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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: Sat Nov 05, 2016 12:48 pm Post subject: |
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To be brutally honest, your posting of gifs related to GEx animations is far less off topic than discussing ED64 case colours *cough cough*
All those animations look great and the tweek for the Scorpion is much better.
Trev _________________
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Sat Nov 05, 2016 3:00 pm Post subject: |
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Pavarini all I can say is
Those animations look beautiful. I love the golden gun animation, it's so elegant. Did you have to remodel the gun or all the parts where already there.
Rocket launcher animation is also amazing.
I'm sure you already noticed, but the AR33 muzzle flare is not centered.
Keep up the jawdropping work! These animations really show how GoldenEye: X improves over the original game. |
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killedbyurmom Secret Agent

Joined: 04 Jan 2016 Posts: 208 Location: Kentucky  |
Posted: Sat Nov 05, 2016 3:06 pm Post subject: |
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Sogun wrote: | Pavarini all I can say is
Those animations look beautiful. I love the golden gun animation, it's so elegant. Did you have to remodel the gun or all the parts where already there.
Rocket launcher animation is also amazing.
I'm sure you already noticed, but the AR33 muzzle flare is not centered. |
He mentioned it when he put the video up of the reload animations. Easy to overlook though  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Nov 05, 2016 3:39 pm Post subject: |
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Yeah, I already corrected the AR33 muzzle flash. It was the only one affected by the adjustment to the ejected casings.
For the Golden Gun, I needed to split the back end from the rest of the weapon. I used the portal as knife option in the Visual Editor to cut it, and maintain the environment mapping values (which the Editor is smart enough to retain). I had to custom create the "inside" of the gun, which you see whenever the flap opens up. I still need to deal with the env mapping for certain parts there. The bullet is a modified casing, made to look more gold'ish. There were a few minor issues that needed attention, but all should be good as of now.
The Facility features just the loading bay section of Runway. That way, when you go through the doors at the end of the mission, you see exactly the same area as you begin in the next level.
So, for this Shotgun test, the codes for GE-X only affect the one weapon. I mainly wanted to make sure there were no negative affects. It was tricky to find a firing rate value that did not impact human firing, but did slow down the Sim. You see, they share the firing rate set on the weapon, but only humans have a special animation between each shot. This does not register with Simulants, so they fire more quickly. That's why PD's Shotgun acts the same way. This edit to the firing rate should only slow them, not humans. I just didn't know if any possible side effects occurred, but I couldn't find any myself. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Nov 05, 2016 3:58 pm Post subject: |
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More, as a few pages have filled up...
The GE Temple had bizarre weapon placements. Some ammo crates were set to the same pad, instead of their own. The placements used in Perfect Dark Temple existed in GE, though somehow didn't get used for the weapons there. I tried to strike a balance between both versions. And no two crates should share the same place. That's just silly!
Sims can't use hoverbikes. They'd probably see humans riding them and attack, though. Krijy had stuck bikes in one or more of his custom PD multiplayer maps, so I imagine they'd be fine.
The tank will be replaced with a motorbike in Runway (like the film), and right now it may be the same in Streets. We will probably include a rocket launcher in Runway, so you can take out those pesky heavy guns.
I don't think Dr. Caroll can use weapons, as either a human or Sim. It may even crash if you play as him, or if you attempt to equip a gun. Skedars have similar issues as human players.
When humans fire a shotgun, they shoot five pellets. When Sims do, it's just one. They share the accuracy value, which is why they can fire wildly. Also, because of it being just one pellet, they use a special damage multiplier. It makes it more like you're being struck by three or more pellets at once. SubDrag fixed this for the Auto Shotgun, but had issues getting the regular Shotgun working, without affecting other vital aspects of the game. Maybe it can be looked at it again in the future. |
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Fenix Agent


