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

  1. #61
    Join Date
    March 25th, 2010
    Posts
    1,442
    Level
    58
    SRB2 v2.1.21 is out, and it contains quite a lot of changes!

    https://www.srb2.org/2018/12/srb2-ve...patch-release/

    Quote Originally Posted by mazmazz
    It’s 2.1-ception! When will it end?!?! We know you love us more than Smash Bros., so have a shiny new release on our backs!

    Major impact changes:

    • New default controls: We revised our default controls so that our new players may play more effectively. They default to first-person style movement controls using the W-A-S-D keys, while the camera is controlled using the mouse or arrow keys. Read How to Play for a short explanation of these controls. If you are upgrading from an existing SRB2 installation, you will keep your old controls.
    • Improved Gamepad Support: It is now entirely possible to operate SRB2 on a gamepad alone. Analog sticks are now active on the menu. We improved their sensitivity to be less slippery in-game. We also allow you to map any button to pop up the system menu, take a screenshot, or make a GIF. Just don’t forget to set your button controls in the Options.
    • PK3 addons: SRB2 now supports PK3-format addons! PK3 is a compressed format that allows addon authors to use a folder structure that organizes graphics, Lua, SOCs, maps, and everything else into one package. Now addons can be smaller, more organized, and more future-proof for later requirements.
    • First 64-bit release: We are now releasing SRB2 in both 32-bit and 64-bit formats. For the most demanding content, you may enjoy up to a 64% performance boost! Netgaming is compatible between 32-bit and 64-bit players. Most, if not all addons will work with the two versions. If you have a computer built after 2004, you can most likely run the 64-bit release.
    • Linux and macOS releases: Cross-platform is back in style! We have an APT repository link for Ubuntu and Debian users, while macOS users can download a DMG install package. Again, these versions are netgame-compatible and 99% of addons should work as intended. However, these are experimental releases and we may not provide them in the future. Please give us feedback and submit bugs!

    Minor impact changes:


    • OpenGL performance: OpenGL has been made more performant and has received a few visual fixes. Large maps (such as Aerial Garden) now render more reliably. Screenshots and wipes now work correctly on non-native resolutions.
    • Lua additions: Lua now has support for slopes, including P_GetZAt() to get the Z position of a sloped point. You can use searchBlockmap to look for objects within proximity. For HUD, hud.enabled() and v.getLocalTransFlag() are added. There is now a PlayerQuit hook, as well as a variable to check for Ultimate Mode.
    • No more SRB2DD: As of this release, we are dumping the old srb2dd.exe. We have kept it for compatibility reasons in the past, but we did not support it. A significant bug has now prevented us from releasing it further. Please use srb2win.exe from now on — it is more stable and it has the newest fixes.

    This release has a large collection of individual bug fixes, so go after the jump to read them!

    Changelog


    Editing


    • New Feature: PK3 support added, go nuts!
    • New Feature: Textures on FOF walls can now be skewed with respect to slopes.
    • New Feature: To allow fullbright sprites to be displayed as fullbright under translucent FOF planes, you can now use particular settings on the middle texture of a colormap linedef to control this feature (best explained on the wiki really)
    • Fixed Bouncy FOF and Space Countdown sector specials working on FOFs that don’t have the FF_EXISTS flag
    • Added support for multi-patch middle textures on two-sided linedefs with both invisible pixels and translucency in the Software renderer.
    • Fix for Objectplace: Fixed NiGHTS bumper angles being reset when the “writethings” console command is used.
    • Fixed bugs with alternative view points (Report 1, Report 2)

    Lua


    • New Feature: Added Lua support for slopes, as well as the function P_GetZAt to use them with.
    • New Feature: Added searchBlockmap to look for objects within proximity of a point.
    • New Feature: Added hud.enabled() and v.getLocalTransFlag() for Lua’s HUD features.
    • New Feature: Added the “PlayerQuit” hook for Lua’s addHook function, called when the player leaves the game.
    • New Feature: Added access to “ultimatemode” as a global variable for Lua, for checking if the game is in ultimate mode or not.
    • Fix sector flat names in Lua scripts having hidden characters that mess up string comparisons and prints

