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Sonic Unleashed (Debug enabled beta)

#91 User is offline BluexBlur 

Posted 09 December 2016 - 03:34 PM

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View PostDark Sonic, on 09 December 2016 - 10:44 AM, said:



Here are some real garbage early transformation cutscenes. Gotta say though, I like Sonic's little jig that he does when he turns back to normal.

This looks like it was made in blender or something though.


Already shared it a few posts back. I also found the jig cute and nice, though it's a bit jarring after the transformation so I guess that's why that part was cut.

#92 User is offline Paraxade 

Posted 09 December 2016 - 05:32 PM

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Not strictly related to the Unleashed preview build, but Dario and I have been looking into the final versions of Unleashed and Generations to try to figure out if any of the set editor code is still in and usable. Starting to look like the answer is mostly no. What -is- still in the final game is code for some backend editor stuff (like saving set layer XMLs to the work folder), a lot of objects still have code to notify them when the set editor is started/stopped, and some of the debug previews still exist (for example, the ramp trajectory visualizations). However, reddog, which we're guessing is the debug UI system, seems to have been entirely compiled out of the release builds, as there's no references to any classes in the reddog namespace nor any references to any of the textures in the reddog folder in bb2.cpk, whereas the Unleashed preview build has both of those things. So although there still seems to be some backend code for the editor, the frontend is essentially gone which likely means there's no ingame means of actually interacting with the editor. The best thing that might be possible is turning on some of the debug previews... barring that I think the Unleashed preview build is the only build we have that actually has the editor.

#93 User is offline Lanzer 

Posted 09 December 2016 - 07:53 PM

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View PostN!NJA, on 09 December 2016 - 01:33 AM, said:

View PostMathUser, on 08 December 2016 - 08:02 AM, said:

So this ain't released yet, eh? Bummer. Looks interesting though.



It has been, I released it early. I just kept this thread going seeing as it already had a few finds/screenshots within.

The downloads here: http://forums.sonicr...showtopic=36251 (Can a staff member edit this link into the first post of this thread? First post isn't mine as this topic was split.)

I'm going to be away for the weekend so I'm going to miss out on anymore finds :( Hopefully you guys and girls can find more sweet things within this.


In other news, I spoke to the person I originally got this disk from. They're 100% sure they never even got a disk 2 so it seems SEGA may have only given disk 1 as it's a preview of the game.



I'm the topic starter in a sense so...done :).

View PostDario FF, on 08 December 2016 - 08:46 PM, said:

There's stage geometry for 10 events that do not appear in the final game (with the same name that is). Some of these could've easily gotten either renamed or scrapped. None of this geometry is really new as far as I know.

The bugs in the visuals are just due to using Generations' shaders to visualize the stages inside SonicGLVL.

Given the names of the stages it seems like they were scaled down versions of geometry for cutscenes that either ended up using the geometry from the real stage, or just scrapped altogether to use pre-rendered ones instead.

EDIT: Upon further inspection, Event_M8_08 and Event_M8_12 are the exact same stages as the ones used here. These are pre-rendered cutscenes in the final game. (The movie names match as well)

Event_afr_hideout_main
Spoiler


Event_M0_06_myk
Spoiler


Event_M8_08_01chn
Spoiler


Event_M8_08_02afr
Spoiler


Event_M8_08_03EU
Spoiler


Event_M8_08_04snow
Spoiler


Event_M8_12_01chn
Spoiler


Event_M8_12_02afr
Spoiler


Event_M8_12_03EU
Spoiler


Event_M8_12_04snow
Spoiler



So wait, these were the cutscene sets?! were these avaliable in the final?

#94 User is offline JaxTH 

Posted 09 December 2016 - 11:38 PM

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So earlier in the topic someone talked about a Sonic Unleashed announcement trailer?

Is that the one that says "Coming Soon..." at the end after all that Mazuri footage?

#95 User is offline Dario FF 

Posted 10 December 2016 - 07:47 AM

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View PostLanzer, on 09 December 2016 - 07:53 PM, said:

So wait, these were the cutscene sets?! were these avaliable in the final?

They weren't available in the final version, but they're not strictly new geometry. Most of it is just copy pasted and cut down from the towns.

A few of the things we noticed:
  • Placeholder graphics in most places in the UI, mostly on minor details.
  • A lot of NPC dialogue is not finished and uses placeholder text.
  • A big amount of textures have different resolutions from the final versions, probably due to optimization and polishing. Some are smaller resolution in the preview build, while some are much higher resolution. It'll be worth looking into and finding a way to get all the higher resolution textures for Unleashed Project.
  • Lots of interesting insight into the features the set editor provides and the meaning behind multiple of the settings in the objects. A lot of the functionality of the leftover files in the game is explained by this editor as well. (ObjectDefine.obc.xml for example)
  • It seems the preview build has the capability of overriding the contents of the packed files from a "work" folder. While this folder was left over in Generations, that same behavior does not work there sadly. The set editor has the capability of saving set files (albeit unfinished) to this work folder as well. This work folder was previously enabled in the Unleashed updates to support the DLC.
  • Quite a lot of the sub-acts have unfinished layouts and just placed Goal Rings early (probably to indicate how much of the stage was finished).
  • Plenty of small geometry differences in some of the major acts.
  • All the Japanese voice acting for the entire game is on the disc, while there's only dialogue in English until the first werehog transformation cutscene.
  • Rooftop Run Night has no actual object layout.
  • Plenty of odd gameplay bugs as usual.


#96 User is offline BluexBlur 

Posted 13 December 2016 - 10:37 PM

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Posted Image

Huh, I'm surprised that no one has noticed that the debug menu is visible in the E3 trailer.

Then again, maybe you guys have and it just wasn't really worth pointing out. In which case, ignore this post.

#97 User is offline BluexBlur 

Posted 16 December 2016 - 12:23 AM

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In case anyone wants this, I have the beta music for Savannah Citadel.



*The link for the WAV files are in the video description*

It's not much different from the final version though. The only major change seems to be the way the guitar is played.

#98 User is offline S0LV0 

Posted 16 December 2016 - 02:45 AM

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View PostBluexBlur, on 16 December 2016 - 12:23 AM, said:

It's not much different from the final version though. The only major change seems to be the way the guitar is played.

Yeah it's basically a filler MIDI track, indicating this is before the final instruments were recorded. Pretty common practice- of course we heard this version in the leaked trailer too.

#99 User is offline Lanzer 

Posted 16 December 2016 - 10:29 PM

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Yeah that reminds me, music. can we get a rip of the tracks from this build? at least of the different tracks.

#100 User is offline Overlord 

Posted 19 December 2016 - 02:40 PM

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Looping ADX would be nice, yes.

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