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Sonic Adventure Generations Because I had to

#181 User is offline TimmiT 

Posted 30 July 2013 - 11:36 AM

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View PostCovarr, on 29 July 2013 - 06:41 PM, said:

It's all Sonic Adventure: Blood Dragon up in here.

If only the narrator didn't try too hard. :v:

#182 User is offline Dude 

Posted 31 July 2013 - 06:15 PM

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Posted Image
Finally! Just in time for this year's annual Hacking Contest, the second demo of SA: Gens!

This is a 3 level demo and has:
- Emerald Coast (Patched and updated!)
- Mystic Ruins
- Windy Valley
- New boost drain
- New Enemies

A patch is planned to add GIA to Mystic Ruins / Windy Valley. I tried very hard to get advanced lighting in time for the demo but unfortunately it just couldn't happen in time. It should be out within a week or two of this demo release.

Many of you will be glad to know that Modern Sonic's boost drain has been slowed down a little bit. It still isn't anywhere near the original game's level but you *can* boost for very long stretches if you keep one principle in mind: Get the rings! There are rings practically everywhere, and in large clusters. You can boost continuously as long as you get rings.

We hope you'll continue to follow the development of this project and keep recording your playthroughs so we can patch and upgrade the levels to make them more engaging! Have fun!

Downloads:
- ModDB - (will need to authorize, so this won't work right away)
http://www.moddb.com...erations-demo-2

- Mega -
https://mega.co.nz/#...OqI658PoxdBys_k

- Gerbilsoft -
http://gerbilsoft.so...Generations.rar

- Google Docs -
https://docs.google....dit?usp=sharing

More links soon! Report outages ASAP please!
This post has been edited by Dude: 31 July 2013 - 07:26 PM

#183 User is offline synchronizer 

Posted 31 July 2013 - 06:18 PM

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I am now awaiting the video playthroughs! :)/>
This post has been edited by synchronizer: 31 July 2013 - 06:19 PM

#184 User is offline Josh 

Posted 31 July 2013 - 06:51 PM

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Downloading now! Will give it a play-through as soon as I get done eating, and I might make a YouTube play of it as well.

EDIT: I'll do a full video playthrough of it later... you might say it'll be a critique (lololol)... but for now, I keep experiencing a crash. It's happened twice in the same spot. In Windy Valley, on the section with the big suspended ramps, I miss the orange ring, turn around to hit it anyway, and lock up when I get near it.
This post has been edited by Josh: 31 July 2013 - 07:43 PM

#185 User is offline JcFerggy 

Posted 31 July 2013 - 07:49 PM

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Just played through it. I must say that I died quite a few times during Mystic Ruins from awkward object placement and bad camera controls, but the vast amount of paths and options was amazing. I also had a lot of fun with Windy Valley. I can't say I like the shorter boost, as I felt like I couldn't do very much with it.

Overall I had fun, but it still needs a lot of polish.

#186 User is offline Dude 

Posted 31 July 2013 - 07:52 PM

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View PostJosh, on 31 July 2013 - 06:51 PM, said:

Downloading now! Will give it a play-through as soon as I get done eating, and I might make a YouTube play of it as well.

EDIT: I'll do a full video playthrough of it later... you might say it'll be a critique (lololol)... but for now, I keep experiencing a crash. It's happened twice in the same spot. In Windy Valley, on the section with the big suspended ramps, I miss the orange ring, turn around to hit it anyway, and lock up when I get near it.


I'm really sorry the windy valley crash happens to you - I thought I had fixed it but I guess I was wrong. I guess just cut your losses if you miss the orange ring and keep plowing onwards.

#187 User is offline Blivsey 

Posted 31 July 2013 - 09:07 PM

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If you guys are excited to see some playtesting just wait till my video processes :v: Here's a little sample of my findings:

Posted Image
(EMERALD COAST INTENSIFIES)
This post has been edited by Blivsey: 31 July 2013 - 09:07 PM

#188 User is offline sonicblur 

Posted 31 July 2013 - 09:47 PM

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Thank you so much for the effort you put into Windy Valley. I must have played it at least 30 times. It took me quite a few tries to find the spring that leads to the upper path, I had gotten there with the boost a few times before I decided to backtrack and figure it out. The level design crowded and at times awkward, but considering the source material it's understandable. The alternate paths you managed to add there anyway are just great.

