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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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nakata6790 Agent


Joined: 11 Jan 2016 Posts: 12
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Posted: Wed Jan 27, 2016 3:54 pm Post subject: |
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Allright, just played through this great hack (2nd patch from this topic) and i must really congratulate you on a job well done. I really like that you made alterations to each stage in an orthologic manner, lending them a more grounded, realistic feel and not going overboard with additions like some GE level hacks do sometimes.
More specifically, i played on my Wii console, via Not64 the 3 first stages on 00 Agent difficulty:
1. Dam
I like the subtle changes in gameplay (no ammo from broken/shot crates, more guards and in different places) as well as the level "re-decoration" with the 2nd truck parked right by the 3rd tower while the first one goes through the level, the way the doors are operated by terminals nearby, as well as the dam corridor being accesible by specific doors only. Nice change in the room at the end of the dam corridor as well (i suppose it is a lunch room now, heh?). There's no objectives that require the player to go in the dam (or on the island, heh) so like the movie, the bungee jump platform is as far as the player needs to go.
2. Facility
The cameras and sentry guns are not as many as i i thought after reading the first posts of thjis thread and what's more they are placed "fairly" i.e. not in blind spots for the player. Paying attention to your surroundings and good aiming (Wiimote IR) will get you through. I managed to avoid any alarms raised. In the beginning i also wondered which mini misile i had to photograph (two in the first rooms and one in the lab rooms near the end)
but i got it. I also took a whle to figure out where to place the plastique but i got that as well. However while i got a "Explosive placed correctly" on the top of the screen when in game, the objective was marked as "incomplete" in the pause menu and as "failed" after completion. Finally, after exiting, there was a cutscene showing a brief glimpse of the final room. Was there supposed to be an explosion of some sort there and my "failed" plastique objective prevented it?
3. Runway
Way more fun and action packed, rught from the start, just as any escape mission should be. Well done. The feeling of being pursued and outgunned (if you fail to move quickly) is perfectly captured here.Well done!
All in all, great work and i can't wait to try more levels, i really enjoy your style. Thanks for all the work so far. |
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klobb Agent


Joined: 17 Jan 2016 Posts: 53 Location: The Citadel  |
Posted: Wed Jan 27, 2016 7:42 pm Post subject: |
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I really appreciate the feedback on this. I'll be checking facility for sure, there is a bug that can happen sometimes. The dam is pretty neat level. That one room is in fact a mess hall. You hit the nail on the head there. Runway allows you to use a KF7 right at the start because considering you get one in facility, Bond should get to keep it for a bit. The conveyor exit in runway is a nice way to get to the armor quickly too. Facility is set up to use 100% of the map. It felt a bit empty before imo. Placing that last bug in facility throws in one last challenge... _________________ GE has some weird unused setup names
imp,wax,ear,lip,sho,cat.
Why does this matter?
Because imps have ear wax and cats have lips.
sho is whatever it wants to be. |
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nakata6790 Agent


Joined: 11 Jan 2016 Posts: 12
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Posted: Thu Jan 28, 2016 1:49 pm Post subject: |
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Frigate beaten as well (was this the same boat or am i going senile? ).
Nice use of 3d models: terrorist balaclavas, a new phone 3d model right by the 3 radios on the table near the ship bridge and the new chopper reminded me of the explosive "toy for boys" (as Natalya would say) on the old Surface missions. Also, subtle changes in layout (i liked that i could now enter the small ledges on the sides of the ship's bridge), enemy and computer/machinery placement.
As soon as i decided to use the D5K instead of the silenced PP7, enemies rushed from all directions. Post mission stats revealed a total of 64(!) kills.
After the massacre (and almost dying), ship was now mostly empty.
I really liked that instead of endlessly spawing, they actually left their posts and chased you. I played the level a second time and tried to avoid alerting many guards, only to observe them in the hallways. Total kills were again around 60. Very nice touch and again, lending a realistic feel to the game.
Keep up the good work  |
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klobb Agent


Joined: 17 Jan 2016 Posts: 53 Location: The Citadel  |
Posted: Thu Jan 28, 2016 9:20 pm Post subject: |
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I've been working at it a bit this afternoon. Train, Depot, and Streets are now playable. Train has guards that will shoot at you if you kill someone in sight, or if you pull out any gun. Depot took a while due to having raise allocations to remove texture/blackout issues. I gave silo's slot an actual sky, Streets is pretty much empty exept for the tank and some other Rare leftovers i have yet to remove. It uses Citadel's music and sky/environment setting minus the water. Train just needs some final touches as well as destroyer, and depot. I figured out the problem that happens in facility, I had some trouble with train until i looked at my objective bits. If you set two different objectives like 003 and 002, completing one completes the others, and then I tried something like 003, 020 and it fixed it. Why I didn't think of it at the beginning is beyond me. _________________ GE has some weird unused setup names
imp,wax,ear,lip,sho,cat.
Why does this matter?
Because imps have ear wax and cats have lips.
sho is whatever it wants to be. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Thu Jan 28, 2016 10:21 pm Post subject: |
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Your objective bits should only use 0, 1, 2, 4 or 8 values in them. If you use 3, it is actually a combination of 1 and 2. It could get a little weird, depending on how you set up different uses. So be cautious with the values you're using in your missions, or issues can begin popping up. |
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speedruntrainer Agent

Joined: 13 May 2008 Posts: 149
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klobb Agent


