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Generations PC Unleashed Porting - Dragon Road Demo

Discussion in 'Engineering & Reverse Engineering' started by Dario FF, Jul 13, 2012.

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  1. synchronizer

    synchronizer

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    The camera that is following Classic Sonic seems to be way too close to him. Would it be troublesome to zoom it out a little bit?
     
  2. Kreigyr

    Kreigyr

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    Runs quite beautifully; I've encountered no problems thus far, and it's nice to finally see these levels at a solid framerate.

    That said, this might be a bit silly, but neither of these ports seem to be quite as hardware-friendly as the standard maps. I originally ran this game on an 8600GTm, notably below the minimum requirements, but it still handled everything at about 20 FPS. With both the Windmill Isle level, and this one, the level loads fine 'n dandy, but within a few seconds the screen is filled with either garbage or part of Sonic's texture; you might be a bit VRAM happy.

    Still, it's below the minimum requirements, so I wouldn't bother with it too much.
     
  3. BandicootG

    BandicootG

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    Making a Blaze the Cat mod for Sonic Generations.
    Well, I've encountered no problems other than the Samurai robots damage.
    Playing this reminded me how much I suck at Unleashed. ;_;
     
  4. Dario FF

    Dario FF

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    I find it funny how everyone complains about the robots, yet those are already bugged in the game in Rooftop Run. I literally changed nothing in their configuration nor Physics files. Nothing better than being blamed for the Game's bugs. :v:
     
  5. BandicootG

    BandicootG

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    Making a Blaze the Cat mod for Sonic Generations.
    Oh, well in that case, sorry.
     
  6. Dario FF

    Dario FF

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    It's ok, it's just that they didn't get used as much so not much people actually notice it. They don't normally hit you if you don't spam the homing attack happily though.

    Besides, it could be easily solved if we got a patch already...
     
  7. Iggy for Short

    Iggy for Short

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    I asked around and quite a few other people had a hard time making that shortcut, and I think I figured out why; I think if you're still boosting when you get to the ring trail, the magnetic ring pull from the boost interferes with the rings. It's just a guess, though... (Also, any word on the enemy collision bug being fixed?)
     
  8. Dario FF

    Dario FF

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    The shortcut is hard to do because the Air Boost is shorter in Generations. Hence, why there's a lightdash trail there. But it's actually still possible to do it without the lightdash trail. :v:

    That and we already know lightdash trails aren't that accurate either. Like the infamous shortcut at Chemical Plant.

    The ball is on Sega's court for that. Unless there's some other workaround for it. The problem isn't that the hitbox is big, it is that they're reacting really quickly, like right at the frame before you homing attack into them. If the egg fighter never saw you coming and you homing attack into it, it'll counter-attack quickly. If he at least sees you first, there's a likely chance you can just homing attack when he's playing the battle stance animation.

    You've probably already noticed this bug in Rooftop Run with the egg fighters with maces.
     
  9. Paraxade

    Paraxade

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    Actually I think the reason the jump is hard to make is because randomly when you jump there air boost won't work. It's very noticeable if you press the button more than once. Keeps making me miss the jump. <_< It feels like if you edge a little bit to the left it'll work, but I haven't done much testing with it.
     
  10. Iggy for Short

    Iggy for Short

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    I actually don't recall coming across this bug in Modern Rooftop Run, but that's probably because you barely use the homing attack on any of them in the shortcut route. Apologies for assuming the bug was your doing.
    While I definitely agree that it can be unreliable at times, I've tested my theory. I NEVER get it to work while boosting (even if Sonic was literally touching the trail), it DOES work somewhat reliably if I make sure to let go of boost before getting to it. Then again, I was boosting continuously into a jump, not jumping and airboosting towards the trail. (I should probably clarify here that I was using the Speed Up skill; I haven't experimented with the shortcut at the standard no-skill speed.)
     
