Unfortunately, that isn't solving the online mode crashing. It's strange how creating a new save caused no problem, but loading an already working save doesn't. It was probably just a fluke.
MORE OF THIS PLEASE. Also I echo those who want to see model swaps done. Tails or Knuckles would be FANTASTIC.
Shadow and Sonic would probably be by far the easiest. Their animation data is almost exactly the same (bone hierarchy, they have running and walking animations, I'm pretty sure Shadow has idle animations) Shadow has code for the trick pannels (don't know about trick rings though), etc.
So basically... Turn all trick ramps into boost ramps and replace trick rings with regular rings and you have a fully working Classic Sonic in Modern, right?
About as "fully working" as a boostless, driftless, quickstepless Sonic with a borked spindash can get. Also, from what I read in that video description you also have to delete whatever causes skydiving sections. I'm excited about the possibility of getting Shadow working. Classic Sonic just does not look like any fun to deal with in the modern stages (at least without some more extensive changes if possible).
Yes, all these projects look awesome (especially the Shadow one). More than what I could have expected ! :D But I'm also wondering if a Hyper Sonic mod would be possible. Since at the final boss, http://www.youtube.com/watch?v=UbXwYwy0sP0 (look at 8:44), the colors changes kinda the way Hyper Sonic's does, so maybe it could do it. If some enhanced speed and jump height are added to basic Super Sonic After 15 years, I think it's time for him to be back for once. A Super Sonic with better powers like less rings consumption, enhanced speed, and the possibility to choose when to "fly" rather than "boost" would also be quite awesome ! But those are just ideas of what could be made for this 20th anniversary episode ^^
I think that color effect is just some kind of Hedgehog Engine equivalent of Unreal Engine's post-process effects, making the screen change colors. But yes, if somehow we you guys figure out how to edit materials (not textures—there's a difference!), technically a Hyper Sonic effect is entirely doable. Granted other things will need to be added to make the game more like Hyper Sonic. As for Super Sonic, less ring consumption and enhanced speed is most likely, to my knowledge, as easy as modifying a variable, as long as (for speed obviously) Super Sonic's speed is a desperate value than regular Sonic. Polygon Jim, feel free to (dis)prove me. I'm not sure, but maaaaybe LUA coding can be done to make this happen if XML doesn't work the way we want :P (that is, if the LUA files contain programming code that will let this happen. If not, SoL unless the EXE gets disassembled, which will be inefficient and quite stupid for something so small :v: but again, this is Retro, home of clinically insane people :specialed Same deal for the flight/boost thing. As a hypothetical situation, I would personally prefer Super's boosting = flight only when Super Sonic AIR boosts, rather than just boosts on the ground. Would also be nice if flight didn't cut your ring count, but instead depleted your boost gauge. No more boost gauge = no more flight, but you can still boost because... You're Super Sonic. :specialed: Also this would work as Super Sonic can still get boost energy through tricks. Don't know about rings and enemies though. Classic Super Sonic needs some fixing because same speed as normal Sonic = fail. It's Sonic 2's Super rolling all over again, except in running fashion! EDIT: Interesting find you guys probably already know about. I opened Notepad++ and went to \\bb_files\Packed\cpz100 (bb_files is just the folder of the extracted