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GoldenEye Legend Mega Mod

 
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MultiplayerX
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 PostPosted: Fri Feb 15, 2013 12:49 pm    Post subject: GoldenEye Legend Mega Mod Reply with quote Back to top

I'm back Cool Well Wreck said it in the past....you retire then come back to GoldenEye's irresistable awesomeness. This is the biggest project I have ever undertaken:

GOLDENEYE LEGEND MEGA MOD

A massive SOLO-MULTI modification of N64 GoldenEye complete with all 20 SOLO levels playable in multiplayer with all objects plus custom menu images.



It should be done and links posted for all 20 XDELTAS by the end of next week. I only have Cradle, Aztec, and Egyptian left to do then I'd like to work on a few custom ideas I have for Egyptian and Aztec. There are a lot of new custom menu images and new fog colors I've created for Streets and other levels. Spent months developing my own technique to wipe out path preset data for faster gameplay and loading time. Most levels load in a few seconds EXCEPT Jungle because there are so many TREES lol but it's only a few seconds more. MultiplayerX Wink








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Last edited by MultiplayerX on Tue Feb 26, 2013 3:23 pm; edited 1 time in total
 
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MultiplayerX
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 PostPosted: Fri Feb 15, 2013 3:04 pm    Post subject: Streets and Frigate screens Reply with quote Back to top

Here are a few more screens:








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Wreck
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 PostPosted: Fri Feb 15, 2013 7:56 pm    Post subject: Reply with quote Back to top

Just couldn't stay away, huh? Razz

Sounds pretty good. I'll be keeping an eye on this thread for any other updates and/or releases. Nice avatar and sig, by the way!
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SubDrag
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 PostPosted: Fri Feb 15, 2013 9:46 pm    Post subject: Reply with quote Back to top

Cool pics. Any chance at maybe 2 xdeltas, 10 levels each? Also, you are having frigate issues there, too many textures, you can try slightly increasing -mt, but most likely need to delete something.
 
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MultiplayerX
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 PostPosted: Fri Feb 15, 2013 11:07 pm    Post subject: Reply with quote Back to top

Actually I could use some help with that. Frigate water is just rainbow colored blobs shifting over one another. I've tried using even Glide. Goofy that Caverns emulates perfect water areas and so does Dam. You mentioned increasing memory? when I release it I was going to ask Wreck if he wanted to code the levels into the MULTI menu. As it stands I could only get Archives to work with every level
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 PostPosted: Sat Feb 16, 2013 5:34 am    Post subject: Reply with quote Back to top

The difference is Dam and Caverns use a different method for water.

Frigate's water is basically a second sky with multiple shifting colors. To be fair it doesn't look all that hot up close on console either.
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Kerr Avon
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 PostPosted: Sat Feb 16, 2013 6:31 am    Post subject: Reply with quote Back to top

Hello mate (I don't think we've spoke before). This sounds very interesting, but is it a single player game, or multiplayer (two humans or more)? I get the impression it's for one player, which would be great for me as I rarely get to play GE multiplayer since most of my mates won't play GE as "gaming's moved on" (moved backwards, if you ask me). One of the reasons I love Goldeneye X so much is because of it's brilliant bot support.

Anyway, I agree with SubDrag that the less patches the better, as otherwise it results in a lot of ROM images, whereas one ROM image containing all of the levels, or two, or the least number you can finish up with, would be much more convenient.

Whatever the final number, I'm really looking forward to trying this. I love GE and PD, and it's great that people are working to extend their brilliance.
 
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MultiplayerX
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 PostPosted: Sat Feb 16, 2013 6:41 am    Post subject: Light bulb just went off. Ohhhhh!!!! Reply with quote Back to top

Damnit Zoink. That makes a lot of sense now. Hence the old gameshark code that rewrites half for the sky and half for the water. Maybe like Subdrag was saying increasing the -mt may fix it. I'm planning on messing with it after I complete the mod this week. Out of town this weekend at a wedding is the ONLY reason I'm not just done now. I have a few XDELTAS ready I think I ll post MONDAY so everyone can beta test. Anyone feel free to adjust my settings because I still get pretty harsh blackouts on Depot and Dam. Not sure how much on the others. I wrote the default values from every Solo level to Archives for each level. Seems to help most levels. I know AZTEC and FRIGATE have texture glitches on Bond and Natalyas body that look pretty bad. Thank God it's not designed in third person or that would get annoying to look at. Great to talk to all of you cats again!
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 PostPosted: Sat Feb 16, 2013 8:16 am    Post subject: Reply with quote Back to top

Welcome back MultiX. I introduced myself to you back in 2010, nice to see you back. Looking forward to whatever you may endeavor. Smile
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zoinkity
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 PostPosted: Sat Feb 16, 2013 11:24 am    Post subject: Reply with quote Back to top

Don't think anything can really be done to fix Silo and Depot short of an 8MB extension. There's only so much memory available, and playerdata takes quite a bit of it. Parts of Dam are okay, but the mountains are a real drain. Lot of specialized visibility code running.
Even still, drawing too much detail four times can suck down the RCP, so expect system-side frameskip.
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 PostPosted: Sat Feb 16, 2013 5:19 pm    Post subject: Dam via Temple Reply with quote Back to top

I tried once to overwrite Temple with Dams setup to try and attempt the uuuummmm 2 xdelta thing. The problem I ran into is the level not loading. It could be with all objects left in the setup can't handle it. When I'm done FINISHING the current project I was thinking of getting with Wreck to find out what I'm doing wrong OR if it can be done. Sad. I want to find a way honestly because I want the same thing. GoldenEye is simply more glitchy because it was an experimental game. One could say Perfect Dark is the PERFECT game because it doesn't have loading issues like GE.
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