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Thread: SRB2 2.1 Released! [Latest Patch: 2.1.25]

  1. #51
    Join Date
    December 22nd, 2010
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    1,192
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    26
    The 2.1.15 OGL has the color MD2 code with it, too.

    Husbando to a special kitty~♥

  2. #52
    Join Date
    March 16th, 2012
    Location
    I'm at soup
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    2,370
    Level
    59
    SRB2 2.1.16 has been released!

    https://www.srb2.org/2016/09/2-1-16-release-2-2-information-and-community-news-update/

    Quote Originally Posted by Rob Tisdell
    2.1.16 is here! There is one very important thing we need to state up front – in order to make the online SRB2 experience more stable and reduce the number of desynchronisations that may occur, we have decided to make the difficult decision of disabling netgame capabilities in Direct Draw (srb2dd.exe) builds. It will be a long road, but this first consolidating step will help us understand and potentially solve the problems with the netcode. We’ll give you the patch notes at the end of the post, don’t you worry.
    In case you haven’t been paying attention to the forums, there’s been an interesting group project that’s been going on – and it’s out now! It’s called Shut Up and Get On It, or SUGOI, and with 29 unique levels it’s one of the biggest map packs in the history of SRB2. Pretty much the whole community has come together to work on this thing and, thanks to the magic of slopes, it’s really amazing. We encourage you to go play that map pack after downloading the 2.1.16 update.
    Also in exciting news, we don’t usually get attention from the wider world… but a couple months ago we got three separate sites reporting on us at once!
    1) – Dorkly mentioned us in their list of cool pop culture DooM mods. We’re mentioned alongside ancient greats like Ghostbusters DooM as well as the relatively modern Mega Man 8-Bit Deathmatch.
    2) – IGN went into our game wanting to hate it, but realised they couldn’t! Someone should tell them we have mediocre support for controllers.
    3) – Last but not least, Gizmodo interviewed us devs about the history of the game! We gave ’em a few 2.2 screenshots to pick from for their header image as gratitude for their thoughtfulness.
    We did give them a few more images than they had space for, so here’s the other two – featuring the new versions of Tails, GFZ1 and CEZ1! It also features our new Sonic, although he’s now available on the message board with some custom abilities for fun here.


    It’s a shame 2.2 isn’t ready yet… but that doesn’t mean 2.1.16 isn’t pretty great in and of itself!
    General
    * We, uh, accidentally compiled 2.1.15 without any optimizations turned on. Sorry about that – the framerate in this version should be way better…
    * Knuckles can now climb on one-sided linedefs that don’t have the No Climb flag. This means thok barriers are no longer needed outside of decorative uses.
    * Fixed an issue where colliding with the edges of Mario blocks, bustable FOFs, and bouncy FOFs was extremely unreliable.
    * Fixed falling through a reverse platform FOF clipping you downwards (and vice versa with reverse gravity and normal platforms).
    * Fixed FF_SHATTERBOTTOM FOFs acting like THZ goop when stood on.
    * Thrown match emeralds now disappear in death pits instead of uselessly bouncing off.
    * Fixed an issue where the NiGHTS drone was visible at the end of a special stage for a single tic.
    * P_GetMobjGravity(mobj) is a new function available to Lua.
    * You can now disable the weapon rings and power stones displays from ringslinger gametypes using Lua.
    * Single-sided linedef skewing now behaves like midtexture skewing; the No Midtexture Skew linedef flag disables, instead of it being on by default.
    * Fixed several issues with the Solid Midtexture linedef flag not playing nicely with the Peg Midtexture and Repeat Midtexture flags.
    * Cleaned up the error message when failing to load a sprite that doesn’t have enough rotations.
    * The game will no longer crash whenever it gets lost trying to find a special linedef from a tag number.
    * Fixed an issue with one custom cutscene immediately following another causing the game to softlock.
    * If the game becomes modified during a record attack run, the run will now immediately end.
    * Using the -warp game startup parameter will now let you know if you are attempting to access an invalid map lump.
    * Fixed zero-length REJECT lumps reading from arbitrary memory.
    Slopes
    * Teetering on the edge of platforms and ledges now takes slopes into account.
    * Slopes can have their physics disabled by applying the No Sonic linedef flag to their master linedef. (Zone Builder will probably rename that linedef flag for the slope types soon enough, but until then…)
    * Slope physics now take sector gravity into account.
    * Non-player objects are now able to move up and down slopes much smoother.
    * Vertex slopes now crash with a descriptive error message if they’re set up incorrectly.
    * Fixed a crash caused by hitting a bouncy wall whilst on a slope.
    * Fixed an issue where Knuckles attempted to climb on thin air above a slope in 2D mode.
    * Bustable FOFs with sloped planes now have accurate collision bounds.
    * Running into a spring or gas jet on a slope will now always send you on the correct path instead of at an awkward angle.
    * Fixed gas jets having dance parties on slopes.
    Software
    * Fixed most, if not all, crashes caused by drawing parts of textures offscreen. These crashes alone caused many of the annoying crashes people have recently been reporting, so software mode should now be a lot more stable to play with.
    * Fixed sloped FOF planes with translucent pixels losing their translucency when enveloped in a colormap.
    * Fixed a crash caused by wedge-shaped FOFs mistakenly attempting to draw the top of its side textures below its bottom.
    * Fixed skybox positioning being visually inconsistent between chasecam and first person mode.
    * Fixed sprites in skyboxes being drawn with weird artifacting.
    * Fixed the linedef backside textures of polyobjects floating above the polyobject’s position.
    OpenGL
    * Lower unpegged is now consistent with the new software mode behavior introduced in 2.1.15.
    * Fixed specific arrangments of floor and ceiling slopes causing HOMs and other visual glitches.

