This is a new version of SRB2 made so anyone can add to and use the exe/data files to make better levels for SRB2.Ice said:So is this just a contribution of sprites, textures, socs, codes, etc. as a resource? Or is it going to be some kind of mod?
Senku said:Knuckles' s_skin has digging = 1, yet he can't dig ingame.
Yes, he can, it's used in combination with a special sector teleporting effect activated by digging.
No, it's probably your browser/download acceleator, I'll upload this somewhere else when I canShoop said:Er, the .EXE's link is broken.
Shoop said:By the way, did you ask Shuffle if you could use his stuff like the daytonight lump in the header? :/
Yes, I did actually, and shuffle said this as well:
Shuffle said:[18:02] <Shuffle> In an open-source community, everything is up in the air. As long as you give credit where credit is due, it's no biggie.
fawfulman said:I have a great idea to make the new 2d mode even better! Instead of making it so that the direction of movement is fixed, make it so that 2D mode can follow a "path" using NiGHTS Axis Points, Transfers, and Lines!
Oh, I actually considered that before, great first suggestion, but the problem is it's not the best way to do it, technically speaking:
1) The nights system itself is a little bit off, so even if something is correctly setup, sometimes it may not work
2) Srb2's 2D mode isn't handled by one defined path, as you probably already know, the player strafes, so for the player to snap to one part of the path wouldn't work that well with the way it's setup already.
So here's my solution, in the next version I'll make 2 versions of 2D mode, one that allows you to move like it did before - east and west, and a new one, north and south, this will allow for criss-crossing, more dynamic 2D paths in a level, I'll try and see if I can make 2D mode also allow for custom angles via linedef effects, the only problem is making sure the player doesn't move out of a custom angled 2D plane.
Also, slightly off topic:
fawfulman said:I want to know if there's a way to change the default OpenGL Video graphics filter to Trilinear, so I don't have to switch to it every time I open SRB2.
SRB2CB auto saves your GL filter settings :P