Discussion in 'Engineering & Reverse Engineering' started by Dario FF, Mar 20, 2013.
Shouldn't. As I only just have the model and that is.
That's exactly the Sky Sanctuary S Rank time limit, so I'm pretty sure you must have another mod overriding #Application.ar.00.
Here's one with Sonic.
Could you screenshot your GMI stack?
I just remember I modifier the file awhile back. I replaced it with the old file and it back to impossible times again.=/
^ I thought windows live messenger got brought out behind the woodshed and shot...
For future reference, modifying the button graphics doesn't usually affect anything other than the HUD. While there are a few non-HUD files that use the button textures (such as Pam000.ar.00,) that's rarely a problem, since most people only modify the textures in SonicActionCommon.ar.00 and SonicActionCommonHUD.ar.00
And that sort of thing is why I currently distribute my character mods in multiple sub-mods.
First, note what Dario said. By using the original file, the game's using the original S-Rank score/time settings for Sky Sanctuary Act 2.
Second, Sky Sanctuary Act 2 is MUCH shorter than Unleashed's Rooftop Run. A fast run of Sky Sanctuary takes around 2 to 2 1/2 minutes. Unless you take it slow on purpose (such as trying to find the Red Star Rings,) you'd have to be really bad at the game to spend 4 minutes on a no-death run of SSZ.
They forgot to turn it off lol. :p
Go to the topic for more information.
I don't have skills like that. Fastest I probably can do is 3:50.
So I wasn't sure if I should post a bug here, but this is quite funny, so I thought I might as well.
I think I broke Rooftop Run. Oops.
But yeah, it has something to do with the game thinking I was on a rail. What the heck?
Speaking of, as I'm having trouble getting this very S rank
Is there something with using Super Sonic that interferes with getting S ranks? I've pretty much taken every shortcut in that level and seem to be still some 18 seconds behind the S rank time.
I rather doubt you'll fix this considering what a minority I'm in, but I thought I'd let you know all the same.
I decided to try playing in 3D by turning all the Unleashed FX off. It works just fine for the most part, but on Jungle Joyride, a small brown box appears in the center of the screen. While boosting, it appears to contain some of the boost effects. Sometimes it takes up the entire screen.
I've S-Ranked every stage at this point except for Empire City and Jungle Joyride. In JJ's case, it's mostly due to my being reckless when speedrunning and dying before I can reach the end. In EC, it's more about just not getting through fast enough. I'm using skills too, it's pathetic! :specialed:
Maybe this isn't the best idea, and maybe my opinions on the subject aren't worth anything around these parts anymore, but while playtesting my S-Rank mod I thought a little bit harder about the level design in this, and there are two things I find myself not really liking:
I think it's more readable if the boosters here aren't covered up by crates. The boosters are bright red, your eyes immediately jump to them. I'm not sure why they even got covered in the first place. They seem pretty important to hit, so it's equally important that they are easily visible, I think. Assuming a player will immediately know to smash the crates on their first time through the stage is kind of an odd thing to do.
This is kind of a mess. I guess the "correct" way for it to function is that you come off the trick ramp, hit the spring on the other side, and have the option of homing in to the pulley. Any time I'd come down this way and not take the light dash shortcut earlier in the stage, this area never worked properly. I'd always go flying across the pit and right in to the enemy, or the spike bars, with absolutely zero time to react. In the four or five times I tried it, it only ever seemed to work properly once. I tried both with boosting and without boosting. I actually had to double check to make sure it was like that in Sonic Unleashed, because it seems that broken.
If I had to suggest a fix, maybe a trick ring positioned at the end of the grind rail that sends you to the upper path, and at the end of the road a row of springs that send you straight up so you can homing attack the egg fighter on the other side? It wouldn't be anywhere close to "accurate", but it would still serve roughly the same purpose without resulting in the player taking a cheap hit.
Anyway, that's my input. Take it or leave it, I guess. Sorry for bumping this topic after four months of silence.
Anyway else get this thing where the game randomly jitters for a second and then the controls just stop working? I'm using Windows 8.1 if that helps, maybe there's a known issue with it. (Using a 360 controller, laptop with GTX 770M and i7 4770MQ).
First obvious question is does this happen with vanilla Generations?
Nope. If it does, it's never happened for me. With the mod it happens within 10-15 minutes every time without fail.
Second less obvious question is does it only happen on the FXPipeline renderer as that's a modified exe file.
I changed the USB port and it's behaving now (wat), but if it acts up again I'll go ahead and test that. I guess the only thing I can say is that it requires a faster speed USB port? There are so many damn ones on this thing that I don't know which are the higher priority ones.
Edit: It happened again and I looked up the problem in detail. It seems it is related to the actual Sonic Generations base game, and there's no known fix. Fucking SEGA. (What's funny is that this problem isn't an issue on any other of the computers, guess I'll just have to play the game, and mod, on my desktop).
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