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Correcting Mistakes: March 14th, 2009...
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Wreck
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 PostPosted: Thu Jun 01, 2006 3:51 pm    Post subject: Correcting Mistakes: March 14th, 2009... Reply with quote Back to top

I'm just curious to know how many errors or mistakes you've encountered while playing this game. Hacking the ROM would allow us to correct many of these problems, if we know where to look. Please feel free to post any of your findings here. I'll start us off...

*note-a: you may need to use the Debug cheat to locate room numbers
*note-b: this no doubt makes me look anal, but it's beneficial
*note-c: some others have contributed to this list

Mission Stages
Dam: First guard lookout tower has some slight glass positioning flaws at edges
Dam: Third guard lookout tower has a slight glass positioning flaw at an edge
Dam: Guard shelter has some slight glass positioning flaws outside of building
Dam: Towers on the dam have some slight glass positioning flaws (could be visualization related)
Dam: Fence at tunnel entrance #2 isn't sized right and doesn't seal up when closed
Dam: Able to clip through the metal railing next to the bungee jump platform
Facility: Security area glass is not set in their frames properly (also needs two panes each)
Surface i: Many of the first few cabins have slight glass positioning flaws
Surface i: Hut Door Key & Safe Key aren't capatilized in main watch menu
Surface i: Severnaya Bunker Plans aren't capatilized in main watch menu
Silo: Both the Circuit Boards and the DAT are lacking a period in their pick-up text
Silo: The key Ourumov carries has no graphic or text in your watch menu
Frigate: Body Armour misplaced inside of crate
Frigate: Many doors use the wrong room pointers
Archives: "Mr. Bond" is often missing the space
Archives: "Got safe key" is lacking a period
Archives: "Good-bye, Mr. Bond" is lacking a period
Depot: Helicopter blueprints are part way through the safe
Depot: KF7 Soviets without any ammunition (on purpose?)
Depot: Keyboards stick into monitors
Depot: Body Armour in room 74 is halfway into the back wall
Depot: Blueprints are missing a period in the pick-up text
Control: All glass should be breakable (purposely done to decrease difficulty / increase framerate?)
Control: Trevelyan is holding his weapon left handed
Control: Security door inbetween rooms 11-23 isn't set in the doorway properly
Control: Security door inbetween rooms 11-33 isn't set in the doorway properly
Control: Security door inbetween rooms 18-19 isn't set in the doorway properly
Control: Security door inbetween rooms 18-24 isn't set in the doorway properly
Caverns: "Picked up a code card" is lacking a period for each code card
Aztec: "picked up a DAT" is lacking a period and needs uppercase P

Mission Folders
Mission 1: Arkhangelsk is misspelled as "Arkangelsk"
Mission 3: Kyrgyzstan is misspelled as "Kirghizstan"

Multiplayer Stages
Temple: Weapons are placed incorrectly
Bunker ii: Jail cell doors use wrong images

Multiplayer Characters
Mayday: Her name is actually split up into "May Day"

Multiplayer Weapon Sets
Remote Mines & Timed Mines: AR33 uses KF7 image model

Weapon, Gadget & Item Text
Laser: Pick-up says "Moonraker Laser", watch says "Military Laser"
Taser: Gadget misspells Taser as "Tazer" (done on purpose for style?)
Keycard: Isn't capatilized in the main watch menu

Briefing Files
Runway: Arkhangelsk is misspelled as "Arkangelsk"
Bunker i: GoldenEye key is misspelled as "Goldeneye key"
Bunker i: Datathief is misspelled by Q as "data thief"
Bunker ii: GoldenEye operations manual is misspelled as "Goldeneye"
Silo: Kyrgyzstan is misspelled as "Kirghizstan"
Jungle: GoldenEye is misspelled by M as "Goldeneye"
Control: GoldenEye is misspelled twice in the briefing as "Goldeneye"
Caverns: GoldenEye is misspelled in the background briefing as "Goldeneye"
Cradle: GoldenEye is (what? no!) misspelled in the background briefing as "Goldeneye"
Aztec: Moneypenny misspells "Quetzalcoatl" as "Quetzacoatl"

Visualization & Portals
Facility: Room 66-67 error from rooms 63 & 64
Runway: Full Sniper Rifle zoom results in visual errors
Surface i: Room 10 can not be seen from cabin rooms 29 or 30
Depot: No connection between rooms 37-39 through doorway '2B' (locked door, no reason)


Last edited by Wreck on Sat Mar 14, 2009 3:30 am; edited 27 times in total
 
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kcghost
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 PostPosted: Thu Jun 01, 2006 5:31 pm    Post subject: Reply with quote Back to top

Were fixing their mistakes now? Hehe, Awesome. Alright, glitches ..think kcghost .. think ... holy crap I actually came up with something.

