Dark Sonic, on 09 May 2012 - 06:43 PM, said:
Oh god this is a thing? That's fantastic now I can start throwing in mods all over the place. Metal Sonic in (eventual) unleashed levels? Yes. Very yes.
Yes, that should be easily possible. Great signature pic, by the way.
Josh, on 09 May 2012 - 11:17 PM, said:
With tools like this becoming available and the game getting cracked open more and more, we really should set up a database for Generations mods that are compatible with this. I'd love to try some of the character swaps and whatnot, and having 'em all in one place would be really nice.
Indeed, somebody with some time on their hands could make a website or at least a new thread with links to mods. There are a couple of download links on youtube and on a few forums here and there, but that's much too unorganized.
DinnerSonic, on 11 May 2012 - 03:48 AM, said:
First of all, well done on CPKREDIR, I've already managed to toy around and test tiny experimental things that would be quite a pain if I had to actually repack the files each time. I'm far from a pro or anything(I mostly tried to fool with Sonic's XML file to see if I could get any crazy wall running trickery by changing slope detection, but I couldn't get it to work. I also got Classic Sonic into the Wave Ocean mod, which didn't really let him go far) but it's much more encouraging to try to toy around now.
That's nice to hear, as it was one of my main reasons for starting CPKREDIR. I like to try mods or even toy around with some files myself, but the need for backing up gigabytes of original CPKs and rebuilding new ones all the time really turned me off.
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Might I suggest though that you try to have the game redirect to an alternate save file when using it? This would likely tend to be one with everything unlocked for easier access and help keep players from overwriting things like their best scores and times with ones done on modified stages with modified character stats, but it could also help if you load an eventual full game mod that replaces Red Ring locations and the like, so you could recollect those in the mod even if you have a 100% save file.
That's actually a good idea. When I was recently playing around with modern Sonic in classic Sonic levels, I noticed the issue when "ruining" some of my fastest classic Sonic times.
As far as I know, Sonic Generations doesn't do the save file access itself, but uses the Steam API for that. I'm not sure if I should mess around with that. It should be possible, though.
This post has been edited by Korama: 11 May 2012 - 08:56 AM