Dreamcast Conversion Update 11 public beta test General changes All levels and models are now loaded from external files in the mod's system\data folder All Adventure Fields, boss battles and the majority of Action Stages have been re-exported from the original Dreamcast game with new transparency and collision fixes All ingame models with vertex colors (from <10 up to ~120 in every level) have been replaced with their Dreamcast counterparts, which resulted in improved visual and lighting accuracy to the original game - a total of 830 SADX models are now being replaced by the mod All stray material colors in the entire game have been fixed to match the Dreamcast version The mod has been thoroughly reworked to use a less hardcoded system for texture and UV animations The levels now use custom material/COL flags to tell the mod which models need transparency fixes, alpha rejection fixes, white diffuse etc. The models for a specific stage now load when that stage loads - this makes the mod start up a bit faster at the cost of slightly longer title card display The "Extra" option in SET Layout Fixes has been removed, and the "Normal" SET Fixes are now the default option The "Off" option in SET Layout Fixes has been replaced with a separate option "Use original Dreamcast SET files" Added a config toggle for white diffuse (leave it enabled for a Dreamcast-like look) The Light Speed Dash distance hack has been toned down to avoid various speed-related issues All "SetClip" functions from SADX have been disabled to avoid interfering with Dreamcast levels Item capsules (including the "air" version) now look much better The title screen transition is now much faster and doesn't lag during the crossfade The transition between the Options screen and File Select is now a lot less awkward Fixed transparency issues involving Metal Sonic's afterimage effect Improved the look of Master Emerald shards (but with disabled transparency) in Knuckles' stages The animals now use original Dreamcast models and animations when not in a Chao Garden Reworked the transparency fix for shields in Gamma, Zero and other E Series robots Cutscene fixes The helicopter in Sonic's first cutscene is now rendering correctly Chaos' puddles now render much better in several cutscenes The cars now load properly in the cutscene before the Egg Walker battle The camera transition after Sonic's Light Speed Dash cutscene in the sewers is no longer awkward Fixed a number of transparency issues with Master Emerald pieces and light rays in various cutscenes Several other objects (Chaos Emeralds, Tornado 2 pre-transformed) now render much better in cutscenes Gamma uses the proper hover animation and is no longer stuck after landing in some Egg Carrier cutscenes Fixed several issues with Sonic's jumps in the cutscene where he follows Eggman escaping from the Egg Carrier Restored Sonic's pose when he lands at the start of the Egg Viper cutscene Station Square Added more transparency fixes for level objects (pool chairs/parasols) Fixed fadeout of the breakable fence (OMSaku) in Gamma's version of the stage Fixed an animation error with car wheels Minor transparency and lighting fixes for level models Egg Carrier The EGGMAN buttons that unlock the Chao Garden now look identical to their Dreamcast counterparts Added a collision model (from SADX) around the transporter that is only active during gameplay Fixed various minor transparency issues around the level Improved the look of the table in Eggman's room Fixed material colors/palette selection on various objects Lighting/material fixes for Egg Carrier NPC models Transparency fixes for some objects (crashed Tornado 2) Replaced the entire model used in the Egg Carrier's transformation scene Some UV-less level models have had UVs ported from the SADX version of the level for better visuals Repositioned Gamma's Laser Scope upgrade that was previouly under the floor Fixed the water in the water reservoir room to render above Gamma's upgrade The Chao Garden transporter effect looks a bit more vibrant now (better queue flags) Mystic Ruins Improved the look of Master Emerald glow Improved transparency handling in the jungle area Fixed some minor transparency and lighting issues with level models (e.g. the light above the door at Tails' workshop) Reworked the collision fix in Tails' workshop The sill of Tails' workshop was using a wrong texture and SADX vertex colors - this is now being replaced properly Added dynamic collision to the pond that turns on in Mission Mode when playing as Amy Reworked the Final Egg base fix - the model should look much better now, including the glass corridor Restored several SET objects at the MR base that were removed previously The fire/glow effect that shows up when Knuckles unlocks Lost World now fades in/out Fixed transparency on the Ice Cap door Restored several objects (Wind/Ice Stone) that weren't replaced properly in previous versions of the mod The glow of "goal" emeralds in Windy Valley, Ice