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Post by DolphinCube on May 30, 2023 12:01:02 GMT -6
so I found a small bug: Whenever this mod is enabled and you turn super while the super music is set to certain tunes. It breaks the setting and plays the zone music instead
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Post by m14gaming on May 31, 2023 13:06:22 GMT -6
Found a weird bug: with this mod enabled, after beating the LBZ2 bosses, robotnik bounces off the platform and offscreen, and then the game softlocks. The timer stops, and the explosion sounds play forever. I can't do anything except restart or quit.
I have quite a lot of mods active currently, so I wouldn't want to make this post super long by listing every single one. But if necessary, I can do that.
I there are any mods that are known to cause this problem (or problems in general) that would be great to know. Or any tips regarding mod order.
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iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
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Post by iCloudius on May 31, 2023 17:57:55 GMT -6
Found a weird bug: with this mod enabled, after beating the LBZ2 bosses, robotnik bounces off the platform and offscreen, and then the game softlocks. The timer stops, and the explosion sounds play forever. I can't do anything except restart or quit. I have quite a lot of mods active currently, so I wouldn't want to make this post super long by listing every single one. But if necessary, I can do that. I there are any mods that are known to cause this problem (or problems in general) that would be great to know. Or any tips regarding mod order. Someone didn't download the hotfix.
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iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
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Post by iCloudius on May 31, 2023 17:58:40 GMT -6
so I found a small bug: Whenever this mod is enabled and you turn super while the super music is set to certain tunes. It breaks the setting and plays the zone music instead Let me guess, that happens in MGZ near the blue wheels? Not the tops.
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Post by DolphinCube on Jun 1, 2023 17:08:00 GMT -6
so I found a small bug: Whenever this mod is enabled and you turn super while the super music is set to certain tunes. It breaks the setting and plays the zone music instead Let me guess, that happens in MGZ near the blue wheels? Not the tops. I mean I did activate super for the first time in MGZ and the glitch happened. But lemme try somewhere else. It's Prob that
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Post by gyaraga on Jun 2, 2023 8:26:40 GMT -6
Let me guess, that happens in MGZ near the blue wheels? Not the tops. I mean I did activate super for the first time in MGZ and the glitch happened. But lemme try somewhere else. It's Prob that Oh, that's what caused that bug. I've noticed it also happens with speed shoes and invincibility as well. Also, with the LBZ bug previously mentioned, I'm getting the opposite of it, it doesn't occur at all, unless it's only meant to occur if big arms is fought by sonic/tails.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 2, 2023 19:57:49 GMT -6
Since SFX addions is considered as a priority for Compatibility fixes can you update the extra slots to make them work properly with Sound Additions?
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iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
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Post by iCloudius on Jun 2, 2023 20:29:52 GMT -6
Since SFX addions is considered as a priority for Compatibility fixes can you update the extra slots to make them work properly with Sound Additions? What affect does that mod have on ES characters? It's just sounds. Like, I have someone who plays with my ES characters and sound mod additions, and they've never reported any issues.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 2, 2023 21:01:42 GMT -6
Since SFX addions is considered as a priority for Compatibility fixes can you update the extra slots to make them work properly with Sound Additions? What affect does that mod have on ES characters? It's just sounds. Like, I have someone who plays with my ES characters and sound mod additions, and they've never reported any issues. Mainly the Quicker MGZ Spinner thing (the one that makes platforms) that I can't remember well enough but when for example you make a hammer jump with Amy and with Mighty you make that drop fall thing it no longer works. Making you force to do an spindash, and even when it works, it just doesn't play the sfx
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iCloudius
Cluckoid
Extra Slots or something?
Posts: 174
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Post by iCloudius on Jun 2, 2023 21:45:43 GMT -6
What affect does that mod have on ES characters? It's just sounds. Like, I have someone who plays with my ES characters and sound mod additions, and they've never reported any issues. Mainly the Quicker MGZ Spinner thing (the one that makes platforms) that I can't remember well enough but when for example you make a hammer jump with Amy and with Mighty you make that drop fall thing it no longer works. Making you force to do an spindash, and even when it works, it just doesn't play the sfx That's with this mod, not sound additions. But I'll look into it.
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Post by awesomesauce100 on Jun 4, 2023 1:38:41 GMT -6
Brilliant mod. Is it possible to have the explosions right after Eggman bounces and then get act results like in Origins? And is it possible to make the rocks in Lava Reef Zone Act 1 boss turn blue as it transitions to Act 2 like in Origins? Anyways fantastic mod!
