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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: Wed Feb 20, 2008 4:03 pm Post subject: Air Base Multi... |
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Ok, I'm scrapping the idea of doing a solo mission using Air Base - Loads of elevator shafts and escalators without the stairs! Although I will make a multi map from the outside hill top to the top of the escalators. (I did clipping for the whole level, using the sides of the escalators as ramps but it was too glitchy and lots of rooms blacked out. Looked awesome, though!)
This my first attempt at a Multi map, so wish me luck! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Wed Feb 20, 2008 8:29 pm Post subject: |
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How'd the clipping turn out? |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Thu Feb 21, 2008 4:40 pm Post subject: |
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It was ok, but when it came to elevator shafts, I left them out. Shame really - would've been great to make a solo mission out of it! |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sat Feb 23, 2008 2:21 pm Post subject: |
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Looks like Air Base Multi won't happen - too glitchy. 021990 edits didn't affect the blackouts, no matter what level it was injected in. Not only that, but when I tested the level, it didn't feel like a good multi map.
Oh well, never mind...  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sun Feb 24, 2008 1:11 pm Post subject: |
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You didn't lose Rare's portals did you? Email it to Zoinkity, he might be able to see what's going on. It'd be useful to have your clipping files. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sun Feb 24, 2008 1:39 pm Post subject: |
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Rare's portals were still there. The main room that blacked out was the first main room, with the lift shaft and info desk. If anything, at least the clipping has been done (sort of).
In a level like Air Base (and similar for that matter), what will we do when it comes to lift shafts anyway? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Sun Feb 24, 2008 1:48 pm Post subject: |
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We've had some ideas regarding mission versions, by making mock-up elevators and using Action Blocks to warp you to the other area. But in multiplayer, that simply won't work. In that case, we'd likely need to avoid those locations, by either blocking them off or locking their doors. Certain situations may allow you to clip somewhere else, which would let you navigate from one place to another, but vertical shafts won't really do. Not with the whole "player character remains on ground level, even though they're twenty feet in the air" issue. _________________
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: Sun Feb 24, 2008 1:52 pm Post subject: |
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On the subject of warping, what's the action block/s for it? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Feb 24, 2008 2:39 pm Post subject: |
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Wreck wrote: | We've had some ideas regarding mission versions, by making mock-up elevators and using Action Blocks to warp you to the other area. But in multiplayer, that simply won't work. In that case, we'd likely need to avoid those locations, by either blocking them off or locking their doors. Certain situations may allow you to clip somewhere else, which would let you navigate from one place to another, but vertical shafts won't really do. Not with the whole "player character remains on ground level, even though they're twenty feet in the air" issue. |
Couldn't an elevator be faked by making the shaft use ladder clipping? I guess it would suffer from the same problem with the player being in the air. I've never actually watched a player climb a ladder, just guards "teleporting" up them.
Kode-Z wrote: | On the subject of warping, what's the action block/s for it? |
It's included in the setup editor's Action Block Samples as WarpBond.act.
Last edited by Dragonsbrethren on Sun Feb 24, 2008 2:41 pm; edited 1 time in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sun Feb 24, 2008 2:40 pm Post subject: |
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Warping is included with the editor in the actions folder under the geeditor. The best bet is teleportation, or just falling down. In multi, you can't do ladders. It's fine for solo though. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sun Feb 24, 2008 3:08 pm Post subject: |
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Going sleightly off topic for the moment, can guards use ladders? I've never really noticed myself. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Sun Feb 24, 2008 3:13 pm Post subject: |
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The computer controlled characters can use ladders, but they just sort of rise and fall at a fast rate. Best example of this would be in the Dam, at any of the three guard towers near the bungee jumping platform. It's more noticable to see them go down a ladder, rather than up. Just run past them, go up the ladder, and watch them follow you. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sun Feb 24, 2008 4:12 pm Post subject: |
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Can guards climb them better in PD? There are so few ladders in PD if I can remember. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sun Feb 24, 2008 5:08 pm Post subject: |
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For solo, we'd have to make do with warping then. Hey, it's better than nothing! |
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