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  Topic: Ammo boxes move when hit
Randomness87

Replies: 4
Views: 5219

PostForum: Q-Lab Hacking Department   Posted: Sat Dec 27, 2014 7:17 am   Subject: Ammo boxes move when hit
When I put an ammo box into a map, it moves when shot, behaving like a completely empty box. I tried checking the Immobile bitflag in the setup editor, but to no luck. Is there any way to have the amm ...
  Topic: Graphics mixing in Perfect Dark/Goldeneye
Randomness87

Replies: 9
Views: 9136

PostForum: Q-Lab Hacking Department   Posted: Fri Dec 12, 2014 6:58 am   Subject: Graphics mixing in Perfect Dark/Goldeneye
I actually just downloaded a face-mapping application, which requires you to use a save state from within the game. I tried to load the state, but Windows XP would not let me open the file for some re ...
  Topic: Graphics mixing in Perfect Dark/Goldeneye
Randomness87

Replies: 9
Views: 9136

PostForum: Q-Lab Hacking Department   Posted: Wed Nov 05, 2014 11:50 am   Subject: Graphics mixing in Perfect Dark/Goldeneye
I did try moving facial pictures from PD into GE's face folders, but the editor did not seem to pick up those changes. Is there some way to make the editor recognize those files (aka so I could spawn ...
  Topic: Graphics mixing in Perfect Dark/Goldeneye
Randomness87

Replies: 9
Views: 9136

PostForum: Q-Lab Hacking Department   Posted: Fri Oct 31, 2014 8:46 am   Subject: Graphics mixing in Perfect Dark/Goldeneye
First of all, thanks for the replies! How exactly would I go about doing this? I'm playing it on Project 64. Do you basically have to drag Perfect Dark's audio files into Goldeneye's, or is it more co ...
  Topic: Graphics mixing in Perfect Dark/Goldeneye
Randomness87

Replies: 9
Views: 9136

PostForum: Q-Lab Hacking Department   Posted: Thu Oct 30, 2014 10:14 am   Subject: Graphics mixing in Perfect Dark/Goldeneye
Is there a way to "add graphical effects" of perfect Dark into Goldeneye by changing the files in the folders that the GE/PD editor uses? I was wondering if I could import sounds from PD (li ...
  Topic: Slower weapon firing rate with lots of guards
Randomness87

Replies: 7
Views: 9610

PostForum: GoldenEye 007   Posted: Sat Oct 04, 2014 11:08 am   Subject: Slower weapon firing rate with lots of guards
First of all, thank you for the replies! I downloaded another version of 1964 known as "1964 Ultrafast", version 3.0. I also tried another 60FPS build, which I do believe was Stolen's build ...
  Topic: Slower weapon firing rate with lots of guards
Randomness87

Replies: 7
Views: 9610

PostForum: GoldenEye 007   Posted: Sun Sep 14, 2014 4:46 pm   Subject: Slower weapon firing rate with lots of guards
I'm running it on Windows 7, and I do know that it runs at around 60 frames per second (I assume thats what VI/s means), as opposed to 30 frames per second. I definitely don't want to install somethin ...
  Topic: Slower weapon firing rate with lots of guards
Randomness87

Replies: 7
Views: 9610

PostForum: GoldenEye 007   Posted: Sat Sep 13, 2014 1:29 am   Subject: Slower weapon firing rate with lots of guards
I noticed in Project 64 version 2 that whenever there are a lot of people on the screen, the weapon fire rate seems to slow down, sometimes a lot. The graphics also seem to get more "choppy" ...
  Topic: Spawning enemy with weapon in action block 1000
Randomness87

Replies: 2
Views: 4578

PostForum: Q-Lab Hacking Department   Posted: Tue Sep 02, 2014 2:53 pm   Subject: Spawning enemy with weapon in action block 1000
I basically copied the "Alarm Guards" block, but took out the part with the alarm. It worked, thanks for the help!
  Topic: Spawning enemy with weapon in action block 1000
Randomness87

Replies: 2
Views: 4578

PostForum: Q-Lab Hacking Department   Posted: Mon Sep 01, 2014 4:50 pm   Subject: Spawning enemy with weapon in action block 1000
I'm editing the Silo level in Goldeneye N64 with Goldeneye Setup Editor V2. I want to create 2 infinitely spawning enemies with AR33's as part of the level. I managed to get the 2 guards to spawn infi ...
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