i'm just gonna throw some more things i've found out there. like the visible red in empire city i mentioned before, i actually did see the red in arid sands in the pic below. it was more pronounced on another try, but i didn't cap it fast enough. also in arid sands is a very noticeable clifftop that disappears for about half a second at the second picture, then reappears once the pulley lifts you back up. odd, quick, but very noticeable. there's a more extreme example of this in windmill isle at the checkpoint just before the long rail section - VERY noticeable there.
when i was messing around with the files, i managed to accidentally the whole game, and it was glorious. i even got to experience my own Generations Project moment in CTE. posted a few images form that as well. i especially enjoyed the amazing technicolor truck.
the space between lanes when wallrunning in SC seems off, despite it being correct in earlier preview videos. pretty sure there's a QS bit in empire setting that has the same issue. might just be ring location. i also think the sky intensity scale should be put back to 1, since that's what it was in the original game (subtle difference), though that's not a big deal, either.
EDIT: deleted wall of text pertaining to camera info AGAIN. also found an easily repeatable oversight in dragon road, with the spinning platforms (next to last pic below). you can usually enter the spot in the picture, and can only leave by passing through a similar spot on the lower step's wall. one other smaller thing is at the begining of the tutorial stage, the seam of the skybox is directly in front of you on display (final pic). simple flipping it might be a good idea, or to a side. similarly, you can spot the seam here and there in other stages too, even if only once or twice. the fact that the sun isn't lined up with the shadow direction in rooftop run is also not a big deal, but again has to do with the skybox orientation. and if anybody knows a simple way to have the level of focus on the DOF to actually be affected by longer distances, i'd be interested as well, since the original game has a much more pronounced blur on very distant/sky scenery than is posssible by default (or by adding simple focus values). EDIT: noticeably more blurry when running at the original resolution (880x720), although maybe too much so.
i also noticed that the mountaintop oterrain in windmill isle 2, during the long run down down the lane after the first rail section, are visible some time before the mountains themselves, and looks odd. i don't have a pic, but it's easy enough to see when playing.
i'd still like all of the cam distance/tracking/FOV settings to make a return, though. it's also a major shame that certain camera objects don't exist/function in generations, because some of the transitions in unleashed were hella smooth, and even little things like the first dragon in chun-nan obviously gives you more lead in to when it ends, but the dizzying run down is a bit less interesting, i think. maybe a few angles in some existing cams could still be adjusted slightly in a later update, like rooftop run's clocktower springs, to help mask the flat field sprawl not being there yet (or maybe pulling back a little on the descent for the same reason). or earlier on when you first get launched after the quickstep alley bit to help hide the fact that the sky is below the buildings. as for the original cams, it technically isn't that hard to do, by simply comparing locations and values in GLVL (but leaving the 2d/3d transitions and complex tracking cams be as they are now), but it'd be pretty freaking tedious.
i think i've wall-of-texted enough, so i'm likely going to go into hiding for now (for real). if you're interested in the Unboost mod, it should be available now. and, if it seems like all i do is complain or notpick, i'm not really too upset. most of what i have nagged on is easy enough in the right hands, anyway, and i've just messed around and done various things for myself, anyay.
Edited by darkmelee, 11 July 2013 - 03:13 AM.