'The BonkerBox' Racer Pack - DRRR Edition

'The BonkerBox' Racer Pack - DRRR Edition 34

SpringEThing updated 'The BonkerBox' Racer Pack - DRRR Edition with a new update entry:

New Racers - Rummel & Rabalder

+ 'Rummel' has joined the roster of 'The BonkerBox' Racer Pack!

+ 'Rabalder' has joined the roster of 'The BonkerBox' Racer Pack!

~ Fizzwizzle: Previously, this racer had their S_SKIN lump list their name as bonkerfizzwizzleFizzwizzle as opposed to the intended value of bonkerfizzwizzle. This was due to a bug with Kartmaker's char buffer in which it seems to understand that the limit for...

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The last two versions seem to be missing their version numbers?
2025-09-15 22_36_15-'The BonkerBox' Racer Pack - DRRR Edition - History _ SRB2 Message Board —...png
 
The last two versions seem to be missing their version numbers?
View attachment 173990
Correct! DRRR V2.4 introduces the MODINFO lump for mod WADs and PK3s, a lump which amongst other things can be used to track the version of the mod that lump is associated with.

As of writing this, all the MODINFO lump does is print itself in a particular format to the user's console upon its associated addon being loaded in-game, but the final intent of the lump (so I hear) is for the GUI to be able to use the information in MODINFO to make it so that the user cannot possibly mistake two versions for one version lest that user edit my WADs and PK3s at which point they probably know what they are doing anyway.
 
Correct! DRRR V2.4 introduces the MODINFO lump for mod WADs and PK3s, a lump which amongst other things can be used to track the version of the mod that lump is associated with.

As of writing this, all the MODINFO lump does is print itself in a particular format to the user's console upon its associated addon being loaded in-game, but the final intent of the lump (so I hear) is for the GUI to be able to use the information in MODINFO to make it so that the user cannot possibly mistake two versions for one version lest that user edit my WADs and PK3s at which point they probably know what they are doing anyway.
The concern was more with replay compatibility down the line (since the file would be replaced outright when updating and that could break replays using it since replays are pretty fragile.)
..though I suppose that's a relatively minor thing, I have a tendency to hang on to older versions of mods exclusively for replay reasons.
 
The concern was more with replay compatibility down the line (since the file would be replaced outright when updating and that could break replays using it since replays are pretty fragile.)
..though I suppose that's a relatively minor thing, I have a tendency to hang on to older versions of mods exclusively for replay reasons.
Hmm, I hadn't considered this issue before.
I just had a quick look through my fork of V2.4 RC1 and it would seem right now implementation of support for MODINFO is minimal as I should have guessed from the fact its only output is to the console. I consider my pro-action on MODINFO implementation future-proofing since an obvious example of what MODINFO could fix for you is that the game could be the judge on if you're loading the correct WAD or PK3 of a mod in a replay rather than you having to track file names, but the problem there of course is that's just hypothetical. It'll either be coincidence from Kart Krew or a merge request to make it reality.
At this point I consider myself committed to MODINFO dictating versioning, once it's fully implemented it is much cleaner for most users. I guess for now my advice would be cracking open the WAD or PK3 you download of my work, reading the version from the MODINFO lump, then appending that to the name of the file you downloaded before you use it just like it was before MODINFO could be used by DRRR. As for me, since I like the concept of MODINFO a lot, I think I'll attempt a merge request to resolve your issue or other incomplete aspects of MODINFO implementation.
 
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Hello i love this pack for the next character I would like see Livingstone from Rayman as a returning racer since Livingstone was in the old pack
Glad ya like it so much! All racers who were once present in BonkerBox SRB2K will eventually make their way to BonkerBox DRRR, this is something I am personally committed to achieving. As you probably noticed, returning racers come in at a 1:2 ratio, for every 2 new racers there's a returning racer. All this means that as I write this the next racer won't be a returning racer but the one after that will be. Who will be that returning racer? Not sure right now. Fan support like yours means a lot to me and drives me to continue to create things so the next one being Livingstone has improved in chance just by you asking for it, however I have had my eyes on Arnold for a long time now, so we'll see. Thanks for the comment!
 
SpringEThing updated 'The BonkerBox' Racer Pack - DRRR Edition with a new update entry:

Chock-A-Block Changes!

+ 'Merlin' has joined the roster of 'The BonkerBox' Racer Pack!

+ 'Arnold' has joined the roster of 'The BonkerBox' Racer Pack!

- 'Yonny' has left the roster of 'The BonkerBox' Racer Pack. Not to worry! One can find them here now: https://mb.srb2.org/addons/am-ants-maxi-miscellaneous-megamix.8667/

~ Fizzwizzle, Shopkeep, Boo Barrel, Wally, Odlaw: This racer's sound effects have been revamped, in most cases with fanon voicelines, in...

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