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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: Mon Feb 04, 2008 1:46 pm Post subject: |
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Ok, got the guards drawing weapons - now another problem!
I don't know if it's because there are too many objects, but when I quick-convert to ROM I get the message "Error: Compressed file is 0x1A3C bytes, and must be less than 0x1A30 bytes". PLEASE HELP! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Mon Feb 04, 2008 3:25 pm Post subject: |
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OK, you've hit the limit for the level. If you go to tools -> 21990, then find the setup file for it, then inject the file and write ROM it will now fit (since it resizes ROM for it). However, once you do this, you cannot use convert ROM any more on this ROM. Delete debug data if necessary also there by clicking the button on bottom. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Feb 04, 2008 4:45 pm Post subject: |
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Ok,
Texture glitches - SOLVED
Level limit - SOLVED
It works fine, but slows down sleightly here and there. Anything I can do about that?!
By the way, the level is filling out nicely! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Mon Feb 04, 2008 7:07 pm Post subject: |
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Are you using PJ64? If so, did you fix the settings for the unknown rom (like recompiler, etc)? Without that there's slowdown. Otherwise if that is done right, a lot of guards with action blocks can slow it down. Complex mission had insane slowdown with guards with 0002 action block, had to make theirs really simple. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Feb 04, 2008 7:19 pm Post subject: |
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SubDrag wrote: | a lot of guards with action blocks can slow it down. Complex mission had insane slowdown with guards with 0002 action block, had to make theirs really simple. |
That could be it... |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Thu Feb 07, 2008 2:25 pm Post subject: |
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It's running better now, and just to wet your appetite, here are is one more aspect in my level!:
You play as Brosnan, with Dalton's Tux! (I injected file from zoinkity's All Bonds IPS patch!) Might change to Moore's or Connery's though - haven't decided yet, but if I can be bothered to make the textures fit, I might do Connery's Tux, to go with the white cuff...
Pictures to come soon!
(One more thing I'm having diffiulty with - the swirling Intro camera. I can't seem to get it woking properly. What can I do? Thanks!) |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Thu Feb 07, 2008 4:08 pm Post subject: |
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It's a weird thing. I would copy the extra weird bytes from another level, and start from that. Also the first one needs to have the first checkbox checked. They're a bit finicky and the weird values need to be correct. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Thu Feb 07, 2008 6:30 pm Post subject: |
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Ok, thanks.
One thing I meant to mention earlier is that sometimes if a add a door, it opens like it should but doesn't allow Bond or guards to walk past it.
Also, on the subject of doors, when I assign a keycard to two doors that are linked together, if I go to open on one side it says that the door is locked like it should, but if I go to open it on the other side the doors open. Both doors have the same Lock code of 00000001. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Thu Feb 07, 2008 6:35 pm Post subject: |
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Sounds like you need to go to the object menu and modify some of the speed/distance opens param. I usually take Rare's door and just copy the values.
I don't know anything about that linked door weirdness. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Thu Feb 07, 2008 6:43 pm Post subject: |
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Thanks, SubDrag. I'll give it a go...
Apart from these minor things, the mission is coming on great! |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Feb 11, 2008 6:41 pm Post subject: |
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I'm dreading writing the briefing for the mission! - any tips for writing a good briefing?
Apart from that, I'm hoping (fingers crossed!) that the mission will be finished in about 2 weeks, maybe three if I'm pushing it, but I've been working on it nearly everyday for a couple of hours. Pictures coming soon! I don't want to give too much away for now... |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Mon Feb 11, 2008 6:49 pm Post subject: |
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If you require any assistance in writing the mission briefing, I'd love to help. I had worked with Dragonsbrethren on his Silo mission text, and have written a few for my own unreleased / unfinished stages. You can PM me with all the essential information regarding location, objectives, characters, etc. - if you're interested.  _________________
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: Mon Feb 11, 2008 6:59 pm Post subject: |
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Cheers, Wreck! I'd be grateful if you did that. I'll PM you with the info, sometime in the week. I just need to compile the info. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Feb 11, 2008 8:43 pm Post subject: |
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Ok, here are some pics:
1st pic: Intro cam position 1.
2nd pic: Main Bunker room. Notice the wall on the right.
3rd pic: The dead end area. There are male/female guards in the level.
4th pic: The dead end room again.
5th pic: The room with the Bikers! Man, these guys hate to be disturbed!
6th pic: A grumpy biker! (Probably skipped lunch!)
7th pic: The main Bunker room again, behind partition.
8th pic: Near my start point (at the dead end down the stairs), the first room, with a partitioned section.
9th pic: Same room as pic 8, different view.
I don't want to give too much info away, but I will say that the objectives will include "Destroy Military Vehicles" and "Photograph Nuclear Missiles". Looks like I need to raise the Jeep a bit as the wheels are in the floor a bit [Pic 2]. Anyway, hope you like what you see!... |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Mon Feb 11, 2008 8:50 pm Post subject: |
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It's definitely looking promising, Kode-Z.
The first picture had me stumped for a while, until I finally realized where it actually was. You've made some good use of those door models, walling up areas to create new rooms. Hehe, the "sinking jeep" strikes again!  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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