FINAL RELEASE!
FINAL SRB2CB 1094 VERSION RELEASE!
Ok, this time, SRB2CB is finished until someone else decides to maintain it.
A lot of new things have been added and tweaked in this version, hopefully it'll give you something to mess around with until SAGE comes.
A LOT has changed
Changes to SRB2CB since the last MB release:
IMPORTANT NOTES:
In order to use minigl, your settings in SRB2CB.cfg for gr_filtermode must not have _Mippmapped in it
You must also use the launcher and put a "-minigl" parameter in the SRB2's laucher
- For compatibility reasons, object numbers for some things had to be changed:
Yellow Sideways Spring 100 to 700
Red Sideways Spring 101 to 701
Carnival Bumper 102 to 702
Balloon 103 to 703
Respawn-able Balloon 105 to 704
---------
DOWNLOAD:
Windows:
http://srb2cb.googlecode.com/files/SRB2CB1094_Final.zip
SRB2 Doom Builder Config:
http://srb2cb.googlecode.com/files/SRB2CB.cfg
Mac:
http://srb2cb.googlecode.com/files/SRB2CB_Mac.zip
------------------
NEW FEATURES:
- MiniGL support: This will help with OpenGL issues on Windows Vista and Windows 7
- Custom fog per level "levelfog = 1, levelfogdensity, and levelfogcolor
- Respawnable balloon added (in the new doom builder SRB2CB.cfg)
- Opengl fade in's happen every time the level title is drawn
- Opengl sprite shadows are relative to sector light, so shadows get darker if lightning flashes and things like that
- "loadscreen" console variable can now be blue
- Added mapinfo, it shows a note under a level's title, to use it in a level header, type: mapinfo = insert note here — it's centered too!
- Added mapcredits option for map headers, "By:" isn't put though
- Divemove - keep momentum while jumpdiving
- Noboom attack : no invincibility while booming
- "con_trans" option, sets the transparency of the console in OpenGL
- Grading system option added to coop
- JTE Addition: sky is drawn behind a map in software, so no HOM in software when outside a map
- JTE Addition: the title sky can support any resolution
- Using objectplace now freezes time
- Map name, and the Act number get printed in the console on level load
- Particles are made translucent
- Imported lowercase from XSrb2
- Imported colors, press "TAB" when talking to change colors
- Superflags from XSRB2
- Sa style jump for characters "sajump = 1"
- 2D mode has been greatly improved
- Characters can be semitransparent defined in their skin - (chartrans = 1 to 100, 100 is most transparent), there's only 1 transparency level in software
- Updated camera when a person dies in 2d and 3d
- New camera effect when exiting a level
- "supertest" console command for testing superforms
- Custom char max jump height increased to 128, 128 makes you jump about 3x higher than 100
- You can adjust the player's position when moving into 2D sections by putting a teleport object into the sector the player transistions at, this works for sectors tagged with an enable 2D effect, only one teleport can be placed per sector
- Objects and stuff don't show through sky floors, walls still need to be done
---------
FIXES:
- Software mode now has an updated text hud for the disable/enable sector effect.
- Sprites don't get colormaped until they are under the colormaped area, so things like water tinted with a blue colormap display better
- Nights mode draw distance fix
- Fixed the entire code so it does not modify cam_dist value in game
------------
CHANGES:
- Support for all combinations of a custom FOF linedef
- Srb2CB's icon is now high resolution, it supports a Mac OS X Leopard's resolution of 512x512, Vista's 256x256, and down. The icon is the same one that was on the SRB2 wiki's main page at the time of this commit, but scaled up. It's actually pixel-ly on purpose, to complement SRB2's unique software renderer.
-The version is now 1.02, it'll going to remain at that version. The "SUBVERSION" string has been updated as well, this will also remain. Version numbers are just going to be for clearly identifying SRB2CB from the normal SRB2.
- Mac version number update
- Linedef 184 is now a platform(able to jumped from underneath)
- Less particles on steam and fire for faster performance
- Water & fountain particles are now white, instead of blue
- ifdef'd some more things in the source code
- Updated things for particles in the title screen in the source code
- Doomstat.h works with C++'s bool function, so SRB2 can now compile a bit if any new C++ files are added
- All .c, and .h files converted to UTF-8 format (was "MacOS Roman"), for consistency.
