SRB2 Generations

SRB2 Generations v1.02b

(Idk if I'm gonna get flamed but I'll ask anyway): Could I get hints on the emeralds' locations?
nah, it's pretty hidden in a stupid way to the point it's the same as trying to find the emeralds from SRB2006.

GFZ-Swept down by the waterfall, you'll be brought back by a spring leading up to a dash-ring that brings you close to the bridge above the path.
THZ-Find the button, and pay close attention to your right side as it opens a door you can easily miss. Before the city.
DSZ-Within the drifting curve before the two crushers. A crushtacean guards the pit.
CEZ-In the hallway that leads to the Y-formation three spinning spikes-bars close to the end of the level.
ACZ-Trains and boxes.
BMZ/RVZ-During Red Volcano, you might see a glimpse of that red between two lavafalls that are in-front of a rail. The level purposely puts a bit of jumps before the rail to slow you down here so you can see it.
ERZ-This one's pretty much a free reward, located at the end of the level.
 
I’m having problems with the 2nd blue mountain wall jump area I can’t really do it because of the camera is pretty weird
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I’m having problems with the 2nd blue mountain wall jump area I can’t really do it because of the camera is pretty weird
And I like can’t start the wall jump too
 
nah, it's pretty hidden in a stupid way to the point it's the same as trying to find the emeralds from SRB2006.

GFZ-Swept down by the waterfall, you'll be brought back by a spring leading up to a dash-ring that brings you close to the bridge above the path.
THZ-Find the button, and pay close attention to your right side as it opens a door you can easily miss. Before the city.
DSZ-Within the drifting curve before the two crushers. A crushtacean guards the pit.
CEZ-In the hallway that leads to the Y-formation three spinning spikes-bars close to the end of the level.
ACZ-Trains and boxes.
BMZ/RVZ-During Red Volcano, you might see a glimpse of that red between two lavafalls that are in-front of a rail. The level purposely puts a bit of jumps before the rail to slow you down here so you can see it.
ERZ-This one's pretty much a free reward, located at the end of the level.
Thanks Whitesk- WAIT THE DEV?!
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I’m having problems with the 2nd blue mountain wall jump area I can’t really do it because of the camera is pretty weird
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And I like can’t start the wall jump too
Are there rings going up? If yes, then Light Speed Dash and it should send you flying. if not... Good luck... (Dev please keep the rings there please- I need 'em for my speedruns-)
 
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I understand this pack was made primarily for Modern Sonic, and I can respect that, which had me hesitant to ask this before I looked and saw you acknowledging automation soft locks for him too, but:

Would it be possible to have a version of this that just disables the automation, or maybe some kind of "exit automation" button? It really messes with a lot of other characters who are otherwise really fun here, and honestly tends to be more annoying than cool with Modern Sonic too. I've never actually done any mapping, let alone with automation and solcam, so I apologize if I just made a big ask here, but man, that is a big black mark on an otherwise great mod, and even one you acknowledge and are waiting on other people to improve.

Also great level pack, love it besides Egg Rock being Eggmanland levels of too much, played through the whole thing with Modern Sonic the other day and I'm trying out other characters now.
 
I understand this pack was made primarily for Modern Sonic, and I can respect that, which had me hesitant to ask this before I looked and saw you acknowledging automation soft locks for him too, but:

Would it be possible to have a version of this that just disables the automation, or maybe some kind of "exit automation" button? It really messes with a lot of other characters who are otherwise really fun here, and honestly tends to be more annoying than cool with Modern Sonic too. I've never actually done any mapping, let alone with automation and solcam, so I apologize if I just made a big ask here, but man, that is a big black mark on an otherwise great mod, and even one you acknowledge and are waiting on other people to improve.

Also great level pack, love it besides Egg Rock being Eggmanland levels of too much, played through the whole thing with Modern Sonic the other day and I'm trying out other characters now.
yeah, it would be cool if some things wouldn't break as other characters aside from Modern Sonic. one small Gripe i have Aswell is how boost pads automatically uncurl you. as Modern Sonic or other characters with boosts this isn't an issue, but for anyone else, it can lead to running into something close to the pad and taking damage.
 
