Better 2d Mode (srb2Better2d.exe) v0.13.2

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Torgo

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I have decided to release an exe mod that improves srb2 2d mode drastically. I was planing to only release this with SRB1 remake, but what with all the 2d levels being made, I figured that they should have some chance of being good.

So what are the changes from 1.09.4?

-Camera is pulled back to allow the player to see more of the field.
-Turning is now more responsive (Thanks Flame)
-Does not have the camera bug that I had in early IRC tests making the camera zoom in and out on the character constantly (Thanks Flame again).
-Has a modified srb1 sonic loaded so that if you want a character that is easier to control in 2D, you can choose him.

EDIT: Players now jump 10% higher if they are in 2d mode, in 3d mode the jump height is the same. I also included a test level in there from SRB1 Remake. It shows how 10% jumping could help 2d levels. It doesn't autoload, so if you want to see it, use the batch files.

34pxev9.png


EDIT: I fixed the bug where the character has no Y movement when moving left and right. This should be fixed in mid air as well as in conveyor belts.

EDIT AGAIN: Now srb2Better2d uses 1.09.4 as a base. There were some problems with zoom tubes not working sometimes, and I think this will fix that. I also had a reported error regarding the music.data, so I think using 1.09.4 fixed that too.

MAIN LINK: http://srb2ffh.supersanctuary.net/921srb2Better2d.zip
Mirror: http://torgo.vactual.net/Files/srb2Better2d.zip

For those that want the source, I will provide the ones that I changed. All you have to search for is SRB1MOD and you will find the changes quickly. D_main.c just has srb1sonic.b2d addfile code. The source files are NOT required to play the exe.

Source files: http://srb2ffh.supersanctuary.net/679srb2Better2dSource.zip
Mirror: http://torgo.vactual.net/Files/srb2Better2dSource.zip
 
I really appreciate the way turning was executed. This is what 2D mode should be like in 1.1
 
Re: Better 2d Mode (srb2Better2d.exe)

Torgo said:
-Turning is now more responsive (Thanks Flame)
-Does not have the camera bug that I had in early IRC tests making the camera zoom in and out on the character constantly (Thanks Flame again).
Oh wow, I completely forgot I had even helped you with these things.

Torgo said:
EDIT: One more thing that I forgot to add. I was going to make 2d mode have slightly higher jumping, but I haven't been successful implementing it. SSNTails advised me to use
Code:
    factor = player->jumpfactor;
    if (twodlevel || (player->mo->flags2 & MF2_TWOD))
        factor += player->jumpfactor / 10;
I haven't been able to make it compile with the code, so any help on this would be great.
I'm thinking you should have this block of code as
Code:
    if (twodlevel || (player->mo->flags2 & MF2_TWOD))
        factor += player->jumpfactor / 10;
    else
        factor = player->jumpfactor;

Of course this is how I think it should be. I could be wrong though.
 
In p_user.c at line 1351 (SRB21094/branches/DOOM)

Replace the below
Code:
        P_SetObjectMomZ(player->mo, FixedDiv(player->jumpfactor*player->mo->momz,100*FRACUNIT), false); // Custom height
With the below
Code:
#if 1 // Increase jump height by 10% in 2D mode 
    {
        int factor = player->jumpfactor;

        if (twodlevel || (player->mo->flags2 & MF2_TWOD))
            factor += player->jumpfactor / 10; 

        P_SetObjectMomZ(player->mo, FixedDiv(factor*player->mo->momz,100*FRACUNIT), false); // Custom height
    }
#else
        P_SetObjectMomZ(player->mo, FixedDiv(player->jumpfactor*player->mo->momz,100*FRACUNIT), false); // Custom height
#endif
The above code increases the player's jump height by 10% in 2D mode.


@Flame: It change would have to be
Code:
    if (twodlevel || (player->mo->flags2 & MF2_TWOD))
        factor = player->jumpfactor + (player->jumpfactor / 10);
    else
        factor = player->jumpfactor;

In this case "factor" would be 0 or uninitialized, so adding 10% of the jumpfactor to it would be bad.
 
Chisuun said:
I really appreciate the way turning was executed. This is what 2D mode should be like in 1.1

I agree. I like this improved 2D mode. It even made it seem easier to cross the first gap with the mario fireballs in Mario Koopa Blast Zone act 3. =D
 
I think that the new 2D mode is very interesting, but I have two things to say.

1. I'm currently designing a new 2D-mode level, and I think the old way actually works better for that particular level. I think it would be better if there were a way to adjust the camera distance for individual 2D-mode levels.

2.
[color=indigo said:
Torgo[/color]]-Turning is now more responsive
Elaborate, please. ,:(
 
Mystic said:
Chisuun said:
I really appreciate the way turning was executed. This is what 2D mode should be like in 1.1
It already is. Has been for a few months now.

Oh, cool. I don't really keep up with any news that comes out to the public on 1.1, so that's good to know.
 
Turtle Man said:
@Flame: It change would have to be
Code:
    if (twodlevel || (player->mo->flags2 & MF2_TWOD))
        factor = player->jumpfactor + (player->jumpfactor / 10);
    else
        factor = player->jumpfactor;

In this case "factor" would be 0 or uninitialized, so adding 10% of the jumpfactor to it would be bad.
And this is why I have you.
Of course, I would have figured this out when I try to compile it.
 
I have finally updated the code (thanks Turtle Man) and included a test level in there.

Fawfulfan, I mean that when you turn, you face the other direction instead of backpedaling to a stop and then face the other direction.
 
glaber said:
I just compaired the 1.1leak with this, and This has better turning for sonic.

Well of course it does. The 1.1 match beta has no alterations to 2D mode; it is identical to 1.09.4 in this regard.
 
It's better! Muc better, but a few maps that have small hallways, the camera gets stuck and if there is a thok barrer, it just screwes up. :\ Possibly make it so it can adjust? It's kinda wonky.
 
No, it is much different. It does not force characters to be slower, I made it a choice for the player. It also does not tilt the field when you go fast. I don't think shuffle's mod modified the player turn code.

Yeah, I know that some 2d levels made for 1.09.4 don't work correctly. I figure that if you want to make it for this exe, then you would say so when you release a WAD. I don't think it would be to hard to adjust, just make the distance between the wall in front of the camera and the play area farther apart.
 
Torgo said:
I have finally updated the code (thanks Turtle Man) and included a test level in there.

Fawfulfan, I mean that when you turn, you face the other direction instead of backpedaling to a stop and then face the other direction.

Oh, right. Yeah, that was an annoying glitch--glad this version fixes it.
 
Alright, I updated the exe to fix a problem that Someone was having with his wad. I will update this post in detail later <<.

EDIT: I fixed the bug where the character has no Y movement when moving left and right. This should be fixed in mid air as well as in conveyor belts.
 
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