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Post by gabryelzin on Sept 15, 2023 17:38:12 GMT -6
when i put MF&T Compatibility mod say: This mod requires... even if i already have this mod, what i do ?
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Post by mrgrassman14 on Sept 15, 2023 18:56:16 GMT -6
when i put MF&T Compatibility mod say: This mod requires... even if i already have this mod, what i do ? It's just telling you that it requires the mod, which is true. The message lingering is either intended behavior from S3AIR or a quirk that should be ironed out by the next stable build. You can safely ignore the message either way.
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Post by Wonder Power on Sept 16, 2023 2:24:10 GMT -6
when i put MF&T Compatibility mod say: This mod requires... even if i already have this mod, what i do ? It's just telling you that it requires the mod, which is true. The message lingering is either intended behavior from S3AIR or a quirk that should be ironed out by the next stable build. You can safely ignore the message either way. The keys on the OtherMods object need to be the Mod's UniqueId (if defined) or the mod's name. The message is displayed because there is no mod with the id (or name) "MFTBA_MFT_compat" loaded.
But yeah this is just to help people order their mods or to check if something is missing, it doesn't affect how they run at all.
MF&T Compability mod, breaks the "laugh" that Robotnik does at the start of the last FBZ2 boss. Since this is supposed to be loader with higher priority than Blue Glasses, I suggest a fix like this, if you don't mind. At the moment I don't know if there's any other bugs.
// Make the FBZ2 second boss use the missing head frame during its initial swing (only if option is set to 1) //# address-hook(0x0706ac) end(0x0706e0) function void fn0706ac() { if (Config_FBZ2_Robotnikhead == 1) { EggmanBlue.BossStartLaughValue(96) UpdateMovementSimple() D0.u16 = 0x0690 - 0x48 if (D0.u16 > objA0.position.y.u16) return objA0.position.y.u16 = D0.u16 objA0.base_state = 0x04 objA0.flags38 |= 0x84 objA0.countdown_value = 0x5f objA0.countdown_callback = 0x0707ec } else { base.fn0706ac() } }
// Defined here so that an exception isn't thrown if the mod is missing function void EggmanBlue.BossStartLaughValue(u8 value) { base.EggmanBlue.BossStartLaughValue(value) }
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knighttrrr
Bubbles
Profile art by blazermaze00
Posts: 115
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Post by knighttrrr on Sept 16, 2023 15:00:09 GMT -6
Think you can add something that causes Tails's waving animation from the post credits scene to play when Sonic and Tails leave Hidden Palace Interesting
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mrhedgehog1990
Hey Ho
I read stuff on The Cutting Room Floor.
Posts: 180
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Post by mrhedgehog1990 on Sept 20, 2023 20:36:41 GMT -6
Is this compatible with "Minor sonic 3 tweaks"? If so, should it be above or below this mod?
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Post by mrgrassman14 on Sept 20, 2023 23:16:15 GMT -6
Is this compatible with "Minor sonic 3 tweaks"? If so, should it be above or below this mod? Yes. Below.
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serz
Twin Hammer
you know you love to see it!
Posts: 165
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Post by serz on Sept 21, 2023 6:14:51 GMT -6
The tweaks are plentiful.
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Post by thebeard on Sept 21, 2023 15:41:54 GMT -6
This is really damn good... however, one thing I do notice is with this mod active, the Launch Base Zone spinning cups, pictured there, don't let Sonic jump out of them as well as in vanilla and without this mod... Is there any reason why?
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Post by mrgrassman14 on Sept 21, 2023 17:31:28 GMT -6
This is really damn good... however, one thing I do notice is with this mod active, the Launch Base Zone spinning cups, pictured there, don't let Sonic jump out of them as well as in vanilla and without this mod... Is there any reason why? Thanks for letting me know. Turns out the added jump SFX was somehow killing the horizontal velocity you were supposed to be getting when jumping out. I've pushed an update that fixes the issue while also keeping the sound.
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Post by thebeard on Sept 22, 2023 1:58:08 GMT -6
This is really damn good... however, one thing I do notice is with this mod active, the Launch Base Zone spinning cups, pictured there, don't let Sonic jump out of them as well as in vanilla and without this mod... Is there any reason why? Thanks for letting me know. Turns out the added jump SFX was somehow killing the horizontal velocity you were supposed to be getting when jumping out. I've pushed an update that fixes the issue while also keeping the sound. No problem, Sonic 3 & Knuckles is one of my favourite Sonic games, and i'd hate to see a fix mod like this introduce a bug, even a minor one.
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Post by fianovale on Sept 23, 2023 8:02:08 GMT -6
I was thinking the same as sonicandknux, can you make tails wave at you when sonic leaves hpz.
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Post by frenchfries on Sept 24, 2023 3:19:56 GMT -6
tails still doesn't wave goodbye for me
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Post by sonicandknux on Sept 24, 2023 5:12:25 GMT -6
Thanks sorry to trouble you again but do you think you can add an option to disable Tails from following you into the Big Arms fight (with a similar waving option) and afterwards have Tails come to pick you up after the fight ala Sonic 3 complete
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EpicKMetalSonic
Technosqueek
just a guy who likes to report bugs on great mods so they can be even greater.
Posts: 187
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Post by EpicKMetalSonic on Sept 24, 2023 11:26:50 GMT -6
here’s a tiny suggestion I have. could you add in an option to make Super/Hyper Sonic’s eyes black to make him consistent with the other games in the franchise? I know this is really minor and many other mods do this, but honestly it would be a great addition for this mod. EDIT:also, i tested it, and indeed, tails won't wave at me in HPZ.
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goofedgoober1999
Rocky
this account is kinda dead, I’ll only make posts for mods I wanna suggest ideas for or something
Posts: 55
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Post by goofedgoober1999 on Oct 5, 2023 14:31:27 GMT -6
Great mod but for some reason when I close the game and enter it, all the options were reset. (examples I had tails stay at hidden palace and wave on, but when I left and came back it reset back to off.
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