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[Released] - Onett M

soopercool101

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Joined
Sep 28, 2013
Messages
389
I recently have been working on a balanced Onett for Project M. It still is in a slightly rough state (i.e. Players 3+4 die in a 3-4 player match upon spawn), but I will obviously be able to fix that before an official release. The one problem that I have to fix before all others is one that is quite massive, to say the least: the stage causes freezes. Now, I've encountered freezes and crashes before while editing stages, but this is unique in that it freezes whenever it should go to the results screen (including A+L+R+Start). I have no idea what could be causing this and now turn to those more experienced for help.

Tl;dr: I'm making a stage over Onett that breaks the game after a match ends. Send help.


UPDATE: The stage is complete! Check this thread for it, my balanced Luigi's mansion, and any future stages that I make
 
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soopercool101

Smash Journeyman
Joined
Sep 28, 2013
Messages
389
Other possibly helpful info:
  • The stage is ported over the Project M Final Destination, and requires such as a base rel
  • Because I have no model-editing software, I could only use bone edits, and as such a oddly-textured Fourside is hidden underground
  • Due to a problem with the lighting for the UFO, the lighting is Fourside's in all regards except Character lighting, which is Onett's.
  • SOMETIMES causes Dolphin to crash before a match. Also not sure why this happens.
 
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Fortress

Smash Master
Joined
Oct 2, 2013
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3,097
Location
Kalispell, MT
You might want to hop to the Customized Content section of the boards. People seeing this thread here without actually looking at it may just assume that it's a stage you downloaded and tried to put it, not one you're making. I've no idea myself what could be causing the issue, but having a real Onett would be neat.

EDIT: We... we are in that section of the forums. Cary on. I just woke up. That's my John.
 
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Rage83

Smash Ace
Joined
Dec 14, 2013
Messages
631
I recently have been working on a balanced Onett for Project M. It still is in a slightly rough state (i.e. Players 3+4 die in a 3-4 player match upon spawn), but I will obviously be able to fix that before an official release. The one problem that I have to fix before all others is one that is quite massive, to say the least: the stage causes freezes. Now, I've encountered freezes and crashes before while editing stages, but this is unique in that it freezes whenever it should go to the results screen (including A+L+R+Start). I have no idea what could be causing this and now turn to those more experienced for help.

Tl;dr: I'm making a stage over Onett that breaks the game after a match ends. Send help.

The stage in progress. Included .rel is required to port over Onett, otherwise can be placed over P:M's Final Destination.
I saw some major filesize issues. I'm working on them atm.(If a stage's filesize is dangerously close to the limit, then weird stuff like that can happen. :p )
 

soopercool101

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Sep 28, 2013
Messages
389
I saw some major filesize issues. I'm working on them atm.(If a stage's filesize is dangerously close to the limit, then weird stuff like that can happen. :p )
Interesting, I knew this, but I thought it wasn't the issue as many other stages that work fine in my build are much larger. For instance, Pokemon Stadium is around 700 kb more. Does the limit depend on the stage slot?
Regardless, thank you for your help, I am still pretty new at this. :)
 

Rage83

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Dec 14, 2013
Messages
631
Interesting, I knew this, but I thought it wasn't the issue as many other stages that work fine in my build are much larger. For instance, Pokemon Stadium is around 700 kb more. Does the limit depend on the stage slot?
Regardless, thank you for your help, I am still pretty new at this. :)
The filesize does depend on the slot. the question is whether it's using FD's limit, or Onett's one(due to the REL port). Anyways, I'll send ya my smaller one. https://www.dropbox.com/s/l3kzccchxp6pqeg/STGDXONETT.pac
 

soopercool101

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Sep 28, 2013
Messages
389
The filesize does depend on the slot. the question is whether it's using FD's limit, or Onett's one(due to the REL port). Anyways, I'll send ya my smaller one. https://www.dropbox.com/s/l3kzccchxp6pqeg/STGDXONETT.pac
Sadly, it didn't work and also made the main platform invisible, so that's not it. If I can't figure this out soon it might just be faster to simply redo the stage. I might try porting it over to Brawl's FD. I noticed that they use different rels, so the problem might be a quirk in how the Project M FD handles change.
 
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Rage83

Smash Ace
Joined
Dec 14, 2013
Messages
631
A note. If you need to have an invisible Fouride below the stage, then use the one from Project M 3.02(It's optimized, model rework, etc.).
 

soopercool101

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Joined
Sep 28, 2013
Messages
389
A note. If you need to have an invisible Fouride below the stage, then use the one from Project M 3.02(It's optimized, model rework, etc.).
Really? I've been using the one from 3.0, as my 3.02 build uses the competitive Fourside hack. I don't have an unedited 3.02, so if you could give me that file I'd really appreciate it (So I don't have to re-download the entire thing)
 

Rage83

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Dec 14, 2013
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Thank you! I'm going to also try shifting what I have to a Brawl FD base to try and isolate the issue!
Actually, the fact that you had it using an rel(and be put on top of) a file for PM FD is probably your whole issue right there(although i'd still recommend the Fourside fix).
 

soopercool101

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Messages
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Actually, the fact that you had it using an rel(and be put on top of) a file for PM FD is probably your whole issue right there(although i'd still recommend the Fourside fix).
It's the collisions. I don't know why, but the problem lies with the collisions. Which means I have to redo them. Yay. :facepalm:
 
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soopercool101

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389
Well, I was....off a few times. xD
Me too. Of all the things I possibly thought of that could be wrong, I did not think of this. However, it could be that there is some part of the collisions that prevent it from transfer between two different stages, which is the only reason I can think of to make this make sense.
 

