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What do you want to see?

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Lostgame

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I'm making my own little source code mod, and I'm making changes that people want. Little changes, nothing huge and/or stupid like
"mmE want SEE angls! slopess! teh angls r teh want!"

Changes I have made so far;

-Light dash, all the time, as every character.
-Shoot rings in 1 player.
-Fixed that thing at the end that causes you to wait like 10 seconds until the program closes.
-Fixed the ugly light dash dialog at the top to a much nicer looking one.
-Fixed parts of the menu system, including "character select" dialog.
-Level types when selecting 2 player (or more) now specify NiGHTS and Adventure types.
-At the end of a level, it tells you how many rings you got out of the number of rings in the level. (These are just loose rings, no boxes). There is no reward for getting all the rings, it's just something to do, like the easter eggs.


What else do you want?
 
Doesn't look too bad to me. I don't really see the point in doing a source port for such small changes, however.

lostgamemaker said:
-Shoot rings in 1 player.
That can be done with RINGSLINGER.

lostgamemaker said:
-Fixed that thing at the end that causes you to wait like 10 seconds until the program closes.
You can dodge that with the QUIT console command.
 
Doesn't look too bad to me.

Thanks. I'm really trying to see if I can get the hang of editing this, it's fun! I know C++ really well, so it helps. Anywho, I didn't know about "RINGSLINGER," but I did know about the "quit" command. I'm just making it so the console doesn't have to be used. I hope to remove it to avoid things like "OBJECTPLACE" and stuff. I'm also going to add options to turn certain features on and off in the options menu, like the light dash, as well as SONICCD and various other little tidbits like that.

I don't really see the point in doing a source port for such small changes, however.

Well, it's more of for me to learn how to bugfix better. I don't want to start my own huge 3D sonic game, I just want to see how it works. I will make larger changes later, if they're not fixed in 1.09. But there's no point in doing HUGE things that are going to be fixed in 1.09 yet, if they're just going to be released anyways, saves me the trouble of doing it myself. :)

I'm accepting changes until Easter Friday, so get things you want in before then!
 
Realistic Knuckles gliding? I mean, in the air, press 'UP' to make knuckles do a nose dive, press 'DOWN' to make him swoop up with a cost of speed.

*thinks of 'KNUCKLES FLIGHT SIM 2005'*
:mrgreen:
 
Ooh! Ooh! Include Shadow and make him have a gun! *shot*

Seriously though, nice idea. I'll have to budge the source from you sometime so I can add it to SRB2 SPMoves, now that JTE is out of the project :roll:
 
I second the freeze tag idea :)

How about Knuckles being able to carry people around like in Sadv 3?
 
I might be able to make such sprites.
I'm somewhat good at SRB2 sprite editing. (But, not at making them from scratch. :roll: )
 
Yeah, those are great, but I can't sprite worth crap. So, if you want something that requires new sprites, make them, send them to me, and I'll program it. Also, why would we do something with knuckles when his sprites are pretty much crap already? The only good one is the standing one! I'll work on the freeze tag one, that shouldn't be too hard.

Vehicles? Those would be cool.

They would, but again, new sprites.

Realistic Knuckles gliding? I mean, in the air, press 'UP' to make knuckles do a nose dive, press 'DOWN' to make him swoop up with a cost of speed.

Yeah... um, I probably should have mentioned this earlier, but, oh well, at least you know now.
 
I said:
Cameras!
And here's how they'd work...
There'd be 3 new things, called 'Security Camera', 'Invisible camera', and 'Camera lookpoint'. Security camera is a visible camera of which the appearance can be guessable. Invisible camera is the same as the Security camera, 'cept invisible. Camera lookpoint is where the camera would look.
the Cameras would act similar to a player's 1st person viewpoint. The Cameras angle number would be more of a 'tag', Since the 'Camera lookpoint' will be used. You can then tag a sector to the same number, then place 'Camera lookpoint' there. The camera thing will scan the sector for a Camera Lookpoint. And if found, will lock on it. If no sector has an identical tag, it will scan the whole level for a camera lookpoint. If it finds any, it will lock on the nearest one.
And, new sector type. 'Player cam lock'. When set to this type, a camera that's been 'tagged' will lock on, and follow a player if one enters. Once the player leaves, the camera will scan the area for more players. If there are none, the camera will lock back on the lookpoint.
And then, new linedef category! 'Camera', which contains 'Camera (color), and 'Camera (B&W)'. They will work like FOFs. the middle graphic of the linedef would be named CAMXX, With the 'XX' replaced with the camera's 'tag' number. The upper graphic will be the FPS (Frames per second). You can set it low, to decrease lag a bit, or to imitate low-quality cameras. (The low-quality camera imitation won't really work if it's with a 'Color' linedef type. ) Camera graphics should stretch to fit the FOF block side.
And then, the FOF's sides will display what the 'Cameras' see.
Security cameras will be able to be destroyed, like an enemy. But, if you set a camera to 'deaf', it'll respawn after a few seconds. If a camera is destroyed, the lower graphic of the control linedef will be displayed instead of the camera's view. So thus, new graphics shall be available. Static, TV station blank signal, Smiley face:D with a 'We are experiencing technical difficulties' message, Or just blackness. Which would stretch to fit the FOF too.
This'd be neat for security rooms in Eggman bases. Or goofy party levels some WADders do. :roll: Or to see what Crawla Commanders do when you're not looking. :eek:
:wink: Worth a shot.
Also... Have some sort of option to make CEZ Torches effected by gravity.
 
SRB2-Playah said:
Also... Have some sort of option to make CEZ Torches effected by gravity.

Try getting rid of the NOGRAVITY bit in a SOC.
 
No, but it'd help to know what the standard settings are for the things. Is that in the source code or something?...
 
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