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Generations PC Unleashed Porting - Public Hardware Test #1 Short bits of Blue Hedgehog running through Greece at 60 FPS

#121 User is offline P3DR0 

Posted 16 May 2012 - 01:58 PM

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I love how even the Unleashed glitches came together with this mod. :3

#122 User is offline Chris Highwind 

Posted 16 May 2012 - 03:16 PM

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The mod works fine for me, no FPS drop until I started recording video using Xfire, and recording video is always going to have the FPS take a hit no matter what game unless you've got a godly computer.

EDIT: Video'd


This post has been edited by Chris Highwind: 16 May 2012 - 04:50 PM

#123 User is offline Jason 

Posted 16 May 2012 - 07:10 PM

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It looks like the barrels don't have the right destruction capabilities, as you can actually stand on them. Standing on them sideways causes some really weird teleporting, especially if you hit this sweet spot.
Posted Image
Don't have Fraps to show it off, and for some reason whenever I try to print screen, I only get a black screen as the saved image. Cell phone camera it is.

#124 User is offline Korama 

Posted 16 May 2012 - 07:26 PM

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View PostJason, on 16 May 2012 - 07:10 PM, said:

It looks like the barrels don't have the right destruction capabilities, as you can actually stand on them. Standing on them sideways causes some really weird teleporting, especially if you hit this sweet spot.
Don't have Fraps to show it off, and for some reason whenever I try to print screen, I only get a black screen as the saved image. Cell phone camera it is.

Would you want the barrels to break by merely standing on them? I think they shouldn't, they look rather solid.
Anyway, someone already made a video about it over at SSMB, you can find Dario's comment there, too.

#125 User is offline Jason 

Posted 16 May 2012 - 07:34 PM

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More like jumping on them, really. At least make it slightly more difficult for the bug to occur. Spin jump should crack the barrels open if it is going to cause stuff like this. I would imagine that would be a more simple way of covering up the problem if getting on a barrel could be an easy thing to do currently.

#126 User is offline Lobotomy 

Posted 16 May 2012 - 09:54 PM

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Flora and Fauna join the Brawl!

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#127 User is offline Lobotomy 

Posted 17 May 2012 - 02:12 AM

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This is a double post because ambient occlusion.
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This post has been edited by Lobotomy: 17 May 2012 - 02:52 AM

#128 User is offline P3DR0 

Posted 17 May 2012 - 10:21 AM

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Looking great, Lobotomy! It may sound nitpicky but I believe the folliage textures are kind of too much colorful in comparison to the grass texture on the ground making it pop-out a little more than it should. But this can be easily fixed by making the ground texture a little more saturated and bright I believe. For example take a look at this video that I made in UDK:

The "base" of the folliage is the same color as the grass texture on the floor and it gets brighter gradually upwards so it stick out enough to sell the magic that the whole island have grass sticking out.


Whoever is working on the retexturing care to send me by PM or whatever a .rar file containing the textures of the stage? I would like to help change 'em a little bit and make it more HD looking :3
This post has been edited by P3DR0: 17 May 2012 - 10:23 AM

#129 User is offline roxahris 

Posted 17 May 2012 - 10:27 AM

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View PostLobotomy, on 17 May 2012 - 02:12 AM, said:

ambient occlusion
Looks like it should be heavily toned down. It shouldn't be that noticeable, especially when the game already has global illumination.
Also, those flower textures don't fit the colours at all. Make them the same tone as the originals - they look like you just slapped in "Vurt's All-Purpose Flora Textures" and called it a day.


The demo looks and runs well here, even under ridiculous circumstances. Sonic seems to be automatically sidestepping when he comes into contact with invisible walls, which wouldn't be a problem if he wasn't doing it towards them. Those steps with the pots also seem to have strange collision behind the plants. Otherwise, excellent.
This post has been edited by roxahris: 17 May 2012 - 10:34 AM

#130 User is offline Lobotomy 

Posted 17 May 2012 - 02:03 PM

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View Postroxahris, on 17 May 2012 - 10:27 AM, said:

Also, those flower textures don't fit the colours at all. Make them the same tone as the originals - they look like you just slapped in "Vurt's All-Purpose Flora Textures" and called it a day.


That's where the placeholders came from, yes. Good eye. They aren't permanent, I just don't have a proper texture for the flowers yet. Either way, ferns do look interesting in lieu of daisies, if a bit overabundant.

View Postroxahris, on 17 May 2012 - 10:27 AM, said:

View PostLobotomy, on 17 May 2012 - 02:12 AM, said:

ambient occlusion
Looks like it should be heavily toned down. It shouldn't be that noticeable, especially when the game already has global illumination.

You do realize Sonic Unleashed had a similar level of AO, right?
This post has been edited by Lobotomy: 17 May 2012 - 02:39 PM

#131 User is offline BlazeHedgehog 

Posted 17 May 2012 - 09:44 PM

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Playing my Xbox 360 copy of Sonic Unleashed right now and I'm not seeing any Ambient Occlusion at all. If it's there, it's so subtle that it's basically invisible and definitely not like it is in your screenshots, Lobotomy.

Edit:

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No AO here, or, again, definitely not like your screenshots. :v:
This post has been edited by BlazeHedgehog: 17 May 2012 - 09:59 PM

#132 User is offline Lobotomy 

Posted 17 May 2012 - 10:19 PM

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I suppose I should have rephrased. I meant the lighting quality more reflected AO than Generations did, and if I must say, the AO and GIA compliment each other perfectly, contrary to the notion that it fucks with the GI. It's something you'd have to experience yourself to understand fully I guess, but I'm strapped for time right now so I'll fully explain later.
This post has been edited by Lobotomy: 18 May 2012 - 03:23 AM

#133 User is offline Supakitsune 

Posted 17 May 2012 - 10:25 PM

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well, here's my test run I guess

apologies for the horrid quality, but I assure you it wouldve been an unmitigated disaster had I tried to use fraps or somesuch software
anyway, pretty much everything seems to work (it even seems to maintain a higher framerate than most of the actual generations levels, for that matter) on my piece of crap laptop running at 800x480, so good work :)
This post has been edited by Supakitsune: 17 May 2012 - 10:27 PM

#134 User is offline Felik 

Posted 18 May 2012 - 12:13 AM

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View PostBlazeHedgehog, on 17 May 2012 - 09:44 PM, said:

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Is there a way to return Sonic's realistic shadow back? I feel like it looks much better than "shadow always under Sonic's feet". I don't care that platforming is harder if shadow is not directly below Sonic's feet cuz realistic shadow just looks so much better.
This post has been edited by Felik: 18 May 2012 - 12:14 AM

#135 User is offline BlazeHedgehog 

Posted 18 May 2012 - 04:45 AM

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I prefer solid gameplay over graphical beautification, personally :v:
This post has been edited by BlazeHedgehog: 18 May 2012 - 04:45 AM

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