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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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Grimreaper360 Agent

Joined: 08 Nov 2009 Posts: 5 Location: Take A Left And Another Left And Another Left  |
Posted: Wed Feb 03, 2010 9:15 am Post subject: |
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And also, will NSNA expect tons of awsome features? Whats your goal for NSNA? |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Thu Feb 04, 2010 10:49 am Post subject: |
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Quote: | Great work with this Zoinkity, its amazing how you did this Though was gonna ask you a question. Wil double weapons for multi be available on the lastest NSNA patch? |
if he did put a 2 guns in muti it may not even load no more Grim but maybe it posubel becuse all the stuff zoinkity did in the NSNA i did not no posubel so maybe he can put it in _________________ There totally nothing to read here. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Tue Mar 16, 2010 9:17 am Post subject: |
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I would have had an update today, if I had realized through the awesome power of time-travel I would be sitting here in front of a computer lacking a floppy drive with a nice, shiny floppy in my pocket.
So, no update, which really isn't a bad thing. I may not even release the current one yet.
NSNA will soon be seeing it's first version 1. Not release, but huge structural update. Concidering the number of messages here and in my inbox surrounding displayed text, the massive displayed-text-uiber-revision is being pushed up from "ehh..." to "WIP".
What does that mean?
As is painfully obvious to all those concerned, the patch at this moment only really previews the expected text features. The final patch will include +full+ 16 language support, and all that implies. Implications being, among other silly stuff:
- massive font extension, of variable size
- script style modifiers, such as colour, hopefully size, etc.
- support for accents when totally new characters are not required
- customizable format strings for collection text, messages, etc.
- drop-in module support for each text type, similiar to scenario scoring drop-in
You have no idea how painful all that is...
+_+
What's the final goal?
Originally it was to simply add in vastly more content and shrink the 21990 compressed file. Now it's to the point of creating a new baseline for the game. Version 1.1, in other words. To that end, also porting in bugfixes added in the later games. Sadly, the editor was designed exclusive to NGEE, because NGEJ would have been a tad better to work with ;*)
+_+
The double weapons is something being looked into. The bug lies in mirroring the model in multiplayer. It's a general bug with copying data and parsing pointers, causing a few other random issues in multiplayer stages. Long story short, it will use an offset as a pointer, then fry half your exception handler moving memory. This is a bad thing.
For the record, doubles do work if you disable the 1st person interface. You can also double items that don't use a 1st person model, such as the tank cannon. You can even run around with the flag in one hand and something else in the other ;*)
Also on the record, by changing one byte you can re-enable 2x weapon pickups in all weapon sets in NSNA. Note doing this without refering to the previous paragraph is lethal. The reason for 16 weapon slots was to allow doubles for all but the "golden" weapon, which is virtually always paired with body armour. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Tue Mar 16, 2010 10:24 am Post subject: |
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i hope we will see this update soon and how is the 2 handed Gun comeing a long. _________________ There totally nothing to read here. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Sat Sep 25, 2010 8:41 am Post subject: |
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Sorry, I had missed your post. Besides, I'd like to give this a bump to inform everyone the download link has moved.
I've been working on other projects for a while, which may sound a bit like ignoring GE if you didn't know that said projects are entirely dedicated to text and dialog manipulation. Long story short, translating game A will mean a much more involved text handler in game B.
Currently looking at adding "control types" to GE's font handler. Simple stuff, not displayed, that gets caught by the print routines. Basically, looking to change font colour, size, and maybe a few other things while it gets printed to screen.
Doubles are more involved. No luck with it yet. It's a big, bad bug through all the game versions. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sat Sep 25, 2010 2:44 pm Post subject: |
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Thanks for the update note zoinkity.
It sofar seem that it will take much longer to figer out how the Double guns work in muti. _________________ There totally nothing to read here. |
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00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Tue Apr 26, 2011 4:41 am Post subject: |
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I've been getting more than a few emails lately asking if this project's been abandoned or not.
The short answer is no. The slightly longer one is that I'm sort of looking for a place to live. So, eventually will get back to hacking.
As for the patch itself, an entirely different text display system will be used, completely rewriting and likely abandoning a fair amount of the original NSNA code. Then the bugger should be multi-region compatible and also smaller at runtime. It will also give an opportunity to rebuild from scratch, eliminating some of the redundant code that's developed over time. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Apr 26, 2011 9:59 am Post subject: |
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I was actually going to ask about this myself, was thinking about it the other night for some reason.
Hope everything goes well with finding a place. |
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