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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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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sun Sep 18, 2011 3:15 pm Post subject: |
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Unused Ammo? is a type?
... Oh, Ive just re-read your post, do you mean that GE has the same types as PD but it just didn't use one of them?
It would be good to set a caliber to this type rather than "sub machine gun"
eg, the mp5 uses 9mm however having said this, nearly every gun uses different ammo which would change the ammo collecting techniques in the game too much...
I personally like the idea though.
Trev _________________
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sun Sep 18, 2011 3:19 pm Post subject: |
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a good idea for the mod looks like more and more to Goldeneye, would be to change the blue color of the pause menu because of the color green and the quest menu to change the blue color of ocher or land that can be the same color used for folders Goldeneye. respect to the PD energy bar hopefully can be changed at some point by goldeneye power indicator, ie the clock power indicator Q. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Sun Sep 18, 2011 7:39 pm Post subject: |
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Two more weapons are currently in the process of being ported. One is close, and the other is coming along nicely. I won't say what they are, but they'll both be very welcome additions to GE:X.
We could get really elaborate with the ammo types used by various weapons, but that'd really take the fun out of the game - especially in VR mode. I think the way we have it now (taking a cue from Perfect Dark and the way they handled the Classics) is going to stick. It makes your pistols even more important, since you may not get to collect more ammo for them throughout the mission (unless some is found in a crate). Your accuracy with the PP7 may need some improving.
I've tried changing the colour of various menus to green, but there are some issues. Any menu that has check boxes acts up. The options that are checked become invisible. It'd be nice to fix this, but I'm not sure how. Maybe we can look into it deeper soon. _________________
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Mon Sep 19, 2011 12:31 pm Post subject: |
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I think if not already zoinkity needs to get on the case.
Has the holo-arm been replaced by the watch and arm? (I would think it would be a simple model swap - though of course the menu's would still be holo)
trev _________________
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AstroBomber Banned
Joined: 28 Jan 2012 Posts: 225
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Posted: Sat Jan 28, 2012 5:22 pm Post subject: |
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Hi, I'm new here but have been playing Goldeneye X since the 3rd patch. Not sure if these have been suggested before but I would like there to be a feature where we can choose to have falling off of ledges and holes on or off. Like how it was in GE where you couldn't fall down that huge hole in Temple. Would be cool as an option to choose to be able to fall or not. Also to bring back slappers/chops instead of the fists. |
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oldyz 007

Joined: 02 Dec 2009 Posts: 607
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Posted: Sun Jan 29, 2012 8:27 am Post subject: |
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Astro
Ollll here:
I wanted such an option too, but even tho it is a bit more simple to program the "fall clipping" in Perfect dark , it is still not easy -
the best thing would be to have patches with different "chasm values"
so , one patch you can fall from places that obviously you should fall off from - MAN OVERBOARD EDITION?
other patch has the more traditional invisible barriers - BABY PROoF
the best thing is for anyone to grab the level , edit it to allow or restrict the places where you want , or not want to fall, and then use that as your personal version of the game...
i prefer realism when it comes to this, so i plan to have Oldyz (hehe) edit the game to allow falls everywhere -
As to create such a function , it would be to create some kind of especial clipping that is dependent on some kind of switch and add it to the game -
or it can also MAYbe accomplished , in the case of single player levels - by creating invisible walls that are only present in the lower difficulty settings - i think an example of that is some barrier or stone that is present on the Skedar ruins level. -
anyway, this invisible barriers could be shut off by "masking them" as a a mission objective (like flipping a switch or something inevitable) that gets them out of the way (lowering them preferably)
Oldyz's spidey sense is tingling |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sun Jan 29, 2012 8:41 am Post subject: |
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in my opinion I think that it is better to create a glass ceiling at the GRID level, well armoured or rather than to destroy, I think it would be much more easier and would have fewer difficulties in its creation. I also I bet for realism and this I think that it is more or less realistic. |
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jayloonar Agent

Joined: 13 Apr 2011 Posts: 49
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Posted: Fri Feb 10, 2012 3:17 pm Post subject: |
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goldeneye hands option?
i think itll be cool to have the hands from goldeneye as an option  |
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Sun Feb 12, 2012 7:13 pm Post subject: |
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Wow, I cannot believe this thread has gotten so many replies and has lasted this long... |
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GhettoGangsta Agent


