SRB2 issueshttps://git.do.srb2.org/STJr/SRB2/-/issues2024-03-29T06:00:05Zhttps://git.do.srb2.org/STJr/SRB2/-/issues/1226(Suggestion) Make the S3&K Shields be the default shields found in the Race g...2024-03-29T06:00:05ZGlaber Twin(Suggestion) Make the S3&K Shields be the default shields found in the Race game typeI've been thinking about the race mode game type earlier today when it hit me, Srb2's original shields are not meant for racing around unlike the S3K Shields.
What do I mean by that?
well outside of the whirlwind shield, the Elemental ...I've been thinking about the race mode game type earlier today when it hit me, Srb2's original shields are not meant for racing around unlike the S3K Shields.
What do I mean by that?
well outside of the whirlwind shield, the Elemental shield only helps with protection from elemental damage and leaving fire trails behind, the Armogeddon shield is just a blast to hit everyone in the area, and the Attraction shield is really only helpful for pulling in rings and homing on enemies.
The S3K Shields on the other hand are better built for racing around. The Flame shield provides fire protection and gives everyone a "thok", the bubble shields provides air underwater and allows for bouncing, and the Lightning shield pulls in rings while also granting a double jump. All 3 of these offer powers that would be useful in a race.
If not made default, then why not at least added to the pool of usable monitors for race mode?https://git.do.srb2.org/STJr/SRB2/-/issues/1225[next regression] Secondcolor overlays are broken2024-03-29T00:54:56Zkatsy[next regression] Secondcolor overlays are brokenOpenGL:<br>![elfilinmachinebroke](/uploads/9730637654741252ae7bceb6246790dc/srb20000.gif)
Software:<br>![orangeyougladtoseeme](/uploads/31d5e960576eaa025954ca74005d92f3/srb20001.gif)
Elfilin used for example but is not the only broken ...OpenGL:<br>![elfilinmachinebroke](/uploads/9730637654741252ae7bceb6246790dc/srb20000.gif)
Software:<br>![orangeyougladtoseeme](/uploads/31d5e960576eaa025954ca74005d92f3/srb20001.gif)
Elfilin used for example but is not the only broken characterhttps://git.do.srb2.org/STJr/SRB2/-/issues/1224[2.2.13] Rising Platforms may keep your JD Flag set depending on what you do ...2024-03-24T04:41:09ZSonicX8000[2.2.13] Rising Platforms may keep your JD Flag set depending on what you do while on them.Rising Platforms with the way they work may cause issues with characters where their `JD` Flag remains set and will be unable jump off the platform. In some cases this can lead to a softlock if there's no way for the player to escape a ...Rising Platforms with the way they work may cause issues with characters where their `JD` Flag remains set and will be unable jump off the platform. In some cases this can lead to a softlock if there's no way for the player to escape a sort of trap that a map maker makes or something.
So far Knuckles can be affected by this but custom characters may be affected by this too depending on what actions they perform.
![srb20019](/uploads/2bdced350c8af818331810ba071dd004/srb20019.gif)
In the gif with Knuckles... have the platform go down and then attempt to climb a wall and make sure you're moving upwards as you climb the wall and press spin to detach from the wall. Because of the platform catching up to you... your JD (Jumped Flag) will remain set and will not clear correctly which leads to a softlock in this map as the player has no way of escaping. Should also mention that you do a sort of 'slide' if you spindash & jump.
Test Map (Replaces MAP01 - GFZ1)
[RisingPlatformJDFlagIssue.wad](/uploads/dd49faa6213a4ff463905ece6ac9840d/RisingPlatformJDFlagIssue.wad)https://git.do.srb2.org/STJr/SRB2/-/issues/1223[2.2.13] Part of your Stats for Save Files resets when loading a level that h...2024-03-19T10:30:14ZSonicX8000[2.2.13] Part of your Stats for Save Files resets when loading a level that has a intermission cutscene.Notable level packs that I know of that have cutscenes are...
```
Equinox: Each level has a cutscene when you begin them.
Tortured Planet: Has a cutscene when you start a zone from Act 1.
```
If a level is loaded that has a cutscene......Notable level packs that I know of that have cutscenes are...
```
Equinox: Each level has a cutscene when you begin them.
Tortured Planet: Has a cutscene when you start a zone from Act 1.
```
If a level is loaded that has a cutscene... your stats such as Lives & Score will reset back to their defaults. Any other level that doesn't have a cutscene will still keep your stats that you originally had upon loading the save.
Emeralds are at least kept though.
