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About MODs and starposts

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Sik

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I have problems with two things:

  • I can't modify srb2.srb. I want to make a MOD, and if I don't modify this, and uses addfile instead, I have the secrets disabled :( The problem is that if I modify srb2.srb, the game notices it and doesn't run. What do I need to do for solve this?
  • For some (stupid) reason, I have two starposts in the first level of that MOD, and if I touch one, the other is activated. It's ridiculous have a good level and that problem. :( Yeah, they're in separated sectors (I'm meaning that they have their own starpost activator sectors, it's a "little" difficult put them in the same sector when a lot of height changes are between them, specially a bridge where you must go REALLY fast or you'll fall in the lava because the bridge colapses :P). I tried changing the sector tag for get them different, but nothing. Do you know anything about this?
 
The Specials Reference said:
Instead of controlling the difficulty and deaf flags, the final digit of the bitset determines the number of the Star Post. 0x0000 is the first one and 0x000f is the sixteenth one. Note that since this overwrites all of the difficulty flags, they will appear in all difficulties, even though 0x0000 would normally mean it wouldn't appear in any difficulty level.
 
Mods can now have their own custom gamedata.dat for storing emblem, time data, and other stuff. If you've noticed, Mystic Realm has it's own.
 
JJames19119 said:
The Specials Reference said:
Instead of controlling the difficulty and deaf flags, the final digit of the bitset determines the number of the Star Post. 0x0000 is the first one and 0x000f is the sixteenth one. Note that since this overwrites all of the difficulty flags, they will appear in all difficulties, even though 0x0000 would normally mean it wouldn't appear in any difficulty level.
I never found it. Thanks for the info :oops: I'm really lazy for search.

However, SSNTails, can you explain it more detailed? It's new for me. EDIT: I mean my own gamedata.dat.
 
Basically this secondary dat file stores everything that SRB2 would normally store in the gamedata.dat file, but for your WAD's secrets. If you're patient enough, you can have the new dat file record emblem positions and emerald posessions, among other things. SSN's SOC Editor does a great job of showing how this is done.
 
JJames19119 said:
Basically this secondary dat file stores everything that SRB2 would normally store in the gamedata.dat file, but for your WAD's secrets. If you're patient enough, you can have the new dat file record emblem positions and emerald posessions, among other things. SSN's SOC Editor does a great job of showing how this is done.

Couldn't have said it better myself.
 
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