    Netgames


    • New Feature: We now allow multiple admins for netgames. This support works the same way as in SRB2 Kart: server hosts can promote multiple clients as admins, or clients can login using a password.
    • The “name” console variable no longer defaults to the computer’s username, but instead “Sonic”. (This was done due to concerns about users’ real names (or dead names) being leaked without their permission or knowledge IIRC)
    • Fix file names being truncated at the download screen when joining a netgame, if the file name or its full path was too long. Additionally, long file names are now handled better at this screen (show my gif here)
    • Fixed error when passing an empty address to the “connect” console command
    • Fix the maximum player name length in the multiplayer player setup menu being shorter than that of the “name” console command
    • Security fix for admin passwords in netgames: Don’t allow clever hackers to verify themselves as admins when you haven’t even set a password! (This was due to the default being a randomly generated value, which can be predicted if you have the knowledge to do so; now it’s just blank, and rejects any and all attempts at logging in)
    • Several fixes to net commands in netgames, thanks to LJ Sonic once again
    • Fix using “verify” causing issues with adding files later if you are the host
    • Fix F12 (the switch player view button) not working sometimes; this can happen if you’re playing in windowed mode, and use the left mouse button to return focus. This was because the left mouse button is one of the defaults for firing a ring in multiplayer, and the game never realises you let go in this situation.
    • Server names should now be updated on the Master Server instantly
    • Fixed servers sometimes disappearing from the in-game server list when you refreshed it.
    • Fixed the game giving nonsense update alert messages if the Master Server was not working when attempting to view the server list.
    • Fixed desyncs in netgames caused by toggling on analog.
    • Fixed the game reading mapheader_t Lua userdata from $$$.sav incorrectly in netgames.
    • Fix Thwomps triggering for spectators and when the FOFs themselves don’t have the FF_EXISTS flag.
    • Fix Mario block FOF textures desyncing in netgames.
    • Fix Each Time + floor touch linedef executor setups retriggering in netgames for players who join a server.
    • Fix the game’s crash error messages for “SOCK_Send” being utterly unhelpful. While the crashes themselves haven’t been fixed, the error messages should actually tell you what went wrong more clearly now!

    Crashes


    • Hotfix for a “LUA PANIC” crash for the host of a netgame when someone joins the game. This happened if the game attempted to archive Lua tables with certain types of data used as table keys that aren’t allowed, e.g. functions or userdata keys.
    • Fixes for Lua string archiving in netgames: Lua strings longer than 1024 chars no longer horribly crash the game, and embedded zeros are now properly supported
    • Fix a netgame crash relating to Lua-made console commands, particularly if the host receives packets for them when they shouldn’t be able to (i.e. if the game hasn’t even loaded up Lua yet)
    • Fix the game sometimes crashing when joining a netgame, due to the camera lacking a real subsector at map load.
    • Fix Single Player savegame slots for nonexistent skins crashing the game when viewed.
    • Fix a crash caused by ending a SOC file (e.g. MAINCFG) with a “State” (or “Frame”) block with no newline at the end
    • Fix crashes with SOCs if you put in lines with no ” = ” within certain types of SOC blocks.
    • Skyboxes no longer break or crash the game after placing items in Objectplace mode.
    • Fixed exploits with the “alias” console command that allowed the game to get stuck in recursion cycles, eventually crashing the game.
    • (Debugging builds fix) Fix the game crashing when attempting to run the game in dedicated mode

    Engine


    • Fix totalplaytime being incremented during a demo playback, including record attack replays
    • Movie recordings now record the extra long white intro fades for special stages properly
    • Optimised rain/snow thinkers to improve framerate in maps using those weather types.
    • Record attack ghosts now spawn properly on slopes
    • Fixes for GME music: pausing the game now actually pauses the music, and volume has been increased to fix low volume compared to other digital music
    • The default sound volume has been lowered, due to the previous default being too loud.
    • The sound, digital and MIDI music toggles are now console variables that are saved to config.cfg: sound, digimusic and midimusic
    • Joysticks are now detected by default if plugged in.
    • Joystick sensitivity is adjusted to support dead zones, so now they feel less slippery.
    • Joysticks now work for navigating menus, and buttons are better mapped to control the menus.

