Releases: NepDisk/srb2k-neptune
Neptune 2.1
This release will be a big one for network stability!
Thanks to Lug and Indev for improving what I started and making it even better for these resync fixes.
Changelog:
New:
- Replaced old resync system with the modern system from srb2. This prevents the game from resynching as hard by sending the entire gamestate over to players who need it rather then just player coords.
- if the savegame sent to the player is corrupt it kicks them out of the game instead of entirely crashing now.
- Dynamic slopes now use thinkers. This will prevent maps with dynamic slopes from desynching on mid-join.
- Screen textures how has a Wipes-Only option. This will make it so it only uses screen textures to do screen wipes which will improve performance while also not flash banging you.
- Sneaker or Panel timer no longer holds down the acceleration input, meaning you can press the button while boosting. This ends up being handy for things such as juicebox tech since you can now tech durning boosted spinout.
- qs22j was added to the cmake file so cmake user can now hopefully compile.
Removed:
- Prevent dropped ticcmds due to interp timing jitter. No clue how this ended up back in there.
Neptune 2.0b
New version that adds and fixes some stuff
Changelog:
Modified:
- Made disabling chainoffroad not a hacky piece of shit by using existing offroad code instead of deleting the timer and giving it back to you on road. (Turned a 92 line function into two conditionals. yes really 🙂 )
- Fixed BS extension style permanently giving you panelboost by going into the negatives
- Fixed boostflame from disappearing even if you are using sneakers or panels to boost
- Boosted spinout into a teleporter should no longer throw you in a random direction
New:
- Custom buttons are now bindable to joyaxis (bumpers for example)
- Exposed Lua debug library to Lua
debug.gethook
debug.getinfo
debug.getlocal
debug.getupvalue
debug.sethook
debug.traceback
Neptune 2.0a
Bugs I noticed after I made a release.
Changelog
Modified:
- If you have Hyuu or Invin active, allow extended panels to speed you up offroad. This was bugged before and did not work.
- Make both timer store hold accel for you just like a sneaker or panel.
Previous Changelog:
Changelog:
Modified:
Fix drift sound keep playing when player go off ground
Reset sound channel origin in s_stopchannel
Fix buffer overflow when loading addons through symlinks
Fix crash when passing a long string to v.drawString
Fix buffer overflow in SV_SendPlayerInfo
Pass -fwrapv to GCC compilation flags
Fix /unlist request
Fix some alpha wrapping for translucent fofs
Fix Highres chars on waiting to join screen
New:
An option to make panels separate from sneakers, have its own stack count and total stacks
A new highreshudscale convar that lets you change the hud scale on higher resolutions
Neptune 2.0
2.0 is finally here and with new additions to the stacking system.
Changelog:
Modified:
- Fix drift sound keep playing when player go off ground
- Reset sound channel origin in s_stopchannel
- Fix buffer overflow when loading addons through symlinks
- Fix crash when passing a long string to v.drawString
- Fix buffer overflow in SV_SendPlayerInfo
- Pass -fwrapv to GCC compilation flags
- Fix /unlist request
- Fix some alpha wrapping for translucent fofs
- Fix Highres chars on waiting to join screen
New:
- An option to make panels separate from sneakers, have its own stack count and total stacks
- A new highreshudscale convar that lets you change the hud scale on higher resolutions
Neptune 1.9a
This SHOULD fix shit for real.
Modified:
- Went back to ordered ids from hashed netids. replays will once again break again after every major update. Keep old versions just in case
- Raised maximum number for each odd table slot from 20 to 100 (at the time I thought it was 20 but it appears some odds do higher.)
Previous changelog since this version wasn't seen:
Modified:
Reverted savegame size back to previous size.
New:
Some potential crash fixes for mobj removal things
Clipping code from DSDA-Doom. This should lead to improved performance.
Faster sorting algorithm for Qsort. This should lead to improved performance.
The games entire HUD has been made allowed to be interpolated. This can be toggled on or off in Saturn options.
New menu to show cvars from lua scripts.
HTTP downloader speed has been increased due to being allowed to use its own thread now.
New lua functions to account for hud customization. Read more here. https://github.com/Indev450/SRB2Kart-Saturn/pull/113
Neptune 1.9
savegames asasedasdasdasdasd
Changelog:
Modified:
- Reverted savegame size back to previous size.
New:
- Some potential crash fixes for mobj removal things
- Clipping code from DSDA-Doom. This should lead to improved performance.
- Faster sorting algorithm for Qsort. This should lead to improved performance.
- The games entire HUD has been made allowed to be interpolated. This can be toggled on or off in Saturn options.
- New menu to show cvars from lua scripts.
- HTTP downloader speed has been increased due to being allowed to use its own thread now.
- New lua functions to account for hud customization. Read more here. Indev450/SRB2Kart-Saturn#113
Neptune 1.8c
Bugfixes oh boy...
Changelog
neptune.kart is now required. For both server owners and players be sure to have this file in your assets/game folder when you boot up the game.
Modified:
- Fixed Netids from being potentially different between Windows and Linux due to platform differences in handling some value types
- Moved -file adding back to original spot in vanilla since ordered ids are no longer in use
- Reverted Fix players constantly JUSTHITFLOOR. It caused issues on gravity flipped maps on slopes
- Removed checks for special graphics located inside neptune.kart existing since its now a required file. This should hopefully fix a desync related to spawning the stacking effect as it should always be there client and server side now
Neptune 1.8b
b
Thanks game very cool.
- height = FixedToFloat(P_GetFFloorBottomZAt(list[i].caster, v1x, v1y));
+ bheight = FixedToFloat(P_GetFFloorBottomZAt(list[i].caster, v1x, v1y));
Changelog:
Modified:
- Fix FOF rendering error due to above
Previous release notes:
Another update.