  11. Dario FF

    Dario FF

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    Jumping and keeping boost applied applies some sort of Air Drag to Sonic. It's always good to let go of the boost before jumping if you want to reach good distances(for example the shortcut in Dragon Road with the two roofs, avoiding the upreel directly). Whether that's a bug or intentional, it's not that noticeable in Generations because there isn't as much huge distances to cover like in this level.
     
  12. Falk

    Falk

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    I'm wondering if orange rings might be a better choice than a lightdash trail.
     
  13. Overlord

    Overlord

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    Very nice work! I've never actually played this stage before so I sucked at it (it also doesn't help that I seemingly have zero PC gamepads with a proper analogue stick. Took me like 8 lives and a Game Over to clear the damn thing), but I only really came across one bug:

    [​IMG]

    Sonic somehow got stuck in here on one go through (I died here like 4 times regardless) and I ended up having to restart the entire level again. >_>
     
  14. Dario FF

    Dario FF

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    Haha, I'm afraid that since Sega uses the Havok SDK in a way that they force the damn rigid body to the position instead of moving it on the simulation, those glitches are prone to happen. If they actually moved it, it would push Sonic away. Since they don't, you have the chances of this stuff happening sadly.

    No objections against that.
     
  15. Chris Highwind

    Chris Highwind

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    Actually, I never noticed that until I started playing Dragon Road, and I still rage when I homing attack into a robot and it hurts me instead of vice versa.

    I remember having that same exact bug, though it wasn't at that location.
     
  16. Falk

    Falk

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    This probably bugs me a lot more than it should, but on the yellow spinny death things, shadows cast on it are straight down. I'm not sure if that's related at all to the :coughfeaturecough: of Sonic having merely a drop shadow but everything else also casts directly downward, including other level geometry. Having angled shadows does add to the eye candy in a non-insignificant way, especially considering all the architecture directly before/after does this- it's actually subconsciously jarring.

    Yeah. Subconsciously jarring. I just invented a new phrase because I'm amazing.
     
  17. Dario FF

    Dario FF

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    You need the Unleashed renderer for that I'm afraid. As I said before directional shadows and Light shafts are still in the exe, but the whole renderer doesn't work properly.
     
  18. Joe T.E.

    Joe T.E.

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    Big the Cat in Sonic Generations, High-Res HUD for Sonic Lost World, Metal Sonic Lost World (Version 1.0,) Sonic Generations: Episode Metal (Version 3.0.)
    I played through both stages. It'll take me a bit to get used to doing the main act without skills (I've done relatively well on the stage with skills.)

    And as Dario mentioned, running on the water works well in the unfinished Night stage.
    For others who'd want to try it, you just need to have enough speed before stepping on it (and you can't be jumping.) Eventually, you'll find your way to the (non-level-ending) goalpost.
    Also, here's a screenshot of it!
    [​IMG]

    P.S. - I'm glad to see that you included the speed shoes variant I made of the night song. It made using the Speed Shoes skill a lot more fun in this level.

    P.S.2. - That enemy collision glitch everyone keeps talking about isn't too big of a deal to me. I just think of it as Sonic being a little off in his aim, causing him to hit the Egg Fighter's weapon instead of the robot (the same thing happens every now and then in a couple other Sonic games, such as Sonic Heroes.)
     
  19. Thousand Pancake

    Thousand Pancake

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    Question: When will you start cropping your videos to the correct aspect ratio? It's a little disconcerting looking at them with black bars. :v:
     
  20. Falk

    Falk

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    I'm sorry, but what?

    [​IMG]

    Considering -all- my recent game footage regardless of game is at 1080p, the 'correct' aspect ratio is 16:9. I can respect that even in this day and age, especially considering this is Sonic -Retro-, some people still subsist with 4:3 (or even worse, 1280x1024) monitors, but don't expect me to crop natively widescreen footage into a hilariously boxed in field of view. It's not even 'correct' contextually. Not by a long shot.

    Go blame Youtube or something. Or blame Retro's auto-embed code.

    edit: There, fixed embed on videos. Happy? edit2: Actually, nope, still overriden by Retro.
     
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