Read the FAQ.Heyheyhey! I have a question, I see those videos of 2011x getting beaten up with dark super xsonic, but it won't work. I can give you a clip on my medal.tv thingy, since its too large, it's https://medal.tv/games/sonic-robo-blast-2/clips/nuPEGW7A0wrs_77LO
I'm so sorry i didnt know it was a modRead the FAQ.
In celebration of 2011X upcoming return to the server it originated from for October, here's all the changes I've made over the last few months! This will probably be the last significant update to 2011X, at least for a while. There might be smaller updates in the future if I find any bugs that need fixing or improvements that could be made, but as it stands, I'm fairly confident I can consider this mod complete.
- Added commands and console variables
- exe_optout: Opt out of...
Couuuld I borrow that video?Heyheyhey! I have a question, I see those videos of 2011x getting beaten up with dark super xsonic, but it won't work. I can give you a clip on my medal.tv thingy, since its too large, it's https://medal.tv/games/sonic-robo-blast-2/clips/nuPEGW7A0wrs_77LO
To clarify, the "different logic to detect collisions" only applies to player collisions; namely stunning, grabbing, and landing a melee attack. Everything else is unaffected. It also shouldn't have any observable difference, ideally.For the Behind the scenes section in the update. Is this including when 2011X decides he's had enough and decides to insta-kill me whenever he gets voided/crushed? (Whenever he would die from ANYTHING, he immediately respawns, immediately tries to retaliate and does that insta-kill grab thingy.)
There is also the alternative option of simply getting good.for the people that are mad that they can't cheese x, just use an older version
Interesting! It's most likely due to the external script then. Thanks for the reminder/heads up on that however! Sorry for the mishap-To clarify, the "different logic to detect collisions" only applies to player collisions; namely stunning, grabbing, and landing a melee attack. Everything else is unaffected. It also shouldn't have any observable difference, ideally.
In previous versions, player collisions were detected with a TouchSpecial hook. This worked fairly consistently, but if anything threw an error, it would cause X to die on contact, since for some reason you have to specifically tell the game not to do that when anything with MF_SPECIAL came into contact with a player. In extreme situations, it would REPEATEDLY die on contact for the rest of the level, if not forever. This was very noticeable back when X would scream and stop the music every time that happened. In v1.6, I set it up to happen in the chasing code instead; X already stays snapped to its target if it was close enough in order to avoid overshooting, which only really ever served to make the TouchSpecial hook happen more consistently anyway. It also has a MobjMoveCollide hook to make sure it can collide with other players, too.
Also, X doesn't die to pits or crushers. In this GIF, you can clearly see it laying at the bottom of a bottomless pit, not dying. (Ignore the fact that Sonic is demonstrably not as unbothered by it.) If it does die to pits, that may be a bug with an external script or edit; if you gave X MF_ENEMY, well, congratulations, you've rediscovered the issues that led to that flag being taken off of it in the first place.