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  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Trevor

Replies: 1546
Views: 584313

PostForum: Q-Lab Hacking Department   Posted: Thu May 11, 2023 2:11 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
you couold update on window focus only
that way its not trying to update all the windows at the same time every frame.

Trev
  Topic: GoldenEye vs Perfect Dark game engines
Trevor

Replies: 17
Views: 11036

PostForum: Q-Lab Hacking Department   Posted: Fri Jan 13, 2023 11:45 am   Subject: GoldenEye vs Perfect Dark game engines
"Type of (opaque) texture doesn't affect performace. I only tried with the same texture for all triangles so this might be pretty inacurate. However, I noticed the same performances in my test ma ...
  Topic: **SUBDRAG, WRECK, CARNIVOROUS, ZOINKITY** EVERYONE
Trevor

Replies: 21
Views: 9523

PostForum: Computer SOS   Posted: Sat May 28, 2022 5:14 pm   Subject: Re: Compatibility
He did mention way better mod compatibility and functionality. His board and chip upgrades are improvements on handling the data Wink

I too have a hard time seeing this as GE mods are already c ...
  Topic: **SUBDRAG, WRECK, CARNIVOROUS, ZOINKITY** EVERYONE
Trevor

Replies: 21
Views: 9523

PostForum: Computer SOS   Posted: Thu May 26, 2022 7:29 am   Subject: **SUBDRAG, WRECK, CARNIVOROUS, ZOINKITY** EVERYONE
first
4. Games/Roms Programmed for Everdrives Only. This kind of hurts how to focus on Everdrives over actually original hardware. If we make things more standard and open feel it helps everyone out ...
  Topic: Mapping custom faces onto existing Goldeneye Characters
Trevor

Replies: 8
Views: 1327

PostForum: Mapping and Modelling   Posted: Sun May 01, 2022 11:50 am   Subject: Mapping custom faces onto existing Goldeneye Characters
there is no doubt it could be all done within PG, however, there are some limitations.
For one, you will NOT be able to map a full face to get matching seams (since PG will not allow textures that ov ...
  Topic: Mapping custom faces onto existing Goldeneye Characters
Trevor

Replies: 8
Views: 1327

PostForum: Mapping and Modelling   Posted: Sun May 01, 2022 1:21 am   Subject: Mapping custom faces onto existing Goldeneye Characters
There is also the full tutorial as posted here http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=7588

Look a few posts down but best to read V1 first, then V2 (as V2 builds on to ...
  Topic: Website css
Trevor

Replies: 1
Views: 2595

PostForum: Website & Message Board Comments   Posted: Sun Apr 17, 2022 10:43 am   Subject: Website css
can you add

:root{color-scheme:dark}

to your css file.

it only affects new browsers with auto-dark mode enabled.

the forum already is "not light" so I would sa ...
  Topic: Custom Mission Compilation...
Trevor

Replies: 129
Views: 80548

PostForum: Q-Lab Hacking Department   Posted: Sat Oct 09, 2021 2:30 am   Subject: Custom Mission Compilation...
DO NOT BUY ROM HACKS!!!

As Carn said, you are literally funding theives.

Trev
  Topic: How do you calculate how long it takes to open/close a door?
Trevor

Replies: 3
Views: 2114

PostForum: Q-Lab Hacking Department   Posted: Fri Jul 23, 2021 3:16 am   Subject: How do you calculate how long it takes to open/close a door?
Time Open is how long the door will stay open until it automatically closes. It says (ms), but this is false, it's 60 cycles (frames) per second. 0x384 is 900, which is perfectly aligned with 15 secon ...
  Topic: Possible to have more than one layer of transparent texture?
Trevor

Replies: 5
Views: 6756

PostForum: Mapping and Modelling   Posted: Wed May 19, 2021 2:09 am   Subject: Possible to have more than one layer of transparent texture?
ok, Ill answer here too since I also said it needed testing.

but to further expand my answer the z-buffer decides what draws on top.
When 2 z values are equal the blender cannot decide which to pu ...
  Topic: Goldfinger 64 Progress in 2021?
Trevor

Replies: 3
Views: 10402

PostForum: Goldfinger 64   Posted: Sun Mar 14, 2021 3:16 am   Subject: Goldfinger 64 Progress in 2021?
The bugs are noted in a big list and an update will happen, just not for a while.

There have been other things going on with team members working on other projects, and the decomp project (which w ...
  Topic: Sogun's Workshop
Trevor

Replies: 387
Views: 266984

PostForum: Q-Lab Hacking Department   Posted: Tue Feb 16, 2021 10:27 am   Subject: Sogun's Workshop
I cant believe I missed the grass stuff all the way from April...
anyway, 3D textures look awesome, but yeah, high poly-count - although less than actually modelling every brick.

I think that redu ...
  Topic: Weird behaviour when exceeding +/-32,768 coords
Trevor

Replies: 6
Views: 3362

PostForum: Q-Lab Hacking Department   Posted: Mon Feb 15, 2021 3:02 pm   Subject: Weird behaviour when exceeding +/-32,768 coords
You know what the solution is though right? just scale it, its GE after all, that's why level scale exists.

had this been PD then it would require re-modelling.

Alps is centered and its limits a ...
  Topic: Cancelled gun revealed on original Goldeneye box art
Trevor

Replies: 6
Views: 4064

PostForum: GoldenEye 007   Posted: Mon Feb 15, 2021 10:16 am   Subject: Cancelled gun revealed on original Goldeneye box art
thats just the PPK... its in all versions.

Trev
  Topic: Weird behaviour when exceeding +/-32,768 coords
Trevor

Replies: 6
Views: 3362

PostForum: Q-Lab Hacking Department   Posted: Mon Feb 15, 2021 4:34 am   Subject: Weird behaviour when exceeding +/-32,768 coords
may I redirect you back to this thread to which you already posted in http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=7635

you cannot exceed 32,767 (and if you have vertices at ...
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