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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: 7244 Location: Ontario, Canada  |
Posted: Wed Aug 03, 2011 11:04 am Post subject: |
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Ah, you're absolutely right...
For some reason I thought it was the same power as a regular PP7, but with the added penetration capability. Looking at the weapon data in GE, it is the same strength of the magnum. Thanks for pointing this out. It will be remedied in the next update. _________________
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jayloonar Agent

Joined: 13 Apr 2011 Posts: 49
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Posted: Wed Aug 03, 2011 11:19 am Post subject: |
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Wreck wrote: | Ah, you're absolutely right...
For some reason I thought it was the same power as a regular PP7, but with the added penetration capability. Looking at the weapon data in GE, it is the same strength of the magnum. Thanks for pointing this out. It will be remedied in the next update. |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Wed Aug 03, 2011 11:50 am Post subject: |
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honestly I like the weapon upgrades for each new patch is released, I was pleased to hear the true sound of the guns silenced goldeneye, remember that this sound is in beta codes GS and silenced, now the Falcon 2 is silenced this sound too. escuhar also very happy for the sound of rocket launchers goldeneye, he had only sounds Shootgun, magnum, grenade launchers, laser Moonreaker and Tank.
Wreck I want to ask if you can expand the number of the list of weapons (I mean the famous beta slots where they found a rifle and a beta Autosurgeon) good because the idea would be to, maintaining the CMP-150 or a magnum PD.Otra idea that occurs to me is that somehow you have access to weapons of PD from the menu of tricks, a trick will be to replace all weapons of Goldeneye for the PD (this would only be fun to add such alone).
I think the weapons are still not GE have joined to have animations or moving parts, for example magnum and grenade launchers have a drum that rotates, I think there are not yet released these new patches.
a good idea for the tank would be to use the slot Slayer, plus some form of control of the rocket would allow the camera to be replaced by turning the top of tank where s l |
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Gamma Agent

Joined: 01 Aug 2009 Posts: 154
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Posted: Thu Aug 11, 2011 8:34 pm Post subject: |
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No suggestions at this time, but just wanted to say you are doing a fantastic job! |
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oldyz 007

Joined: 02 Dec 2009 Posts: 607
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Posted: Mon Aug 15, 2011 2:44 pm Post subject: |
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Ollll0 Asks\suggests
As i was getting ready to play the 4th patch - i thought that the carrington institute's characters where going to be already "transformed" in to their MI6
"equivalents"
Examples:
Carrington = M
Joanna combat = Tuxedo Bond
Guy at Hangar = Q
Fire Range guy = Q's succesor (R)
Lady At VR trainig room = Moneypenny
----------------& within the game -
Velvet dark = Natalya or 006 (more likely 006 in the dam combat uniform)
Mr blonde = Jaws
Elvis = Oddjobb
Jonathan Steinberg = natalya or 006 ?
trent = Mishkin ?
Well, lets just focus on the MI6 headquarters -
Instead while playing the levels in single player i would see this weird mixtures of heads & bodies -
I think the reason is you guys chose to modify & keep the order of characters to match the exact order of characters of the Goldeneye multiplayer menus, instead of trying to match the appearances & head\body combinations of the single player adventure -
Either way - for users of the editor hopefully this mismatch is probably not a big problem when making the single player levels- I hope.
Otherwise, i really think it is better to "sacrifice" the default head/body combos for the sake of the single player -
Multiplayer mode allows the swapping of heads & bodies anyway and it also allows people to save their creations - so nothing is really lost
Oldyz is on vancation - top hats are the next big thing
Ps - i had never checked out the previous patches in single player - Oldyz always started the game using a saved state @ the combat simulator screen to play multi |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Mon Aug 15, 2011 2:57 pm Post subject: |
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for me I do not see a bad idea to ask for new secondary functions, the only thing I think is that it would not have a GE-X as the original but improved guess that's what this project also tries to bring more work and headaches for organizing aspects of the game and gameplay uqe would make more difficult or easier the goldeneye.
a separate Pergunta I make to those who are responsible for introducing weapons of GE in PD, is whether this is done with the Editor. Do you only have introduced weapons of GE that are existing models in the editor? Posiblidadde do you have to alter the way these models look like other weapons that are not in GE or PD?. This question is for testing whether Soysa able to example of introducing a gun belonging to TWINE and run it in PD. This for me would be a fantastic idea to experiment with classic PD weapons which it is possible we are familiar with them, I also think that guns ecajan TWINE well in the time of goldeneye and would be a nostalgic gift for fans. |
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oldyz 007

