Sonic and Sega Retro Message Board: Mania Mod Loader - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 8 Pages +
  • ◄ First
  • 3
  • 4
  • 5
  • 6
  • 7
  • Last ►
    Locked
    Locked Forum

Mania Mod Loader It loads mods, for Mania. Update: now with custom code support.

#61 User is offline codenamegamma 

Posted 17 September 2017 - 09:42 PM

  • Posts: 71
  • Joined: 29-August 17

View PostTechokami, on 17 September 2017 - 06:17 PM, said:

Out of curiousity, does this prevent being able to use the online leaderboards when cheats are active? Because it'd be kind of a shitty thing to let people cheat on the leaderboards... :/



View PostMainMemory, on 17 September 2017 - 06:39 PM, said:

For one thing, not all codes are harmful to leaderboards. For another thing, even if I did disable leaderboards while codes were on, people would just use codenamegamma's cheat table, or build their own version of the mod loader. For the third thing, I wouldn't know how to disable the leaderboard even if I wanted to.

on release day once I saw people were hacking at the top of the leaderboards I added 6 people on steam from it. All of them all had the save addresses, Rings, Lives & Time, and maybe 1 or 2 other ones but nothing hard to find or unique because they didn't know how to look for anything else. So even with us doing anything people still managed to find it themselves and will again when a new game comes out.

#62 User is offline RikohZX 

Posted 18 September 2017 - 01:27 AM

  • Posts: 346
  • Joined: 18-March 17
  • Gender:Male

View PostTechokami, on 17 September 2017 - 06:17 PM, said:

Out of curiousity, does this prevent being able to use the online leaderboards when cheats are active? Because it'd be kind of a shitty thing to let people cheat on the leaderboards... :/
They're already long since cheated, even before the Mod Loader started adding the cheat codes to itself. Better to compare yourself to friends or within certain communities (cough) than to measure up worldwide when any and every other game out there with time records like this gets cheated inevitably.

#63 User is offline Techokami 

Posted 18 September 2017 - 01:47 PM

  • For use only on NTSC Genesis systems
  • Posts: 1286
  • Joined: 19-November 05
  • Gender:Male
  • Location:HoleNet!
  • Project:Sonic Edge
  • Wiki edits:63
Booooo. :(
I hope this won't reflect poorly with SEGA, then.

#64 User is offline MainMemory 

Posted 18 September 2017 - 02:52 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4178
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
I really doubt it would make any difference to them if it locked out the leaderboards.

#65 User is offline RikohZX 

Posted 20 September 2017 - 09:19 PM

  • Posts: 346
  • Joined: 18-March 17
  • Gender:Male
I've noticed that starting off the Special Stage at Mach 3 has the UFO start its speed off exponentially faster than normal, but I assume that has to do with balancing factors via the game automatically speeding it up. I've also noticed a weird quirk in that I have that code and no ring loss for Special Stages, but apparently that results in the game instantly going to the Chaos Emeralds results screen when I gain one instead of having Sonic fly away and the camera pan out. Neither of these are gamebreaking glitches resulting from the code, more like strange oddities that result from the tampering.

#66 User is offline CUD 

Posted 26 September 2017 - 04:17 AM

  • Posts: 3
  • Joined: 23-September 17
  • Gender:Male
  • Location:Australia
Has this been updated since the new Mania patch? No rush if you haven't, just wondering.

#67 User is offline MainMemory 

Posted 26 September 2017 - 10:44 AM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4178
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
I am not presently willing to rewrite the mod loader to be compatible with the new version of the game. In the mean time, you can download the previous version: open steam://nav/console, enter "download_depot 584400 584401 2423105704892348622", then put the downloaded files into the Mania folder.

#68 User is offline Shade Vortex 

Posted 27 September 2017 - 12:16 AM

  • The Black Vortex
  • Posts: 465
  • Joined: 11-September 10
  • Gender:Male
  • Location:USA, WA.
  • Project:Twitch Streams
To be honest, I saw this coming. :P Small patches that happen decently frequently, plus every single one requiring to redo everything basically. I'm sure once the updates calm down (there probably won't be any after 6 months after release, for example), there'll be a "final" update for the fully patched version of Mania.

#69 User is offline Muscle Wizard 

Posted 27 September 2017 - 10:04 AM

  • Posts: 120
  • Joined: 24-July 16
  • Gender:Male
  • Location:Canada, a cold but not frozen spot.
Perhaps rather than following official updates, maybe monthly/bi-monthly updates might be more favorable? Just so that it can be kept up with builds of the game that have less crippling bugs (Tails in FBZ) and also so it's not too taxing to update it every time the game is patched? Dunno. Either way it's best to just wait a bit before updating the loader anyways haha.