Joined: 22 Mar 2012 Posts: 9 Location: A Place  |
Posted: Fri Mar 23, 2012 5:13 pm Post subject: |
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Eh, I have some suggestions.
1. The GE weapons could have Realistic sec. functions (ex.) Pistol could be used for melee or that the AR33 could have a grenade launcher etc.
2. I would keep the following PD maps; Grid, Skedar, and Ravine
3. Some PD characters can be unlocked for Solo and Multiplayer (as a bonus)
Oh, and are we keeping some of the PD stuff like the Firing Range and the Device Lab?
4. We maybe could have cutscenes with Voice (This might be unlikely, but it doesn't hurt to ask) |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Fri Mar 23, 2012 7:18 pm Post subject: |
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1. Giving the weapons secondary functions isn't a simple task. It's possible that one day we'll try and tackle them head-on, but so far even getting a PP7 to pistol whip hasn't been easy. The knife will be able to switch from Slash to Throw, just like in PD. Also, the Sniper Rifle allows you to crouch as a second function, and Remote Mines can detonate, as well.
2. We did originally have plans to modify and retexture Grid, Skedar and Villa for GE:X. There is still a good chance they'll be included, but it will take a while to finish them up.
3. There are four characters that definitely will be left from PD as special unlockables when completing VR Assignments. They'll be available to choose in Virtual Reality mode, just like the Dinner Jackets from GoldenEye were fun extras.
4. Cutscenes are currently a total unknown in PD. The camera controls are preset, and we haven't gotten into how they work. Voice overs are something we simply can't overlook, since we'd be failing to take advantage of all the PD engine has to offer. Dialogue will now be heard, enemies will have new phrases, and Bond will even make new remarks about objectives and locations.
If we ever get around to it, which I hope we do, a complete Carrington Institute replacement with MI6 Headquarters would be the icing on the cake. I've created a layout design for it, based on scenes from GoldenEye and Die Another Day (same set design), so it's just a matter of finalization and construction. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Sat Mar 24, 2012 2:46 am Post subject: |
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Wreck wrote: | 1. Giving the weapons secondary functions isn't a simple task. It's possible that one day we'll try and tackle them head-on, but so far even getting a PP7 to pistol whip hasn't been easy. The knife will be able to switch from Slash to Throw, just like in PD. Also, the Sniper Rifle allows you to crouch as a second function, and Remote Mines can detonate, as well.
2. We did originally have plans to modify and retexture Grid, Skedar and Villa for GE:X. There is still a good chance they'll be included, but it will take a while to finish them up.
3. There are four characters that definitely will be left from PD as special unlockables when completing VR Assignments. They'll be available to choose in Virtual Reality mode, just like the Dinner Jackets from GoldenEye were fun extras.
4. Cutscenes are currently a total unknown in PD. The camera controls are preset, and we haven't gotten into how they work. Voice overs are something we simply can't overlook, since we'd be failing to take advantage of all the PD engine has to offer. Dialogue will now be heard, enemies will have new phrases, and Bond will even make new remarks about objectives and locations.
If we ever get around to it, which I hope we do, a complete Carrington Institute replacement with MI6 Headquarters would be the icing on the cake. I've created a layout design for it, based on scenes from GoldenEye and Die Another Day (same set design), so it's just a matter of finalization and construction. |
I see the amazing plans you got here Wreck.
I do say the whole MI6 idea is amazing. I really want to know more about this level when you get some more work on it. _________________ There totally nothing to read here. |
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jayloonar Agent

Joined: 13 Apr 2011 Posts: 49
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Posted: Tue Apr 03, 2012 7:11 pm Post subject: |
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Hey guys, it's been a while since I posted here
Glad to see you're all here
But I was wondering if there can be an option to lock the sight so it stays in the centre of the screen just like in PD XBLA
maybe you can look at the code in the CMP150's secondary function as reference, as it does lock the sight.
Also, how about adjustments for vertical, and horizontal sensitivity (I notice moving diagonally isnt as responsive on a mouse)
The reason I ask, is because I've been playing a lot of PC shooters (half life ) lately and would love it if this patch incorporated nice mouse support (yes I know one of the input plugins support mouse, but I feel it can be much better and draw more players in)
also its a pain to get my controller setup  |
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Sun Jun 10, 2012 7:11 am Post subject: |
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I have an idea, how about... Bonus levels? I remember reading a thread about Wreck and his Elton character which reminded me that perhaps we could make bonus mission featuring Oddjob and Mayday. Kind of like the extra missions in PD.  |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sun Jun 10, 2012 8:14 am Post subject: |
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is very clear for me to do this mod as similar as possible to goldeneye, that to me means I would have to be as faithful as possible to the original game we know so maybe there is still much to complete this mod that is very ambitious. maybe the problem is we can do about innovation at GE: X given that PD is futuristic and has more memory. maybe it should be a bonus you get to decide when the mod is complete. I would like to see one day in this new weapons mod created for Goldfinger64 in Classical slot instead of weapons of PD.
by the way just out of curiosity: the new patch takes longer to reach the missions that take more time in creating the multiplayer levels? |
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