PTKay
Sonic Generations - Westopolis Level Pack Dev. Log
updated
I am alive, yes.
Here's me playing through 3 different stages with the effects disabled, so you can see what it's like. It may not be very noticeable on YouTube, but it's really clean when you're playing it yourself.
Want to try this on your machine? Make sure to turn on the following HedgeModManager codes:
- Disable Vignette
- Disable Chromatic Aberration
- Disable Cyber Space CRT Effects
Timestamps:
0:00 - Cyber Space 1-2
1:00 - Cyber Space 2-6
3:00 - Cyber Space 4-2
#shorts
#shorts
In case it wasn't noticeable, I'm using brianuuu's '06 Definitive Experience mod as well as playing through a stage from his '06 Project mod.
Download in GameBanana:
gamebanana.com/mods/322725
Sonic goes to a theme park and gets a seizure.
Sources (not in order):
twitter.com/TheKingOfKingK/status/1433618370264543233?s=19
twitter.com/AnotherBlob/status/1433728124282417160?s=19
twitter.com/WavePrism_/status/1433875383632289794
twitter.com/WavePrism_/status/1433876643810930690
twitter.com/MisterCVids/status/1433903774372974601
twitter.com/MiNado_Meta/status/1433890784898551813
twitter.com/AHobbykids/status/1433833900128804884
twitter.com/kakarotooot7u51/status/1433919892449742855
twitter.com/tomrowb/status/1433930222567448576?s=21
twitter.com/FrankuSTI/status/1433941738725511169
twitter.com/bluwolfboy/status/1433942637862703107?s=20
twitter.com/brandon79547822/status/1433951304456540161?s=20
twitter.com/Ethan06_/status/1433940808554541056
twitter.com/brandon79547822/status/1433961089058869251
twitter.com/Smoncdahonk/status/1434039124193804292
twitter.com/Smoncdahonk/status/1434060136977293313
twitter.com/Smoncdahonk/status/1434032957115695109
twitter.com/Smoncdahonk/status/1434038741048258561
twitter.com/_eternalyn/status/1433844205999181830?s=20
twitter.com/TrendanBrendan/status/1433959343037161474?s=20
twitter.com/SoraxaroS97/status/1434159219457019907?s=20
twitter.com/MorsGames/status/1433863745013420033
twitter.com/TrendanBrendan/status/1433959638949576708
twitter.com/CrocodileTex/status/1434001692895416324
twitter.com/SPLASHBEAW/status/1434058942796210181
twitter.com/SMS_8bit/status/1433994723279134723
twitter.com/EyrosHB/status/1434196129097285633
twitter.com/Smoncdahonk/status/1434197084299620352
twitter.com/ActualMandM/status/1434280885809934338
twitter.com/JustLemres/status/1434299800921460737
twitch.tv/lsmark/clip/BlightedNastyPoxSmoocherZ-Rchb9doXRzbXyZdP
twitch.tv/darkspinessonic/clip/OutstandingModernTriangleOptimizePrime-bUjii9yKU-uchSc2
This mod is fully compatible with every single part of Sonic Generations. That include also being compatible with every single language the game has to offer. The mod also includes some extra button prompts for you to choose.
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Download in GameBanana: gamebanana.com/mods/288929
Mirror: drive.google.com/file/d/136vkWkRAsitCZwwvFyh0s9st6ahtuI1t/view?usp=sharing
...............
Don't forget to also checkout Skyth's Sunset Heights port: gamebanana.com/mods/288972
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CREDITS:
PTKickass - Editing textures, XNCP files and programming;
Hyper - Lead programming;
TGE - Cracking the NCP format and making a 010 Editor template to edit said files;
brianuuuSonic - Helping with Japanese characters;
ĐeäTh - Helping with Japanese characters;
Skyth - Helping out with removing the boost bar's gradient;
Mario Tainaka - Porting the Lock-On and menu sounds;
Sajid - x86 assembly assistance;
benhoyt - inih.
And a very special thanks to you for being patient!
