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Sonic Schoolhouse Character WAD

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Shadow Hog

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If you've been paying attention in Suggestions and Help for the last while or so, you may have noticed that I was asking for help for creating a WAD. Well, it's more or less done, or done enough that I can put it here instead of there.

So here's the WAD for now. Don't be too alarmed if he winds up being freakin' huge; the highres flag isn't perfect in 1.09, so he will, occasionally, be the largest character in a match. His collision detection will be the exact same, though, so aim low! I don't intend on submitting this to Mystic until that error is fixed, considering it's the biggest problem the WAD has right now.

http://mywebpages.comcast.net/shadowwing/misc/schoolhousesonic.zip (1.3 MB or so)

Have fun!
 
I was going to download it, but then I saw in the readme that it's still freaking huge. Could you please make a smaller version?
 
The character's freaking huge! what dimensions are the images you used anyway? i've used 64 x 64 for a character i've made and its normal size.
 
I'm not sure if it IS always huge. SSN says that it actually ISN'T at first, although I've not noticed much change.

And as for making a smaller version... for now I'd really prefer not to, but maybe later.

And the image size? Whatever Sega used. Which was bigger than 64x64. Which is why I asked about the highres flag, which isn't 100% working right now.
 
Highres is fixed for 1.09.1. Just finished the last of the fixing.
 
Okay, for all you large naysayers, try turning splitscreen on and off again (assuming no netgames are in session). There. Highres turns on. The result looks VERY weird, since looking up causes Sonic to hover in mid-air and looking down causes him to walk through the ground, but it's not the freakin' huge guy you were toying with earlier. Besides, that hovering glitch might actually just be an OpenGL problem; I'm going to experiment in Software now.

Yeah, it's an OpenGL problem. It works great in Software. Curious...
 
Behold the crappiness of OGL mode!

Although actually, OGL was the only mode it decently worked in in 1.08 (try using highres in a skin for 1.08 and have fun ;) )
 
open gl is'nt all that bad.... at least a 633mhz celeron computer does'nt complain like in software mode. lllllaaaaggggg
 
yeah, a 633mhz celeron with 64mb graphics runs almost twice as good as a 2.8 ghz pentium 4 with 32mb graphics

Edit: there is some exceptions, my friend uses a 700mhz athlon processor with a 128mb graphics card, but open gl is as choppy as a butchers knife.
 
How is he using a 700mhz on a 128MB? My card requires atleast 1GHZ processor power, even then it runs like... an ant.

My processor is +3200 AMD Athlon 64, equivelent to 2.9ghz P4 with a 256mb 128-bit memory interface and runs OpenGL surprisingly better than DirectX speedwise. Think resolutions in the 2000's in OpenGL at 70fps... with VSYNC and 70hz monitor refresh rate. I just need another 512mb RAM stick to get that in DirectX.
 
Yeah, well in SRB2 I get 30-35 FPS (35 is the highest) on 1280x1024 in 32-bit mode, with trilinear filtering plus anistropic filtering. Hah. I win. Now give me my prize.
 
No where near what I can get. ALL of that, ~1500x1300, 32bit Trilinear, Anistropic 8x, 2x Dynamic Lights and Coronas, dense high-quality fogging, megapixel blending and transparent hud 50% all at 35fps with no slowdowns, even in Chao World and that chaotic level Digiku made.
 
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