    First post has been updated

  3. #53
    Join Date
    June 28th, 2012
    Posts
    182
    Level
    20
    so uh 2.1.17 is upon us and it fixes the netcode
    a pretty big important update for people who've stopped playing SRB2 for quite a long while

    https://www.srb2.org/2017/01/version-2-1-17-release/

  4. #54
    Join Date
    March 16th, 2012
    Location
    I'm at soup
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    First post has been updated, also here's the notes.

    http://www.srb2.org/2017/01/version-2-1-17-release/
    Quote Originally Posted by Inuyasha
    We have a very important announcement for you all:
    Netgames are stable once again. (Thanks to Mr. Mystery for taking these screenshots of almost 32 players in a single netgame!)
    Now now, before you go too crazy, keep in mind that things still aren’t perfect. There may be unexpected issues stemming solely from the fact that some parts of our game hasn’t had proper testing in years, due to the instability of netgames. But it’s safe to say that things are back to a level of stability around that of version 2.0, if not a little better than that. Special shoutouts go to LJSonik, who was the one to discover and fix the majority of these problems that had been difficult to find.
    Though the stability of netgames is a huge part of this update, it’s not the only thing featured in it. See below for the full patch notes…

    • 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.


  5. #55
    Join Date
    March 25th, 2010
    Posts
    1,442
    Level
    58
    SRB2 2.1.18 patch has been released. First post has been updated.

    Quote Originally Posted by Rob
    Hey all

    We weren’t really planning on doing this, but an exploit has been discovered and, unfortunately, been used to crash peoples’ servers and we need to plug the hole. So we’re releasing version 2.1.18. We’re still hard at work on 2.2, and we’re hoping to have stuff for you soon on that front.

    Patch notes:

    * Netgame fixes:
    * Fixed an exploit where malformed packets with invalid node identifiers caused the server to crash.
    * Made the server recognise verified admin players’ bans, as opposed to only treating them as unenforced kicks.
    * Fixed the fact that the allowteamchange console variable was completely broken, having previously caused both desynchronisations and crashes when switched off.

    * Console fixes:
    * Fixed an issue where the addfile command was incapable of locating files in subdirectories whilst in netgames.
    * Fixed character selection from the command line (and therefore via launchers and level editors) being disabled.
    * Fixed the dedicated server console window not handling key combinations involving the Ctrl, Alt or Shift modifier keys.

    * Software rendering fixes:
    * The game no longer crashes whlst attempting to render certain types of FOF off the top or bottom of the screen.
    * Precipitation being off the top or bottom of the screen no longer causes visual artifacting (or, in rare cases, crashes).
    * Fixed various issues with the v.DrawFill function. This includes its shoddy handling of V_SNAPTO flags, amongst other quality of life improvements.

