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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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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Thu Jan 28, 2016 7:50 am Post subject: |
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Quote: | And Trevor, do you realize that twitter link is NSFW? Shocked |
Ermm... no? what is NSFW? I only copied it from google after quickly searching for Dr David Doak Rare Oxford.
Oh, haha, just searched NSFW... oops, No I didnt.*checking*
I guess I should look at things more before posting links.
The description was, in fact, let me find it again.
http://webmii.com/people?n=%22David%20Doak%22 wrote: |
David Doak (born 11 November 1967) is a Northern Irish video game designer. Originally from Belfast, he later moved to England, where he studied at Oxford University on biochemistry specialty and worked as a research scientist. Doak began his video game career working with Rare where he provided network support for Donkey Kong Country 3: Dixie Kong's Double Trouble! and helped develop the critically acclaimed GoldenEye 007 and Perfect Dark for the Nintendo 64. His facial likeness and name were used for a non-player character in Goldeneye 007, a scientist named 'Dr. Doak'. Doak left Rare in 1998 with video game composer Graeme Norgate to help start Free Radical Design. From there he worked on...
Read full article
Social Networks
Twitter: @DoctorDavidDoak
Klout score: 22.12 ▷-0.00
Social influence topics:
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Trev
P.S. Whoops... hahah just checked the link... I think someones database is faulty. _________________
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Thu Jan 28, 2016 9:11 pm Post subject: |
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pavarini wrote: | And Trevor, do you realize that twitter link is NSFW?  |
Not gonna lie, I had to go look it up to see what the fuss was about. Did not expect that anyway. David Doak, as far as I know, only has a LinkedIn profile
https://www.linkedin.com/in/david-doak-9069283 |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Jan 29, 2016 1:16 am Post subject: |
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First look at a few things.
Here is how the end of Facility is looking now...
And here is Runway in progress...
All interior rooms in Runway contain lights, and some ceilings have been modified to have the blueish tiles seen in most inside areas of the level. Some shadowing from the original rooms has been altered to reflect the new lights, as well. Still working on some things, but Runway is coming a long pretty well. |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Fri Jan 29, 2016 1:28 am Post subject: |
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Have you got the tank working, yet?
Also, PD has a dynamic FPS adjuster. Will GE:X Play at a 60 FPS, or will it be 30 or under? (If I ran it on 1964 Ultrafast). _________________ This is a signature, why did you read this? |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Fri Jan 29, 2016 8:23 am Post subject: |
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ENGLISH:
as seen incredible progress of this mod GEX. I really like the union with Runway Facility, to what part or area of Facility reached this junction ?. I mean that is the level of the Runway I would like to tell to this union because it is the smallest level of play.
I have questions about the lighting which can be seen in some photos. Do they merge or room lights and turn off once shot him a light? They have added switches to turn lights on and off as the level of PD Defection?
Wreck you said that in the next patch can play any mission. there will be in the next patch levels still empty? or we can find guards to fight them but levels have not yet finished missions? . I think it would be good to have something to throw levels of work in progress but not yet finalized. I mean, I would not mind a proficiency level targets A, B, C, D alone can be completed 1, 2 or 3 goals (considering that the level be finalized in coming patches), so in this way ensures we do not have any vacuum level and can aporvecharlos all, and on the other hand is a good way to test porgreso missions and that users can inform the team of GEX any anomaly to be corrected.
finally I can only say that it appears that the DAM level, which is resisting because of its size and appears to slow down a little to make the first patch for GEX missions. I wish them luck with this level.
SPANISH:
increible como se ve el progreso de este mod GEX. me gusta mucho la union de Facility con Runway, ¿ hasta que parte o zona de Facility alcanza esta union?. quiero decir que es el nivel de Runway el que me gustaria que contara con esta union debido a que es el nivel mas pequeño del juego.
tengo preguntas sobre la iluminacion que puede verse en algunas fotos. ¿ se funden o se apagan las luces y la habitacion una vez se le disparado a una luz ? ¿se han agregado interruptores para apagar y encender las luces como en el nivel Desercion de PD ?
Wreck usted dijo que en el proximo parche podremos jugar alguna mision. habra en el proximo parche niveles todavia vacios? o podremos encontrar guardias para enfrentarnos a ellos aunque los niveles no tengan todavia misiones por terminar? . creo que seria bueno lanzar niveles que tengan algo de trabajo en progreso pero que todavia no esten finalizados. quiero decir que no me importaria que un nivel que tenga los objetivos A,B,C,D solo puedan ser completados 1 , 2 o 3 objetivos ( teniendo en cuenta que el nivel se finalizara en proximos parches) , asi de esta forma se asegura que no tenemos ningun nivel vacio y podemos aporvecharlos todos, y por otro lado es una buena forma de probar el porgreso de las misiones y que los usuarios podamos informar al equipo de GEX de cualquier anomalia para que sea corregida.
por ultimo me queda decir,que parece que el nivel DAM, es el que se esta resistiendo debido a su tamaño y parece que ralentiza un poco el poder sacar el primer parche con misiones para GEX. les deseo mucha suerte con este nivel. |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Fri Jan 29, 2016 10:59 am Post subject: |
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That is absolutly gorgeous.
I take it the exit via the convayor is no longer? The only way out is via the doors? or is the shutter unlocked?
You know, you should have Oremove and all his infinitly re-spawning guards in that room. As you have now escaped they would be free to open fire on you. (though not follow you)
Oh, and dont forget 006 body.
Also, since guards can see over railings, you can have more on the stairs and gantry like in the movie.
Trev
P.S. Arnt those tanks supposed to be destroyed?  _________________
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
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Posted: Fri Jan 29, 2016 11:35 am Post subject: |
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Ah the corona effects. Hopefully we will see coronas for the bunker missions along with the water caverns lanterns and lights. _________________ "The Eye of Thundera, give me sight beyond sight!" |
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connery as bond Secret Agent


