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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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DarkKnightmare Agent


Joined: 30 Dec 2008 Posts: 8
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Posted: Thu Jan 01, 2009 12:31 pm Post subject: |
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speaking as a complete newb wouldn't it be easier to insert the dx9c dll and the c++package into the installation then to have people try and install them separately
also the pj64 location under preference couldn't it be set to remember where it is like it does for the editor
and the visual editor needs more stability on vista..(no big deal but i can barely even open the thing)
also for user friendliness you could tag what everything does
and if possible a separate event programmatically speaking that would check if an app were to crash and stop it from crashing by temporarily disabling the reason for the crash and asking you if you wish to save and or returning you to the basic program window -probably too complicated lol _________________ I SUCK AT GOLDEN EYE BUT I'M STILL A MAJOR FANATIC OF IT |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Thu Jan 01, 2009 1:13 pm Post subject: |
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It does make a backup of all your setups in the Backup folder in case it crashes. Press F1 to see most of the useful commands.
The DX9.0c and redist are somewhat big, so I keep it separate, but yeah so many people don't do those steps so it would be better if I had big warnings or something about it. |
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DarkKnightmare Agent


Joined: 30 Dec 2008 Posts: 8
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Posted: Fri Jan 02, 2009 9:28 am Post subject: |
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you could make it so it downloads them and then executes them
a character editor would be good, so you can either load one or change a character image easily i am not sure if something like this is possible in the prog already though
edt: got another one why not make it controller compatible so people can move through the visual editor with ease,and a drag and drop design like timesplitters 2/3 would be sweet as well _________________ I SUCK AT GOLDEN EYE BUT I'M STILL A MAJOR FANATIC OF IT |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Jan 02, 2009 12:05 pm Post subject: |
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Those are good ideas for the future, definitely. I like the idea of a model loader, to test model imports, and using controller might not be all that complicated. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sun Jan 04, 2009 2:43 am Post subject: |
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I don't have access to the Editor right now, but I remember something being up with the right-hand side options in the Weapon Statistics portion of the 21990 Modifications menu. It isn't reading the correct addresses, so every entry has the same data. Though it doesn't appear to affect the weapons and gadgets in a customized ROM, it does prevent people from altering them to their specifications. Perhaps you can look into this when you have some free time? I can't imagine it'd be a difficult thing to fix. It could even just be something broken in the command lines. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Jun 05, 2009 1:31 pm Post subject: |
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Two minor things I thought about a while back, but forgot to post until now:
1. Compass in the visual editor. This would really help with rotating objects, it doesn't need to be anything fancy, just show which direction is north. I'd suggest putting it in the top right corner.
2. NE, NW, SE, SW object rotation options. These would really help with getting things aligned nicely with one another, and would be easier than doing it manually with the rotate tool. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Jun 05, 2009 2:10 pm Post subject: |
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I like the idea of 1, but a compass is definitely a cool but challenging programming item. I'm also not sure how easy it is for me to tell direction. I'll keep it in mind for future.
2, gimme the values for offset, rotation I'd be happy to.
For example, East is:
visualEditorParentWindow->USetupZ->Presets00[presetBoundBox[selectedNumber]].XOffset = 0;
visualEditorParentWindow->USetupZ->Presets00[presetBoundBox[selectedNumber]].YOffset = 1;
visualEditorParentWindow->USetupZ->Presets00[presetBoundBox[selectedNumber]].ZOffset = 0;
visualEditorParentWindow->USetupZ->Presets00[presetBoundBox[selectedNumber]].rotationX = -1;
visualEditorParentWindow->USetupZ->Presets00[presetBoundBox[selectedNumber]].rotationY = 0;
visualEditorParentWindow->USetupZ->Presets00[presetBoundBox[selectedNumber]].rotationZ = 0; |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Fri Jun 05, 2009 3:53 pm Post subject: |
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ooh those offsets could be tricky depending on which flags you have applied to the objects. I remember how much of a headache figuring out rotations were before the visual editor was released. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Jun 05, 2009 4:24 pm Post subject: |
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bmw wrote: | ooh those offsets could be tricky depending on which flags you have applied to the objects. I remember how much of a headache figuring out rotations were before the visual editor was released. |
I spent an ENTIRE five days breakpointing and I had many sheets of handwritten work till I solved rotation. It was insane. At the moment, it escapes me how I solved it. In retrospect, I can't believe I got it. Still it was all worth it. Those flags were killer though - I spent ages getting the runway turrets to appear properly in the editor, you have no idea...... |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jun 06, 2009 7:41 am Post subject: |
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Northeast:
XOffset: 0
YOffset: 1
ZOffset: 0
rotationX: -1
rotationY: 0
rotationZ: 1
Northwest:
XOffset: 0
YOffset: 1
ZOffset: 0
rotationX: 1
rotationY: 0
rotationZ: 1
Southeast:
XOffset: 0
YOffset: 1
ZOffset: 0
rotationX: -1
rotationY: 0
rotationZ: -1
Southwest:
XOffset: 0
YOffset: 1
ZOffset: 0
rotationX: 1
rotationY: 0
rotationZ: -1 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sun Jun 07, 2009 6:20 pm Post subject: |
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Those rotations are in. Grab beta |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Jun 08, 2009 4:37 am Post subject: |
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SW is the only one working in the beta; the other three aren't changing the rotation. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Mon Jun 08, 2009 3:31 pm Post subject: |
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Which type?00? Every object I try works |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Jun 08, 2009 3:37 pm Post subject: |
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I was trying with a guard. I just tried with a few normal objects and can confirm that those are working fine, the problem is only affecting guards. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Mon Jun 08, 2009 6:14 pm Post subject: |
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Oops yes, sorry, fixed, regrab |
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