Woah, this is actually game changing to what I was originally playing. Not only did you add the costumes, but the control mappings are fixed and you somehow got the mysterious fairy to show instead of Romeo when viewing in first person mode. Thanks a lot! I also noticed that there are more levels to choose from, and I will be checking them all. Again, Thanks!
Re: Rayman 4
Posted: Thu Jan 05, 2023 11:32 pm
by ChristopherNtx
Yes, it's really good! But it's Droolie who made it, not me.
The game keeps getting a blank screen when I enter maps using this patch
This was an early version of the patch that was shared here in public without my permission. I have fixed this issue since then and will share the next version of the patched BF & exe here myself, when it's ready.
The game keeps getting a blank screen when I enter maps using this patch
This was an early version of the patch that was shared here in public without my permission. I have fixed this issue since then and will share the next version of the patched BF & exe here myself, when it's ready.
Ah, that makes a lot more sense, I am looking forward to it!
Re: Rayman 4
Posted: Fri Jan 06, 2023 4:34 am
by DavidSosa
This is honestly of the greatest things that could happen to me and the Rayman community in general.
Re: Rayman 4
Posted: Fri Jan 06, 2023 5:12 am
by MirrorHall
I noticed with a sound-patched bigfile, the levels which seem to "mute" the audio actually just make it really quiet (but not quite silent!) for whatever reason.
Re: Rayman 4
Posted: Fri Jan 06, 2023 2:41 pm
by CalebKoser
MirrorHall wrote: Fri Jan 06, 2023 5:12 am
I noticed with a sound-patched bigfile, the levels which seem to "mute" the audio actually just make it really quiet (but not quite silent!) for whatever reason.
MirrorHall wrote: Fri Jan 06, 2023 5:12 am
I noticed with a sound-patched bigfile, the levels which seem to "mute" the audio actually just make it really quiet (but not quite silent!) for whatever reason.
It only works in some maps for some reason
That's what I mean, the maps where it seemingly doesn't work actually just make the audio just about inaudible, but not completely. There's probably something making it like that, whether intentional or not.
Re: Rayman 4
Posted: Fri Jan 06, 2023 11:28 pm
by Dancaa
So anyone able to help a less experienced guy out here? I downloaded the VHD file and mounted it. Now all I can find on it is a shortcut that says install. But when I run it. Nothing seems to happen. What am I missing here?
Re: Rayman 4
Posted: Sat Jan 07, 2023 12:19 am
by CalebKoser
Dancaa wrote: Fri Jan 06, 2023 11:28 pm
So anyone able to help a less experienced guy out here? I downloaded the VHD file and mounted it. Now all I can find on it is a shortcut that says install. But when I run it. Nothing seems to happen. What am I missing here?
What exactly did you download? You shouldn’t need to mount anything to play this prototype.
Dancaa wrote: Fri Jan 06, 2023 11:28 pm
So anyone able to help a less experienced guy out here? I downloaded the VHD file and mounted it. Now all I can find on it is a shortcut that says install. But when I run it. Nothing seems to happen. What am I missing here?
What exactly did you download? You shouldn’t need to mount anything to play this prototype.
I downloaded the file from aononfiles. The one that hoodlumsworld shared in the thread.
Dancaa wrote: Fri Jan 06, 2023 11:28 pm
So anyone able to help a less experienced guy out here? I downloaded the VHD file and mounted it. Now all I can find on it is a shortcut that says install. But when I run it. Nothing seems to happen. What am I missing here?
What exactly did you download? You shouldn’t need to mount anything to play this prototype.
I downloaded the file from aononfiles. The one that hoodlumsworld shared in the thread.
Kinda surprised how many features and maps were in this prototype yet no function for it to activate was created.
Re: Rayman 4 (early Rayman Raving Rabbids)
Posted: Tue Jan 10, 2023 11:23 pm
by Dancaa
So maybe this was brought up before but I’m kinda wondering about these Sphincter Cell maps. The idea for a stomach level was conceptualized for the Phoenix Studio Rayman 4. Is it possible that these maps were designed for that game before Ubisoft Montpellier took over? Or did they just keep the concept and start from the ground up?
Re: Rayman 4 (early Rayman Raving Rabbids)
Posted: Tue Jan 10, 2023 11:51 pm
by Hunchman801
There's no evidence of the Phoenix prototype ever reaching that stage of development, so most likely they just kept the concept and started creating that level.
By the way, I added a short section about the RRR prototype in the Organic Cave article on RayWiki, but a full description of the level and some screenshots would be more than welcome!
Re: Rayman 4 (early Rayman Raving Rabbids)
Posted: Sat Jan 21, 2023 4:54 pm
by Droolie
Hey
The past few weeks I've been working almost non-stop on fixing bugs in the engine and especially in the data of this prototype. Missing files, variable errors, broken triggers, collision errors, you name it. The result is a version that is much more stable, has much more maps that are actually playable, and is much more fun.
Finally it's all in a state where I want to share it with you all, so here it is:
While I recommend playing with a controller (it's the intended experience), I also implemented mouse & keyboard support in the form of separate executables. After uploading the link above I made a last-minute fix for these, so if you're planning to play with that, you should download the second link as well.
- While in the pause menu, hold L1+R1 and press DPad Up, and DPad Down, then release L1+R1. A "Cheat" submenu will be added, where you can turn certain powers on/off.
- While ingame, hold L1+R1 and press any DPad button to spawn Teensies, lums, weapons...
- With keyboard and mouse, Left ALT replaces the L1+R1 combo. For example to enable the cheat menu, hold Left ALT, and press U, then I (or T, then Y), then release Left ALT.
