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Sonic Generations - Unleashed Project v1.0 Available

Discussion in 'Engineering & Reverse Engineering' started by Dario FF, Mar 20, 2013.

  1. Well this is the main thread for the mod, so I say here :v:
     
  2. Covarr

    Covarr

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    Here, because it's a big, in-progress project.
     
  3. Lanzer

    Lanzer

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    Heres good.


    Thats if you're keeping the mindset of trying to port the same level. what I'm saying is take the parts you can, trash the rest and make it your own. it may not be THE Eggmanland from Unleashed but it can be A Eggmanland everyone can enjoy.
     
  4. S0LV0

    S0LV0

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    Alright, but even accepting that we could do something like that, there aren't any good options for approaching it in a reasonable timeframe. If Eggmanland has any chance of happening, I can tell you now it's not going to be in this release. At least take that for an answer if nothing else. :v:
     
  5. Lanzer

    Lanzer

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    Its cool, so long as it is on the to-do list thats fine with me. :)

    Now about this if you know anything:
     
  6. Since the discussion on Eggmanland has resurfaced, Im gonna quote my post from last year in the Generations Hacking thread about what changes could be made to make the current level work in Generations:

    Also EGGMANLANDGENERATIONSAWWYEAHTHISISHAPPENIN

    And one more fleeting thought while I'm at it, its not possible to have Modern and Classic Switch in mid level...is it?
     
  7. S0LV0

    S0LV0

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    Guys
    I haven't promised anything, so don't run away with excitement yet.

    To answer your question Lanzer, what do you classify as "working"?
     
  8. Dark Sonic

    Dark Sonic

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    Question. For an eggmanland level could you just move the geometry around, like literally just removing the werehog parts entirely and putting sonic's sections one after another?

    It's your project of course and I'm talking out of my ass here but just curious, idk how feasible it'd be
     
  9. redhotsonic

    redhotsonic

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    Awesome, I look forward to any updates you may bring. And I would have given this attention before, except back then I only had Generations on the PS3. Now I have it on PC, I can try all these mods out!

    Anyway, update us here in the main thread :)
     
  10. Lanzer

    Lanzer

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    Somewhat functional? but then again I think it was just an idea Dario had and he did produce a video of Classic in a warehog stage but I doubt it went anywhere past that.
     
  11. S0LV0

    S0LV0

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    I mean I could try porting the night stages into the Classic slots and adding just enough layout stuff to make it traversable, but the only real utility will be to basically admire the geometry. I'd be willing to do it, actually, as long as you realize you'd be sacrificing the ability to play Classic in the normal levels for it.
     
  12. Atendega

    Atendega

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    If you're going to do it (which I would be thoroughly interested in), I would definitely put it at the bottom of your list of priorities for now, and make it optional so we can still play the normal levels as Classic Sonic.

    EDIT: Also, I agree with the majority of RGamer2009's ideas.
     
  13. S0LV0

    S0LV0

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    Here's the thing: I'm aiming for ease of access to the greatest degree possible with this whole thing. That's why I'm working on all the stages all at once and not in individual releases, for the convenience of everyone; I want to compress the mod's organization in something simple and easy to understand. If there were some sort of level slot abuse system like the clone system developed for Brawl you can absolutely bet I'd be using it, but no one's discovered such a thing, so I'm rolling with the punches. I'm happy to take feedback as to what to incorporate into the final mod, and sticking the Werehog levels into the Classic slots is something I'd be willing to do (it really wouldn't take long actually), but I have to be sure it's what most people want. Honestly, if it came down to my opinion, I'd go for this; I never really enjoyed playing Classic Sonic in Modern levels, but seeing the Night levels in Generations' engine is something that interests me. I dunno if you remember the first Dragon Road demo, but the Night stage was put in the Classic slot there, and I personally rather enjoyed it. Up to you guys!

    EDIT: Just to be absolutely clear, I'm not talking about developing full layout designs for the Night levels. I'm essentially talking about making them a tourist attraction.
     
