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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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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sun Dec 02, 2012 4:41 pm Post subject: |
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I like that idea of the mirror mode levels Kerr Avon, anyway if not to invest a level to put it in mirror mode would have consequences such as objects and guards are not in their original positions and are displaced or out the map, and I think doing this would consume a lot of memory which now needed for all levels and things of PD in Ge-X.
maybe someone can put some level or all levels in Goldeneye rom and test, it can happen. I would like to see in mirror mode Facility level, Archives and Bunker. |
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goldengreg007 Agent

Joined: 04 Mar 2010 Posts: 47
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Posted: Tue Dec 04, 2012 9:36 pm Post subject: |
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After following this mod for quite a while, I finally got around to trying it recently (had to break in my new Everdrive 64 somehow ). I just had to post here and show my gratitude for what has been accomplished already.
You guys have done an incredible job on this. I've already put several hours into the multiplayer, and have completed 24/30 assignments. I forgot how hard these bots can get - I thought I was going to cruise through all 30 no problem, but no such luck. And I haven't even faced off with an EliteSim yet..
Playing on Citadel was a blast, that's something I had only ever done once back in the day. Frigate and Train were also really neat to try. Labyrinth was also pretty cool. From the one or two times I ever played TWINE, I do vaguely remember that one.
I'm really looking forward to the next update, though I'm sure this most recent patch will keep me busy for a while yet! Great job again! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Sat Dec 08, 2012 1:14 am Post subject: |
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Believe it or not, I've also thought about a mirror mode for games like GE and PD. But I'm really not sure if it would be possible as an option. It isn't just flipping the background geometry, but a lot more. There are portals, and possibly even light sources, that would need to also shift into their new positions. Clipping is a big concern, and all the pads that make up the locations and sizing of objects within the map. I'd still enjoy trying a reversed map sometime, just for fun.
I'd rather only keep three PD maps for multiplayer. Not only because it maintains the formula Rare used with their choice of three GE levels, but because you don't want to overload the game with too many stages. If someone wants to attempt a mod that incorporates more arenas, I'd be perfectly fine with that. Just let it be well known that it is an unofficial mod, created by someone other than a member of the original team.
As for the spawned in guards in PD, you should be able to set their health and armour in the action blocks. Perfect Dark may have used general infantry for the most part, but GoldenEye had highly skilled security guards. That should be easy enough to replicate.
Thanks, Greg. We're just happy people are giving it a chance and enjoying the mod.  _________________
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 924
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Posted: Sat Dec 08, 2012 11:05 am Post subject: |
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Wreck wrote: | Believe it or not, I've also thought about a mirror mode for games like GE and PD. But I'm really not sure if it would be possible as an option. It isn't just flipping the background geometry, but a lot more. There are portals, and possibly even light sources, that would need to also shift into their new positions. Clipping is a big concern, and all the pads that make up the locations and sizing of objects within the map. I'd still enjoy trying a reversed map sometime, just for fun. |
Fair enough. I just assumed it would be a simple case of reversing the co-ordinates for everything along the relevant axis. I would love to see any work you eventually might try on the problem, but I know that you have one or two other things to keep you busy in Goldeneye X!
