

Every modification I did was made with authenticity in mind: If you're wondering about how much of this is "fan-made", don't worry too much. The main download is exactly that: it doesn't include any of the final RRR/BGE data. For example, to play RRR levels, you'll usually need to turn off sectorisation (in 3D view, go to Display and toggle off "Sectorisation On"), and for BGE levels, you might need to comment out an error message in the "list manager" AI that was added for a later game. Luckily, you can get around most issues with simple fixes. Because of this, triggers will mostly function, rabbids will attack you and more, but you'll still see a lot of issues in these levels because of all the missing AI. So, what I did here was use the AI that already existed in the prototype and was reused in the final game, with some (or a lot, actually) new additions by myself to make things properly. While it's possible to recreate the original Jade scripts based on decompiled code, this would take ages. The RRR and BGE data is extracted from the retail games, which do not have the AI source files anymore - it's all compiled to C. However, don't get the wrong idea, this ISN'T an "open source RRR" - this data is merely provided as additional examples for the Jade editor. That's right, I actually backported the RRR maps into the editor format for Rayman 4 - so you can now edit these maps! You can find a more complete changelog in the archive, but here's a summary of the most exciting ones: This includes a mountain of fixes and new additions.

The latest version of my Rayman 4 patch - most likely, my FINAL Rayman 4 patch - is finally here.