Joined: 02 Dec 2009 Posts: 607
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Posted: Mon Aug 15, 2011 4:12 pm Post subject: |
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SATURN_81 wrote: | for me I do not see a bad idea to ask for new secondary functions, the only thing I think is that it would not have a GE-X as the original but improved guess that's what this project also tries to bring more work and headaches for organizing aspects of the game and gameplay uqe would make more difficult or easier the goldeneye.
a separate Pergunta I make to those who are responsible for introducing weapons of GE in PD, is whether this is done with the Editor. Do you only have introduced weapons of GE that are existing models in the editor? Posiblidadde do you have to alter the way these models look like other weapons that are not in GE or PD?. This question is for testing whether Soysa able to example of introducing a gun belonging to TWINE and run it in PD. This for me would be a fantastic idea to experiment with classic PD weapons which it is possible we are familiar with them, I also think that guns ecajan TWINE well in the time of goldeneye and would be a nostalgic gift for fans. |
Olllo.oooo?
try & write in spanish with very small fonts -(then we can copy paste to read it in a text file...) some users & i can read in spanish and my kinda bad english reading comprehension combined with some weird english writing at times confuses me......
Escribe en español Porfas -
el ingles mal leido por mi, combinado con el ingles medio extraño me confunde hasta la mauser ------- (copia y pega esto en notas para que no obstruya mucho el texto principal para los anglonautas...
respuesta en Español:
El editor no puede importar armas
Wreck lo hace modificando el codigo hexadecimal, seria bueno tener algun programa que automatice el proceso, pero el cuate que pregunto en otro lugar por aqui en el foro no recibio respuesta -
una posibilidad para mejorar las armas es reemplazar los modelos de las armas de PD con otro modelo poligonal editado en blender o Deled -
Por ejemplo reeplazar el modelo del superdragon con el "Cuerno de chivo" y despues reprogramar con el editor el numero de tiros - daños y repeticiones para que se asemeje -
Editar las animaciones de recarga es otro lio - lo mejor que se puede hacer es nomas remplazar los modelos y acomodarlos lo mejor posible para que no se vean tan raras las animaciones de recarga-
Aun asi creo que los que trabajan en GEX no tienen como objetivo aprovechar las animaciones de regarga ni lo secundario -
Eso entonces QUedaria para la las versiones de
GOldeneye X: REFRITO - que el Oldyz tiene en teoria-
En el caso del multiplayer, en este Thread: http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=5436
trato de ver si se puede tener una buena combinacion de los dos juegos (que es lo que yo tenia en mente desde hace un buen)
Oldyz Anda de Vancaciones - Recolectando Peras y perones
Last edited by oldyz on Mon Aug 15, 2011 4:14 pm; edited 1 time in total |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Mon Aug 15, 2011 4:52 pm Post subject: |
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Oldyz thanks for replying and for correcting me apart if what you are doing, in fact I have no good level of English and use a translator like goggle or tradukka, sometimes I'm not sure if what I say I want it translated that others interpret it, in fact I have to be careful writing together as a comma or the translator leads to bad writing. if you want to talk to you on my Spanish language if it is not right that other users do not understand anything.
I've answered that is precisely what I meant, that importing the model into a program as a weapon DeLeD and modify this very well. about the animations need to be a little observer from each juegoy see that there is no much difference, only to be adjusted tendira some animation if all this if I did |
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IlDucci Agent

