= Metroid Vanguard = Samus Aran in SRB2 [v1.5c]

= Metroid Vanguard = Samus Aran in SRB2 [v1.5c] v1.5c

I was reminded my old google documentation of Samus' custom mapthings number isn't up to date, so here's the current one!
TANK EXPANSIONS:
Missile Tank = 3841
Energy Tank = 3842
Super Missile Tank = 3843
Power Bomb Tank = 3844

POWER UPS:
Morph Ball Bombs = 3831
Hi Jump/Spring Ball = 3849
Boost Ball = 3845
Spider Ball = 3974

Speed Booster = 3846
Screw Attack = 3848
Space Jump = 3850
Power Grip = 3862

Varia Suit = 3867
Gravity Suit = 3847

BEAMS: (Get one 2x for the Beam Combo)
Charge Beam = 3851
Spazer Beam = 3852
Wave Beam = 3853
Ice Beam = 3854
Plasma Beam = 3855

AMMO/HEALTH:
Missile Ammo = 3861
Missile+ Ammo = 3839
Super Missile Ammo = 3860
Power Bomb Ammo = 3859
Small Energy (Purple) = 3858
Medium Energy (Red) = 3857
Large Energy (Yellow) = 3856

BONUS ITEMS:
Auto Tank = 2165
Ammo Digitizer = 2166
Scan Visor = 2172

DSZ4:
Sanus' Gunship = 2171
Larva Metroid(In Egg) = 2170
Larva Metroid = 2160
Metroid = 2161
Super Metroid (Unfinished!) = 2162
Omega Metroid = 2163
Omega Metroid Shell = 2164
Grounded flames = 2158
Falling Leaves (Becomes Phazon Particles if ANGLE is 90) = 2167

ACZ4:
Dark Samus Stalker = 2168
Dark Samus (Boss) = 2169
Fang Corpse = 2173

For Phazon:
Make a water FOF calling action 443 with "PZPAIN". Phazon texture name is PHAZ01. Samus gains immunity if she has player.sam_phazonsuit, but this isn't tracked by the game.​

The main post has received this updated list too!

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Wow did not need to see that picture, but okay...
 
I swear I was able to actually damage Metroids and the bosses this mod introduces in older versions of either the game or this mod, what...happened to that? Metroids are impervious to any form of attack made by non-Samus characters now.
 
I swear I was able to actually damage Metroids and the bosses this mod introduces in older versions of either the game or this mod, what...happened to that? Metroids are impervious to any form of attack made by non-Samus characters now.
As a non-Samus character, you want to lure them into the generator's cooling jets once activated. Once frozen, the Metroids can be killed. Maybe you played as Dirk the first time, who has inherent ice powers?
 
As a non-Samus character, you want to lure them into the generator's cooling jets once activated. Once frozen, the Metroids can be killed. Maybe you played as Dirk the first time, who has inherent ice powers?
Hold up. One of my characters is supposed to have an ice attack. How would I give a specific attack ice properties?

(Also, what generator, and what cooling jets?)
 
Oh the generator at the end of the tunnel? That's so hard to get to without being able to kill anything.
But you're right, I was playing as Dirk the first time, though I don't think his jump has any ice properties in and of itself? Come to think of it he shouldn't have any attacks that do, not in any released version...though the version it look like we won't get now...seems to have teased that.
Maybe his jump does have an ice property though! I have not checked lol
 
Oh the generator at the end of the tunnel? That's so hard to get to without being able to kill anything.
Yeah, Metroids become the most terrifying moment in the campaign if you didn't obtain an Ice Beam. Samus herself comments in DSZ it's suicidal if she doesn't have it. It'll be a frantic dash for your life to the generator. You press the button at the computer to unlock the forcefield and either snatch a free Ice Beam, or use the generator's Ice Jets if you're doing a low% run/aren't Samus.

srb20800.gif

As a tip, charged Wave Shots, Super Missiles and Morph Ball bombs stun Metroids temporarily. Plus, the Boost Ball lets you quick-escape.
Hold up. One of my characters is supposed to have an ice attack. How would I give a specific attack ice properties?

(Also, what generator, and what cooling jets?)
It's in the middle of the lit room right before DSZ4's big boss. The Ice Beam item is sitting right on top of it. When it's unlocked, the generator starts spouting ice jets from the vents that can freeze Metroids.

(Also, if you do player.mo.icejet = true, that should work. It won't disable on it's down, though, so disable it manually when you're not your character anymore.)

Maybe his jump does have an ice property though! I have not checked lol
Nah, I coded Dirk's jump collision to be able to do that since he didn't have a dedicated Ice "Attack" perse at the time.
 
So, I've downloaded the lastest version of Metroid Vanguard. And because of the monitor I have, I have to set it to an off resolution. The problem being here is that Samus' beam charge sprites for some reason do not show on some of these resolution scales. And this happens with every beam, btw.
srb24037.png

Not sure what causes it, but hopefully this gets fixed.
The Resolution scales affected are: 1440x900, 1280x720, 1152x864, 1366x768, 1600x900, 1024x768, & 800x600.
 
