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Old 10-06-2014   #4521
Fred
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It would be really cool to have a linedef flag (maybe Effect 4?) that would cause middle textures to continue being drawn in front of upper/lower textures. This way, we could have things like an overhanging grassy border along the top of platforms, like in classic Sonic games, but without having to resort to FOF trickery (like Sapphire Falls does it) or absurdly tall custom textures.
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Old 10-06-2014   #4522
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Originally Posted by DoomGamesLover View Post
Gravity directly waits down Knuckles if you let Jump button,what if he was able to Glide Multiple times while in Air just like from Sonic Adventure,and any other Sonic game ?
https://www.srb2.org/history_data/
See "SRB2 Final Demo 1.09":
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[…] It also marked the removal of Mystic's ill-fated "Chaos Mode", as well as Knuckles' multi-glide ability, known also as "Spidey Knux". […]

Last edited by ToBeFree; 10-06-2014 at 06:53 PM.
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Old 10-06-2014   #4523
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Quote:
Originally Posted by Neo Chaotikal View Post
It would be really cool to have a linedef flag (maybe Effect 4?) that would cause middle textures to continue being drawn in front of upper/lower textures. This way, we could have things like an overhanging grassy border along the top of platforms, like in classic Sonic games, but without having to resort to FOF trickery (like Sapphire Falls does it) or absurdly tall custom textures.
Yes please! I tried doing that once until I realized you couldn't do it simply by adding midtextures and adjusting the offsets.

@DoomGamesLover: I recall a SpideyKnux.wad in the character releases section that is able to do that, if that helps.
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Old 10-06-2014   #4524
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Originally Posted by DoomGamesLover View Post
Gravity directly waits down Knuckles if you let Jump button,what if he was able to Glide Multiple times while in Air just like from Sonic Adventure,and any other Sonic game ?
Meet Uglyknux: the first Actual Knuckles in SRB2. He (along with sonic's thok and tails' fly) was originally unbalanced, with his multi-glide move being known as "Spidey-Knux" (Tails' move being known as HoldFly; Sonic's move being known as Multi-Thok [It was at first so bad that he could thok on ground])
I don't think we want to go a step back. Now if you want an adventure-like Knuckles, just get UglyKnux and Enjoy!
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Old 10-06-2014   #4525
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Quote:
Originally Posted by DoomGamesLover View Post
Gravity directly waits down Knuckles if you let Jump button,what if he was able to Glide Multiple times while in Air just like from Sonic Adventure,and any other Sonic game ?
Except, you know, Sonic 3K, which is the only classic Sonic game with Knuckles =P

Multi-glide actually used to be in the game, but was removed because it was extremely powerful with the proper bounce physics SRB2 has, especially in 1.X when Crawlas were basically everywhere. To fly faster than Tails, all you had to do was bounce on something and immediately glide, respin, and repeat until you were hitting the sky.

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Tails' move being known as HoldFly
This was never true. Tails always controlled like Sonic 3K in SRB2.
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Old 10-10-2014   #4526
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Some sort of method to replace sprites and patches so they are only visible to a single player: For example, Switching the TRANS10 lump out with another when a custom palette for a level is loaded.
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Old 10-10-2014   #4527
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Except, you know, Sonic 3K, which is the only classic Sonic game with Knuckles =P
.
If you're aiming to re-create Classic Sonic games in 3D,then why don't you Add 3D Slopes support,you know Classic Sonic games used to have slopes :3
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Old 10-10-2014   #4528
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Program them into the software renderer and then sure!
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Old 10-10-2014   #4529
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Program them into the software renderer and then sure!
Did you try ZDoom or GZDoom before ? ,both of them Support 3D Slopes in software renderer ..


---------- Post added at 05:42 PM ---------- Previous post was at 05:23 PM ----------

Don't Forget Zandronum,ZDaemon,Skulltag, And many others .....

Last edited by DoomGamesLover; 10-10-2014 at 07:39 PM.
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Old 10-10-2014   #4530
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SRB2CB had slopes, but now reviewing them, I see many flaws in it's creation.
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Old 10-10-2014   #4531
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Other examples of 3D Slopes that i really wish to be in the game ..
Just to make sure that you get it,3D Slopes are Possible in software renderer,Ask ZDoom about this ;D

1-Sonic Doom 2 Remake



2-Putrefier (by Ed Cripps)









Oh ,and yah if you try to run SRB2CB in software renderer,Slopes will just disappear,not like these Slopes above from ZDoom ......

