly everything.

I honestly have no problem doing a code rewrite - I'm completely aware that this would be completely absurd for an engine like Doom and essentially requires starting over, but it would actually be fun for me to try and I don't mind having to make new octree/BSP systems and map formats since that's what it takes to get there.

I'm also aware that this would pretty much make SRB2CB a separate branch from regular SRB2 both code-wise and gameplay-wise, but I never expected SRB2CB to be incorporated into regular SRB2 anyway.

And actually, SRB2CB uses vectors to define slopes right now, it's a small first step, but it's something. The game uses plane normals for some simple physics such as sliding down and jumping off a slope, and lets MD2 models to rotate to a slope by finding the angle between the player's vector and the plane normal.
If I could just get a complete example of how to do Sonic physics in 3D, I could really get this rewrite going.

Last edited by Kalaron; 06-11-2011 at 08:35 PM.
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Old 06-11-2011   #51
Iceman404
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Quote:
Originally Posted by Kalaron View Post
I honestly have no problem doing a code rewrite - I'm completely aware that this would be completely absurd for an engine like Doom and essentially requires starting over, but it would actually be fun for me to try and I don't mind having to make new octree/BSP systems and map formats since that's what it takes to get there.

I'm also aware that this would pretty much make SRB2CB a separate branch from regular SRB2 both code-wise and gameplay-wise, but I never expected SRB2CB to be incorporated into regular SRB2 anyway.

And actually, SRB2CB uses vectors to define slopes right now, it's a small first step, but it's something. The game uses plane normals for some simple physics such as sliding down and jumping off a slope, and lets MD2 models to rotate to a slope by finding the angle between the player's vector and the plane normal.
If I could just get a complete example of how to do Sonic physics in 3D, I could really get this rewrite going.
Good to know your so enthusiastic about such a hard and time consuming job, unlike some other programmers.
Quote:
Originally Posted by Kalaron View Post
You do actually. The "launch" you're talking about is already in SRB2CB, it's only noticeable if you're going off a steep ramp at a fast speed.
Yes, but I feel you should make the launch stronger so it would much more noticeable on smaller ramps, this way extreme slopes won't be as necessary in levels (It'd also give it more of that Classic Sonic game feel).
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Old 06-11-2011   #52
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Will people leave behind the old srb2win.exe for this? I mean, SLOPES!?! STjr has been attempting to get that to work for YEARS. Hard to believe someone finally got that working!
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Old 06-11-2011   #53
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Originally Posted by Catninja317 View Post
Will people leave behind the old srb2win.exe for this? I mean, SLOPES!?! STjr has been attempting to get that to work for YEARS. Hard to believe someone finally got that working!
You don't get it, do you.
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Old 06-11-2011   #54
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Not exactly. I just know this is it looks like an awesome mod, I can't wait to try it out.

Last edited by Catninja317; 06-11-2011 at 09:35 PM. Reason: added period and removed smiley face
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Old 06-11-2011   #55
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Originally Posted by Catninja317 View Post
Not exactly. I just know this is it looks like an awesome mod, I can't wait to try it out.
OPENGL IS NOT SUPPORTED IN VANILLA SRB2. Most of this is only possible with OpenGL. OpenGL and Software render things very differently. Slopes like this aren't possible to render in Software Mode since Srb2 is written in Doom Legacy, and not ZDoom (Or other newer Doom engines to be exact).
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Old 06-11-2011   #56
Catninja317
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The mod won't run on my computer for some reason

Quote:
Originally Posted by Iceman404
OPENGL IS NOT SUPPORTED IN VANILLA SRB2.
And, this is all only possible with OpenGL.
Oh. Then why doesn't STjr just make SRB2 normally run in OPEN-GL? I mean, if it opens up the possibilities to so many features, it seems kinda weird NOT to use it!
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Old 06-11-2011   #57
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Quote:
Originally Posted by Catninja317 View Post
Oh. Then why doesn't STjr just make SRB2 normally run in OPEN-GL? I mean, if it opens up the possibilities to so many features, it seems kinda weird NOT to use it!
Because it'd eliminate half of the audience that doesn't have the graphics capabilities to run OpenGL!
Quote:
Originally Posted by Catninja317 View Post
The mod won't run on my computer for some reason
This only further proves my point, as you might be in that audience.
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Old 06-11-2011   #58
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Originally Posted by Iceman404 View Post
Because it'd eliminate half of the audience that doesn't have the graphics capabilities to run OpenGL!
The irony here is that we've reached the point with technology that more people can't support software rather than the latter.

Software mode simply doesn't exist in modern gaming anymore. There would be more of a gain if STJr. went OGL-exclusive than if they went software-exclusive and ignored the features of this mod entirely.
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Old 06-11-2011   #59
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Originally Posted by Arf View Post
Software mode simply doesn't exist in modern gaming anymore. There would be more of a gain if STJr. went OGL-exclusive than if they went software-exclusive and ignored the features of this mod entirely.
Then why doesn't the team just go OGL-exclusive? There's literally nothing positive to say about software mode anymore after seeing this mod (And XSRB2).
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Old 06-12-2011   #60
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The thing is, some people actually prefer software mode in SRB2 over OpenGL. And there's at least 50% (if not 75%) of them who do.

So just suddenly making it OpenGL and OpenGL only will catch quite a lot of people off guard.
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Old 06-12-2011   #61
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Boohoo, Paper Mario effect! :(
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