Runway: That one door isn't "Locked". (if they are gonna piss us off about what could have been behind it, they should have at least locked it, lol)

Dam: The begining big door does NOT need to be locked. I mean, cmon. Wink And the ending clipping is messed up. (The end guard rails dont block you, try leaning on one Smile )

Depot: Coloring erorr on guard rails in amunition room? Is it just me or are those green? Was that intentional? Also the half-armor is placed half in the wall in that on warehouse, umm its in (sorry didnt have debug on) Also, that pipe, leading from that warehouse above the ground leads to the other side of the level but stops and cuts off in the air with no realistic end.
ALSO (Depots gotta lotta bugs) windows are not windows in "the Depot House". Cant unock the Garage door (Depot House) from insde or outside, not can you the bottom depot house door.

Caverns: The water is more detailed (higher res) in the second water room than the first! Then in the third water room it goes back to being low res. Also, "Picked up CODE CARD" does not have a period, and uses capitlas too much. (Im on a roll!) Also, bad lighting causes the elevator panel to be black at the end.

Silo: Extra Ladder on other side, and no rail on door side (begining). Picked up a cicuit board has no period and is all capitals again. Messed up colors on light endings (See my Silo Mystery) as well as other light anomalies. Ouromovs key, you know the deal. And .... aha! No elevator panel.

Cradle: No guard rails at the sides going down to the "Cradle House". ANd one of the rials is a little misaligned, didn't find any biggies.

Surface: All the windows have slight cracks, lol.


Last edited by kcghost on Thu Jun 01, 2006 6:10 pm; edited 1 time in total
 
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Wreck
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 PostPosted: Thu Jun 01, 2006 6:16 pm    Post subject: Reply with quote Back to top

Certain graphical things would be very hard to correct. You'd have to hack the background data and reconfigure where the textures would be. Adding in the missing railings is something I wouldn't even try getting into just yet. I'm trying for things that can be fixed with the knowledge we possess right now.

You did find some definite fixer-uppers, KC!
Both the Circuit Boards and the DAT are missing a period in their pick-up text. Viewing "Ourumov's Briefcase" in the main watch screen is a little tricky. The image of the case almost seems to overlayer the first line of text. When you pick up his key, the text is fine. But inside of your watch it appears as just a hyphen. There is also no graphic for it.


Last edited by Wreck on Sat Jun 03, 2006 3:19 pm; edited 1 time in total
 
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zerojett
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 PostPosted: Thu Jun 01, 2006 8:11 pm    Post subject: Reply with quote Back to top

the floppy has an error. i posted a shot a while ago. kc shouldve seen it.
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ptb
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 PostPosted: Fri Jun 02, 2006 2:43 am    Post subject: Reply with quote Back to top

I always thought Ourumov's key had no graphics for a reason. Also, some of t5he doors might have been made that way oin purpose, I mean, how could someone miss the bunker doors being wrong in multi?
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Wreck
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 PostPosted: Fri Jun 02, 2006 3:49 pm    Post subject: Reply with quote Back to top

I know what you mean about the Bunker jail cell doors, PTB.
But if you want to be accurate to the mission, they should have been the correct images. It may have been done to prevent people from shooting their opponents through the doors. Which is pretty silly, since you can hit them through the bars, anyway.

That Runway door isn't a door at all. The reason it doesn't respond to your actions is because it's a textured wall. You'd have to put a door in to cover it in order for it to read "this door is locked". This would require you to create a door, lock it, then try and find the exact sizing and coordinates to place it where it has to go. Not really worth it, when you think about the work you'd have to do.

The door at the beginning of the Dam is a door, not just a texture like in the Runway. This means that, unless you want it to open, it'd need to be locked up. It may be possible to set it up so it doesn't display text, but people already know that it is a door. How else did Bond find his way into the Dam? He rode in under the supply truck and dropped off at the entrance.

Those railings in the Depot are coloured green in both of the warehouses that contain them.