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Trailer Music: "Theme of Saigoh" (Yakuza 4)
This video is also showing off a more up to date version of the Sonic Unleashed HUD mod, with higher quality assets and extra button prompts for a variety of controllers (Switch Pro, Xbox Series X|S, Dualshock). You can download it below.
Mods Used:
- Sonic Unleashed HUD by PTKickass (gamebanana.com/guis/35273)
- Sonic Unleashed Objects and Custom Materials by PTKickass (gamebanana.com/effects/6483)
- BetterFxPipeline with Unleashed Bloom by Skyth (gamebanana.com/gamefiles/10739)
- Original SceneEffect files for Unleashed Project
- Sonic Unleashed Drift Anims (WIP) by Skyth
- Combination of various Sonic model edits
EDIT: This video took 24 hours to process. Thanks YouTube
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RPCS Build: 0.0.14-11578-aaaeb66c
Game: Sonic Unleashed [BLES00425]
Game Version: 1.02
Game Patches:
- Disable Real-time Reflections;
Specs:
• CPU - AMD Ryzen 5 5600x
• GPU - Nvidia GeForce GTX 970 (Gigabyte Gaming G1)
• 16GB DDR4-3200Mhz
If you're struggling to get the Author Medal, following my race line could help you get there!
This is just a collection of some simple material edits and object porting from Unleashed. The material edits were done individually and aimed at replicating a bit of the original Unleashed materials. The ported objects are directly from Unleashed, alongside their original materials.
Of course some of you may like these edits, other may not, but in the end it falls to personal preference. I'd appreciate your thoughts no this in the comment section though.
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DOWNLOADS
Google Drive: drive.google.com/file/d/1RfqxdnL6lyXflpKYBynfax2ciMfRGMsr/view?usp=sharing
GameBanana: gamebanana.com/effects/6483
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NOTES
• This mod may be incompatible with MarioTainaka's Jason Griffith voice mod (The Real Jason Griffith Voice Mod) due to some files being present in both mods. If you wish to use this mod alongside that voice mod with gameplay sounds, please download this version instead: gamebanana.com/skins/176688
What you see on the video are some ported common object models from Unleashed, alongside some custom materials applied to both objects and some enemies, mainly the Egg Fighter and the Spannner/Spinner. The aim of the edited materials is to give the models that use them a bit of the Unleashed look without porting the shaders themselves, although, of course, this will look different than the original game. In other words, expect increased specular.
I've also decided that, for this mod, I'll keep some Generations models due to them being either more detailed or better than the Unleashed counterpart (for example, the spinner and spanner models).
As for the Perfect Chaos boss fight being in this video, it's mostly because the materials tend to look really good under those light conditions.
Also on another note, excuse me for the horrible video quality. This video took me a whole afternoon to upload, so blame YouTube.
Oh yeah the Unleashed Drift thingy is by Skyth. Still work in progresssssssssss
modified textures. Unfortunately, the speedometer could not be ported, nor could the SPD meter or the score counter.
This HUD mod is fully compatible with every single part of Sonic Generations. That includes Classic Sonic, Missions and Boss Battles. It even supports the skills and the wisps!
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Download in GameBanana: gamebanana.com/guis/35273
Mirror: drive.google.com/file/d/12KxoCO7Lbvo60IotJmrpVW3JL2E37wFO/view?usp=sharing
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NOTE: In order to make the mod compatible with the extended boost gauge skill ("Boost Gauge Up"), you need to modify the included "UnleashedHUD.ini" file, and change the parameter "fixBoostGaugeUp" from "false" to "true". This will, however, break the normal sized boost gauge.
CREDITS:
PTKickass - Editing the textures and XNCP files;
TGE - Cracking the NCP format and making a 010 Editor template to edit said files;
brianuuuSonic - The original Sonic Unleashed HUD mod, used as a base for this mod, aswell as his Omochao Removal Mod;
N69 - Porting the Unleashed Lock-On cursor and Ready GO YNCP files;
Team Hideout - Testing the mod and helping with some problems along the line.
