Hello everyone, I'm back with another polish update. Tonight we dine on hot fixes fresh from the bakery.

Changelog:
  • All shields which were not already fullbright are now semibright and a couple have been made slightly more transparent so they don't cover up the character as much
  • Thorn Shield visuals improved
  • Restored previous cam_speed maximum of 1.0 (it was accidentally clamped to 0.34)
  • Fixed turn to input in automatic mode being completely busted for Player 2 in splitscreen
    • So funny story this is actually a vanilla SRB2 bug that's been around since automatic mode was created so I also PR'd the fix to upstream
  • Fixed ring attraction only working for Player 1
  • Knuckles will rebound in crouch state instead of skidding backwards after punching a multihit enemy with Bulldoze
    • Based off his Sonic 3 Hiddden Palace fight behaviour when trying to hit grounded Knuckles in the front
  • Rewrote and reimplemented a vanilla feature which turns the player transparent when they're too close to the camera
  • Dash mode is no longer banned from on-foot NiGHTS maps
  • Increased the deadzone of analogue-controlled Force Stasis
  • Fixed dedicated server build
  • Rewrote a few more emblems hints
  • Slightly increased the effect of ice on acceleration in 2d mode only
  • Made the Software mode first load floating midtextures bug a bit less obstructive
  • Ported a Lua globals memory leak fix from upstream Ring Racers
  • Every vehicle is one coin faster
So I kinda forgot to give Black Eggman attack telegraphing which was one of the things I wanted to do for the F7 boss revamps... and splitscreen mode had some major problems too, so here's a bonus update with those issues addressed plus some more fixes and tweaks.

Changelog:
  • Added MIDI and VGM support to the official Linux flatpak
  • Prevented the player from being able to go behind the camera, which would cause the view to flip and then abruptly jerk back
    • This is a vanilla SRB2 bug but the Dash Catchup Delay feature made it very easy to trigger by dropdashing backwards into the camera
  • While riding a minecart, the camera will zoom in
    • Gives a better view of the track in addition to fixing the camera getting stuck on saloon door walls sometimes
  • Black Eggman's laugh now signals he's about to attack instead of being cosmetic
    • He will always laugh prior to any non-counterattack, but the delay between the laugh and the attack varies, so watch out!
  • Fixed Player 2's view being completely black in OpenGL splitscreen
  • Fixed splats crashing the game in Software splitscreen
  • Dash Cathcup Delay camera acceleration was made slightly smoother
  • Improved the Elemental Shield fire trail conditions
    • Fixes stray fire randomly appearing during Hammer Spin and no fire appearing during Hammer Twirl and various custom character animations
  • Amy's war on goop reaches its hopeful conclusion with one more fix, this time to grazing a ceiling corner while in goop incorrectly canceling Hammer Spin
Important note for returning players: 32 bit Windows builds are back on the menu, so there are now two downloads. If you previously installed the standalone own-folder version and want to continue using it, you'll need to use the win64 download to update. Otherwise, get the win32 download and put it in the same folder as your vanilla SRB2 exe. Make sure to copy reveries.cfg over from your folder, though!


Thanks to increased jump heights, more air control, and generally stronger characters, the Act 3s tended to be a curb stomp in the player's favour. Eggman is tired of getting powercrept and has upgraded each of his nefarious boss machines with improved specs and new tricks.


Besides a few bad eggs, this update also includes an Attraction Shield rework, new camera behaviour when launching the spindash (and related moves), and some minor changes to Amy and Metal Sonic. See below for the full list!

