SRB2 v2.2.15 Patch Release

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Posted by Tatsuru.

This is mainly a hotfix to address all of the issues that came with 2.2.14, so there’s not much to write home about, except that now you can play the game as intended again.

Besides the fix to the list of constants that caused a portion of large scale mods to crash on load, we have decided to revert the dedicated shield button addition. After further consideration and community feedback, we have decided that this change is not worth breaking mod compatibility for just yet, so we’ll save it for the next major version of the game.

Additionally, we have chosen to revert Pipe Towers Zone to its previous version in order to resolve some asset crediting issues that sprang up after launch – for this and other reasons, 2.2.14 will no longer be available for download. We’ll keep you guys posted while we look into the best way to make this version of the map playable again for everyone.

You can find this update on the Downloads page, and the full changelog at our GitLab.

Big thanks to everyone for the patience and understanding while our developers worked overtime to address these issues and then some. Enjoy, and see you next patch!

View on SRB2.org
 
If this is mainly a hotfix update, does that mean it's distinct from the second part of the two part update to wrap up 2.2?
 
If this is mainly a hotfix update, does that mean it's distinct from the second part of the two part update to wrap up 2.2?
There are 2.2.16 milestone tags on the Gitlab now, to my knowledge this is just a hotfix to fix issues that were missed during testing and crept in at the last second with the content additions.
 
Shame to hear about the Pipe Towers assets, was absolutely goregous and definitely one of my favorite stages to play in awhile, did not expect it to have further improvements from even the revamp awhile ago. Hope those can be sorted out so the stage can come back.
 
I didn't even use v2.2.14 yet and it was replaced within a little more than a week. Then again, stability is important with a game this big, so it makes sense why this happened. I'm glad the shield button was axed, though big bummer about Pipe Towers Zone.

Are the other changes to v2.2.14 still intact? Revamped match levels, Final Demo Zone, and the character sprite revamps?
 
Gotta say, the Pipe Towers revert consequentially fixed some things from SRB2 The Past when it comes to a few assets. I remember when 2.2.14 replaced that one Toad with a flagpole and the Metal Challenge "checkpoint" with a Mario trampoline, like, LMAO.

Are the other changes to v2.2.14 still intact? Revamped match levels, Final Demo Zone, and the character sprite revamps?
Well, yeah.
 
We just got 2.2.14. This must be some sort of milestone, for the shortest lived version. (Or I'm just missing one other update?)
 
Gotta say, the Pipe Towers revert consequentially fixed some things from SRB2 The Past when it comes to a few assets. I remember when 2.2.14 replaced that one Toad with a flagpole and the Metal Challenge "checkpoint" with a Mario trampoline, like, LMAO
There is a pull request out there that would do away with the old Doom freeslot limits (thereby eliminating the possibility of this happening by way of changed or overridden mobj numbers), but as far as I know it is not slated to make it into a 2.2.x release.

The team might want to change their mind on that if they're going to be doing late content additions.
 
bad update, they removed the only cool thing in singleplayer, pipe towers zone, and i dont get how removing the dedicated shield button fixed the mods, if youre gonna delete something singleplayer related, atleast fix the multiplayer netgame controls delay so i can enjoy the ctf and other maps with other people
 
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I really dislike how the shield button was handled. If there was any doubt about implementing it it shouldn't have been merged in the first place, instead of it spending over a year in next and a week in release just to be removed with no warning. I've already seen multiple people talking about how they will have to restructure their plans for mods now that the shield button is unavailable.
 
I'm not a programmer but can't we make the shield button an optional thing you can turn on or off in the control menus? Or letting mods disable it so that it can't break them?
 
I'm not a programmer but can't we make the shield button an optional thing you can turn on or off in the control menus? Or letting mods disable it so that it can't break them?

It's possible, but it would immediately introduce a dichotomy between modders who use it as a pseudo-Custom 4 and people who don't want to turn it back on just to try out said mods. Not worth the headache IMO.
 
It's possible, but it would immediately introduce a dichotomy between modders who use it as a pseudo-Custom 4 and people who don't want to turn it back on just to try out said mods. Not worth the headache IMO.
Are people really too lazy to turn off an option to play a mod? It takes 30 seconds, tops.
 

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