And a special thanks to you for being patient!
I've been working on this for a couple of days now, and I can say that the basic gameplay UI is pretty much complete. What's missing is fixing the gradient of the boost bar (no one has found where the colour is stored yet) and possibly tune up some other things. Right now you're seeing the extended boost bar skill being used, hence why it's bigger. The problem with this is that, normally, the extended boost bar isn't completely full with the normal version of this mod, so I had to do a separate version of it to only fix the extended boost bar, which breaks the normal one.
Also included in this video is the original "Ready Go" animation from Unleashed. This will be optional since this breaks missions (makes them crash whenever you complete them). It's possible to fix this, but it's super hard to do without a proper NCP editing tool.
As for progress, currently the basic mission UI is done, including item counts, ranks, and buddy usage (the prompt that tells you to press Y to call the buddy). Skills have also been implemented, as in, for example, Super Sonic. You can see images of this on my Twitter. Classic Sonic's UI is broken to some extent due to the modifications made to the whole UI. As for boss battles, Shadow's boss battle uses a different UI, so "maybe" I'll tweak the UI to make it fit Unleashed's style. The Time Eater battle is as broken as Classic's UI, so I can only do so much to fix that aswell.
As for a release date, I'm not giving any. I'm doing small tweaks everyday, aswell as fixing bugs and adding new features, so I'll just keep doing stuff until I feel it's ready for release. I'm also kind of stalling for time, waiting for some more NCP modding breakthroughs, just to see if I can get the original Unleashed gradient and other stuff too.
In this video, I've used my other WIP mod, which ports some Unleashed textures/materials/models, along with some custom materials, aswell as a ported Unleashed Preview Build camera to make it look a bit more like that game.
As always, feel free to discuss your thoughts below, and check out my Twitter for constant updates on this and other cool stuff: twitter.com/PTKickass
As of this video, we're currently limited to only being able to edit what's already there, and we can't add any new stuff. Yet.
The HUD you see on this video is still a work in progress, which may change in the future.
Also in this video, you can also see some Unleashed models and some edited materials that I've been working on for Generations. Basically I'm trying to get the Unleashed look without porting the shaders themselves. Of course, stuff may look a tad bit different due to that, but I do feel it looks a bit better.
- Fixed scaling for Depth of Field and Bloom Glare to work correctly at all resolutions;
- Particles are now affected by post processing;
- No longer needs codes, shader mods or alternate executables to work;
You can also alter the included INI file to enable some other sweet features, like changing the render resolution of the game (for downsampling and supersampling), plus enable shadows for all objects.
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Download here (REQUIRES HEDGEMODMANAGER)
gamebanana.com/gamefiles/10739
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HMM supports mods for Sonic Forces, Sonic Generations, and Sonic Lost World. This video focuses more on the Sonic Generation side of the loader, since it's there that I'm more interested in.
HMM can pretty much be considered a replacement for Sonic GMI, being compatible with GMI mods, and also introducing the concept of DLL mods and Codes. These allow for some different type of game modifications, such as the ones you see on this video. This also allows for other mods like "Discord Generations", and some other mods that are currently in development.
Also thanks to codes, you no longer need separate executables for the game. You can now have the longer blue trail, FxPipeline, and a bunch of other stuff running on the same executable, just by ticking a box in the "Codes" section of HMM.
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Download HedgeModManager here: github.com/thesupersonic16/HedgeModManager/releases
Recently I saw that Infinite Force released his Sky Sanctuary mod. Was a bit let down by how it looked visually, so I decided to grab the mod myself, and edit the visual department to make it look better. Keep in mind, this is not a remastered of the Generations version, but of Infinite Force's mod.
No layout changes were done, so the bugs you may see in this video in terms of level design are from the original mod.
In visual terms, there may be some flickering materials, which could be fixed, but would ultimately disable specularity in some pillars in the level, like the ones at the beginning. I opted to leave them as they are, in exchange of leaving the flickering materials in the inside area of the level. Also, some areas are overly bright due to SHLF problems. That wasn't cracked yet, so it's not fixable.
