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Sonic Lost World (PC / Wii U) Hacking & Resources

Discussion in 'Engineering & Reverse Engineering' started by Dario FF, Jan 1, 2015.

  1. Wesker

    Wesker

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    I see you managed to fix the non-looping issue with the Lost Hex track. Sweet.

    Sonic Lost World is definitely a much better experience with the Sonic Runners equivalent tracks, although there's a clear exception and that's Sky Road Zone 1, I feel its original Sonic Lost World theme is much better than its Sonic Runners Sky Road counterpart. What I would do would be leaving that one and realocating the Sonic Runners Sky Road theme to another level, maybe Tropical Coast Zone 2 or some other zone still not modded.

    In any case, keep on the good work on this one. :)
     
  2. Faseeh

    Faseeh

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    Ah well, the reason we can't put Runners!SkyRoad elsewhere is just for the sake of sticking with authenticity and how it's meant to be. Honestly, if it wasn't aiming for authenticity, Runners!DesertRuins won't even be in that zone (it sounds so off/unfitting imo). So sorry I guess. :/

    Thank you for your comments anyway, we're glad you enjoy the mod!
     
  3. TheCongressman

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    I was wondering if anyone could help me to get pacpack to work. Any time I try to use it, it either crashes, or outputs an empty folder. I've tried the version present in Lost World's glvl as well as the one in Generations'. You should be able to just drag a pac file into it and it extract, correct? I've seen that this issue has come up before in this thread but it seems that the solution was found before there was a response.

    I would like to use some level specific objects in other levels, and I would assume it would entail unpacking and repacking them in another level files, if at all possible.


    Edit: It's been solved. If anyone else runs into this issue, PacPack-pc-lw.exe instead of the PacPack.exe in the latest version of SonicGlvl for LW.
     
  4. Azu

    Azu

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    So, how are people importing level geometry?
     
  5. Amnimator

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    ^Radfordhound wrote a guide on it actually: Linky
    As for stage collision, what people like to do is to put together collision planes in the level editor. What this means is we cant have something like walls where Sonic can't run up them since we don't actually have the collision format entirely found out. Honestly, with how incomplete the tools are, there's a reason why we haven't been getting custom stages in Lost World anyway.

    I think this is worth sharing too:
    [video]http://www.youtube.com/watch?v=vNAnboz5EAM[/video]
     
  6. Dark Sonic

    Dark Sonic

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    Oh look here's that Sonic R mod:

    http://www.youtube.com/watch?v=DXEP3mCO7ic
     
  7. Faseeh

    Faseeh

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    http://youtu.be/XpgHqr0-JTc

    ...oh. Guess we gotta have 06 in Lost World as well.

    Could be a fun little stage though.
     
  8. Dark Sonic

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    Sonic lost 06 world actually seems like it'd work far better than generations 06. Color me curious
     
  9. Covarr

    Covarr

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    This statement, while completely true, does not speak well of either Sonic Lost World or Sonic 06
     
  10. Dark Sonic

    Dark Sonic

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    Nothing speaks well of 06. However I say this as lost world has closer to adventure style mechanics, so 06, heroes, and adventure 1 and 2 might work in lost world. Generations was too fast and wasn't designed for these levels, and while Lil sanic could be used he lacks skills in 3d which makes him boring.

    With this games random gimmicks, slower gameplay, and simpler lighting engine I would say this makes for a far better 3d base engine than generations did as its more accessible and the gameplay is less restrictive.

    Generations and unleashed levels would be kinda useless endeavors. Colors might make sense due to wisps. And we're missing potential by not porting Mario Galaxy levels over.
     
  11. Dark Sonic

    Dark Sonic

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    Well, not sure why I never thought this would happen:

    http://www.youtube.com/watch?v=QDniVgm8wVA

    Kinda curious what Generations 3DS levels would be like in the standard Generations.
     
  12. Blue Blood

    Blue Blood

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    Heh, cool. The scaling isn't right (the stage seems to be too small), but still interesting to see that done.

    And yeah, Gens 3DS ports would be interesting. Especially Green Hill, Casino Night and Mushroom Hill, because of physics shenanigans.
     
  13. Faseeh

    Faseeh

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    http://youtu.be/zgJCVSTxC4A

    While this is a pretty good job in progress, it also makes me feel disappointed in Lost World. Sonic not carrying momentum from launching up ramps, his double jump completely breaking all his speed. Somehow the level design in Lost World, while flawed, has managed to hide the critical issues to an extent.

    Ah, I hope the physics mods come in and help soon.
     
  14. Iggy for Short

    Iggy for Short

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    I wonder just how much the physics and control could be fixed up. One odd thing I've noticed is that you have to tilt the analog stick a good 30+ degrees to either side to steer Sonic, because it registers that entire upper/lower range of the analog stick's movement as straight up/down. It makes steering him a lot more awkward than if he just followed your analog stick's angle 1:1, and even in the context of the game's tube-focused level design I think it's pretty awkward.

    The funny thing is that the 3DS version seems much smoother. The movement and momentum feel better, and Sonic has proper 360 degree movement without awkward dead zones in the slide pad.
     
  15. Turbohog

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    Honestly, I doubt there will ever sort of physics mods that actually improves anything. It's not as simple as some people seem to think to change the physics of a game engine.
     
  16. Dark Sonic

    Dark Sonic

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    http://www.youtube.com/watch?v=FmGth2rBevc

    Oh
     
  17. Overlord

    Overlord

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    On the other hand, if you don't do this with the speed that Sonic travels at you get twitch-zooming-off in other directions like you can in SA2. 30 degrees is maybe a bit much but it shouldn't be that much less.
     
  18. Iggy for Short

    Iggy for Short

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    It really depends on the game in question. Sonic Generations let you do a decent amount of tweaking with Sonic's physics parameters, through a simple xml, as I recall; you could even give him back his X-button homing attack from Unleashed. The question is if Lost World has similarly accessible files and how much of Sonic's behavior they let you adjust.

    I don't think this game is really fast enough that the dead-zone turning is doing anything but making it MORE awkward to move precisely. In fact, I was about to say how Generations handles lower-sensitivity steering better, but after going back to compare the controls, it actually does the same thing. I just never noticed until today because it works well within the context of that game's movement and level design.
     
  19. Blue Blood

    Blue Blood

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    Heh, this doesn't actually adjust Sonic's speed at all, right? It looks like he's moving much faster, but that probably just because of his size compared to the environment he's in.
     
  20. Atendega

    Atendega

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    This is Sonic's normal speed in Lost World. He's already fast.