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2.2 Slope Hype

Mystic - November 4, 2016

It’s been a while since we last posted about 2.2’s progress, but it’s time to finally talk about the major changes we’ve been making. Some of you may remember from previous development discussions that slopes, while cool, would require us to pretty much rethink the entire campaign. This was even put forth as a reason not to implement slopes because of the amount of work it would take to do such a retrofit. Of course, now we do have slopes, so much of our development time recently has been involved in retrofitting our previous stages and figuring out what needs to be done to update them with slopes in mind. At the same time, some of our stages are rather ancient, and have needed a visual update for some time.

I’m happy to say that both of these things are actually very far along, and it’s time to show off what we’ve been doing to you all. As with all previous preview posts, everything you see here is subject to change, and if you look closely at the high resolution version you might even notice a few amusing bugs from the test files these screenshots were taken with.

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2.1.16 release, 2.2 information, and community news update.

Rob Tisdell - September 5, 2016

2.1.16 is here! There is one very important thing we need to state up front – in order to make the online SRB2 experience more stable and reduce the number of desynchronisations that may occur, we have decided to make the difficult decision of disabling netgame capabilities in Direct Draw (srb2dd.exe) builds. It will be a long road, but this first consolidating step will help us understand and potentially solve the problems with the netcode.  We’ll give you the patch notes at the end of the post, don’t you worry.

In case you haven’t been paying attention to the forums, there’s been an interesting group project that’s been going on – and it’s out now! It’s called Shut Up and Get On It, or SUGOI, and with 29 unique levels it’s one of the biggest map packs in the history of SRB2. Pretty much the whole community has come together to work on this thing and, thanks to the magic of slopes, it’s really amazing.  We encourage you to go play that map pack after downloading the 2.1.16 update.

Also in exciting news, we don’t usually get attention from the wider world… but a couple months ago we got three separate sites reporting on us at once!

1) – Dorkly mentioned us in their list of cool pop culture DooM mods. We’re mentioned alongside ancient greats like Ghostbusters DooM as well as the relatively modern Mega Man 8-Bit Deathmatch.

2) – IGN went into our game wanting to hate it, but realised they couldn’t!  Someone should tell them we have mediocre support for controllers.

3) – Last but not least, Gizmodo interviewed us devs about the history of the game! We gave ’em a few 2.2 screenshots to pick from for their header image as gratitude for their thoughtfulness.

We did give them a few more images than they had space for, so here’s the other two – featuring the new versions of Tails, GFZ1 and CEZ1! It also features our new Sonic, although he’s now available on the message board with some custom abilities for fun here.

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Version 2.1.15 Release

Inuyasha - May 19, 2016

Hey guys! We’ve been thinking about how wonderful boys and girls you all are, so we’re deciding to give you a wonderful present well earlier than we originally intended! I hope you all enjoy playing with slopes as much as we do jumping off them and flying into space.

… I apologize for the sickening saccharine tint to that last paragraph, but hey, I want to have a little fun. It’s my birthday, so cut me some slack.

This release is being provided both in the form of an installer for those new to the game, and a patch for those who have already installed the game. The patch works only with version 2.1.14. That shouldn’t be a problem for anyone at this point, considering how long version 2.1.14 has been out now. New features and fixes are as follows:

