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Sonic X-treme Textures and Defs General Discussion & Hacking

#286 User is offline Andrew75 

Posted 17 December 2009 - 05:05 AM

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I think two versions are better than one , lol
hey hey ,, I'm willing to help if anyone needs help ^__^
a reversed engineered version will feel more authentic, although I wouldn't be much help in that department.

#287 User is offline nineko 

Posted 17 December 2009 - 05:11 AM

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QUOTE (Andrew75 @ Dec 17 2009, 02:08 AM)
when it comes to optimizing my models for best performance, I'm a perfectest.
every ounce of performance matters even on super systems like my own .
And this, my friend, is why you're a good programmer in a sea of bad programmers smile.png
Nowadays it's very rare to find someone who cares about optimizations and performance. I'm sure your engine will be the better one of the bunch.

#288 User is offline Energy 

Posted 17 December 2009 - 05:18 AM

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QUOTE (zeldarocks @ Dec 17 2009, 09:34 AM)
You guys are each working on different engines/viewers? Why not just pitch in and aid in the development of a a single Xtreme recreation?


We could do - I'm not sure on cooljerk's intentions, but mine is purely learning about the format etc. Then using it in a game, optimising etc. It's the challenge for me that's interesting, getting the bits that the viewer doesn't display working, making the level playable.

As said I'm not promising the community anything with mine, but I'd like to think that my end result would be a level editor and an engine to play the levels with. Maybe even clean up a few of the more incomplete levels and make a short xtreme game. Who knows but I don't think it's fair on cooljerk for him to wait around while I'll play and experiment!

I do think that us sharing information works well for the community though as both of us will have strong and week points, and the more heads working out a problem the better... smile.png

#289 User is offline Andrew75 

Posted 17 December 2009 - 07:42 AM

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QUOTE (Energy @ Dec 17 2009, 05:18 AM)
QUOTE (zeldarocks @ Dec 17 2009, 09:34 AM)
You guys are each working on different engines/viewers? Why not just pitch in and aid in the development of a a single Xtreme recreation?


We could do - I'm not sure on cooljerk's intentions, but mine is purely learning about the format etc. Then using it in a game, optimising etc. It's the challenge for me that's interesting, getting the bits that the viewer doesn't display working, making the level playable.

As said I'm not promising the community anything with mine, but I'd like to think that my end result would be a level editor and an engine to play the levels with. Maybe even clean up a few of the more incomplete levels and make a short xtreme game. Who knows but I don't think it's fair on cooljerk for him to wait around while I'll play and experiment!

I do think that us sharing information works well for the community though as both of us will have strong and week points, and the more heads working out a problem the better... smile.png


I agree!
People like me and Xeniczone most certainly benefit from people like you for this type of game project.
We rely on people with your expertise for reverse engineering to get the information we need for a reconstruction project like this.
seems in a since were already a team with a working hierarchy.
If this weren't the case, our and other projects of the same nature would end up being something totally different.

In the end, raw Data is what matters, being it either an original or reconstruction project smile.png

#290 User is offline ICEknight 

Posted 17 December 2009 - 10:55 AM

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QUOTE
Andrew75
Group: Pending Approvals

sad.png

#291 User is offline Master Emerald 

Posted 17 December 2009 - 11:22 AM

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QUOTE
Andrew75
Group: Pending Approvals


Yeah, someone should fix this =P.

EDIT:

Oh yeah, fixed! =P Welcome!
This post has been edited by Master Emerald: 17 December 2009 - 12:28 PM

#292 User is offline Mad Echidna 

Posted 17 December 2009 - 01:17 PM

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QUOTE (Andrew75 @ Dec 17 2009, 04:42 AM)
QUOTE (Energy @ Dec 17 2009, 05:18 AM)
QUOTE (zeldarocks @ Dec 17 2009, 09:34 AM)
You guys are each working on different engines/viewers? Why not just pitch in and aid in the development of a a single Xtreme recreation?


We could do - I'm not sure on cooljerk's intentions, but mine is purely learning about the format etc. Then using it in a game, optimising etc. It's the challenge for me that's interesting, getting the bits that the viewer doesn't display working, making the level playable.

As said I'm not promising the community anything with mine, but I'd like to think that my end result would be a level editor and an engine to play the levels with. Maybe even clean up a few of the more incomplete levels and make a short xtreme game. Who knows but I don't think it's fair on cooljerk for him to wait around while I'll play and experiment!

