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Old 12-28-2018   #6101
Spectorious
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Would it be at all possible to have a "toggle Centre View" button, because a feature like that would be very handy for Match and very vertical platforming sections.
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Old 12-28-2018   #6102
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It's actually already possible to do this with the console. Type in the following into the console:

bind key "toggle alwaysmlook"

Replace "key" with whatever key you want to use to do this. To set this permanently, put it into your autoexec.cfg. You can find out more about setting up console scripts to do stuff like this on the wiki here: https://wiki.srb2.org/wiki/Console_script
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Old 01-16-2019   #6103
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It would be nice if we could unlock secrets by playing through the Campaign in 2P Mode aswell (of course without cheats and without addons loaded). more fun than having to go through the game alone. Basically allowing players to get non-Record attack emblems in Splitscreen.
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Old 02-19-2019   #6104
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For version 2.2, are all music tracks from the "campaign" being redone? (An alternative would be only some of the music tracks rather than all of them.) If yes, I'd like to suggest separate versions of the general boss music for separate zones. Not wildly different melodies or such, just a few zone-y instrument tweaks.

For example, Greenflower's boss music could be a bit calmer(?) than the rest, Techno Hill's boss music could be a bit more... "tech-y", Deep Sea's boss music could be a bit more piano-y and "deep", Arid Canyon's could be a bit more acoustic(?), et cetera.

Last edited by Zwip-Zwap Zapony; 02-19-2019 at 03:03 PM. Reason: Removed one of the accidentally-two empty lines, then changed "is" to "are"
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Old 02-19-2019   #6105
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Quote:
Originally Posted by Zwip-Zwap Zapony View Post
For version 2.2, are all music tracks from the "campaign" being redone? (An alternative would be only some of the music tracks rather than all of them.) If yes, I'd like to suggest separate versions of the general boss music for separate zones. Not wildly different melodies or such, just a few zone-y instrument tweaks.

For example, Greenflower's boss music could be a bit calmer(?) than the rest, Techno Hill's boss music could be a bit more... "tech-y", Deep Sea's boss music could be a bit more piano-y and "deep", Arid Canyon's could be a bit more acoustic(?), et cetera.
I'd actually be down for that!
It's a small thing, sure, but it's the small things in a game that really shows the love from the developers
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Old 03-02-2019   #6106
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A method of toggling 2D mode while debugging levels. It would be most practical to DISABLE 2D mode if you're currently within it, but if enabled, simply use the character's angle as the 2D angle.
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Old 03-10-2019   #6107
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Based on the visuals of the recent "SRB2 [2.2] OST - Deep Sea Zone [Act] 1" video on YouTube, I'd like to suggest for the underwater screen "refraction" effect to be made slower when standing still, though I do understand if speeding up/slowing down a screen-wide post-processing effect like that is hard to do dynamically.
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Old 03-10-2019   #6108
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I wish we could control the amount of he Heat wave effect and the Water Ripple effect
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Old 03-20-2019   #6109
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Suggestion: a way to dynamically change speed for polyobjects that use waypoints. Or at least a way to have polyobjects slow down at the end of their paths.
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Old 03-21-2019   #6110
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Please add extra colours like in srb2kart.
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Old 03-21-2019   #6111
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Quote:
Originally Posted by Im_Percynator View Post
Please add extra colours like in srb2kart.
There will be more colours, they were even shown off on a thread lol
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Old 04-01-2019   #6112
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Can we have something akin to custom map header parameters but for characters? I understand that we can already code such functions in lua but this would simplify things.

For example being able to turn things on and off via custom flags in S_SKIN or the character definition in a SOC.
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Old 04-09-2019   #6113
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Allow the music change linedef to accept numbers in music lump names

*New* (June 7): Make 2d mode's jump strength be 3d mode's too.

Last edited by glaber; 06-08-2019 at 01:00 AM.
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Old 06-17-2019   #6114
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I know SRB2.org says that 2.1.24 will likely be the last update, but I'd really like a mini patch where if a controller disconnects, you can use it without having to go to the Controls option menu and reselecting that controller, just like in SRB2Kart
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Old 07-08-2019   #6115
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Maybe a level header value to specify what flowers to use with the soniccd command set to on, since the GFZ flowers look kind of out of place in every other zone?
For example:
Code:
flowerset = thz
would make the game use the Techno Hill Zone flora in that map.
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Last edited by PencilVoid; 07-08-2019 at 06:54 PM. Reason: i cant tell between flora and fauna apparently
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Old 07-09-2019   #6116
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Maybe the Characters could have a floating animation? For a section like that Deep Sea Zone section, where you're pulled along a current before the checkpoint. It's near the end of Act 1 if you forgot. Maybe have it look something like what it looked like in Sonic 2 (or mania.) and give it a 5 frame rotation? Just a suggestion of mine. Although MAYBE you should consider this.
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Last edited by Red The Pyrohog; 07-09-2019 at 09:59 PM. Reason: Making small adjustments
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Old 07-25-2019   #6117
RomioTheBadass
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Will future SRB2 updates improve .pk3 support further? for example it would be convenient to be able to also load .zip files too like in other sourceports since .pk3s are basically .zips with different name.

Another neat addition would be allowing users to load wad files from within the Main .zip/.pk3 directory (again, like how other ports handle it) this would make it easier and faster to quickly load collections of addons in one click.
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Old 08-20-2019   #6118
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suggestion for SRB2 KART

basically versus mode from sonic racing transformed
https://youtu.be/9N9hukzvJaY

rules of this mode is really similar to Micro Machines
https://youtu.be/2glNf_9MNZc

i always thought that versus mode had a lot of potential but in transformed it was just like 5 missions with bots and that's it
you couldn't play it with your friend or something like that
maybe someone made a mod for SRB2 KART already and idk about it?
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Old 08-22-2019   #6119
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Can we bind 2 keys for a single action at the same time? pretty sure it was possible in earlier versions but for some reason this is no longer possible. I like to bind the spindash key to both X and LSHIFT but I can't do that anymore in the current version for some reason. same thing for mouse, I tried setting jump key to both SPACE and RMB but it only accepts one at a time, why?
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Old 08-22-2019   #6120
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There's a menu option/console variable to enable/disable the ability to bind two keys to the same function.
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