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fardmonkey
Spikes
Just a monkey that fards lol🐒
Posts: 11
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Post by fardmonkey on Jun 4, 2023 11:57:03 GMT -6
bug report:when i put on the mod ALL of sonic's sprites are gone and no matter what order it is its the same result thanks for listening
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Post by thebeard on Jun 4, 2023 14:05:22 GMT -6
Heya, me again. Sorry if I'm being a bit demanding, but I wonder if it'd be possible to implement the following improvements here.
AIZ: Super Sonic kicks up sand plumes when flying over the beach. Tails appears by walking into the scene from the left-hand side of the screen instead of flying in from above. When pressing a door switch, the screen shakes. Underwater flames in Act 2 were removed. The green bomber in Act 2 was lowered to show the section of it unseen in the original game.
MGZ: The Egg Drillster Mk. II now spawns to the right instead of the center.
CNZ: Sonic, Tails, and Knuckles now look up and duck when moving the barrels up and down. In Act 2, the animals freed from the Egg Capsule in Knuckles' route now bounce around him during the score tally instead of leaving as soon as they're released.
ICZ: The snowfall during the fight with Big Icedus in Act 1 is now semi-transparent.
LBZ: Sonic, Tails, and Knuckles now look up when riding up the teacups. Knuckles' bomb in Act 1 flashes the screen when it explodes. The Eggmobile "takes damage" when Knuckles punches it, flashing and playing the damage sound effect. A score tally appears after defeating Big Arms, and it uses the previously-unused Sonic & Knuckles All Clear jingle instead of the standard Act Clear theme. The sky fades just before the score talley appears, the Death Egg also falling during the talley. Knuckles no longer alternates between his hurt and falling sprites in the cutscene after his Act 2, having a new frame for his falling sprites.
MHZ: Hey Ho doesn't turn until it starts chopping, the animation for which now includes a sprite that was unused in the original game. The Mad Mole piloting the Flying Battery after the score tally had its graphic edited to be consistent with the ones encountered in the rest of this zone. All characters will use the new rotated Look Up sprites when watching Eggman/Eggrobo in the cutscene after Act 2.
FBZ: The beginning of Act 1 has an animation where the player is thrown onto the starting platform from below. The animation for the Egg Hanger has been improved, showing him hopping to the left and right instead of shimmying. Eggman uses a front-facing sprite when Sonic and/or Tails is directly above the Egg Hanger, something that was planned in the original game. The sprite has been redrawn to make him actually look directly up.
LRZ: During the transition from Act 1 to Act 2, the foreground in the boss arena shifts to the Act 2 palette rather than remaining with the Act 1 palette.
HPZ: When entering the Special Stage in Hidden Palace for the first time, Sonic, Tails, and/or Knuckles will use the new rotated Look Up sprites when viewing the Chaos and Super Emeralds.The teleporter that appears in the Super Emerald chamber during Special Stage visits is present during Eggman's theft of the Master Emerald. After Eggman escapes, the floor below Sonic (and/or Tails) and Knuckles breaks off in a cascading fashion rather than all at once. Knuckles taps his foot before motioning for Sonic and/or Tails to come with him. Knuckles can be seen approaching the teleporter to Sky Sanctuary. In the original game, he is already there when the camera unlocks.
DEZ: After defeating Red Eye, the entire floor breaks off in a cascading fashion rather than all at once.
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serz
Twin Hammer
you know you love to see it!
Posts: 165
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Post by serz on Jun 4, 2023 14:23:36 GMT -6
Heya, me again. Sorry if I'm being a bit demanding, but I wonder if it'd be possible to implement the following improvements here. AIZ: Super Sonic kicks up sand plumes when flying over the beach. Tails appears by walking into the scene from the left-hand side of the screen instead of flying in from above. When pressing a door switch, the screen shakes. Underwater flames in Act 2 were removed. The green bomber in Act 2 was lowered to show the section of it unseen in the original game. MGZ: The Egg Drillster Mk. II now spawns to the right instead of the center. CNZ: Sonic, Tails, and Knuckles now look up and duck when moving the barrels up and down. In Act 2, the animals freed from the Egg Capsule in Knuckles' route now bounce around him during the score tally instead of leaving as soon as they're released. ICZ: The snowfall during the fight with Big Icedus in Act 1 is now semi-transparent. LBZ: Sonic, Tails, and Knuckles now look up when riding up the teacups. Knuckles' bomb in Act 1 flashes the screen when it explodes. The Eggmobile "takes damage" when Knuckles punches it, flashing and playing the damage sound effect. A score tally appears after defeating Big Arms, and it uses the previously-unused Sonic & Knuckles All Clear jingle instead of the standard Act Clear theme. The sky fades just before the score talley appears, the Death Egg also falling during the talley. Knuckles no longer alternates between his hurt and falling sprites in the cutscene after his Act 2, having