I understand this pack was made primarily for Modern Sonic, and I can respect that, which had me hesitant to ask this before I looked and saw you acknowledging automation soft locks for him too, but:

Would it be possible to have a version of this that just disables the automation, or maybe some kind of "exit automation" button? It really messes with a lot of other characters who are otherwise really fun here, and honestly tends to be more annoying than cool with Modern Sonic too. I've never actually done any mapping, let alone with automation and solcam, so I apologize if I just made a big ask here,
Erasing all automation is easy to do if it's just the movement itself, but it also becomes pretty tedious and annoying to do when most, if not all of them are tied with triggers for SolCam, which all have to be done manually (at least for me, with my current knowledge? Maybe Find and Replace can be used for it, not sure.) than simply deleting.

An 'exit automation button' is nice in theory, but the automation done with the objects are brute forced, it's not so simple as Grind Rails' easy rail detaching as all of the automation you encounter is actually just invisible dash panels that guide you in an angle--which is also the reason for the soft lock. It's not some 'set' that can be simply turned on or off, at least that's not how Jana Sol made it. I'll take note of this though and wait if there's some update in the objects that makes this possible.

Also great level pack, love it besides Egg Rock being Eggmanland levels of too much, played through the whole thing with Modern Sonic the other day and I'm trying out other characters now.
Thank you, and with the way I made Egg Rock, it isn't really meant to be more than just an massive overwhelming labyrinth meant to fuck with the player.

yeah, it would be cool if some things wouldn't break as other characters aside from Modern Sonic. one small Gripe i have Aswell is how boost pads automatically uncurl you. as Modern Sonic or other characters with boosts this isn't an issue, but for anyone else, it can lead to running into something close to the pad and taking damage.
An expected result of everything being mainly and only ever tested with Modern Sonic without any concern for other characters--at least, that is the case for the maps and some functions, though the testing for the objects I'm not clear about because I don't handle it, Jana Sol does. Though, it's how the boost panels function in the actual games, maybe you can bring this up to Jana Sol herself in the main discord server for SRB2.
 
Erasing all automation is easy to do if it's just the movement itself, but it also becomes pretty tedious and annoying to do when most, if not all of them are tied with triggers for SolCam, which all have to be done manually (at least for me, with my current knowledge? Maybe Find and Replace can be used for it, not sure.) than simply deleting.

An 'exit automation button' is nice in theory, but the automation done with the objects are brute forced, it's not so simple as Grind Rails' easy rail detaching as all of the automation you encounter is actually just invisible dash panels that guide you in an angle--which is also the reason for the soft lock. It's not some 'set' that can be simply turned on or off, at least that's not how Jana Sol made it. I'll take note of this though and wait if there's some update in the objects that makes this possible.


Thank you, and with the way I made Egg Rock, it isn't really meant to be more than just an massive overwhelming labyrinth meant to fuck with the player.


An expected result of everything being mainly and only ever tested with Modern Sonic without any concern for other characters--at least, that is the case for the maps and some functions, though the testing for the objects I'm not clear about because I don't handle it, Jana Sol does. Though, it's how the boost panels function in the actual games, maybe you can bring this up to Jana Sol herself in the main discord server for SRB2.
will try, thanks for the insight! didn't know it would be this difficult to adjust.
 
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Erasing all automation is easy to do if it's just the movement itself, but it also becomes pretty tedious and annoying to do when most, if not all of them are tied with triggers for SolCam, which all have to be done manually (at least for me, with my current knowledge? Maybe Find and Replace can be used for it, not sure.) than simply deleting.

An 'exit automation button' is nice in theory, but the automation done with the objects are brute forced, it's not so simple as Grind Rails' easy rail detaching as all of the automation you encounter is actually just invisible dash panels that guide you in an angle--which is also the reason for the soft lock. It's not some 'set' that can be simply turned on or off, at least that's not how Jana Sol made it. I'll take note of this though and wait if there's some update in the objects that makes this possible.


Thank you, and with the way I made Egg Rock, it isn't really meant to be more than just an massive overwhelming labyrinth meant to fuck with the player.


