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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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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sat May 01, 2010 1:10 pm Post subject: |
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It did add a lot to the background, but I'm not sure how much of a bite it'll take out of the overall performance. I do agree that it looks great, it's just the potential slowdown that makes me think of not utilizing it. _________________
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun May 02, 2010 9:05 am Post subject: |
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I'd prefer we use all the original levels instead of these "enhancements", other then only the most minor of things. |
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armymen12002003 Secret Agent
Joined: 19 Nov 2007 Posts: 211 Location: Castle Wolfenstein |
Posted: Sun Oct 24, 2010 10:53 pm Post subject: |
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Wreck wrote: | Well, I thought this looked fun enough to share...
(the sky has since been corrected)
I hope we can work out the kinks in this map, as it has some decent potential. I would think that PD should be able to handle it a little better than GE, but only time will tell. |
lol wreck an alien on the cradel could it be possible 006 was in with the u.s. goverment at area 51? _________________ "Schutzstaffel!" "Mein leben!"
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Mon Oct 25, 2010 3:53 am Post subject: |
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I suppose the bg mod could be a 'later' enhancement therefor making it optional.
I also know theres no way to make an ingame option for it so Im not even going to suggest it. ...Though the idea is nice *thinks/dreams about idea - background on, background off, background on... *... ...
Trev
P.S. Portal-less? why didnt rare make it portal-less themselves then, or have I mis-understood? _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Oct 25, 2010 11:29 am Post subject: |
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Portals: Every level that has more than one room contains portals. These act as windows between rooms, allowing players to see into the next area. Cradle, however, was different. They didn't setup any portals in the stage, but were able to load the entire stage at once. This does still work in PD, but there are some serious drawbacks. Anything fired from one room into another, won't make contact with the architecture. Bullets, mines, rockets, and other projectiles, fall through the map. The other issue is with clipping. It seems, though I do need to test, that without the portals, PD has a hard time knowing the connections between walkable areas. You just fall through the floor to your death. I have to try and add portals to the stage, which hopefully will correct these problems. _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Thu Nov 04, 2010 10:49 pm Post subject: |
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Well, I have some good news regarding the Cradle...
I decided to start adding portals in between each connecting room. During my testing, I didn't fall out of the map even once. This is a massive improvement already, considering how often I would end up dying from just running around. These portals do need size tweaking, and many more will need to be created all over the place. It's going to be a balance of portals and visibility, but progress is being made. _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Nov 05, 2010 12:14 am Post subject: |
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Hate to double-post, but I feel it is necessary.
After messing around with the visibility data for the map, the stage seems to be appearing properly. I also haven't fallen through the floors, so that should no longer be an issue. The cool - and rather unexpected - thing is, bullets and other projectiles make contact with the architecture through room gaps that have no actual portals. You might remember grenades flying through the machinery room roofs in GoldenEye. Well, that doesn't happen here. You can fire a rocket from one end of the level to the other, and it'll explode on any structure it hits. This is excellent news, and furthers my interest in finishing up the VR setup for the Cradle. If everything goes smoothly, this should make it into the 3rd release. _________________
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EternallyAries 007
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas |
Posted: Fri Nov 05, 2010 1:09 am Post subject: |
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Well done Wreck.
I got to say i cant wait to see some screen shots on that level. _________________ There totally nothing to read here. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Nov 05, 2010 1:34 am Post subject: |
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You're in luck, Aries!
I just added a screenshot of the map being played in 2-Player mode to the first post. I'll either be working on the clipping for this tomorrow, or for another level. It should be interesting to see how Simulants navigate the structure when I get around to that part. I may need to prevent them from seeing through the railings, or even make them taller in their eyes, so that they won't destroy you from across the stage in the blink of an eye. _________________
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Fri Nov 05, 2010 5:42 am Post subject: |
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Dont the gaurds have a 'visability limit'?
I cant remember cradel (The last time I played I was invisable )
but I rememer Surface II where they come right into view, from the fog, before opening fire - compared to Surface I where the snipers can get you right accross the level (Well at least 1/2 a level away)
Couldnt this be done (unless its controled by fog...)
Still, it'd be an interesting challenge to complete the last story level where the AI can see you anywhere.
While Im on the subject of cradel, I wounder how DFAnk? got the background? Was it custom made or taken from real sources.
The reason for my question was I took cradel and took a download of the Accreibo Observatory and tried to merge them (Once I relaised the model was a 'stick' image...) Cradel was MASSIVE, once I scaled it it was still out of proportions...
The legs are too long, one in life is also shorter than the rest due to being further up the hill.
Only One access way to cradel (Though I prefer the GE access)
The cradel itself is smaller and thinner (looking from X/Z-Y plane)
The GE Cradel defies gravity and rises to the middle
Trev _________________
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SATURN_81 00 Agent
Joined: 06 Jun 2010 Posts: 423 Location: spain |
Posted: Fri Nov 05, 2010 7:08 am Post subject: |
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fantastic as this being Wreck this level, is more fluid and smoother than in goldeneye, I'm looking forward to playing. this level for a multiplayer match is perfect, but they tell me to play King of the Hill? anyone at this level is visible from any angle, but I worry if sims see through the railings we can do to defend ourselves and our sims enemies flee?
Wreck certainly send him a few days ago a gameshark code in a PM to see how it was. |
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EternallyAries 007
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas |
Posted: Fri Nov 05, 2010 10:46 am Post subject: |
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Wow that looks like the full port of the game into PD i mean it looks like you got the sky in just perfect and the level looks great too.
Now the sims shooting over the railing can be a problem if they can shoot you a mile away.
It wud be a good idea to to put a sim in there and put a gun on top of him and give it a shot and see if he can shoot you far away.
And if he can im going to say go with your idea and put a clipping on the side of the railing and make it in to a very big wall so the sims wont shoot you thu it. _________________ There totally nothing to read here. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sat Nov 06, 2010 2:33 am Post subject: |
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I was able to take some time and start clipping the walls in Cradle. So far, I've been concentrating on the physical buildings, and not the railings. Those will be coming up next. I just have to decide on how they will be dealt with. I can make them "transparent" tiles, where the Simulants (and other character AI) can see through and over them. If that doesn't work out very well for the player(s), I can switch the type. And if that isn't good enough, I can add more height to the rail tiles. With each adjustment, it takes time, especially if I need to raise the height. Finishing up the main clipping and testing it out is about the only way to know what will be necessary. _________________
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Sat Nov 06, 2010 11:40 am Post subject: |
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I still think there should be some sort of visibility distance somewhere (Zoinkity/Sub?)
Adding Opaque Clipping to an engine that allowed AI to see over railings and therefore having the effect in GE where the guards needed to turn the corner to shoot you (whilst you are there) is a bit silly.
Trev _________________
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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