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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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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Wed Apr 29, 2009 1:59 pm Post subject: [MULTIPLAYER]Chicago - Stealth |
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http://two.xthost.info/00dark/Ump_setupcarparkZ.bin
8107FEC8 01F2 --> Changes Chicago's MP setup
80084BF9 001D --> Swaps stage ID for Random load
81084BFC 568D --> Changes Random (arena) into Chicago
81084C14 50FF --> Changed Random (arena type) into Hacker
Open the Perfect Dark Setup Editor and do Tools --> Convert ROM with just the setup.
I've created another flawless multiplayer stage as my skills improve. This map is excellent, everything works, plus it has doors that add taste to the map. Please make a patch for it so we can play it online. Thanks.
Last edited by 00Dark on Thu Jul 29, 2010 11:53 am; edited 1 time in total |
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The Extremist 007


Joined: 07 May 2006 Posts: 695 Location: Winnipeg, MB, Canada  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Wed Apr 29, 2009 5:56 pm Post subject: |
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I am still working on it! For some reason only G5 is working in the patch to ROM. Both Chicago and DDHQ crash in the menus. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Wed Apr 29, 2009 10:12 pm Post subject: |
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Okay, some good news...
I was able to get Chicago to load normally, without the use of GameShark codes. It took me sometime, since I didn't know how to redo the CRC, then realized I made a mistake with the CS arena table data. But it's loading up alright in PJ64. Mupen64K won't let me start a new file anywhere, so I haven't been able to give that a test. It should work fine, though. I'll continue to test and see how the Investigation project goes, too.
Edit: Mupen64K was able to use a "Controller Pak" and allow me to access the main menu. Loaded up Chicago with four players and four sims, King of the Hill mode, with plenty of weapons to spare. Played fine, though I think my computer seriously needs a reboot. Only problem is with the lighting effects. They did it so drastic, that in multiplayer, some rooms almost go totally black when the lights are damaged. I'm trying to find a workaround, so we can avoid this annoying issue.
But, anyways, on to Investigation, I go... _________________
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fantsu 007

Joined: 30 Apr 2007 Posts: 1003
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Posted: Wed Apr 29, 2009 11:14 pm Post subject: |
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I think most of the PD levels, the rooms go totally black if you destroy EVERY light?
And great job AGAIN 00dark!
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Wed Apr 29, 2009 11:45 pm Post subject: |
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I'm trying to remember for certain, but I believe the only Combat Simulator map with "working" lights is the Ruins. There's only a couple, about ten or so, scattered in different locations around the map. I didn't even realize it until I looked at the background file while porting stages to GoldenEye.
The mission-based maps have much more dramatic lighting effects. If too many lights in one area go out, the room is going to be overwhelmed by blackness very quickly. This is fine in a mission, as you'll keep progressing to other locations. But in the Combat Simulator, you're going to run into it again and again, probably becoming frustrated as you try to survive in a pitch-black room. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Wed Apr 29, 2009 11:51 pm Post subject: |
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Ok, my next map is Area 51, but after adding all the proper Area 51 elevators inlcuding both hangar lifts, both storage lifts, and the hangar office lift to the MP setup which is Area 52's, I cannot reopen the setup because of this fantastic error:
Crap. Can you figure out why it does this?
Last edited by 00Dark on Thu Jul 29, 2010 11:53 am; edited 1 time in total |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Thu Apr 30, 2009 12:02 am Post subject: |
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There has to be a "3C" object type somewhere in your setup file. As far as I know, there is no "3C" object type. It ends at "3B", from what I've seen. I'm guessing that one of the object blocks is incorrect, either too long or too short. It's making the Editor think that a missing object type is in there. Or hell, maybe there is a "3C" type and we missed it...
You'd have to link us to your setup file to see what's happening. _________________
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Thu Apr 30, 2009 4:30 am Post subject: |
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Yeah, what Wreck said. Or one of the types you talked about is not exporting properly and the setups corrupted. Can you post the setup so I can look into it and fix it? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Fri May 01, 2009 4:54 am Post subject: |
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I figured out a way to disable the map lights, so that the rooms will never go dark on you. This may be extremely beneficial to the mission-based maps, which leave near pitch-black areas during matches with explosives. It might be a wise decision to deactivate the lights now, thus avoiding the impending darkness.
Edit: Hmmm, this isn't quite going very well. It seemed as though it was working fine, but now some of the lights are going out. And my attempts at another level only stop certain lights from shutting off, which even then isn't a hundred percent. I'll have to look into this more. I thought I knew what controlled it, but nulling it out completely still doesn't help. It's very odd. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Fri May 01, 2009 12:04 pm Post subject: |
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I think I already found the problem, though I'll need to check to be certain. A "2F Tinted Glass" Object is too long. The block should only be "0x68" in length, but extends out to "0x94". Which, actually, when looking at it, should be elevators. That's the full size of a lift block, and even has the right data inside. I think, for some reason, those elevators have the wrong object type...
Edit: Try the following setup file I've linked to. It was able to load in the Editor, and had five elevators showing. I didn't try it out in-game, since I'm not sure if it is finished. See if this is what you need..
http://www.battlefieldforever.com/hackers/pd/Area51_CS_Setup.bin _________________
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fantsu 007

Joined: 30 Apr 2007 Posts: 1003
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Posted: Fri May 01, 2009 12:39 pm Post subject: |
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A51 is huge place... interested to see how it is going to work in multi.... :/
capture the case bases can be quite far from each other...  |
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fantsu 007

Joined: 30 Apr 2007 Posts: 1003
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Posted: Fri May 15, 2009 9:35 am Post subject: |
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More maps coming from you 00dark?
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Mon May 25, 2009 5:04 am Post subject: |
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Perhaps...
I just PM'd him with the XDelta patches for four of his maps, including this one. Maybe once he's gotten a taste of playing these online via Mupen64K, he'll begin working on another level or two. PD is short on modders, so it's nice to have somebody around to show off new stuff.  _________________
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