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SRB2 2.0 is here!

Discussion in 'Fangaming Discussion' started by Shadow Hog, Jul 24, 2009.

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  1. Tweaker

    Tweaker

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    I've made it up to Deep Sea Zone and I have absolutely no idea what I'm supposed to do here. Fuck this. :|

    Ineptness at making it through the new levels aside, this is pretty sweet! Great to see a new release after all these years; I'm looking forward to checking out the rest of the new content when I stop sucking at the game. :)
     
  2. NHY

    NHY

    Member
    Downloading this as we speak, I'll come back after trying it.
     
  3. Sappharad

    Sappharad

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    Yes, there is.
    http://projects.sappharad.com/srb2_mac/

    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.
     
  4. LordOfSquad

    LordOfSquad

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    making cool music no one gives a shit about
    So...

    Is there a windowed mode?
     
  5. Ashura96

    Ashura96

    HEROIC VERSE Oldbie
    About fucking time.
     
  6. Thorn

    Thorn

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    Sonic 2 Retro Remix
    Open a Command Prompt (in Windows, not the console in-game) and navigate to your SRB2 directory. Execute
    srb2win.exe -opengl -win
    to get the game running in OpenGL and windowed mode. Of course, you can drop one property or the other.

    I'm loving this so far. I'm just taking about 20 minutes off to vent... I've got a save at the final zone as Sonic with a single life and six of seven emeralds, and after spending 45 minutes in the first stage due to getting a life, dying, getting the same life, dying... the game segfaults in Act 2, forcing me to reload my save from Act 1.

    FFFFFFFFFFFFF
     
  7. Ritz

    Ritz

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    What?

    This is inconceivable, especially considering how I had just started to get back into the game after a several year hiatus only about a week ago. I don't think I'm prepared for this.

    Always has been. Normally, you'd use the launcher for that, but it seems to have been taken off the site, so I'm assuming it isn't compatible with this release. You can still activate it through command line, but good luck figuring that out.

    EDIT: Whoops nvm
     
  8. Tweaker

    Tweaker

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    I just tested my copy of the launcher with the latest release and it works just fine. Since it's no longer available anywhere else, I've rehosted a copy here.
     
  9. Sik

    Sik

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    being an asshole =P
    I did! Mwahahahahahaha >:)

    But yeah, Deep Sea zone is confusing at the very beginning (you have like different three paths available to take), but otherwise it's actually quite straightforward. On a sidenote, I hate water levels >_> But I found the Sonic emblem in DSz2 :O Now I understood what Mystic meant with "doing strange things" with the gargoyles. That was quite smart o_O

    EDIT: by the way, who was the fag that changed the engine in such a way that it does the things wrong when not using an 8:5 ratio? D:
     
  10. Shadow Hog

    Shadow Hog

    "I'm a superdog!" Member
    IIRC, that was disabled in 2.0. It's even glitchier than Software mode is. Now, if you recompile the source code, it's very easy to turn it back on... but don't say I didn't warn you.

    Although hey, it's better than it was before. Jazz got polyobjects working, apparently. Earlier, OpenGL didn't render them; worse, you couldn't even COLLIDE with them. Fun in netgames!

    Also, if using windowed mode, I'd recommend 640x400, since 320x200 is way too damn small. Just toss in "-width 640 -height 400". Easy!
     
  11. SMTP

    SMTP

    Tech Member
    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... = /
     
  12. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    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 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).
     
  13. corneliab

    corneliab

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    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.
     
  14. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    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...
     
  15. Nibble

    Nibble

    Oldbie
    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.
     
  16. Diablohead

    Diablohead

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    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.
     
  17. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    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...
     
  18. synchronizer

    synchronizer

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    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.
     
  19. Iceguy

    Iceguy

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    Hell. It's in my head.
    Internal system recovery
    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?
     
  20. SSNTails

    SSNTails

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    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.
     
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