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explosions behavior
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zoinkity
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 PostPosted: Mon Apr 28, 2008 5:53 pm    Post subject: Reply with quote Back to top

It does vary between all stages. There's a buffer for just 'temporary' objects. These would be the weapons you are holding in your hand 3rd person, the stuff you drop, grenades enemies throw, items you throw, etc. The physical limit is one of those things you can set, and there are other factors involved in it.

I already had some of this routine picked out to get the timer/ownership flags, so what's obvious is that on NGEE carts it is recounting (in other words, redestroying) the same 6 destroyed mines. So, just a matter of either recoding the bugger to skip them, or much better but likely more involved, skip anything that is either marked removed or destroyed.
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radorn
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 PostPosted: Mon Apr 28, 2008 6:31 pm    Post subject: Reply with quote Back to top

Well, I tested planting mines until they started disappearing and then I threw some grenades, but mines didn't disappear (until they exploded due to a grenade exploding nearby, of course xD), which surprised me a bit. for now, only mine-like objects like the modem seem to cause older objects to disappear.

Anyway, while I appreciate you take the time to explain things in technical terms, I must admit I don't know much about the how things work in goldeneye internally, so I don't know what purpose those timer/ownership flags serve. No real need to explain it if you don't feel like it, because even if I understand it, it probably won't be too useful to me Wink
 
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zoinkity
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 PostPosted: Tue Apr 29, 2008 6:36 am    Post subject: Reply with quote Back to top

Ownership flags just indicate what player 'owns' the thrown/dropped/held item. For mines, it is used to attribute kills and also used to look up those owned by the player who tries to set them off.

Stuff doesn't disappear until a lot of things are thrown. In other words, nothing disappears until it runs out of space to put more stuff. Then, it kicks off the first things in the list, whatever they might be.

Long story short, it means that it probably isn't hard to add this into the US rom. There's two other projects that need finishing up first, but then I'll take a look at adding in the explosion behaviour hack.


Timers are used on all thrown objects, even bugs and remote mines. They are concidered 'active' after a certain time lapse. Incidentally, the timers are different in solo and multi. Timed mines go off after 5 'seconds' on the watch, and in multi at the 3 'second' mark. That's internal clock time, which isn't exactly the most accurate thing in the world.
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GE MASTER
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 PostPosted: Tue Apr 29, 2008 6:55 pm    Post subject: Reply with quote Back to top

Very interesting read! Amazing the things to still learn. I'm interested in this discussion for sure. I've always disliked "duds", but that sounds like a different issue than what you guys are talking about. I'm looking forward to your findings zoink!!
 
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radorn
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 PostPosted: Wed Apr 30, 2008 6:36 am    Post subject: Reply with quote Back to top

Tanks for the explanation, zoinkity.

GE MASTER, what are "duds"?
 
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zoinkity
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 PostPosted: Wed Apr 30, 2008 11:14 am    Post subject: Reply with quote Back to top

"Duds" are explosives that don't go off.
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radorn
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 PostPosted: Wed Apr 30, 2008 3:29 pm    Post subject: Reply with quote Back to top

oh, I see. thanks!
 
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