If you have replays from the previous version. You may want to keep a copy of the previous version to watch those replays. Hopefully this should be the last time I should have to say this due to a new thing that was added!
Changelog
Modifeid
Internal funtion GetScreenCoord now has parity with lua version
Big Numbers from driftgauge now color with drift level just like the small numbers.
Driftgauge has splitscreen support now
Nametag bugs such as current displayed nametags not shuffling have been fixed
Nametags have been made more accurate position wise to the sunflower lua version with flipcam and reverse gravity
increment_move radius clamps from Ring Racers. (This makes sure that there are no freezes from computing extremely small movements.)
Fix players constantly JUSTHITFLOOR at the top of slopes from SRB2 to go along with slope optimization
Netgame savefile size has been made 1mb
Stacking effect now hides instead of not spawning
General internal source code cleaning. Large amounts of vanilla srb2 2.1 code that was commented out was removed
New
Cvar joinrefusemessage. This is the message that will be displayed to joiners if you have server joining disabled. Can be useful for mods that prevent joining for many reasons
Toggle to show nametags after race finish and in spectator mode
The ability to turn off the sneaker fire trail.
New experimental video option to change what function is used for R_PointToAngle Clipping
New functions exposed to lua (P_IsLocalPlayer, P_ResetCamera, M_MapNumber, P_ButteredSlope, R_PointInSubsector)
Basic support for player bot mod by Sonic1983 by adding G_AddPlayer and G_RemovePlayer to lua. Only works when server is offline though. Trying to spawn them on a online server causes them to be kicked constantly due to kart 1.4 bullshit
Netid hasing has been reintroduced but now uses the much better DJB2 hashing algorithm to make sure netid conflicts don't happen like vanilla kart. This should also mean from this version onward replays should no longer break from updates or from loading unrelated mods before watching due to netid conflicts
Neptune 1.8a Fix
Whoops I forgot to update the version check :)
Previous release notes
Another update.
If you have replays from the previous version. You may want to keep a copy of the previous version to watch those replays. Hopefully this should be the last time I should have to say this due to a new thing that was added!
Changelog
Modifeid
Internal funtion GetScreenCoord now has parity with lua version
Big Numbers from driftgauge now color with drift level just like the small numbers.
Driftgauge has splitscreen support now
Nametag bugs such as current displayed nametags not shuffling have been fixed
Nametags have been made more accurate position wise to the sunflower lua version with flipcam and reverse gravity
increment_move radius clamps from Ring Racers. (This makes sure that there are no freezes from computing extremely small movements.)
Fix players constantly JUSTHITFLOOR at the top of slopes from SRB2 to go along with slope optimization
Netgame savefile size has been made 1mb
Stacking effect now hides instead of not spawning
General internal source code cleaning. Large amounts of vanilla srb2 2.1 code that was commented out was removed
New
Cvar joinrefusemessage. This is the message that will be displayed to joiners if you have server joining disabled. Can be useful for mods that prevent joining for many reasons
Toggle to show nametags after race finish and in spectator mode
The ability to turn off the sneaker fire trail.
New experimental video option to change what function is used for R_PointToAngle Clipping
New functions exposed to lua (P_IsLocalPlayer, P_ResetCamera, M_MapNumber, P_ButteredSlope, R_PointInSubsector)
Basic support for player bot mod by Sonic1983 by adding G_AddPlayer and G_RemovePlayer to lua. Only works when server is offline though. Trying to spawn them on a online server causes them to be kicked constantly due to kart 1.4 bullshit
Netid hasing has been reintroduced but now uses the much better DJB2 hashing algorithm to make sure netid conflicts don't happen like vanilla kart. This should also mean from this version onward replays should no longer break from updates or from loading unrelated mods before watching due to netid conflicts
Neptune 1.8a
Another update.
If you have replays from the previous version. You may want to keep a copy of the previous version to watch those replays. Hopefully this should be the last time I should have to say this due to a new thing that was added!
Changelog
Modifeid
- Internal funtion GetScreenCoord now has parity with lua version
- Big Numbers from driftgauge now color with drift level just like the small numbers.
- Driftgauge has splitscreen support now
- Nametag bugs such as current displayed nametags not shuffling have been fixed
- Nametags have been made more accurate position wise to the sunflower lua version with flipcam and reverse gravity
- increment_move radius clamps from Ring Racers. (This makes sure that there are no freezes from computing extremely small movements.)
- Fix players constantly JUSTHITFLOOR at the top of slopes from SRB2 to go along with slope optimization
- Netgame savefile size has been made 1mb
- Stacking effect now hides instead of not spawning
- General internal source code cleaning. Large amounts of vanilla srb2 2.1 code that was commented out was removed
New
- Cvar joinrefusemessage. This is the message that will be displayed to joiners if you have server joining disabled. Can be useful for mods that prevent joining for many reasons
- Toggle to show nametags after race finish and in spectator mode
- The ability to turn off the sneaker fire trail.
- New experimental video option to change what function is used for R_PointToAngle Clipping
- New functions exposed to lua (P_IsLocalPlayer, P_ResetCamera, M_MapNumber, P_ButteredSlope, R_PointInSubsector)
- Basic support for player bot mod by Sonic1983 by adding G_AddPlayer and G_RemovePlayer to lua. Only works when server is offline though. Trying to spawn them on a online server causes them to be kicked constantly due to kart 1.4 bullshit
- Netid hasing has been reintroduced but now uses the much better DJB2 hashing algorithm to make sure netid conflicts don't happen like vanilla kart. This should also mean from this version onward replays should no longer break from updates or from loading unrelated mods before watching due to netid conflicts