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Re: Все фанатское по Рэю (кроме игр)
Сначала я хочу рассказать о своем персонаже - Малютослив.
Хоть название и звучит позитивно, персонаж не так уж и весел. Кожа малютки пурпурная, гнилая. В глазах горит лишь искорка надежды на спасение. Характер довольно эгоистичный, пугливый. Он остерегается других малюток. Малютослив одет в зеленый халат, в фиолетовый ромб. Сверху синяя накидка. Пальцы у него долговязые и длинные.
История:

Во время Rayman 3 хулиганы научились делать сливовый сок из слив. Сам сок был наподобии алкоголя, на который Глобокс имел аллергию. Однако сами сливы без каких либо действий становится опасной. Особенно при передозе. При употреблении более 10 дикоплумов (дикие сливы) или более 5 бочек сока из этих же продуктов, существо заражалось Сливирией. Кожа гнила и получала фиолетовый оттенок, а пальцы вытягивались. Существо становилось внешне безжизненым. Однажды такая участь постигла двух друзей Слирэя и Синепростка. Они оба были фанатами слив. В один день они решили набрать дикоплумов и перекусить. В лесу Слирэй заметил странные пятна на фруктах и предупредил друга. Синеросток усмехаясь опровергнул теорию о вреде продукта. В самой гуще леса они начали пикник. К концу компания заметила странные пурпурные пятна на коже. Слирэй испугался, но Синеросток его успокоил. Дома пятна увеличились. Пальцы росли. Малютка заснул.
На следующий день он пропал.

Все фанатское по Рэю (кроме игр)
Здравствуйте, это тема предназначена для всего фанатского, за исключением игр. Тут можно обсуждать:
➡️Фан-фильмы.
▶️Фан-книги.
⏩Персонажей. (фан).
⏭️Фан теории.
Все это можно обсуждать здесь!

Re: TTQ Season 140 - lyndo64
Just guessing here. 100,000?

Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
lk19 wrote: Mon Jun 24, 2024 10:32 pm
AlphaYellow wrote: Mon Jun 24, 2024 2:13 pm Although I found the inventory menu seems to have its own FOV for the 3D objects that are selectable (including the backpack, which seems to be 3D as well):
... aaand you have found out where the FOV value 1.5 is used :D I've updated the fix once more :)

I made another interesting discovery. There seems to be one more floating point variable that is passed on to the function that handles the FOV value, and it also has a value of 1.5 (but it is not the same as the inventory FOV variable).

This "FOV-like" variable seems to determine the position of the savefile names in the savegame menu:
  • You can see the text position in the unpatched 4:3 game in the attached screenshot 4_3.png.
  • When you only change the aspect ratio to 16:9, this text now gets a little bigger and its vertical position seems a little off (it's not right on the line anymore). It's horizontal position with respect to the (now stretched) background seems correct. See picture 16_9_A.png.
  • If you change the aspect ratio to 16:9 AND scale the "FOV-like" variable with the aspect ratio in the same manner as the other FOV variables, then the text ends up in exactly the same position on screen as in the unpatched 4:3 game (although it still "looks" misplaced, because the background is stretched). See picture 16_9_B.png.
What is even more interesting is that in the "old" version of the game, this variable also seems to determine the positioning of the items on the inventory screen. If you don't scale the variable the items end up off-screen and are not visible at all!
For now, I have implemented the scaling of this variable into both the "old" and the "Pentium III" version of the fix, because even though it is not strictly necessary in the "Pentium III" version, it seems like the more "reasonable" solution and might fix problems in other areas of the game, too ;)

BTW: I wonder if such a variable exists in Hype: The Time Quest, too... and if it could be used to fix the text positioning for higher aspect ratios 8)
Good work so far! Finally now the inventory 3D items look right, but sadly the background images are still stretched... Also could something be done about the missing geometry in the main menu?

