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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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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Tue Dec 27, 2016 2:54 pm Post subject: |
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That buzzing is the bass sample. Don't know if it's caused from the different engines or the loop is off. |
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
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Posted: Tue Dec 27, 2016 3:13 pm Post subject: |
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Yeah the Jungle and Control tracks in the original didn't sound that bad. The bass was normal with no buzz or vibrating like sound.
I also notice there is either a sound missing or the sound is present but it's not loud enough. It can be heard in the beginning of Cradle in the beginning of the track. This instrument I speak of is also not heard well on tracks Silo X, Surface II, and Surface II X. You would have to do a close comparison to their original GE counterpart and to the GE-X version to notice the differences in the sound that is not present or is present but not as loud as it should be.
Edit: Cradle Track Original Sound (0:20 second mark) - https://youtu.be/GQZLEegUK74?t=20s
Silo X Track Original Sound (2:40 mark) - https://youtu.be/bt2ppSH5Ynk?t=2m40s
Surface II Track Original Sound (0:23 second mark) - https://youtu.be/MPjsDLItCbs?t=25s
Surface II X Track Original Sound (2:50 mark) - https://youtu.be/MPjsDLItCbs?t=2m50s
Now compare them to the soundtrack list in GE-X and those sounds don't seem like they are there. The tracks sounds slightly different in comparison.
Jungle Track Original Sound - https://youtu.be/pGZI-l5pzKg?t=2s
(No buzzing sound in beginning)
Control Track Original Sound - https://youtu.be/7Acv_QBdc1g
(No buzzing sound in beginning) _________________ "The Eye of Thundera, give me sight beyond sight!" |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Tue Dec 27, 2016 5:45 pm Post subject: |
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The monitor rack was a bit buggy in GoldenEye, at least in the NTSC version. There was that strange null weapon glitch, and the floating objects / guards can't drop anything issue. In multiplayer, the monitors stay attached when destroyed. I wasn't aware that this apparently was fixed in the PAL version, and seemingly so in the Japanese release. So I just updated the setup file to allow monitors to drop off. The metal rack is indestructible, though, to prevent other problems. But they can fall, land on opponents (injuring them), and be walked over.
Not sure if anyone noticed it, but Sims had difficulty escaping the Facility ducts when a human player wasn't around to watch them do it. I made clipping adjustments to the areas beneath the vents, and now they get through just fine.
The Complex chasms are much deeper now. They look the same upon first glance, but it stretches way down. Characters can barely be seen at the bottom, and the clipping tiles are pretty dark. I went back and made it deeper than the last time I posted about it.
I may have fixed the Golden Gun issue, but I might have to send the updated file to Pavarini to edit the reload animation to utilize the change. Going to try something else with it tonight.
The music was ported as one of the very first things. There might be differences in the engine. I know one or two sounds needed to be changed to another format, as the original in GE wasn't compatible. It will require testing.
If Craig does ever make an appearance, he will get his own suit. Might be a white one, but not identical to Connery. Even Lazenby got his own tux.
I will look into the support beams in Citadel. |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Tue Dec 27, 2016 6:00 pm Post subject: |
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That's all good to hear, glad things are still being tweaked and fixed even though it's only been a few days since the release.
I forgot to point out that Aztec has similar pits in the map that I'm sure need the same type of fixing done as Complex. Will you guys be releasing a smaller patch once all the weapons are done among other fixes or will we be waiting for another major patch? _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Tue Dec 27, 2016 6:10 pm Post subject: |
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Yeah, Aztec Ruins VR will need similar treatment. Haven't looked at it yet, but hopefully is straight forward changes.
I imagine an update will be made that fixes certain issues and includes more content before another major release. |
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Tue Dec 27, 2016 6:57 pm Post subject: |
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WOW ! Just did Egyptian , the outro was really stunning ! Although too bad camera did not follow Bond , lol with the multiplayer face which should have been throughout the game
n so I wonder if it's still possible to bomb Baron in the outro scene ? LOL _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Tue Dec 27, 2016 7:08 pm Post subject: |
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I think we need to redo all the camera scenes with the new style PD introduced. The old type we used do still function, but the "follow Bond" option seems broken. There are some other issues, such as showing on both player screens, and hearing the gadget collection sound at the start when players are given special items (bomb defuser, etc). Also, to properly relocate P1 in Aztec to their new coop start point.
