[FINAL] zSRB2 - Sonic Robo Blast 2 for Zandronum [Major Overhaul]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
LordOZ_98
 
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[FINAL] zSRB2 - Sonic Robo Blast 2 for Zandronum [Major Overhaul]

#1

Post by LordOZ_98 » Thu Feb 02, 2017 11:02 am

zSRB2 is my recreation of Sonic Robo Blast 2 on the Zandronum engine, the goal for v1 was to recreate the Multiplayer portion of the game, It currently features 3 New Game Modes, Match, a new type CTF and Race, Check out the list below for key features of the game:

Screenshots
Spoiler: (Open)
Image
Image
Image
The mod received a major overhaul, see this post for more details.

(Requires Zandronum v3.0 or Higher, OpenGL Mode Recommended but not necessary)
REQUIRED FILE : Here
DOWNLOAD LINK : Here

Features
  • New Type of Capture the Flag.
  • New Race mode, ready to be played, finish 3 Laps and try to get the highest score.
  • Breakable Monitors with Proper bouncing physics, Jump on them or spin into them to Break.
  • New SRB2-ish Chasecam based on "TheArmyGuy's code" (Great thanks to him for allowing me to use it), Which will be enabled if Coop or Survival modes are on.
  • Added additional options under options menu to let you configure it the way you want.
  • Extended Player class states with New Spring, Gasp and Running animations.
  • Spindash, Press your Alt fire key to spin.
  • 4 Shield Powerups, Force Shield, Elemental Shield, WhirlWind Shield and Armageddon Shield, each with their unique abilities, Press Spindash in air to activate their abilities.
  • Underwater system with low gravity, Elemental Shield allows you to breath Underwater, alternatively you can breath from air bubbles (don't drown !)
  • Elemental Shield will protect you from Fire damagetype.
  • All new SRB2 weapon rings recreated in DECORATE, complete with their features and ammo style.
  • New ammo system, you need at least 1 Ring to fire a projectile from your current weapon, a shot costs 1 ring and bit of that weapon ammo type.
  • Over 25 Maps fully ported to Doom in Hexen Format, complete with their gimmicks.
  • over 50 Thing types recreated in DECORATE Format, with their original DoomedNums to make porting other SRB2 maps easier in the future.
  • New Score system, you get 50 Points for damaging an opponent and 100 for killing him.
  • New Health system, you need at least 1 Ring to not die, you get a thrust after getting hit and you lose control of your character and rings until you land again (though you will still be able to fire projectiles), If you have a shield you don't lose or drop rings.
  • Player acceleration.
How do I host this ?
Spoiler: (Open)
Load it after SS-Streak pk3, start it with the megagame.wad as the IWAD if you wish to use TSPG to host a server:

Image
You can also change Maximum points before round ends using the next console command via RCON :
  • RCON sv_maxpoints "VALUE"
Once you're ingame, Head to Customize Controls and Bind keys for :
  • Spindash (Alt Fire).
  • Scoreboard (default is "Z").
  • Ability (default is "F").
Kind regards
- LordOZ_98
Last edited by LordOZ_98 on Tue May 15, 2018 10:11 pm, edited 27 times in total.
Kind Regards
- LordOZ_98

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Ænima
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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#2

Post by Ænima » Thu Feb 02, 2017 11:32 am

WHOA, a blast from the past.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

LordOZ_98
 
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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#3

Post by LordOZ_98 » Thu Feb 02, 2017 8:27 pm

lol I know right, for The next version i will be porting 2.0 Race maps to make use of the Chasecam mode, along with few changes (like letting players toggle chasecam on/off on Deathmatch mode).
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- LordOZ_98

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Zalewa
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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#4

Post by Zalewa » Thu Feb 02, 2017 11:03 pm

Ænima wrote:WHOA, a blast from the past.
There are still some players playing the original regularly.