contents from bb.cpk), and the file cpz100.ar when opened in Notepad++ (Yes I know I'm doing it wrong; I can't find out how to open these .ar files ;-; ) has an XML file or something (actually it says "autodraw.txt" or something) as the first file, with this list of code... (spoilered because length) Spoiler Code (Text): reference_fan.anm.hkx.xml reference_fan.skl.hkx.xml reference_robotarm.anm.hkx.xml reference_robotarm.skl.hkx.xml reference_robotarm01.anm.hkx.xml reference_robotarm01.skl.hkx.xml reference_robotarm02.anm.hkx.xml reference_robotarm02.skl.hkx.xml reference_robotarm03.anm.hkx.xml reference_robotarm03.skl.hkx.xml reference_robotarm04.anm.hkx.xml reference_robotarm04.skl.hkx.xml reference_robotarm05.anm.hkx.xml reference_robotarm05.skl.hkx.xml reference__st1_fan_03.anm.hkx.xml reference__st1_fan_03.skl.hkx.xml bms_sky_nl2_cloud02-0000.uv-anim bms_sky_nl2_cloud02-0002.uv-anim bms_sky_nl2_cloud04-0000.uv-anim bms_sky_nl2_cloud05-0000.uv-anim bms_sky_nl2_cloud05-0002.uv-anim bms_sky_nl2_cloud05.mat-anim bms_sky_nl2_cloud06-0000.uv-anim bms_sky_nl2_cloud06-0002.uv-anim bms_sky_nl2_cloud06.mat-anim ccp_metal_yy_duct_Cmn_dpn.material ccp_metal_yy_floor2_Lumi_dpnE.material ccp_metal_yy_gray02_Lumin_dpnE.mat-anim ccp_metal_yy_lblueright_Cmn_dpn.material ccp_metal_yy_yelow_Cmn_dpn.material ccp_water_yy_bluewater_FallOffV_dn.material cpz_chaos_water-0000.uv-anim cpz_chaos_water-0001.uv-anim cpz_chaos_water-0003.uv-anim cpz_chaos_water-0004.uv-anim cpz_etc_tn1_towerlight_001.mat-anim cpz_etc_yy1_Blue_dif-0002.uv-anim cpz_etc_yy1_Blue_dif-0003.uv-anim cpz_metal_st1_fan01_dif.dds cpz_metal_st1_fan01_env.dds cpz_metal_st1_fan01_Lumi_dpnE.material cpz_metal_st1_fan01_nrm.dds cpz_metal_st1_fan01_pow.dds cpz_metal_st1_tank_top_dif.dds cpz_metal_st1_tank_top_nrm.dds cpz_metal_st1_tank_top_pow.dds cpz_metal_tn1_footholdA_001.material cpz_metal_tn1_footholdA_001_dif.dds cpz_metal_tn1_footholdA_001_nrm.dds cpz_metal_tn1_footholdA_001_pow.dds cpz_metal_yy1_belt_anim-0000.uv-anim cpz_metal_yy1_belt_anim-0001.uv-anim cpz_metal_yy1_belt_anim-0002.uv-anim cpz_metal_yy1_duct_dif.dds cpz_metal_yy1_duct_nrm.dds cpz_metal_yy1_duct_pow.dds cpz_metal_yy1_floor2_dif.dds cpz_metal_yy1_floor2_env.dds cpz_metal_yy1_floor2_nrm.dds cpz_metal_yy1_floor2_pow.dds cpz_metal_yy1_mark_dif.dds cpz_metal_yy1_mark_nrm.dds cpz_metal_yy1_mark_pow.dds cpz_metal_yy1_metal_pow.dds cpz_metal_yy1_yelow_dif.dds cpz_metal_yy1_yelow_nrm.dds cpz_metal_yy1_ylwflor_Cmn_dpn.material cpz_metal_yy1_ylwflor_dif.dds cpz_metal_yy1_ylwflor_nrm.dds cpz_metal_yy1_ylwflor_pow.dds cpz_sky_ym2_cloud00-0000.uv-anim cpz_st1_tank_top_01_cmn_dpnE.material cpz_uni_tn1_cubemap.dds cpz_wall_st1_bldg04_01_dif.dds cpz_wall_st1_bldg04_01_env.dds cpz_wall_st1_bldg04_01_nrm.dds cpz_wall_st1_bldg04_01_pow.dds cpz_wall_st1_bldg04_Lumi_dpnE.material cpz_wall_st1_bldg05_02_dif.dds cpz_wall_st1_bldg05_02_env.dds cpz_wall_st1_bldg05_02_nrm.dds cpz_wall_st1_bldg05_02_pow.dds cpz_wall_st1_bldg05_Lumi_dpnE.material cpz_wall_st1_wall04_dif.dds cpz_wall_st1_wall04_env.dds cpz_wall_st1_wall04_Lumi_dpnE.material cpz_wall_st1_wall04_nrm.dds cpz_wall_st1_wall04_pow.dds cpz_water.mat-anim cpz_water_fk1_chemical01_Ind_dopn-0000.uv-anim cpz_water_fk1_chemical01_Ind_dopn-0002.uv-anim cpz_water_fk1_chemical01_Ind_dopn-0003.uv-anim cpz_water_fk1_chemical02_Ind_doapn-0000.uv-anim cpz_water_fk1_chemical02_Ind_doapn-0002.uv-anim cpz_water_fk1_chemical02_Ind_doapn-0003.uv-anim cpz_water_fk1_chemical03_Ind_dopn-0000.uv-anim cpz_water_fk1_chemical03_Ind_dopn-0002.uv-anim cpz_water_fk1_chemical03_Ind_dopn-0003.uv-anim cpz_water_km1_bluefall01-0000.uv-anim cpz_water_km1_pinkfall01-0000.uv-anim cpz_water_st1_splash-0000.uv-anim cpz_water_st1_splash-0001.uv-anim