Hehe, glad people found Egypt. Could easily fly under the radar. |
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Tue Dec 27, 2016 7:12 pm Post subject: |
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How did the Santa Claus come together ? I am limited to crappy composite on a beefy 57" projection display but his head+face is SO detailed ! _________________
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killedbyurmom Secret Agent

Joined: 04 Jan 2016 Posts: 208 Location: Kentucky  |
Posted: Tue Dec 27, 2016 9:21 pm Post subject: |
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This is small but when previewing weapons (at the pause menu in solo, cycling through them) the watch laser and the laser still spin on a weird axis compared to the other updated weapon previews. |
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
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Posted: Tue Dec 27, 2016 10:40 pm Post subject: |
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Wreck wrote: | The monitor rack was a bit buggy in GoldenEye, at least in the NTSC version. There was that strange null weapon glitch, and the floating objects / guards can't drop anything issue. In multiplayer, the monitors stay attached when destroyed. I wasn't aware that this apparently was fixed in the PAL version, and seemingly so in the Japanese release. So I just updated the setup file to allow monitors to drop off. The metal rack is indestructible, though, to prevent other problems. But they can fall, land on opponents (injuring them), and be walked over. | Happy to hear this was brought back! Wow didn't know both PAL and the Japanese release had the monitors fall to the ground. I always found it odd that in the US NTSC version the monitors fell to the ground in the solo missions but not in multi. It should've operated the same as solo.
Wreck wrote: | Not sure if anyone noticed it, but Sims had difficulty escaping the Facility ducts when a human player wasn't around to watch them do it. I made clipping adjustments to the areas beneath the vents, and now they get through just fine. | I noticed when I wasn't being spawn in the vents, I went into the washroom to have a look and noticed the sims that got spawned in the vents would come down be near the toilet with the stall door open moving in a crouching position as if they couldn't get out. Glad this was issue was fixed quickly.
Wreck wrote: | The Complex chasms are much deeper now. They look the same upon first glance, but it stretches way down. Characters can barely be seen at the bottom, and the clipping tiles are pretty dark. I went back and made it deeper than the last time I posted about it. | Okay.
Wreck wrote: | I may have fixed the Golden Gun issue, but I might have to send the updated file to Pavarini to edit the reload animation to utilize the change. Going to try something else with it tonight. | Sounds good even thought I have no idea what is wrong with the Golden Gun. Seems fine to me.
Wreck wrote: | The music was ported as one of the very first things. There might be differences in the engine. I know one or two sounds needed to be changed to another format, as the original in GE wasn't compatible. It will require testing. | Good to hear it will be looked into. That vibrating sound from the bass sample is annoying. The other sound I mentioned is probably the one that the format got changed to. It sounds like it's there but it's not as prevalent or as loud as in the original game. In my last post those youtube links to those GE tracks start off on the mark where the noticeable differences in both games sound like. Just compare the links with the soundtrack list in GE-X. You have to listen closely to those tracks to notice the difference.
Wreck wrote: | If Craig does ever make an appearance, he will get his own suit. Might be a white one, but not identical to Connery. Even Lazenby got his own tux. | I think Craig is in high demand. He's a given. If Dr. Caroll is going to be a playable character (one i'm not too excited about) then I can see Craig should have no issue making it in the mod in the future.
Wreck wrote: | I will look into the support beams in Citadel. | Support beams?
In the few games I played with the Cougar Magnum I didn't notice that big of a difference in speed change of it's firing rate compared to 5d.
