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Generations PC Unleashed Porting - Dragon Road Demo Blue Hedgehog runs through the entire Great Wall of China at 60 FPS

#16 User is offline Paraxade 

Posted 13 July 2012 - 03:30 AM

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Ooh awesome, downloaded. Only bug I noticed so far is the skills shop is kinda screwed up, and when you try to use it the camera goes way over to where the shop is supposed to be (haven't played the actual level yet). Also, I was gonna ask if there was a way to both enable skills and to have "best time" get saved to a separate file, but then I realized that Dragon Road is way longer than Speed Highway anyway so it doesn't matter. Still might be good to know for other mods though?

View PostAzu, on 13 July 2012 - 02:39 AM, said:

View Postjackelbeaver, on 13 July 2012 - 02:12 AM, said:

Oh wow this is really awesome. Curious how you'll handle Eggmanland, being able to play a proper version of that level would be amazing. (I imagine springs and things to bypass werehog bits?)

Far as I know, they're not doing the day stages.


Eggmanland has a spot in the hub.

edit: Played it through. Those outfits on the robots is a very nice touch. Think it's a bit cheap to hide bombs behind the boxes at the end so there's no way to tell they're coming up though. :/ Also yay, Dragon Road Classic is there too!
This post has been edited by Paraxade: 13 July 2012 - 03:46 AM

#17 User is offline Metal Man88 

Posted 13 July 2012 - 03:39 AM

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Looks pretty nice here, feels just like the original and everything. I just need to really get a real controller to play these levels with. The bugs I found were already noted, but if I find any new ones I'll be sure to explain in-depth what I found.

#18 User is offline Josh 

Posted 13 July 2012 - 05:26 AM

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Freakin' AWESOME job guys! Already played the level four times; it was my favorite in Unleashed.

I disabled save file redirection since there's NO way I'm beating Dragon Road faster than Speed Highway, but I'd have kept it on if you'd included access to the full custom song list. I've replaced a lot of the music in the game, and added "Propane Nightmares", which I used to always play with Dragon Road back in '08.

It's also nice to be able to play it with skills... keeping the shop in was a great touch, and I feel like I have a lot more control and power compared to Unleashed.

Thanks a ton for this!

#19 User is offline Falk 

Posted 13 July 2012 - 06:18 AM

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View PostFalk, on 13 July 2012 - 01:23 AM, said:

I got the bgm to break what is this I want my money back


Exhibit A, halfway through:



edit: On closer inspection it would seem the boost version gets itself delayed by like a second or so. You can hear the track skipping backwards like a bad DJ every time I boost after that halfway mark.
This post has been edited by Falk: 13 July 2012 - 06:24 AM

#20 User is offline Paraxade 

Posted 13 July 2012 - 06:53 AM

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I've had that happen on console in official levels. Usually happens because my 360's disc drive is kinda dying so sometimes it has trouble loading one of the music tracks and they end up desynced. So I guess that could be a hardware issue? I haven't had any music glitches, myself. IIRC installing it to the hard drive fixed it on my 360, so it's weird that it would happen on PC.
This post has been edited by Paraxade: 13 July 2012 - 06:54 AM

#21 User is offline Falk 

Posted 13 July 2012 - 06:58 AM

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Yeah, I would have figured that switching between tracks would have been a high-priority sample-accurate affair considering how critical it is that both tracks -need- sync and every modern middleware package has that shit as basic functionality but I guess I should have known, considering how easy it is to glitch up the Hub World's music system.

Never ever gotten it during a shit ton of frapsing (if that's the cause) other levels prior though, which makes it even more puzzling.

#22 User is offline Dario FF 

Posted 13 July 2012 - 07:39 AM

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I've had that happen in the regular game as well. Hence why I think we should get some patches if we show enough support... maybe that will send them a message.

And ideally the CPKREDIR version distributed doesn't work on old pirated copies, which is one of the most popular torrents around.

EDIT:

Quote

Think it's a bit cheap to hide bombs behind the boxes at the end so there's no way to tell they're coming up though. :/

The rings mark the paths without bombs.

EDIT2: Well some people seem to be claiming the Aero-chaser section is "badly-designed"(not here). I'm one to listen to feedback normally, but I personally think that's bullcrap. Just because once you have something more difficult in the regular game than the mindless boosting doesn't mean it's bad design. There's 3 Robots, with ring paths that mark the correct boxes. If there's nothing I think it's absolutely boring... I just quit at the last part of Rooftop Run for how boring it is.