Image

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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#5

Post by Combinebobnt » Thu Feb 02, 2017 11:08 pm

ugh im so READy for zandroum 3.0

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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#6

Post by LordOZ_98 » Fri Feb 03, 2017 7:55 am

Would be cool to have bunch of additional modding features for 3.0 Before it comes out, Like Changing player height via APROP_Height, So I Can create an accurate Spindash :/, also I Just realized I can't submit a suggestion ticket anymore, nor bug report tickets.
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- LordOZ_98

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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#7

Post by LordOZ_98 » Fri Feb 03, 2017 5:55 pm

I Have finally finished Race system, It is easy to Implement for future maps, You just copy/paste scripts from existing race maps and apply necessary changes, And also Ported every 2.0 Race map, making total of maps +20 <3 :
  • 2.0 Race Maps Ported, complete with their gimmicks.
  • New Race system, 3 Checkpoints must be passed to complete a Lap, 3 Laps to Finish Race.
  • New Scoreboard and Proper score sorting.
  • Race Ranking, if "israce = 1" on 3 laps finished, Players will be rewarded points based on their place.
  • Increased Jump height, Apparently it was incorrect, noticed this while testing the Race maps.
  • Sonic Thok speed gain Improved, on player landed, Player speed will be reduced back to normal.
  • 60 Seconds cooldown after first place is taken, before race ends and progress to next level.
  • Random Monitors.
Link Updated in the OP.
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- LordOZ_98

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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#8

Post by TGminer » Sat Feb 04, 2017 1:08 am

First post's formatting is broken for some reason.

LordOZ_98
 
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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#9

Post by LordOZ_98 » Sat Feb 04, 2017 9:08 am

No idea how this happened, thx for letting me know.
Last edited by LordOZ_98 on Sat Feb 04, 2017 10:43 am, edited 1 time in total.
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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#10

Post by fr blood » Sat Feb 04, 2017 9:33 am

I discovered Skulltag thanks to SRB2, that mod is just awesome!

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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#11

Post by LordOZ_98 » Sat Feb 04, 2017 11:27 am

The game is pretty fun, But their development team lack knowledge to re-construct their netcode which isn't as great as Zandronum's, I Started this originally because of that, because I do not know how long it's going to take them to overhaul their netcode (they probably never will), But at least we'll be able to play it here, Eventhough not 100% Accurate, It should still be alright.

Also It is no longer a mod, I don't know if it's even going to work with Doom2 Anymore, It is standalone from now on.

Either way, I Just finished another update (v2b) :
  • Fixed chance to get stuck on Toxic Citadel Acid pit.
  • Fixed a Major Crash caused by spamming "use ScoreboardToggle", From now on it should work just like it worked in earlier version, But still with The new additions.
  • Fixed the Unknown thing type errors in some of the maps by recreating even more things in DECORATE.
  • Improved Inventory clear, Character abilities will no longer be removed if ClearInventory(); is used.
  • Players can no longer carry their rings, shields ... etc over between maps.
  • Fixed Score issue, Players could gain points by suiciding due to Scoreboard being unable to detect negative results, From now on if player score is below 0, It will automatically return it back to 0.
  • Less chance for egg monitor trap on Random Monitors.
EDIT : v2c, Fixed springs facing wrong direction in Emerald Coast, Tails also will no longer be able to bypass some checkpoints in Both Emerald Coast and Race Alley

I'm still expecting few more issues to pop out, But so far it's playable.
Kind Regards
- LordOZ_98

LordOZ_98
 
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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#12

Post by LordOZ_98 » Mon Feb 13, 2017 6:42 am

Haha, Dsogaming decided to be kind and wrote an article about my crappy Remake lol : http://www.dsogaming.com/videotrailer-n ... ly-videos/
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- LordOZ_98

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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#13

Post by Doomenator » Mon Feb 13, 2017 9:00 am

You need to work with the camera. Front vision is restricted.
Camera distance 100. Camera height 10.
[spoiler]Image[/spoiler]
Original.
[spoiler]Image[/spoiler]

LordOZ_98
 
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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#14

Post by LordOZ_98 » Mon Feb 13, 2017 10:27 am

Yeah, I already thought about these, I'll change them for next version, I have also added acceleration system similar to SRB2's :).
Last edited by LordOZ_98 on Fri Feb 17, 2017 9:21 pm, edited 1 time in total.
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- LordOZ_98

