gober04
Soinick bepios
Update i found the reasoni loaded this mod up and it crashed from a sprite error or smth
Update i found the reasoni loaded this mod up and it crashed from a sprite error or smth
Are you sure you're playing on v2.2.15? This is an old crash that can occur when loading mrce in older versions of srb2. MRCE requires v2.2.15Update i found the reasonView attachment 166310
I loaded it in 2.2.13 which is the only working version on my MacOS 10.11 because anything that is over 2.2.13 won't work for my mac.Are you sure you're playing on v2.2.15? This is an old crash that can occur when loading MRCE in older versions of SRB2. MRCE requires v2.2.15
All of the emerald stages outside of Labyrinth Woods are set up more like traditional stages with clear cut paths. The Labyrinth stage actually had a subtle, but helpful indicator of where to go next before it was completely redone, it is difficult to get through it now since there are a lot of unique areas you will stumble across, but that do not necessarily take you closer to the exit.Are the Emerald stages supposed to be like mazes? Cuz It's giving my anxiety just trying to get through 1.
we don't currently have any plans for 3d model support. It's already impossible to support anyway without expecting updates for every existing character model.I love this addon and I think it's great, but it is a little annoying when you have to see the credits of who created each individual song in the game for every zone. Don't get me wrong they deserve credit for their work, but it would just be an improvement for me at least if it didn't show that and instead gave the recognition to those artists of this addon's original soundtrack in the credits instead of on the screen of every zone. oh and also it would be nice if your custom enemies had 3D models (I'm sure your already planning on doing that in the future, but I just wanted to bring that to your attention) Also I think the burrowing crawlas should have drills on their nose to show why they have the ability to burrow in the first place
We're still working on visual design in all the levels, tvz is a heavy example of this. TVZ1 is especially lacking in that department, not because it will stay like that but because it's not been done yet. As for performance I'd suggest running opengl if you can, software is a poorly optimized renderer that cannot handle large open areas very well. It also just runs better in general anyway unless your hardware lacks support for itI've been playing this a bit and I think the one thing I'm continually stumped by is the Labyrinth Woods hints, since I'm not sure what to look out for, unlike the original level where each section had a specific tell in either the level geometry or the things placed into the map.
My game also chugs a fair bit in the opening room of Tempest Valley Act 2, and both acts have some spots that I think could be spiced up with some scenery or geometry to make them feel a bit more alive (in a way where it doesn't make the levels too demanding on lower-end hardware, that is).