Video:
![SRB2_Cutscene_Lives_Save_File_Reset](/uploads/595e98b7989ca5e841f9a461e55dade3/SRB2_Cutscene_Lives_Save_File_Reset.mp4)https://git.do.srb2.org/STJr/SRB2/-/issues/1222[next] Flat textures in PNG format don't display properly2024-03-18T14:30:21ZMIDIMan[next] Flat textures in PNG format don't display properly2.2.13:
![srb20018](/uploads/11f0a25dd69e4c37f6a32df4771590fb/srb20018.png)
next:
![srb20002](/uploads/84b76ae8160c1dff3676b6ad5cfd5e40/srb20002.png)
This bug happens in both renderers.
Example WAD: [PNGFlatBug.wad](/uploads/1cad902...2.2.13:
![srb20018](/uploads/11f0a25dd69e4c37f6a32df4771590fb/srb20018.png)
next:
![srb20002](/uploads/84b76ae8160c1dff3676b6ad5cfd5e40/srb20002.png)
This bug happens in both renderers.
Example WAD: [PNGFlatBug.wad](/uploads/1cad902e3a909619d0e4889e51610551/PNGFlatBug.wad)https://git.do.srb2.org/STJr/SRB2/-/issues/1220Setting mo.angle on a player mobj causes automatic camera to freak out2024-03-15T21:22:25ZHanicefSetting mo.angle on a player mobj causes automatic camera to freak out![srb20010](/uploads/b59ad9750bf2314af047045fd7c8e97b/srb20010.gif)
Can be triggered with this script:
```lua
addHook("PlayerThink", function (player)
player.mo.angle = player.mo.angle+0x10000
end)
```![srb20010](/uploads/b59ad9750bf2314af047045fd7c8e97b/srb20010.gif)
Can be triggered with this script:
```lua
addHook("PlayerThink", function (player)
player.mo.angle = player.mo.angle+0x10000
end)
```https://git.do.srb2.org/STJr/SRB2/-/issues/1218Picking up Fling Rings with Attraction Shield invalidates Perfect Bonus2024-03-14T03:19:21ZBarrels O'FunPicking up Fling Rings with Attraction Shield invalidates Perfect BonusWhen picking up rings that were flung with an Attraction Shield, it increments the total rings counter by 1 per each flung ring grabbed by the shield, making it impossible to get a Perfect Bonus for the rest of the map. That includes flu...When picking up rings that were flung with an Attraction Shield, it increments the total rings counter by 1 per each flung ring grabbed by the shield, making it impossible to get a Perfect Bonus for the rest of the map. That includes flung rings caused by losing an attraction shield mid-chase too.
Caused by fling rings spawning regular rings in their places and deleting themselves as they get attracted.
![srb20625.gif](/uploads/14af41d786c18903f210dfd93b9b962e/srb20625.gif)https://git.do.srb2.org/STJr/SRB2/-/issues/1217When switching from OpenGL to Software there will be a [black screen/the scre...2024-03-10T07:28:03ZyfyfyfyfyfyWhen switching from OpenGL to Software there will be a [black screen/the screen freezes but the game still works] in fullscreen modeas I understand it, everyone knows about this issue, but can it be solved?
I know that this can be fixed by switching the active window to another and then backas I understand it, everyone knows about this issue, but can it be solved?
I know that this can be fixed by switching the active window to another and then backhttps://git.do.srb2.org/STJr/SRB2/-/issues/1216Metal Sonic's bubble trail disappears in first person2024-03-07T05:08:39ZHazelMetal Sonic's bubble trail disappears in first person![srb22194](/uploads/0290d6d4c4bc877b001fdbcb0320b6e2/srb22194.gif)
I'm assuming this is because the player's followobjects disappear in first person and the bubbles are part of his followobject, but this still looks a bit odd.![srb22194](/uploads/0290d6d4c4bc877b001fdbcb0320b6e2/srb22194.gif)
I'm assuming this is because the player's followobjects disappear in first person and the bubbles are part of his followobject, but this still looks a bit odd.https://git.do.srb2.org/STJr/SRB2/-/issues/1215FOFs with textures containing transparent pixels don't scroll properly2024-03-14T07:14:50ZMIDIManFOFs with textures containing transparent pixels don't scroll properly![srb20038](/uploads/b38a50f7ae30bf57320dd352d2639090/srb20038.gif)
This can also happen if an FOF's control linedef has texture offsets.
Example WAD: [ScrollingTextureFOFBug.wad](/uploads/d5d75c117b6eea02c029a0a84241d188/ScrollingText...![srb20038](/uploads/b38a50f7ae30bf57320dd352d2639090/srb20038.gif)
This can also happen if an FOF's control linedef has texture offsets.