Changelog:
  • Updated to 2.2.16 indev codebase (plus some bug fixes)
    • No issues found in internal testing but be sure to report any unexpected bugs
  • New feature: Dash Catchup Delay! This recreates the camera lag seen in the classic Sonic games when performing actions such as the Spindash or Drop Dash.
    • On by default because I feel it enhances the sense of speed, but you can disable it in the camera menu or with the cam_delay cvar (or cam2_delay for player 2)
  • Force Stasis turn speed now scales with analogue tilt strength instead of being constant
    • Also fixed being in Automatic mode reducing the turn speed, which was caused by a leftover workaround to a previous vanilla Automatic camera behaviour that I have since removed
  • Attraction Shield was revamped featuring a reworked ability: Attraction Dive!
    • If used while not locked onto an enemy it boosts the player a bit downwards (and also forwards if you're below normal top speed)
    • Homing function works more like a traditional homing attack instead of retaining momentum, but you can use the Dive again afterward to get your speed back, effectively doing the same thing as before but with far more control
    • You are invincible for the duration of Attraction Dive until either hitting the floor or completing a homing attack
  • Amy's Hammer Twirl gives floatier physics for its duration and can be extended by launching upwards (try using it off a slope!)
    • Twirl jump height was reduced to 80% of a normal jump to compensate
  • Metal Sonic's Super Burnout can now be used underwater
    • Overheat recovers twice as quickly while submerged instead of instantly
  • Added an effect when Metal Sonic gets a speed boost from hitting an enemy with a Quick Roll
  • Fixed some blue spheres near the end of Cavern Fortress spawning inside the ceiling... by manually moving their z positions because I have no idea why that even happened
  • More performance optimisations, particularly in maps with large amounts of enemies
  • Jumping out of a roll instantly removes a bit of your current speed before air drag is applied
    • This should help make environmental speed gain more rewarding compared to just spamming spindash and also give the peelout more situations it's the better option for
    • Speed gains from chaining dropdash were increased to compensate for this
  • Amy's Hammer Spin vs Goop saga continues with another change to make it only cancel when hitting the floor and not also the ceiling while submerged in goop
  • Every boss has been revamped
    • We were unable to obtain a copy of Eggman's blueprints to list the changes in more detail, so you'll have to either face them yourself or refer to the video above
  • The following enemies were made slightly faster
    • Crawlas
    • Yellow Buzz
    • Jet Jaw
    • Vulture
    • Pyrefly
  • Added gamepad refactor support to the 2.2.16 server connection menu
After getting lost in a mazey mine for a bit, I've returned with a big batch of fixes to F6.

I also finally bothered to update the youtube video on the overview, as the previous one was a recording of the last beta version and a lot has changed since then!

Changelog:
  • Renamed some Reveries player states to more unique names to fix a conflict with Chaotix mod which broke Metal Sonic's Super Burnout charge thanks to Heavy having a state with the same name as it
  • Spring frame timing adjusted to better suit the new sprites
    • Also fixed diagonal and horizontal springs animating out of order because I assumed SRB2's frame ordering between different spring types was consistent internally... and of course they weren't until I made them so
  • Minecart improvements
    • May temporarily derail without causing immediate death as long a wall is not impacted
      • Cannot jump while derailed, and loses speed on flat ground but can slide down slopes
      • Fixes the Mine Maze collab being impossible to complete
    • Track switching should work a little better, though switching while on a slope can still kill you so don't do that
    • Completing a minecart section launches you in spring state instead of fall state, enabling Anti Flying Turtle Roll as an option for this scenario
  • Properly applied Reveries gravity to maps with custom global gravity in their level header
    • This level header option is actually used so infrequently that the bug was never caught until now, thanks Azure Peaks from Sigma Level Design Collab 2
  • Added gamepad buttons to a bunch of menu prompts that were missing them
  • Fixed the Hammer Spin inappropriately canceling itself if initiated in goop while moving upwards
  • Ported doomednum overriding from SRB2 Classic
    • Fixes the New Pipe Towers objects appearing in place of assorted custom objects in addons due to sharing the same doomednum
  • Reverted F5 splat interpolation patch taken from SRB2 Classic due to it causing intrusive artifacts in several addons that use splats
  • Fixed the Comet Dash walljump malfunctioning in mobjscaled maps
  • Fixed springballs still using vanilla spring hitboxes
  • Some general ecosystem polish for all of SRB2 Cherry
    • More consistent and verbose app names
    • The custom icon might show up on Windows now... maybe
Hi all! I've got the largest update in quite a while here.

