Opengl was NEVER glitchy at all for me. I don't see why it would be now... Now I have to use the horrible software mode... = /
SRB2 2.0 is here! Torrent file inside!
#32
Posted 25 July 2009 - 02:26 AM
Also, if using windowed mode, I'd recommend 640x400, since 320x200 is way too damn small. Just toss in "-width 640 -height 400". Easy!
Which reminds me, will there ever be a way to run the game in non-8:5/16:10 resolutions properly? I'm stuck to 960x600 and 1280x800 if I don't want to use STRETCH, nVidia removed support for anything below 640x480 in new drivers and windowed mode sucks =| (I like my games in fullscreen kthxbye)Once I had proposed support for underscanning (say, a couple of years ago), where the game will attempt to stretch the screen while still retaining the ratio and filling everything else with a border color. E.g. if you use 640x480, the game will play at 640x400 centered and there will be 40px high (black?) borders at the top and bottom of the screen. Sure, waste of screen space, but better than nothing (and is what old nVidia drivers did anyways).
PS: if anybody knows how to get 320x200, 320x240 and 640x400 working in new nVidia drivers, tell me. I can't find any options for underscanning and doublescanning =|
Opengl was NEVER glitchy at all for me. I don't see why it would be now... Now I have to use the horrible software mode... = /
OpenGL always had ton of glitches, especially when it comes to culling (compare sky-based culling in software and in OpenGL in 1.09.4a) and transparency (it almost never gets that one right, especially FOFs).
This post has been edited by Sik: 25 July 2009 - 02:27 AM
#33
Posted 25 July 2009 - 03:13 AM
Anyone else getting really pissed off at Arid Canyon?
Lots of bottomless pits, too few checkpoints, glitchy-looking conveyor platforms (wtf, only the sides are visible), and some downright unforgivable sections.
Like say, for instance, the series of grabbable conveyor belts suspended over a bottomless pit. I can't for the life of me figure out how to get past this part- I wasted all of my remaining lives attempting to latch on to the later ones at odd angles, only to either overshoot them or fall through the gap between the belts. I really, really like the music, but...argh...
Castle Eggman was great, but in the last room of Act 2, the game started chugging to unplayable levels after falling off and having to climb back up again so many times. Nothing to do to fix this other than kill yourself. (also, no boss here...?)
I see that Special Stages are more difficult too. Currently struggling on the on the fourth one.
EDIT: Just got to Egg Rock.
...
HOLY SHIT I LOVE THIS GAME
Kickass, badass stage. That music track is just excellent.
Lots of bottomless pits, too few checkpoints, glitchy-looking conveyor platforms (wtf, only the sides are visible), and some downright unforgivable sections.
Like say, for instance, the series of grabbable conveyor belts suspended over a bottomless pit. I can't for the life of me figure out how to get past this part- I wasted all of my remaining lives attempting to latch on to the later ones at odd angles, only to either overshoot them or fall through the gap between the belts. I really, really like the music, but...argh...
Castle Eggman was great, but in the last room of Act 2, the game started chugging to unplayable levels after falling off and having to climb back up again so many times. Nothing to do to fix this other than kill yourself. (also, no boss here...?)
I see that Special Stages are more difficult too. Currently struggling on the on the fourth one.
EDIT: Just got to Egg Rock.
...
HOLY SHIT I LOVE THIS GAME
Kickass, badass stage. That music track is just excellent.
This post has been edited by corneliab: 25 July 2009 - 04:26 AM
#34
Posted 25 July 2009 - 05:00 AM
I'm starting to think in getting a LiveCD/LiveUSB of some other OS exclusively to play SRB2. No idea what the hell does it do, but eventually it kills the Windows kernel performance with the large maps to the point that all programs slow down and I only can fix it by rebooting. And this makes Castle Eggman zone 2 completely unplayable. I mean, I managed to get the FPS counter hit 0 (though that counter is horribly flawed...).
On the music: they filled up all the space up to the Mario themes o_O Also 87-99, and a couple more. By the way, does anybody know the purpose of the old Special Stage music? It's there since 1.09.4...