So, I've downloaded the lastest version of Metroid Vanguard. And because of the monitor I have, I have to set it to an off resolution. The problem being here is that Samus' beam charge sprites for some reason do not show on some of these resolution scales. And this happens with every beam, btw.View attachment 100566
Not sure what causes it, but hopefully this gets fixed.
The Resolution scales affected are: 1440x900, 1280x720, 1152x864, 1366x768, 1600x900, 1024x768, & 800x600.
Ahh, that's my bad...it came from my lack of awareness when I started on this as one of my first Lua projects. For HUD elements you need to work with SRB2's different resolutions in mind from the getgo. When I first worked on Samus in SRB2 2.1 I had no idea HUD elements would get so scattered in every resolution.

If it's no issue, I suggest trying 1920x1080 (the one I designed Samus for) or one of SRB2's green resolutions(Which I hotpatched compatibility in once I figured out every other resolution but 1920x1080 broke) when playing as Samus. I'm not saying an all-resolutions hotpatch won't happen at all, but it might not be for a while at least.
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Anyone got any other issues for me? Other than this resolutions issue, I'd like to fix the ancient shots-getting-caught-on-corners annoyance in a hotfix someday.
509101399729111040.webp
 
Is there models? it looks great, just wished there were models since playing in OpenGl is generally good for 3d platforming in my opinion.
 
Is there models? it looks great, just wished there were models since playing in OpenGl is generally good for 3d platforming in my opinion.
I believe Samus is a bit more difficult to setup as an MD2 because the sprite system she uses was designed before the current sprite2 system in SRB2 2.1 was well documented. She keeps switching sprites and spritescales. It also doesn't pay off as much, since the Arm Cannon effects are just HUD graphics, and I don't think there's any way to render models onto SRB2's HUD. Unless you played in 3rd person, you'd rarely even see the model.

I do know @SuperPhanto was one of 2 people who wanted to create a Samus model once, and I did see some progress made, but it's faded into obscurity ever since.

Samus in general is a tough mod to work with or update.
For other modders and MD2 makers my methods must've seem ridiculous. It's my 2nd Lua project since SMSreborn, and being self-taught I didn't know alot of basic Lua concepts or standard sorting processes. I had no IDEA what tables were or how local/global variables worked. God knows I stumbled much with angle math and with "for" loops. I was also incredibly paranoid and fearful of learning new workflow methods since trying them initially lead towards netgame desyncs. When you make a TON of progress as somebody who codes through Trial & Error, then months later discover that SOMETHING along the way caused desyncs online, you enter true development hell. Those experiences made me swear off relying on anything that's not a variable saved into the player tables. That stubbornness slowed my Lua learning processes alot. I could certainly improve things now, but with Metroid Vanguard being such a massive mod, that'd be a LOT to fix, and any changes I make could easily break what's currently held together by duct tape and dreams.
 
How do you get past the first slope in THZ2? do you get morph ball spin charge by default? how do you activate it?

EDIT: figured it out, fun mod
 
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Golden Shine updated = Metroid Vanguard = Samus Aran in SRB2 [v1.4] with a new update entry:

v1.5 - Long Beam Edition!

Here's an unexpected update! For v1.5 I reorganized, rewrote and sorted at least 60%+ of Samus' Lua. Performance and netgame strain should have made large leaps, but this might've brought about new bugs too. The good news is that this'll make maintaining Samus in the future less of a pain.If something acts different but is unreported, it's probably because of the code remake.

srb20147.gif

MAIN/MISC...

Read the rest of this update entry...
 
nice update
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No but seriously, having messed with the prerelease, all the stuff in this update rocks. Love the power grip being in the base items for comp, love the new vfx, the long beam and scan rebalance is... well ok those things are a little sucky, but I should be able to get used to em.

Also I was originally gonna fiddle around with seeing if I could port the long beam from dreadnought to vanguard as just a personal way to learn lua but ig you beat me to the long beam punch lul.

anyways nice update.
 
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This isn't meant to be a negative comment towards the mod, but back when i first played it a year ago i had fun with it for the most part, i used "exitlevel" a bit because i was an impatient idiot and wanted to see the shit the mod had to offer that was different to basegame

eventually i make it to ACZ4 and i see the warning pop up, i consider it for a second, but then i think, "oh, it's just gonna be like the corpses at the beginning of super metroid!

IT WAS NOT LIKE THE CORPSES AT THE BEGINNING OF SUPER METROID:dramahog:

needless to say i closed the mod shortly after because it scared the shit out of me lmao :wow:
 
so new bug to report with 1.5: i was in gfz2 and i had boost-balled down the large ramp about halfway through the level and unmorphed before i went off the end of it. after that i wasnt able to use the morphball untill i made it to gfz3. i dont really have any other clues as to how it happend since there was no error in the console or anything, i just wasnt able to morph till i got to the next level.
 
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