Missing geometry at 16:9
Laura 2024-06-24 23-26-22-419.png

In 48:9 it's hilarious, apart from the totally missing geometry in the sides, there are some 2D elements that are stretched, like the menu buttons:
Image


Also I think it would be best to unstretch all the background images in selection menus, loading screens and settings menus to center them at the 4:3 area and leaving black bars on the sides, better than the stretched look:
Laura 2024-06-25 00-34-54-82.png

The 3D items in the inventory now have the proper FOV, but the stretched image makes it look weird:
Laura 2024-06-25 00-35-29-331.png

Also the pause menu background is stretched, but at least the texts in all menus look correct:
Image

Last but not least, could you release the fix for the resolution limit ingame? Seems to be the same issue for all three Playmobil games :/

Rayman: DreamBound
I'm pleased to present my fangame: Rayman: DreamBound
a 2D platformer inspired by Rayman Redemption and ubiart games in a cartoon style, the game will take elements from phoenix interactive's cancelled Rayman 4 prototype and original elements with narration.
Development has just begun and I can't wait to show you more images and details of this project, which is very close to my heart.
for now, here's the game's logo and Rayman's design :D
and you can follow me on my twitter where I'll post updates: @OmarBouchikhi11

Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
AlphaYellow wrote: Mon Jun 24, 2024 2:13 pm Although I found the inventory menu seems to have its own FOV for the 3D objects that are selectable (including the backpack, which seems to be 3D as well):
... aaand you have found out where the FOV value 1.5 is used :D I've updated the fix once more :)

I made another interesting discovery. There seems to be one more floating point variable that is passed on to the function that handles the FOV value, and it also has a value of 1.5 (but it is not the same as the inventory FOV variable).

This "FOV-like" variable seems to determine the position of the savefile names in the savegame menu:
  • You can see the text position in the unpatched 4:3 game in the attached screenshot 4_3.png.
  • When you only change the aspect ratio to 16:9, this text now gets a little bigger and its vertical position seems a little off (it's not right on the line anymore). It's horizontal position with respect to the (now stretched) background seems correct. See picture 16_9_A.png.
  • If you change the aspect ratio to 16:9 AND scale the "FOV-like" variable with the aspect ratio in the same manner as the other FOV variables, then the text ends up in exactly the same position on screen as in the unpatched 4:3 game (although it still "looks" misplaced, because the background is stretched). See picture 16_9_B.png.
What is even more interesting is that in the "old" version of the game, this variable also seems to determine the positioning of the items on the inventory screen. If you don't scale the variable the items end up off-screen and are not visible at all!
For now, I have implemented the scaling of this variable into both the "old" and the "Pentium III" version of the fix, because even though it is not strictly necessary in the "Pentium III" version, it seems like the more "reasonable" solution and might fix problems in other areas of the game, too ;)

BTW: I wonder if such a variable exists in Hype: The Time Quest, too... and if it could be used to fix the text positioning for higher aspect ratios 8)

Re: Music you are listening to now! ***Please post track title (or RayTunes embed) – YouTube link/embed not mandatory***
A Lone Prayer - Persona


Re: How to make Rayman 3 have controller supports?
Thanks! Will try now and come back to see if anything works :D

Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
lk19 wrote: Mon Jun 24, 2024 11:22 am
AlphaYellow wrote: Sun Jun 23, 2024 9:56 pm Well, seems like this area of the game still has the same FOV, so the image is cut off at wider resolutions. Maybe it happens in other parts of the map too, haven't tested all yet.
Thanks for the bug report!

I took another look at the fix.sna and there are, indeed, three references to the value "1.4".
I also cross checked the scripts in RayMap and found the following piece of code in the script for the camera object ([Camera] StdCam | StdCamer):
RayMap_1.png
This function (Procedure_Camera_ChangeFocal) comes up a total number of three times in the scripts for the camera object, and the offsets displayed in RayMap coincide exactly with the positions of the three occurences of "1.4" in fix.sna. So with a bit of luck, we should have found ALL the relevant bytes in fix.sna ;)

What COULD theoretically happen, of course, is that there are map-specific scripts (e.g. cutscenes) that change the FOV. The sun-dial time travelling in Hype is an example of this. In this case, one would have to make adjustments to the individual <MapName>.sna files just like I did with Hype. If anyone stumbles across one of these situations - please let me know and I will try to fix it.