Slappers firing rate speed could be looked into like how you did Wreck for the other guns. I know it sounds silly the Slappers having a firing rate. Anyway, it's speed doesn't need to be decreased by much. Just a little. _________________ "The Eye of Thundera, give me sight beyond sight!" |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Tue Dec 27, 2016 10:48 pm Post subject: |
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@Thundera
The Magnums shoot normally when the trigger button is held down, they fire noticeably faster when pressing the trigger button in rapid succession. _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Tue Dec 27, 2016 11:08 pm Post subject: |
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If you want to use it normally, hold the fire button. If you don't want to have your ass handed to you in VR mode while dueling a cheating Simulant, press the button in rapid succession.
Watch Laser was modded to fit the wrist before, which is how it got screwy in the menu screen. I might be able to kind of fix it, or else send Pavarini a different version to use (which he would need to reposition). I'd have to look at the Moonraker Laser.
The metal beams that hold up the ramps in Citadel can be walked through, it seems.
I will check into the slapper timing soon. I know what you mean by fire rate. Like the delay between each strike may be too quick.
By the way... Anyone else hate autocorrect on their tablets?  |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Wed Dec 28, 2016 12:45 am Post subject: |
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@Wreck
I don't know, even though the whole rapid fire magnum is optional I'd still prefer it without it since I'm not the kind of GE player to hold the button down for a pistol. Again, this only seems to be my opinion but it would be nice to hear feedback from everyone else. _________________
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Wed Dec 28, 2016 6:53 am Post subject: |
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mistamontiel wrote: | How did the Santa Claus come together ? I am limited to crappy composite on a beefy 57" projection display but his head+face is SO detailed ! |
Glad you like him
I made a tutorial page a while back but I came up with a new technique this time to maximise texture utilization.
Attenbough actually uses 100% of his textures, and I do mean 100%
To achive this I mapped his head as described in the tutorial, but then, I copied his head and "squared" it off.
This allowed me to render a new "distorted" texture which after applying to the original head meant there was no waist.
lastly I made the 2 head textures the max size for CI type on N64, 32x64x8.
The hat is 64x48x4
I thought I had posted the tutorial somewhere, anyway it turns out I already updated it with my new technique
Trev _________________
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freem Agent

Joined: 05 Dec 2016 Posts: 1
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Posted: Wed Dec 28, 2016 9:06 am Post subject: |
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I've been enjoying the heck out of 5e since I got a chance to play it.
Looks like some of the issues I've run into have been noted already...
I find it hilarious how you can do the objectives out of order on Egypt; needed to go find (a dead) Samedi after I grabbed the Golden Gun so I could shoot him with a golden bullet and end the mission.
The new weapon reload animations are great, especially the single Golden Gun. I also appreciate the small difference when reloading dual Golden Guns; that's how you know the team's paying attention
Icicle Pyramid is bigger than I expected; still neat to fight in.
Archives 1F is really hot, with a lot of firefighting. I love it. However, some of the doors could use proper door textures instead of the wall...
Out of the new weapons, Rudolph's my favorite, followed by the Taser in License to Kill mode. (spoilers: Taser kills in LTK mode. not sure if this is intentional or not)
Nice job with all of the solo missions so far. The motorbike being in Runway surprised me, and I had a lot of fun riding it (even though I'm still not fully sure how to mount and dismount it).
I did manage to get Bunker 2 to freeze in the solo missions by setting off the alarm (via video camera) and then trying to open the sliding glass door near the end. (Yes, I'm disappointed in the lack of concrete details in this bug report too.)
SATURN_81 wrote: | the scientists when they are attacked a second time, take out their weapon to defend themselves. |
I've also noticed that some(?) soldiers will also pull out a DD44 if their weapons are knocked out of their hands.
Wreck wrote: | Not sure if anyone noticed it, but Sims had difficulty escaping the Facility ducts when a human player wasn't around to watch them do it. |
I did, but I didn't expect perfection with the first release to have vents anyways... that section is tricky. The expanded spawn area up there (along with the opening vents!!!) is appreciated.
Again, thanks to everyone involved in this hack for their hard work. |
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