With the recent news of 2.3's reduction in scope, it's become far more likely Reveries will eventually be ported to 2.3, given I find the time to do so. As such, I've made efforts in this update to increase Reveries overall compatability with maps designed for 2.2; and combed through the code to fix many longstanding issues, plus some new ones I found while playing the SRB2 Archipelago.

By the way, this update is also themed around springs. Just in time for spring!

WARNING FOR WINDOWS USERS
This build is currently 64-bit exclusive and includes all relevant libraries in the zip, so you'll need to make sure you extract it into a different folder than your normal SRB2 exe.

A 32-bit build alternate download is planned to be added eventually, but the srb2.org pipelines are down and I don't have a Windows system to compile natively with. The only reason I was still able to support Windows at all this update is the cross compile feature in srb2bld.

NEW ASSETS BULLETIN
So like, while I was rewriting some emblem hints, I noticed all the Pipe Towers haikus in 2.2.15 are still talking about the 2.2.14 version, and thus all of them except the club emblem hint are wrong. And also, I've known for a while Pipe Towers Revamped has a few incompatabilities with Reveries that I can't soft patch. I've healed both birds with one bandage, as Reveries now comes with a fully working Pipe Towers Revamped by default.

The following edits were made:
  • Adjusted trampoline (Mario spring) strength for Reveries
  • Removed duplicated freeslots
  • Adjusted bounce mushroom scaling for Reveries
  • Misc bugfixes to the bounce mushroom
  • Force Mushroom gives the Mario Bros an Ice powerup instead of a broken invisible force shield
  • The map itself is untouched
I've also pulled in a some very well made assets from New Springs, featuring new spring, Crushtacean, and Spring Shell sprites. Credits for the aforementioned newly integrated mods have been added both ingame and to the overview post.

CHANGELOG
  • Fixed the model interpolation setting getting reset to "On" every game launch
  • Existing inputs no longer get stuck in a pressed state when opening the menu during gameplay
  • Dying in Record Attack now restarts the level instead of going back to the menu
    • Also fixed an incredibly weird bug where holding Jump on a gamepad while trying to reset a run would banish you to the title screen instead
  • Slope vertical launch power reduced
    • They're still much stronger than vanilla but more slope launch setpieces will work now instead of slamming you into a ceiling and/or wall
  • Springs and spring-like objects can no longer cancel zoom tubes
    • Haunted Heights heart emblem was unobtainable due to Reveries larger spring hitboxes obstructing the zoom tube
  • Rollout Rock fluid buoyancy adjusted to work better versus Reveries gravity
    • Will no longer damage the player via lava contact during any typical drops in Red Volcano 1, such as when launching off the second set of springs in the winding lava tunnel
  • Fixed the player temporarily derailing after the egg capsule in Floral Field due to math
  • While in Mario Mode, armageddon turns enemies and coins into silver coins instead of silver rings
    • Fun fact: the quicksilver rings for the Armageddon were partly inspired in the first place by the Silver P-Switch in Super Mario World that turns enemies into silver coins
  • Edited many object hitboxes to more closely match their sprites
  • Fixed spring trick angle jank in 2d mode and reverse gravity
  • Amy's Hammer Spin adjustments
    • Now cancels upon being vertically obstructed in goop instead of being completely unusable in goop
    • Hitting a spring and the ground on the same tic with should now always launch you upwards in the correct spring frames instead of occasionally springing you into nondamaging roll frames
    • Fixed a regression where it was no longer refreshing Lovely Ascent after hitting an enemy (still worked for monitors though :dramahog: )
  • Falling a very long distance into shallow water should no longer short out shields
  • Several emblem hints have been reworded or entirely rewritten, especially in cases where Reveries changes made the hint incorrect
    • Azure Temple star emblem recommends Knuckles instead of Tails
    • Haunted Heights diamond and club emblems recommend Amy instead of Knuckles
    • Deep Sea Act 1 hints should hopefully be a bit more useful... maybe
    • Made capitilisation and punctuation style more consistent throughout the hints in general
  • Implemented workaround to a Reveries momentum mechanic triggering false positive spring detections in Honey's stomp code
  • Moved the menu Backspace button to Select on gamepad
  • Fixes from upstream
While I don't really plan on adjusting the characters much anymore, Sonic's peelout trick has been drastically underperforming and it's been bothering me for a while. The peelout is a situational move in the first place, and using the trick typically didn't offer much benefit for the effort needed to pull it off. Also there's Metal Sonic over there, his dashmode trick offered a ridiculous amount of speed for free that was often way too fast to even work well with SRB2's level design. Along with some bug fixes, I've revamped tricking to hopefully resolve the last of the major character balance issues.

