A total conversion mod for Sonic Generations on PC. This mod requires the base game installed from Steam.
This unofficial project ports most of Sonic Unleashed's daytime levels from the Xbox 360 version into Sonic Generations on PC. It also includes any improvements that are deemed as necessary to accomodate to the better control scheme, higher resolution graphics, and much smoother framerate.
An extended version of this post can be found here.
Installing the mod
Extract the contents of the file you downloaded to anywhere you want. Find where Sonic Generations is stored on your computer.
For example: "C:\Program Files (x86)\Steam\steamapps\common\sonic generations"
Simply copy the extracted files to the game's directory.
Run SonicGMI.exe as Administrator* (should be located in the same folder where SonicGenerations.exe is). If your Sonic Generations exe is not modified yet to support mods, simply click the Install/Uninstall button on the bottom.
*: Running as administrator is not a requirement, but it seems to help when creating the FxPipeline renderer.
Once your game is set up to support mods, all you need to do to play is enable them via SonicGMI.
To play the Unleashed Project, simply check the box next to its name on the mods list. If you intend to use the FxPipeline renderer, you should also enable the "Unleashed FxPipeline Shaders" mod the same way. Both configuration examples are shown here.
Installing FxPipeline Renderer: Check the "Enable FxPipeline Renderer" box as shown here, and click on the "Create alternate executable" button. Please note this is a one-time operation only. Once it's available, the Save and Play button will be enabled.
Update: Click on "Download Update" while selecting the FxPipeline shaders to fix the constant blur bug. (Intel / Some AMD Cards)
There's an optional mod called "Unleashed Project Low End", which simply overrides various settings in the game to try to improve performance as much as possible, while sacrificing many graphical effects.
Unleashed Project Configuration with FxPipeline with Low End Mod
Unleashed Project Configuration without FxPipeline with Low End Mod
Unleashed 360 vs Unleashed Project comparison
4k Unleashed 360 vs 4k Unleashed Project Screenshot
1080p Unleashed 360 vs 1080p Unleashed Project Screenshot
Unleashed Project 1080p Screenshots
Click on the thumbnails for the full-resolution version.
Send us an e-mail regarding the Unleashed Project at firstname.lastname@example.org
This is a post that was supposed to come a long time ago, but I never really got around to finishing it in time. Since it's time for the MOTY voting awards, it sounds like a good time to wrap this up.
This is a technical breakdown of all the events and research that went into developing this mod, starting from its early inception a month after the release of Sonic Generations for PC/360/PS3. This also includes an indepth explanation of most replacements, workarounds, and design decisions that made it into the final product. It should be an interesting insight into how modding a game that has absolutely zero official modding tools or support works, and all the problems that had to be solved as a result. There might be some inaccuracies on the timing of the events, but most of what I explain here can be checked on the 255-pages long hacking topic over at Sonic Retro.
What about future updates?
I've ran into some problems with the updating infrastructure, so I'm looking for a good solution first. The only update so far since release has been for the FxPipeline Shaders mod, and I recommend you to update it if you had the "blur" bug present in Intel HD and newer driver version Radeon 7000 cards. Apart from some minor layout changes to fix bugs in some levels, there's not much else to patch other than adding brand new content. The issues with freezing aren't fully reported in detail, aren't consistent to reproduce, and further access to CPKREDIR's source code and debugging functionality is needed to track the problems. I've heard the Low End Mod might be causing more troubles than it solves, so that's probably worth disabling to see if it fixes some issues or not.
I can't really promise if new content is coming or not, as I've felt THIS particular project itself is mostly finished unless there's some strides in hacking for getting more level slots to work. I'm not a huge fan of the current alternative of having to split mods, especially with how savefile compatibility and managing the files in general would work. But that doesn't prevent anyone else from trying to do more content now that I've explained most of the work necessary. With that said, anyone has my permission to reuse the custom assets or files included in this mod as long as they're properly credited.
Thanks for reading, and I hope these articles are an interesting insight into the development of this project. We're very grateful for the support you all provided us over the entire year we spent on this mod, and all the team is really glad you all got to enjoy the final product.
A new mod by TwilightZoney, which replaces Modern Sonic's model and animations with the ones from Sonic Unleashed. He put a lot of work into adapting the animations properly to the new skeleton, and converting almost all of the animations in the game to be compatible with both the Unleashed Project and regular Generations:
Remember to participate in the voting for the Mod of the Year 2013 awards! We'd really appreciate your vote as well. If you'd like to vote for us, go to the mod's main page. Scroll down and you'll find the voting button right below Professor Pickle.
First total conversion mod for Sonic Generations released, after 1 year of development. Play eight stages completely readapted from Sonic Unleashed, with...
Our latest work and a detailed FAQ regarding most of your questions.
The deadly child from many of the beach tropes in Sonic games.
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