Re: Rayman 3
Posted: Sat Jul 25, 2020 7:59 pm
Thanks
I posted that murphy a few days ago too!
I posted that murphy a few days ago too!
My thoughts exactly.1234 wrote: Sat Jul 25, 2020 6:56 pm The Hoover is basically the same object as a plum, just in a different state (as you can see in Raymap). Maybe that's what he meant with "It looks like it was a plum [...]". However, for example a red lum and a flying hook are also the same object in a different state, even though in-game these objects seem to have nothing in common. Maybe there are other reasons speaking for GOT4Ns' (?) theory though.
Interesting… I haven't looked into how scoring is handled in Rayman 3, but just checking now it looks like "YAM_GenGratificator" is indeed the entity that handles scoring. The dsgVars Boolean_15 and Int_16 are used by other entities to log a score – Boolean_15 is used to get a lock, so two entities don't try to log a score at the same time, and Int_16 indicates the amount. Here, Custom Bit 29 on your plum object indicates whether or not the score should be logged. It must be set somewhere in the script (you should look for something like "CustomBitsProc(29, 1);") and then here it's unset, so the score isn't logged more than once.1234 wrote: Sat Jul 25, 2020 6:56 pmIncidentally, in Raymap in CF2 you can see two plums, one in the inital position on the plant, one in the final position on the stick. I quickly looked into the scripts of the latter one and found following code:
Basically I pretty much don't understand anything of it, but I've noticed that dsgVar_16 usually is used for points (e.g. for a Matuvu, worth 250 points, you can find "((YAM_GenGratificator)GetPerso("YAM_GenGratificator_I1")).dsgVar_16 = 250;"). If I interpret that correctly, there should be a way to get 30 points (by fulfilling the two conditions in the if), possibly meant as a reward for defeating the Hoover. In Raymap, is it possible to search through all the scripts for a certain variable (e.g. dsgVar_15) to possibly understand the conditions better?Code: Select all
if (!(((YAM_GenGratificator)GetPerso("YAM_GenGratificator_I1")).dsgVar_15) && _fn_p_stCustomBitsCond(29)) { ((YAM_GenGratificator)GetPerso("YAM_GenGratificator_I1")).dsgVar_15 = 1; ((YAM_GenGratificator)GetPerso("YAM_GenGratificator_I1")).dsgVar_16 = 30; CustomBitsProc(29, 0); }
Also congrats, StelzenBomber!![]()
Ah yes, it's been so long since I've used Raymap that I'd forgotten how to do things like that.1234 wrote: Sun Jul 26, 2020 1:21 am Now I think I know why you can't see the second plum. In the Loader I have the option "View invisible" ticked. I did set this option quite a while ago; that's why I forgot about it.![]()
Interesting! At first I thought that the prefix "Mic_" on the object name meant that it was designed by Michel himself, but then I remembered that he didn't work on Rayman 3 – must be a different Michel.1234 wrote: Sun Jul 26, 2020 1:21 amAs for the water bugs, I've found them in BOM1 in "Spawnable persos". I thought I might have seen some small creatures in some water/swamp level(s) before, without really paying attention to them, but when I looked into the game just now, I actually couldn't see any. Maybe someone can tell us more?
That's quite odd. I wonder what other implications this might have. It's just unfortunate that the code is rather hard to read (imo), especially with the very nondescript naming of the variables.PluMGMK wrote: Sun Jul 26, 2020 12:12 pm Anyway, it wouldn't be the only unused thing in BOM1 – for example, if you use cheats to fly near the Mawpaws/Paluchards, you can hear them make animal noises, which normally aren't heard in-game. I think I did figure out the reason for the phenomena mentioned here – it turns out that when Rayman teleports between the two sections of the level (by colliding with certain isolated waypoints), it changes the behaviour script of the world itself (between LevelSwamp_60.Intelligence[1] and LevelSwamp_60.Intelligence[2]). No wonder everything gets so screwed up when you try to short it out!