    Program


    • (FIX FOR 64-BUILDS AND NON ASM BUILDS OF SRB2): The C version of FixedMul is now consistent with that of the ASM versions. The previous inconsistency between them caused desyncs when 32-bit and 64-bit builds of SRB2 played in netgames with each other. Thanks to tatokis — besides benefits for Linux building, this means that 64-bit versions of SRB2 are netplay compatible with 32-bit builds now!
    • Fixed the sound system initialising when starting the game in dedicated mode, when it shouldn’t. This fixes people sometimes hearing level music for a split second when a dedicated server is started, and also saves memory.
    • Fix for “playdemo” console variable not working with custom home paths
    • The -playdemo and -timedemo command line parameters now work again (they used to freeze the game when used)
    • Response files now work in command line parameters! This feature allows you to add in any command line parameters from a text file, by adding @textfile.txt to the parameters. (This features was in for a long time but it never actually worked due to bugs)
    • Linux 32-bit fix: Fix the available physical memory reported by “memfree” console command being consistently shown as 48 MB
    • Linux fix: Fixed file searching not properly reporting if a file with the wrong MD5 was found, rather than pretending it doesn’t exist
    • Fixed use of both -server and -connect command line params causing the game to freeze at startup.
    • Fix: Invalid Ctrl + some other key combos now do nothing when the console is open, instead of the second key being handled as input by the main game
    • In windowed mode, SRB2’s icon should now appear as the icon on the window’s top bar
    • Fixed some memory leaks and other issues to do with SDL2_Mixer, the library SRB2 uses for sound.
    • The current renderer is now saved in the metadata for PNG screenshots and APNGs.
    • GIF frame delays are more accurate! Previously, GIF were inaccurate by 1 tic every 7 tics, compared to the time actually passed in-game.
    • Fix repeatedly adding files already in the game eventually preventing the game from opening, reading and writing all kinds of files (including the game’s config and gamedata).

    Renderer


    • Many OpenGL fixes (thanks to Sryder for some of these)
      • Optimises the screen texture setups so that they aren’t redefining textures every frame if they don’t need to. This gives a pretty large performance increase, especially on Intel GPUs
      • Fix screenshots and fade wipes in SDL2 for resolutions that are lower than the monitor’s native resolution
      • Match the currently used OpenGL drawing functions to the software ones. There are a few others that don’t fully match still, but they also aren’t currently used from what I can see, so I have no point of reference for how they should work.
      • Make the screen texture be drawn in the centre of the screen with black bars in SDL2, instead of being stretched across the entire screen
      • Fixed MD2 interpolation sometimes being jerky
      • Fixed Lower unpegged having no effect on FOF walls when applied to the linedefs of the in-level sectors. This is supposed to change pegging of the walls to snap to the FOF’s bottom, like in Software
      • Fix very large maps (such as Aerial Garden) having rendering issues
      • gr_correcttricks should no longer have any effect on sloped sectors.
      • Fixed translucent walls displaying glitches when viewed from certain angles.
      • The startup screen now actually appears in OpenGL, you finally get to see baby Sonic! =D
      • Skies now render correctly in splitscreen mode.
      • Linux: Fixed MD2 models not loading correctly

    • Flats in software no longer glitch when looking up and down in first person view.
    • Fix software renderer glitches with fog FOF walls when adjacent to sectors with colormap applied.
    • Fix 64×64 textures created with TX_START/TX_END being automatically doubled in height in-game. This was meant to be a workaround for an old Doom bug, but it no longer occurs in SRB2 so is not necessary anymore.
    • Fixed fading calculations for custom level colormap generation being incorrect
    • Fixed HOM removal not working properly in non-green resolutions
    • Fix translucency making sprites and other graphics overly dark in areas of maps with low light levels.
    • Fixed certain HUD drawing functions not funcioning properly in non-green resolutions
    • The video flag V_OFFSET now supports V_FLIP, and no longer does anything if not combined with V_NOSCALESTART (to prevent positioning issues).
    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

  2. #62
    Join Date
    March 25th, 2010
    Posts
    1,442
    Level
    58
    SRB2 v2.1.22 is out, containing even more changes!

    https://www.srb2.org/2018/12/srb2-ve...patch-release/

    Quote Originally Posted by mazmazz
    Merry Christmas, everyone, and we hope you enjoy this very special gift! It’s not 2.2, but we’d say 2.1.22 sounds just as swell!
    Major impact changes:


    • Chat Windows: For multiplayer, we added the ability to display the chat in a small window by default. Fans of SRB2 Kart will feel right at home here — now you can enjoy increased readability, spam filtering, and easy-to-use private messages between players!
    • Addons Menu: We also got the beloved Addons Menu! With all of your favorite features from Kart, you may now easily find your addon files in-game without alt-tabbing and fumbling through Windows Explorer.
    • Gamepad improvements: We have now added default gamepad buttons, so if you have a supported controller, you no longer need to dive into the options — just pick up and play! If you are upgrading, the game will add those buttons to your controls as long as a slot is open for that action.
    • 64-bit OpenGL fixes: A lot of you made it very clear to us that Eggman blew up a hole in GFZ2, so we made him pay dearly for it! All of the holes in OpenGL are now fixed for 64-bit. Additionally, we fixed a visual glitch with shields that you may have experienced in both 32-bit and 64-bit.
    • SDL stability and sound fixes: Some people experienced glitchy sound effects due to our attempt to update SDL, the program library that runs our game. A few of you may have also experienced startup and stability crashes. We have now fixed the glitchy sounds, so we are now able to package the latest SDL libraries. By extension, some of the crashes should now be resolved.