For people who can use a controller, I strongly recommend using the regular Jade_enr.exe - it is the way the game was intended to be played.
Use DS4Windows if you are using a PS4/PS5 controller.
If you cannot use a controller, you can use Jade_enr_kbm.exe.
=== Controller (Xbox 360 button names) ===
- Move: left analog stick
- Camera: right analog stick
- Jump: A (Cross)
- Attack: X (Square)
- Hook: Y (Triangle)
- Change costume: B (Circle)
- Look mode: LT (L2)
- Boost: RT (R2)
- Debug menu: Back (Select)
- Cheat: LB+RB (L1+R1)
- Dance: RB+RT+Right analog stick (R1+R2+R3)
- Menu: Start
- Center camera: Right analog stick (R3)
=== Keyboard & mouse ===
- Move: WASD/Arrow keys
- Jump: Space
- Attack: X
- Hook: Z
- Change costume: Q
- Look mode: Left Control
- Center view: C
- Boost: Left Shift / E
- L1: R
- R1: T
- Slow Walk: F / Right Shift
- Debug menu: Tab
- Menu: Escape
- L3: G
- Noclip: V
- Cheat: Left Alt (hold and press U, I, O, or P to make various things happen)
- Dance: B
You can control the camera with the mouse, and also use the mouse wheel & buttons to navigate through the menus.
================== BF changes ==================
=== V1 - 02/01/2023 ===
- All .wol files and entry points were added to the main menu, across all sections.
- Added about 240 files to the BF:
- Most from an unbinarized export of King Kong PC generated by Ray1map
- Some files that were created for Rayman 4 were restored by carefully duplicating existing files that seemed like the closest fit (e.g. missing textures for objects named "Leaf" were duplicated from existing leaf textures that were the closest match for the object filename)
- Imported all missing sound effects & music from the Xbox 360 version
- Enabled all abilities that were going to be locked behind story progression: all costumes, mounts, unlimited helicopter, long hook...
- Variable fixes: Renamed & missing variables have been restored to fix crashes and some bugs
- Older versions of RM_Interrupteur (switch AI) have been -switched- to the new one. This makes it so you can shoot the button behind the laser wall in Playtest_Hub, for example.
- Slowdown in War of the Worlds has been removed. Now you can experience the dropped frames that caused them to add the slowdown in the first place.
- Stele cave trigger fix to allow you to enter the tree stump (Thanks @AniCator!)
- Added a custom world containing a sound object and added it to all world lists that didn't already contain a sound object. Sound in every map!
- Stele object positions in FPP_Exterieur were adjusted. Now you can place Teensies on the marked positions on the stele. Originally they were in the sky above a mountain behind it...
- The crash when going back to the main menu was fixed
=== V2 - 21/01/2023 ===
- Added about 100 more files to the BF imported from King Kong.
- Added many collision fixes by MaeDaGoof. Thank you!!! :D
- Fixed progression in the bipod map. You can now climb the bipod with the spider, enter it from its head and destroy it from the inside.
- MaeDaGoof restored all missing geometry in RIV_Tests_Creatures based on similar but not fully identical geometry. Now this map is playable as intended.
- Fixed material for trees (some looked cut off before due to an incorrect material ID)
- Fixed the fan model & material
- Many more variable fixes. Check out those flying toilets in Test_Marc!
- Fixed a HUGE issue with morph channels that affected 368 GameObjects. The engine expects each morph channel to be followed by 3 "dummy channels".
There is a button to create these in the editor, but it is not done automatically and these channels are not shown by default, so it is very difficult to tell if these channels exist.
Presumably, that's why so many objects are affected.
However, if they do not exist they can and will cause the engine to write data outside of the allocated memory, leading to crashes.
- Re-enabled StopWorld triggers for the Factory dungeon in FPP_Exterieur. Because this was disabled, this dungeon was affected by daytime lighting and was way brighter than intended.
The implemented lighting and fog triggers seemed to have no effect. The later parts of this dungeon did not have functional lighting and fog, so I added some custom lighting here.
- Fixed broken fog change triggers in some other maps
- Re-enabled sound triggers in FPP_Exterieur, added sound triggers to World 3 (the bipod map)
- Fixed the bat model
- Fixed the scooter's collision
- Fixed Rayman behavior transitions: freefall & helicopter->fall (when unlimited helicopter power is not enabled)
- Added cheat menu with a ton of options. Definitely check out "run without teensies", "spiderman climb", "disguise cutting", "disguise customization"!
- Fixed dance system bugs that made it difficult to trigger or caused issues with the gangsta costume.
- This custom BF can now be opened in the editor.
================== EXE changes ==================
=== V1 - 02/01/2023 ===
- These new executables were compiled with VS2022
- XInput: fixed button mapping & rumble supported for Xbox 360 controllers
- First keyboard & mouse support (use Jade_enr_kbm.exe). It's based on the controls code for BG&E PC.
=== V2 - 21/01/2023 ===
- Fixed issues with XInput implementation
- Fix collision issues (that are also present in the final game!) that created NaN values and could lead to Rayman being teleported into the void
- Make "key does not exist" error non-fatal. It will still display, but will not crash the game.
- Disable autoclones, a broken performance feature that caused lighting issues, and enabled glow after effect.
- Increased camera far plane value, as the atmosphere geometry is larger than the default value used outside the editor, and got clipped before.
As you can see from the rather large changelog, a lot of work went into this. I hope people will enjoy these patches, and also enjoy Rayman 4!