Also, since I was in the middle of altering level files, I disabled the alarm from the first 2D section, and changed the BGM to match the level.
I would try to port Global Illumination from Forces, but the level files were altered in a way that would make that impossible to do without re-porting the whole terrain geometry. I was also planning on porting the cameras and rings from the original level, but I decided to leave the original layout as it is.
You can download this remastered version below
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Download: drive.google.com/open?id=14_e5Zm68QuyDwwkK8d1n9xDm284hqGTO
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Changes:
- Materials, POW and PRM maps ported over from Generations, apart from some which caused issues;
- Original sunlight ported over from Generations;
- Custom made IBL to better suit the stage environment;
- Custom made RFL to better suit the stage environment.
This allows for the quick and easy conversion of your existent Generations level mods to Forces.
Currently, it can convert the following stuff:
- Materials
- Terrain-models
- Set-data
- Sun-light
- Collision
All this wouldn't be possible without the tools used by the script, so check the credits to see the original authors of each one of them.
Also, some levels won't properly convert through the script, so you'll have to convert them yourself. Oh, and this also includes some extra stuff, like tutorials on how to add music, change the stage title, etc.
The video shows an example of my Generations level mod being converted to Sonic Forces, just by dragging and dropping the level file onto the script.
PS: To add custom files to the generated level, put them in the #OverrideFiles folder. Read the included README file for more detailed instructions on how to use the script.
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Download: drive.google.com/file/d/1uR2WYFgIm-YGlgWISIG-CWuEwHTc2kBW/view?usp=sharing
Current Uploaded Version: 1.01
Latest Changelog:
- Updated GensToForcesSETConverter
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NOTE: PLEASE respect the Generations modding community and ONLY PORT YOUR OWN MODS or ONLY PORT MODS IF YOU HAVE THE PERMISSION TO DO SO!
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CREDITS:
- SFPac, TagTools, Ar00Pack and ConvertTag by Skyth (github.com/blueskythlikesclouds/SkythTools)
- HedgeLib by Radfordhound (github.com/Radfordhound/HedgeLib)
- GensToForcesMaterial and GensUnleashedToForces by Sajid
- GensToForcesSETConverter by SWS90, SuperSonic16 and Radfordhound (github.com/SWS90/GensToForcesSETConverter)
- SonicLight_x10000 by Sajid (using SonicLightTool by SWS90 and Radfordhound)
- Scripts by PTKickass
Some stutters you may see in the video are due to me not playing the stages before recording. The bad Werehog gameplay is a symptom of not playing that side of the game for half a year :P
Here, Sonic's day stages are filled with vertex explosions, making it harder (sometimes impossible) to see where you're going. Other times you might face random rendering bugs, such as pink geometry and whatnot. The game might also randomly crash when you stomp or boost.
One thing that's better than RPCS3, other than performance, is how well the Werehog levels play out. Most of this video is a Werehog stage because of that.
I'm also playing with VSync disabled in order to unlock the game's framerate. I decided, however, to keep the resolution the native one, as a measure of keeping the performance stable, but it's definitely possible to make the game render at 2x native res.
All in all, still not quite there yet, but hopefully in the near future, we'll have a fully playable PC version of Sonic Unleashed... somewhat...
Xenia Build: (cf7c9819/Jan 16 2019) d3d12
This is the second out of 4 beta songs in the files (2 of them are boost variants only, sadly). I'll try to upload them all in these few days.
Playlist: youtube.com/playlist?list=PLwfabMi0vLZUJBzo4iczTyUEDujgLxpHu
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File name and location: sonic2010_0.cpk/sound/Synth/bgm_stg540_qua_nomal_wav.aax
Download WAV: goo.gl/yiMkPa
This is the first out of 4 beta songs in the files (2 of them are boost variants only, sadly). I'll try to upload them all in these few days.