    Minor impact changes:


    • PK3 sprite name fix: We realized that PK3 addons cannot name lumps with a backslash character, which prevented player skins and a few other objects from working properly. We fixed this by allowing you to use the plus character instead, so player skins can now be packaged as PK3. To learn how to create PK3 addons, visit our PK3 wiki page.
    • Camera tweaks: When you upgrade, you may notice that the camera view looks slightly different — perhaps less claustrophobic. Also, if you specify custom camera values in the console, they will now be saved to your config.
    • Cross-platform fixes: The macOS version was unable to write savegames for mods, so we patched that up and also fixed the path that script files are executed from. We also fixed a few music formats that did not play for that version. The Linux install packages now have srb2 added to the PATH, so you can run the game just by typing in srb2 in the Terminal.


    Changelog


    Crashes


    • There was a KIMOKAWAIII stage crash related to a remote viewpoint camera that would cut out of existence.
    • Some SDL-related crashes have been fixed as a result of us packaging an old SDL version with v2.1.21. The new DLLs supplied with v2.1.22 should fix startup-related crashes and a few stability bugs.

    Editing


    • The game now accepts ‘+’ as substitute for ‘\’ for sprite frames in both WAD and PK3. This is important for PK3 as backslashes are invalid name characters.
    • The tiny font has been expanded to include symbols and lowercase letters. Thanks Golden!
    • The timer behavior for remote viewpoint cameras was fixed. The bug prevented an isometric camera in SUBARASHII from functioning.
    • Waypoint PolyObjects can now crush the player.
    • SOC: New level header option SAVEOVERRIDE to set whether to force write a savegame or skip saving, per level.
    • Lua: FOF flat names no longer return trailing null chars (‘\0’)
    • Lua: New function G_SetMapOverride() to set the next level and optionally skip the tally screen, while not exiting the level immediately a la G_ExitLevel().
    • Lua: Fix G_ExitLevel() always skipping the tally screen, even if you did not specify for it.
    • Lua: New function R_TextureNumForName() to get a texture name’s internal index; and R_CheckTextureNumForName() to check if a texture name exists.

    Game


    • The chat window feature is implemented from SRB2 Kart; thanks Lat! See the full list of changes.
    • The addons menu from SRB2 Kart is implemented; thanks to toaster for the original code!
    • New default joypad buttons have been added, as well as a feature to update the user’s config with the new buttons.
    • You can now assign Jump and Spin actions to a gamepad axis (such as analog triggers.)
    • The player no longer moves from joystick or mouse input while the multiplayer system menu is open.
    • In NiGHTS, you can now fly up and down by using the Look Up and Look Down buttons as well as the Look joystick axis.
    • In CTF, a sound jingle will now play when the opposing team’s flag is returned to base.

    Renderer


    • 64-bit OpenGL holes are now fixed! This was related to some floating point math that produced invalid results when using optimized instructions. This could have affected 32-bit users if we decided to release faster builds in the future. Thanks to our original progenitors, the Doom Legacy project, for inspiring our fix!
    • Shields in OpenGL — as well as any overlapping object — no longer produce severe Z-fighting glitches for some users. Shields have never looked so good! Thanks Azeonus!
    • The automap now renders in large levels, so you can map out your great escape from Egg Rock Zone!
    • A few Software glitches were fixed, relating to horizontal planes. Thanks to our resident cat wizard Jimita for the following:
      • Ceilings no longer glitch when looking all the way up
      • PolyObjects no longer cause slime trails on adjacent walls
      • Sector flats no longer render twice when they are under a PolyObject
      • Large rooms no longer produce glitchy artifacts.


    Program


    • SDL sound glitches were fixed, meaning that we can now ship SDL 2.0.9 with the latest stability fixes.
    • In a multi-monitor setup, the program window will now snap to the center of its currently occupied display.
    • In Windows, the mouse will be grabbed by the window automatically on program start as long as its use is enabled.
    • Mod savegames now save with proper filenames on all OSes. Previously, their filename was being malformed. This was especially bad on macOS because the entire save location was invalid.
    • When using a home folder outside of your SRB2 install (as is default for Mac and Linux), console scripts will now be found in the proper paths. We fixed EXEC, SAVECONFIG, and debugfile to consider home folders.
    • The Ubuntu/Debian install package now has a symbolic link for SRB2 in the PATH, so instead of typing /usr/games/SRB2/srb2 to run the game, you now just need to type srb2.
    • macOS builds can now play MP3 and FLAC music.
    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