Joined: 24 Aug 2011 Posts: 8 Location: Spain  |
Posted: Wed Aug 24, 2011 5:53 am Post subject: |
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Speaking about Spanish and such... Is there any chance we will see GoldenEye: X on the PAL version? I'd like to see the few stuff that's there translated as well. |
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Drache Agent


Joined: 22 Jul 2011 Posts: 23 Location: Germany  |
Posted: Wed Aug 24, 2011 2:34 pm Post subject: |
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So unless this has already been expressed; I would like to comment on an MI6 Headquarters to have access within, instead of the Carington Institute. Since I have seen a TWINE level imported into the game, have I even thought about so many other opportunities of things to try and port over; thus that being one of them, the second level of the solo missions.
It had been stated that trying to port the characters turned out to be not so smooth, however has anybody tried porting weapons as "secret or special" weapons in Multiplayer or whatnot?
If anything aside from TWINE related articles, would I say the Goldeneye & Perfect Dark only relationship is already outstanding - like that dream you always had since childhood to merge the games. I almost love to see a bring Bond to the future kind of thing, where he and Joanna work together. That would be fun..
As well, Spanish, French, German and further translations would be splendid - German would be on my behalf.
Otherwise than the brainstorming, I really appreciate all of the work being devoted into this project. Perhaps and eventually really, I will bring two more helping hands and more brains to contribute - but absolute great work so far, must I say.  |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Thu Aug 25, 2011 6:01 am Post subject: |
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this very idea of carrying the MI6 headquarters belonging to TWINE. for now I'd settle for that music had to pause the clock Q, I guess that would be great with the stylish design of the institute. I have to say about carrying the MI6, you will first have to undergo training to transform the institute, such as archery contests in the event that the Institute was transformed into MI6 to think that we should also look for rooms for each workout and for each test, since in TWINE MI6 is not a training area but rather an office.
the case of the translations I think it would need to know if they can be ported languages from the European version of the American version. |
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jayloonar Agent

Joined: 13 Apr 2011 Posts: 49
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Posted: Tue Aug 30, 2011 7:34 am Post subject: |
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i hear the villa grid and skedar will be worked on
maybe you guys can make small changes like how the ge maps were in pd
ideas:
villa:
- make it with a ceiling
- add a staircase to get up in that one room with the balcony
- make it sort of a complex theme
- fix the broken wall in that one room and add a staircase to get up where the broken wall would lead you
skedar:
- make 2 platforms to connect the 2 big rooms to the big pillar
- get rid of the skedar looking objects and replace them with more goldeneye looking objects (lol)
grid:
- replace the elevator with a ladder
- replace the entire glass floor with a staircase to get up on the second floor
Again, these are just ideas
if you guys think their stupid, then i understand  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Tue Aug 30, 2011 1:02 pm Post subject: |
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I'm currently reconsidering whether or not PD maps should be left in (and modified). It's going to be quite a bit of work to properly retexture them, as well as make certain architectural adjustments to the backgrounds. I think most people would agree that additional GoldenEye levels would be more fun, so long as they perform well and are enjoyable. I haven't written them off completely, so we'll have to see what happens over the next while. _________________
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Wed Aug 31, 2011 3:55 am Post subject: |
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If there's room to spare on the Rom you're faced with either leaving in the good levels, or trying to pack in some community content. There is a heap of good stuff out there.
In saying that - if we wanted to play PD...we'd play PD not GE:X! _________________ No Mr. Bond, I expect you to be re-coded! |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Wed Aug 31, 2011 4:46 am Post subject: |
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goldeneye would certainly many fine maps in multiplayer the problem may be the level of the crib jungle or the frigate would do resent the game, but it seems as if the levels are outdoors had problems to run in multiplayer mode. anyway I think as Depot and Control levels would not be very problematic when small levels and yet have several doors corridors and roads, to hide and plan strategies. I think the level Facility, Bunker and Archives share this kind of thing that is in the other levels that are too large a juegador can become an easy target.
otherwise the Runway at Aztec or not as the value for multiplayer levels that are unique way thereby presenting the problem of easy target. |
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