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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: Sat Jan 26, 2008 8:04 am Post subject: |
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ColdshadowX wrote: | The only thing I saw was the cart and Dam..I am not crap |
I don't want to make accusations, but you did state that you took a screenshot a PCI cable at 2 in the morning. You also stated that YOU and YOUR MATE got the cart working at an EB store. Sorry, but quite frankly, I think you are lying about the whole thing. It seems like your story changes and evolves as the days go by.
However, if you can prove otherwise... |
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steelman16 Secret Agent


Joined: 09 Apr 2007 Posts: 242 Location: Ohio  |
Posted: Sat Jan 26, 2008 12:34 pm Post subject: |
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The Facility screen shot is incredible! Their are a lot more guards and their are more gas tanks; plus their stacked on top of each other! _________________ An Elevator from Earth; then to the Heavens...
-Provost Zackarovh, "For I have Tasted the Fruit" |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jan 26, 2008 10:13 pm Post subject: |
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Yeah, the bottling room was a lot better with those stacked tanks. If you recreate them with the setup editor you'll find they're a pain the destroy unless you throw your mines high and the destroyed tanks look pretty stupid just hanging in the air. Probably why Rare ended up cutting them, I wish they didn't though, they're so much better looking!
By the way, I was going through the setups again last night looking for beta things and I noticed something strange in Depot: In the setup editor there is light coming from Depot's hanging lamp like the ones in those Silo and Bunker screenshots, yet nothing shows up in-game. Why is that? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sun Jan 27, 2008 6:42 am Post subject: |
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Wow, I never noticed there was actually light coming off of that in the editor! I checked archives, and that has some lighting still functional. Maybe they turned off the lighting draw command in that room of Depot? But since my editor doesn't actually do lighting it just draws it? That's really cool looking! I'm sorry they didn't keep all that. But it's trange archives still has it successfully.
I think the lighting is really cool and they should've kept it. Maybe lag issues
http://www.battlefieldforever.com/hackers/ge/images/depotlighting.jpg
http://www.battlefieldforever.com/hackers/ge/images/archiveslighting.jpg
Hmm, what happened to my archives doors? I thought the textures were aligned at some point, dang. Was I just imagining that? |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sun Jan 27, 2008 1:12 pm Post subject: |
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The three windows in rooms 1-2-3 in Archives still retained the light streaming in. It's a neat effect for sure.
Archives does suffer some blackout issues, at least in multiplayer. The hallway just outside the hallway in question loads up a series of the largest rooms, and that's where the problem usually occurs. So yeah, chances are they cut it to solve memory issues.
Depot and Streets have a lot of stuff that doesn't appear in-game. Most likely it's details like rooms only visible through global vis, room-within-room, etc. It could also just be improperly formatted code on Rare's end. It isn't impossible; the trailer object has screwed up texture calls, for instance. As they editted the image expansion routines it probably broke things that used certain commands.
The editor is a display list interpretter after all, unlike the way an N64 normally operates.
Oh! Here's a good reason why all those little lighting fixtures were removed. Look around in GE for a while and you'll ntice something. There's virtually nothing round.
Now, for fun, open up a room binary with something round, like the round silver thing at the back of the goldeneye room in bunker. See how many tris are caught up in that thing alone? Certainly some round objects could be just as large as the room itself!
Textures still exist for all of those deleted lamps...
Hmm... More than likely originally you'd just have to place the mines, not blow those tanks up yourself. It makes more sense cinematically, it would solve the problem you mentioned, and it explains that cool camera angle we see in these beta pics ;*)
Concidering how trigger-happy the guards tend to be, they would have had to make the tanks either 'very' explosive or invincible, both which really just don't fit. Besides, now you can do the ultra-fast speed run through the stage.
That's what I want to know. Who at Rare conceived you could blaze through Facility in such a ridiculously short period of time? _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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DELETED Guest
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Posted: Mon Jan 28, 2008 9:23 am Post subject: |
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DELETED |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Mon Jan 28, 2008 7:45 pm Post subject: |
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If they had it and wouldn't let me borrow it? Absolutely. I'd probably already have the ROM ripped and sent off to SubDrag and Zoinkity before the cops even got to me. A few days in the can would be well worth it for a beta copy of GoldenEye. All I'd ask is that I be remembered for the sacrifices I had to make in order to get it. Hope they offer soap-on-a-rope in prison... _________________
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 Jan 28, 2008 7:52 pm Post subject: |
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Wreck wrote: | A few days in the can would be well worth it for a beta copy of GoldenEye. All I'd ask is that I be remembered for the sacrifices I had to make in order to get it. Hope they offer soap-on-a-rope in prison... |
LOL! I think any GoldenEye fan in their right mind who knows of BETA GE would do the same thing!  |
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DELETED Guest
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Posted: Mon Jan 28, 2008 8:30 pm Post subject: |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Mar 05, 2008 3:54 am Post subject: |
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Now that I've got broadband again and the page doesn't take close to an hour to load I decided I'd point out a few more things:
You probably already noticed this but didn't mention it in your comment. In addition to the missing left walls the bottom right wall is also gone. Interesting fact, you can figure out what walls were later additions by looking at the doors; most of the doors in the stage are set in a frame, the ones in the new walls don't have frames and stretch all the way to the ceiling.
