ShufflarB2

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ShufflarB2, by Shuffle, is a rather extensive EXE modification of SRB2 showcasing graphical and gameplay changes, as well as an added gametype, new Things, and new maps.

Graphical Features

  • There is a water ripple effect available exclusively in Software Rendering.
  • In Software, map changes (etc.) fade directly from the last screenshot of the map that was changed.
  • Most maps have a time-of-day cycle; the brightness and outside sky will change depending on the time your computer is set at. In OpenGL Rendering, the color of the sky will change as well.
  • The option of sprite shadows now exists.
  • Other features have been imported from PrettySRB2.

Console Commands

DELFILE

Deletes the last PWAD added to the game. Cannot be used in-game.

REMOVEHUD <boolean>

Toggles whether the heads-up display is shown or not.

SHADOW <boolean>

0 enables sprite shadows. 1 disables them.

Header Options

gametype

To create a Ring map, set gametype to 8192. Also stackable on other gametypes.

mapcredits

If a value is given, "BY: <value>" will appear under the zone title.

timeofday

If 1, the map brightness and sky graphics change based on what time it is on your computer.

Maps

Modes

2D Mode

  • Maximum speed possible has been reduced, and it is impossible to thok.
  • The camera is more dynamic and will tilt behind the player if he/she is moving.
  • The camera will immediately zoom out if the player is climbing a wall.

Mario Mode

  • Maximum speed possible has been reduced, and players cannot execute their character's special abilities, i.e., thok, flight, glide, etc.
  • Running will cause the player to jump higher.
  • There are now the Mushroom, the 1UP Mushroom, and the Invincibility Star, all of which are functionally identical to the official Mario games. If used with 2D mode, all three items will move back and forth, and Invincibility Stars will bounce.
  • The HUD is replaced by one based off Super Mario Bros. This also means that the player's number of lives is not displayed.

NiGHTS Mode

  • Obstacle collision in NiGHTS Mode is less bouncy.

Ring Collect Mode

Ring Collect is a mode similar to CTF in which teams try to return as many Rings as they can to their own bases, depositing them to the pair of "Ring Magnets" placed on their bases. Each ring deposited represents one point, and the team with the most points wins.

Rings, as well as seconds remaining for weapon rings, are deposited by standing on the Magnets' platform. While it is possible to deposit Rings to the other team's Magnets (giving them points), the rate at which they're deposited is much slower. It is also possible to shoot the opposing team's Magnets, forcing at most twenty Rings out of the Magnets and disallowing players to deposit Rings into the Magnets.

After two and a half minutes, many Rings in different colors and sizes will drop from the sky into the middle of the stage. The larger Rings are worth more, with the smallest Ring being gray and worth ten Rings, while the largest Ring is red and worth one hundred Rings.

SOC Actions

A_RemoteAction

Performs an action on an object other than the one that called A_RemoteAction. var1 becomes the actor's target, the action (var2) is called on var1. actor's target is restored.

  • var1 = remote object
  • var2 = state reference for calling an action

A_ZThrust

Pushes the player up or down.

  • var1 = amount of force
  • var2 = If 1, momentum is lost. If 0, momentum is kept.

A_RailRing

Shoots an object like a rail ring. Works for players and mobjs.

  • var1 = shot object
  • var2 = trail

A_Teleport

Teleport to the mobj's current target.

  • var1 = If 0, teleports target to this object; otherwise, this object teleports to target.
  • var2 = If true, object keeps its momentum; otherwise, it loses it.
  • Tip: Use A_Look or A_FindTarget to look for a target if the mobj doesn't have one.

Thing Types

Other Changes

  • Semicolons are not permitted in names anymore and will cause instant consistency failure for the person who attempted to do so.
  • Taking a screenshot will not display the "SCREENSHOT SAVED IN <DIRECTORY>" message if console is closed.
  • The maximum time limit without disabling it is 30 minutes.
  • If you get close to a player, his/her name will appear on the bottom of the screen.
  • If a player breaks a Super Sneakers Monitor, the music will speed up and (unless the music is a MIDI) have a higher pitch until the effect of the monitor wears off.

Bugs

  • CTF spectators still have a countdown underwater.
  • Dedicated servers cause SIGSEGVs on startup.
  • If any Software user is experiencing the water ripple effect in a netgame, all other Software users will experience the ripple effect.
  • If the player has a Whirlwind Shield, pressing Jump, then Spin, then Jump repeatedly will cause the player to lift himself/herself off the ground indefinitely until the player stops pressing Jump. The same thing happens when a player hits a spring and presses Jump more times fast. In addition, the same thing happens if a player touches an air bubble, he/she can press Jump, and the shield will make him/her jump until he/she reaches the sky.
  • When a player breaks a monitor and stands on the place where the monitor is broken, it will kill the player on respawn.
  • If SKIN <invalid value> is typed into the console, the player will have Sonic sprites but maintain the abilities of the previous skin.

Current Release Information

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