Joined: 21 Jun 2007 Posts: 340
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Posted: Fri Jan 29, 2016 12:22 pm Post subject: |
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Really beautiful stuff, Wreck. Everyone involved should be really proud at the work on display here. _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Fri Jan 29, 2016 1:49 pm Post subject: |
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Fillerthefreak wrote: | Also, PD has a dynamic FPS adjuster. Will GE:X Play at a 60 FPS, or will it be 30 or under? (If I ran it on 1964 Ultrafast). |
It should be locked at 60fps if you set the EEPROM size to 16Kb. |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Fri Jan 29, 2016 5:08 pm Post subject: |
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pavarini wrote: | Fillerthefreak wrote: | Also, PD has a dynamic FPS adjuster. Will GE:X Play at a 60 FPS, or will it be 30 or under? (If I ran it on 1964 Ultrafast). |
It should be locked at 60fps if you set the EEPROM size to 16Kb. |
Confirmed to work on Single player. Game must have music active to run at 60 FPS, oddly.
Does not work on Multiplayer, though. As it still runs at 30. I wonder why. _________________ This is a signature, why did you read this? |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Fri Jan 29, 2016 6:01 pm Post subject: |
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Fillerthefreak wrote: | Confirmed to work on Single player. Game must have music active to run at 60 FPS, oddly.
Does not work on Multiplayer, though. As it still runs at 30. I wonder why. |
I use the setup posted here http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=6918 with the mouse injector. It supposedly has a "speed-hack" that makes pd run at 60fps at all times (but disables combat boost). |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Jan 29, 2016 6:38 pm Post subject: |
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Thanks, guys! I know people really liked the lights in PD, so it is one of those things that adds something extra to these GE levels. Not everywhere had them in the background files, but there is a good chance they could be added in for GE-X. Not just because it looks great, they also work better when connected interior rooms have them. Skip a room in between, and that area will remain lit while the others go dark.
Facility will allow players to decide which exit to use, just like the original. When you walk into the Runway docking bay through the doors, or crouch down and move into the conveyor belt passage, the mission ends. And, depending on the location you exit in Facility, will impact where you begin in Runway. Just like Air Base and Air Force One in PD.
The conveyor belt area does not line up between Facility and Runway quite right. While I could take time to adjust that, I am not sure it really matters. That Runway area is mainly there for looks, and not playability. There is a locked shutter at each side of the conveyor belt passage, which gives the appearance that it is connected.
Yep, the lights can be shot out, and rooms darken. It actually worked out better than I thought it would, as lighting can be a little tricky to deal with.
No tank, but the motorbike is getting closer.
For using a switch to turn lights on and off, that may be included in a few select areas in levels. I was thinking about that for the Surface cabins, and some other random rooms. |
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killedbyurmom Secret Agent

Joined: 04 Jan 2016 Posts: 208 Location: Kentucky  |
Posted: Sat Jan 30, 2016 9:41 am Post subject: |
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Looks awesome Wreck!
Lemme throw an idea out... I wonder if you could make the single player where you could select to play as the other Bonds as well as Brosnan? It might clash with the audio voice clips (Connery talking as Brosnan lol) but it's an idea =) |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sat Jan 30, 2016 11:22 am Post subject: |
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TWINE play good voices, such as Brosnan seems appropriate and can be a Bunea idea to add some to GEX. |
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nakata6790 Agent


Joined: 11 Jan 2016 Posts: 12
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Posted: Sat Jan 30, 2016 4:00 pm Post subject: |
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Looks great! |
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