    * Minor, unrelated fixes:
    * Fixed an issue where falling rock hazards could linger in perpetuity after colliding with slopes.
    * Fixed a crash caused by Jet Jaw badniks attempting to attack players who had had the “MF_SHOOTABLE” object flag removed through add-ons.
    * Fixed a crash caused by attempting to execute the “Call Lua Function” linedef executor with blank fields.
    * Fixed an issue where attempting to have more than 10,000 screenshots in your screenshots directory was erroneously allowed.
    Quote Originally Posted by SRB2
    <Mystyc Cheez> I ****ING QUIT
    Mystyc Cheez left the game
    <~Sky> Am I too awesome or something?
    <X\Wind> Why is everyone on red...
    <X\Wind> Is Sky that awesome?
    Quote Originally Posted by Steam
    20:48 - Sky: one does not simply ban him
    20:49 - Wind: we must gather the chaos emeralds and blast him

  6. #56
    Join Date
    March 25th, 2010
    Posts
    1,442
    Level
    58
    SRB2 2.1.19 patch has been released. First post has been updated, as usual.

    https://www.srb2.org/2017/05/srb2-ve...patch-release/

    Quote Originally Posted by Rob
    Hi again. Yes, we know – the previous release did not fix the netgame exploit properly. We’ve been working hard, though, and that (along with a few other potential exploits waiting to happen) is now fixed. We’ll be bringing the Master Server back up to allow people to advertise servers online again. As always though, if there are further netplay issues, please report them to us on the Message Board here. We can’t fix what we don’t know about!

    * Netgame fixes:
    * Patched a few more crash-causing exploits enabled by malformed packets, as discussed above.
    * Fixed cooperative intermission bonuses such as extra lives not being awarded server-side on dedicated servers, leading to desynchronisation.
    * Fixed an issue where you could join a netgame despite having too many files loaded to be able to match the server’s file list, leading to desynchronisation.
    * Fixed an issue where you stayed connected to a netgame when you have too many files loaded to apply one the host added, leading to desynchronisation.
    * Inform the adminplayer when they send an addfile request that can’t be completed because the host has too many files added.
    * Fixed a bizzare issue where, if you quit a server the moment you create it, you will be instantly kicked if you make a new one.

    * Minor, unrelated fixes:
    * Fixed an issue where missiles were able to effortlessly glide up slopes without exploding.
    * Corrected a log message informing the player that they had extra colormaps on game startup when none were actually available.
    * Removed a typo resulting in the NiGHTS capsule having the red ring’s skincolor applied on spawn.
    Quote Originally Posted by SRB2
    <Mystyc Cheez> I ****ING QUIT
    Mystyc Cheez left the game
    <~Sky> Am I too awesome or something?
    <X\Wind> Why is everyone on red...
    <X\Wind> Is Sky that awesome?
    Quote Originally Posted by Steam
    20:48 - Sky: one does not simply ban him
    20:49 - Wind: we must gather the chaos emeralds and blast him

  7. #57
    Join Date
    May 29th, 2017
    Posts
    3
    Level
    2
    I love this new update -snip-

  8. #58
    Join Date
    March 25th, 2010
    Posts
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    Level
    58
    Quote Originally Posted by Ultra The Hedgehog View Post
    I love this new update -snip-
    Yeah, SRB2's getting better and better, especially since they fixed the netcode. Maybe I should return to play online in SRB2 sometime...

    By the way, I've put your Steam Signature into your forum signature. If you want to edit your forum signature, go to the top right of the page and select "Settings" then "Edit Signature" on the left.

