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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: Wed Dec 28, 2016 12:03 pm Post subject: |
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killedbyurmom wrote: | Gotcha...still a very neat thing you've done. Would the Skedar be difficult to do? |
I got it to work but it doesn't look good. All of these have been experiments setting up the character importing tutorial so don't expect these models in GE:X.
Last edited by pavarini on Wed Dec 28, 2016 7:13 pm; edited 2 times in total |
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 357
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Posted: Wed Dec 28, 2016 12:16 pm Post subject: |
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Pavarini that looks awesome and creepy at the same time. lol
I would rather have the Skedar character body than Dr. Caroll.
Wreck the two sound formats that were changed I am guessing one was for the bass and the other for a different sound (non bass sample), correct?
Also I just downloaded and checked the japanese version of GoldenEye007 and it's true. The Bunker multiplayer map does have the monitors fall off the rack individually to the ground. It also has it so that you can shoot and destroy the rack itself causing a big explosion in the ceiling. Wreck, can you test if any conflicts occur if you also allow the rack to be exploded as well? I would love it if the Bunker VR map in GE-X replicated the PAL and Japanese releases of GE007 100%. _________________ "The Eye of Thundera, give me sight beyond sight!" |
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Beatlemaniac19 Agent

Joined: 28 Dec 2016 Posts: 8
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Posted: Wed Dec 28, 2016 12:38 pm Post subject: Instant civilian casualty bug on co-op with CPU partner |
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I noticed a pretty big bug that I don't think has been reported yet. When choosing co-op on Silo and Frigate and making your co-op partner a simulant, the mission immediately fails once you begin. For some reason the AI opponents immediately kill the scientists in Silo and the hostages in Frigate. This only happens when selecting an AI co-op partner, and it happens on all difficulty settings.
This should get looked into since there are so many civilian casualty objectives in the game. |
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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 1:18 pm Post subject: |
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I was to edit my post with these images but wow this thread is hot, page 7 already...
Just to put this "issue" to bed
As I said before though, if there is a reason then either way is fine.
Beatlemaniac19
Quote: | I noticed a pretty big bug that I don't think has been reported yet. When choosing co-op on Silo and Frigate and making your co-op partner a simulant, the mission immediately fails once you begin. For some reason the AI opponents immediately kill the scientists in Silo and the hostages in Frigate. This only happens when selecting an AI co-op partner, and it happens on all difficulty settings.
This should get looked into since there are so many civilian casualty objectives in the game. |
Actually if you read the readme it specifically states:
Quote: | Coop Mode:
Currently, if playing coop mode, scientists and hostages are killed immediately by guards. Also, in some levels and situations, your coop Sim Partners may not move. This is due to missing AI Path Network pads in those areas, which were never included in the original game files and must be added at a later date. |
Trev _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7258 Location: Ontario, Canada  |
Posted: Wed Dec 28, 2016 3:45 pm Post subject: |
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I won't have the metal rack blow up for two reasons. The first: every time you destroy it, it lowers down. Break it enough times, and it will be floating at eye level. The only other option is to remove when destroyed, and then it will be gone until you reload the level. The second: it's a metal rack! The bloody thing shouldn't explode to begin with. It's just a metallic mount with a few wires running through the inside. GE might have been fun in a sense that way, but realism went right out the window.
Not sure which exact sound, or sounds, used a different format, but I can find out.
Strange crash on Bunker ii... But it sounds familiar. Was this on console? If so, it would be directly related to the six-part security door. We had this before, at least in the VR version, so if it is the same, I already know how to fix. Thanks for pointing out.
In Archives 1F, I chose to put in the vertical sliding secret wall doors where I knew Sims would have issues. They really don't like swinging doors very much, which is why only Felicity used some in PD.
To mount / dismount the motorbike, press the reload / action button twice.
Taser can cause damage, and LTK mode just ramps all damage up, so I guess that zap is extra strong.
Hmm, you should be able to kill Samedi without the Golden Gun, just like in GE. You still have to collect it and the bullets to complete the mission, though. Maybe he was just knocked out? I had a coop buddy knock him out before, but I still had to pump some bullets into him afterward.
Pavarini, that guy looks like some sort of half-man / half-spider. Pretty neat!  |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Wed Dec 28, 2016 3:51 pm Post subject: |
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Yeah on console, it freeeze (only on solo mission) when you open that special door. Happened 4 times to me (I like to walk in this level since I'm working on a laboratory map and room and corridor's scales are based on bunker).
