104 lines
6.0 KiB
Markdown
104 lines
6.0 KiB
Markdown
# SRB2Kart: Saturn
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[SRB2Kart](https://srb2.org/mods/) is a kart racing mod based on the 3D Sonic the Hedgehog fangame [Sonic Robo Blast 2](https://srb2.org/), based on a modified version of [Doom Legacy](http://doomlegacy.sourceforge.net/).
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## Saturn Features (Take a look at the "Saturn Options" menu c;)
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- Sprites player rotation on slopes; going on hills, levitate, going down, and so on alters your sprites (configurable)
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- You can alter all the base kart HUD element offsets on the fly in the Saturn Options settings menu
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- `addfilelocal` Command, for those who want to use things like their custom hud in netgames (Same as addfile but completely client sided)
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- Palette rendering, make the OpenGL renderer (almost) look like software mode!
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- OpenMPT for Tracker module playback instead of GME
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- Fixes looping and sounds better
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- Allows filter configuration
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- Colourize your Kart HUD, to either your player color or whichever colour you like! (optional / requieres extra2.kart file)
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- The minimal brightness with Shaders can be configured, now you can seeeee in dark areas (0-255 , uses Sector brightness values)
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- Lua HUD hooks for Intermission (ex: You can make hostmod votes still visible during intermission!)
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- Lua HUD hooks for Vote Screen (ex: You can make hostmod votes still visible during map vote screen!)
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- Saltyhop! do a funny hop
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- Smaller Speedometer (optional / requieres extra.kart file)
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- Record Attack input display can now be used everywhere
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- Smaller minimap icons and also show player names on the minimap (toggable)
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- Support for animated votescreens!
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- `showmusiccredit` command, shows you the current music track again
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- `listskins` show a list of all skins currently loaded
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- Visual Portals from Haya's HEP Client
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- Horizonline effect in OpenGL (watch the endless bricks on SNES Bowsers Castle!)
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- Localskins! use whatever skin you like!
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- Toggable lowercase menu's also from Haya's HEP client
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- Everything that Galaxy has
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## Improvements / Bug fixes
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- Replay size has been increased to 10MiB minimum, to make replay overflows very unlikely to happen
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- can be set to 100MiB max with `maxdemosize` command in console
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- Music changes now properly show the music credits (ex: Kart maps with easter eggs that alter the music)
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- The mapper still has to provide a MusicDEF for this to work.
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- Configurable chatlog length (yay can read those messages from 30 mins ago without opening log.txt)
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- Configurable timeout for waiting to join a full server (in vanilla this is capped to 5 minutes before it boots you out)
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- Characters now spin in skin selection menu (configurable)
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- HTTP Addon download speed has been raised dramatically
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- configurable with `downloadspeed` command
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- HWR Drawnodes have been refactored, this should fix a few rare crashes esp in regards to OpenGL Visportals
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- The Position Number in the corner is alot smaller now (half the size!)
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- Toggable Lap animation
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- Main menu shows the current renderer being used
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- MSAA and A2C Antialiasing support (Configurable in renderer.txt file)
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- A simple button to rejoin your last visited server
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- Ability to show ALL maps in the mapselect screen, this includes hidden or hellmaps "showallmaps yes/no"
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- Ability to toggle the Stagetitlecard "maptitles on/off"
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## Performance / Debugging
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- Access for `mobj_t` and `player_t` fields from Lua has been completely rewritten, for much better performance with many Lua scripts
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- Lua shows Tracebacks whenever an error occurs
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- The Lua Perfstats page now has multiple pages and is more organized (ps_thinkframe_page X in console)
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- People with lower end hardware can disable "screen textures" with "gr_screentextures" command, huge performance gain with minimal visual loss
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- Intermission backgrounds, heat wave effects and etc are broken with this
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- `ffloorclip`, exclusive to Software, which boosts performance on maps with many Floor over Floor sectors
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## Technical fixes
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- ZFigthing Textures in Opengl mode have been fixed in engine (well almost all of it)
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- FOFs intersecting with slopes have less issues and now render correctly in Opengl
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- 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
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- The annoying depraction messages for `P_TeleportMove` and `P_AproxDistance` have been silenced
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- Silenced the annoying "cant find next map..." messages as theyre super useless and annoying anyways
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- Added a small cooldown on `map` command due to spamming causing a SIGSEGV
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- Many bugfixes to the Software renderer, so its much less prone to crashing
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- Many bugfixes to the OpenGL renderer (too many too list all of them here; check the changelogs for more information)
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- Bugfixes to the soundsystem, mainly regarding Sound muting
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- Refactored Zone Memory Allocations (helps a bit with large maps)
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- Many many more crash fixes and other bugfixes to the basegame (too many too list all of them here; check the changelogs for more information)
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- Crash Backtraces have been replaced by libbacktrace (except for 32bit Windows builds)
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Crashlogs now contain alot more informations. and even more if your build has debug symbols
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Also allows 64bit Windows builds to produce Crashlogs!
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## MISC
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- Bird's Camara Tilting feature is no longer turned on by default
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- Bird's warning on the title screen has been removed
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## Bugs
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- On maps which change the song multiple times on map start (exp: Wandering Falls) may show multiple music credits appearing
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- A2C antialiasing makes transparent surfaces even more transparent
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- You tell us! c:
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## Note
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Check the LUASTUFF file for more information on all the lua things Saturn has.
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## Dependencies
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- SDL2 (Linux/OS X only)
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- SDL2-Mixer (Linux/OS X only)
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- libupnp (Linux/OS X only)
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- libgme (Linux/OS X only)
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- libopenmpt (Linux/OS X only)
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- libbacktrace (Linux/OS X only)
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## Compiling
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See [SRB2 Wiki/Source code compiling](http://wiki.srb2.org/wiki/Source_code_compiling). The compiling process for SRB2Kart is largely identical to SRB2.
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## Disclaimer
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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.
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