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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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r.e.l. 237 Secret Agent
Joined: 12 Mar 2008 Posts: 270
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Posted: Fri Mar 14, 2008 6:51 pm Post subject: |
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thats freakin awesome man lol wish i could helps somehow but i know squat about hacking. i could learn though but... hmm lol i sorta dont have the time
by the way just a curiousity, could it be possible to create halo maps from halo ce? like hang em high or those maps, if possible. that would be just sweet glory! lol |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Fri Mar 14, 2008 8:20 pm Post subject: |
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SubDrag - I've done the clipping for Area 52. I'll send the file to you tomorrow.
It is complete - although some work will need to be done on the basis of being able to walk through pillars. At least it is done - it just needs tweaking. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Fri Mar 14, 2008 8:34 pm Post subject: |
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I'm thinking we're going to need to keep people informed about who is doing what. Dragonsbrethren was also working on Area 52, and is going through the process of cleaning it up. May as well save eachother as much time and trouble as possible.
I've got the G5 Building and Platform on the go.
The Platform is done, but I'm finishing up the setup file for it. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Fri Mar 14, 2008 8:41 pm Post subject: |
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I'll be doing dD: Research, Crash Site, Ravine and eventually Pelagic II. (Not simultaniously!) Ravine is nearly complete. |
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r.e.l. 237 Secret Agent
Joined: 12 Mar 2008 Posts: 270
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Posted: Fri Mar 14, 2008 8:48 pm Post subject: |
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hey Kode-Z why is your villa level rom a larger file size than all the other goldeneye patched roms? just wondering |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Fri Mar 14, 2008 8:57 pm Post subject: |
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r.e.l. 237 wrote: | hey Kode-Z why is your villa level rom a larger file size than all the other goldeneye patched roms? just wondering |
Haven't got a clue, to be honest with you! Probably due to the level size? |
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r.e.l. 237 Secret Agent
Joined: 12 Mar 2008 Posts: 270
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Posted: Fri Mar 14, 2008 9:03 pm Post subject: |
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Kode-Z wrote: | r.e.l. 237 wrote: | hey Kode-Z why is your villa level rom a larger file size than all the other goldeneye patched roms? just wondering |
Haven't got a clue, to be honest with you! Probably due to the level size? |
well i mean all the other patched roms i have are the same size as the original game except that one and i figured it was maybe your way of programming or something. but anyways its no problem it still works, online too |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Fri Mar 14, 2008 9:12 pm Post subject: |
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I think it's because the GE ROM I used when making the IPS patch was 16mb instead of 12mb. In future I'll be using the 12mb one. Thanks for pointing that out, r.e.l. 237! |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Fri Mar 14, 2008 9:25 pm Post subject: |
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I had noticed the larger size of your Villa ROM, myself. There appears to be a bunch of garbage data near the 12mb point, through to the end. I just removed it from my patched ROM, then filled in the remainder with FF's. If you'd like, I could make a new patch for you. Not only will it be the correct size, but I'll add Zoinkity's impact fix. Also, it's up to you, but I could throw in the PD ammo crates. Perhaps you can make another release, once you've done the RGB colouration for the light map within the clipping. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Fri Mar 14, 2008 9:36 pm Post subject: |
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Would you mind doing the new patch for me? With the PD crates/impact fixes? I'd appreciate that! I'm going to be a bit busy myself in the next couple of weeks, but I'll try to carry on with clipping and whatnot. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Fri Mar 14, 2008 9:47 pm Post subject: |
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No, not at all. I already have two of the three things taken care of, anyway. It's only a matter of including the ammo crate. This is only for the skyless version, though. Well, I guess it'd be easy enough to copy the weather blocks out of the other ROM and put them in the new one. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Mar 15, 2008 1:21 am Post subject: |
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r.e.l. 237 wrote: | by the way just a curiousity, could it be possible to create halo maps from halo ce? like hang em high or those maps, if possible. that would be just sweet glory! lol |
If a tool exists to convert Halo maps to .obj it should be possible.
Wreck wrote: | I'm thinking we're going to need to keep people informed about who is doing what. Dragonsbrethren was also working on Area 52, and is going through the process of cleaning it up. May as well save eachother as much time and trouble as possible. |
Area 52 is going to take forever at the pace I'm working, I just can't get the clipping right.
I also have plans for an Air Force One solo mission. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sat Mar 15, 2008 5:27 am Post subject: |
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Can't wait to see everyone's clipping files! Those levels looking stunning in-game. I personally think they look better than in PD for some reason.
BTW - if the PD original setup doesn't work, trying deleteing the glass (2A and 2F types). They, for some reason, don't seem to port properly.
Wreck - we need to coordinate textures patches. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sat Mar 15, 2008 6:10 am Post subject: |
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To fix pillars we do a special trick in the setup file - put a crate at the location, turn on the flags to make it invisible, invincible, etc, but force collisions. Then you can't see the crate, but it blocks your movement past it. |
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DELETED Guest
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Posted: Sat Mar 15, 2008 6:16 am Post subject: |
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DELETED |
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