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What would you have added if you could mod the game.

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Post  NeoVamp Sat Nov 28, 2015 1:33 am

CajNatalie wrote:Edit: I mean, look at how bad this is!

Some control points don't have anything to do with the game, like the one you pointed out. that one isn't even used in the game.
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Post  Guest Sat Nov 28, 2015 2:23 am

NeoVamp wrote:
CajNatalie wrote:Edit: I mean, look at how bad this is!

Some control points don't have anything to do with the game, like the one you pointed out. that one isn't even used in the game.
That was the character hurtbox control point. We've already learned how to manipulate that one.
Nice try.

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Post  NeoVamp Sat Nov 28, 2015 3:04 am

CajNatalie wrote:Nice try.

Whatever Bitchy McBitch, Go waste your time fixing a control point that isn't even used in the game.
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Post  Guest Sat Nov 28, 2015 3:11 am

I already tweaked them, and okay I was being a bit too simplistic, it's not exactly a hurtbox, but the closest thing there is, as it has weird effects and the game defaults a lot to sprite intersection.
You're very friendly, but have no idea what Russia has done with V5.

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Post  NeoVamp Sat Nov 28, 2015 3:45 am

CajNatalie wrote:You're very friendly, but have no idea what Russia has done with V5.

I am very aware of what Russia has accomplished when it comes to tools, but that's what they did. (years ago)
You're just here trying to sound like a skilled dev and talking to us about how an unused control point is somehow a horrible game breaking bug.
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Post  Mr.Din Sat Nov 28, 2015 6:31 pm

Can always count on Vamp to crawl out of whatever ass he was shat out of to be useless every now and then. Very Happy seriously when have you done anything but whine and bitch about something someone else is trying to do? LOL

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Post  Charco Mon Nov 30, 2015 3:02 pm

Keep it civil everyone.

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Post  Mr.Din Tue Dec 01, 2015 12:54 am

The prick isn't coming back anyway, he just comes here to stir shit and leave smh. If Caj and crew decide not to continue work here or lock up shop it'll be because of folks like him. I'll concede however, not worth the energy.

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Post  Charco Tue Dec 01, 2015 1:41 pm

As I said, let's keep things civil.

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Post  Guest Tue Dec 01, 2015 3:02 pm

I wanted to use the 'unhearable' in BK3 and 'rarely hearable' in SoR3 sword sound effect and replace that weird TSHHHK in V5.
But funnily enough, that's a sound that isn't in .wav form.
All the files we have, and I opened the dat and checked each one... we have every .wav that's in V5, but that TSHHHK sound isn't one of them.

It's not a .wav; it can't be data-patched...?!
The fuck? XD

If I could mod this thing I would!!! Razz

Update: Oh of course, it's in R- Victy's wav files (we didn't get the real Roo in V5). Well okay, there we go.
Shame it's shared. Razz


Last edited by CajNatalie on Tue Dec 08, 2015 9:13 pm; edited 1 time in total

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Post  Guest Sun Dec 06, 2015 7:57 am

- The Roo from SoR3 (V5 came with Victy from BKIII)
- All the missing bosses that were present in some of the games but not put in any version of SoRR, such as Robot Axel, the "Predator", Harakiri, and whoever that old man with the rockets is.
- The ability to choose Bare Knuckle Mobile Blaze
- The ability to use proper SoR3 palettes without other colors screwing them up
- The ability to add vehicle scenes and hazards like the bulldozer, breakable floors, and Dr. Dahm's claw in SoRMaker
- An ammo system for Mr. X's and Rudra's projectiles, including the ability to pick up additional ammo.
- Shortening Jet's grab range
- Putting Rudra in the Remake Boss Rush and allowing to use the full version of her in SoRMaker
- Fixing some of the characters that were not as good as in the original such as SoR3 Axel and Roo
- Making all enemies playable like in the Streets of Rage 2 Syndicate Wars hack
- Giving every character a running special attack (not all of them have this feature)
- Let the player choose which character to test with in SoRMaker without having to go and change the profile editor
- Make it easier in mods to tell where the rail cart is coming from (in the original, the track that rumbles the most is where it appears)
- Anything else I can think of that I didn't yet put on this list


Last edited by SoulFireBlaze on Wed Jan 13, 2016 8:44 pm; edited 1 time in total

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Post  Saven Sun Dec 06, 2015 1:49 pm

SoulFireBlaze wrote:- The Roo from SoR3

Huh? He's already in the game. Unless you mean the US/EU version that plays like him or palette wise?
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Post  Guest Sun Dec 06, 2015 2:12 pm

Saven wrote:
SoulFireBlaze wrote:- The Roo from SoR3

Huh? He's already in the game. Unless you mean the US/EU version that plays like him or palette wise?
As in the extra hits to put his damage up to keep up with the added difficulty.
Roo is the final version; Victy is the one with missing damage.