I think the water in the Caverns stage uses the same textures for all of the areas, but the sizing of them is different. The first and third areas stretch them out to fill the space, while the spiral location is closer together. Also, the water underneath the blue catwalk that leads to the Cradle elevator appears to be a bit better looking. This is only a theory, but I can't say for certain just yet. It does seem like the same textures.
 
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ptb
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 PostPosted: Sun Jun 04, 2006 7:27 pm    Post subject: Reply with quote Back to top

Hey, in the facility (front zone of course) in multi, some of the doors are missing all in one area. It is one of the blue rooms with the tables with the test tubes on it. Also the double doors leading to the green hallway are missing. Is this intentional or mistake?
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Wreck
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 PostPosted: Sun Jun 04, 2006 7:38 pm    Post subject: Reply with quote Back to top

I'd think it was done purposely to keep the action flowing in that area.
Much like the cell doors in the Bunker ii multi map, there's no way they could have made it that way accidentally and not noticed. The Temple weapon sets on the other hand, now that was a big mistake. Horrible mistake.
 
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zoinkity
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 PostPosted: Mon Jun 05, 2006 8:49 am    Post subject: Reply with quote Back to top

I also think Facility's MP weapon sets are screwed up.

I did make an old gs code to eliminate teh silo vents and ladder at the start. Most likely it caused the rest of the stage to crash ;*) It was a sort of spur-of-the-moment thing, after all.

Silo doors can be corrected easily. -and I prefer Statue's old sky.
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Saberier
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 PostPosted: Wed Jun 07, 2006 10:12 am    Post subject: Reply with quote Back to top

In Aztec, some beta glass are left over in the ceiling in the hallway near the shuttle.
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Erevan
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 PostPosted: Wed Jun 07, 2006 12:10 pm    Post subject: Reply with quote Back to top

In Caverns, Alec has an automatic shotgun rather than a D5K. And on his hand, there is a ring.
 
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Wreck
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 PostPosted: Wed Jun 07, 2006 12:18 pm    Post subject: Reply with quote Back to top

I had thought about Alec's weapon change, but his weapon changes again into an AR33 Assault Rifle on the Cradle. He probably tried arming himself with whatever the next best thing he could find. When James Bond is after you, you need a whole hell of a lot more than just an army. Laughing

The glass in the Aztec ceiling is texture.
If you check out either the island on the Dam or the biggest warehouse in the Depot, you'll notice more of it. They could have been place fillers at one point, but never replaced with real panes.
 
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Erevan
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 PostPosted: Wed Jun 07, 2006 12:27 pm    Post subject: Reply with quote Back to top

Wreck wrote:
I had thought about Alec's weapon change, but his weapon changes again into an AR33 Assault Rifle on the Cradle. He probably tried arming himself with whatever the next best thing he could find.


It seems to be logical. However, where we can find the weapon cache containing automatic shotguns (Caverns) and AR33 (Cradle) in those levels (Caverns and Cradle)?

If Alec got'em, is it possible for us to find'em?
 
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Wreck
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 PostPosted: Wed Jun 07, 2006 12:40 pm    Post subject: Reply with quote Back to top

All of the guards defending the Control Center use D5K's, which would explain why Alec has one of his own. He actually used one back in the Facility, so that'd most likely be his weapon of choice. The Janus Special Forces that appear at the end of the Caverns mission are armed with either RC-P90's or Automatic Shotguns. They spawn into the stage as you are attempting to cross the bridge over to the elevator. Janus no doubt got it from wherever they did. A few of his body guards enforcing the subterranean water caverns are equipped with assault rifles. One of them must have given him an AR33 just outside of the Cradle elevator. Smile
 
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Wreck
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 PostPosted: Tue Jun 13, 2006 6:11 am    Post subject: Reply with quote Back to top

I've found a bunch of other spelling and grammatical errors throughout the game. Some appear in the briefing, while others are displayed when someone is speaking or you acquire an item. Many aren't super noticable, such as a missing period. GoldenEye is barely ever featuring an uppercase "E" in the name. Certain words are all uppercase, which I suppose was done on purpose to show emotion. Both "HALT!" and NOW!" in Archives are prime examples. I hate the term "Got safe key" in the same mission. It doesn't sound proper. Perhaps "Given safe key." would be better? There's a few things that could be removed from each language file. They aren't directly used by anything that can be seen. I believe they include extra text for your "Weapon of Choice" selection. That's only ever seen for weapons, so why they put it in for keys and items is unknown. Filler for the renaming function? Could have been, but they could have also simply used the same string instead of creating a new one.
 
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