  14. BlazeHedgehog

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    If it's okay to give some feedback, I have some minor things that have been bugging me for a while. I brought these up more than a year ago, but I feel like it's worth bringing them up again. Like I say, they're actually pretty minor, but they bug me in a pet peeve kind of way and should be easy to "fix."

    [​IMG]

    In Dragon Road, crates were added over these boost pads and I've never really been sure as to why. The crates aren't there in Sonic Unleashed. (I was going to get a screenshot, but... effort) I think it's important because the green crates sort of blend in with how green everything else is in this part of the environment. The boosters underneath are red -- on the color spectrum, red is the opposite of green, so your eye naturally is drawn to the boosters. The crates needlessly hide them. I don't get it.

    [​IMG]
    [​IMG]

    This part in Skyscraper Scamper doesn't feel like it got enough attention. 90% of the time, the using the trick launcher will make you take damage. You'll bump in to the spike bar, or an Eggfighter, or something. The only way to avoid taking damage is to know what's going to happen first, and the moment you hit the trick ramp, hold down on the analog stick so you forcibly slow down. In Sonic Unleashed, this was a QTE ramp that let you select an optional upper path, but that's not possible here. If I had to make a suggestion, maybe remove or reposition the first spike bar? The Egg Fighters seem to roam around freely here, so I understand it's a little tougher to keep them in line. Still, though; I feel like this section is unintentionally mean and expects you to dodge something you may not necessarily know about your first time through this section. I know there are shortcuts around it, but I still think it needs to be reworked a little regardless.

    And while we're being anal, there are springs and things here and there that are pointed in the wrong direction, like this one in Dragon Road (it should be pointing towards the rocket). Similarly, there are quick step lines that are just slightly "off" and don't connect with the rings they're supposed to.

    All of these are minor things and if they don't get fixed, that's okay. But the perfectionist in me sees these and goes "But...!"

    Also, was it ever figured out why exiting/restarting a level mid-play sometimes makes Unleashed Project lock up on some systems? I remember it seemed like it was effected by custom music, and Dario theorized repacking it with a newer/different version of CPKRedir might fix it. I remember it effecting me.
     
  15. S0LV0

    S0LV0

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    Regarding the crates in Dragon Road, I see what you're trying to say, but I think I know why they were put there. A theme was established early in the level where you were rewarded for steering (to use the term loosely) into the path of a crate in the quickstep section; it revealed a spring that bounced you into a rail shortcut. While a case can be made that hiding the dash pads can create confusion, I'd argue that the crates help to disturb the visual palette less, and since the area is narrow and there are rings leading you toward the crates in the first place, I don't think the potential confusion is as much as you may think.

    The other criticisms I will look into more properly (to be perfectly fair I never took that path in Empire City, so I'll have to take a proper look), including the CPK stuff. Thanks for your input.
     
  16. Twilightzoney

    Twilightzoney

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    Honestly the one thing with the Unleashed Project Dario and I wanted to fix was the darn springs with bases. The bases used to always auto center to the right spot in Unleashed. In Generations its been changed so you can control it. And we never bothered to take the time to fix them. So in some places like in Mazuri for instance you'll see springs with the base of it rotated a different position. Something I would have like to have fixed for a Update to the Unleashed Project if he didn't stop trying to convert the Unleashed Shaders over to PC (due to him not having the time to do so). It was something I wanted to fix in each level. Since that set off my OCD.
     
  17. S0LV0

    S0LV0

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  18. Twilightzoney

    Twilightzoney

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    Thank goodness for that. We were too lazy to bother figuring them out. And doing a mass replacement.
     
  19. S0LV0

    S0LV0

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    It's basically just a bunch of trial and error with the rotation values, but nothing I'm not willing to do. Especially because it bugs my OCD too. :specialed:
     
  20. shilz

    shilz

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    I think the closest we got were This and this (unrelated?).