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.
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.
||By far the most dramatic improvement since the last post is slopes. Yes, really! They even feature proper physics! This feature is pretty game-changing, and will take a while to implement in all of the stages that need it, so stages are given priority for retrofitting, with Greenflower and Arid Canyon currently the highest priority.
||What may be even more exciting to some of our long-time players is that because of slopes, Greenflower 1 is finally getting a proper update. This update is pretty similar in method as the updates to Techno Hill 1 for 2.1. Priorities for the revamp include better teaching our game’s mechanics to newbies while also providing rewards for skilled play. Time attack in particular is a lot more complicated, with actual timing and skill being required instead of just thokking down an optimal route.
||While Greenflower is getting a retrofit, Castle Eggman 1 is way too bad for any sort of retrofit to fix the problems it has. Thus, it’s getting completely remade, as shown in this old work in progress shot. We don’t want to provide too many specifics to preserve the surprise when it is finally ready to go, but expect something actually fun. Hopefully the third time will be the charm on this one.
||Finally, here’s a shot of Arid Canyon 2, complete with some slopes in action in a new stage. While there are still too many visual quirks for us to show you the mine carts in action, the stage overall is coming together quite nicely. Expect expansion on the ideas and gimmicks in act 1, but with a bit more challenge this time.
Like every preview we post, things shown off here are subject to change before release. Hopefully we can get you another update in less than a year this time.
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).
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.
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.