Joined: 04 Nov 2016 Posts: 12
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Posted: Sat Nov 05, 2016 4:44 pm Post subject: |
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Ooooh, so it was an actual mistake with the GE Temple ammo crates? All these years I thought it was some silly easter egg. Makes sense now.
Thanks for responding, Wreck! (edit: and pavarini!) |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Nov 05, 2016 5:10 pm Post subject: |
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I can't outright say it was a mistake, but when you look at the pads (all the premade positions within the map) you can see where some should have gone. And those spots are pretty much where ammo crates ended up in Perfect Dark. Mistake? Possibly. Done on purpose for fun? Maybe. Only the person who made that setup file to begin with will know for sure. But they decided to change it in Perfect Dark, and for good enough reason. |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Sat Nov 05, 2016 6:59 pm Post subject: |
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So is that a definite no on the tank being in GE:X at least for streets or is there still hope? I know you told me awhile ago that it wasn't possible but maybe something has changed? _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Nov 05, 2016 7:09 pm Post subject: |
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I don't want to completely rule it out, but things don't look good for it. I believe Rare removed some of the code for different things (like tank, choppers, vehicles), probably to replace with things more suited to the future tech in the year 2023. Which, crazy enough, doesn't seem so long away. Some stuff we can recreate through different clever means, but others are just far too involved. I'm hoping our additions will outweigh the subtractions. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Sat Nov 05, 2016 7:56 pm Post subject: |
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Wreck wrote: | I don't want to completely rule it out, but things don't look good for it. I believe Rare removed some of the code for different things (like tank, choppers, vehicles), probably to replace with things more suited to the future tech in the year 2023. Which, crazy enough, doesn't seem so long away. Some stuff we can recreate through different clever means, but others are just far too involved. I'm hoping our additions will outweigh the subtractions. |
Well, at least there's a slim slim chance we can get it in. A slim chance is better than no chance. _________________
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Sat Nov 05, 2016 9:39 pm Post subject: |
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Is there any plans to do improvements to Runway or Cradle to allow for more detail such as adding the ground area for Cradle such as what was done in another rom hack or possibly adding a more advanced and detailed cliff area on Runway to make it more like the movie instead of the small crevasse we have now? I know these would take space and memory to do so it would have to be done within the limits but I'd love to see more details like those, especially on cradle. Maybe even a way for the player to fall off and fall all the way down to the bottom. _________________
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Sun Nov 06, 2016 5:29 am Post subject: |
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Wouldn't ASM hacking be a (dangerous) but possible idea to restore the tank? _________________ This is a signature, why did you read this? |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sun Nov 06, 2016 6:11 am Post subject: |
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Quote: | So, for this Shotgun test, the codes for GE-X only affect the one weapon. I mainly wanted to make sure there were no negative affects. It was tricky to find a firing rate value that did not impact human firing, but did slow down the Sim. You see, they share the firing rate set on the weapon, but only humans have a special animation between each shot. This does not register with Simulants, so they fire more quickly. That's why PD's Shotgun acts the same way. This edit to the firing rate should only slow them, not humans. I just didn't know if any possible side effects occurred, but I couldn't find any myself. |
Ah, ok, my bad, I dissabled the PD specific codes and added the different GEX line and you are absolutly right, only the shotgun is affcted, the Auto Shotgun is un-affected meaning it will fire as fast as you can pull the trigger (for sims too)
So yes, this is definatly an improvement and I see no side-effects at present.
Can I ask what the code is changing exactly and how it differes from changing the Game Config section in PG?
Trev _________________
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sun Nov 06, 2016 10:41 am Post subject: |
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Tank hopefully someday possible in PD. Wreck surprised when the door was operated iris of the Caverns. I guess he did was to translate the language of GE to then work in PD. so I have always thought and have this illusion that someday will be achieved with the Tank.
I've always thought that GE is the mother of PD, which makes me think that both have the same informatics genes of language or code, and that makes some things to GE as possible to make them work in PD, as the two are the same family. (This is nothing but a way to express)
I saw this in Gif Pavarini:
Taser:
the sound of this weapon is now like the punch of PD. You can fix this to add the original sound of GE?
Watch-Laser:
the sound is not the orignal GE, but I do not care if they choose the current sound of PD that anyway does not sound so bad. |
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Dylan Agent

Joined: 03 Mar 2013 Posts: 34
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Posted: Sun Nov 06, 2016 11:09 am Post subject: |
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I honestly prefer the punch from PD over the slapper. Perhaps the disarm function could be re enabled to use the slapper animation but keep the punch as the main unarmed function? |
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