Example WAD: [ScrollingTextureFOFBug.wad](/uploads/d5d75c117b6eea02c029a0a84241d188/ScrollingTextureFOFBug.wad)
EDIT: After some further testing, this bug only seems to affect textures in the Doom GFX format, as PNG-formatted textures are not affected.2.2.14https://git.do.srb2.org/STJr/SRB2/-/issues/1213Proposal - Add a new blendmode video flag allowing for desaturation of colors2024-03-14T04:39:49ZRitzyJuice885Proposal - Add a new blendmode video flag allowing for desaturation of colorsI think a new video flag called V_SATURATION would be useful for creating stuff like greyscale screen effects using patchesI think a new video flag called V_SATURATION would be useful for creating stuff like greyscale screen effects using patcheshttps://git.do.srb2.org/STJr/SRB2/-/issues/1212[2.2.13] Scrolling Wall Textures may get warp'd after awhile in OpenGL.2024-02-28T12:03:30ZSonicX8000[2.2.13] Scrolling Wall Textures may get warp'd after awhile in OpenGL.After some time goes by... some scrolling textures on FOF walls will get warp'd but then revert back to normal after it happens. This doesn't seem to happen in Software, though.
(UDMF)
OpenGL:
![srb20023](/uploads/ff0f754745e5e157ca67...After some time goes by... some scrolling textures on FOF walls will get warp'd but then revert back to normal after it happens. This doesn't seem to happen in Software, though.
(UDMF)
OpenGL:
![srb20023](/uploads/ff0f754745e5e157ca67c896fb4a53dd/srb20023.gif)
Software:
![srb20024](/uploads/9c4f6e03349a4f08ac6af2959a0c1e1c/srb20024.gif)
---
(Binary)
OpenGL:
![srb20025](/uploads/397bc54d0ae6bafa83ebdf3924939e44/srb20025.gif)
Software:
![srb20026](/uploads/84b7a64b4642b0409f37eff773e976cf/srb20026.gif)
From left to right:
Middle Wall, FOF Wall (It be Solid or Water, prob others), Floor Wall and Ceiling Wall.
What's interesting is that after making an example map in binary... the middle wall texture gets warp'd alongside the one on the FOF, unsure if it has to be due to how big the wall has to be in terms of height or something.
---
Test Maps (Replaces GFZ1 Map01):
UDMF:
[scrolling_wall_texture_warp-UDMF.wad](/uploads/f20159d78e2fca16363caaf3cb4a5c24/scrolling_wall_texture_warp-UDMF.wad)
Binary:
[scrolling_wall_texture_warp-Binary.wad](/uploads/73d267dc8ea068c39c505c9f242a69a2/scrolling_wall_texture_warp-Binary.wad)https://git.do.srb2.org/STJr/SRB2/-/issues/1210[Next] Player stutters on a ~5.5 second interval while turning when frame int...2024-03-10T05:53:03ZWumbo[Next] Player stutters on a ~5.5 second interval while turning when frame interpolation is disabled![srb20060](/uploads/93e9b3d06cce0a5b75d7a6a2126cce96/srb20060.gif)
The stutter is most easily observed by using the Look Left/Right controls to turn the player. Setting the FPS Cap to anything other than 35 will cause the stutter to go...![srb20060](/uploads/93e9b3d06cce0a5b75d7a6a2126cce96/srb20060.gif)
The stutter is most easily observed by using the Look Left/Right controls to turn the player. Setting the FPS Cap to anything other than 35 will cause the stutter to go away.
This issue seems to have emerged between commits a7883729 and cbd6e397. I don't have a build environment set up currently so I'm unable to test the commits in-between that don't have artifacts, sorry.
Tested on Debian 12 x64.Alam Ed AriasAlam Ed Ariashttps://git.do.srb2.org/STJr/SRB2/-/issues/1209Proposal - Allow the "timerate" command to be called via Lua2024-02-26T02:53:54ZRitzyJuice885Proposal - Allow the "timerate" command to be called via LuaI'd like to use "timerate" in a Lua script aiming to replicate Time Break from Sonic and the Secret Rings, but the command is not accessible through Lua. I don't see any reason for it to be restricted; is there any chance of it being unr...I'd like to use "timerate" in a Lua script aiming to replicate Time Break from Sonic and the Secret Rings, but the command is not accessible through Lua. I don't see any reason for it to be restricted; is there any chance of it being unrestricted?https://git.do.srb2.org/STJr/SRB2/-/issues/1208NiGHTS players can easily get stuck on floor-to-ceiling crushers2024-02-24T23:48:07ZsphereNiGHTS players can easily get stuck on floor-to-ceiling crushers![srb20462](/uploads/f5782eaf4632c2cd0d5949f426575c93/srb20462.gif)![srb20462](/uploads/f5782eaf4632c2cd0d5949f426575c93/srb20462.gif)https://git.do.srb2.org/STJr/SRB2/-/issues/1205Proposal - Compile all files as C++2024-02-21T23:40:18ZSSNTailsProposal - Compile all files as C++Is anything stopping us from renaming all of the files to .cpp and compiling in C++ mode? Other than needing to cast void*, of course.