I do think that us sharing information works well for the community though as both of us will have strong and week points, and the more heads working out a problem the better... smile.png


I agree!
People like me and Xeniczone most certainly benefit from people like you for this type of game project.
We rely on people with your expertise for reverse engineering to get the information we need for a reconstruction project like this.
seems in a since were already a team with a working hierarchy.
If this weren't the case, our and other projects of the same nature would end up being something totally different.

In the end, raw Data is what matters, being it either an original or reconstruction project smile.png


Big organzied projects don't seem to have much of a success rate around here. The best method is do what you're good at, as you already have been, and more talented folks will come out of the woodwork. An organic, merit based approach will serve everyone well.

#293 User is offline Master Emerald 

Posted 17 December 2009 - 03:51 PM

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QUOTE
Big organzied projects don't seem to have much of a success rate around here. The best method is do what you're good at, as you already have been, and more talented folks will come out of the woodwork. An organic, merit based approach will serve everyone well.


In fact, Sonic 2 HD is very organized, it works fairly well that way IMO. The lack of solid planning led Project: Sonic Retro and even Sonic X-treme to abyss. People making random things with no connection just make finishing the project harder.
This post has been edited by Master Emerald: 18 December 2009 - 01:41 PM

#294 User is offline Andrew75 

Posted 17 December 2009 - 05:42 PM

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...First official post! Yeah baby yeah!

I can see how making random things can slow a project down ^__^.
That's one thing I saw while I was on Project S's team for a week as temporary project art lead,
What a mess!
I'm afraid this would happen to project ASAX,
Despite my fears, We're planning to open ASAX up as a community project or something in the not so distant future.
,I don't think it'll have that problem. *hopefully*



I'd post more but would like to get back to ASAX.
Right now its my Christmas vacation, I have alot of free time on my hands these next few weeks.
After that, ASAX will only get a trickle of my attention. maybe 2 or 3 hours a day. ( if I'm lucky)

#295 User is offline Energy 

Posted 18 December 2009 - 05:27 AM

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It's a matter of, if you're going to do a group project you need to be organised. SVN, set task lists, at least one overseer keeping an eye on what everyone is doing. It can be done and the best projects are achieved when this is done but it requires dedication and hard work.

I have no idea what Sonic 2 HD is like, but from what I've seen so far you guys seem to be doing well. People seem to have a good idea of their goal, but then again I'm not staff. I look forward to seeing a closer to final demo though smile.png

#296 User is offline Master Emerald 

Posted 18 December 2009 - 05:41 AM

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QUOTE
*discussion about Sonic 2 HD state of organization*


Yeah, despite of not agreeing about Sonic 2 HD organization, organization is really important XD.

Well, Andrew is involved with this for years, so he knows how to make this become a full game better than me, so, good luck. XD
This post has been edited by Master Emerald: 18 December 2009 - 01:40 PM

#297 User is offline Syniphas 

Posted 18 December 2009 - 09:33 PM

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I don't know jackshit about productive programming (and any other languages than BASIC variants), but I guess I could help with the DEF-cracking and whatnot, if you guys still need help on that. Or maybe anything else. I don't know.

#298 User is offline Andrew75 

Posted 19 December 2009 - 02:11 AM

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Hey yeah that would be great !

oh yeah this reminds me ,,,,,
anyone learned anything in the def files regarding the looping pathways that extrude out-words?
the ones sonic can walk on. or perhaps hidden items or cubes that aren't displayed in the viewer?

#299 User is offline Syniphas 

Posted 20 December 2009 - 12:36 AM

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shouldn't be, since the viewer displays the maps entirely

unless the blocks are hidden within DEF, and SANiK made the viewer not display them

which, in my opininon, is really unlikely.

#300 User is offline Mad Echidna 

Posted 20 December 2009 - 04:39 PM

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QUOTE (Syniphas @ Dec 19 2009, 09:36 PM)
shouldn't be, since the viewer displays the maps entirely

unless the blocks are hidden within DEF, and SANiK made the viewer not display them

which, in my opininon, is really unlikely.


Do we understand the DEF enough to look specific locations? There should be a unique variable for the blocks that expand to those corkscrews that you wouldn't see anywhere else.

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