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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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AstroBomber Banned
Joined: 28 Jan 2012 Posts: 225
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Posted: Sun Sep 15, 2013 5:54 am Post subject: |
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Wreck wrote: | Here's a little bit of info regarding our current progress...
Hats! Yes, hats are working! You'll need to give SubDrag a big hug for this awesome addition to the game. Apparently headgear was still setup in PD, but needed some extra care to complete. Every type exists, and reacts the way they should. Even the unique sizing and positioning data for each of the male generic heads has been imported. I did need to reorder a lot of the heads to use the same arrangement and ID's as the original game, and I'm not sure if this could potentially affect your saved VR character if you load it into a new patched ROM. Easy to update yourself if that does occur. You wouldn't think hats would play such an important role, but when you start looking at the guards in missions, you'll quickly realize how frequently they appear.
Missions. While some were being worked on prior to 5a/5b release, this has become another focus for us on the project. We're still learning more about how PD's actions and guard types function, but clipping and setups are coming together nicely. Levels such as Facility, Frigate and Train are well underway. | Great to finally hear back! That's good news!
Interesting correction with the hats, although I don't see how hats will effect the gameplay other than saved VR characters from previous versions. However, I would like to point out that Oddjob and Jaws still need their correct stock heights. And I noticed that in facility in patch 4a inside the tank room with the high platform the stairs are not climbable from behind where as in 5b they are. Can this be fixed so that no one can climb up from behind the stairs? Also the weapons are reachable from underneath the platform without having to go and climb up. Alot of the levels with weapons on high platforms are reachable in 5b.
One more thing that's been bugging me recently is the background warping portal during the menu screens. Can this be changed to something else? Like can't the James Bond 007 swirl logo be used instead with less memory usage than the current warp background? And instead of that stringing crane thingy in the back maybe substitute it for a handgun? |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 924
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Posted: Sun Sep 15, 2013 7:17 am Post subject: |
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Great to hear that you're working on this again!
Us loyal fans are still looking forward to the day when we can play GE's campaign in the PD engine (personally I'm really looking foward to seeing weather in the levels, as I really feel that rain and snow bring add a real feeling of life to a level). |
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goldeneyegod Agent

Joined: 28 Aug 2012 Posts: 21
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Posted: Thu Sep 19, 2013 9:56 am Post subject: |
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So glad to see that this project is still in progress was starting to get the feeling it was going to be left alone since the multiplayer is all but finished.
Agree about the background when selecting your multiplayer options, seems like a remnant of pd. I would be happy with just a pick of the dossier you see in goldeneye's multiplayer options.
As for the single player levels I would love if you released each level once they are done rather than waiting till all or a few are finished. That way we can all enjoy them as soon as possible as well as give suggestions and play test them.
Funny out of all the new games I'm looking forward too this project still makes me more excited lol. |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Thu Sep 19, 2013 10:22 am Post subject: |
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is great news to know that the enemies hats now functioned GEX. I remember long ago when this question was an unknown to GEX, which seemed impossible now seems a miracle to GEX. congratulations to be discovered and make this possible in GEX. hopefully soon to make the tank vehicle also can operate in GEX and no longer an unknown. |
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AstroBomber Banned
Joined: 28 Jan 2012 Posts: 225
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Posted: Fri Sep 20, 2013 10:16 pm Post subject: |
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I agree with goldeneyegod, I would like to see the dossier from the GE multiplayer options replacing the current background. Also would like to add if possible the execution sound effect from GE you hear when changing options or whenever you press the accept button to start a mission or a multiplayer game. |
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Sat Sep 21, 2013 12:46 am Post subject: |
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Execution sound he said.. hm..
EDIT: Oi Astro, what project's your sig pic referring to _________________
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AstroBomber Banned
Joined: 28 Jan 2012 Posts: 225
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Posted: Mon Sep 23, 2013 7:23 pm Post subject: |
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I meant the "accept" sound effect whenever you make a choice in the options with choosing either "Accept" or "Decline".
The project on my sig pic I mentioned on a thread in this section. If you search a little you'll find it. It was/is merely suggestions for creating an alternative patch for VR only. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Thu Oct 03, 2013 10:55 pm Post subject: |
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Here's a couple updates for everybody...
