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  1. Zwip-Zwap Zapony

    [Open Assets] Steam Library icons for SRB2 v2.2

    Steam Library icons for version 2.2 of SRB2 This submission/"add-on" is not for use in SRB2, but is instead for use about SRB2, in Steam. It's possible to add Sonic Robo Blast 2 to one's Steam Library as a "non-Steam" game, allowing the game to be launched through Steam and thusly have...
  2. Zwip-Zwap Zapony

    Invalid so uhh i noticed something while instaling

    Sonic Robo Blast 2 has featured an in-game renderer switch in the video options menu since version 2.2.1. The OpenGL batch file is no longer needed to enable OpenGL. (Similarly, the OpenGL DLL file has been "merged" into srb2win.exe since version 2.1.12 or so.) Are you saying that SRB2 crashes...
  3. Zwip-Zwap Zapony

    Won't Fix [Android] "Scale Divider" resets on game reboot

    Using v2.2.8 of the official Android port, the "Scale Divider" setting ("nativeresdiv" convar, cv_nativeresdiv internal source code name) gets reset to the default value of 3.0 whenever the game is rebooted. This setting controls the game resolution if "Use Native Resolution" ("nativeres") is...
  4. Zwip-Zwap Zapony

    [Open Assets] Zone Builder

    The format is incorrect. In your screenshot, SLADE lists their format as "Graphic (Doom)", which is for sprites, textures, HUD stuff, et cetera. Flats should be of the "Graphic (Flat)" type (which only works with certain specific image sizes, usually being power-of-two sized with equal width and...
  5. Zwip-Zwap Zapony

    [Open Assets] The Mario Kart 64 Cast

    For SRB2Kart, a mobj's "eflags" variable can take flags named "MFE_DRAWONLYFORP1" through "DRAWONLYFORP4", which is for per-splitscreen-viewpoint visibility. While hackish, you could have up to 4 mobjs per player that uses these skins, with each of them only visible to a single local view, and...
  6. Zwip-Zwap Zapony

    Jeck Jims' 2.2 3D Models

    That's caused by a change to how sprites work in v2.2.5 when mipmapping is enabled. A fix has been made, and will probably be included in v2.2.7. Until v2.2.7 is released, you can work around it by disabling mipmapping in the OpenGL render options (by setting filtering to "nearest", I think?)...
  7. Zwip-Zwap Zapony

    Isolated Case Panned Up Camera

    While it may be too late to suggest now (as you've already re-installed the game to fix it), the problem probably lied in the cam_height console variable.
  8. Zwip-Zwap Zapony

    [Open Assets] SSNMighty (Monster Iestyn Mighty) [v2.2.2]

    What about vanilla SRB2's shield abilities?
  9. Zwip-Zwap Zapony

    Fixed Pyre Fly's flames appear on top of nearby walls

    If a Pyre Fly makes a fire aura around itself while near a wall or a pillar, it can create fire inside of the wall/pillar. The fire will then automatically adjust itself to appear on top of the wall/pillar to avoid being out of bounds, even if this causes the fire to appear much higher up than...
  10. Zwip-Zwap Zapony

    "Complete game" unlockables don't unlock if you force yourself out of the credits

    "Complete game" unlockables don't unlock if you force yourself out of the credits Having deleted my save data to start fresh on SRB2 today, I beat the game in v2.2.2, reached the credits, was unable to skip the credits using jump, spin, pause, Escape, et cetera, and resorted to using the...
  11. Zwip-Zwap Zapony

    Fixed Max. analog deadzone = Game crash

    I believe that this issue will be fixed by this merge request: https://git.magicalgirl.moe/STJr/SRB2/merge_requests/838 I didn't experience a crash with a deadzone of 100% with it, at least, but I also haven't actually tested if I'd get the crash with vanilla v2.2.2.
  12. Zwip-Zwap Zapony

    Invalid srb2.exe runs the game in OpenGL despite being the executor for the Software mode

    Since v2.2.1, there's an in-game renderer switcher in the video options. To keep the renderer selected for the next time that you launch the game, the selected renderer is saved to the configuration file. So what happened here is, you launched the game in OpenGL mode, and then the game saved...
  13. Zwip-Zwap Zapony

    Jeck Jims' 2.2 3D Models

    It's presumably made entirely outside of SRB2, intended as just a display/showcase of 4 of the characters.
  14. Zwip-Zwap Zapony

    Fixed Score tally cannot be skipped if spin is mapped to mouse button

    The changelog fails to mention that the "alwaysgrabmouse" console variable is a toggle for the old behaviour. If you turn that on, you should be able to use the mouse in menus and other such situations, including tally screens.
  15. Zwip-Zwap Zapony

    fickle's camera mod that she refuses to give a good name to

    Not in vanilla SRB2, and I'm not familiar enough with this mod to say that this mod does or doesn't provide an option for that. While it's not the same as L2 (nor R2), I would suggest using R3 (clicking the right stick) (or Triangle or such) for "Center View" instead, so that you can still have...
  16. Zwip-Zwap Zapony

    NiGHTS rolling is wrong from behind

    In NiGHTS mode, the game uses automatic "sprite rolling" to rotate the players to make them point up or down while flying around. But this sprite rolling is relative to the view, so if NiGHTS players are viewed from behind (not possible outside multiplayer), their sprite will be rolled the wrong...
  17. Zwip-Zwap Zapony

    [Open Assets] Legacy Hinote

    For what it's worth, the same happens with vanilla SRB2's Whirlwind Shield's double jump ability. This is due to the "platform Z movement" being taken into account on all jumps (including double jumps), but not being reset to 0 when jumping/in the air. I think that it's fixed for SRB2 v2.2.1...
  18. Zwip-Zwap Zapony

    [Open Assets] Chat Command [Universally works]

    Probably not. The official "Filename Conventions [...]" thread currently doesn't mention an "X" prefix, and all other SRB2-compatible mods already use "V" while all other SRB2 Kart-compatible mods already use "K". Removing both of those for this mod in favour of some "mixed" letter would just...
  19. Zwip-Zwap Zapony

    MTF_EXTRA is not defined in dehacked.c

    For whatever reason, the first MAPTHINGFLAG_LIST value in v2.2.0's src/dehacked.c is NULL, not "EXTRA". Source: [Link] This means that MTF_EXTRA is unavailable for use in Lua stuff. I'm not sure if changing that to say "EXTRA" instead of NULL is the only thing that needs to be done in...
  20. Zwip-Zwap Zapony

    Fixed Spike sprites are 1 pixel off-centre

    The "srb2.pk3/Sprites/Hazards/Spikes/USPKA0" sprite's mid-point is 1 pixel to the left of the centre in v2.2.0. The same might also apply to the USPKELER and USPKFLFR sprites, as they have 3 pixels to the left of the mid-point yet 5 pixels to the right of it, but that might be a bit more...
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