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Welcome to Halloween.

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SRB2Ween is now ported to 1.09, get it <IN A POST BELOW!>... At this point, it's near impossible to tell the difference between my version and the original other then bugs that I can't un-fix via soc edits alone...
 
Yay for custom COLORMAPs. I've toyed with it myself, it is pretty interesting... I just wish I knew of a way to make my own custom palette, if for no other reason than just being able to do it. :)
 
I used the "Fog block" in the last version, which sucked. Also, I missed two things, I failed to make the "SONIC" ring room accessable and I forgot to record and include the title screen music :(
Also, XWE can make custom palettes and COLOMAPs like this, though the COLORMAP lump that I used came from SRB2 Ween directly.
 
It made custom COLORMAPs, yes, but it was palettes that bothered me. Why is it that you can save a Photoshop-compatible palette, but not LOAD one?
 
I guess they're in some Doom format or something. XWE can edit the palette entrys one at a time by double clicking or you can use the "gradiant" option.
New version of SRB2 Ween: http://home.comcast.net/~mlmars/srb2ween.zip
Now hosted by Shuffle, dun ask why. This version goes and differs from the original a bit, in that ghosts are now somewhat transparent and the water pit at the end of GFZ1 is a bottomless pit, and the crappy water physics are poorly simulated using per-sector gravity. The fake fence is now highlighted as in the original, the "SONIC" ring room now opens properly via linedef execs, and water is more transparent then normal.
 
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