Remember that nagging bug that's been around since patch 2a that caused the Hangar Information PC to crash the game when a file is accessed? Well, it won't be bothering us anymore. After taking some time to compare old releases, replacing file chunks with original PD files, and even more headscratching, we got the sucker. SubDrag narrowed it down to the "LmiscE" text file of all things. While combing throw it, something popped out at me. It was a special character Rare used in the title of each location and vehicle. The character wasn't so much the problem, however. It was that it came after a "00" in the name. Now, a "00" signifies the end of a text entry 99% of the time. But this time had to be different. With it figured out, and the Editor updated to support this specific text string, the only known crashing bug in GEX has been taken care of.
There was an issue that I didn't get to work out prior to patch 5b's release that forced me to keep the clouds off in Cradle VR. With them enabled, there was a nasty smearing glitch on the lower screen when on the bottom platform. Kind of like what you see with the sky in some emulators. Apparently the level was too low for PD's liking, so the entire map was moved upward. Now the clouds are back on, and no more ugly abyss. This will also need to be done for the full mission background.
That scrolling projection texture in the menus you guys want to see gone? It's been taken out. In fact, the VR menu system has been changed to look just like the regular one. No crazy swirling backdrop, no bright red flash intro, no explosion sound effects, and no music swap from Folders to Frigate X. It looks and feels much, much better.
Lights! We're in the process of figuring out the last bit of lights. At the current stage, we should safely be able to start plotting them out in the levels. This is going to make quite an impact on certain missions. I'm sure you'll all enjoy taking them out while you run around in darkened hallways. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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AstroBomber Banned
Joined: 28 Jan 2012 Posts: 225
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Posted: Sat Oct 05, 2013 6:55 am Post subject: |
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Wreck wrote: | Here's a couple updates for everybody...
Remember that nagging bug that's been around since patch 2a that caused the Hangar Information PC to crash the game when a file is accessed? Well, it won't be bothering us anymore. After taking some time to compare old releases, replacing file chunks with original PD files, and even more headscratching, we got the sucker. SubDrag narrowed it down to the "LmiscE" text file of all things. While combing throw it, something popped out at me. It was a special character Rare used in the title of each location and vehicle. The character wasn't so much the problem, however. It was that it came after a "00" in the name. Now, a "00" signifies the end of a text entry 99% of the time. But this time had to be different. With it figured out, and the Editor updated to support this specific text string, the only known crashing bug in GEX has been taken care of. |
Maybe with this kind of procedure you guys can determine what is wrong with the missing sounds for the music tracks in the game. Glad to hear this glitch is gone for good.
Quote: | There was an issue that I didn't get to work out prior to patch 5b's release that forced me to keep the clouds off in Cradle VR. With them enabled, there was a nasty smearing glitch on the lower screen when on the bottom platform. Kind of like what you see with the sky in some emulators. Apparently the level was too low for PD's liking, so the entire map was moved upward. Now the clouds are back on, and no more ugly abyss. This will also need to be done for the full mission background. |
You know I knew something did seem off about the Cradle compared to the one in the original GE game but couldn't figure out what it was. Hope this means Cradle stays in VR for atleast one more release.
Quote: | That scrolling projection texture in the menus you guys want to see gone? It's been taken out. In fact, the VR menu system has been changed to look just like the regular one. No crazy swirling backdrop, no bright red flash intro, no explosion sound effects, and no music swap from Folders to Frigate X. It looks and feels much, much better. |
OMG yes yes yes! Thank you! You guys are geniuses. This should make GE:X feel more like it's own game now. Who knows maybe you guys can figure out a way to add in the bleeding death sequence. It would also affect solo missions as well. Although I'm not going to hold my breath hard on that one.
Quote: | Lights! We're in the process of figuring out the last bit of lights. At the current stage, we should safely be able to start plotting them out in the levels. This is going to make quite an impact on certain missions. I'm sure you'll all enjoy taking them out while you run around in darkened hallways. | Caverns and Bunker have lights that shoot off in GE but the rooms don't seem to darken. Speaking about GE's multiplayer versions. They only make that glass breaking sound and unlid but areas still look the same.
Speaking of sounds IIRC there is a secondary metallic sound effect missing in GE:X when you shoot the brown metal doors and gas tanks they make a harder metallic sound effect.
