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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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G14Classified Agent

Joined: 05 Oct 2012 Posts: 101
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Posted: Fri Nov 02, 2012 3:58 pm Post subject: |
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Great news, its pretty nice looking at all the updates and seeing as the next patch is coming along.
Question, are there any plans to include the backzone's of the Caverns, Facility and Archives for the Multiplayer? or are the slots pretty much been filled or plan to be filled with other levels?
Once again, thanks for continuing on this awesome project!
Ps. Hope you guys take it slowly and don't get burntout, would absolutely hate to see this project be abandoned due to stress or lack of interest.
Keep up the great work! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Fri Nov 02, 2012 6:30 pm Post subject: |
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I did have plans to, at least temporarily, include backzones of Facility and Archives in VR Mode. However, my recent tests with Archives resulted in a decision to abandon that one in particular. It was simply too hard on framerate. You could feel the lag in multiplayer on GoldenEye, especially when you add in additional players. Here is no different, but now with Simulants, too.
Caverns frontzone is too small, and the spiral ramp too long and boring, to bother including. I do still have hope for Facility backzone, though. I had some issues with Sims using stairs during my last test quite a while ago, but I might be able to correct that. I'm also concerned about framerate in the bottling room area. That could be a problem. There are plenty of maps I'd like to include, but it all comes down to performance. If it doesn't meet a certain standard, it's gotta go. _________________
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TH126 Agent


Joined: 30 Dec 2009 Posts: 173 Location: Pennsylvania  |
Posted: Fri Nov 02, 2012 7:49 pm Post subject: |
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I strongly agree, wreck. Performance is everything. Frame-rate issues aren't too much of a problem on that 60 fps emulator, but everybody plays on PJ64 and Mupen. Would be a nightmare with 4players and 8 simulants haha. _________________ Twitch
GoldenEye X Tool-Assisted Videos |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sun Nov 04, 2012 10:16 am Post subject: |
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I see nothing wrong in including the corresponding level of Backzone provided this does not compromise on anything to the game, however you say that the levels would not be affected can include a partial Backzone?. Frigate level remodeled to believe this and I mean it.
are a good option include Statue and Depot levels in multiplayer? Statue is good to know that a player has ability to camouflage among the monuments and to surprise the opponent. Depot can be a good level thanks to warehouses or garages. these levels prefer to stay soon as the Train level.
this can certainly be replaced?
- The sound of the menu acutal PD by the "beep" goldeneye clock.
- Pick up the sound of keys, cards and obejtos of PD by the "beep" of goldeneye.
- The sound of explosions of PD by goldeneye.
- That the wooden crates or cardboard in solo mode may be displaced as in PD (I would not want this to go away because it will make a new way to play goldeneye) |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Sun Nov 04, 2012 8:10 pm Post subject: |
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If a map doesn't perform well enough, especially once you start pushing the limits with multiple players and Simulants all running around, I'd rather not use it. I know that Depot runs really poorly in multi, and Statue even suffers from major blackouts in GoldenEye. I'm not sure if it'd be any better in Perfect Dark, but it may. That map will take some time to get running in PD properly, so you won't be seeing it too soon.
For Frigate, I did have to heavily modify it in order to get it running well in multiplayer mode. I do have another map which I have optimized for multi, but it still doesn't perform well enough to keep. I will, however, be putting it in release 5b. People will be able to see for themselves how poorly it becomes with each additional character participating. Still, it'll be fun to play, at least just with a handful of Sims.
I haven't actually paid much attention to the pickup sound of keys and such, but will check that out. Menu sounds are possible, as well. I also didn't notice the explosion sound difference. That could be harder to change, and may not really be necessary.
When you say objects get "displaced" in mission mode, I'm guessing you are referring to the ability to push things around for a short distance? Like the tables in Defection, or furniture in Villa? That's something we'll have to test. It's a nice idea to have it, but it'll come down to how it plays in your mission. _________________
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goldeneyegod Agent

Joined: 28 Aug 2012 Posts: 21
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Posted: Mon Nov 05, 2012 12:38 am Post subject: |
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My personal feelings for testing the stability of levels would be if it runs ok with 4 human players then it should be included. I'm not one for sims very often and would hate to see a level left out because of it.
If the level has problems with a certain number of bots you could just but next to the level selct screen, "2 sim max" or what ever was needed that way everyone would know which levels had problems under certain conditions.
Just want as many goodies and levels crammed into the game as possible. I mean even in goldeneye you could only play certain levels with 4 or 3 players, that always drove me crazy until I got my action replay.
But I can understand if you you want all the levels running smoothly under all conditions with sims etc.
If it runs with 4 human players its ok for me!!!! |
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CharAznable0 Secret Agent

