Generations PC Unleashed Porting - Public Hardware Test #1 Short bits of Blue Hedgehog running through Greece at 60 FPS
#61
Posted 13 May 2012 - 06:25 PM
#62
Posted 13 May 2012 - 06:30 PM
Dario FF, on 13 May 2012 - 12:10 PM, said:
[*]Answer: The goal is still releasing all the 8(or could be 9?) day stages, along with most missions and DLC we can port, in a single, big mod later on. Night stages with Classic Sonic are a possibility that's being looked at, but it'd probably be a second priority for a new version. I can assure you it looks sexy enough to be considered.
#63
Posted 13 May 2012 - 06:34 PM
I'm still really impressed with this, and I was glad to have contributed that one AAX file. :D
#64
Posted 13 May 2012 - 06:35 PM
Falk, on 13 May 2012 - 06:30 PM, said:
Dario FF, on 13 May 2012 - 12:10 PM, said:
[*]Answer: The goal is still releasing all the 8(or could be 9?) day stages, along with most missions and DLC we can port, in a single, big mod later on. Night stages with Classic Sonic are a possibility that's being looked at, but it'd probably be a second priority for a new version. I can assure you it looks sexy enough to be considered.
That answers one of my three questions.
#65
Posted 13 May 2012 - 06:47 PM
Showing some bugs:
#66
Posted 13 May 2012 - 06:51 PM
Last time I found some Memory.xml but any settings I tried just seemed to make the game unstable and crash.
#67
Posted 13 May 2012 - 06:56 PM
Dario FF, on 13 May 2012 - 06:51 PM, said:
Last time I found some Memory.xml but any settings I tried just seemed to make the game unstable and crash.
For whatever reason it doesn't crash for me, even while following Zoney's instructions.
#68
Posted 13 May 2012 - 07:09 PM
#69
Posted 13 May 2012 - 07:22 PM
#70
Posted 13 May 2012 - 07:37 PM
Dario FF, on 13 May 2012 - 06:51 PM, said:
Last time I found some Memory.xml but any settings I tried just seemed to make the game unstable and crash.
Oh, what's the nature of that 512 MB limit?
It's really weird, most of the time I get those red fringes around those specific grass textures, but sometimes they aren't there...
Jason, on 13 May 2012 - 07:22 PM, said:
See here.
#71
Posted 13 May 2012 - 07:45 PM
#72
Posted 13 May 2012 - 07:50 PM
I've run into the same bug with crashing when trying to explore the starting area (Literally just running to the right when the level starts causes the app to hang).
I'll keep playing with it and see if I can break it in any fun/new ways
http://www.yarsoft.c...iles/DxDiag.txt
Korama, on 13 May 2012 - 07:37 PM, said:
Oh, what's the nature of that 512 MB limit?
It's really weird, most of the time I get those red fringes around those specific grass textures, but sometimes they aren't there...
I recall skyrim having trouble with a similar memory limit at first; Users got around this by flipping the bit to have the application run in 64-bit mode (waay higher memory limit).
#73
Posted 13 May 2012 - 08:00 PM
Yarharhar, on 13 May 2012 - 07:50 PM, said:
Doesn't happen on my system. I've explored the starting area quite extensively and never got a crash.
Quote
Sounds like you're talking about the "large address aware" flag. Funny thing is that I just tried that on SonicGenerations.exe, but it doesn't seem to make a difference.
Without the LAA flag set in the exe header, a 32 bit program can use up to 2 GB of memory. With the LAA flag set, the limit is raised to 3 GB in a 32 bit Windows and the full 4 GB (=limit of a 32 bit address space) in a 64 bit Windows.
#74
Posted 13 May 2012 - 08:26 PM
#75
Posted 13 May 2012 - 08:38 PM
I have a Phenom II X4 955 (3.2GHz), Radeon HD6850 1GB GDDR5, 4GB DDR2. The game runs at 60fps (1440x900) in this stage, and when it comes to bugs I have nothing to report other than what has already been mentioned.