a new frame for his falling sprites. MHZ: Hey Ho doesn't turn until it starts chopping, the animation for which now includes a sprite that was unused in the original game. The Mad Mole piloting the Flying Battery after the score tally had its graphic edited to be consistent with the ones encountered in the rest of this zone. All characters will use the new rotated Look Up sprites when watching Eggman/Eggrobo in the cutscene after Act 2. FBZ: The beginning of Act 1 has an animation where the player is thrown onto the starting platform from below. The animation for the Egg Hanger has been improved, showing him hopping to the left and right instead of shimmying. Eggman uses a front-facing sprite when Sonic and/or Tails is directly above the Egg Hanger, something that was planned in the original game. The sprite has been redrawn to make him actually look directly up. LRZ: During the transition from Act 1 to Act 2, the foreground in the boss arena shifts to the Act 2 palette rather than remaining with the Act 1 palette. HPZ: When entering the Special Stage in Hidden Palace for the first time, Sonic, Tails, and/or Knuckles will use the new rotated Look Up sprites when viewing the Chaos and Super Emeralds.The teleporter that appears in the Super Emerald chamber during Special Stage visits is present during Eggman's theft of the Master Emerald. After Eggman escapes, the floor below Sonic (and/or Tails) and Knuckles breaks off in a cascading fashion rather than all at once. Knuckles taps his foot before motioning for Sonic and/or Tails to come with him. Knuckles can be seen approaching the teleporter to Sky Sanctuary. In the original game, he is already there when the camera unlocks. DEZ: After defeating Red Eye, the entire floor breaks off in a cascading fashion rather than all at once. i think half of these might be impossible to implement into A.I.R.
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Post by thebeard on Jun 4, 2023 15:37:03 GMT -6
Heya, me again. Sorry if I'm being a bit demanding, but I wonder if it'd be possible to implement the following improvements here. AIZ: Super Sonic kicks up sand plumes when flying over the beach. Tails appears by walking into the scene from the left-hand side of the screen instead of flying in from above. When pressing a door switch, the screen shakes. Underwater flames in Act 2 were removed. The green bomber in Act 2 was lowered to show the section of it unseen in the original game. MGZ: The Egg Drillster Mk. II now spawns to the right instead of the center. CNZ: Sonic, Tails, and Knuckles now look up and duck when moving the barrels up and down. In Act 2, the animals freed from the Egg Capsule in Knuckles' route now bounce around him during the score tally instead of leaving as soon as they're released. ICZ: The snowfall during the fight with Big Icedus in Act 1 is now semi-transparent. LBZ: Sonic, Tails, and Knuckles now look up when riding up the teacups. Knuckles' bomb in Act 1 flashes the screen when it explodes. The Eggmobile "takes damage" when Knuckles punches it, flashing and playing the damage sound effect. A score tally appears after defeating Big Arms, and it uses the previously-unused Sonic & Knuckles All Clear jingle instead of the standard Act Clear theme. The sky fades just before the score talley appears, the Death Egg also falling during the talley. Knuckles no longer alternates between his hurt and falling sprites in the cutscene after his Act 2, having a new frame for his falling sprites. MHZ: Hey Ho doesn't turn until it starts chopping, the animation for which now includes a sprite that was unused in the original game. The Mad Mole piloting the Flying Battery after the score tally had its graphic edited to be consistent with the ones encountered in the rest of this zone. All characters will use the new rotated Look Up sprites when watching Eggman/Eggrobo in the cutscene after Act 2. FBZ: The beginning of Act 1 has an animation where the player is thrown onto the starting platform from below. The animation for the Egg Hanger has been improved, showing him hopping to the left and right instead of shimmying. Eggman uses a front-facing sprite when Sonic and/or Tails is directly above the Egg Hanger, something that was planned in the original game. The sprite has been redrawn to make him actually look directly up. LRZ: During the transition from Act 1 to Act 2, the foreground in the boss arena shifts to the Act 2 palette rather than remaining with the Act 1 palette. HPZ: When entering the Special Stage in Hidden Palace for the first time, Sonic, Tails, and/or Knuckles will use the new rotated Look Up sprites when viewing the Chaos and Super Emeralds.The teleporter that appears in the Super Emerald chamber during Special Stage visits is present during Eggman's theft of the Master Emerald. After Eggman escapes, the floor below Sonic (and/or Tails) and Knuckles breaks off in a cascading fashion rather than all at once. Knuckles taps his foot before motioning for Sonic and/or Tails to come with him. Knuckles can be seen approaching the teleporter to Sky Sanctuary. In the original game, he is already there when the camera unlocks. DEZ: After defeating Red Eye, the entire floor breaks off in a cascading fashion rather than all at once. i think half of these might be impossible to implement into A.I.R. It still don't hurt to at least mention it, right?
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