The alarm sound still play. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7258 Location: Ontario, Canada  |
Posted: Wed Dec 28, 2016 4:00 pm Post subject: |
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Thanks for confirming. Is Bunker i alright? It may have been fixed before. |
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 357
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Posted: Wed Dec 28, 2016 4:23 pm Post subject: |
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Wreck wrote: | I won't have the metal rack blow up for two reasons. The first: every time you destroy it, it lowers down. Break it enough times, and it will be floating at eye level. The only other option is to remove when destroyed, and then it will be gone until you reload the level. The second: it's a metal rack! The bloody thing shouldn't explode to begin with. It's just a metallic mount with a few wires running through the inside. GE might have been fun in a sense that way, but realism went right out the window. |
What do you mean by "remove when destroyed"? What happens with that option? If not, I would rather just let the monitors fall to the ground and be destroyed only. The way you just fixed it up.
Wreck wrote: | Not sure which exact sound, or sounds, used a different format, but I can find out. |
Cool. Thanks. Don't forget to do the testing and comparisons.
Wreck wrote: | Taser can cause damage, and LTK mode just ramps all damage up, so I guess that zap is extra strong. |
Have you fixed up the issue with sims using the Taser yet?
Wreck wrote: | Hmm, you should be able to kill Samedi without the Golden Gun, just like in GE. You still have to collect it and the bullets to complete the mission, though. Maybe he was just knocked out? I had a coop buddy knock him out before, but I still had to pump some bullets into him afterward. |
I could have sworn months ago we discussed how it was going to be difficult to pull off the Golden Gun puzzle to work in this mod but some how you guys managed to pull a rabbit out of a hat! Egyptian plays out just like the original game minus the camera following Bond and Samedi in the cutscene. Also did guards reappear after killing them off before facing Samedi? _________________ "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: Wed Dec 28, 2016 6:03 pm Post subject: |
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@Wreck
I know you might have answered this before but is it possible to rip the glasses model off of the guards and make alternate heads for all the main characters with the glasses?
Also I have a couple "limitation" questions:
1. How many different heads and bodies can we have in GE:X before the game flips out?
2. How many different multiplayer levels can we have before the game flips out?
3. How many different Single player maps can we have?
4. How many different VR game modes can we have and are you able to program new ones? (Programming a Stock Lives game where the player has limited lives.)
@Thundera
It means when the rack is destroyed it simply disappears from the level until restart, I assume that also means it doesn't explode or break but simply disappears. _________________
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Wed Dec 28, 2016 6:19 pm Post subject: |
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Not 100% related to GE:X, but I've been fiddling around with the Grenade Launcher model to see how it's reload can be animated, and I did this. Used a standard Source C-model rig, since I dunno how to rip PD rigs/models. Model was ripped from a standard emulator rip.
Of course, it's pretty rough, as I just slapped it out as a test animation. _________________ 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: Wed Dec 28, 2016 7:14 pm Post subject: |
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That's very nice Fillerthefreak. If you export it as FBX it's quite easy to get it in-game. |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Wed Dec 28, 2016 7:42 pm Post subject: |
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I might have to switch model editors, then. Since Blender is very picky over FBX imports and exports. I took influence from the GoldenEye Source version of the model for how the cylinders work.
The model itself is 526 tris, and with the viewmodel hands, that might be a tad too much on 4-player screens with a real N64.
Speaking of too many tris, was the front-window on the Bridge Frigate always see-through from the front of the ship? Because there's quite a-lot loaded with all the characters and the map geometry.
Here's an example, you got 2 rooms with assets loaded on split screen. Pretty sure the console would crash?
 _________________ This is a signature, why did you read this? |
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killedbyurmom Secret Agent

Joined: 04 Jan 2016 Posts: 208 Location: Kentucky  |
Posted: Wed Dec 28, 2016 8:06 pm Post subject: |
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Amazing Pavarini! I always had a gut feeling that Joanna Dark girl was a Skedar. Lol. There are actually game shark hacks that let you play as a Skedar.
@Fillerthefreak I love that animation! I also like the model Seeker launcher you made earlier in the 5d thread. Hopefully that model or something like it will make it as a replacement model for the Skeder seeker that kinda doesn't fit the James Bond universe. |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Wed Dec 28, 2016 8:46 pm Post subject: |
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@pavarini
Since I have no idea how to export from Blender to FBX, you can have all the resources I used, including the textures and .blend file and the files in a SMD format, too. It's going to take a bit to make it work with the GE:X arm rigs and the shell loading, too. Since all 6 need to be loaded, and I placed the shells far under the arm model.
DL Link _________________ 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: Wed Dec 28, 2016 9:11 pm Post subject: |
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I don't know how to export in blender so I can't use your animations, sorry. |
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