An expected result of everything being mainly and only ever tested with Modern Sonic without any concern for other characters--at least, that is the case for the maps and some functions, though the testing for the objects I'm not clear about because I don't handle it, Jana Sol does. Though, it's how the boost panels function in the actual games, maybe you can bring this up to Jana Sol herself in the main discord server for SRB2.
Modifying SOC_LVLHEDRS to replace all instances of "lua.solcam = on" with "lua.solcam = off" disables the camera changes but not the automation. It also seems to improve performance and compatibility a little bit based on my extremely informal testing, but it was just a quick check that turned into playing a decent chunk of levels. (Arid Canyon, Egg Rock, and Blue Mountain seemed to run better with my full modlist and I didn't find any rails that seemed to randomly kill Whisper.) It loses out on that Modern Sonic Spectacle, but could be worth considering in a hypothetical optional compatibility patch. (This is just anecdotal though, don't go changing the main file or anything.)

In addition, after playing through the whole game with Tangle and Whisper with a modlist that includes a light speed dash and a crappy summersault for Tangle I should change to be for anyone with no spin and publish for people to use to play mods like this that require rolling under things, I think there's only a few spots where the automation is unavoidable and either straight up kills you or softlocks you.

Plenty of little "gotcha" spots, but the only "well now you're screwed because you picked the wrong character" I found were the start of Blue Mountain, and this spot in Egg Rock that softlocks you on the spikes. (Bot Tangle saved me eventually.)
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Also man, Egg Rock is a lot more fun with a higher framerate and a character who is really good at fighting.
(As an aside, are you doing something weird with distance or something in Egg Rock? My Lagkiller script keeps freezing things standing right in front of me. . .)
 

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Modifying SOC_LVLHEDRS to replace all instances of "lua.solcam = on" with "lua.solcam = off" disables the camera changes but not the automation. It also seems to improve performance and compatibility a little bit based on my extremely informal testing, but it was just a quick check that turned into playing a decent chunk of levels. (Arid Canyon, Egg Rock, and Blue Mountain seemed to run better with my full modlist and I didn't find any rails that seemed to randomly kill Whisper.) It loses out on that Modern Sonic Spectacle, but could be worth considering in a hypothetical optional compatibility patch. (This is just anecdotal though, don't go changing the main file or anything.)

In addition, after playing through the whole game with Tangle and Whisper with a modlist that includes a light speed dash and a crappy summersault for Tangle I should change to be for anyone with no spin and publish for people to use to play mods like this that require rolling under things, I think there's only a few spots where the automation is unavoidable and either straight up kills you or softlocks you.

Plenty of little "gotcha" spots, but the only "well now you're screwed because you picked the wrong character" I found were the start of Blue Mountain, and this spot in Egg Rock that softlocks you on the spikes. (Bot Tangle saved me eventually.)
View attachment 178495View attachment 178494
Also man, Egg Rock is a lot more fun with a higher framerate and a character who is really good at fighting.
(As an aside, are you doing something weird with distance or something in Egg Rock? My Lagkiller script keeps freezing things standing right in front of me. . .)
Wow, I completely forgot SolCam is toggled with that in soc, lol.

And the performance issues you might be encountering in Egg Rock? Well, that's because the map consumes almost the entire grid available to use for mapping. 80% of it. In-fact, it put the map in a rough place in late development as I had to keep chopping random sectors just so it can save without nodebuilder crashing.
 
Wow, I completely forgot SolCam is toggled with that in soc, lol.

And the performance issues you might be encountering in Egg Rock? Well, that's because the map consumes almost the entire grid available to use for mapping. 80% of it. In-fact, it put the map in a rough place in late development as I had to keep chopping random sectors just so it can save without nodebuilder crashing.
Weirdly enough it seems to be running fine now, although lagkiller scripts seem to bug out and freeze things in view instead of way out of view. Either way, less of a complaint, and more of a "what technical wizardry occurred to cause that kind of compatibility issue???"