On the music: they filled up all the space up to the Mario themes o_O Also 87-99, and a couple more. By the way, does anybody know the purpose of the old Special Stage music? It's there since 1.09.4...
#35
Posted 25 July 2009 - 05:16 AM
Yeah, I'm getting the same lag problem with Castle Eggman 2. It's almost unbearable; extremely difficult to time jumps and do platforming with such low framerate.
Thankfully, 2.0 won't be the final version. I might wait until framerate issues are fixed, but who knows how long it'll take? :X
That aside, game hasn't been too bad so far. Shows its age with today's standards, but can still be fun at times.
Edit: Oh, and 00:17.60 in Greenflower 1 time attack. 8| Someone most likely already beat me, but oh well.
Thankfully, 2.0 won't be the final version. I might wait until framerate issues are fixed, but who knows how long it'll take? :X
That aside, game hasn't been too bad so far. Shows its age with today's standards, but can still be fun at times.
Edit: Oh, and 00:17.60 in Greenflower 1 time attack. 8| Someone most likely already beat me, but oh well.
This post has been edited by Delta: 25 July 2009 - 05:27 AM
#36
Posted 25 July 2009 - 05:52 AM
It's been a HELL of a long time since I dabbed into SRB2 so I will check it out, see what has happened from what must have been 5 or 6 years ago.
#37
Posted 25 July 2009 - 06:34 AM
Edit: Oh, and 00:17.60 in Greenflower 1 time attack. 8| Someone most likely already beat me, but oh well.
Last time I checked, the record was 13 seconds. This was with an older version, but since the GFz1 layout hasn't changed much (in fact, so far the only differences I've seen are some old objects replaced by new ones, besides the palette, that is).By the way, already started messing with polyobjects. No, there isn't any reference uploaded, but it isn't hard to figure out how to use them really. Whatever, basically, the game is rendering the map twice o_O I actually managed to get polyobjects that cross sectors and SRB2 doesn't crash at all (but beware that some parts may get cut when the polyobjects cross sectors...). Now, only if the flats on them could be rendered...
On a side note: if you're going to use polyobjects, try to avoid having situations in which several walls may overlap. The renderer doesn't sort them properly...
This post has been edited by Sik: 25 July 2009 - 06:35 AM
#38
Posted 25 July 2009 - 08:49 AM
But then fucking Alam had to tell me that he was doing an "official" port 20 minutes before I was done uploading mine, after I had rushed to get it out as quickly as possible. Now 2.0.1 is out and I don't have the source for it. And it looks like Alam wants to handle the mac port officially now. If you want mine, feel free to grab it. I might post 2.0.1 tomorrow if I can get my hands on the source, but otherwise It's kind of worthless for me to keep building these.
I wish he would've released his with the Windows version so I wouldn't have wasted my evening getting a port out quickly.
Edit: Not angry.
I wish he would've released his with the Windows version so I wouldn't have wasted my evening getting a port out quickly.
Edit: Not angry.
I heard that version 2.00 had a problem with saving, so please post a link to the mac port of 2.01 when it is made. Thanks.
EDIT: In the 2.00 port, I get an error message. I have deleted all the previous version's files, so I will try downloading again.
EDIT 2: Thank goodness it works. Because I plan to play this over a few sessions, I hope that the mac version of 2.01 will be created soon.
EDIT: In the second Act of this first level (Greenflower Hill?) several of the walls disappear.
This post has been edited by synchronizer: 25 July 2009 - 09:24 AM
#39
Posted 25 July 2009 - 09:37 AM
Opengl was NEVER glitchy at all for me. I don't see why it would be now... Now I have to use the horrible software mode... = /
Same here. I want my OpenGL, dammit. Software has horrible graphics (especially underwater colours) and a shaking camera (which annoys the hell out of me). Also, I've had to stop playing Srb2 because I've actually got a headache with the software mode's totally weird distortion (mostly when I'm flying around with Tails or jumping from high places), it makes me dizzy. =/
They really could've asked the players before removing it. Or is SSNTails still pissed off at JTE?
