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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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John_Titor2036 Agent


Joined: 01 Mar 2011 Posts: 9
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Sat Mar 19, 2011 4:21 am Post subject: |
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Clever videos! Enjoyed thanks |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Fri Mar 25, 2011 4:04 pm Post subject: |
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Just some updates...
Weapon mirroring:
00action identified the flag that makes your left-handed weapon mirror. By disabling it, the weapons better match their GoldenEye originals. Only hand-held pistols remain mirrored, as they also are in GE.
Grenade & Mines:
My previous attempts at hiding the first-person models for these weapons didn't work out too well, which is why they remained. But it still seemed a bit strange seeing the PD version on-screen, yet the GE equivalent being tossed. I decided to try it another way and figured it out. This also better replicates how they appeared in GoldenEye.
Swinging Doors:
Simulants don't react very well to swinging doors in Combat Simulator (Virtual Reality), which is probably why Rare only had them in one of the CS levels. I had noticed in both videos users put on YouTube, as well as in my own matches, that Sims would often get stuck on certain doors in both Facility and Archives. I've since tried to adjust them, and some of the path network, to deal with the problem. The Archives seems to be much better, but it is still possible for Sims to get stuck (especially if two are on opposite sides of a door that is trying to open). The outer Facility bathroom door now opens up on the opposite side (just like Rare decided to do with Felicity - no doubt to avoid them same problem GE:X was faced with), so that helps reduce the risk of Sims getting trapped on the balcony. There is still one area where they have a good chance of jogging into an open door, but the odds in both levels are now much slimmer.
More Characters:
I've been porting more bodies and heads since the last release, and there's not many left to go. Believe it or not, there's just eight bodies remaining. Of those, many are female, and only available in multiplayer.
Extra Level:
The only GoldenEye original left is Caverns. It's currently in the works, and Sims perform fairly well. There's only a few places where they have a bit of trouble, but we hope to get that sorted out. We'll need to adjust the path network a little, and also sort out the weapons and armours, but it's coming along.
GE:X Videos:
I really enjoy watching these when I have the time, so please keep recording your matches and uploading them to YouTube!  _________________
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sat Mar 26, 2011 6:44 am Post subject: |
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is true that the sims have problems with some doors, I do not know if what I will tell you this may influence the problem. I have seen (perhaps many of you too) that some doors only open in one direction, ie a sim is stuck in a room if you try to leave it, I think it's because every time the door is open This door is open to inside the room.
a good way to know what I mean is to play the file level in goldeneye and you will see that most of the gates at this level can be opened in both directions, inward and outward.
and certainly less important, I would like to know what could be drawn form the Maze level, I loved it and I do not know what we can expect surprises in the future. its creator is thinking about some project called "TWINE - X"?.
that good progress has your work, so please continue. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Sat Mar 26, 2011 8:49 am Post subject: |
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The Facility doors originally did swing away from the person opening it, but the Archives doors did not. I've since changed them to open away, which does seem to help quite a bit. The door leading into Bond's interrogation room has also been turned around, so it opens toward the far wall instead. This should prevent Sims from getting stuck on it, after they've run into the room to collect some ammunition. I didn't notice any of the Simulants getting trapped up against a door during my most recent test matches, so the chances of it occurring are less likely. It may still happen if two Sims are on the opposite sides of the same door, but there isn't much I can do about that.
The Labyrinth map from TWINE was ported to GoldenEye by Zoinkity. He's the only one who is currently capable of porting levels from that game. I'm not sure if we can expect to see any more, but it's possible. _________________
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sat Mar 26, 2011 8:58 am Post subject: |
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Wreck anyway, I'm wrong with the file level, it is a single door which has an opening wrong, that door is located in front of the interrogation room, the other doors in this level as open exactaente in Goldeneye. on the other hand perhaps it is beneficial to players sims and the doors can be opened in both directions. and thanks for removing my double post. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Thu Apr 14, 2011 11:05 am Post subject: |
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Some new updates...
Characters: the entire roster has been ported. Every character that was available in the original, as well as the three leftover civilians, and the additional Bond tuxedos, are available in Virtual Reality mode. I still need to work on the neck section of the Bond (Arctic) model, as the hood is split into multiple parts on the body. Otherwise, the rest should be good.
Automatic Shotgun: I've started on this, but it's been giving me weird microcode errors. It's like I'm exceeding the file size or something. I can get the base weapon (not including the ammunition holder and shells) displaying fine, but once you start adding more stuff in, it gets messed up. I'll keep playing with it, though I'm not sure what's causing the crashing.
Library: the AI Path Network has been constructed and fine-tuned. I just need to combine it with the setup file to do final testing. _________________
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koiiii Agent

Joined: 25 Apr 2011 Posts: 1
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Posted: Mon Apr 25, 2011 9:33 pm Post subject: |
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Hello. I´m new here!
I really liked how this is going on!
I must really say this is one really good mod. Great work!