Quote: |
I'd rather only keep three PD maps for multiplayer. Not only because it maintains the formula Rare used with their choice of three GE levels, but because you don't want to overload the game with too many stages. If someone wants to attempt a mod that incorporates more arenas, I'd be perfectly fine with that. Just let it be well known that it is an unofficial mod, created by someone other than a member of the original team. |
Again, fair enough. But be warned that if I ever get the chance to blackmail you, I'll make you add all PD levels to Goldeneye X. So, er, if you've done anything embarrising or illegal, then please send me proof
BTW, I've played v0.5a extensively (on my PAL N64, with the Everdrive 64) in the Assignments and also matches I've configured myself, though with no other humans so far, and there's been no problems at all; no crashes, no clipping, no sims running on the spot or into walls, etc. It really is a very impressive mod |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Mon Dec 10, 2012 10:04 pm Post subject: |
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Hehe, than I'd say you've been pretty lucky. During my testing and Assignment attempts, I've seen a few bumbling Simulant moments. Though I'm still quite pleased as to how well they perform in the maps, there are issues that pop up here and there. Don't think I've run into any crashing on console, but you can find the odd clipping problem. Mostly to do with steep ramps/stairs and drops. Heck, you can sometimes witness Sims vanishing through ramps or stairs and falling out of the map to their death. It's really... something. _________________
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Tue Dec 11, 2012 5:32 am Post subject: |
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Map's easy enough to flip--one float change that affects portals too--but you'd have to write a script to mirror the clipping tiles and object presets. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Tue Dec 11, 2012 6:16 am Post subject: |
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Out of curiosity, does a negative scale work? Upside down maps heh. |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 924
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Posted: Tue Dec 11, 2012 11:18 am Post subject: |
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If you reversed a map along all three axis (X, Y, and Z) wouldn't it as though the map hadn't been altered at all, except to the player the map would be upside down, unless the player's orientation was reversed too? |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Tue Dec 11, 2012 1:47 pm Post subject: |
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Yep, upside-down works. Actually, Sub and I talked about this a while back; email's timestamp was Saturday, August 11, 2007 7:28 PM.
You'd have to get creative though to traverse the stages though; I'd recommend making stacks of boxes that not only serve as a way into doorways but also tossled enough to look like everything suddenly flipped.
Flipping both x and z would reorient the map as far as the player was concerned, but would completely bugger things worse from the perspective of literal locations. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 924
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Posted: Tue Dec 11, 2012 5:00 pm Post subject: |
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zoinkity wrote: | Yep, upside-down works. |
That might be nice to have as a novelty, but I don't think it would be worth having if it costs any other feature at all, though, as I think it's probably going to be little fun to play. Like years ago I found a map for Unreal Tournament 1999 (I love that game, it's still my favourite PC multiplayer FPS) that basically consisted of a lot of mirrors, to confuse you when playing. It sounded interesting, but when I played it found it wasn't fun at all, seeing enemies all over the place, but when you shoot them you only a mirror as it was their reflection you were seeing. It was annoying and not at all enjoyable.
Of all the maps I've tried on UT (and I've tried a lot, I love mods and user made maps) that might well be my least favourite. Certainly it's down there with the worst of them.
But if it does turn out to be practical to add both Mirror and Reverse options to Goldeneye X, then I think that will be a real plus. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Tue Dec 11, 2012 11:31 pm Post subject: |
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I'd quite like to work on a Multiplayer Mirror Maps pack for GoldenEye, which would flip all eleven of the levels. I know the Editor is capable of flipping single rooms, though not sure if can currently handle a full level. The clipping is my biggest concern, really. For the most part, the pads and objects shouldn't be that hard to do manually using the Visual Editor. I definitely don't mind putting in the work, though some of that stuff is a little too complicated to do by hand. _________________
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Wed Dec 12, 2012 7:40 am Post subject: |
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Wreck I wanted to ask if special forces guards have health PD on maximum original rom? I think these guards are so easy to kill the guards as normal and not so as in GE where special forces guards are harder to kill.
for mirroring geometry can invest as you say. but for the rest as cuts, pills, objects ect ..... suffice not only to reverse the data?
by the way, recently I was looking for a way to access the vents Facility level, as I do not try to port the code "MoonJump CombatSimulator" version to version v.1.0 V.1.1 and luckily it works. so that I have also got another code to carry all weapons in "CombatSimulator" and other code as the "Fog" I got to carry the European version of the two American versions. just do this for some codes do not exist in other versions.
if the code is not the fog can be of service to the GEX mod since there was earlier in the code for the American versions. |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 924
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Posted: Tue Dec 25, 2012 5:17 am Post subject: |
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Will version 5b not be released today? If not then fair enough, we all know that unforseen problems plus real life can hinder release schedules, but do you have a new intended release date for the update?
