Apparently, this mod did not comply with the filename conventions. As such, the filename has been updated to include an "S", signifying the inclusion of a map.
The camera now uses 2.2.10's newly-exposed camera_t variables and functions, doing away with the now largely-obsolete awayviewmobj method of creating custom cameras
The camera can now be properly rotated and reset thanks to 2.2.10's newly-exposed input variables and functions
Improved accuracy of the spring homing attack behavior
Added MIDI for SA Example Zone (I didn't realize Final Demo used a MIDI for the zone)
PF_FORCESTRAFE is no longer forced on the player, allowing the camera to be moved instead of the player
A couple other things I may have forgotten
Bug Fixes:
Amy's heart debris should now be properly scaled relative to the player
Many scale-related bugs should now be fixed, including, but not limited to:
Light dash being too fast or too slow
Camera spawning too high
Special thanks go out do D00D64 once again, this time for creating "Scaleflower Zone", a level I used extensively to test the scale-related bug fixes.
This update brings a couple changes and bug fixes:
CHANGES:
Two new console variables have been added:
"adventurecontrol" - This allows the player to turn off the "forced" analog control scheme while playing in Adventure Mode. This was a feature of the original Final Demo Adventure Mode that I forgot to include in the first release (Special thanks to D00D64 for reminding me of this feature).
"adventurecontrol2" - Essentially the same as adventurecontrol, but for the second player in splitscreen mode.
The camera now has support for slope adjustment and orbital looking!
BUG FIXES:
The camera no longer freaks out when it's too far away from the player. This was due to me multiplying player.viewheight by FRACUNIT when it was already a fixed-number variable. Whoops!
The camera shouldn't disappear when the player toggles first person repeatedly anymore (Special thanks to antonretrojr and lumo (SRB2 Discord only) for reporting this and the above bug).
Fixed a bug where the player could bounce in the wrong direction off of a boss or multi-hit enemy while using the homing attack.
Keep in mind that "adventurecontrol" is a client-side console variable. As such, each player in a server will need to toggle it individually if they wish to play without the forced analog controls.
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