Mystic Ruins was a surprise as well, I enjoyed playing that a few times to try the different paths. The level layout there was also very clever, and I thought it was well spaced and placed but agree with some previous comments as it is a bit rough when it comes to camera and some areas could use improvement. Overall it was really cool though.

After playing the new levels, Emerald Coast feels a lot more linear than the others, which I guess isn't too bad for the first level.

If we never get to play the early windy valley on DC hardware, I'd say your version is good enough to make up for it.

#189 User is offline Blivsey 

Posted 01 August 2013 - 08:40 AM

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Still a good mod at the end of the day (I've been heavily influenced by Tumblr, so ignore the capslock), but some of these things are just glaring. Special note to the collapsing platform and spring that launch you straight into an invisible wall (1:42).

#190 User is offline Dude 

Posted 01 August 2013 - 11:46 AM

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Thank you for the *very* useful playtest video Blisvey, and I'll definitely patch up Emerald Coast's collision significantly (remember Emerald Coast was made before I knew about 3ds max's vertex snap feature - so making collision match to terrain took hours) but I would recommend turning the Navigator back on, you're missing out on fall signs and on-screen control instructions that address some of the issues you ran into.

Could you make videos for MR and WV too? please?

#191 User is offline Blivsey 

Posted 01 August 2013 - 12:48 PM

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View PostDude, on 01 August 2013 - 11:46 AM, said:

Thank you for the *very* useful playtest video Blisvey, and I'll definitely patch up Emerald Coast's collision significantly (remember Emerald Coast was made before I knew about 3ds max's vertex snap feature - so making collision match to terrain took hours) but I would recommend turning the Navigator back on, you're missing out on fall signs and on-screen control instructions that address some of the issues you ran into.

Could you make videos for MR and WV too? please?

Gladly! I found a rather amusing one in MR I'd like to show off...

Also, how dare you even suggest I use navigator! I'm a big boy! :argh:

EDIT: Already recorded them both, but something I didn't want to show off for the sake of not dying (which I do a lot of while experimenting anyway): there are a few dash pads in Windy Valley that send you careening off the map if you aren't careful.
Spoiler

The first one isn't bad because you'd need to be boosting to fly off, but it's still pointing toward a cliff with nothing to stop you if you keep going. The second one, though, is really strong and sends you right into the pit if you don't react fast enough.
This post has been edited by Blivsey: 01 August 2013 - 12:55 PM

#192 User is offline evilhamwizard 

Posted 01 August 2013 - 02:50 PM

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Love what you did with Windy Valley. The model viewers I used never did it justice. :)/>

I'd like to know how faithful you were to getting the most detail out of the AutoDemo, if there's more that you can do with it. I understand that some objects can't be carried over to Generations though. But I'd love to see object placement that's more faithful to the original version's set file.

Also the first part of that version's Windy Valley pls.
This post has been edited by evilhamwizard: 01 August 2013 - 03:07 PM

#193 User is offline synchronizer 

Posted 01 August 2013 - 03:04 PM

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It would be great if both parts of Windy Valley Beta were put into Sonic Adventure DX. Isn't someone doing this?

#194 User is offline Morph 

Posted 01 August 2013 - 03:35 PM

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View Postsynchronizer, on 01 August 2013 - 03:04 PM, said:

It would be great if both parts of Windy Valley Beta were put into Sonic Adventure DX. Isn't someone doing this?


Darkspines and co have tried off and on as well as me, and we just can't get it into SADX without it crashing, unfortunately. That's not to say it isn't possible, we just haven't gotten it working yet.

#195 User is offline synchronizer 

Posted 01 August 2013 - 04:06 PM

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Ah okay. (You can't export and import the raw models as part of a test though)?

Anyway, the Sonic Adventure Generations mod looks very good, except for odd object placement here and there. From what I've seen in videos, the 3d sections look very enjoyable to play, whereas the 2D sections are a little bland and clunky. Going from right to left is a little odd and it's difficult to see what's coming from off-screen.

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