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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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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Mar 23, 2009 10:39 pm Post subject: |
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I finally got to play through most of the levels and I think I may have ran into a stray clipping issue or two - can't remember where.
Something else caught my attention too - a few of the levels have the "see through wall" when you're standing too close to it glitch. I took a look into the 21990 table and I see that the visibility values were never tweaked - what needs to be changed to easily fix this is to set all your visibilities to 1.0 (some by default are 0.2 or 0.5, that causes problems). You can actually go as low as 0.7 and still fix the problem.
Otherwise, there were 3 or 4 levels in there that are just awesome for multiplayer play! |
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Wed Mar 25, 2009 1:36 am Post subject: |
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Wreck, I noticed that too. Hmm, but I thought I fixed it. Obviously not. Okay, played it now. Damn, that's a major problem really. I wonder if I could upload the whole project so that others can modify it, I'm afraid to touch it, think I might destroy it. What files should you upload exactly, so others can work with it? Not saying that someone will fix this problem, but it'd feel like a security to know there's a working backup somewhere.
The see through walls are common for me, now I know the reason. Hah, thank you.
Also, thank you both for the kind words and bug reporting. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Wed Mar 25, 2009 1:21 pm Post subject: |
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The three most important files for each map would be...
Background File
Clipping File
Setup File
Your original .rmf's and .bsp's and the like aren't necessary, unless people want to modify the maps themselves. To fix clipping issues, you'd need the background and clipping files. Using Project Mode (with the patched ROM assigned to the project), we could load them up in the Visual Editor and tweak them. It'd also allow others to create missions out of the Counter-Strike maps you've ported. I know atleast one level would be really interesting in a solo setting.
I'd just put those three files into separate folders for each stage, zip it all up, upload it someplace, and see if anyone wants to touch up any remaining clipping problems. I'd think Kode-Z or BMW would be up to the task, if they have spare time. _________________
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InsouciantSoul Agent

Joined: 16 Apr 2013 Posts: 1
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Posted: Tue Apr 16, 2013 2:37 pm Post subject: |
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Has anyone been able to get this patch running on Everdrive64? |
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Wed Apr 17, 2013 7:42 pm Post subject: |
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jokes
Last edited by mistamontiel on Mon Dec 30, 2013 11:30 am; edited 1 time in total |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Fri Apr 19, 2013 10:06 am Post subject: |
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SADLY GoldenEye is in itself a BUG lol The game has all kinds of clipping glitches and other things That's why hacking levels has had more issues loading because of coding, texturing, etc  _________________ [img]http://imgur.com/ud785Jq[/img] |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Jul 26, 2013 12:54 am Post subject: |
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Not one to bump aging topics, but I did want to post that I tried this out on console and it did indeed crash after the certification screen. The issue was with the custom logos Monkeyface created. While they work no problem via emulation, the real hardware couldn't handle it. I've managed to correct the first logo, and have the second one working well enough to let the game actually start up. If you skip the barrel walk sequence, the GoldenEye CS Pack title displays. However, if you sit and watch the sequence, you just get a black screen until the cast roll begins. I might see if SubDrag has better luck with the second logo when he has a bit of free time.
Also, I've updated the textures to have their own hit types. They were all set to default in the original release, but will now use more appropriate sounds when bullets collide into them.
Finally, each stage will load a random song. A few were using mission ID levels that always play a specific tune. Those IDs were changed in order to get randomization going for all maps.
I'll probably take a bit more time looking into this patch for anything else that could use a quick tweak. If you know of anything, please post it on here so I can take a look. _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
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00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Mon Dec 30, 2013 11:32 am Post subject: |
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The updated CS rom is not working on 64drive ..
When it gets to intro my N64 completely hangs, cannot even Reset, have to power
I was hoping to see this on the real thing  _________________
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Thu Jan 09, 2014 3:42 pm Post subject: |
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Can you try again? I reuploaded the patch. Use updated11 version. Maybe it's fixed now. Aim loaded for me at least. |
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Fri Jan 10, 2014 9:03 am Post subject: |
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She now works like a charm captain The new intro logos and all
Let's see the BK map pack run on the flashcarts.. hopeful _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Mon Jan 13, 2014 11:42 pm Post subject: |
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The BK patch doesn't run on console, either? Hmmm... Have to take a look at that one soon. Thanks for confirming the updated CS patch is working.  _________________
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Jhirmer614 Agent

Joined: 19 Mar 2008 Posts: 116
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Posted: Fri Sep 16, 2016 10:42 am Post subject: |
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I've been testing out this pack and it seems that 2 maps still crash on everdrive, poolday and 2forts crash on console. Hopefully sometime that could be fixed  |
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Fri Sep 16, 2016 11:14 am Post subject: |
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Did you use more than two controllers ? 2forts was working although barely and poolday crashed on me too ={ _________________
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