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File srb2.changes of Package srb2
------------------------------------------------------------------- Sat Sep 09 05:38:22 UTC 2023 - asdhio <asdhio@tuta.io> - Update to version 2.2.13 * Fixed renderhitbox causing netgame instability * Fixed floorsprite rendering causing a possible crash if the sprite had a size of 1×1 * Fixed hitbox interpolation when scaling mobjs * Optimized sprite rendering in the software renderer * Exposed skin.supername to Lua - Update to version 2.2.12 * Fixed inconsistent crash caused by music volume fading while changing to different music * 44 new player colors (press enter on the selector * to see ’em all in a nice grid) * Toggle fullscreen on/off with F11, toggle renderers with F10 * More accurate FPS counter * Cutscenes now play at correct speed for netgame clients * Fixed joining netgames during intermission causing strange behavior * Fixed IPv6 support * New UDMF, SOC, and Lua features - Patch offline compiling again - Remove the use of SDL_OpenURL to compile on Leap (a contributor said this will be fixed in the next release so the patch is temporary) ------------------------------------------------------------------- Sat Jul 08 12:10:45 UTC 2023 - asdhio <asdhio@tuta.io> - Update to version 2.2.11 * Removed the framerate limit: Using interpolation, SRB2 can now run at far more than 35fps, allowing for smoother looking 60fps gameplay (or much higher on supported monitors). You can set a custom limit at the bottom of Video Options. * Fixed error 503: This prevented some players from accessing the ingame Master Server browser. If you’ve been having trouble using the Master Server, give it another try. * Support larger characters in ERZ: Addon characters with large collision boxes, such as Ryder the Falcon, can now complete ERZ. We introduced some new gravity-related elements you can add to your maps as a part of this fix. Read about them here. * Added support for the Universal Doom Map Format (UDMF): UDMF is a more flexible and powerful map format that allows for easier editing and more complex level designs. This long-awaited feature is a game-changer for mappers, opening up new possibilities for custom levels. * Better rendering in large levels: Levels that used to break the renderer by the sheer size of their rooms should be far more visually stable now. * Improved Lua command/cvar safety and added basic rate limitation for Lua file access: Helps prevent addons from writing too much data to hard disk, among other things. - Update to version 2.2.10 * The file limit has been massively increased. (The skin limit is still 32, though!) * The tutorial has been redone for the new default controls. * Many new additions to Lua, including bot features, an improved input library, easing functions and more. * Blending modes for midtextures and FOFs. Multi-tagging and more convenient slope copying for non-UDMF maps. * Generalized slopes for UDMF maps. The ability to load folders for easier addon development. No need to compile your resources into a PK3 until you’re ready to release your work! * A couple of updated graphics, textures & sprites. - Patch offline compiling ------------------------------------------------------------------- Thu May 13 18:03:06 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 2.2.9 * Fixed animated skin colors in OpenGL. * Fixed an error when loading addons with custom savedata via the command line (notably, when testing from Zone Builder). * Optimized Lua, plane rendering, and drawing of FOFs. * Added polyobject support for Lua. * Added multitag library for Lua, which allows reading and manipulation of tags on mapthings, lines and sectors; also added tag iterator functions. * Attraction Shield’s homing attack may now be chained. * The addfile command now supports adding multiple files. * The player will now smoothly slide across a sloped ceiling. * Let more graphics lumps be replaced clientside. * Various bits of progress on UDMF. * Special text is printed when the player begins the final lap in Circuit mode. * Ring drain sectors play the ring depletion sound. * Pausing the game is no longer possible during the score tally screen in Marathon Mode. * Tons of map fixes from sphere. * Added acronym keywords to Co-op levels. For use with the map command, so e.g. you can warp to Green Flower 1 with map GFZ1. * The game now resends the whole gamestate when resyncing a player. ------------------------------------------------------------------- Sun Oct 25 19:04:24 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 2.2.8 * Fixed a bug where loading lua scripts that added netvars via the -file parameter would lead to desyncs. Dedicated servers were most directly affected due to the common usage of -file. * Removed "The OpenGL renderer is incomplete" notice, and fixed changing the renderer from console not updating the menu