Now i have a question:
Is it normal that in Goldeneye X are strange textures in Singleplayer levels or in the Carrington Institute? Sorry, when this question is allready answered, but i´m new here!
Also i hope for more porting levels from TWINE! Just think about Istanbul or the Skyrail level!
thanks so much for your help! |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Tue Apr 26, 2011 6:08 am Post subject: |
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I would like to continue seeing more TWINE levels, the problem is that have nothing to do with goldeneye, even so the level is fantastic maze of TWINE. in my opinion I think it demonstrates that other levels that do not belong to goldeneye can operate in "Goldeneye X", I mean I hope that when you complete this Goldeneye X can make a new project.
I have a general question for "shootersforever" because it serves in this forum only goldeneye and perfect dark? I do not think they are the only shooters that N64 has, I always come this curiosity about the forum |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Fri Jun 03, 2011 1:41 pm Post subject: |
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Any remaining PD maps will, no doubt, feature some incorrect textures. This is because we need to replace images from Perfect Dark with those from GoldenEye. In the end, everything will be GE, so these kinds of issues won't pop up later on.
I'm certainly open to maps from other games, so long as they play well and feel suitable. It's quite a tedious task for Zoinkity to port levels from TWINE to GE, so I'm not sure if - or when - we'll see another one. _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Fri Jun 03, 2011 1:51 pm Post subject: |
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Just some more info...
After discussing it with SubDrag, I did decide to include the Basement and Stack versions of Library. Basement is nearly complete, with only the Flag Bases left to go. Stack will be next, and shouldn't take too long. It might be tricky trying to incorporate drops for the Sims, but Sub and I sorted most of that stuff out nearly two months back. So not only will Library be updated and support Sims, but the two smaller variations of the level will also be included.
I redid the clipping for Caverns VR, and Sims perform very well. There is still one doorway where they seem to get stuck sometimes, but I hope to work that out. I'll also be shifting the weapons and armour around, to better suit the new weapon handling in PD, and get some ammo crates out of the fuel barrels. _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Mon Jun 06, 2011 1:10 pm Post subject: |
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Basement: This one is complete. It has seen a lot of updating over the original, to make up for the greater number of players that can participate in a match. It now features twelve respawn points (original had five), eight weapon sets (original had six), and one armour set (same as original). I've tried to keep things balanced, but given the small size of the map, you'll find some weapons to be within close proximity of others. There's also the new Hills and Flag Bases, for King of the Hill and Capture the Flag modes. Those of you familiar with this map in GoldenEye may also notice some architectural modifications...
Stack: This is nearly complete. I've also decided to update this map a fair amount, as the original wouldn't work as well as a straight port. It has twelve respawn points (used to have five), eight weapon sets (used to be ten), and two armour sets (same as before). Arrangement and placement has been altered to make better use of the map. I may still adjust that further. Hills and Flag Bases are also in place. The AI Path Network seems to need small tweaks, but works quite well throughout most of the level. Drops from the upper catwalks still need working out. As in Basement, those who know this level well may find some changes to the architecture...
Citadel: Yes, that's right. Citadel is in progress. A nice portion of the clipping is complete, and I've begun noting where the AI Path Network will be placed. There was an issue where you'd drop out of the map when attempting to climb to the top of the spiral ramp, but I believe I have fixed it (I think it was the same thing that caused players to fall out of the map in Complex when running down the one steep ramp too quickly, but since I can't replicate the results of TH126, I don't know if I've fixed that, as well). Anyway, I do have Zoinkity's newest setup file, so I'll be converting it over and seeing what needs changing for PD's handling. _________________
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Wed Jun 08, 2011 1:17 am Post subject: |
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Quote: | Citadel: Yes, that's right. Citadel is in progress. A nice portion of the clipping is complete, and I've begun noting where the AI Path Network will be placed. There was an issue where you'd drop out of the map when attempting to climb to the top of the spiral ramp, but I believe I have fixed it (I think it was the same thing that caused players to fall out of the map in Complex when running down the one steep ramp too quickly, but since I can't replicate the results of TH126, I don't know if I've fixed that, as well). Anyway, I do have Zoinkity's newest setup file, so I'll be converting it over and seeing what needs changing for PD's handling. |
YES!!!
I just love the Citadel map.
It was huge and it had all kind of thing in it.
Ill just love to kill the player/bots on this map over and over.
If you can soon maybe show some pic of this map in PD when ever you can Wreck? _________________ 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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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Wed Jun 08, 2011 1:10 pm Post subject: |
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Basement, Stack and Caverns should certainly be in the upcoming release, as will the addition of Simulant support in Library. The Citadel is going to need quite a bit of work done to it, so I can't promise that it'll make it in. If it does, there is a chance that it won't have an AI Path Network. You'd still be able to play it against humans, but Sims won't be able to move. We'll just have to see what all I can get accomplished in the next few weeks.
There isn't really much of Citadel to show off. I've just got the background and clipping in, so it's pretty uninteresting. I'll get some pics up when there's more to see. _________________
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