Actually, I'm also considering trying one of the texture packs out. I can't tell which one's best from my end, but I'd probably give this one a try, provided it offers an 1080p-version. There has been an update which seems to have merged the best of both of the new texture packs.PluMGMK wrote: Sun Jul 26, 2020 8:40 pm On an unrelated note, I'm thinking of replaying Rayman 3 in the next few weeks, and I'm wondering if anyone can recommend which texture pack I should try first. I already installed this one some time ago, but only launched the game for a few minutes to admire it. Since then, both this and this appeared – in the latter case, I'd be looking to use the 1080p down-scaled version since I don't have a 4K monitor. Is there any clear winner among them for someone without 4K?
Could it be that the second model is lighter to load and was chosen because there's plenty of Hoodblasters on screen?1234 wrote: Mon Jul 27, 2020 1:54 am While looking through some levels, I've also noticed that the Hoodblasters in TOTL5 look quite different compared to the regular ones. I've never made that observation before, since basically only their backs are visible during the battle. Since I'm probably not the only one who didn't notice that (or so I hope), here's a screenshot of the strange Hoodblaster and one of a regular one for reference:
Hoodblaster1.png
Hoodblaster2.png
The main reason why I assumed it to be a Hoover is because GOT4N called the creature in his video like that, and it appears to be the same creature as the one I provided a screenshot of. After all, both look basically the same (except that Got4Ns' is a bit glitched), use the same texture, and both are related to plums - as I mentioned, I changed the state of a plum in Raymap (that's also why the name of the object in Raymap is simply "plum"; the texture is called "plum_machine").Hunchman801 wrote: Mon Jul 27, 2020 7:51 pm How do we know that the wooden trap is a Hoover, though? Is it the name of the model? It's certainly not a carnivorous plant, so maybe it evolved from that into a wooden contraption? Also, it's similar to that thing GOT4N discovered (the plum trap), yet different? Could they be related?
That's also what I thought/think, even though they don't really look less complex to me, but what do I know. Incidentally, in Raymap they are called "Sniper" (regular ones are called "CagouSnipe"), and they have significantly less animations.Hunchman801 wrote: Mon Jul 27, 2020 7:51 pm Could it be that the second model is lighter to load and was chosen because there's plenty of Hoodblasters on screen?
After giving it a close look, it seems that the thing in GOT4N's video is indeed a glitched version of the model you found. However, it was a wild guess of him to call it a Hoover, and while there are similarities, they do not warrant such a bold assumption.1234 wrote: Mon Jul 27, 2020 9:27 pm The main reason why I assumed it to be a Hoover is because GOT4N called the creature in his video like that, and it appears to be the same creature as the one I provided a screenshot of. After all, both look basically the same (except that Got4Ns' is a bit glitched), use the same texture, and both are related to plums - as I mentioned, I changed the state of a plum in Raymap (that's also why the name of the object in Raymap is simply "plum"; the texture is called "plum_machine").
As for the "carnivorous plant", while it doesn't look like a plant, it certainly seems to have some similarities to a venus fly trap (provided my assumptions about the behaviour of the Hoover are right): Both can't do any translational movement and have to wait for their prey. When coming too close, they quickly attack/trap their prey. Once being fed (with a plum/fly), they become harmless for a certain time and you can approach them safely. Also the structure is kind of similar: A "head" with teeth and a neck/stalk.
Maybe it's a bit far-fetched, but at least it'd be an explanation.![]()
I see, that makes sense.PluMGMK wrote: Mon Jul 27, 2020 11:28 pm Yeah, it definitely looks like a cheap model to me. The reduction of the number of animations further confirms that.
Actually, the off-by-one programming error is something very common, even with the most experienced programmers. What's shocking is that they never tested this scenario, cause it would have been trivial to catch!PluMGMK wrote: Wed Jul 29, 2020 11:35 am Probably something that was cut for a reason, as opposed to 2D Nightmare where it was a schoolchild programming error that left it inaccessible.