Playlist: youtube.com/playlist?list=PLwfabMi0vLZUJBzo4iczTyUEDujgLxpHu
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File name and location: sonic2010_0.cpk/sound/Synth/bgm_stg340_shp_nomal_wav.aax
Download WAV: goo.gl/BMdpbp
I used ReShade while recording to give the game a blue tint to make it look more like the original stage.
If you were waiting for me to release my Lost Valley port, even though I said I wasn't releasing it, go ahead and download his mod bellow.
Download: youtube.com/watch?v=743tS2sjQJ8
Also, the game is being upscaled to 1080p for the best quality. No, the lag isn't because of that, it's because of my CPU.
Framerate wise, it hovers around 15-40fps in Cool Edge. It's also around that in Savannah Citadel.
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Specs:
GPU: Nvidia GeForce GTX 970
CPU: Intel Core-i5 4690k
8GB RAM
RPCS3 Build: v0.0.5-7110-58283670
In any case, I decided to try out practice mode to warm up after a long time of not playing the game. Cranked the CPU to 100 and proceeded to get my ass kicked. Once I got the hang of it, the matches were super intense. This was the longest one. Enjoy...
It's really simple to use! Just pop your mod files into the designated folder, and the script will do the rest!
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Download it here: drive.google.com/file/d/12U3lOoKA9rW1jo9qPhfokazNUPhoguim/view?usp=drivesdk
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This tutorial will teach you how to install mods on the PSN version of Sonic Unleashed.
This will work on any PS3, as long as it has either CFW (only some consoles) or HAN (can be installed on any PS3. Here's a good HAN tutorial: youtube.com/watch?v=JEr_V6hB_L0)
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Tools used in this video:
- PS3 Tools Collection: goo.gl/AsRtjn
- TrueAncestor EDAT Rebuilder: goo.gl/Wut6st
- Sonic Unleashed Keys: pastebin.com/zjdn7pQr
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The mod I made in this video: goo.gl/xzXqfu
Fun Fact: The PS3 footage in this video was recorded with Remote Play from a PSP. So basically, I got footage from the PS3 to the PSP, and then from the PSP to the PC. Hooray workarounds!
NOTE: Please restart the level until the camera angle gets fixed. For some reason, you always spawn with the camera pointing at the door behind you. Just restart until the camera points forward.
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Download here: drive.google.com/file/d/1YGm--VUP8DFcEa0VZRcJHkr06H71FS4N/view?usp=drivesdk
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Thank you to:
Skyth for SFPac, TagTools, SonicAudioTools and a bunch of other stuff;
Radfordhound for HedgeEdit and HedgeLib;
Sajid for making a bunch of tools I used;
TheOnlyDutchSonicFan for converting the UV Anims for me;
The UP team for porting Dragon Road to Generations, from which mod I took the models and textures from.
Changelog:
- The scale is bigger (finally! Thanks Skyth for making a tool for that!),
- It now has moving ruins, more enemies, more objects and stuff
- All the loops work now!
- Some bug fixes here and there and some gameplay changes to make it play more like the original stage.
- It now has the original Seaside Hill BGM, so that's cool!
- It also has a custom camera, so be sure to set this mod at an higher priority than your other camera mods if any
The download is standalone, so you don't need any other versions.
If you have another version of the mod, just replace the files with these!
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Download: drive.google.com/file/d/1xhug4yFMWFoIui9cgC7OTnj5eEFyM0Rg/view?usp=drivesdk
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With all that said, the stage looks a lot better, although some spots do need some adjustments because they look like metal. In any case, do tell me what you think about it in the comments!
Any way, with HedgeEdit, we can now create custom set data (object layout) for levels, effectively allowing the creation of custom levels for Forces.
Rad also made a neat tool that converts Ring data from Gens to Forces, which really helps in porting levels from the game.
We still can't to 2D or stuff of the like, since no splines, and no clue how to use ObjSetPathNode's.
Also, custom skyboxes are a rather recent thing, so here you can see the original skybox texture from Unleashed (in this case the Unleashed Project).