Rage83

Smash Ace
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Dec 14, 2013
Messages
631
Me too. Of all the things I possibly thought of that could be wrong, I did not think of this. However, it could be that there is some part of the collisions that prevent it from transfer between two different stages, which is the only reason I can think of to make this make sense.
Maybe some kind of "artifact" is left over from PM FD. I did see that you left the animations untouched from said stage....
 

soopercool101

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Messages
389
Maybe some kind of "artifact" is left over from PM FD. I did see that you left the animations untouched from said stage....
Well after I uploaded that I tried a version which deleted all animations and that had the same issue, so idk. Anyway, I ported over the new Fourside without issue, so that's good. I also rescaled it to be smaller (Not sure if it will help, but it will definitely be less annoying)
 
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Rage83

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Well after I uploaded that I tried a version which deleted all animations and that had the same issue, so idk. Anyway, I ported over the new Fourside without issue, so that's good. I also rescaled it to be smaller (Not sure if it will help, but it will definitely be less annoying)
Nice. As for what I remember about Brawl FD bases, they tend to use ModelData1 as the BG, ModelData2 for the main stage, ModelData100 is StagePosition as usual, and ModelData101 is for Pokemon Trainer's BG platform bones,
 

soopercool101

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Sep 28, 2013
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Nice. As for what I remember about Brawl FD bases, they tend to use ModelData1 as the BG, ModelData2 for the main stage, ModelData100 is StagePosition as usual, and ModelData101 is for Pokemon Trainer's BG platform bones,
Yep, have the five models I need for the Onett BG working in ModelData1, and Fourside working in ModelData2. Since this is designed for Project M, I'm probably not gonna bother with Pokemon Trainer, and let him pretend that he's just on Final Destination instead. :p
 
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Rage83

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Dec 14, 2013
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Yep, have the five models I need for the Onett BG working in ModelData1, and Fourside working in ModelData2. Since this is designed for Project M, I'm probably not gonna bother with Pokemon Trainer, and let him pretend that he's just on Final Destination instead. :p
So..Red taught Mewtwo how to telekinetically float? xD Also, I made an awkward PrevBase by previewing the collision data:
MenSelmapPrevbase53.png
 

soopercool101

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So..Red taught Mewtwo how to telekinetically float? xD Also, I made an awkward PrevBase by previewing the collision data: View attachment 9849
I just finished porting over the lighting, so I made a couple new ones:



These are meant for those who use the stage expansion pack, as they are at a reduced size compared to the default ones in Project M. However, the one you uploaded was the same size, so I'm sure you're fine with that.

Anyway, I ported over the camera and positioning from Project M's FD without issue, so tomorrow I'll remake the collisions and hope nothing goes wrong again. This means I'll probably be done with the platformless course tomorrow, and I'll post it then.
 
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Rage83

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I just finished porting over the lighting, so I made a couple new ones:



These are meant for those who use the stage expansion pack, as they are at a reduced size compared to the default ones in Project M. However, the one you uploaded was the same size, so I'm sure you're fine with that.

Anyway, I ported over the camera and positioning from Project M's FD without issue, so tomorrow I'll remake the collisions and hope nothing goes wrong again. This means I'll probably be done with the platformless course tomorrow, and I'll post it then.
Cool. Thanks again, by the way. I need to get off now, but we'll probably run into each other tomorrow anyway. :p
 

soopercool101

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So...Any luck with it yet?
Had some things to do this morning, but I'm back to work. I still have to finish refitting the collisions, as well as slightly edit blast zones and place spawns, before doing some final tests on a physical Wii instead of Dolphin. Without any more major problems, it should probably take somewhere around 1.5 hours. I'll post the course soon as its finished.
 
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Rage83

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Had some things to do this morning, but I'm back to work. I still have to finish refitting the collisions, as well as slightly edit blast zones and place spawns, before doing some final tests on a physical Wii instead of Dolphin. Without any more major problems, it should probably take somewhere around 1.5 hours. I'll post the course soon as its finished.
I've had a busy morning as well. Thanks for everything again. I've been trying to find(or create) competitive versions of stages for my build as of late. Speaking of which, I found ones fro Port Town and Shadow Moses.
 

soopercool101

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I've had a busy morning as well. Thanks for everything again. I've been trying to find(or create) competitive versions of stages for my build as of late. Speaking of which, I found ones fro Port Town and Shadow Moses.
I think I know which ones you mean, as I recently got (probably the only) one for port town. And I'm assuming you mean the Shadow Moses themed floating island.
 

Rage83

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I think I know which ones you mean, as I recently got (probably the only) one for port town. And I'm assuming you mean the Shadow Moses themed floating island.
Yeah, I'm using PMCE's Port Town, and Floating Moses Island(lol). I wonder if anything's out there for Rainbow Cruise.
 

soopercool101

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Yeah, I'm using PMCE's Port Town, and Floating Moses Island(lol). I wonder if anything's out there for Rainbow Cruise.
I haven't seen anything that is made out of Rainbow Cruise, though looking at the file makes me think it wouldn't be too hard to do.
 

soopercool101

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389
The stage is complete! Check this thread for it, my balanced Luigi's mansion, and any future stages that I make!
 
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