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.
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.
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.
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.
We said 2.1.10 was the next version to be released and we weren’t kidding around. Though this patch may not look like it contains much, it makes modifications (especially Lua-based ones) much less prone to breaking in unusual and frustrating ways.
- Longstanding issues with Lua’s stability have been fixed.
- Lua can tolerate large scripts much better.
- Lua can handle multiple separate scripts running at the same time much better than before; you should no longer have to fiddle around with adding WAD files in different orders to make the game stable.
- The game no longer crashes if scripts are added via the command line (-file) that replace commands normally present in the game.
- The game no longer crashes if you try to host your own server after failing to join someone else’s server due to not being able to download WAD files.
- The game no longer crashes at the end of the last special stage, and the shrink ray section now works again.
- A few minor level design fixes.
It’s been a while since the last patch, but this one is a little larger than the last few patches. The main fix in this patch is that netplay should at least mostly work now. Also, no, the next patch is not 2.2, it’s 2.1.10. Don’t even get us started.
- The netcode is dramatically more stable, especially when new players are joining. This of course doesn’t mean it’s perfect, but it should be much better than before.
- Late joiners in Special Stages in Co-op now spectate until the end of the map instead of interfering with other players and/or exiting the map early.
- Many bugs in the engine and level design that were reported on the forums were fixed.
- Egg Rock Zone 3 now supports the Competition and Race game modes.
- Lots of new functionality has been added to Lua scripting for use in modifications. Additions include (but are not limited to):
- Hooks for player skin abilities and multiplayer chat events.
- Custom map header options.
- Many sorely-needed functions in the game’s code were opened up for use in Lua.
One last patch before I fly off to Vegas. No, not to gamble over Easter, you fools.
This patch works with Version 2.1.7 only — please make sure you have Version 2.1.7 installed before downloading. This patch addresses the following problems:
- Fixed an exploit in netplay that would crash the game for all connected players.
- Fixed an issue with the GIF movie code that would occasionally output corrupt files.
- Fixed a few more issues with OpenGL rendering (and included the proper r_opengl.dll this time).
- Fixed a few Lua hooks that completely stopped working in 2.1.7.
I told you all this would be the year of 2.1, and I wasn’t kidding. How many other years have we made eight releases in?
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 2.1. The patch works with any previous version of 2.1.
This release fixes the following issues:
- Fixed an exploit where Bounce Rings would give rings to teammates without disappearing.
- Fixed an exploit with Tails being able to ascend and keep his flying speed unchanged when over the speed cap.
- Tails was given Super transformation sprites (courtesy of Iceman).
- Fixed Super Knuckles in Match not having a speed bonus applied to his gliding.
- Fixed Knuckles being able to use the Whirlwind Shield after leaving a glide.
- The Final Boss now conveys a certain line-of-sight attack with a guideline as well as a target.
- Fixed custom Record Attack replays not working for maps above a certain number.
- Fixed ghosts in Egg Rock Zone 2 always being flipped, even when they left the starting area.
- Fixed bounded console variables being set to MIN when given any string (including MAX).
- Many small fixes were made to OpenGL rendering, including fixing Splitscreen mode not working properly.
- Many fixes and minor changes were made to the maps.
- Optimized the Lua backend a bit. There should be less lag when using Lua, especially in object-heavy levels.
- The game no longer crashes if you refer to a custom console command with the wrong case.
- The game’s internal console commands can now be replaced with Lua console commands.
You know, I’d love to order a pizza right about now, but some bum removed the ORDERPIZZA command a year or two ago.
This patch is compatible with every previous release of 2.1 (surprise!) and changes the following things:
- A timer was added when replaying the special stage levels via NiGHTS Mode.
- Fixed CTF mode for what will hopefully be the last time.
- Fixed the Scatter Ring not working properly.
- Fixed a crash when two people with Armageddon Shields hit each other.
- Forceskin no longer crashes dedicated servers and also outputs a special message on change.
- Some bugs were fixed regarding Knuckles’s sliding along the ground.
- Still more minor level fixes.
If you were one of those poor saps that guessed 2.1.4 would be stable, then I’m sorry to say you lost that bet.
This patch works for any previous version of 2.1 and fixes the following:
- Numerous errors in Egg Rock Zone 3 were fixed.
- If you have any Record Attack replays for ERZ3, you must remove them before trying to play ERZ3 in Record Attack again. This is because some of the old bugs resulted in writing corrupt data to the replay files.
- Fixed character switching while Super Sonic in netgames leaving you stuck as another character with one of Super Sonic’s flashing colors.
- Fixed an issue with resynching CTF netgames.
- Once again fixed the game crashing if you were hanging on the center chain as the CEZ3 boss dies.
- Fixed the final boss’s bombs causing major lag in certain situations.
- More minor level fixes.
- HUD drawing functions can now use v.patchExists(string) to check if a patch exists without having to cache it.
- Three extra configurable buttons were added that Lua can use for custom actions.