This post has been edited by Iceguy: 25 July 2009 - 09:46 AM
#40
Posted 25 July 2009 - 10:01 AM
Sik,
go into nVidia control panel and go to "Custom Resolution" and make a custom resolution for 640x400.
As for OpenGL, we use a lot of new features that either don't appear in OpenGL, look glitchy, and/or make the level incompletable due to stuff not being rendered. The game is open source, so if someone would actually like to get OpenGL up to the same level of feature support as software mode, we'll gladly accept those changes.
go into nVidia control panel and go to "Custom Resolution" and make a custom resolution for 640x400.
As for OpenGL, we use a lot of new features that either don't appear in OpenGL, look glitchy, and/or make the level incompletable due to stuff not being rendered. The game is open source, so if someone would actually like to get OpenGL up to the same level of feature support as software mode, we'll gladly accept those changes.
#41
Posted 25 July 2009 - 10:02 AM
I really don't like the boss of Techno Hill because of the controls. I can't aim my jump correctly, so I lost nearly all my lives at this point.
AND, multiplayer is not supported by my machine is it?
AND, multiplayer is not supported by my machine is it?
This post has been edited by synchronizer: 25 July 2009 - 10:14 AM
#42
Posted 25 July 2009 - 11:47 AM
Playing the mac version. On my computer it keeps on flashing bars of the previous screen indefinitely, something the original mac version didn't have, except for when it loaded for that few seconds, and even then it was different than this. Is there anything I can do to fix it?
#43
Posted 25 July 2009 - 01:03 PM
I heard that version 2.00 had a problem with saving, so please post a link to the mac port of 2.01 when it is made. Thanks.
EDIT: In the 2.00 port, I get an error message. I have deleted all the previous version's files, so I will try downloading again.
EDIT 2: Thank goodness it works. Because I plan to play this over a few sessions, I hope that the mac version of 2.01 will be created soon.
EDIT: In the second Act of this first level (Greenflower Hill?) several of the walls disappear.
EDIT: In the 2.00 port, I get an error message. I have deleted all the previous version's files, so I will try downloading again.
EDIT 2: Thank goodness it works. Because I plan to play this over a few sessions, I hope that the mac version of 2.01 will be created soon.
EDIT: In the second Act of this first level (Greenflower Hill?) several of the walls disappear.
I've posted 2.0.1.
If you already have 2.0.0 and don't want to download the entire 83MB package again, you can upgrade to 2.0.1 manually by downloading the "Application only" version and following the crappy instructions I posted on how to copy the game data from 2.0.0 to 2.0.1. Same link.
There are some graphical issues on PPC Macs that don't occur on Intel. They switched to software rendering for 2.0, and their code isn't 100% big-endian friendly. It's drastically improved over previously though, because it used to not work at all. I could hunt down some of their remaining problems, but it's not worth the time.
This will probably be the last build I'll do, because I assume Alam's official build will eventually be offered on the SRB2 download page.
This post has been edited by sonicblur: 25 July 2009 - 01:04 PM
#44
Posted 25 July 2009 - 01:24 PM
Out of curiosity, what exactly are the differences between 2.00 and 2.01? Also yeah, there are a few minor weird glitches in the ppc version. Sonic becomes yellowish green when touching the surface of water, some invisible walls, but not too many problems.
This post has been edited by synchronizer: 25 July 2009 - 01:36 PM
#45
Posted 25 July 2009 - 02:05 PM
I find it odd that in this day and age it's still booting at 320x200 full screen at default, but aside from that it's a great game
Of course one thing that's always bugged me is that SRB2 goes from "nice and easy" to "argh" very quickly. It took me 9:50 to get past Castle Eggman act 1 as Knuckles... I'm guessing it would be impossible with Sonic though it might just be because I suck
but the new levels are very impressive and by no means at all is this a bad game
Of course one thing that's always bugged me is that SRB2 goes from "nice and easy" to "argh" very quickly. It took me 9:50 to get past Castle Eggman act 1 as Knuckles... I'm guessing it would be impossible with Sonic though it might just be because I suck
but the new levels are very impressive and by no means at all is this a bad game


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