Hello! It's been a while since I checked in on this project here. Amazing work! This is definitely my favorite way to play this game, and has been for a while now. However, I have a few questions on the feasibility of some potential improvements to the project.
1. During in-engine cutscenes that take place after obtaining the Gravity Suit, Samus' suit is still set to the Varia Suit like in the original game. The disconnect between the ingame Gravity Model (which looks great) and the cutscenes is kinda annoying for me, so I was wondering if there's a way to set the model in the cutscenes to the Gravity model. Admittedly, I don't know how the ingame cutscenes work, so please tell me if this is infeasible.
2. This is more of a subjective take, but I think the aura of the Gravity Suit is cool to still have, the pink aura combined with the new Gravity model doesn't look the greatest. Would it be at all possible to change the aura to a light blue? That way, it would match the way the Gravity Suit looks in Prime 1, and would look hella cool in my opinion. My best guess is that the aura is either a texture or a vertex color, and while I don't know too much about how the game handles the aura, it may be doable.
3. I think the Missiles in third-person, for the most part, is a massive boon for the game. However, there are two major bugs with it:
A. You can shoot Super Missiles in third person by releasing a charge while holding B. This works, but this can be done even before the player obtains Super Missiles in the main story, allowing the player to trivialize most of the combat beforehand if they wish (I personally don't abuse it, but I think the mod would be tighter with this fixed). Is it possible for Super Missiles to only be allowed when the player obtains them in the intended way?
B. This is a less pressing issue, but the player can third-person fire missiles even before they obtain them in the story. Admittedly, they're limited to 10 and can't refill them until they get Missiles during the Brug Mass boss fight, but it's still a bug nonetheless.
4. Possibly the most destructive bug is the way the new concentration mechanics work. While allowing the player to use energy Concentration anytime is a good idea, it's possible for the player to use it above their E-Recovery Tank level, which results in them losing health if they perform Concentration. While I'm well aware of this and don't energy recover above the E-Recovery threshold, it could confuse and frustrate newer players. If there's any way to fix this so the player can only recover below the E-Recovery level, this would be great.
Thank you for working on this project!
Hi there!
Glad you're enjoying the project, I'll try to address your points:
1. This is a known issue, and one that should be possible to fix, but I haven't found out what part of the code, or which file, is in charge of loading which model for the in-game cutscenes post-Sector Zero. It's on the Known bugs / Todo list.
2. That's certainly possible, I'd have to check what does the Gravity aura, if it's a texture within the actual model or if it's loaded as a normal texture apart from it, shouldn't be too hard to change it, was there any part in MP1 where the Gravity suit had an actual aura? I'll have to give that one a proper thought, since it'd have to be more in-line with Super Metroid instead of the Prime series, given how Other M is more of a direct sequel to Super.
3. That's a side-effect of the 3rd Person Missile. You can get Missiles and even fire Super Missiles way before you can use them, but that's unfortunately outside of my reach since this adapts the code that someone else made for it, so I don't know how to fix it sadly.
4. Same as with the Missiles issue, the Concentration code is based on the cheat code that modifies it, so the person who made it would have much better understanding on how to fix it.