SubDrag wrote: | Spectre as D5K |
I think you mean Phantom here, the D5K is an H&K MP5K, though no screenshots using that name exist to my knowledge.
Isn't the engine missing? I'll need to play the final later but I'm pretty sure you'd be able to see it from this position.
Before I said I wasn't sure if the pillars were missing or invisible because of the thicker fog. I recreated this fog pretty accurately and you can't make out the pillars here in the final with it either.
SubDrag wrote: | Where is this exactly? Probably missing the rocket. |
All of the looking up/down shots in Silo are taken from the silo you start in. The elevator's shaft has already been cut in this version, I thought it was one of the things removed at the last minute based on the magazine previews that showed it.
Ourumov appears to be armed with an KF7 in this shot, the muzzle flash is obscuring it but he's holding it like a rifle.
In addition to the lowered solar panels the satellite appears to be slightly larger in the beta.
It's hard to tell but it looks like the guard that's been shot is wearing sunglasses. Could just be the image compression.
Six bars in the menu instead of five, missing abort option.
Six bars, missing abort.
Start with a silenced PP7.
SubDrag wrote: | Sky in Egypt? |
That's just really thick white fog, it seems to be the same fog used in the beta Surface screenshots. I liked Egypt's sky in the final, it starts blue then fades to black after you "kill" Samedi twice, nice effect.
This one has five bars like the final but it's still missing the abort option. Also, I've never seen "PPK" written with a lowercase "K" before, a mistake?
Missing crates.
Boris's table is missing.
Lots of stuff in this one. The walkway supports have been removed in the final, only the ones under the stairs remain. The bulletproof glass seems to be missing from the windows and it looks like the door in the lab is that containment door with the beta glass window. Also, the fog is thiner and black instead of the thicker green fog in the final.
SubDrag wrote: | Different bottling tankes |
Minor typo.
Rocket HUD icon is gold, thinner, and longer than the final.
Missing crates, beta rocket HUD icon.
Barrel in beta, replaced by a table with circuit boards in the final.
Six bars.
Six bars. Odd that they used the PPKs full name here.
Six bars, missing abort.
Six bars, missing abort.
Background is 2 in the final, with objectives as 1. I seem to recall from other beta shots that the objectives were listed on the last page.
http://betagoldeneye.goldeneyehacks.com/ss-goldeneye-081.jpg
http://betagoldeneye.goldeneyehacks.com/ss-goldeneye-091.jpg
http://betagoldeneye.goldeneyehacks.com/ss-goldeneye-128.jpg
These shots are missing. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Jan 21, 2009 11:31 pm Post subject: |
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SubDrag, do you mind if I use some of these screenshots on the wiki? They would really help spice up the prerelease articles. Legally I don't know where these would stand, I guess they'd fall under fair use, at least more-so than shots ripped from magazine scans, since they seem to have come directly from Rare. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Thu Jan 22, 2009 7:12 pm Post subject: |
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Of course, go for it! They're originally from mundorare and were sent with the intention of being displayed. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Jan 22, 2009 8:23 pm Post subject: |
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Okay, cool. I'll start adding some of them later on tonight. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Mon Jan 26, 2009 3:26 pm Post subject: |
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Aside from the folding table having monitor screens, take a look at the exhaust vents. They're half the size of the ones in the final version! You'd have to kneel down to get inside, much like the vent in Complex. There's also no evidence of any computers having blocked them. Usually when you blow something up, part of it remains. _________________
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: Tue Jan 27, 2009 1:13 am Post subject: |
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Oh wow, I never noticed that! I can't believe we're still finding new things in these shots! Smaller vents make so much more sense, I wonder if the whole network of ducts was smaller, or just the entrance part before the drone guns.
It's possible they planned to have computers but didn't put them in place yet, Aztec seems really empty in these shots compared to the other stages. There are still pads for those monitors on the table, by the way, but I haven't given them a try yet. My guess is they were cut when they decided to make the table fold up and sink into the floor.
[edit]
All six screens work on both sides, I just happened to catch some of them while they were changing images. The table folding up is a non-issue. The explosions from the shuttle test firing destroy these monitors, all you'd need to do is set the "remove when destroyed" bitflag on them. |
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