    Forum signatures automatically appear below each of your posts so you don't have to paste it every single time.
    Quote Originally Posted by SRB2
    <Mystyc Cheez> I ****ING QUIT
    Mystyc Cheez left the game
    <~Sky> Am I too awesome or something?
    <X\Wind> Why is everyone on red...
    <X\Wind> Is Sky that awesome?
    Quote Originally Posted by Steam
    20:48 - Sky: one does not simply ban him
    20:49 - Wind: we must gather the chaos emeralds and blast him

  9. #59
    Join Date
    March 25th, 2010
    Posts
    1,442
    Level
    58
    SRB2 v2.1.20 is out.

    https://www.srb2.org/2018/01/srb2-ve...patch-release/

    Quote Originally Posted by Rob
    Belated happy new year, and thank you for your patience. There wasn’t going to be another of these, but then Windows decided to update and break all our 2.1.19 executables, so guess we’re just going to have to deal.

    * Changes with major impact:
    * IMPORTANT: SRB2 now detects mouse movement in a much better way. If you’ve been having issues since Windows 10 last updated, this is for you.
    * Fixed downloads from servers being dropped whenever someone new attempted to join.
    * Fixed several minor compounding issues with resynchronisation in netgames, which may have significant effect.
    * Fixed a crash when removing thinkers (mobjects and the like) whilst running thinkers.iterate() in Lua.
    * Fixed a crash caused by Lua scripts calling CV_RegisterVar on existing console variable names.
    * Modified Lua’s “PlayerSpawn” hook to call its associated functions even if the player spawned at a checkpoint instead of a player start.
    * Fixed Linedef type 414 crashing the game if an invalid sound number was supplied somehow.
    * Linedef type 8 (Special Sector Properties)’s ability to trigger sector specials by touching sector edges (turned on by the “Peg Midtexture” flag) now works as intended.
    * A restartaudio function is now available. If you change audio output device mid-game, run this command in the console and things should be taken care of.
    * This isn’t really a code-side thing, but the person you should contact to get a Mod ID in future should be Rob.

    * Changes with minor impact:
    * Once AGAIN we have tamed the silly springs so they no longer try to jump with the player. They are now only solid to anything they can’t launch.
    * Fixed Record Attack demos not recording changes to the player’s scale/size properly, which resulted in ghosts disappearing sometimes if they attempted to grow bigger.
    * You can no longer kick or ban players outside of netgames. This means you can’t kick Tails out in Sonic & Tails mode in Single Player, sorry. =) Likewise with Player 2 in splitscreen mode.
    * Fixed the Lua function P_FloorzAtPos not considering slopes for normal floors.
    * Fixed save games for a custom mod not saving to custom home folder.
    * Fixed Linedef types 305-307 (the Character Ability trigger linedef specials) being completely broken.
    * Fixed FOFs causing Each Time effects on the ground below to fire.
    * Fixed air-bobbing platforms’ undersides performing bizarre, undesired movements.
    * Fixed sloped Quicksand and space countdown FOFs. Quicksand now also supports reverse gravity.
    * Fixed a bug with being able to go under lava FOFs with slopes, due to the solid lava code not supporting slopes properly. The Lua functions P_CheckSolidLava and P_CanRunOnWater now also support slopes as a result.
    * Fixed the TIME/SCORE part of the Single Player/Coop HUD moving position when the tally screen starts if you are using a non-green resolution. Also, the time display at the tally screen no longer limits the minute number to between 0 and 59.
    * Fixed OpenGL screenshots appearing greyscale and distorted when taken in the 1366×768 resolution.
    * Fixed a Software renderer-only glitch where PolyObject walls could sometimes be seen through level boundaries in other areas, turning anything above and below into HOM or skybox.
    * Fixed some OpenGL-only glitches involving sloped FOFs with lighting.
    * Fixed MD2 interpolation not working under certain circumstances (particularly if an object’s state has a finite duration normally, but the object has made it infinite instead).
    Quote Originally Posted by SRB2
    <Mystyc Cheez> I ****ING QUIT
    Mystyc Cheez left the game
    <~Sky> Am I too awesome or something?
    <X\Wind> Why is everyone on red...
    <X\Wind> Is Sky that awesome?
    Quote Originally Posted by Steam
    20:48 - Sky: one does not simply ban him
    20:49 - Wind: we must gather the chaos emeralds and blast him

  10. #60
    Join Date
    December 20th, 2017
    Location
    New York
    Posts
    31
    Level
    7
    Yay!
    Just downloaded.
    I somehow saved the world from destruction.
    (this happened in a roleplay server.)

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