cpz_water_yy1_airball_cmn_d-0000.uv-anim cpz_water_yy1_bluewater_dif.dds cpz_water_yy1_bluewater_nrm.dds cpz_water_yy1_bluewater_pow.dds cpz_water_yy1_purple_dist-0001.uv-anim cpz_water_yy1_purple_dist-0002.uv-anim ghz_water_km1_fallWhite01-0000.uv-anim ghz_water_km1_fallWhite02-0000.uv-anim ghz_water_km1_fallWhite03-0000.uv-anim reference_fan.model reference_robotarm.model reference_robotarm01.model reference_robotarm02.model reference_robotarm03.model reference_robotarm04.model reference_robotarm05.model reference__st1_fan_03.model Apparently that's the reference data for Chemical Plant Zone, isn't it? Like, this being the file that pulls all of the assets within the game to be rendered in the stage? Or am I mistaken?
What do you mean by that ? Like adding stuff to the stages ? Or did you mean new powers ? Because I had my little idea about it... Maybe giving Hyper Sonic every interesting skills would be interesting ^^ Like a Super Sonic, but even better. And for his look, maybe the Classic Sonic's invincibility effect would be perfect ^^ This is an awesome idea ! :D And it would just make sense too ^^ But be careful, because I once turned Super with my boost gauge empty, and couldn't boost as Super Sonic so... In fact, Super Sonic has infinite boost, but if he gauge is empty, he can't boost. But as soon as you get one ring, or perform a trick or any other way to fill your gauge a little bit, well he can boost again forever. So it might be a bit tricky... Yes, but his acceleration would need to be enhanced too, because it sucks even more than he's speed... And same for his "in air" move speed. If you play Sonic 2 as Super Sonic, you directly see it's not the same ^^ And I believe that allow the skills during bosses could be great too, like for Perfect Chaos or Shadow for example ^^
Quick question: Is there any known way to change something like 60 fps to 30? I tried once only to get a "value does not match the configuration file" error. Changed it back and worked fine again. Just a pain seeing the fps value fly all over the place during gameplay. Suggestions are welcome.
This was posted a page and a half ago. Hell, it's what CAUSED the discussion that's been going on for the last page and a half. :specialed:
It's basically anything that wasn't made into actual level geometry, along with some additional files for terrain groups and animations for the .model files if they have them. They also contains the textures for the stage. Generally something level specific like a skybox or breakable/animated objects is what you can find most often in there. As for the level's geometry itself, it's contained in compressed ar files in the stage.pfd file. And as for not being able to unpack the ar files, there's an ar0packer and an ar0unpacker set of tools. I think Link made them.
So I see. Thanks; that's what I thought it was :P I wonder if Twilightzoney will show how he ripped the terrain at some point; I'd like to use Modern Green Hill Zone's terrain for testing how Sonic should be controlled for Modern Sonic styled gameplay. As for the ar extractor... Derp. (artools is located inside; works like a charm) Using that I ended up making pt 1 of a little project of mine probably none of you care about. Green Hill Top Zone. Now I need to find out if I can object hack those swings from Rooftop Run into there.
Actually... I'm the one who made that possible...as well as fixed the original script to work with all the models in the game. (As far as I know anyway.) I hope to get full support for this script working soon as it's not quite there yet. And it also takes forever to actually rip the data in bulk like I have it doing now, and since I added texture support...it takes even longer...