  • Slopes! Forever is a long time coming. Note that none of the existing levels are modified; you’ll have to wait until 2.2 for that. The primary reason for this release is so that modders can finally use slopes without having to resort to alternate EXEs, as they’ve been doing for months now. Just be warned that while OpenGL has support for slopes, it is only partially complete in that renderer and not fully tested.
  • To go along with slopes, physics have been slightly changed for moving platforms and polyobjects. Jumping off of a platform moving upwards now gives your jump a height boost, for instance.
  • Added FF_ANIMATE, a flag for creating simple, single state animations. Instead of creating 30 states for your 30 frame ring animation, you can now just create one to achieve the same effect.
  • Music slots are removed. No longer do you have to call your music lumps O_MAP##M; you can now call them anything you want. Anything. As long as it’s six or less characters, I guess.
  • Lots of changes and fixes to Lua and SOC. We’ll go over some of the important ones briefly:
    • A PlayerSpawn hook was added to Lua, allowing a lot easier and better control over what happens when players spawn or join the game.
    • The lines comprising a sector may now be gotten in Lua with (sector).lines.
    • HUD scripts in Lua can now access the game’s current resolution (width and height), along with dupx and dupy (the sizes for automatic patch scaling).
    • “Lua.” custom level header options in SOC won’t eat parts of future level header definitions by mistake. We made sure to feed the parsers properly this time, with high quality kibbles and bits.
    • “MUSIC = (name)” was added to level headers and cutscenes in SOC to accommodate the above removal of music slots.
    • A lot of error messages were changed to make what’s going wrong easier to understand, especially variable out of range errors.
    • SOC scripts can now be named SOC_****, to go along with Lua scripts being named LUA_****. This means you can actually organize multiple SOC scripts into WAD files, instead of having to stick everything in MAINCFG.
  • Fixed issues with polyobject spawning and other assorted weird things they would do.
  • Fixed pro-strat launching-yourself-off-CEZ-chains-within-1-tic abuse. Sorry, speedrunners.
  • Fixed a lot of bugs in the menu relating to pressing combinations of enter and escape rapidly. Sorry, keyboard mashers.
  • Fixed a very, very long-standing bug where garbage would be drawn to screen in certain situations if you ran under or flew over an FOF.
  • Minor map adjustments and fixes, scattered throughout the single player maps and multiplayer maps.
  • Lastly, in this little space at the end of the ‘important’ patch notes, I would like to give a sad goodbye to our old friend, That One Snailer. You all know him very well, but now he is no longer with us. He will be missed. (not)

That’s all of the important stuff out of the way, but there’s lots more technical changes we haven’t mentioned so far. You can find that information after the break.

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2.2 Preview – With Slopes!

Mystic - February 12, 2016

Development on new content is still quite slow, but this time there’s actually a good reason that isn’t just us playing too many other games. While these screenshots don’t show it, there are also a dramatic amount of minor (and some major) changes under the hood that improve a lot of the engine.

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Public source code migration

Rob Tisdell - February 25, 2015
The codebase has been moved to a new location and now is managed through git. git is a distributed source versioning system that is very flexible and allows everyone to reap the benefits of version control without having direct access to the “upstream” repository. The code is hosted at http://git.magicalgirl.moe/ — you may create an account and fork the [STJr/SRB2]  repo to help out with development or host your mod!
The move to git and GitLab has some nice implications for you:
  •  You can host your source mods and contributions alongside the same location as the SRB2 codebase.
  • We are opening up development a bit, so that you will have access to in-development code past the last release. Obviously, we are keeping anything that involves spoilers internal, but we are going to try to make as much of our code public as we can.
  • Due to the above, it is easier to keep your source mod up to date with the official codebase now.
  • You can also submit issues directly to the public repo to help us keep track of bugs!
And for us, there are many benefits too. The least of which is that we have a better way to review code before it gets delivered to you guys. Yay for less bugs!
In addition to GitLab, the existing public GitHub repo will be kept up-to-date. If you prefer contributing through GitHub, you may continue doing that, but we will be hosting the issues repo from GitLab instead of GitHub.
The guide on the wiki will be updated to have more relevant information. For now, give the site a perusal and let us know what you think!

If you have any questions, please feel free to ask furyhunter (on IRC EsperNet #srb2fun or send a PM via the forums).

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A Trio of 2.2 Tidbits

Mystic - February 14, 2015

While development on new content has been slow due to all of the patches to 2.1 last year, we’ve finally progressed to the point where we can show off at least a few tidbits of what’s upcoming for version 2.2! Like every preview we post, things shown off here are subject to change before release.

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Hotfix for F12 not working

Inuyasha - January 1, 2015

If F12 is not working in SRB2, download this zip and extract it into your SRB2 directory to fix the problem.

If it is working, good for you! This hotfix patch is completely optional and is netgame compatible with the original release of 2.1.14.

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Version 2.1.14 Release

Inuyasha - December 31, 2014

Oh, you were expecting version 2.1.13? Sorry, we decided to skip that number because of how unlucky it is. Totally. Trust us.