Doing so would make it so much easier to begin doing some cleanup and refactoring, utilizing simple, ...Is anything stopping us from renaming all of the files to .cpp and compiling in C++ mode? Other than needing to cast void*, of course.
Doing so would make it so much easier to begin doing some cleanup and refactoring, utilizing simple, basic C++ things like struct methods, or namespaces. I don't think we need to use the STL or anything scary like that, but it would also allow us to use C++ libraries like RapidJSON, which could be used for creating a SOC 2.0 specification.https://git.do.srb2.org/STJr/SRB2/-/issues/1201Color profile settings are retained in model textures when toggling palette s...2024-02-19T22:47:34ZLactozillaColor profile settings are retained in model textures when toggling palette shaderIf the palette shaders are disabled, the color profile is changed, and the palette shaders are enabled again, the model texture partially retains the last color profile. This issue resolves itself when the palette is reloaded. Video atta...If the palette shaders are disabled, the color profile is changed, and the palette shaders are enabled again, the model texture partially retains the last color profile. This issue resolves itself when the palette is reloaded. Video attached:
![2024-02-19_19-42-51](/uploads/c955765122bd4dd693e66ce1ea2afee4/2024-02-19_19-42-51.mp4)
Additionally, I ran into an issue with GIF recording whilst trying to record a GIF of this problem:
![srb20539](/uploads/6b5c6a5ac2f5825070107fc07bf6a2c3/srb20539.gif)https://git.do.srb2.org/STJr/SRB2/-/issues/1199(Suggestion) Restore writethings2024-02-18T16:42:35ZGlaber Twin(Suggestion) Restore writethingsObject place is very useful for mappers, but ever since the command "writethigs" got disabled it's been about as useful as Sonic 2's debug mode in the final release.
But what if the command was brought back?
In Binary maps it could jus...Object place is very useful for mappers, but ever since the command "writethigs" got disabled it's been about as useful as Sonic 2's debug mode in the final release.
But what if the command was brought back?
In Binary maps it could just write the normal things lump as usual, but in UDMF maps it could instead write a new TEXTMAP lump to the SRB2 install directory.
At the very least maybe implement it for UDMF and if it's not possible for Binary maps anymore, have it popup a message about it not working in binary anymore.https://git.do.srb2.org/STJr/SRB2/-/issues/1198[Regression] Possibly memory corruption in UDMF2024-02-24T19:44:10ZSSNTails[Regression] Possibly memory corruption in UDMFLoaded the level three different times with the 'next' branch, get three different results:
![image](/uploads/20bb852ffe10bfe29220ab1466a7f369/image.png)
![image](/uploads/7178cd5c890370051b1b449b1931d9d3/image.png)
![image](/uploads/c97...Loaded the level three different times with the 'next' branch, get three different results:
![image](/uploads/20bb852ffe10bfe29220ab1466a7f369/image.png)
![image](/uploads/7178cd5c890370051b1b449b1931d9d3/image.png)
![image](/uploads/c972b42f4de4a031885634b404f93b28/image.png)
Test WAD: [deathpit-delete-test.wad](/uploads/70f44e6b72a35ffae86fc0a7419322e6/deathpit-delete-test.wad)https://git.do.srb2.org/STJr/SRB2/-/issues/1196[2.2.13] Fire flower fireballs bounce off of Tailsbot2024-02-15T13:45:00ZNerfPlayeR135[2.2.13] Fire flower fireballs bounce off of TailsbotSelf-explanatory. Tailsbot should not be solid to player projectiles.
![srb20002](/uploads/f49c54fa4e1618a569f13b859ed14390/srb20002.gif)
![srb20000.gif](/uploads/61f87f7276ae843320097cbf249b202d/srb20000.gif)
This is especially fru...Self-explanatory. Tailsbot should not be solid to player projectiles.
![srb20002](/uploads/f49c54fa4e1618a569f13b859ed14390/srb20002.gif)
![srb20000.gif](/uploads/61f87f7276ae843320097cbf249b202d/srb20000.gif)
This is especially frustrating in 2D mode, where Tailsbot loves to stand in front of the player and block their shots.