  3. #63
    Join Date
    January 19th, 2011
    Location
    In your fridge stealing all your food
    Posts
    458
    Level
    28
    Wow. I even resized Park Valley so it wouldn't glitch out in software, and they just fix that right up. Though I am happy with it being smaller though.
    Last Post Winner since December 2015


    Check out Park Valley in the MB
    Switch Friend Code: 8019-6265-2223

    "Can't let you do that Star Fox." -Wolf

  4. #64
    Join Date
    March 25th, 2010
    Posts
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    58
    Quick patch to fix a game-breaking bug has been released.

    https://www.srb2.org/2018/12/srb2-ve...patch-release/

    Quote Originally Posted by mazmazz
    Here’s one more patch update to close out the year! Did we ever move this fast in SRB2’s history?

    Major impact changes:


    • 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.

    No big changelog this time. Have a Happy New Year!
    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

  5. #65
    Join Date
    January 19th, 2011
    Location
    In your fridge stealing all your food
    Posts
    458
    Level
    28
    No wonder I noticed that my game didn't save. I thought that was my end. Didn't test that out
    Last Post Winner since December 2015


    Check out Park Valley in the MB
    Switch Friend Code: 8019-6265-2223

    "Can't let you do that Star Fox." -Wolf

  6. #66
    Join Date
    March 25th, 2010
    Posts
    1,442
    Level
    58
    The supposedly last 2.1 patch is out!

    https://www.srb2.org/2019/06/version-2-1-24-release/

    Quote Originally Posted by Rob
    Hey all, 2.1.24 has been released! Find it on our downloads page! Unfortunately at this moment, there is no Mac installer, sorry. I will update this post when that has been resolved.

    I also want to take this opportunity to let you all know that this is most likely the last patch for the 2.1 version of the game, barring some major game-breaking bug we overlooked. We have been making very good progress on 2.2’s development front, and I can now, with a very high degree of confidence, confirm that version 2.2 will extremely probably be done before the end of the year (Well before then, most likely!). I would like to thank you all for your patience in waiting on this, we know that the time between 2.1’s first release and now has been quite long, but we genuinely believe that the wait will be worth it. By far is 2.2 the most drastic set of changes we’ve ever made to the game, and we’re all very excited for when we can finally share what we’ve been making with all of you. Sit tight just a little bit longer, we’re almost there!

    Oh, I guess I shouldn’t forget changelog:

    • 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/SRB...e_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
    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. #67
    Join Date
    March 25th, 2010
    Posts
    1,442
    Level
    58
    Well, guess the last one wasn't the last one...SRB2 v2.1.25 is out!

    https://www.srb2.org/2019/08/srb2-2-1-25-release/

    Quote Originally Posted by Rob
    Hey all!

    Sorry, this isn’t 2.2. We found a couple major issues that prevented certain mods from working, as well as patched over a few netcode exploits. We deemed these important enough to make a new patch for 2.1, because a fantastic mod was made that’s dependent on these. After you download the patch, you should head on over to the KIMOKAWAIII release thread and download that. It’s a massive mod made from various members of the community and has tons of new content for you to play through. It’s well worth your while.

    As an update, we are working hard on getting 2.2 together and are building internal betas. We are not quite at the RC stage yet, but we’re getting there, and a whole bunch of stuff we didn’t think we’d actually polish has been getting some serious attention while we wait on the last few major components for the game. For anyone who hasn’t seen it yet, let me share this with you:



    Also, because we always do this, changelog:

    * Fixed APNG movies in OpenGL recording the game as completely black.
    * Fixed FOF with slopes glitching very briefly at level load.
    * Fixed PK3 folders being accidentally loaded as textures, which caused crashes sometimes.
    * Fixed the game reading data from past the expected end of per-level colormaps, which could cause crashes somtimes. This happened if you made the colormap with some external program that decided to append some text to the end of the lump to tell you how it was made.
    * In netgames, only the server or admins are allowed to skip credits now.
    * Fixed several PolyObject physics issues:
    ** If you were standing on a PolyObject following waypoints, walking off its edge teleported you to the ground.
    ** Sometimes you could collide with thin air below or above some PolyObjects.
    ** PolyObjects spawned with the ” crush”=”” spawn=”” point=”” weren’t=”” able=”” to=”” crush=”” you=”” properly=”” sometimes.
    * Fixed an exploit where players could steal the final hash of a login.
    * Fixed ERZ3 and Pipe Towers Zone spitting console errors on being loaded.
    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

  8. #68
    Join Date
    May 22nd, 2019
    Posts
    26
    Level
    20
    i thought this was 2.2 patch but it ded

    - - - - - - - - - -

    i thought this was 2.2 patch but it ded

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