Anyway, folks… it’s been a wild ride, but we’ve finally reached the end of “The Year of 2.1”. We hope all of the included modding features that have been introduced with 2.1 and all of its patches will help tide you over until our next major release comes out to give you new content to play with.

This is the last planned 2.1 release. Unless a major bug is found that requires an immediate patch, the next release of the game will be version 2.2.0. Due to the number of changed files in this release, there is no patch download; the only download available is the full installer. To upgrade from a previous version, just install the new version into the same directory; your game data, save files, and the like should all remain intact.

Note: We are aware of an issue with OpenGL exhibiting odd effects in some resolutions, such as overlaying the screen on top of itself, or “ghosting”-like effects. If you encounter these issues, use the DirectDraw executable (srb2dd.exe) for playing in OpenGL mode.

  • Vertical and horizontal mouse sensitivity can now be changed separately.
  • Walls and sprites should now stay the same brightness in Software mode regardless of resolution.
  • Fixed major rendering issues in Aerial Garden Zone and possibly other excessively large maps.
  • Fixed some issues where the player could become partially embedded in walls and/or continue running against the wall as if it didn’t exist.
  • Fixed crashes related to polyobject floors.
  • Fixed crashes related to joining a netgame in maps containing a laser. (e.g.: Noxious Factory Zone)
  • Fixed CTF flags doing stupid things for what is hopefully the last time.
  • Various minor level design fixes.
  • Many fixes and improvements were made to the SDL2 version of the game, as reported on the forums.

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Version 2.1.12 Patch

Mystic - November 11, 2014

Note: If you downloaded the patch within the first few hours or so and are having problems playing online or with music not working, redownload the patch.

It’s been a while since our last patch, but that doesn’t mean we haven’t been busy. The primary change in this patch is that the game is now running under the SDL2 audio and video libraries. This means that people on modern operating systems, especially Windows 8 and 8.1, should get far better framerate.

The changes in the patch are as follows:

  • srb2win.exe is now running under SDL2. Should you have problems with the new version, srb2dd.exe uses the old behavior, but please report any issues you may have so we can fix them for later versions.
  • Improved polyobject rendering and physics. Polyobjects can now render flats, and players will experience proper preservation of momentum when jumping onto or off of one.
  • Because of the above fix, conveyor belts no longer make players rocket forward when spinning. RIP best bug ever. You will be missed. ;_;
  • NiGHTS Attack now has support for replays and ghosts like Record Attack.
  • Several rings embedded in the ceiling have been fixed.
  • FOFs, polyobjects and the replay in ERZ3 properly synchronize in netgames.
  • Analog mode works in netgames.
  • Sky walls no longer draw objects located behind them in OpenGL mode.
  • Portals are now properly functional, but only in software mode.
  • Added a couple new linedef types.
  • Fixed crash involving Lua scripts performing modulo by 0.
  • FOF side textures with holes no longer bug out in the software renderer.
  • Lua’s HUD library supports patch colormapping.
  • Tons of little bugfixes we’ve since forgotten.

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Version 2.1.11 Release

Inuyasha - August 26, 2014

I ran out of witty things to say. Sorry. Just have an update that is — hopefully — stable for the foreseeable future.

This release is being provided both in the form of an installer for those new to the game, and a patch for those who have already installed the game. The patch works with any previous version of 2.1.

This release fixes the following issues:

  • Fixed game state becoming indeterminate if a player leaves while resynching, often causing crashes or game freezes.
  • Monitors on moving/bouncing platforms are no longer deadly to touch.
  • Fixed an exploit where characters could be changed while continuing in Single Player.
  • Fixed game freeze on Egg Satellite Zone in OpenGL.
  • Fixed missing emblem on Flooded Cove Zone.
  • Minor optimization/speed related improvements.
  • Minor level design fixes.
  • Fixed patches wrapping from the right side to the left side even when they weren’t supposed to.
  • Detons no longer murder their resident animals if they strike a wall or object.

On a side note, the Soundtrack was also updated as well; a few missing tracks were added and the tracks were re-tagged and organized into two “CDs” of tracks. If you have the time, you should go check it out.

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