Suggestions

More "client side" options for mods.
For an example for what I'm talking about, you can use music packs, huds and palletes in multiplayer without the owner loading them.
Something like custom textures in multiplayer would be really nice, for me atleast.
 
Use character default color by "default" keyword

Say, you are mid netgame and want to set your character color to its default color, but you don't remember it.

Just type color .default or color $default on console command.

... because I keep forgetting Jana/Milne/Tangle's default color all the time. >_<
 
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Use character default color by "default" keyword

Say, you are mid netgame and want to set your character color to its default color, but you don't remember it.

Just type color .default or color $default on console command.

... because I keep forgetting Jana/Milne/Tangle's default color all the time. >_<
I belive pressing backspace on keyboards will select the prefcolor of the character in the player setup menu.
 
A multiplayer server code. While the portfowarding is another way but it is impossible to be able to. So multiplayer code comes in handy. you can make a code or just randomize it like (code:Ndbawi212)
 
Something I was just thinking about is it would be neat if outdoor sections in a few more of the zones featured differences of time of day/weather to make the acts more distinct in a future large scale update.

Examples:
GFZ1 - Early Morning/Sunrise, Partially cloudy
GFZ2 - Late Morning, Partially cloudy
GFZ3 - Noon, Clear Skies

RVZ1 - Sunset, Partially Cloudy
RVZ2 - Twilight, partially illuminated by lava/torches, Distant Clouds
RVZ3 - Night, illuminated by lava/torches and moonlight, Clear skies
 
Add in the longer CEZ Bridge Track, with a loop, as an option for modders to use.
Add in the longer Antisipation track from the OST as either an option for mods to use or as a replacement for the short version.
(why replace? The longer version would be better for the players who for some reason or another, don't rush to the end of the hall and instead goof off in the control room, or for some reason in multiplayer, someone is AFK and the map can't change without all players in the exit.)
 
Maybe a new server command for restricting specific character skins to specific ranks? Like, for example let's say i'm hosting a server with some super-busted or otherwise unbalanced character and i feel they're too powerful for any schmuck to come along and pick. So i then use said command to make it so that nobody can pick that character unless they've been promoted to a certain rank or higher. Kinda like this outdated 2.1 mod, but for 2.2.
 
I apologize if this has been said elsewhere and I forgot: Seeing the number of people confused with running the Marine mod in 2.2.9, I wonder if it might be beneficial to add some kind of "created in X version" value, and/or "show warning if this mod is loaded in X version or older/newer" setting.

Maybe even an option that causes it to refuse to load in certain versions, or some recommended code that would display a message via old version compatible methods that would say "THIS MOD MAY/WILL NOT WORK IN THIS VERSION OF SRB2, IT IS SUGGESTED YOU UPDATE TO USE THIS MOD!"

Maybe it's too late for this kind of thing to be a big benefit, but it could help for something like 2.3, or any other updates that change or add major features related to modding that can cause incompatibilities.
 
Probably not an original idea, but It would be cool if there was an unlockable mission mode unlocked by completing the main campaign (with or without emeralds). You go through the main acts (but not bosses) again, but this time the goal signs are removed and instead you have to complete objectives like hunting for emeralds with the emerald radar, defeating a certain number of badniks, finding and defeating a specific badnik, collecting (but not necessarily holding onto) a certain number of rings, etc. Once you complete the objective, you complete the stage and move on to the next. If you are on Act 2, you skip Act 3 and move on to the next zone's Act 1. Black Core Zone is gone entirely from this mode, since it's all some manner of race or boss fight. Each mission you complete could reward you another emblem, similar to in the Adventure games.

If someone's suggested this before (they probably have) then just consider this post to be a +1 to that.
 
Like making lua coding easier, some more move lines for S_Skin, etc.
Whilst I can understand the 2nd... I hope you realize that SRB2's BLua, out of all programming languages, is among the closest to just straight up human speech (alongside Python). I understand it can be daunting at first, but ultimately, that might just boil down to lacking programming knowledge in general, not the language SRB2 uses. Which is fine, naturally, people don't know everything. But it might just mean you have some more basics to learn.
 
Zoom tubes that use player speed for their speed settings. These should also be affected by going up or down, slowing down or speeding up the player in them.

These should not release the player until the player is either at the end or the beginning of the path. If the player goes too slow into the tube, they keep going until the first waypoint that moves the player up, at this point the player's movement is reversed with the expectation that they will be ejected back at where they entered. If the point is lower instead, allow the player to pick up speed to go through the tube.

To prevent the "stuck Roller coaster" issue that could possibly come up, the zoom tube programming should check for if the player is in a "valley" of zoom tube way points. If they are, move the player until they are out of the valley. If on a hill top where both sides have way points that go down, move the player to the closest down way point to pick up speed.

When the player exits the tube, the player should retain the speed they had in the tube. This way maps can be set up with jump ramps at the end that launch the player up high, regardless of SRB2's current physics set.
 

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