Suggestions

The new music for Meadow Match is a downgrade. It has worse instrumentation and lacks a lot of the punchiness of the original. Change it back.
The Midi version still exists, still isn't enough.
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Also, please add an actual command for shield buttons. Because having it only load on your old configuration preset is an ABSOLUTE downgrade.
 
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As SRB2 is getting a new menu in 2.3, allow users to switch back to the old menu. You know, like how Reddit allows you to switch back to the old-school interface if you don't like the current one.
 
Twenty-seven years of development - this game has been active for significantly longer than I've been alive - and vertical camera control still looks like it was stretched out in MS-Paint.

I get it, the game was built on an engine that originally had to fool itself into thinking the Y-axis was even a real thing, but when the only other remnant of its origins as a Doom mod is the .WAD extension, it's pretty darn glaring. Especially when you're playing in first-person. (I've been playing a lot of Mirror's Edge recently.)
 
Twenty-seven years of development - this game has been active for significantly longer than I've been alive - and vertical camera control still looks like it was stretched out in MS-Paint.

I get it, the game was built on an engine that originally had to fool itself into thinking the Y-axis was even a real thing, but when the only other remnant of its origins as a Doom mod is the .WAD extension, it's pretty darn glaring. Especially when you're playing in first-person. (I've been playing a lot of Mirror's Edge recently.)
There is ongoing work to get the OpenGL renderer into a state that allows it to achieve the visual style of the software renderer without artefacts like vertical shearing. It is not easy work at all, it takes a lot of time. Keep in mind that this is a passion project the devs work on for free, and low-level rendering logic like that is the kind of work that usually takes professionals.
 
There is ongoing work to get the OpenGL renderer into a state that allows it to achieve the visual style of the software renderer without artefacts like vertical shearing. It is not easy work at all, it takes a lot of time. Keep in mind that this is a passion project the devs work on for free, and low-level rendering logic like that is the kind of work that usually takes professionals.
Yes. However in the meanwhile, for those who want to avoid the issue with vertical looking the OGL renderer is the way to go. You'll lose out on some visuals but it's worth it in my opinion.
 
There is ongoing work to get the OpenGL renderer into a state that allows it to achieve the visual style of the software renderer without artefacts like vertical shearing. It is not easy work at all, it takes a lot of time. Keep in mind that this is a passion project the devs work on for free, and low-level rendering logic like that is the kind of work that usually takes professionals.
...this wouldn't be the first time that I asked for something that I didn't know was already buried in the options menu.
 
...this wouldn't be the first time that I asked for something that I didn't know was already buried in the options menu.
Perhaps it would be a good idea for SRB2 to come with a readme file in future versions which outlines out what the various things in the options menu do, and have some kind of a note somewhere such as when confirming you want to close the game informing players about it in case they're interested in informing themselves.

It can be intimidating flipping around with options when you don't know what they do, especially if you're bad at remembering what their default setting was. Mandatory tutorials are also awful however, and can make people feel antsy. Something like an unintrusive readme file for players to be made aware of and then read in their own time could do a lot to help people realize what features are already in the game and start making use of them.
 
PLEASE add a alternate splitscreen where it's horizontal. I am BEGGING you. It's so hard to play with splitscreen- TwT
 
I feel like there should be more controls (like how we already have jump, spin, etc) in the gamepad menu, mainly so we can bind more things to triggers. Like I want to have L2 be first person and R2 be lock-on but neither of them are settings in the gamepad menu so I can't select them. I know it'd be hard to be able to bind triggers from the general controls menu because of Doom Legacy's weird Z-Axis but I think this would be a nice workaround.
 
Amy's new color palette is too purple and Fang's is too dark. Nothing was wrong with their old colors and now they stick out awkwardly especially with how bright and primary Sonic Tails and Knux look now. Amy's new sprites in general look too solid and rigid for me. Reminds me of her SADX model especially those claw hands, which were daintily flat before like they should be. I think Sonic and Tails look kinda weird now too. Sonic now looks just as short as Tails and Tails' new tails are a bit too 'split-apart', like they put an uncomfortable focus on his butt. I think I prefer the original plan of saving the new sprites for 2.3, they could've used more time in the oven.

I've been trying to but I still can't get used to Team Sonic's new colors. I don't see what the purpose was of removing colors and flattening the shading, Knux hurts my eyes he's so red and overly lit. It's like the new sprites were only tested in Greenflower or something. They stick out as fullbright and plasticky in just about any other environment. I love Metal Sonic's new sprites/colors so I don't think it's just a grass-is-greener thing. They're nowhere near this bright in the Genesis games so really what's the purpose? The old colors were much more universal.
 
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Please before 2.3 we need a command like perfstats that tells you which mod is causing resynchs in a netgame (or which part of the mod's scripts is causing the resynch). So we stop guessing around and do like a lot of tests to which mod is causing it. having something like that, server hosters and modders can figure out and fix it, either removing it from it's server or the dev can fix the exact problem of the mod.

Idk if someone already mentioned it.
 
Introduce more dynamic light sources beyond static level lighting. This could include flickering torches, glowing projectiles casting light, or even environmental effects like lightning flashes illuminating the scene.
 
Introduce more dynamic light sources beyond static level lighting. This could include flickering torches, glowing projectiles casting light, or even environmental effects like lightning flashes illuminating the scene.
Some of the Doom sourceports have dynamic light support, but to have it in SRB2 would likely require the game to make OpenGL the primary engine with Software as just a fallback at the least. OpenGL can't be the primary engine until it does everything Software can do.
 

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