Also as I said in the past weapons and ammo boxes are easy to grab underneath high platforms.
Overall I'm glad to hear about the updates. Keep em' coming!  |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 924
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Posted: Sun Oct 06, 2013 4:43 am Post subject: |
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It's brilliant to hear of more progress being made, please keep us informed of the improvementes/bug-fixes/porting/etc you're doing, as it helps make the wait for the next version more bearable.
By the way, do you think you will be forced to remove any multiplayer levels? I know it's still relatively early for you to know if the single player will fit into the 32MB ROM with all of the multiplayer levels, but if it turns out that you aren't forced (by memory constraints) to remove any multiplayer levels, then please keep them all in, as they are all worth keeping.
Actually, if space is a problem, would you not consider releasing two versions of Goldeye, one for single player, and one for multiplayer? That way you'd gain a lot of free space for either game mode. |
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goldeneyegod Agent

Joined: 28 Aug 2012 Posts: 21
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Posted: Mon Oct 07, 2013 10:59 am Post subject: |
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you guys are amazing! Sounds like you've got everything under control at the moment and progress is moving forward. Don't really understand all the technical stuff you've fixed such as bugs, sounds like it was a pain to resolve so well done. Love the fact your now putting a lot of work into the single player. This has always had me very excited, the idea of playing an improved version of goldeneye with PD enhanced graphics will be a dream come true. And the possibility of co-op in the single player and counter operative as well (first things first of course).
Glad to hear the multiplayer screen has been changed with defiantly make the game feel more like its own than PD. Hope you've made it look, sound and feel more like goldeneye's original, the sounds of the pages in the multiplayer screen just sound right in goldeneye and work with the feel of the game. These are the little things than defiantly need to be included to get that goldeneye feel to the fullest.
I still have on little thing niggling me though was the music for the intro when the game starts, the bond tune still sounds to retro (not like an N64 game but more like an older console say the snes or mega drive. It's always bugged me would prefer the original music from goldeneye's intro. But maybe that's just me haven't heard anyone else say anything about it.
Hope no multiplayer levels are removed, wouldn't mind a single player version and a multiplayer version of the game but getting them all into one rom would be one hell of an achievement. If not could you put everything onto a 64mb rom? Hope that's not a stupid question, like I said I don't really understand all the tech stuff that goes into doing what you guys do but thank god you do lol.
Also any change of when the next release could be ready maybe a hint or a ball park? If not don't worry just glad to hear its coming together nicely. |
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AstroBomber Banned
Joined: 28 Jan 2012 Posts: 225
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Posted: Tue Oct 08, 2013 2:58 am Post subject: |
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You know what sound effect I would like to hear for VR menu options (if possible) when you scroll left and right to the other menus is the sound effect from Goldeneye you hear when you press start in multiplayer and during the results screen after a battle. I know it has not been included yet but I would like it to be added as part of the VR menu systems' sound effect.
And as goldeneyegod said, also change the "swoosh" sound effect you hear when swapping menus in GEX for the page turning sound effect you hear in Goldeneye.
Change the "swoosh" sound effect for "page turning" sound effect in menu options for shifting menus.
Change the current Pause/Unpause sound effect in GEX to the "Press Start" radar beep type sound effect from Goldeneye.
Edit: Also one more sound effect I would like to hear for the VR menu system is the one used in Goldeneye while your setting the options using the target cursor for changing the settings.
There is another sound effect I discovered in Goldeneye and Goldeneye X that can be used in GE: X. In Goldeneye when you choose multiplayer mode or missions you hear the "door slam" sound effect from the doors used in Archives. While in GE: X you hear the explosion sound effect on the main VR game option window under Assignments, Load/Preset Games, Quick Start, and Advanced Setup.
Page turning - So you have the "page turning" sound effect for scrolling left and right through the different menu windows in VR.
Radar Beep - Can be used for Pausing/Unpausing a game. For the Press Start sound effect you hear when a player enters VR. Scrolling through the weapons list. Choosing Accept or Decline and other various scrolling options.
Target Cursor - This sound effect can be used for the accept button whenever you choose what option you want to use in battle.
Door Slam - This sound effect can be heard when clicking choose missions, multiplayer, and cheat options in Goldeneye. Replace the explosion sound effect from GE: X you hear in the main VR window when you click either assignments, load/preset games, quick start, and advanced setup with the door slam sound effect from the original Goldeneye game. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Fri Oct 18, 2013 9:20 am Post subject: |
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A few updates...