- ExtraInfo.h and Particle.h removed and merged into proper groups
- Camera default is closer to stop issues with levels
-Disable/Enable character ability sectors don't require a floor touch
- Sonicboom is much more balanced - you're not totally invincible now, you can set these options via mapheader
- Corona size slightly smaller
- Objectplace cv_speed value changed back to 16
- Small animals disappear now
- Redwall error only appears with devmode enabled
- Pegged textures display correctly in OGL
- Imported OpenGL water rippling
- Opengl dev menu updated to turn on shadows, water ripple and md2s
- More polished thok graphic handling, it handles mario color changes,
and some after images changed
- More polished routine for jumpdive and sonicboom
- A sprite can be drawn flat parallel to the floor, for custom OpenGL effects
- Nights speed is slightly slower so it's more controllable
- Removed shadows on hoops and other objects to speed things up in OGL
- Some more defines and some optimizations to OpenGL
- Netplay stability improved
- Seenames are more stable and have a better range
--------------
SOURCE CODE CHANGES:
- Extra/Particle folder removed
- Doxyfile updated
- Typeoflevel limit increased for extra game types
- Fixed some stuff written to netgame saves that was the wrong type, twodmove was int in the player structure, but written as a byte
- P_Resetplayer didn't reset all new custom stuff
- Some more opengl layout fixing
- Stuff set in place for a new game type(will never be finished though)
- Some math corrections
- Some funtions changed to static
-"better" transparent wall and floor sorting, transparent walls overlap(although it's front to back, not back to front), which may be better than how they were before because you can see through different transparent walls now, which some levels may need
- Mippmapping intensity turned down on half transparent textures to avoid artifacts and cause speed up on lots of maps
- Ridiculously simple slow motion code in place, to be used for stuff somehow(not enabled)
- Better OpenGL side clipping
- Splats are back and they work in OpenGL now and don't crash, though still in #ifdef
FINAL SRB2CB 1094 VERSION RELEASE!
Ok, this time, SRB2CB is finished until someone else decides to maintain it.
A lot of new things have been added and tweaked in this version, hopefully it'll give you something to mess around with until SAGE comes.
A LOT has changed
Changes to SRB2CB since the last MB release:
IMPORTANT NOTES:
In order to use minigl, your settings in SRB2CB.cfg for gr_filtermode must not have _Mippmapped in it
You must also use the launcher and put a "-minigl" parameter in the SRB2's laucher
- For compatibility reasons, object numbers for some things had to be changed:
Yellow Sideways Spring 100 to 700
Red Sideways Spring 101 to 701
Carnival Bumper 102 to 702
Balloon 103 to 703
Respawn-able Balloon 105 to 704
---------
DOWNLOAD:
Windows:
http://srb2cb.googlecode.com/files/SRB2CB1094_Final.zip
SRB2 Doom Builder Config:
http://srb2cb.googlecode.com/files/SRB2CB.cfg
Mac:
http://srb2cb.googlecode.com/files/SRB2CB_Mac.zip
------------------
NEW FEATURES:
- MiniGL support: This will help with OpenGL issues on Windows Vista and Windows 7
- Custom fog per level "levelfog = 1, levelfogdensity, and levelfogcolor
- Respawnable balloon added (in the new doom builder SRB2CB.cfg)
- Opengl fade in's happen every time the level title is drawn
- Opengl sprite shadows are relative to sector light, so shadows get darker if lightning flashes and things like that
- "loadscreen" console variable can now be blue
- Added mapinfo, it shows a note under a level's title, to use it in a level header, type: mapinfo = insert note here — it's centered too!