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Post  JoyJoyfulRabbit Sun Dec 06, 2015 5:16 pm

SoulFireBlaze wrote:- All the missing bosses that were present in some of the games but not put in any version of SoRR, such as Robot Axel, the "Predator", and Harakiri

No one knows about rocket old man and robot Axel real name Break... Crying or Very sad
I had an idea to make Break and Old Man in SORmaker as bosses

- The ability to add vehicle scenes and hazards like the bulldozer, breakable floors, and Dr. Dahm's claw in SoRMaker

I wish too and I thought I want to put tank from SOR2 Jungle concept arts but maybe I overlapping with tank on one enemy (Robot X) similar to H.U.N.T.E.R Gaiden: Operation Nightsweeper Laser Guard boss...auto scrolling explosion.... longest road... :U
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Post  Guest Sun Dec 06, 2015 8:49 pm

CajNatalie wrote:As in the extra hits to put his damage up to keep up with the added difficulty.
Roo is the final version; Victy is the one with missing damage.

Roo in SoR3 also jumps higher. I did like the added moves in V5 such as throws and weapon and running attacks, and I think his Offensive Special in V5 does more damage than in SoR3.

JoyJoyfulRabbit wrote:
No one knows about rocket old man and robot Axel real name Break... Crying or Very sad
I had an idea to make Break and Old Man in SORmaker as bosses

I know about the "rocket old man" and that Robot Axel is called Break in BKIII. I just called him by that name instead.

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Post  Don Vecta Mon Dec 07, 2015 5:14 pm

We all know him by Break. Hell, he even appeared in this Project whatever RPG as Axel's antagonist along with some Robo X's. Razz

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Post  Mr.Din Tue Dec 08, 2015 12:36 am

SoR1 aka anniversary mode with SoR1 graphics. Ambitious yes but I'm a sucker for outdated graphics on modern concepts.

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Post  Don Vecta Tue Dec 08, 2015 5:31 pm

There's small kinks in SORmaker that could be somehow useful if we had options.


  • The Wall breakable item should be able to modify it's "health" bar so we can put different ones like in the original SOR3.
  • Overall breakable items should have custom lifebar.
  • The trolley trap should be able to contain items inside, like the bottle in SOR1/SORR.
  • Modify the behavior and pattern of the railway cart from the Happy Paradise tunnel (at least able to use one rail or two rails).
  • Able to modify the duration of the Sniper event. Either to add more shots or to be able to add it again further in the scene, not only once.
  • Able to custom the enemies appearing inside the Shutter event. Not only the default Galsia, G-1 and Nora.
  • Able to modify the Wind behavior from a permanent left to right, right to left or oscillatory as it is now.
  • More space for items/breakables. 10 each are just not enough sometimes.
  • Add Dr. Dahm's Crane as part of the Events, modifiable in health, pattern and whatnot.
  • Add a new vertical scroll conveyor to simulate Dahm's electric trap.
  • Add the electric trap option in SORmaker (wouldn't you like an electrified ring, for example?)
  • Able to modify the type of weapon inside any breakable item (Army Knives, P. Knives, Katanas, Kusanagis, etc.)
  • A lot more damage in the bottle break attack (remember Vendetta?). The stab could have the same damage as the knife.
  • Being able to reload weapons with ammo dropped by gun wielding enemies (Suits, Slash, X, Robo X). This way the peashooter would be less useless.
  • Make the Shotgun available!
  • Please, that stupid hitbox on fallen bikes was the most stupid feature added on v5.1. GET RID OF IT! Evil or Very Mad


I guess these are some of the features I'd like to have tweaked for more SORmaker options.

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Post  Xillatem Tue Dec 08, 2015 9:07 pm

Was the Mad Hatter Rocket Old Dude given a name in the Japanese SMS manual like the others? Wonder what it was....

(Same with Predator in GG SoR2)
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Post  Guest Tue Dec 08, 2015 9:15 pm

Don Vecta wrote:There's small kinks in SORmaker that could be somehow useful if we had options.


  • The Wall breakable item should be able to modify it's "health" bar so we can put different ones like in the original SOR3.
  • Overall breakable items should have custom lifebar.
  • The trolley trap should be able to contain items inside, like the bottle in SOR1/SORR.
  • Modify the behavior and pattern of the railway cart from the Happy Paradise tunnel (at least able to use one rail or two rails).
  • Able to modify the duration of the Sniper event. Either to add more shots or to be able to add it again further in the scene, not only once.
  • Able to custom the enemies appearing inside the Shutter event. Not only the default Galsia, G-1 and Nora.
  • Able to modify the Wind behavior from a permanent left to right, right to left or oscillatory as it is now.
  • More space for items/breakables. 10 each are just not enough sometimes.
  • Add Dr. Dahm's Crane as part of the Events, modifiable in health, pattern and whatnot.
  • Add a new vertical scroll conveyor to simulate Dahm's electric trap.
  • Add the electric trap option in SORmaker (wouldn't you like an electrified ring, for example?)
  • Able to modify the type of weapon inside any breakable item (Army Knives, P. Knives, Katanas, Kusanagis, etc.)
  • A lot more damage in the bottle break attack (remember Vendetta?). The stab could have the same damage as the knife.
  • Being able to reload weapons with ammo dropped by gun wielding enemies (Suits, Slash, X, Robo X). This way the peashooter would be less useless.
  • Make the Shotgun available!
  • Please, that stupid hitbox on fallen bikes was the most stupid feature added on v5.1. GET RID OF IT! Evil or Very Mad


I guess these are some of the features I'd like to have tweaked for more SORmaker options.
These are more like 'if V5 had another epic Maker patch' I'd love to see this. Very Happy

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Post  KFCutman Thu Dec 10, 2015 2:05 am

Imagine if we could add custom enemies and bosses to SorMaker?
[insert reason why this idea would be ba- oh wait, this is the best idea ever.]