Cap and Casinopolis is now replicated 1:1 Past The reflections around the altar now look more like their Dreamcast counterparts The underwater parts of palms around the altar now render properly The stairs in Echidna City are now SET objects like in the Dreamcast version Emerald Coast Various small material/lighting fixes (e.g. crashed proto plane) The glass thing at the end of Act 1 now renders a bit cleaner Windy Valley Fixed a number of transparency issues involving various objects, such as fans Act 3 has been reworked to render the paths with minimum alpha rejection Fixed a code error in SADX causing dandelion fluff to move too fast in Act 3 Fixed a stuck dandelion seed sprite that appeared at some camera angles Fixed a collision issue with the breakable wall Twinkle Park Added extra collision in Act 1 from the SADX version of the level Fixed a number of transparency issues involving Twinkle Park and Twinkle Circuit objects Speed Highway Added collision data from the SADX version of the level at the beginning of Act 1 to prevent clipping through the road at high speed Reworked Act 3 window transparency fixes Fixed various issues with objects that have glowing lights Improved the look of the helicopter light Red Mountain Reworked the clouds transparency fix so that various ingame effects can overlap them properly Sky Deck Reworked the misrotated debris fix to use original Dreamcast models Metal struts transparency is enabled automatically when the d3d11 mod is detected Lost World The ceiling lights in the snake room now look identical to the Dreamcast version Improved the look of the wall panels in Act 2 when they light up The "dust" effect that appears when the wall panels light up is now identical to the Dreamcast version Restored some more grass models that were edited in SADX The small fire particle is now scaled the same way as in the original game Restored the unused AokiSwitch model (used by another mod) Ice Cap Fixed some minor transparency issues with various objects Resolved underwater collision issues in Big's level by copying over water collision from the SADX version of the level Casinopolis The yellow decoration (OTDenki) now renders properly Removed duplicate yellow decoration object from the SET file Fixed all water collision fixes in Act 1 and reworked the water under the ships on the second floor Transparency improvements for NeonK and the Cowgirl Improved the look of Ideya caps Added missing UV animations that are supposed to play when Sonic is about to be transported to a pinball stage Fixed fadeout flickering with onscreen text in NiGHTS pinball Restored several minor objects that weren't included previously Fixed some draw distance related artifacts in NiGHTS pinball level Final Egg Lots of new transparency fixes for level and object models The plasma cylinder (OTatekan) now looks identical to the Dreamcast version Improved draw distance for plasma objects (OTatekan/OTexture) so that they don't pop in too late The light under the floor in Amy's puzzle room now renders better Fixed the transparency/materials on several camera/light objects, which now look identical to the Dreamcast version Fixed an animation issue with the fans in Act 3 Hot Shelter Improved the look of the blue lights when they are behind a glass surface Lots of transparency fixes for level and object models The breakable flasks/bulbs at the end of Act 1 now render much better The glass floor in Amy's puzzle room and the lights underneath it now render without clipping or missing faces Subgames Fixed several lighting differences with Sky Chase enemy models and restored more models The blue beam that shoots down the Tornado now renders above the clouds for better visuals Bosses Police car spotlights in Chaos 0 now look a lot closer to the original game Chaos' puddles in Chaos 0 and Chaos 2 now render without missing faces Fixed a number of transparency issues with Chaos 2, which now looks a lot closer to the original game Improved the look of the floor light and the chandelier in Chaos 2 Several transparency fixes for Chaos 4 level models Added a workaround to render Chaos 4 above or below the water depending on its Y position Improved the look of Chaos 6, which now has a lot less transparency problems Fixed a glitchy frame in Chaos 6's walking animation Completely fixed the water layers in the Perfect Chaos level Fixed/improved the looks of several Chaos' attacks in Perfect Chaos The missile in Egg Walker no longer has missing faces The fire in Egg Walker no longer flickers when it's supposed to fade out Fixed Eggman not being visible behind the glass in Egg Viper cockpit The dust effect at the bottom of the Egg Viper level now looks a lot closer to the original game The lighting effects in Egg Viper are now more accurate to the original game Fixed all transparency issues involving Zero and E101R's attacks/effects The electric barrier effect in Zero now fades in/out depending on whether the barriers have just appeared/exploded