And if so, can these planes be not-static? As in, attach and orient themselves to sonic? In that case, since sonic keeps his reference to the 2d plane, if you could keep it orienting to his look direction, the spindash direction would stay updated. This is of course a workaround at best, but hacking is always little steps
Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!
#1141
Posted 21 February 2012 - 02:14 AM
And if so, can these planes be not-static? As in, attach and orient themselves to sonic? In that case, since sonic keeps his reference to the 2d plane, if you could keep it orienting to his look direction, the spindash direction would stay updated. This is of course a workaround at best, but hacking is always little steps
#1142
Posted 21 February 2012 - 03:05 AM
#1143
Posted 21 February 2012 - 04:18 AM
Yarharhar, on 21 February 2012 - 02:14 AM, said:
And if so, can these planes be not-static? As in, attach and orient themselves to sonic? In that case, since sonic keeps his reference to the 2d plane, if you could keep it orienting to his look direction, the spindash direction would stay updated. This is of course a workaround at best, but hacking is always little steps
Erm... I'd like to know how this could be hacked into the EXE via hex or x86 ASM, because this looks like a stretch...
PsychoSk8r, on 21 February 2012 - 03:05 AM, said:
So using a 3D video driver you can spindash correctly in 3D?
Video or it didn't happen, sorry.
#1144
Posted 21 February 2012 - 07:56 AM
#1145
Posted 21 February 2012 - 08:32 AM
Azu, on 21 February 2012 - 07:56 AM, said:
Can't you equip the skill modifying the lua scripts(if there's any available) in the stage file? At least for missions you can equip any shit you want that way.
Also an interesting problem for someone who might know the answer, past a certain coordinate in some levels we're testing(rooftop run in particular since it's such a long stage), past a point there's a bug where collision is screwed up. It's like any game logic still works, but havok dynamic physics and stuff stop working. Sonic can't collide with enemies and objects, and the bug stays after restarting the level. Even if the pieces of a blown enemy fly past that point they just stay in the air right there.
My guess is that this problem is Havok related since the objects are going out of the broadphase box and so, it asserts and the havok simulation just stops. Since sonic's handled by in-game logic and they seem to do their own collision with the rigid bodies, he can still walk around. I've tried increasing the aabb limits in the world info, Chimera was testing changing how the broadphase handles objects outside of the box(city escape has one particular definition for it), but no luck. If anyone has any more experience with Havok I'd appreciate if you can help.
EDIT: Also, does anyone not realise you can make custom animations instead of doing those lame ass model swaps?
Just use some settings in the Havok filters, import a model with Darkspines' script since the skeletons are named accordingly, animate the keyframes and done.
#1146
Posted 21 February 2012 - 10:12 AM
#1147
Posted 21 February 2012 - 10:36 AM
synchronizer, on 21 February 2012 - 10:12 AM, said:
Blank out the light dash aura and you got the same.
synchronizer, on 21 February 2012 - 10:12 AM, said:
Generations has that.
Quote
Tweakable in the XML configuration files.
As for improvements:
- Support for proper 60 FPS framerate, which helps a ton with timing and no control lag
- Support for more resolutions than sub-720p, and PC gaming knows no bounds on that.
- The quality of the assets in Unleashed plus the DLC Global Illumination data is bigger than an average Generations stage. Rooftop run has about double the filesize than the Generations version, and that includes 270 MB of global illumination data.
- A PC version of the part that is considered good of Unleashed, without having to deal with the werehog
In its current state there's not much to wow anyone, but once all materials are working plus shadow casting it'll look much, MUCH better. That's why I'm currently researching into the terrain format as well thanks to Darkspines.
#1148
Posted 21 February 2012 - 12:35 PM
synchronizer, on 21 February 2012 - 10:12 AM, said:
As Dario explained, those are all incorrect reasons to think the Generations gameplay engine is "inferior". Technically speaking, it is very much superior to Unleashed in every way, and any nitpicks you have with the gameplay changes were INTENTIONAL design decisions, not at all the fault of the engine.
By the way, each ring has a toggleable option for light-dashing, so Sonic Team merely decided Sonic can only light dash with specific ring trails in Generations.
#1149
Posted 21 February 2012 - 01:49 PM
#1150
Posted 21 February 2012 - 02:00 PM
Also, for clarification, this bounding box probelm also happens in Cool Edge and that stage isn't even that big, so no doubt it could randomly happen in other stages we didn't completely finish yet. Just a little extra incentive for people to help out I suppose :p
#1151
Posted 21 February 2012 - 02:06 PM
Oh and now that we have Super Sonic in Shadow's level, try and do it in Perfect Chaos for real since... well it makes sense. And one thing I had in mind that I was curious about, would it be possible to create new maps for rival battles? Sonic vs. Metal Sonic in Sky Sanctuary would be pretty awesome.
#1152
Posted 21 February 2012 - 02:20 PM
Dark Sonic, on 21 February 2012 - 02:06 PM, said:
Oh and now that we have Super Sonic in Shadow's level, try and do it in Perfect Chaos for real since... well it makes sense. And one thing I had in mind that I was curious about, would it be possible to create new maps for rival battles? Sonic vs. Metal Sonic in Sky Sanctuary would be pretty awesome.
Even just putting Modern and Classic in each other's boss battles with a few tweaks so they work properly. I think THAT would be interesting to see.
#1153
Posted 21 February 2012 - 02:52 PM
#1154
Posted 21 February 2012 - 08:35 PM
#1155
Posted 21 February 2012 - 09:25 PM

So I liked Unleashed's drift, I finally figured out how the spin ball works and got it set up to play Sonic for the animation. Just need to animate him properly, then we can have Sonic drifting like he did in that Cg trailer. Since I liked that drifting than this ball stuff.
Faceplant Drift = Epic
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