Heck, it was going to be even harder, since Chimera was saying it was too easy.

EDIT3:

Quote

Ooh awesome, downloaded. Only bug I noticed so far is the skills shop is kinda screwed up, and when you try to use it the camera goes way over to where the shop is supposed to be (haven't played the actual level yet).

The camera position seems to be hardcoded into the game. :|
This post has been edited by Dario FF: 13 July 2012 - 08:04 AM

#23 User is offline Josh 

Posted 13 July 2012 - 08:27 AM

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View PostDario FF, on 13 July 2012 - 07:39 AM, said:

If there's nothing I think it's absolutely boring... I just quit at the last part of Rooftop Run for how boring it is.


I'm glad I'm not the only one who does that. Unless the starpost says I'm close to setting a new best time, I quit there and at the truck chase in City Escape.

And yeah, I think the chase is fine for what it is, and appreciate your trying to spice it up a bit with the boxes.

#24 User is offline Chris Highwind 

Posted 13 July 2012 - 08:29 AM

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lol, this demo is so faithful to the original that at first, I forgot that the homing attack was the same as the jump button now. An excellent demo, and I loved the Dragon Road hub, the Day level, and the unfinished Night level for Classic.

#25 User is offline Paraxade 

Posted 13 July 2012 - 08:52 AM

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I'm not really a fan of the new ending section either but to be honest, the autorun sections in Unleashed (and even in Generations) are the absolute worst part of every level they're in, so keeping it faithful woudn't really have been much better. If nothing else, at least it's shorter. The Egg Chaser section in the original dragged on far too long.

Oh and since I don't think I said yet, you did an awesome job with this level. It looks amazing graphically, I love the new hub, and lots of nice little touches (like the robots, and actually putting a signpost at the end of act 1). This is gonna be one hell of a mod when it's finished.
This post has been edited by Paraxade: 13 July 2012 - 08:52 AM

#26 User is offline Ell678 

Posted 13 July 2012 - 08:57 AM

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Phenomenal work guys! I was stunned. I was going to take some pretty screen shots at the super widescreen resolution...but there's a bit of a problem.

When it runs at 5760x1080, for some reason certain objects don't load. I think this is why a couple of levels became a bit buggy recently (Seaside Hill Classic became nearly unplayable) and yet the rest were fine. In Dragon Road, the box that hides the spring on the very first portion of the level isn't there, but then, without fail, the game will crash when you fly towards the Dragon's mouth (the bit that animates, there is a screenshot of this here). The top part of the head isn't there, just the mouth. You hear the roaring sound, but then it crashes. Playing it in standard resolution is fine, the level doesn't cause a problem. It must be a problem with Widescreen Fixer.

However, before it crashed, I did manage to take a few super widescreen shots, which you can view here!

#27 User is offline Dario FF 

Posted 13 July 2012 - 09:03 AM

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That doesn't sound like a problem I can fix, sorry. :( I bet it would need some official support from Sega and their loading code for it to work properly with really wide aspect ratios.

#28 User is offline JinKusiraga 

Posted 13 July 2012 - 09:03 AM

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Tried out the level last night, had a blast. This whole thing is coming along really well.
What I find amusing is that this level actually plays at a higher framerate than the original game for me, and I'm playing with basically the bare minimum specs (Intel Internal Graphics).

Personally, I didn't have much trouble with the Aero-chaser section, the rings were far enough ahead of the boxes for me to see them, and honestly, why pass up rings? :v:

Only thing I had a bit of trouble pulling off was getting the ring dash after the beginning quick step section. Maybe I was just jumping too late/early? I dunno. Falk missed it in his video too though, I noticed.
Oh, and the second section of spinners gave me a bit of trouble too, but that section always looked a bit difficult to me to begin with.

#29 User is offline Josh 

Posted 13 July 2012 - 09:08 AM

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View PostParaxade, on 13 July 2012 - 08:52 AM, said:

Oh and since I don't think I said yet, you did an awesome job with this level. It looks amazing graphically, I love the new hub, and lots of nice little touches (like the robots, and actually putting a signpost at the end of act 1). This is gonna be one hell of a mod when it's finished.


How did you even learn about the act 1 signpost? I come to a jump I can't make not too far in.

#30 User is offline Dario FF 

Posted 13 July 2012 - 09:09 AM

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Run on the water. ;p

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