TLDR: I have made the necessary adjustments to the python scripts in the post above :)
Thanks for that, maybe there are defined FOV values for certain scripted moments, I'm not really sure :D. Although I found the inventory menu seems to have its own FOV for the 3D objects that are selectable (including the backpack, which seems to be 3D as well):

4:3:
Laura 2024-06-24 14-10-22-116.png

16:9:
Laura 2024-06-24 14-08-12-360.png


Re: Alex Builds His Farm & Laura's Happy Adventures Widescreen
AlphaYellow wrote: Sun Jun 23, 2024 9:56 pm Well, seems like this area of the game still has the same FOV, so the image is cut off at wider resolutions. Maybe it happens in other parts of the map too, haven't tested all yet.
Thanks for the bug report!

I took another look at the fix.sna and there are, indeed, three references to the value "1.4".
I also cross checked the scripts in RayMap and found the following piece of code in the script for the camera object ([Camera] StdCam | StdCamer):
RayMap_1.png
This function (Procedure_Camera_ChangeFocal) comes up a total number of three times in the scripts for the camera object, and the offsets displayed in RayMap coincide exactly with the positions of the three occurences of "1.4" in fix.sna. So with a bit of luck, we should have found ALL the relevant bytes in fix.sna ;)

What COULD theoretically happen, of course, is that there are map-specific scripts (e.g. cutscenes) that change the FOV. The sun-dial time travelling in Hype is an example of this. In this case, one would have to make adjustments to the individual <MapName>.sna files just like I did with Hype. If anyone stumbles across one of these situations - please let me know and I will try to fix it.

TLDR: I have made the necessary adjustments to the python scripts in the post above :)

Welcome to Pirate-Community, the largest Rayman community!


Check out the new website for Rayman 2 HD, an ambitious project to recreate Rayman 2 from scratch with the help of the Unreal Engine!
Discuss speedrunning news, techniques and events in our Rayman speedrunning section!
Participate in RPC's Signature Of The Month competition for the chance to win prizes including tings and special ranks!
Show your Rayman knowledge in the Teensies' Quiz Quest and receive a special avatar as well as bonus Tings.
A prototype for Rayman Raving Rabbids has been leaked! Follow the latest developments here.

Latest news


Fri Sep 16, 2022 5:36 pm:
 
A fangame called Rayman: The Dreamer's Boundary, made by mistercallumb, has just been released! It has been in the works for over a year and is now ready for all to play.

by Hunchman801

Sun Sep 11, 2022 10:21 am:
 
It was announced at Ubisoft Forward 2022 that Rayman will feature in the new DLC for Mario + Rabbids Sparks of Hope. A trailer was published for the occasion:

by Hunchman801

Mon Aug 08, 2022 12:12 pm:
 
Today marks Pirate-Community's nineteenth birthday, one step closer to two decades of existence! While nothing particularly noteworthy happened to the Rayman series over the past year, the community itself has been thriving.

On the research side of things, the discovery of cut Rayman 4 functionality and mechanics in Rayman Raving Rabbids and the release of the source code for the engine for Rayman 2 which was found in a leaked version of Rayman Raving Rabbids for the Nintendo DS led to numerous findings and even paved for the way for new types of potential fan games. Unpublished tunes created for Rayman Junior were discovered too, as well the elusive video "Rayman's training" which is now available in its entirety.

The modding scene has not been left behind, with numerous patches that allow for a better experience of Rayman games, from texture packs to multiplayer support. Many fan games are in development, and while there have been no major releases as of the past year, a lot of content is being created for Rayman ReDesigner.

Finally, we at Pirate-Community had the pleasure to host the second edition of our speedrunning contest, SpeedRay 2022, with shiny cash for the talented winners!

As for the usual statistics, 9,562 messages were posted on the forum, with a total of 1,362,896, and 138 new articles were created on RayWiki, leading to 5977 in 8 languages. To many more!

