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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Thu Jan 24, 2008 6:36 pm Post subject: [Work in Progress] I am working on a Bunker 1 solo level |
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Hey all, I am working on a new Bunker 1 mission, and it is coming on rather nicely. I am also currently working on the Train mission, too, but had a sort of "writer's block" of somekind in the making of the level, and had the Bunker mission laid out in my head... so started this mission the other night.
Expect it soon! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Thu Jan 24, 2008 6:39 pm Post subject: |
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Ooh, cool. That was one of the most polished levels (well actually Bunker 2), but it should be fun! Good one to play around in, be sneaky. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Thu Jan 24, 2008 7:22 pm Post subject: |
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I noticed some texture glitches on the Bunker mission, SubDrag. Would I have to amend them, or do you have to do it? To be honest, I wouldn't know where to start! Cheers! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Fri Jan 25, 2008 4:58 am Post subject: |
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OK, in 21990 load the ROM, in state settings, change the -mt and -ma a bit higher for Bunker 1. Then write the ROM. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sat Jan 26, 2008 12:13 am Post subject: |
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The Bunker i really gave me some grief once, back during a project I was working on for a guy from the boards. I believe he went by Valentin. Anyways, what I was trying to do - via GameShark codes and hacking - was attempt to recreate the look of the viewing room from the film. That demanded alot of different models, mostly for characters. Eventually, it got to the point where I couldn't make any further progress, due to constant crashing.
But, with the knowledge we possess at this time, more textures can be incorporated into the stage. By increasing the "-mt" value in the GoldenEditor's 21990 Index Modification menu, you'll allow extra space for images. Considering that the total for Bunker i is already 1000, I'd suggest adding somewhere around 50 to 100. Only one level breaks the 1100 mark, so it's wise to keep it below that number. Try a bunch of values and you'll find what works best for you.
I can't remember exactly, but I had thought there was a very rare occasion in Bunker i solo where distant room models, when first being seen by the player, don't immediately register. That leaves the "blackout" effect we've dealt with in the past on custom multi maps. Only in this case, it rights itself almost before the player even notices it. Now, I know this occurs in multi, but not certain about mission mode. Well, just me being picky!
Keep us updated on your project. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sat Jan 26, 2008 8:19 am Post subject: |
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Alright guys, I need help with a few action blocks.
1)I want a few guards to appear unarmed, but when you are in sight they pull out a PP7 Special Issue and just act like a normal guard as of then.
2)I want to make guards that will be facing each other do the talking animation, then when in sight, they start attacking you.
Please help! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Jan 26, 2008 8:38 am Post subject: |
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1) There's a guard pulls out weapon action block, but I forget which it is.
2) I would do the guard faces guard action, (around 14 or so), and then do the check if within distance, guard targets guard (bond) and pulls out a weapon perhaps.
Someone might be able to give you more detailed answers. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sat Jan 26, 2008 8:44 am Post subject: |
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SubDrag wrote: | 1) There's a guard pulls out weapon action block, but I forget which it is. |
I actually tried it yesterday, but the PP7 was already in their hands, and I want them to appear unarmed.
BTW, no matter how many times I read those action block tutorials, they still confuse the hell out of me for some reason. I understand the basics, but can't get my head round the more advanced stuff!
I mean, I know what I want to happen in my missions, but when I attempt an Action Block, they never work as planned.
Also, can someone please explain guard bit tags? Thanks! |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jan 26, 2008 9:54 pm Post subject: |
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Here's how I had that hostage spawn a KF7 in Silo:
Code: | AD66616B6520686F7374616765 = fake hostage
51001000 Set Closest Guard Within Units As Guard ID FC, Then Return Value Loop If Successful 51 (0010)
0200 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
21 Guard Surrenders
4601 If Fired A Shot, Return Value Loop
3C01 If Guard Within Firing Range, Return Value Loop
3201 If Bond In Sight, Return Value Loop
0100 Go To Beginning, Then Return Value Loop
0201 Resume If Return Value Loop Met
0A0042000000140410 Animation (Animation: Body Spread Out Standing Up)
0202 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
2F03 When Guard Stops Moving, Return Value Loop
0102 Go To Beginning, Then Return Value Loop
0203 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
BF00B8080000000004 Spawn Weapon (KF7 Soviet) (08 KF7)
0103 Go To Beginning, Then Return Value Loop
0204 Resume If Return Value Loop Met
0A0040001500280410 Animation (Animation: Standing)
0205 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
2F06 When Guard Stops Moving, Return Value Loop
0105 Go To Beginning, Then Return Value Loop
0206 Resume If Return Value Loop Met
060002 Set Return Subroutine From JAL (JAL TO: 0002)
05FD0008 JAL To Function (Guard [whatever called it]) (JAL TO: 0008)
04 Terminator |
I'm pretty sure there is a built-in action for drawing a DD44 too, that's what the scientists use. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Sun Jan 27, 2008 12:55 pm Post subject: |
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Most guard bitflags are unknown, and one of them is likely wrong.
If you want guards to hold a conversation with each other before noticing you, you could just copy the command blocks out of Facility. Walk around invisible and you'll see many of them do that already. Find a couple that do, check their commands in the editor, and copy the code to your stage.
As for drawing a weapon, the problem could be twofold. First, do *not* assign the guard a weapon. Only use action blocks to make them draw something.
Next, make a simple loop to test if the player is within sight. There's a command for this; I don't remember it exactly and I'm not at home to check, but I'm sure you can find it easily if the below is wrong. Once the player is in sight skip out of the loop, draw the weapon type and branch to the default guard actions.
Code: |
02.00 \\loopus
03 \\iterate
32.01 \\if player in sight, goto 01(draw)
01.00 \\return to loopus
02.01 \\draw
E0.FD.XX \\current guard draws weapon X
05.FD.0002 \\JAL current to standard attack block
02.02 \\finale
03
01.02 \\return to finale
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Of course the above is very boring and doesn't account for other modes of detection. Spice it up a bit! If it still automatically draws the weapon, try using a different test. Did I mention I'm not sure if the values above are coorect? Doing this from memory...
This is very similar to the default scientist block, so you can always refer to that. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Jan 28, 2008 2:16 pm Post subject: |
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Thanks for the help, guys! I spent a whopping 7 hour session on this mission, and went to bed at around 08:55 GMT! It's looking like it should be complete sometime in February.
Expect:
Male and Female guards
Fake walls - to make the level feel different
I'll post some pics soon... |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Mon Jan 28, 2008 4:29 pm Post subject: |
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Sounds great! Glad you're getting into it! Once you know action blocks, they are so very powerful and fun. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Jan 28, 2008 7:31 pm Post subject: |
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Is it possible to run out of memory for a level? For example, too many objects? Too many guards? |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Jan 28, 2008 10:43 pm Post subject: |
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Well, if you have too much variety in the number of objects you have, you can run out of memory for texture allocation - this is a problem I ran into early with my library mission. The fix for this is to play around with the memory allocations in the 21990 table if it becomes a problem. Generally speaking though, you have quite a bit of memory available to use.
Also, if you exceed the total number of objects/presets/etc as was originally in the setup file, that may be a problem as well. Though I think Subdrag has since added more options to accommodate large setup files. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Jan 29, 2008 3:25 am Post subject: |
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I ran into a problem with too many objects in my Silo mission and had to make some last-minute cuts to get it working again for release. I'm not sure if the problem was related to the size of the setup file or the actual number of objects loaded, I'm thinking it was the latter since at times it would work on one difficulty but not the others. |
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