Now for stuff that I did this time: I was able to find the shadow render distance values in the RFL files, making it possible to increase, decrease, or even disable them completely. Normally shadows would render really close to Sonic in Dragon Road. By increasing them, you almost can't see them drawing in.
In terms of stage mods, I'm planning to do a port of Sea Gate from Sonic Heroes using the Tag Team gameplay, since that doesn't require splines, and it's fully 3D. It also seems to work rather well with Tag Team, so it'd be interesting to see.
Also, again, Dragon Road is a level that I use for testing stuff out, so it'll probably not be released. Probably...
HedgeEdit by Radfordhound (github.com/Radfordhound/HedgeLib)
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Thanks to:
Skyth for making the collision tool;
GottaPlayFast for fixing the transparency issues in the stage;
SonicHyuga for the Generations Model;
Cornflake Rush for the Modern Sonic Physics mod;
CodenameGamma for the cheat table;
Sajid, SuperSonic16 and CodenameGamma for right stick camera mod
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Also, thanks to all of you for the recent landmark of 2000 subs! Never have I ever thought that this would be possible. I would release something special, but I really don't have anything to release yet. I'll try cooking something up tho :P
Check out Skyth's channel: youtube.com/user/aslkncvlk
- Fixed Network Terminal's terrain being invisible halfway into the stage
- Fixed eye materials
- Fixed Zavok boss battle (I think it was working before, but not sure)
- Changed materials for common objects like rings, springs, etc.
- Added a secondary instalation method for people with older GPU's, mainly Intel branded. Should fix the black textures bug
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NOTE: Use the IntelHD version if you have an Intel iGPU that doesn't support OpenGL 4.3 or above.
Download: drive.google.com/file/d/1syu-6GkwJojO15JdAjJGnLtLk6H7K74f/view?usp=drivesdk
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Still didn't render GI, but I'll try to one day :v
Don't expect a level mod tho. Even though the 3D parts look fine, the 2D part of the level is completely broken...
Frequent problem solving at 4:09
Alternative way of installing it, which may solve a couple of problems, it at 4:41
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Steam guide on how to install Sonic Forces mods: http://steamcommunity.com/sharedfiles/filedetails/?id=1211435801
Watch the mod's release video: youtube.com/watch?v=zlnNi613lNY
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EXTRA TIP: Use codenamegamma's cheat table to reduce the render distance in the game, by lowering the Camera Render Distance value!
FAQ:
Q: PackCPK.exe crashes during the instalation! What do I do?
A: To solve problems with PackCPK.exe, please install the redistributables for VC++ 2010 (both x86 and x64) and 2015 just in case. Links for those can be found here: pastebin.com/QuJQ5v1N
Q: My PC crashed mid-install and it's asking me to overwrite stuff?
A: Please delete the "mods" folder inside the "disk" folder of your game and re-run #StartHere.bat
Any way, this disables and changes a lot of stuff from Sonic Forces, allowing you to have a better framerate overall (25-60% boost).
Also, since everyone's asking, yes, this works with all stages and even some cutscenes :P
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WARNING: This mod uses an unusual instalation method. Please read the included Readme.txt file VERY CAREFULLY for how to install the mod.
The reason for this is that, if I released this mod normally, it would be 25GB. Doing it this way allows the mod to automatically generate itself with your game files!
Download: drive.google.com/file/d/1syu-6GkwJojO15JdAjJGnLtLk6H7K74f/view?usp=drivesdk
Video tutorial: youtube.com/watch?v=81RIpyF76DA
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Still, I have no machine where I can test the mod for myself unfortunately, so I don't know if the changes I'm making will result in a better framerate. It should tho, considering that it looks like this.
Comparision at 2:55
PS: Sorry for the bad quality of the video. My internet was so bad today that I had to compress the heck out of it to be able to upload it. Again, I'm really sorry.
