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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 :)

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