Long live Rayman, long live Pirate-Community!
by Hunchman801

Mon Jan 24, 2022 10:21 am:
 
Hi everyone! :partyhat:

One year after the launch of our speedrunning section, which came with the first edition of our speedrunning contest where participants won rare items of Rayman merchandize, we have decided to go for it again! Therefore, allow me to introduce SpeedRay 2022. :hap:

This time, the prizes will be a combined $200 of gift cards, and there will be only one category, where everyone will play the three main games. How will this work? Click here to find out!
by Hunchman801

Sat Jan 01, 2022 11:27 pm:
 
Happy New Year to all! 🎉 While 2021 may have been even stranger than 2020 in some respects, let's be hopeful than 2022, while it may not come packed with Rayman news, will be the return to normal we've been waiting for for so long!
by Hunchman801

Sat Dec 25, 2021 1:43 pm:
 
Merry Christmas to each and every one of you! Santa may not bring you a new Rayman game this year, but we hope that you’re pleased with your presents nonetheless and that you’ll enjoy time with your close ones. ❄️
by Hunchman801

Sun Aug 08, 2021 10:19 pm:
 
Today, Pirate-Community just turned eighteen. While the Rayman franchise is in limbo, and the past year was marked by Michel Ancel's departure from the video game industry, the community is still active and productive, with a strong focus on fan games, reverse-engineering and tooling, and Pirate-Community is at the very center of it. Always providing fans with the best possible resources and discussion platforms, we've extended our coverage with the creation of a new Rayman speedrunning section, which hosted a successful contest in which the fastest runners won rare merchandise, and we've connected further with the rest of the community, as shown by our affiliation with the r/Rayman subreddit

Over the last year, 16,639 messages were posted on the forum, adding to a total of 1,353,334, while RayWiki, with 111 new articles, now boasts a total of 5,839 in 8 languages. RayTunes saw many additions to its already extensive coverage of Rayman music, with new tracks from seven games from Rayman Junior to Rayman Mini.

The Rayman 3 Hall of Fame was also brought back from the dead thanks to our members' expertise, and plans are underway to create one for Rayman Raving Rabbids.

Pirate-Community has reached the age of majority for most countries in the world now, which is an impressive achievement no one would have expected at the time of its creation, and we are more determined than ever to ensure it will still be around for an even longer period of time.

Long live Rayman, long live Pirate-Community!
by Hunchman801

Fri Jun 18, 2021 9:37 pm:
 
Hi Pirate-Community,

It has been a long wait, but finally RayTunes has received another update, with the following changes:
• Rayman Educational Games: Added tracks from Rayman CP Disc 1
• Rayman M/Arena: Added medleys uploaded by the composer
• Rayman 3: Added tracks from the newly discovered prototype and from an old gameplay video
• Rayman Raving Rabbids: Added ambient tracks from the prototype
• Rayman Legends: Added beta tracks (thank you ItzalDrake!)
• Rayman Adventures: Added jingles
• Rayman Mini: Added new tracks from the Mr. Dark update
• Various typo fixes
Enjoy the update!
by Droolie

Thu Jun 10, 2021 1:03 am:
 
Hello, fellow Pirate-Community members. It seems very unusual to see me here! But, that's because it's really for a very special announcement. As the owner of the /r/Rayman subreddit!

We are happy to announce that the r/Rayman has finally joined forces with the Rayman Pirate-Community Forum!

That's right, you read this correctly! It’s been long time coming, but we have finally made it to this point. Its forum houses the great services from RayTunes, Raywiki and RaySaves. Not to mention, has been a key contributor to all things Rayman and essentially the grandfather of all communities including our own! We noticed we share the same beliefs of making the community bigger and better. So we are very glad to be a part of this change.

It would be very nice if people in this community can support eachother. So we implore you if you can please join and sign up for the Reddit today. It will really contribute to its activity and will be greatly appreciated!

That being said, we have finally opened a Rayman Discord server which has been in the works for a long while now. In addition, to celebrate the week of its return. We are going to host a VC event for the current Ubisoft Forward which will be happening on Saturday 12th June, on 12PM PDT! We are very excited to host this event.

If you want to join the new server: Send a PM to myself, Steo or Hunchman801 to get an invite I hope we can see you there for this upcoming event!
by Retrofuge

Mon Feb 01, 2021 2:47 am:
 
A new update for Rayman Mini has been released, which features Mr Dark, who will offer the player some playable contracts.

Image
by Steo

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