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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 :)

Re: Rayman Origins speedrunning
A new run has just been validated on speedrun.com!

Any% in 01h 18m 34s by queso_azul4 - 27th place

Submitted: 24/06/2024
Platform: PC
Region: EUR / PAL
queso_azul4 wrote:will improve


Re: Rayman 3 speedrunning
A new run has just been validated on speedrun.com!

GCN Emu - Any% No Major Glitches in 02h 24m 03s by LogicalMacrochip - 20th place

Submitted: 16/06/2024
Platform: GameCube
Region: USA / NTSC
LogicalMacrochip wrote:Mod note: retimed to 2:24:03


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!
Come and participate in the 118th round of Manipulate the Image, which is now expanded to include non-Rayman images, starting with The Cat in the Hat!
Participate in RPC's Signature Of The Month competition for the chance to win prizes including tings and special ranks!
A prototype for Rayman Raving Rabbids has been leaked! Follow the latest developments here.
Discuss speedrunning news, techniques and events in our Rayman speedrunning section!

Latest news


Sun Jan 31, 2021 9:37 pm:
 
It's with great pleasure that I announce the launch of our brand new speedrunning section! :partyhat:

The Rayman series provides runners with a diverse set of games on which they can test their creativity in their attempts to complete them in the fastest way possible, therefore it's no surprise that the Rayman speedrunning community is thriving today, thanks to its active and talented runners but also thanks to all those who support them, whether by building tools or discovering glitches.

In order to provide the community with a great space to share runs, discuss techniques and participate in various events, we are lucky to be assisted by a team of experienced runners who will ensure that we remain on top of the speedrunning game! So far, we have been joined by kronkie10, DarnokPL, markyard44, Lucidruns, Payman, DepressingChild and ScalieDan! Their experience extends across most of the series, from Rayman 1 to Rayman Legends, and even the popular fangame Rayman Redemption. And for those who settle for nothing but perfection, we even have some serious TAS (tool-assisted speedrun) action going on! I must stress that we are still actively recruiting, so if you're an experienced runner interested in moderating this section, by all means please get in touch and let's give the speedrunning community the forum it deserves! 8)

There are things however that no human does better than computers, and that's why our faithful SpeedBot will be posting all the latest runs from speedrun.com in this section, so that you'll never miss an important breakthrough or a crucial leaderboard change!

And of course, a launch would be quite sad without a celebration, that's why we have decided to host a worldwide speedrunning competition with rare Rayman merch for prizes! Surely that's a good enough reason to fire up your games and dust off those speedrunning skills, isn't it?

In the future, we hope to provide you with many more cool events and features, so please stay tuned and let the race begin! :proud:
by Hunchman801

Sat Jan 02, 2021 9:06 pm:
 
A new fanmade game by Ryemanni has been released, titled Rayman ReDesigner. The game is similar to Rayman Designer, where players can design levels which others can play, but it also contains additional content, such as content from Rayman Redemption.
by Steo

Fri Jan 01, 2021 10:03 pm:
 
The Pirate-Community wishes a Happy New Year to all Rayman fans! It's been a strange year, but at least Ubisoft didn't quite forget our limbless hero's 25th anniversary!

The new edition of the Favourite Rayman Games Survey has started. You can find the links to the results of previous editions on the topic here.
by PluMGMK

Fri Dec 25, 2020 2:49 pm:
 
Pirate-Community wishes you a merry Christmas! 🎄 We hope that your plans weren't too affected by the restrictions in place and that you'll enjoy this precious time with your families!
by Hunchman801

Tue Dec 22, 2020 5:29 pm:
 
Ubisoft have released a web based mini-game for this festive season, in which Rayman features as one of many playable characters. Lums can be seen celebrating Rayman's 25th anniversary!

Image
by Steo

Mon Dec 21, 2020 4:55 pm:
 
I am pleased to announce that the Pirate-Community's Rayman 3 Hall of Fame is once again fully functional, after over a year's hiatus! Now, as before, you can submit your score by entering the "Lums Race" code that the game gives you at the end. If you have finished Rayman 3 and your score is not yet in the Hall, please don't hesitate to submit your code now!

The algorithm for decrypting codes has been reverse-engineered, meaning that the Hall now functions without any reliance on an external service. Thanks to Steo for helping to get it working with codes on platforms other than PC!
by PluMGMK

Fri Sep 18, 2020 5:24 pm:
 
After many years in the video game development industry, Michel Ancel has decided to retire.

What could this mean for the Rayman series? Only time will tell.
by Steo

Tue Sep 01, 2020 8:56 pm:
 
Hi Everyone it's James from Rayman Together!
Happy 25th Birthday Rayman! I am delighted to announce Rayman Together is now affiliated with the RPC. I have always admired RPC and it's a great platform of information, forums and discussions. I look forward to sharing more information in the future about our collaborations. If you haven't heard of Rayman Together it's a Twitter community celebrating everything Rayman bringing together fans across the World. if you aren't already please check out @RaymanTogether on Twitter.

I am delighted to announce the Rayman Together and RPC Discord server which will be available very soon and is the first of our partnership collaboration. It's providing a safe community where you can meet new friends and share your passion for Rayman. It's a wonderful community and I can't wait for everybody to join our server. Please stay tuned for more information and look forward to a video in the future. I look forward to seeing you all active on the server soon.

I am also currently holding a competition on Rayman Together to celebrate the Rayman series 25th Anniversary. It's officially the Glade Of Dreams Bake Off.

To Enter:

1. Design Rayman a Birthday Cake.
2. Submit your entry to [email protected].

Winners will be selected on September 30th. The competition is available World Wide and there's plenty of opportunities for prizes including a £25/50 credit for a platform of your choice and a Rayman Game. Good luck!

I look forward to working more with RPC in the future and I can't wait to see you all on Rayman Together on Twitter and on our affiliated Discord server soon. Hope you're all well during these troubling times and I wish you all the very best for yourselves and your families and friends. Stay Safe!

Kind Regards, James M & Rayman Together.

Thank You RPC for making this possible!
by Rayman Together

Sat Aug 08, 2020 2:45 pm:
 
Today, Pirate-Community celebrates its seventeenth birthday. While there hasn't been much Rayman news besides the release of the Rayman Mini spin-off, our community is still thriving, with many discoveries being made regarding the early development and the mechanics of old Rayman games, lots of tools being released to mod them and improve them, as well as partnerships such as the one with Rayman Together on Twitter.

Over the last year, 17,104 messages were posted on the forum, adding to a total of 1,336,695. It's not a lot, but it's still very much alive! Most of our growth was fueled by that of RayWiki, with 424 new articles last year, and a total of 5,728 articles in 8 languages today. Both places are still the reference for Rayman discussions and Rayman knowledge, while RayTunes, with the recent addition of the Rayman Mini, Rayman Raving Rabbids 2 and the official Tonic Trouble soundtracks, as well as new tracks and FLAC versions from various educational and mobile games, is indeed the reference for Rayman music.

Thank you all for your continued support: you made it possible for this community to keep going for seventeen years, and we will keep going for many more.

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

Fri Jun 12, 2020 9:48 pm:
 
A fanmade game named Rayman Redemption has been in the works for the past three years, developed by Ryemanni. The game will be a complete remake of the original Rayman game, and it will feature additional content, such as new worlds and new powers.



Rayman Redemption is scheduled to be released on June 19th, 2020.
by Steo

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