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Changelog:
  • Trick changes
    • Reduced the power of dashmode-enhanced tricks
    • Super forms now also enhance tricks
    • Fixed underwater trick power scaling
    • Fixed tricks potentially being way too slow or way too fast with certain custom characters
  • Sonic's Peelout trick buffed
    • Reduced the speed cut and increased the height gain
    • Comet Dash now benefits as well, allowing you to preserve the speed of the dash even if used from a standstill
  • Reverted experimental OpenGL footfix due to it breaking literally every other instance of sprite layering (see: shields)
  • Clarified the function of the confirm button swap toggle in gamepad options
  • Fixed input display drawing on top of the title card (SRB2 Classic backport)
  • Shooting as Fang cancels any skid in progress
    • This change is purely cosmetic
  • Added a cap to how dark sectors can be
    • Shouldn't have any effect on most maps, since being able to see the level geometry is kind of important
    • Can be adjusted via the r_secbright console variable, which sets the minimum allowed darkness of sectors in both renderers

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~It's time to Refresh!~

Note: if anyone wants to try a Mac version, there are some mac pipeline builds here (the osx ones) but I don't know if they work or how to run them. Feel free to report if you have any success with these so I can figure out how to actually distribute the build. 🙃

Changelog:
  • Fixed Cacee's punches not working
  • Fixed an issue where the camera could become skewed after loading into a map
  • Fixed compiling on GCC 15
  • A few SRB2Classic backports, including:
    • Lactozilla's any-resolution branch
    • Various OpenGL improvements & optimisations
    • Fix crash when launching a dedicated server with a controller plugged in
    • Interpolate splats
    • Optimize line checks on line interception
Also, you may notice a bunch of warnings in the console upon startup. This is harmless and happens because 2.2.15 has invalid entries in its TEXTURES lump for all of the removed Pipe Towers textures. It should go away once we get new assets for 2.2.16.
  • Cool!
Reactions: Big Smoke#2332
was not planning on making an update yet but here's some fixes mostly thanks to external contributors
  • Console variables which disable abilities will save your settings
  • Added an additional ability variable nocd which disables Sonic's Super Peelout
  • Fixed compiling on cmake and clang
    • thanks to multiple fixes from Hanicef
  • Fixed some MRCE menu things crashing the game
    • thanks to a fix from Lugent
overall compatability with MRCE is still not that great but you can at least play it without the game exploding now (probably)
  • Applied several bugfixes and other patches to 2.2.15, pretty much all taken from Redberries
  • Fixed being unable to bind multiple controls to the same button
    • You can now properly disable the Shield button if you want
  • Renamed the hook PeeloutSpecial to ShieldButtonSpecial, for parity with Redberries
As the cherry-picked has become the cherry-picker, the two have unified in an alchemistical reaction, creating the SRB2 Cherry project. Redberries is the official spinoff build hosting various improvements such as the gamepad refactor and the shield button but without all the other junk in Reveries.

The main repository has moved to codeberg, so the external links have been updated to point there.
  • Cool!
Reactions: SusSped
  • fixed the thorn shield being unobtainable and also broken
  • armageddon charge also converts normal rings into quicksilver rings
    • updated the look of quicksilver rings
  • deleted an unused freeslot
  • temporary workaround for metal sonic model until jeck updates it
  • fixed drop dash charge conflicting with comet dash wall rebound
NOTICE: if you are a model user, the models.dat included with 2.2.15 has the pity shield scaled way too big compared to other shields
open models.dat and change the line from PITY OBJE/PITY.md3 2.7 0.0 to PITY OBJE/PITY.md3 2.4 0.0 and it will look correct ingame

srb20019.gif
  • Cool!
Reactions: SusSped
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