And to give us something to tide us over during the waiting, can you tell us what is new in version 5b, please, or do you want to keep it a secret until the release?
And Happy Christmas to all on the Goldeneye X team, as well as all of the eager players! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Tue Dec 25, 2012 9:57 am Post subject: |
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I had hoped for a Christmas release, but I think it'll need at least one more week of attention before being made public. There isn't a lot of new content, but a fair amount of updates and fixes.
The main goal of the 5x series of patches is to really nail the weapons. Firing rates on almost every gun have been corrected now, including pistols which were only slightly off before. Any out of place muzzle flashes are repositioned, and the bullet point of origins on the silenced PP7 and D5K improved upon. Reloading, equipping, collecting, mine planting, and mine detonating sounds have been replaced with their original effects.
There's also been some colour changes to the HUD. This includes your ammunition, functions, Focus Pill timer, and the Space Race upload progress bar.
Caverns also has had some significant improvement. The iris doors have been imported (though customized, so opens vertically as a two-piece door), and other doors updated to open at a better pace and/or close their respective portals to help framerate. Sims also are able to use them properly, so you won't find them getting stuck at the doorways.
Aside from some other small adjustments and updates, the biggest thing is a new VR level. I won't say what it is, but it should be fun for players to try it out. It doesn't perform that well when you start cramming it with people and Sims, so it will likely be replaced in future patches. You'll have to enjoy it while it lasts!  _________________
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 924
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Posted: Tue Dec 25, 2012 10:31 am Post subject: |
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Wreck wrote: | I had hoped for a Christmas release, but I think it'll need at least one more week of attention before being made public. |
I see; too much Christmas booze, was it? We should have locked you in Fort Knox's vault, and not let you out until 5b was ready for release!
What you say sounds very interesting, and I can't wait for the release. And even if the new VR level isn't as good in design or performance as the others then it's nice to have the chance to play it, and if we don't like it then we just won't play it.
I take it there'll be no single layer level in the new release? Fair enough, but I am wondering how enhanced you're aiming for the eventual single player mode to be. Will it be every Goldeneye level more or less verbatim from Goldeneye, but with speech instead of (well, as well as, for deaf people) onscreen-text, weather on the open air levels (the Surface levels will be great with falling snow, and rain in Statue and Depot would really add to the atmossphere), and the better Perfect Dark AI of the enemies, or will you be building upon the levels, such as adding the get-the-bungy-jumping-kit-from-the-island objective for the Dam level, and adding a proper (fire) fight with Xenia?
If you don't want to spoil any surprises, then fair enough, but if you are willing to discuss your plans for the single player missions, then what do you have planned for the runway? I think this level would benefit from being enlarged, with the part of the builidng you start in being more complex, and you have the new objective that before you board the plane you have to disable the automatic anti-aircraft guns (if no models exist for these, then no problem, they can just be mentioned in the mission briefing) which 006 was going to do but can't now since he 'died', so you have to disable them, and so you have to find and disable them by getting to their control PC and USEing it, which makes them self-destruct (you don't see this, it just says on screen that they've self-destructed).
Then you exit the building via a hangar/garage, that has the motorbike in it, and you have to ride the mortor bike to the plane before the plane takes off. To make this more difficult, maybe the runway is mined and you have to avoid them on the bike, or perhaps the runway is long and you have shoot the many soldiers who are shooting at you, Virtua-Cop style (i.e. you don't control the bike, it moves automatically, and you just control the shooting from your gun, like in the Skiing level of The World is Not Enough). Would this be possible using the PD engine?
Or could there be soldiers on bikes, and you'd have to shoot them before they shoot you?
Also, since you're calling the next version 5b, does that mean that version 6 will be the first one where single player levels are included, and that you'll only start on that when you're more or less finished with the multiplayer side of Goldeneye X? |
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