Joined: 17 Jan 2016 Posts: 53 Location: The Citadel  |
Posted: Fri Jan 29, 2016 2:53 pm Post subject: |
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I plan to set the target times to work with the new layouts. I appreciate the feedback on this, it's telling me i'm doing a good job. I've been working with streets today, It's a pain placing objects when the buildings are in the way. I've never used the clone function so much before in this game. I'm strategically building the level where the tank plays a bigger role. You will be needing it throughout the level, alongside adding a few new things to make joyriding more fun. I'll be making more beta patches as I make more signifigant changes, like at the very least having a few more than one or two missions playable, misc. tweaks and whatnot. I've been messing around with some new faces in the game, added more detail to some things, for now the tank has the correct noises when you shoot at it, the red car abd escort are the same, you shoot it, it sounds like metal, headlights/tailights make the correct glass breaking noise along with correct bullet holes. The face i've added so far is a test, but if you watch fast n' loud, you should recognize him. I'm having quite a bit of fun making this. _________________ GE has some weird unused setup names
imp,wax,ear,lip,sho,cat.
Why does this matter?
Because imps have ear wax and cats have lips.
sho is whatever it wants to be. |
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speedruntrainer Agent

Joined: 13 May 2008 Posts: 149
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klobb Agent


Joined: 17 Jan 2016 Posts: 53 Location: The Citadel  |
Posted: Mon Feb 01, 2016 6:50 am Post subject: |
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To beat frigate, do like the original mission, after completing all the objectives, return to your boat.
Not that much progress was made on the hack over the weekend, I dug out my Sim City 4 deluxe edition game the other day. Pretty fun stuff, I bought the game like six or seven years ago. _________________ GE has some weird unused setup names
imp,wax,ear,lip,sho,cat.
Why does this matter?
Because imps have ear wax and cats have lips.
sho is whatever it wants to be. |
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speedruntrainer Agent

Joined: 13 May 2008 Posts: 149
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klobb Agent


Joined: 17 Jan 2016 Posts: 53 Location: The Citadel  |
Posted: Sun Feb 07, 2016 6:59 am Post subject: |
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I'll check it out. I was going to release a patch sometime during the week, but other things got in the way, babysitting, sim city 4, etc. In the next patch destroyer, train, depot, and streets should be complete. I've got more done with streets, adding a boss at the end of the mission. It's a pretty straight-forward fight so far. _________________ GE has some weird unused setup names
imp,wax,ear,lip,sho,cat.
Why does this matter?
Because imps have ear wax and cats have lips.
sho is whatever it wants to be. |
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speedruntrainer Agent

Joined: 13 May 2008 Posts: 149
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klobb Agent


Joined: 17 Jan 2016 Posts: 53 Location: The Citadel  |
Posted: Tue Feb 09, 2016 10:44 am Post subject: |
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I totally forgot to move that. I'll probably move the intel there though. The two were together to quickly test my objectives and I guess i forgot to move them. That will happen after a bit. I've got a new patch now after a few delays.
Screens:
New title screen
New default multi settings
Levels are playable/beatable from dam to streets.
I've gone back to a few setups to make adjustments and add details that I planned but hadn't done at the time. There's still a few other things I need to correct but Depot now has correct environment settings. Citadel multi has a defined sky/waterbox that doesn't show up for some reason. I'll be fixing that soon. Playable multi maps currently include: Temple, Complex, Citadel, Library, Basement, Stack. The others will be changed so I won't count them right now. Their images are a result of shifting images around, so you'll see egyptian in the wrong place, statue will be there as well. Bunker 1 on the other hand is waiting to become a playable multi stage. I've also gone and done a bunch of text edits and added the 2x KF7 Soviet cheat (I know the *-* thing doesn't belong, I have no idea why I put it in it's name). Citadel is now Papercraft Citadel because I think it looks like a paper model with crudely drawn graphics like you'd see in a first grader's notebook full of crude drawings. Anyways, I think i've rambled on enough, here's the newest patch that you can think of as "Episode 1"
https://sites.google.com/site/chowmeinsgoldeneyelab/home/downloads/Major%20hack%20v2.0.zip?attredirects=0&d=1 _________________ GE has some weird unused setup names
imp,wax,ear,lip,sho,cat.
Why does this matter?
Because imps have ear wax and cats have lips.
sho is whatever it wants to be. |
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klobb Agent


Joined: 17 Jan 2016 Posts: 53 Location: The Citadel  |
Posted: Thu Feb 11, 2016 7:44 pm Post subject: |
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I now have 8 out of 20 levels completed. Work on Egyptian has begun and the library mission pretty much finished. Library has a darker theme to it with no music, wind blowing through the place, and reusing surface II's sky/fog made the whole thing come together. I threw in a silly feature for most of the library's computers. It's no alarm or anything. There is ONE though that sets the alarm. There is not much lag despite having a ton of objects in it. Depot has some glitchyness happening, maybe adjusting the fog a bit more might help... Egyptian so far is just an explorable terrorist base laid out similarly to Aztec's old setup, but it won't be as hard, it's only level 9 anyways. 00 agent will be a different story though. _________________ GE has some weird unused setup names
imp,wax,ear,lip,sho,cat.
Why does this matter?
Because imps have ear wax and cats have lips.
sho is whatever it wants to be. |
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doublesupersteve Agent

Joined: 13 Feb 2016 Posts: 1
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Posted: Sat Feb 13, 2016 1:02 am Post subject: |
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This is awesome keep it up!!
Is there any chance this mod will also work on a real n64 through a flash cart? |
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