SpectrumUK updated BCZ2 Multiplayer Annoyance fix (L_BCZ2MPAnnoyanceFix-v2.lua) with a new update entry:
I used P_MoveOrigin when I should've used P_SetOrigin
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SpectrumUK updated BCZ2 Multiplayer Annoyance fix (L_BCZ2MPAnnoyanceFix-v2.lua) with a new update entry:
Update for V2.2.11
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Renamed the mod (annoyance is the word for what this mod handles)
Updated for SRB2 V2.2.11
Changed it so Metal Sonic has to be defeated before the script does anything
So, I tried editing the source code to remove the CV_NETVAR flag from the timescale and discordinvites variables and compiling with that change, but Lua-added variables still got mixed up online.
When I host with this exe, some important variables are desynched between the host and joiners.
Looking at the branch on gitlab, I think it's because of the timescale variable, even though that variable doesn't seem to work.
MusicSlot in level headers doesn't work in V2.2.10, so SRB2 Hub's music doesn't play when you load the map.
Changing "MusicSlot = 60" to "Music = MAP60M" fixes it.
SpectrumUK submitted a new resource:
BCZ2 Multiplayer Softlock fix (L_BCZ2MPSoftlockFix-v1.lua) - Teleports everyone to the end of Black Core Zone Act 2 when enough players are there
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This Lua checks playersforexit, and teleports everyone else to the end of BCZ2 when that many players are at the end.
If you add Hurry Up, then it checks hurry_players and teleports players based on that instead.
(I previously didn't realise Hurry Up was on the MB)
SpectrumUK updated Texture Randomizer for SRB2, SRB2 Kart, and SRB2P (XL_TextureRandomizer-v1.3.lua) with a new update entry:
Version 1.4
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Added a variable for whether to randomize Kodachrome Void's textures (defaults to off), with a warning when toggling it on that it makes that map's photosensitivity issues worse.
I recently had this happen when I added Acrobatics and Random SPB in my server, and got a Lua warning from Acrobatics when it happened. I think Acrobatics and Random SPB conflict.
Acrobasics and Advance Tricks don't conflict with Random SPB though.
Edit: I've figured out a way to fix the...
SpectrumUK updated Texture Randomizer for SRB2, SRB2 Kart, and SRB2P (XL_TextureRandomizer-v1.2.lua) with a new update entry:
Version 1.3
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SpectrumUK updated Texture Randomizer for SRB2 and SRB2 Kart (XL_TextureRandomizer-v1.1.lua) with a new update entry:
Version 1.2
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Actually, I'm pretty sure it's because the LookForPOI function is running its code for every MT_NIGHTSPARKLE produced by the nearby grenade rings and explosion rings
Adding "or obj.type == MT_NIGHTSPARKLE" before the first return of that function helps a lot with it.
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