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Post by Useott on Feb 29, 2024 13:07:33 GMT -6
Load an unique sunset palette for MGZ Act 2! After all, sunset doesn't happen in a few seconds! The original function was made by BlockByte, which I then made my own modifications. Major update changelog 15/03/2024 - Palette fades now work correctly, line 1 now changes to Eggman's palette when needed, fade to CNZ now loads as intended. (tl;dr green and blue eggman fixed, cnz no longer has 0.5 seconds of day)
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Post by KaiTheGuy on Mar 5, 2024 21:48:54 GMT -6
I really REALLY hate to be that guy, but the egg drillster's palette is all wrong and has green and blue on it.
At first I assumed it was blue glasses conflicting or that it didn't work when you just load right into act 2, but I literally turned all mods I had on off, so i'm not sure what's up
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Post by Useott on Mar 6, 2024 15:04:34 GMT -6
I really REALLY hate to be that guy, but the egg drillster's palette is all wrong and has green and blue on it. At first I assumed it was blue glasses conflicting or that it didn't work when you just load right into act 2, but I literally turned all mods I had on off, so i'm not sure what's up I'm aware of that. I'll see if I can do anything about that, whenever Sonic enters any place where Eggman appears the object line gets replaced with the Eggman palette, but the code seems to constantly load the default palette, making the normal object line load over the Eggman palette line.
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Post by Useott on Mar 14, 2024 20:50:36 GMT -6
i keep procrastinating on the fix
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Post by Useott on Mar 15, 2024 17:44:25 GMT -6
2.0 has released, with script tweaks to fix the issues. Palette fades now work correctly, line 1 now changes to Eggman's palette when needed, fade to CNZ now loads as intended. (tl;dr green and blue eggman fixed, cnz no longer has 0.5 seconds of day)
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