After spending a bit of time trying to tell why pickups were able to be collected while underneath a platform, I figured out that it wasn't anything to do with the level clipping or pads. Comparing releases that functioned correctly and didn't, we could only assume it had something to do with when we were setting up weapon IDs for the big gun swap. SubDrag tracked down the problem, and now pickups can only be acquired directly.
Since learning more about PD's clipping tiles, I've gone through most of the VR level clipping and updated it to use proper AI flags wherever necessary. This pretty much eliminates the chances of Simulants falling through the floors while running up and down ramps, stairwells and some other steep inclines. I've let maps with eight Sims run for up to two hours each and not had a single clipping related suicide. In certain levels, like Temple, it used to average about one every two minutes. Now that is an improvement. This does not include Caves, however. That level still features some areas where both humans and Simulants can fall through certain walls. These are really tricky to fix, and often times end up affecting Sim movement. Hopefully I can solve it somehow.
Weather elements have been setup for each of their respective levels. Big thanks to SubDrag in dealing with this. Originally, Perfect Dark only had four levels that allowed for snow/rain. One of those, the G5 Building, was a special case that only worked in special fx camera sequences, seen in the mission outro. Not only did he change it so we could use it during regular gameplay, but he also allowed room selection for it. And since both Surface missions share the same background, he could make two stages use the same room number set. The backgrounds have been imported and tested to make sure everything works.
Regarding sound effects in the menus. Using GoldenEye's folder effects doesn't seem like a good fit for the way the PD menus look and function. It clearly isn't paper folders, and putting in those sounds aren't going to make it feel much more like GE. At this time, the original PD sounds will stay in place. That explosion you hear in the VR menu has been removed, though. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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AstroBomber Banned
Joined: 28 Jan 2012 Posts: 225
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Posted: Fri Oct 18, 2013 11:29 am Post subject: |
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Yes Updates!
*Thank you...thank you...thank you, for finally fixing this issue out about the pickups being easy to grab underneath a platform. That issue was bugging me ever since v5b's release. Thanks SubDrag.
*Does this fix mean no more climbing through stairs from behind? (ie facility tank room, frigate double staircase room). At last, great update for the VR level clippings for sims.
*Great to hear about the weather elements. Does this mean there are two more maps left that can use snow/rain? Goodjob once again.
*Good to hear that the annoying explosion sound effect has been removed. I would think atleast maybe that radar beep from GE for the pause/unpause screen during multiplayer and scrolling could've been imported for scrolling through weapons list and pausing for GE: X. Not to mention the target cursor sound effect for selecting an option. However, I agree in that for now the PD sounds should stay for the menus at least to give us a feel with the new VR menu system.
Edit: By the way, speaking of sound effects. If you shoot the walls in Complex and shoot at the metal doors in Facility along with the gas tanks I believe there is a secondary metallic sound that hasn't been ported over yet to GE: X. It's a much rougher loud metallic sound.
Thanks for the updates.
Always appreciate them!  |
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PaRaDoX 007

Joined: 17 Oct 2009 Posts: 713 Location: Grid  |
Posted: Fri Oct 18, 2013 8:12 pm Post subject: |
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Wreck wrote: | A few updates...
This does not include Caves, however. That level still features some areas where both humans and Simulants can fall through certain walls. These are really tricky to fix, and often times end up affecting Sim movement. Hopefully I can solve it somehow. |
Could this not be fixed by adding some sort of invisible wall at such areas?
Quote: | Weather elements have been setup for each of their respective levels. Big thanks to SubDrag in dealing with this. Originally, Perfect Dark only had four levels that allowed for snow/rain. One of those, the G5 Building, was a special case that only worked in special fx camera sequences, seen in the mission outro. Not only did he change it so we could use it during regular gameplay, but he also allowed room selection for it. And since both Surface missions share the same background, he could make two stages use the same room number set. The backgrounds have been imported and tested to make sure everything works.
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Are weather option still only limited to four levels?Or did you guys manage to make it so any level could have weather effect?That would be cool.
All in all: Good job guys, can't wait for the missions to be released(I know it will take time for that to happen) |
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