/SRB2Kart-Saturn

Primary LanguageCGNU General Public License v2.0GPL-2.0

SRB2Kart: Saturn

SRB2Kart is a kart racing mod based on the 3D Sonic the Hedgehog fangame Sonic Robo Blast 2, based on a modified version of Doom Legacy.

Saturn Features (Take a look at the "Saturn Options" menu c;)

  • Sprites player rotation on slopes; going on hills, levitate, going down, and so on alters your sprites (configurable)
  • You can alter all the base kart HUD element offsets on the fly in the Saturn Options settings menu
  • "addfilelocal" Command, for those who want to use things like their custom hud in netgames (Same as addfile but completely client sided)
  • OpenMPT for Tracker module playback (Complete with filters) fixed looping issues while even sounding better than the old GME playback
  • The minimal brightness with Shaders can be configured, now you can seeeee in dark areas (0-255 , uses Sector brightness values)
  • Lua hooks for Intermission (ex: You can make hostmod votes still visible during intermission!)
  • Visual Portals from Haya´s HEP Client
  • Toggable lowercase menu´s also from Haya´s HEP client
  • Everything that Galaxy has

Improvements / Bug fixes

  • Replay size has been increased to 10MiB minimum, to make replay overflows very unlikely to happen (can be set to 100MiB max with "maxdemosize" command in console)
  • Music changes now properly show the music credits (ex: Kart maps with easter eggs that alter the music) *The mapper still has to provide a MusicDEF for this to work.
  • Configurable chatlog length (yay can read those messages from 30 mins ago without opening log.txt)
  • Configurable timeout for waiting to join a full server (in vanilla this is capped to 5 minutes before it boots you out)
  • Characters now spin in skin selection menu (configurable)
  • HTTP Addon download speed has been raised dramatically (configurable with "downloadspeed" command)
  • Zone memory allocations have been rewritten, speeds up some map loading, and may improve performance on busy maps
  • HWR Drawnodes have been refactored, this should fix a few rare crashes esp in regards to OpenGL Visportals
  • MSAA and A2C Antialiasing support (Configurable in renderer.txt file)

Performance / Debugging

  • Access for mobj_t and player_t fields from Lua has been completely rewritten, for much better performance with many Lua scripts
  • Lua shows Tracebacks whenever an error occurs
  • The Lua Perfstats page now has multiple pages and is more organized (ps_thinkframe_page X in console)
  • People with lower end hardware can disable "screen textures" with "gr_screentextures" command, huge performance gain with minimal visual loss (Note intermission screen background is broken with this)
  • Software mode has gotten "ffloorclip", which boosts performance on maps with many Floor over Floor roads

Technical fixes

  • ZFigthing Textures in Opengl mode have been fixed in engine (well almost all of it)
  • Fof's intersecting with slopes have less issues and now render correctly in Opengl
  • Midtextures on slopes in Opengl are fixed, many weird guardrails and fences, aswell as some of those sticking out textures from the ground on some maps should be gone
  • The annoying depraction messages for "P_TeleportMove" and "P_AproxDistance" have been silenced
  • Silenced the annoying "cant find next map..." messages as theyre super useless and annoying anyways
  • Added a small cooldown on "map" command due to spamming causing a SIGSEGV

MISC

  • Bird's Camara Tilting feature is no longer turned on by default
  • Bird's warning on the title screen has been removed

Bugs

  • On maps which change the song multiple times on map start (exp: Wandering Falls) may show multiple music credits appearing
  • A2C antialiasing makes transparent surfaces even more transparent
  • You tell us! c:

Dependencies

  • NASM (x86 builds only)
  • SDL2 (Linux/OS X only)
  • SDL2-Mixer (Linux/OS X only)
  • libupnp (Linux/OS X only)
  • libgme (Linux/OS X only)
  • libopenmpt (Linux/OS X only)

Compiling

See SRB2 Wiki/Source code compiling. The compiling process for SRB2Kart is largely identical to SRB2.

Disclaimer

Kart Krew is in no way affiliated with SEGA or Sonic Team. We do not claim ownership of any of SEGA's intellectual property used in SRB2.