Last edited by DoomGamesLover; 10-10-2014 at 08:08 PM.
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Old 10-10-2014   #4532
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We're not doing the "ZDoom has slopes, SRB2 should have them too!" thing again. This conversation has happened hundreds of times and it's not going to change unless somebody actually puts forth the effort to port their physics and renderer changes.

You're more than welcome to do it, and I have considered it myself, but nobody really cares enough to do it themselves. The game works fine without slopes, and while it would be beneficial for them to exist, nobody wants to do the work.
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Old 10-10-2014   #4533
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Actually, why don't you port over the physics from CB, just to allow the creation of false slopes? (slopes that while they aren't visible themselves, one could use a bunch of stairs, FOFs or side texture trickery to make the appearance.)
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Old 10-10-2014   #4534
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Hackery like that is better-suited for a Lua-scripted addon. It wouldn't make sense to have physics for invisible slopes in the vanilla game, even if it's never used anywhere.
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Old 10-11-2014   #4535
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Quote:
Originally Posted by RedEnchilada View Post
Hackery like that is better-suited for a Lua-scripted addon. It wouldn't make sense to have physics for invisible slopes in the vanilla game, even if it's never used anywhere.
Think about future maps of the game,and how will they look like,Argh men !



---------- Post added at 09:02 AM ---------- Previous post was at 08:23 AM ----------

Oh,and by the way,aren't you planning for future maps like Egg Grandship,Dark City....etc ?,it'll really be Cool if Slopes are used there....
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Old 10-11-2014   #4536
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...uh, no, let's not go around in circles please.

How about I just answer why we're not going to do several things:
  • Port SRB2 to engine x, e.g ZDoom, Source:
    No way, SRB2 on the current engine (Doom Legacy) is about 16 years old as it is, we're not going back on all those years of work only to make SRB2 that little more "modern". It's no simple matter of porting anyhow; we've modified the Doom Legacy engine too much for our own purposes, might as well call it the "SRB2 engine" at this point.

  • Port SRB2CB's slopes into SRB2:
    They're not actually that brilliant nor is the physics for them complete, and support for everything from PolyObjects to Software mode is absent. Even Kalaron himself probably realised it was not worth it; the many OpenGL fixes as well as skyboxes were worth it much more (and most of which have since been added to SRB2 2.1 itself!). Lack of Software mode support (SRB2CB is designed exclusively around OpenGL if that wasn't obvious already) means we wouldn't have renderer parity in our SRB2 until a Software version of slopes existed - i.e. no renderer parity, no SRB2CB slopes. Not much more to be said.

    On an aside, an old test map of mine involving SRB2CB's slopes eats up memory so badly last I remember. Now the question is whether this issue is related to the slopes or something else... I have no idea currently.

  • Port ZDoom's slopes into SRB2:
    SSNTails once tried to do this himself back in the days of the old SRB2 forums (something like 2000-2002 IIRC)... from what I remember seeing of his posts, via Wayback Machine, he had issues with doing so because of ZDoom referencing stuff from another game he didn't want to touch. I forget if he said whether it was licensing issues or not, would be best if SSN cleared this question up himself? If it is like so, this probably means we can't add them from ZDoom itself.

  • Add slopes into SRB2 at all, either by porting or by doing-it-ourselves:
    We don't actually need them for SRB2 to survive! Our levels have survived for up to a decade and a half without slopes as it is; if we finally put in slopes, people would deride all of SRB2's levels including ERZ for being out-of-date and not having slopes and we'd be nagged to put slopes everywhere. Essentially it'd require a remake of all levels in SRB2 for everyone to be happy, which won't be fun. (Perhaps I'm exaggurating the consequences here... perhaps.)

    Adding slopes to SRB2 would probably also lead to a very slippery slope (no pun intended) of physics-related feature creep, or at least potential for one - next people will be expecting SRB2 to have things like loops and sideways gravity, which themselves have a boat-load of issues which I will not go over here.
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Old 10-11-2014   #4537
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...uh, no, let's not go around in circles please.
Well if it's so ... ok .

Last edited by DoomGamesLover; 10-11-2014 at 12:28 PM.
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Old 10-11-2014   #4538
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Is it possible to make Tails follow Knuckles?
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Old 10-11-2014   #4539
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Yes, easily. In fact it's already been done: http://mb.srb2.org/showthread.php?t=39309
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Old 10-11-2014   #4540
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Oh can i ask why "Taunt" Feature was Removed ? :),or maybe i shouldn't even ask .. Aaand,Race countdown time is no more Changeable ?
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