- Added mapcredits option for map headers, "By:" isn't put though
- Divemove - keep momentum while jumpdiving
- Noboom attack : no invincibility while booming
- "con_trans" option, sets the transparency of the console in OpenGL
- Grading system option added to coop
- JTE Addition: sky is drawn behind a map in software, so no HOM in software when outside a map
- JTE Addition: the title sky can support any resolution
- Using objectplace now freezes time
- Map name, and the Act number get printed in the console on level load
- Particles are made translucent
- Imported lowercase from XSrb2
- Imported colors, press "TAB" when talking to change colors
- Superflags from XSRB2
- Sa style jump for characters "sajump = 1"
- 2D mode has been greatly improved
- Characters can be semitransparent defined in their skin - (chartrans = 1 to 100, 100 is most transparent), there's only 1 transparency level in software
- Updated camera when a person dies in 2d and 3d
- New camera effect when exiting a level
- "supertest" console command for testing superforms
- Custom char max jump height increased to 128, 128 makes you jump about 3x higher than 100
- You can adjust the player's position when moving into 2D sections by putting a teleport object into the sector the player transistions at, this works for sectors tagged with an enable 2D effect, only one teleport can be placed per sector
- Objects and stuff don't show through sky floors, walls still need to be done
---------
FIXES:
- Software mode now has an updated text hud for the disable/enable sector effect.
- Sprites don't get colormaped until they are under the colormaped area, so things like water tinted with a blue colormap display better
- Nights mode draw distance fix
- Fixed the entire code so it does not modify cam_dist value in game
------------
CHANGES:
- Support for all combinations of a custom FOF linedef
- Srb2CB's icon is now high resolution, it supports a Mac OS X Leopard's resolution of 512x512, Vista's 256x256, and down. The icon is the same one that was on the SRB2 wiki's main page at the time of this commit, but scaled up. It's actually pixel-ly on purpose, to complement SRB2's unique software renderer.
-The version is now 1.02, it'll going to remain at that version. The "SUBVERSION" string has been updated as well, this will also remain. Version numbers are just going to be for clearly identifying SRB2CB from the normal SRB2.
- Mac version number update
- Linedef 184 is now a platform(able to jumped from underneath)
- Less particles on steam and fire for faster performance
- Water & fountain particles are now white, instead of blue
- ifdef'd some more things in the source code
- Updated things for particles in the title screen in the source code
- Doomstat.h works with C++'s bool function, so SRB2 can now compile a bit if any new C++ files are added
- All .c, and .h files converted to UTF-8 format (was "MacOS Roman"), for consistency.
- ExtraInfo.h and Particle.h removed and merged into proper groups
- Camera default is closer to stop issues with levels
-Disable/Enable character ability sectors don't require a floor touch
- Sonicboom is much more balanced - you're not totally invincible now, you can set these options via mapheader
- Corona size slightly smaller
- Objectplace cv_speed value changed back to 16
- Small animals disappear now
- Redwall error only appears with devmode enabled
- Pegged textures display correctly in OGL
- Imported OpenGL water rippling
- Opengl dev menu updated to turn on shadows, water ripple and md2s
- More polished thok graphic handling, it handles mario color changes,
and some after images changed
- More polished routine for jumpdive and sonicboom
- A sprite can be drawn flat parallel to the floor, for custom OpenGL effects
- Nights speed is slightly slower so it's more controllable
- Removed shadows on hoops and other objects to speed things up in OGL
- Some more defines and some optimizations to OpenGL
- Netplay stability improved
- Seenames are more stable and have a better range
--------------
SOURCE CODE CHANGES:
- Extra/Particle folder removed
- Doxyfile updated
- Typeoflevel limit increased for extra game types
- Fixed some stuff written to netgame saves that was the wrong type, twodmove was int in the player structure, but written as a byte
- P_Resetplayer didn't reset all new custom stuff
- Some more opengl layout fixing
- Stuff set in place for a new game type(will never be finished though)
- Some math corrections
- Some funtions changed to static
-"better" transparent wall and floor sorting, transparent walls overlap(although it's front to back, not back to front), which may be better than how they were before because you can see through different transparent walls now, which some levels may need
- Mippmapping intensity turned down on half transparent textures to avoid artifacts and cause speed up on lots of maps
- Ridiculously simple slow motion code in place, to be used for stuff somehow(not enabled)
- Better OpenGL side clipping
- Splats are back and they work in OpenGL now and don't crash, though still in #ifdef