What IS a bit of a complaint is that I just realized after getting all the emeralds (and playing through most of the stages again as other characters, man, characters with a classic dash mode go insane in this. Maimy was super fun, need to finish that "rolling for everyone" mod though . . .) that I never unlocked Record Attack? That seems like a bad decision for something so speedrun friendly.

Also is the "did you get all those chaos emeralds?" tip just a joke and communicating that they exist? I will admit some slight disappointment at not having any kind of jank and unnecessary Super Sonic (or Super Whoever) finale I'll go "wow" at once and never play again, although that does seem like a lot of work for a stage that would probably have less replayability than the rest. (Or did I just miss it somehow? Like because I was Maimy at the time?)
 
What IS a bit of a complaint is that I just realized after getting all the emeralds (and playing through most of the stages again as other characters, man, characters with a classic dash mode go insane in this. Maimy was super fun, need to finish that "rolling for everyone" mod though . . .) that I never unlocked Record Attack? That seems like a bad decision for something so speedrun friendly.
I did not ever touched unlockable stuff during the development, there are plans for an update but I'm just currently taking a massive break from SRB2 modding, so I'm just feeling lazy to do that.

Also is the "did you get all those chaos emeralds?" tip just a joke and communicating that they exist? I will admit some slight disappointment at not having any kind of jank and unnecessary Super Sonic (or Super Whoever) finale I'll go "wow" at once and never play again, although that does seem like a lot of work for a stage that would probably have less replayability than the rest. (Or did I just miss it somehow? Like because I was Maimy at the time?)
It's a joke and communicates that they exist, and there was plans for a Super Sonic finale before deciding to scrap that idea because I couldn't find people (mainly spriters) willing to make 'modern' incarnations of the vanilla bosses, much less a recreation of the Time Eater, during development unfortunately.

And technically speaking, yes, it would've definitely been some work for a stage so stupid nobody would ever touch it again after they finish it once (ahem, real Sonic Generations finale).
 
I have found something for Frontiers Sonic players, for any wall jump sections (excluding that one semi-mandatory in BMZ), touch the bottom ring at a wall-jump section, and hit (plus hold) custom 3, you will skip the section. There's a small chance you don't have to touch the bottom ring, but it's risky. It took me a bit to learn the tech, but I found a solution. Don't worry about that said semi-mandatory wall-jump section in BMZ, just go back and find the rail, you'll skip it. I don't know if all stages are possible, but I hope this helps! (expect a gift showing the tech soon) Most of the stages are complete-able, I just need to test ERZ 😅
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Oh yeah, 2 quick things: 1. There's another mandatory wall-jump section in RVZ, just go back a bit and use the geometry to skip it, and for any auto-run sections: DO NOT MOVE AS FRONTIERS SONIC, YOU HAVE FULL CONTROL AND CAN MESS UP THE AUTO-RUN SECTIONS. That's all for now :3
 
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When i load into the game, it does this. Some textures cant load correctly. Similar sometimes happens with Modern Sonic's boost, not being able to display any of the particles. Am i doing something wrong?
 

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When i load into the game, it does this. Some textures cant load correctly. Similar sometimes happens with Modern Sonic's boost, not being able to display any of the particles. Am i doing something wrong?
Are you playing the discontinued mobile port? If so, it's cause the version of SRB2 Gens isn't fully made in 2.2.13 in mind
 
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Are you playing the discontinued mobile port? If so, it's cause the version of SRB2 Gens isn't fully made in 2.2.13 in mind
Oh. I downloaded the regular one from the page, not any type of port. But i didnt know it wasnt made for 2.2.13. Thank you for telling me. i might have jut not seen that if its actually written somewhere
 
Oh. I downloaded the regular one from the page, not any type of port. But i didnt know it wasnt made for 2.2.13. Thank you for telling me. i might have jut not seen that if its actually written somewhere
that's just how some mods are for 2.2.13
 
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It's really fun to pop on xmomentum with a character that isn't modern sonic. Turns it from a boost formula game, where you can instantly go fast from a button, to something more momentum based, like Spark the Electric Jester 3, where speed is gained through the level itself, and you need to keep that speed through quick reactions.
 
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