Fixed the issue where setting the aura's sprite to mui would force it to have an additive blending mode. That issue was actually meant to be a feature for a future version, sorry.
Fixed an error where having sfaura_condbutton set to none would cause problems with SFA settings loading.
  • Cool!
Reactions: SusSped and Dark94
Hello! Apologies for taking a lot of time, but here's a new version of Super Form Auras!

Changelog:
  • Aura activation conditions are now changed by pressing a button.
    • The sfaura_conditions command has been replaced with a new one called sfaura_condbutton.
    • Every time you press the button, it will switch between "Never", "Super/Sol Form Only" and "Always".
  • Added support for RushChars' Sol forms. Changing the aura activation conditions to "Super/Sol Form Only" will activate the aura if the player enters in their Sol form.
  • Fixed the ui and uic aura sprites being slightly misaligned.
  • Tweaked the I/O system to solve some issues with loading settings.
So, the reason why this update took a lot of time to get released was because of a development hell regarding I/O. I saw that the I/O system was still causing some issues in Multiplayer games, so I tried various methods to fix it. The only solution I found was to constantly try to load each setting until they were all set. It should work fine in Multiplayer games now.
The only issue I have is that when the last setting is loaded, sfaura_condbutton, it occasionally shows its output text in the console after finishing. I couldn't figure out how to fix it, so I guess that I'll leave it there. Maybe it'll be useful for you if you need to remember which button was the setting mapped to.

I will update the addon's Overview page later, so you people can have enough time to download this update before the addon gets sent back to the approval queue.
Sorry again, I fixed an issue where the I/O system couldn't load the default settings if the SFA config files weren't present.
Sorry, the aura burst sound didn't play when the aura's sound scheme was changed, so I fixed it now.
Hello, everyone! Here's a new update for SFA addressing some bugs that appeared in online Multiplayer games. Hopefully, the addon should now be stable and good for use in SRB2 servers. Here's the changelog:
  • Fixed a bug in the I/O system where players couldn't see other players' auras until the later ones used a command that changed SFA settings (example: sfaura_preset)
  • Fixed a bug in the I/O system where a player's settings would be replaced if another player changed their SFA settings.
  • Fixed a bug where LUA errors could be thrown if a player with an active aura disappeared from the map (either by getting kicked from the server or becoming a spectator).
The first bug mentioned has appeared since SFA v3.0, when I turned every SFA command into local functions and replaced every automatic insertion of these commands to the console buffer into direct calls to these functions. These bugs went unnoticed by me while I was testing, so I apologize for that.

As the automatic settings loading system now inserts commands to the buffer, your settings will take a little bit more time to load, since a small delay of 3 tics is made between every command to avoid NetXCmd errors from popping up.
  • Cool!
Reactions: Dark94 and SusSped
Hello! I have something very important to say.

So, I once told Kori, an SRB2 Hangout hoster which you may know, to add this addon on his server, but it turns out that it was still quite unstable in Multiplayer games. I wasn't able to see other people's auras, but some of them and I could see my aura. I figured out that this bug was caused by an issue in the I/O system that was present since SFA v3.0.

Not only that, but, because of another possible bug, there's also a possibility that, if you joined a server with SFA loaded in, your SFA settings may have been replaced with other player's settings without your knowledge, although I haven't really checked if this does actually happen. If it did for you, then I'm really sorry.

Right now, I'm trying to fix the former bug, which isn't easy to do unlike the later one.
Hello! Apologies for taking some time, but I was doing some other stuff, and I was refactoring some code.
Anyways, here's a new version of SFA with some changes:
  • Cleaned some of the aura spawning/removing code. It looked pretty messy to me, so I had to do this.
  • Fixed a bug where trying to change sfaura_soundscheme would trigger a LUA warning if the aura mobj didn't exist (either by setting sfaura_conditions to "Never" or to "Super Only" without transforming into Super).
  • Fixed a bug where the secondary aura's overlay would not get removed when the main aura was deactivated (either by detransforming or setting sfaura_conditions to "Never") if sfaura_sprite2 was set to an ID that has an aura overlay set in its definition.
  • Removed the feature that allowed you to change your main and secondary aura's rendering order. I'm really sorry for this, but I had to do it because I realized that this feature didn't work properly in Multiplayer games. It took me a while to discover this.
    • The sfaura_draworder and sfaura_draworder2 commands have been removed. As such, the variables connected to these commands on the SFA_Presets global table are now deprecated and won't be run by the sfaura_preset command.
    • By default, the main aura is now rendered behind the player, and the secondary aura is now rendered in front of. The aura overlays will still be rendered in front of the player and the auras.
    • The default SFA presets have been updated to adapt to this change.
Maybe I could develop a feature to add a third aura that is rendered behind the main aura by default, but I'm not sure if anyone wants that. If you want it, then feel free to tell me.

Anyways, I've found out an issue with the player outline feature that started occurring in SRB2 v2.2.14. The outline is now being rendered behind the main aura instead of the player. I have tried to fix this issue by using other methods of spawning and maintaining the outline mobjs, but unfortunately, these were a failure.

The outline feature won't be removed, so if you're in v2.2.14, then you'll have to deal with this issue. Some workarounds you could do to make your outline still visible would be to change the value of sfaura_sprite to an ID that has transparency inside its sprite, or reduce the opacity of the aura by changing the value of sfaura_opacity.

Anyways, that was all.
  • Cool!
Reactions: SusSped
Hello, everyone.
I wanted to inform you all that some info on the Overview page is currently a bit outdated. I will update it as soon as I finish developing a new version of SFA.

Disregard the warning that I wrote at the start of the page if you're using 2.2.14. Apparently, the crash has been fixed in that version. However, I've also noticed some issues with the sprite outline feature, as it looks like that it's now rendered behind the aura. I'll try to fix this.

Anyways, that's all I needed to say.
Hello! The addon is nearly reaching 3k downloads! Anyways, here's a new update for Super Form Auras.

Changelog:
  • Changed the way the auras and their overlays set their target mobj. This should fix most of the flickering bugs in the OpenGL rendering mode. The main and second aura's overlays will now be shown in front of the auras and the player.
  • Fixed an error where the second aura's scaling would depend on the definitions of the main aura's sprite.
  • Fixed an error where the player's followitem wouldn't have full brightness (RF_FULLBRIGHT) if they had set sfaura_conditions to "Always" and weren't in their Super form.
  • Added a new variable for the SFA_AuraStyles global table: overlay_rescalable. This allows you to set if your custom aura's overlay should be affected by SFA's scaling commands. If not defined, it will be set to true by default.
Back
Top