#70 User is offline Chaos Hedgie 

Posted 29 September 2017 - 06:17 PM

  • It ain't ever my business, though
  • Posts: 1801
  • Joined: 18-November 05
  • Gender:Male
  • Location:Flint, MI
  • Wiki edits:53
EDIT: I did some googling. Apparently it's my antivirus and I'm late.

Someone trash this post plz.
This post has been edited by Chaos Hedgie: 29 September 2017 - 09:44 PM

#71 User is offline MainMemory 

Posted 02 October 2017 - 01:17 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4178
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
I'm thinking about trying to add support for looped audio formats (LOGG, ADX, BRSTM, etc) to the mod loader. Would that be useful to any of you? Of course that would restrict any mods using those types of music to only working with the mod loader, and thus only working with the older version of the game, until I decide to update the mod loader.

Of course, this is entirely theoretical, and there's a big difference between replacing the music playback system outright, and supplementing it.

I suppose an alternative option would be to allow overriding a song's loop point with a text file or something.
This post has been edited by MainMemory: 02 October 2017 - 01:33 PM

#72 User is offline KarrotKonvoy 

Posted 02 October 2017 - 02:04 PM

  • Posts: 7
  • Joined: 12-August 10
  • Gender:Male
  • Location:Chicago, IL
  • Wiki edits:2
I think that'd be a great addition for custom playlists, easily swapping tracks around, and testing. Especially considering how many pre-looped BRSTMs and ADX files there are out there. Even still, it would be nice to have some way to externalize loop points from scene files.

#73 User is offline Chimera 

Posted 04 October 2017 - 02:42 AM

  • I'm not a furry.
  • Posts: 1247
  • Joined: 04-October 10
  • Gender:Male
  • Project:Castlevania prettyness
  • Wiki edits:5
Again, regarding features that restrict people to using an older version of the game, I don't see why that's entirely a problem considering we've resigned to working with a "gold standard" already. I say go for it; if an update becomes critical for us to download, all the work would have to be ported anyway, and I don't see anything game-changing happening any time soon.

Hell the latest update's only relevant change, if I recall, is its fix to Tails and how he handles the Flying Battery tube, because originally he would slow down and fall off. That, however, is something I feel could be backported to our "gold version" and then distributed with a/any patch for the game. Outside of that though I don't see any issues that have been fixed or anything we need to worry about for the future, at least right now.

Also yes personally I'd be a fan of BRSTM support and the like, but I'm even more interested with the text file song loop mod. That sounds a lot easier and will likely both give you less stress and work out better anyway.

#74 User is offline MainMemory 

Posted 04 October 2017 - 12:23 PM

  • Every day's the same old thing... Same place, different day...
  • Posts: 4178
  • Joined: 14-August 09
  • Gender:Not Telling
  • Project:SonLVL
  • Wiki edits:1,339
Well someone has gone ahead and made an updated fork of the mod loader, and codenamegamma hasn't stuck with the old version, so I don't know who exactly this "we" is that decided on a "gold standard", especially since I never ruled out upgrading entirely, I've just said not now.

I tried implementing vgmstream, but when it goes to play a non-OGG song, it also starts playing a repeating sound constantly, and all OGG music refuses to play from then on. I have no idea what I need to do to fix it, so I might have to just release a new version without it. I did implement the text-based loop selection though, that works just fine.

#75 User is offline Muscle Wizard 

Posted 04 October 2017 - 02:40 PM

  • Posts: 120
  • Joined: 24-July 16
  • Gender:Male
  • Location:Canada, a cold but not frozen spot.

View PostMainMemory, on 04 October 2017 - 12:23 PM, said:

Well someone has gone ahead and made an updated fork of the mod loader, and codenamegamma hasn't stuck with the old version, so I don't know who exactly this "we" is that decided on a "gold standard", especially since I never ruled out upgrading entirely, I've just said not now.

I tried implementing vgmstream, but when it goes to play a non-OGG song, it also starts playing a repeating sound constantly, and all OGG music refuses to play from then on. I have no idea what I need to do to fix it, so I might have to just release a new version without it. I did implement the text-based loop selection though, that works just fine.

I suppose if someone's willing to update it like that and save you the time it's fine, yeah? I'm assuming there's some kind of way I can build from this source and use it to run mods on the newest version of Mania just fine, right? I'm not entirely familiar with how this works...

  • 8 Pages +
  • ◄ First
  • 3
  • 4
  • 5
  • 6
  • 7
  • Last ►
    Locked
    Locked Forum

5 User(s) are reading this topic
0 members, 5 guests, 0 anonymous users