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Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Sep 01, 2015 5:22 pm
by Master
Huh, really? I know someone actually did theorise that being the case. Pretty neat to confirm.
Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Sep 01, 2015 5:23 pm
by GOT4N
Master wrote:Huh, really? I know someone actually did theorise that being the case. Pretty neat to confirm.
It was me who theorised this at first, because the textures were in SBTC.
DandyGuy wrote:Did you happen to ask him about the original Rayman 2 model that was in the game?
I'll ask him.
Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Sep 01, 2015 5:25 pm
by GOT4N
DandyGuy wrote:Did you happen to ask him about the original Rayman 2 model that was in the game?
He said they didn't had an high pol at the time (as the game fucking took 3 years to develop!) so they used an old Rayman 2 model!
Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Sep 01, 2015 5:27 pm
by SpyroGuy
Quality titles are often (always?) taking a longer development time, so I'm not really surprised.
Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Sep 01, 2015 5:29 pm
by GOT4N
Of course, Rayman 3 is an awesome title!

Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Sep 01, 2015 5:33 pm
by GOT4N
Also guys, about the old HUD of Rayman 2, he said they used engine of Rayman 2 and they kept making him better!
Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Sep 01, 2015 5:35 pm
by SpyroGuy
Now if I ever needed inspiration,
Right about now where I lose my patience!
If I ever needed inspiration,
Right about here's where I lose my patience!

Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Sep 01, 2015 5:44 pm
by Master
So, it was an improved R2 engine, I think quite a few fellows suspected it to be the case.
Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Sep 01, 2015 6:33 pm
by need my speed
It is absolutely amazing that this is still so active. Just jumping in here to give you all a well-deserved congratulations.
Anything of note that happened in the past few years? I remember people exploring that secret in the Tomb of Ancients, with the bridge and the cheat codes?
Re: Project: UnLockRay ( ULR / REL )
Posted: Tue Sep 01, 2015 8:00 pm
by GOT4N
need my speed wrote:It is absolutely amazing that this is still so active. Just jumping in here to give you all a well-deserved congratulations.
Anything of note that happened in the past few years? I remember people exploring that secret in the Tomb of Ancients, with the bridge and the cheat codes?
Welp a loooot of things happened in past few years, most active one were 2012 to 2015ish

Re: Project: UnLockRay ( ULR / REL )
Posted: Wed Sep 02, 2015 9:37 am
by SpyroGuy
GOT4N, can you ask your contact about how long the R2 model actually stayed in R3's development?
I'm asking this because of that pre-rendered cutscene where the R2 model can be seen briefly.
This suggests two different things: 1. the pre-rendered cutscenes were made early in development or 2. the R2 model was changed late in development.
Re: Project: UnLockRay ( ULR / REL )
Posted: Wed Sep 02, 2015 9:53 am
by Eren
GOT4N wrote:Guys, I've got to talk with a developper of Rayman 3, he was really kind! I asked him a question about this screen:
https://raymanpc.com/wiki/script-en/ima ... 000010.jpg
So he said that this level was one he worked on a lot! And he said this level became a snow one after so this level is an early version of Summit Beyond Clouds! The purple thing was also a lums you could grab (as in Rayman 2)
GOT4N wrote:Also guys, about the old HUD of Rayman 2, he said they used engine of Rayman 2 and they kept making him better!
YES! so finally these mysteries are solved, even if i am still curious about the cutscene where he appears with the rayman 2 model like spyroguy said

Re: Project: UnLockRay ( ULR / REL )
Posted: Wed Sep 02, 2015 3:03 pm
by deton24
I'm more curious if it's possible to find out the name of compression to properly decode PC music files, for which a flat signal is coded by value 0x7. What's exactly the name of compressor? (ADPCM (IMA, etc), ogg, mp3, etc.)
But he could do another things in project.
File is: data.hst
Program uses MMX statements to decode the music he music, and sound decode function is at offset 0x42C550.
More details:
viewtopic.php?t=4782
Re: Project: UnLockRay ( ULR / REL )
Posted: Wed Sep 02, 2015 6:00 pm
by GOT4N
He said the cutscene was also because they used rayman 2 model as first.
Re: Project: UnLockRay ( ULR / REL )
Posted: Wed Sep 02, 2015 6:41 pm
by Hoozang
Anyways, I never really understood why was the R2 model in that cutscene, any reasonable explanation?
Re: Project: UnLockRay ( ULR / REL )
Posted: Thu Sep 03, 2015 7:27 am
by SpyroGuy
Hoozang wrote:Anyways, I never really understood why was the R2 model in that cutscene, any reasonable explanation?
Well, it was just explained partially in the posts above, so you probably should read them.

Re: Project: UnLockRay ( ULR / REL )
Posted: Thu Sep 03, 2015 3:25 pm
by Eren
GOT4N wrote:He said the cutscene was also because they used rayman 2 model as first.
Hey GOT4N could you ask him some informations about the scrapped water world?
Re: Project: UnLockRay ( ULR / REL )
Posted: Thu Sep 03, 2015 4:05 pm
by SpyroGuy
Scrapped water world?! That's new!

Re: Project: UnLockRay ( ULR / REL )
Posted: Thu Sep 03, 2015 4:22 pm
by Eren
Yes, there was going to be an aquatic world that got sadly scrapped

jellyfish-like creatures called zaqs were planned to appear in this world

you can read everything here
Lav-O-Matic
Zaq
Aquatic World
Re: Project: UnLockRay ( ULR / REL )
Posted: Thu Sep 03, 2015 4:32 pm
by SpyroGuy
I see. Considering how random yet beautiful the final section of LofLD had always felt to me, it's absolutely possible that the only reason it was included was to preserve at least SOME of the creative work that went into the creation of that aquatic place.
GOT4N, ask the guy about this stuff as well, will you? Like how far it went into development? Is our assumption true and stuff like this. I'm pretty curious.
