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    Sonic Robo Blast 2 Version 2.1 Launches


    Shadow Hog

    After an exceedingly long development period, SRB2 v2.1 has finally been released. Visit the release announcement for an overview of the changes from 2.0.7. For now, 2.1 is only available via torrent. It will be made available on the website at a later time. Source code is available here.

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    It should be noted that there are some bugs with the level headers for the multiplayer stages that'll require a patch. I'll make sure to post whenever we get around to finalizing it.

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    Neat. I wanted to download it earlier, but forgot.

    Is there any way to move the camera along with the character in chasecam mode (aside from tapping R all the time)? First person mode is a bit inconvenient for such a game.

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    Apparently the console variable "cam_speed" defaults to something absurdly low. Try setting it to 1 or higher.

    Not entirely sure what the deal with that is. I've been using mouselook the whole time without any issue. *shrug*

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    Thanks, it worked.

    Shadow Hog said:

    Not entirely sure what the deal with that is. I've been using mouselook the whole time without any issue. *shrug*

    Mouselook is fine. It's just that I'd prefer third person view for platforming, jumping on enemies, etc. Therefore, I wanted to know how to make it work.

    [edit]

    I've been poking around with various values for cam_speed, and it looks like there are basically two different conditions: less than 1 means that the camera won't move at all; with the value of 1 the camera will follow the character. If values like 0.25 (current default) are supposed to give some intermediate results (such as smoother camera movement), then you have a bug, I suppose. Currently, there's no difference between 0 and 0.99.

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    Neat! I can tell some serious work went into this :) Can't wait to get playing.

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    Shadow Hog said:

    Turns out the camspeed bug only shows up in non-English languages. Why? No idea. Stray atof(), apparently.

    You need to set the locale to C. This can be done very simply by calling this during initialization of the program:

    	setlocale (LC_ALL, "C");
    The decimal separator depends on the language -- in English it's '.', but in other languages it can be ','. And inversely, in English ',' is used as a thousand separators, but in other languages it can be '.' or a space.

    For instance, pi * 10000 can be represented in these ways:
    1: 31415.926535897932384626433...
    2: 31,415.926,535,897,932,384,626,433...
    3: 31415,926535897932384626433...
    4: 31.415,926.535.897.932.384.626.433...
    5: 31 415,926 535 897 932 384 626 433...
    6: 31 415.926 535 897 932 384 626 433...

    Since this is all very ambiguous, you need to set the locale explicitly if you want consistent behavior. The C locale requires floating point numbers to be expressed as they are in code (first example), using a point for decimal separator and no thousand separator at all.

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