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SADX Lantern Engine Dreamcast lighting for SADX PC! (v1.4, 09/24/17)

#61 User is offline DarthDub 

Posted 14 August 2017 - 08:54 PM

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View PostMorph, on 13 August 2017 - 01:53 PM, said:

Version 1.3 has been released. Before trying it though, please make sure you update to the latest d3d8to9, or the game will pretty much immediately crash on the character select screen.

Thank you so much for that file! I was finally able to play the game like I could before. I appreciate it a lot!

#62 User is offline muteKi 

Posted 14 August 2017 - 09:07 PM

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Nice!

Minor quibble because what else are replies even open here for except for nitpicking and grousing, but the dynamic lighting on the walls in the egg viper arena (e.g., flashing red when it takes a hit) hasn't been implemented.

#63 User is offline Morph 

Posted 14 August 2017 - 10:24 PM

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That's implemented in the Dreamcast mod(s). It might be worth merging into this considering the other effects are there. Hm...

#64 User is offline Blue Spikeball 

Posted 14 August 2017 - 11:55 PM

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View PostMorph, on 14 August 2017 - 10:24 PM, said:

That's implemented in the Dreamcast mod(s). It might be worth merging into this considering the other effects are there. Hm...

If you're talking about merging this with the DC mods, I'd rather that didn't happen. I personally prefer having the option to choose whether to use this mod with the DX environments or the DC ones.
This post has been edited by Blue Spikeball: 15 August 2017 - 12:06 AM

#65 User is offline Shaddy the guy 

Posted 15 August 2017 - 12:21 AM

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He's talking about merging the Egg Viper arena effect, not the entire mod.

Not that I'd personally mind. There's very little I don't consider better about the DC environments (I guess that red carpet at the end of twinkle park is nice? maybe we gotta figure out a nice blend between both).

#66 User is offline muteKi 

Posted 15 August 2017 - 12:22 AM

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Argh! I have the DC bosses mod active! Does that mean I need to have this mod loaded in before that one in the order?

#67 User is offline Morph 

Posted 15 August 2017 - 12:28 AM

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Order matters. It always matters, I don't recall if the egg viper thing is currently in the latest version, but there's no way for the dreamcast mods to know that the lantern engine is present unless it is already loaded, and they need to know that it is loaded in order to use its features. Pretty straightforward. If they just brute forced it before the lantern engine was loaded, it would crash the whole game.

#68 User is offline muteKi 

Posted 15 August 2017 - 12:37 AM

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OK. I had been having the lantern engine after the DC mods because it still looked like it was working just fine, but I also may have been working from an earlier release of the DC mod than the most recent one.

#69 User is offline Morph 

Posted 15 August 2017 - 12:51 AM

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Right, that's because the lighting doesn't require any special actions from other mods to just work. It's just the effects exposed by the API where the order loaded matters.

#70 User is offline Blue Spikeball 

Posted 15 August 2017 - 01:01 AM

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View PostShaddy the guy, on 15 August 2017 - 12:21 AM, said:

He's talking about merging the Egg Viper arena effect, not the entire mod.

Not that I'd personally mind. There's very little I don't consider better about the DC environments (I guess that red carpet at the end of twinkle park is nice? maybe we gotta figure out a nice blend between both).

Oh. In that case carry on, Morph :)

As for DC vs DX, DX added a few extra details to Station Square such as the Cybernet logo in one of the buildings, and made the Mystic Ruins jungle look less flat when seen from above (though the PC version rendered it incorrectly). Not that it matters, I don't think PkR or anyone is planning to merge the environments.
This post has been edited by Blue Spikeball: 15 August 2017 - 01:11 AM

#71 User is offline PkR 

Posted 15 August 2017 - 02:32 AM

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The Egg Viper effect should work regardless of whether DC_Bosses is loaded before or after Lantern Engine, maybe it was just an older version.

As for merging the environments between SA1 and SADX, I don't have any plans to do that, but I'm tempted to start working on a less invasive SADX mod, something like an extension for SADXFE, with better quality textures from GC/DC, material color and model fixes, fog improvements, minor effect restorations etc. I just don't want it to steal time from the Dreamcast mods, so I'm holding off until I've implemented everything I consider doable (for the time being) in the DC mods.

One thing that will happen for sure in the near future is palette selection adjustments for SADX models, which will improve the look of the lighting for people who don't use the DC mods.

#72 User is offline muteKi 

Posted 15 August 2017 - 09:07 PM

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View PostPkR, on 15 August 2017 - 02:32 AM, said:

The Egg Viper effect should work regardless of whether DC_Bosses is loaded before or after Lantern Engine, maybe it was just an older version.


Yeah, this seems to have been the case. Updating the mod did the trick. Loading order didn't seem to matter, as you say.

#73 User is offline Morph 

Posted 16 August 2017 - 10:52 AM

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Huh, I guess we run all the initialization functions in bulk. :v:

#74 User is offline UpCDownCLeftCRightC 

Posted 20 August 2017 - 06:10 PM

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Hi, I'm completely new to all this (Not a PC gamer until "now" I suppose) but its pretty sexy stuff, from what I gather.

Question: I've just bought the Steam version of the game. How do I implement these changes? I'd definitely like to do the lighting mod and maybe the DC mod if that will work with no issues.

#75 User is offline PkR 

Posted 20 August 2017 - 06:20 PM

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To install these mods on the Steam version, you have to convert it into the 2004 version first. To do that, you can use my installer or BetterSADX.
This post has been edited by PkR: 20 August 2017 - 06:20 PM

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