option. * Fixed PNG graphics being broken in OpenGL. * Fixed Shift key not working in Windows detached console. * Fixed Canarivore gas teleporting up ledges. - Update to version 2.2.7 * Built-in skincolors may now be changed. * Added the netticbuffer cvar. This stores some inputs in a buffer in case the network is slow, exchanging netcode induced lag for input delay. * (OpenGL) Model Lighting now works when shaders are enabled. * Added a menu option to show joiner’s IP addresses. * New Master Server technology, bringing more uptime and smoother menus. * Optimized loading of PNG graphics, greatly reducing the load time of levels that happen to use PNGs. * Players can no longer change their name more than five times per minute. * Added a new Black Eggman sprite render by SuperPhanto. * 3D models made by Jeck Jims are now included with the game. - Remove obsolete conditions ------------------------------------------------------------------- Sat Jul 11 17:30:33 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 2.2.6 * You will now be able to finish Black Core zone in unmodified single player! * We’ve also fixed some other small bugs and made some minor adjustments to Marathon Run. - Update to version 2.2.5 We’ve got some great new features for you, including: * Shadows now render on the ceiling in reverse gravity. * The game now saves as the level ends. If you exit a special stage and re-enter the game, you will be in the next level. * You can now play as any character in NiGHTS mode. * You can now use SOC and Lua to make custom skincolors. * OpenGL has received an overhaul, resulting in performance improvements and shader support. The game ships with some shaders, but if your machine can’t handle them, you can turn them off. * Updated music for the tracks originally sourced from Mystic Realm. * We added Marathon Mode. It’s for full game speedruns. Find it under the 1 Player menu. We also included options for Ultimate Mode and for creating a backup to come back to if the game crashes during a live event. * Knuckles no longer crouches for as long after landing from a glide, making him lose less momentum and feel a little less chunky. He can swim underwater, too, which controls differently from gliding. We gave him a little something extra, too. ------------------------------------------------------------------- Tue May 12 19:17:26 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 2.2.4 * We found a critical bug where players couldn’t complete the tutorial using the simple camera mode, so we fixed that. * Also, we solved some issues in ACZ where you could get stuck on paths with certain characters. ------------------------------------------------------------------- Mon May 11 18:44:16 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 2.2.3 * The console can now be used during menus * The emblem hints and radar can now be used in Record Attack * Continues can now be used infinitely in the vanilla game while using a save file; collecting tokens after obtaining all the emeralds rewards extra lives instead * Added new laser effects for the Greenflower Zone 3 boss * Many more features and fixes for modding purposes. - Add BR pkgconfig(libopenmpt) - Handle patch-releases ------------------------------------------------------------------- Wed May 6 16:12:38 UTC 2020 - Carsten Ziepke <kieltux@gmail.com> - Added build requirements for openSUSE Leap >= 15.2: p7zip-full ------------------------------------------------------------------- Mon Feb 17 19:26:53 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 2.2.1 * Shadows have been added to the game. * A slew of camera options originally known as the “ficklecam” mod (Made by fickle) from the forums has now been added to the game. * Added the “Simple” play style, which automatically orientates the camera. It may prove easier for players using controllers. * OpenGL batch files are included in this package. * GIFs may be recorded under OpenGL. * The renderer may now be changed while in game. * Players now only uncurl from a ball after hitting the ground when using the Elemental Shield’s ability. This means you can break those monitors under the goop in THZ2! * Added sixteen angle sprite support. * Fixed the Fire Shield being extinguished by lava. * Adjusted Tails’ flight to discourage mashing the jump button. * Players no longer slide off polyobjects ------------------------------------------------------------------- Sun Jun 9 09:28:13 UTC 2019 - Martin Hauke <mardnh@gmx.de> - Update to version 2.1.24 * 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 * 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. * We doubled all the freeslots for editing resources, ------------------------------------------------------------------- Fri Feb 15 19:37:45 UTC 2019 - Martin Hauke <mardnh@gmx.de> - Initial package, version 2.1.23
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