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In any case, you can try out the mod in its current state for yourself by downloading it here: goo.gl/gdLu2x
Again, this isn't finished, only 2 stages are available to play with the Low End Mod (Lost Valley and Sunset Heights). Let me know in the comments if your framerate improves or not!
This is the result of me putting Generations terrain in Forces. It's my original Seaside Hill mod for Generations... but in Forces.
All in all, it looks really good, specially when modifying the tags to make real time shadows work.
Now all we need is custom collision... hopefully one day...
PS: I'm using codenamegamma's (youtube.com/user/codenamegamma) cheat table to be able to fly in the stage.
This basically swaps the FM version of Fist Bump that's played when you activate Classic Super Sonic, for the normal instrumental version of Fist Bump.
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Download: drive.google.com/file/d/125_dZNV8KZITzk57Ruz9iafH48b-3Jqi/view
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One drawback is having no music in the stages (I've added it to the video, so it doesn't sound empty :P), but turning Super activates Fist Bump so... that's good I guess?
Also, I guess you can consider this an "Birthday Special" mod, since today (December 20th) is my birthday xD
Anyway, want to completely destroy the game's boss fights by being invulnerable to every attack? Download the mod below!
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Download: drive.google.com/open?id=1wzgS9dPMChtI6JoDMz0J5Zi0ukMDi3qc
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However, this comes with only one bug that I couldn't fix. Some slopes are still unable to be performed on foot, so you'll have to spindash your way through them, or use a nearby speedbooster.
Also, another negative point is that the speedcap is still present, so that means that Sonic still can't go too fast while running.
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Download: drive.google.com/open?id=139WvptM93gt-MvZWIDIWSQ31yOCUVEzJ
How to install mods: http://steamcommunity.com/sharedfiles/filedetails/?id=1211435801
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On a side note:
Thank you all for your amazing support! I never thought I'd be able to reach 1000 subs after all these years on YouTube. Hope you guys enjoy this mod, and again, thank you very much for all the support you've been giving me in my videos.
Also, yes, I've been reading your comments. I may not respond, but that's because I'm either busy, or I can't respond to what you're asking :P
Also, I'm now testing out Vegas 15 to render videos, so if this video looks a bit worse, then that's why.
The physics files are RFL files, and editing them is a guessing game. We don't know what we're changing, so we change random stuff and hope for the best :P
Fun Fact: In the physics files, the Avatar is referenced as "Top View".
In any case, what you can see on the video is me trying to fix Classic Sonic's physics. They feel a little better like this (you can actually run through a slope easily), but there's some obvious problems:
- Sonic is too slow underwater.
- Sonic completely stops once he touches the ground.
- He accelerates too fast.
- Boucing of stuff is too floaty.
In terms of improvements:
- Slopes have less friction (?)
- More control while in mid-air
(not really sure on these, but there are improvements)
In any case, you can see this as a proof of concept. Once (or if) we get value names for RFL files, we can actually fix his physics.
NOTE: Use this only as a backup method of installing mods, and not as the primary way of doing it.
Download it here: github.com/PTKickass/ForcesModInstaller/releases
Also, feel free to check my Steam guide on how to use Sonic Forces mods (you might find something over there...)!
http://steamcommunity.com/sharedfiles/filedetails/?id=1211435801&tscn=1511664206
Changing RFL files is a hit or miss. It's changing values blindily, since you have no description of what each value is. So I basically changed every 1 to 0 and some other stuff to 0 and got this result.
Want to test it out for yourself? Download the mod here: drive.google.com/open?id=18L-M0-LHGFs8uiGCSluw3kN1ky-gI7N8
Remember, it's still not finished. It only works in Lost Valley, Egg Gate (more or less), and in Sunset Heights. Do give me feedbak on how it runs though!
Use SuperSonic16's HedgeModManager to use the mod: github.com/thesupersonic16/HedgeModManager/releases
If that's not working, use my mod installer:
github.com/PTKickass/ForcesModInstaller/releases
How to use my mod installer: youtube.com/watch?v=VsGYZ-UmM6Q