Joined: 13 Jul 2010 Posts: 306
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Posted: Mon Nov 05, 2012 8:50 am Post subject: |
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I haven't been posting on here for quite some time.
But, I have to say wreck thank you so much for this mod, it's great.
There's one thing I wanted to inform you about though, I noticed that one time I was playing space race on bunker, as I stood there doing the uploading as I looked at my radar the other simulants had completely frozen until I moved again, according to the radar.
I know obviously there will be off-screen calculations done when the simulants aren't visible to you and the game will adjust their position as to on the radar, but I'm wondering if there's any possible way that they will continue moving even if you are standing still??
Once again Wreck, and anyone else who has put hard work into this (Subdrag?) thank you so much |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Tue Nov 06, 2012 8:19 pm Post subject: |
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I've had the same thing happen to me once in Bunker, where my opponent Sim was apparently stuck somewhere until I started moving closer toward them. I added a lot of pads to their path network for version 5a, which encompasses every room, and also lets them navigate the exterior surface area. Even still, it is possible that they may become stuck someplace from time to time. It isn't uncommon to also see them moving in place over or under certain drops. Still trying to work out some issues, but it can get quite tricky. _________________
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Wed Nov 07, 2012 4:10 pm Post subject: |
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of the problems that still talk about an enemy somewhere in a level (in this case Bunker) I mean that happened to me many times in the N64 console and even me also happens to play emulators and whatever version of PD. is likely to be a mistake for Rare and perhaps can be solved today with PD editor. I would also say that the problem usually happens when you play that game where you must hold the flag or briefcase for 30 seconds and occurs more likely if you hide somewhere that has a single entry access. |
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goldeneyegod Agent

Joined: 28 Aug 2012 Posts: 21
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Posted: Sun Nov 25, 2012 7:37 pm Post subject: |
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Just wondering news has been a bit slow of late on goldeneye x and with christmas around the corner any sneak picks at the next update, or solo missions? Would make a nice christmas present for everyone  |
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G14Classified Agent

Joined: 05 Oct 2012 Posts: 101
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Posted: Sun Nov 25, 2012 11:18 pm Post subject: |
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^ Wholeheartedly agree.. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Mon Nov 26, 2012 11:04 am Post subject: |
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We'll definitely have something out in time for Christmas. There won't be as much new content this release, as it's only an update patch. It focuses on fixing up some issues, but also throws in some additional bonus material. There may even be a short and simple solo mission to check out, though I caution you not to get too excited about that one. _________________
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goldeneyegod Agent

Joined: 28 Aug 2012 Posts: 21
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Posted: Tue Nov 27, 2012 1:07 am Post subject: |
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Good to hear, I'm not too bothered if its just a little taste of single player just interested to see how it will look using the pd engine. Always like that the way goldeneye's level all looked very sold (if that makes any sense) and hope they will look even better now. Christmas can't come soon enough.
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Tue Nov 27, 2012 3:54 am Post subject: |
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is good news to know that this upgrade will play a mission though this is not a big deal at the moment. it would be good to add to guradias of those that appear when an alarm sounds or a hazardous situation occurs or critiques on GE.
indeed this is a question to add to something optional missions GEX. as we all know there are levels like goldeneye or Jungle Dam Facility where once killed all the guards in the level you have no choice but to get through the level and finish it, so my question is what if the guards at each level are infinite as Bunker2?. this goes with the idea that each player once the level to decide between whether to stay within the level killing more guards or continue to the finish.
other question is that the guards that appear in PD alarms are weak while GE need more bullets to kill them. the Skedar would be good to replace this character since the first and second shot are not reacting to damage and are stronger (the only similarity I find with the guards that appear in GE alarms). hopefully this can be solved for GEX is not easier than goldeneye (at least they are more similar in the 2 difficulty not?) |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 924
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Posted: Fri Nov 30, 2012 9:53 am Post subject: |
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Wreck wrote: | We'll definitely have something out in time for Christmas. There won't be as much new content this release, as it's only an update patch. It focuses on fixing up some issues, but also throws in some additional bonus material. There may even be a short and simple solo mission to check out, though I caution you not to get too excited about that one. |
Brilliant! I'm really looking forward to it, and it'd be great to see a single player mission too, but I know your priority is currently multiplayer, so fair enough if the single player mission isn't implemented. I have three further questions about Goldeneye X, if you'll answer them, please;
1. Would it be possible to add Mirror and Reverse options to the Goldeneye X map selector? These two options (the first one reverses the map along the X axis, the second one reverses the map along the Z axis - or is that the Y axis? The level never becomes upside down) when used in racing games like Rush 2049 do a good job of keeping the levels fresh as you get to try them in three other orientations, and so it sort of adds new levels at the cost of two more options.
2. Are you dead set on only having three PD levels in Goldeneye X? Or would you consider having them all in there, if you made Goldeneye X into a 64MB ROM image (or released two versions, say Goldeneye X for single player, and Goldeneye X Arena for multiplayer)? I ask as I'd love to use Goldeneye X's weapons and the sim's newfound ability to use mines (was that hard to add to Goldeneye, BTW? It's a *great* feature) on PD's levels (well, maybe not Car Park, or Fortress, as I'm not keen on them, but I love the others).
3. I've posted something I'd love to see in Perfect Dark (a sort of 'Garry's Mod' for PD), would it be possible for Goldeneye X? It would probably need the ability to set the allegiance of any NPCs you spawn to make it really good, but could something like this be implemented in Goldeneye X?
My post is here;
http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=52636#52636
Thanks for any answers. |
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