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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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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Oct 16, 2010 5:43 am Post subject: |
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I wasn't planning on adding it, sorry! |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Tue Oct 19, 2010 2:15 pm Post subject: |
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I was just looking at the exported obj source and it look like you have in fact done my suggestion...
Ill need to edit the import script for my editor or contact the creator to support groups in obj...
Has anyone noticed how many rooms are in Dam!
Why the hell is there so many rooms when there all visable from the dam?
I can understand the tunnles being roooms because once your out of site they can be unloaded but the mountians, its just a waste and all the work in portals too...
Trev _________________
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Oct 19, 2010 10:18 pm Post subject: |
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you're wrong trevor. rooms are not a waste in open areas. at the very least they serve for load management.
when a room is behind you it doesn't get loaded either, and this saves both CPU and RCP time, and memory bandwidth, etc. Just an example. |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Wed Oct 20, 2010 3:14 am Post subject: |
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Fudge, so if the Dam part of the level was One room or 2 it would load slower and be continualy loaded untill you are facing away from it?
This puts a stop to my level then as Dam leaves me with 10 rooms to play with... not enough for what I had planned...
So to let the cat out of the bag, has anyone ever woundered what was Before The Dam? How did Bond get there?
My level (or at least model for a level) was going to expand upon that...
Oh well I suppose I could just make it a seperate model...
Trev _________________
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HackBond 007


Joined: 14 May 2009 Posts: 1377 Location: Scotland  |
Posted: Wed Oct 20, 2010 5:58 am Post subject: |
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A member of our community, GERAGE did make a level which was a prequel to the dam. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Wed Oct 20, 2010 3:15 pm Post subject: |
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I know this is off topic but whats it called and where is it? I cant find it in Objectives Complete...
Trev _________________
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Wed Oct 20, 2010 8:58 pm Post subject: |
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The name of the level is Cliff Base.
I have to say that is one of the best level i have ever play its worth playing.
Heres the place where you can download it
http://www.goldeneyevault.com/viewfile.php?id=195
Enjoy. _________________ There totally nothing to read here. |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Sat Nov 13, 2010 4:06 pm Post subject: |
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The PD editor crashes when I try to open up the Visual Editor. GE works fine. I get this error report.
Quote: | Problem signature:
Problem Event Name: BEX
Application Name: runwaysetupeditor.exe
Application Version: 2.4.0.0
Application Timestamp: 4cd56354
Fault Module Name: MSVCR90.dll
Fault Module Version: 9.0.30729.4926
Fault Module Timestamp: 4a1743c1
Exception Offset: 0003112c
Exception Code: c0000417
Exception Data: 00000000
OS Version: 6.1.7600.2.0.0.768.3
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_________________ 304 HP |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Dec 22, 2010 5:18 am Post subject: |
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The shift level feature does work - just tried it. You need to first export room positions to a file (after shifting), then export. It moves room centers, so if you don't export new room positions portals will appear to be in the wrong spot (really architecture is). |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Thu Jan 27, 2011 7:00 pm Post subject: |
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I don't know if this is a bug.. or if I am screwing something up;
but whenever I import an object into a level they are giant.. anyway to fix that? _________________ Who? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Thu Jan 27, 2011 8:07 pm Post subject: |
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No, you're right. I had noticed that the level scale was being reset to "1.0" before when trying to rescale things for PD (GE:X project), but didn't realize it was affecting actual object models. Not sure when this happened. I've been using an older copy that keeps the correct scales for certain tasks. I'm sure Sub will be able to identify the issue and take care of it very soon. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Jan 29, 2011 5:38 am Post subject: |
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Err, what do you mean by import object into a stage? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sat Jan 29, 2011 6:14 am Post subject: |
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I have no idea how that happened or when it happened! Scale was accidentally hardcoded to 1 for GE like PD. It's fixed in beta, I'm regenerating and reuploading full installer, should be up later today. Thanks!
EDIT: Updated, it's up on full installer too |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sun Jan 30, 2011 7:12 pm Post subject: |
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Added MD5 ROM calculation + ini code to ROM under Tools -> Trim/Flip ROM. It copies to clipboard in Mupen ini format. |
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oldyz 007

Joined: 02 Dec 2009 Posts: 609
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Posted: Sat Jul 23, 2011 10:42 am Post subject: |
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Ollllo here -
Same request/question about the Camera positions -
1st person view preferred
if it is possible to modify and make a patch , the result could help create better 3D short clips to share around & even more down the road....
thanks in davance
Oldyz is on vancation - those quesadillas want revvvengeeeeeeeeee |
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