Or imagine tweaking the damage of certain attacks of certain enemies?
Or an item-dispenser event?
Or an option for enemies keeping their weapons when being knocked down or thrown?
Or certain enemies not getting powers or attacks from weapons?

Heck, one time, I had a weird idea of a Trucker that couldn't be hit, but constantly threw insta-kill bottles at you, while you get bottles to throw at him, and between the two of you was an instant-death hole of doom.


As for more weapons...
-Shotgun (as mentioned)
-Being able to pick up enemies and use them as weapons, like in Dynamite Cop.
-Letting the Twins be able to use grenades, just like in Growl.To be fair, this could work in an April Fools update or mod, lol.
-Named weapons will look different.
-Molotov cocktails, which will be thrown to explode in fire.
-Gasoline barrels, which cover the ground in a flammable liquid and slows down players and enemies.
-Something that can be used to disable jumping on anyone who walks on it temporarily
-A machete, similar to a knife, except it can slice off limbs of surviving mooks.
-A jackhammer, nuff said
-A spear, nuff said
-A flamethrower, nuff said.
-A jetpack, nuff said.
-The Banhammer, a tool usable by debuggers to instakill EVERYTHING. It has 1337 bars of durability and does not vanish when dropped enough times.
-Satan's Gun, a pistol used by debuggers to instakill EVERYTHING. It has 666 clips of ammo, with one clip having 666 bullets each.


And for more mechanics
-Being able to arrest enemies that surrender, like in Dynamite Cop and Narc.
-Being able to slice off limbs of punks, disabling attacks from that hand or leg. When all the limbs used for attacking get removed, it would obviously surrender.
-Better giblets, not being sliced into two on the common mooks, but more like actual flying body parts you'd see in an FPS like Team Fortress 2 or Doom, or to an extent, the beat em' up Growl.
-Suits can pick up guns.

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Post  Mr.Din Fri Dec 18, 2015 4:30 pm

Organized and expanded palettes, the former would make palette editing more user friendly, say what you will but not having to guess which color is which made the feature more fun and easy to use in rushing beat.

The latter obviously is a miniscule detail but separating the white on skin from the white on the clothes would've gone a long way, looking at you Cody, Axel, Trucker. Also the palette work done by caj to allow for the SoR3 palettes was pretty nice. I'll be working with her to make a patch for this. You would have to make new palettes for your mods but you'll have more options. Smile

More cpu options, in particular setting up cpu to select certain characters in specific scenes if the option is on. Imagine the dynamic things you can do with this like having Shiva team up with you after defeating him in previous scene for example. Also since the Cpu has a wait function maybe setting scenes where a cpu doesn't join until a certain spot.

I had something else on my mind but I can't remember what it was lol.

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Post  Guest Fri Dec 18, 2015 4:46 pm

I guess this may become 'what can't you mod but you wish you could'. Twisted Evil

Regarding the CPU thing, I'd love to set rosters to mods with them unlocking characters in certain scenes.
For any player who's beaten the mod they should have the option to ignore the settings if they want to have fun with a certain character, of course.

Being able to script characters joining up like Shiva/Ash/VictyRoo, and then with Din's CPU option to make the CPU auto-join with one... the potential in mods would be damn awesome.

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Post  KFCutman Sat Dec 19, 2015 1:54 am

Mr.Din wrote:Organized and expanded palettes, the former would make palette editing more user friendly, say what you will but not having to guess which color is which made the feature more fun and easy to use in rushing beat.

The latter obviously is a miniscule detail but separating the white on skin from the white on the clothes would've gone a long way, looking at you Cody, Axel, Trucker. Also the palette work done by caj to allow for the SoR3 palettes was pretty nice. I'll be working with her to make a patch for this. You would have to make new palettes for your mods but you'll have more options. Smile

First off, this is something that NEEDS TO HAPPEN, I'd love seeing a better palette editor (I've released my enemy palettes to the public, they could be better), and being able to separate certain colors of clothing (fuck you Blaze, with green on your thighs) to different areas.

As for patches, is that even possible? Adding a mod to SoRR? is that something that needs the power of RUSSIA!?

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Post  allbmw Thu Dec 24, 2015 8:30 pm

I wanted make Abadade and Onihime also Break like playble characters but i cannot unpaked Sor.dat fail Wink


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