Wrong texture for some fireworks sprites at the end of Metropolis
They seem to be using the texture for the road barriers that are on the track for some reason.
This is a weird one, seems those sprites aren't drawn with the normal 2d/3d sprite functions, but looks like they're actually a 3D model which I guess draws them as billboard sprites somehow.
It's odd that fireworks seem to display fine up until game shows the GOAL screen, wonder if it's some memory issue where the fireworks start to unload and then road marker loads in its place, or maybe the GOAL fireworks just use some other model which included wrong texture for some reason.
Does anyone know if this happens on other C2C ports?
Does anyone know if this happens on other C2C ports?
I know this also happens on C2C XBOX Port:
That's a pretty funny glitch.
Are there multiple firework textures? I can only find F785C0C9_128x128.dds, which is the red one.
It looks like 6828F233_32x32.dds is the white one, which is one single ember that is tiled for some reason. I have yet to find the purple or green ones.
Ah turns out it's code in DispStage that was drawing the fireworks, but using the wrong ID for them, should be fixed in https://github.com/emoose/OutRun2006Tweaks/commit/f1ed60b8494428f02488f52efb93372e5d36dc5f, luckily no need to edit the stage models 🐱.
Build at https://github.com/emoose/OutRun2006Tweaks/actions/runs/10903615900
Ah, another classic simple mistake. I guess that's what happens when you have 6 months to port a game. Thanks for the fix.
With this fix enabled Fireworks now don't play at all on my end once in the ending animation, tested in all modes with Goal B available, also tested with Texture Replacements disabled:
With the fix disabled
One step forward, one step back. I'll test it on my end too but it's probably the same.
Edit: They actually do play as intended now (just tried Goal B time attack), so it's something on your end. Hope it can get fixed.
https://streamable.com/0kssce