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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#15

Post by LordOZ_98 » Wed Feb 15, 2017 9:37 pm

Welp, decided to pick it up again, will be throwing few updates occasionally :

Gameplay Improvements
  • Gradually Increasing player speed.
  • Spindash charging, longer Alt fire Holding = Stronger Spindash.
  • Added Knuckles, Complete with abilities, No Forced angle due to limitations, again (sigh).
  • Bouncing on Monitor and Badniks, For Some reason doesn't work if more than 1 Player are ingame, gotta fix this later.
Map-related changes
  • Ported 10 CTF Maps, along with an incomplete test version of Twisted Terminal (Still working on Reversed Gravity), This version showcases the early version of Zoom Tubes, which will thrust the player depending on the direction they're facing, If Ambush Flag is checked, they will thrust player up, Stand Still Flag will thrust Down.
  • Even more Thing types recreated, Decoration and Hazards such as Spinning Mace and Flame Jets.
  • Blue Crawla, Robo Hood, Sharp and FaceStabber recreated.
Also CTF Support
  • Scoreboard will show captures of each team on top if CTF Mode is on.
  • Flag carrier cannot use ability.
  • Team-specific Rings and Monitors.
  • Fired Ring color changes depending on your team.
Knuckles Climbing is horribly untested online mind you, Link updated in the OP.
Kind Regards
- LordOZ_98

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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#16

Post by LordOZ_98 » Thu Feb 16, 2017 12:04 pm

For Some Reason Zandronum does not allow dropping Flag via ACS or DECORATE, I Hope this will change in the future, In the Mean time flag carrier will be killed instantly after getting hit (except when shielded).

I Also Added Monitors/Robots Bounce Multiplayer support, Just had to change a little something, also fixed the annoying Bug that caused players to get stuck on Pain states, and fixed double shields bug.
Kind Regards
- LordOZ_98

LordOZ_98
 
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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#17

Post by LordOZ_98 » Fri Feb 17, 2017 9:27 pm

Updates ....
  • Fixed a bug that allowed players to gain extra speed by Pressing Forward while spinning.
  • Race mode is finally Stable and should award players points based on their place without troubles.
  • Players can no longer Activate Checkpoint 3 Before 2, 2 Before 1 ... etc
  • Minor updates and fixes to the existing levels.
  • Fixed a Bug that allowed players to gain extra Bounce thrust by suiciding.
  • 5 Extra Race maps ported, Not a Thokfest, Rainbow Dash, Sonic Circuit, Crimson Caves, Endless Woods (woops).
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- LordOZ_98

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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#18

Post by Combinebobnt » Fri Feb 17, 2017 10:17 pm

hey are u making this wad can u make it less shitty in dm thanks

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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#19

Post by LordOZ_98 » Sat Feb 18, 2017 7:08 am

I dunno, Been focusing mostly on Race Mode because it was the most buggy feature in this mod, but I can try updating DM to be closer to the original :3 (lol shitty), Still i'd recommend the original over my cheap remake honestly, There's some things I just cannot recreate accurately.
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- LordOZ_98

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[FINAL] Re: zSRB2 - Sonic Robo Blast 2 for Zandronum.

#20

Post by LordOZ_98 » Sat Feb 18, 2017 1:35 pm

k Should be less "shitty" now :/ :
  • Decreased Shields alpha, they should no longer distrot the view in First Person Mode.
  • Updated Status Bar, now acts just like the one from SRB2, It displays all of the your weapons at once, and Highlights the selected weapon.
  • Red Ring Color Updated, also should leave sparkles behind it now just like SRB2 (again lol).
  • Ringslinger is no longer automatic, means you can't hold to fire.
  • Added CTF Flag Capture and Return Sounds (Announcer) .
EDIT : Forgot to Mention:
  • Entering Pain state will prevent players from Picking up items until 3 Seconds after landing.
Last edited by LordOZ_98 on Sat Feb 18, 2017 7:45 pm, edited 1 time in total.
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- LordOZ_98

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