Page 469 of 551
Re: Rayman 2
Posted: Thu Jan 30, 2020 7:39 pm
by TheAlexinator
Would it be possible to add no-clip to the iOS port? I wonder if the Globox Village still exists in the iOS port considering they were lazy and left the ledge there. They might've just covered it up.
Re: Rayman 2
Posted: Fri Jan 31, 2020 3:04 am
by CunningCondor
Someone recreated the Fairy Glade in Garry's Mod, for those interested.
https://steamcommunity.com/sharedfiles/ ... 1981014120
Re: Rayman 2
Posted: Fri Jan 31, 2020 3:08 pm
by PluMGMK
TheAlexinator wrote: Thu Jan 30, 2020 7:39 pm
Would it be possible to add no-clip to the iOS port? I wonder if the Globox Village still exists in the iOS port considering they were lazy and left the ledge there. They might've just covered it up.
I'd imagine they removed the map, and if you got to the ledge it would freeze the game due to changing to a nonexistent level. Kinda like the 1000th Lum screwup.
I'll have to check that out!
Re: Rayman 2
Posted: Fri Jan 31, 2020 3:38 pm
by Hunchman801
I've never tried Garry's Mod but it sounds like there's a lot of potential in importing R2 levels there.
Re: Rayman 2
Posted: Fri Jan 31, 2020 5:36 pm
by Steo
PluMGMK wrote: Fri Jan 31, 2020 3:08 pm
TheAlexinator wrote: Thu Jan 30, 2020 7:39 pm
Would it be possible to add no-clip to the iOS port? I wonder if the Globox Village still exists in the iOS port considering they were lazy and left the ledge there. They might've just covered it up.
I'd imagine they removed the map, and if you got to the ledge it would freeze the game due to changing to a nonexistent level. Kinda like the 1000th Lum screwup.
I think we mentioned this was mentioned somewhere, the problem is that it has to load into a new area. Saying that, it's still possible to reach part two in Tomb of the Ancients from Rayman 3D; if you jump and helicopter through the entrance near the bottom of the broken slide, the next level will successfully load.
This makes me wonder if the level still remains in the files, because surely there would be a way to access it if it's there, and it's not unheard of for unused assets to be left behind in Rayman games.
Re: Rayman 2
Posted: Fri Jan 31, 2020 5:45 pm
by RayCarrot
Globox Village is not in the files
Re: Rayman 2
Posted: Fri Jan 31, 2020 5:56 pm
by Steo
That's actually surprising. The ledge isn't there in Rayman 3D, so I guess they "forgot" to remove in the iOS version then.
Re: Rayman 2
Posted: Fri Jan 31, 2020 9:28 pm
by RayCarrot
If you get up there the game just crashes, so they just left it as is basically.
Re: Rayman 2
Posted: Tue Feb 04, 2020 1:32 am
by CunningCondor
After playing the ps2 version in comparison with the pc version, i think the ps2 version is more suited to my preferences. While its a shame it doesnt look, perform or sound as good as the pc version, i like the tweaks it makes to the gameplay and the added detail to the level design. Plus it feels more reliable with a controller. The constant save prompts are a bother in comparison to the immediacy of the pc version but i can deal with it and the framerate is still steady enough to not be an annoyance.
Re: Rayman 2
Posted: Tue Feb 04, 2020 6:31 am
by Steo
I still have a preference for the Dreamcast version, it runs really well and it's got some exclusive content. I do like Revolution too, but I wouldn't class it as my favourite version personally.
Re: Rayman 2
Posted: Tue Feb 04, 2020 4:50 pm
by TheAlexinator
The one thing I don't like about Revolution is the hub, it makes Rayman's world seem so small and compact.
Re: Rayman 2
Posted: Tue Feb 04, 2020 7:09 pm
by CunningCondor
Steo wrote: Tue Feb 04, 2020 6:31 am
I still have a preference for the Dreamcast version, it runs really well and it's got some exclusive content. I do like Revolution too, but I wouldn't class it as my favourite version personally.
Yeah but i aint got a dreamcast
Re: Rayman 2
Posted: Wed Feb 05, 2020 7:52 pm
by RayCarrot
This newly discovered developer oversight in Rayman 2 might be of interest to some:
https://raymanpc.com/wiki/en/Whale_Bay# ... nt_texture
Re: Rayman 2
Posted: Wed Feb 05, 2020 8:07 pm
by Steo
TheAlexinator wrote: Tue Feb 04, 2020 4:50 pm
The one thing I don't like about Revolution is the hub, it makes Rayman's world seem so small and compact.
I do think it's cool that the hub is something different, but I'm not mad about it myself. I like being able to just load the next level from the Isle/Hall of Doors without having to run around looking for it.
CunningCondor wrote: Tue Feb 04, 2020 7:09 pm
Yeah but i aint got a dreamcast
There are emulators for it that work pretty well if you wanted to try it. It's very similar to PC, but it has a fair amount of differences too. Hall of Doors is Isle of Doors, it has Globox Village, and some small changes in certain levels compared to PC.
Re: Rayman 2
Posted: Thu Feb 06, 2020 12:14 pm
by Hunchman801
Nice find! I wonder how you noticed that, though.

Re: Rayman 2
Posted: Thu Feb 06, 2020 12:47 pm
by RayCarrot
It was granvillimus who noticed it when upscaling the Rayman 2 textures. We then started comparing it between the different versions to see what was going on.
Funny enough there are a few more ones like this. One ground texture, a camera icon (without the red line across it) and a Clark icon. We couldn't find where they are used though.
Re: Rayman 2
Posted: Thu Feb 06, 2020 1:02 pm
by Hunchman801
How do you even find where the texture is used?
Re: Rayman 2
Posted: Thu Feb 06, 2020 2:27 pm
by RayCarrot
Well the way I did was to search every level file, which contains the texture references if used. The fix.sna file contains general texture references (like characters, HUD, icons etc.). I'm not really sure where effects and such are stored though as they don't show up there.
Re: Rayman 2
Posted: Thu Feb 06, 2020 3:33 pm
by Hunchman801
But then I suppose finding the exact location in the level isn't so easy, right?
Re: Rayman 2
Posted: Thu Feb 06, 2020 5:10 pm
by RayCarrot
I probably could get the coordinates from Raymap if I use the Unity version of it. For this texture we didn't though as granvillimus found it by comparing the levels in Raymap.