What's new in Sonic Robo Blast 2 Patch 2.1.24

Jun 10, 2019
  • APNG recording should now work in the Linux/Mac versions.
  • Added the “banip” command, for banning people by IP.
  • Editing enchancements for music: song length, positioning, and fading features with Linedef Exec and Lua support (aka Digiku’s”MusicPlus”: see https://git.magicalgirl.moe/STJr/SRB2/merge_requests/447 for full documentation)
  • Fixed dedicated servers timing out after the credits.
  • OpenGL: Sprite billboarding can be enabled with the “gr_spritebillboarding” console variable. This just means they’ll always face the camera rather than looking flat as paper.
  • “localhost” now works as a valid IP address to join again, after being broken since version 2.0. This means people can now join their own servers without needing to find out their local IP anymore.
  • Flash palettes can now appear in screenshots.
  • Fixed crashes in netgames that can occur in levels from PK3 files.
  • Fixed some elusive software renderer glitches that sometimes effected lighting on FOFs
  • An error message is now displayed if you mistakenly added a PNG graphic for a sprite or texture when you shouldn’t have.
  • The game should no longer be marked as modified if you added replacements for many HUD graphics, the game’s console font, or some of the graphics used in the menus.
  • Oh, yeah, and we doubled all the freeslots for editing resources, which was the whole point of this patch. =P

New in Sonic Robo Blast 2 Patch 2.1.23 (Jan 3, 2019)

  • Campaign savegames are fixed: The two of you who play SRB2 have pointed out that Single Player savegames do not actually save your progress, even if you selected a save slot. We fixed this so that you can now get out of your chair and grab a cup of milk before you finish the game.

New in Sonic Robo Blast 2 Patch 2.1.17 (Jan 17, 2017)

  • Netgame stability:
  • Fixed an issue where the server wouldn’t resend packets properly. (This is a gross simplification of the issue, but it gets the general point across.)
  • It is now possible to ‘kick’ a player in mid-join, while they are downloading the game state.
  • Downloading files is now much faster, and significantly more reliable.
  • Various other minor stability improvements made during testing of the above fixes.
  • The console has been heavily revamped:
  • It’s now possible to move the input cursor left and right, as well as selecting multiple characters at the same time using the shift keys.
  • Clipboard support has been added. CTRL+C copies selected text, and CTRL+V pastes any text that’s in your clipboard, similar to most other programs.
  • Fixed pressing multiple modifier keys down at the same time.
  • Collision fixes:
  • Fixed Knuckles being able to climb on air.
  • Fixed upside-down springs launching themselves off of ceilings again.
  • Fixed springs (and any other non-moving objects with gravity) falling through one-way platform blocks.
  • Jumping into a solid object now properly stops your momentum.
  • Collision boxes for solid objects now extend downwards properly.
  • Software renderer fixes:
  • Players don’t visually disappear into FOFs anymore if they have multiple overlays (such as the Elemental or Armageddon shields) attached to them and spindash on top of it.
  • Polyobjects planes no longer cause crashes, and translucent ones no longer lose their translucency in some situations.
  • The game no longer crashes if you view a wall with an invalid, but well-defined “texture” name (e.g.: a sound effect name, for the Play Sound linedef).
  • Repeating Midtextures no longer have messed up lighting under certain circumstances.
  • Fixed animated textures with holes displaying garbage for the first frame they’re visible.
  • OpenGL renderer fixes:
  • Fixed MD2 models with too many vertices causing memory corruption; these MD2s are ignored instead.
  • Precipitation (rain, snow, etc.) actually shows up now.
  • More minor unrelated changes and/or fixes:
  • The MobjThinker, MobjCollide and MobjMoveCollide hooks have been optimised, reducing their negative impact on performance in large maps.
  • Fixed problems with Egg Guards’ shields exploding a physically impossible number of times.
  • Fixed issue with switching skins incorrectly being allowed during credits and custom cutscenes in single-player.
  • Fixed the FixedFloor, FixedTrunc, FixedCeil and FixedRound Lua functions returning garbage.
  • Rope hangs and zoom tubes have smoother behavior near their waypoints.
  • Pusher specials applied to FOFs now properly account for slopes applied to the bottom plane.
  • The ” character is now treated as whitespace in TEXTURES and ANIMDEF lumps, allowing for better compatibility with SLADE’s relevant lump-editing tools.
  • Providing negative scales to v.drawScaled in Lua doesn’t crash anymore.
  • Changing sector flats in netgames using Lua scripting no longer causes the game to crash for new joiners.