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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: Fri Dec 30, 2016 5:53 am Post subject: |
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Fillerthefreak wrote: |
Honestly, I think maybe the cylinder could have a "cover" that flaps inside each of the 6 tubes when a shell is inserted (This can also be an excuse on how they stay in-place, and why you never see it empty when it shoots). Therefore, I can loop the animation seamlessly without worrying about the shells being visible.
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Again... please think about this...
Do you know how grenade launchers work? or Firearms in general?
I dont mind explaining but I wont do that just now, it would be better for yourself if you did some research.
Trev _________________
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Fri Dec 30, 2016 11:25 am Post subject: |
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I don't mind the prototypes from Fillerthefreak. Wreck and I had came up with some ideas for the Grenade launcher but it was always just a 'concept'. When Wreck gets a rig ready for me I'll start working on it. Right now I'm busy writing up a character tutorial and finalizing the KF7/D5K.
Last edited by pavarini on Fri Dec 30, 2016 11:27 am; edited 1 time in total |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Fri Dec 30, 2016 11:26 am Post subject: |
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It's the noobtube anyway, who cares  |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Fri Dec 30, 2016 3:55 pm Post subject: |
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pavarini wrote: | Right now I'm busy writing up a character tutorial and finalizing the KF7/D5K.
KF7/D5K |
I'm buying you a beer when these are done.
Edit: If you're not old enough then I'm buying you an Apple Juice box. _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Dec 30, 2016 5:25 pm Post subject: |
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Either way, it's probably great practice for Filler to create the animations. The more hands on experience one can get, the better.
The prop Taser is a decent start, but it should use more of the textures the actual weapon has. Like the blue metal tips, red trigger switch, etc.
Voices will all have to be new. Including Bond and the other main characters. Too many scenes don't match between the game and film. Bond's meetings with Valentin are completely different. 007 and Mishkin plays out in another manner. Lots of lines from all over. To keep consistency, every line must be recorded by one person. That way you don't have some Brosnan clips, then some other guy doing the rest of his dialogue.
The Sim paired Moonraker Laser sounds weird. They are brutal with even just one, so it may be a blessing in disguise.
The patch only just came out, and we were working a lot to get it ready, so please give us a little time to try and sort out any issues that came up. We've already fixed a few, but things like audio are going to take time. |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Fri Dec 30, 2016 8:28 pm Post subject: |
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Yeah plus it's better if audio get treating at the end.
I don't know but I may not be the only one who choosed GE:X as a base rom to mod, create map and such.
I'll want to keep audio from PD (and find a way to restor disarm and punches ^^). |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Fri Dec 30, 2016 8:39 pm Post subject: |
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AL64inthedark wrote: | I don't know but I may not be the only one who choosed GE:X as a base rom to mod, create map and such. |
I hope so, once GE:X really takes shape people will be able to do even crazier things with all of GE:X's improvements including some really sweet multiplayer maps.
Edit: Still waiting for someone to make a campaign more closely based off of the movie.
@Wreck
Did you see my limitation question? _________________
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
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Posted: Sat Dec 31, 2016 5:30 am Post subject: |
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I know I'm 10 pages late to this but I just have to say I like the new title screen now better than before. The overbearing X in the middle of the screen kind of reminded me of the X-Files and it was like saying to the players look this is GoldenEye X we are taking over your screen. This new title screen look is more simple and is more reminiscent of the original title screen which went horizontally across the screen with nothing big in the middle of it. Good work. My only thing is I think it would be cool if the big N logo would at least change colors from green and red to gold and dark red (like the X symbol color). Since I know there is no way to transform it to a GE logo it wouldn't look right. Plus I don't think the team can animate that at the moment but it doesn't need to be animated. I think it would be okay if the colors change and transform to a gold color (like the GoldenEye Text color) and dark red is all.
Whoever it was before that pointed out about the support beams for Citadel I too support the support beams to have collisions.
I've been using the Cougar Magnum lately and I don't have an issue with the increased firing rate of the Magnum when it's rapidly pressed. I think it helps players against sims who can shoot just as fast. I vote to keep the speed increased as it is now.
Also I want to say to FillertheFreak, awesome job on that Taser prop you created there. However, I agree with Wreck that it should look a little more closely to the model in colors. The two antennas being light blue and the dark red button on the side. If that prop model FillertheFreak made can be ported to the mod I think that would be awesome. My hats off to FillertheFreak for that outstanding looking prop model for the taser. It looks a lot like it. Now if only we can get the bond logo animation to work somehow... _________________ "The Eye of Thundera, give me sight beyond sight!" |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sat Dec 31, 2016 8:19 am Post subject: |
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Carrington Institute:
I do not know if this will be the same type of problem that other users have encountered. When you enter the field of fire (it is currently only possible to do it by opening the wall that is in front of a human handing a computer) and activate the computer to start the shooting range, the music you hear has a loud buzz. I think the problem may be training music.
Alarms:
The Bunker I, Bunker II, Surface I, Surface II alarm sounds are currently the PD Chicago level alarm sounds instead of the original GE sounds.
Facility:
Even though there is gas in the bottling room and the drums still can not hear the sound of the gas coming out. Can you replace the cough Johana does in Area-51 because of Bond's cough in GE as a result of gas?
Frigate:
I find it amusing although this is an accident, and I would not change it since it increases the difficulty in this level and this makes you have to go carefully. Only on some occasions, if you shoot or blow up the bombs that you have to deactivate, there will be a big explosion similar to that of the UFO that is in PD at the Maian SOS level.
Explosions:
If you look at the difference in the behavior of the explosions in GE and PD you can check aspects that mark the difference of fun and playability between GE and PD. In GE the explosions usually go through the doors and some objects causing you to kill enemies of the adjoining room or next room, I could verify this by playing the Silo and Frigate missions, when you play these 2 missions in GEX you can see that most of Sometimes the explosions do not go through the doors a bit like GE does. I do not mean by this that the size of the explosion is increased or decreased, but that perhaps PD handles the objects a little different and that the current configuration of doors currently is the one of PD. I would like to change this to be able to look more like the mod to GE.
-------------------------------------------------- -------------------------------------------------- ------
Â
Now some codes that I would like to share. Some codes and values do not work well or can freeze the game. The codes that work have helped me to locate strange things, for example playing with the darkness in the level jungle can be located areas that still do not have a real texture, although the texture if it is visible when there is light, by these Holes can fall. These codes can be useful to locate errors and inform the team.
Loading loading
8009A493 00 ??
00
01
02
03
04
twenty
Cinema initial position enemies Stop
8023E698 ????
0020 Stop enemies
0000
-This code is fun and curious.Use this code and value 0020, and there will be 3 Varon Samedi on the Egypt level (each one where you normally fight)
Loading solo levels via the Cinema menu
8009A493 ????
0000
0001
COMBAT WAR! Loaded
800ACB99 0016
8107FD40 0148
-This is a failed attempt to carry a code.I tried to carry this code to play a War on the Egypt level through a combat simulator.
Also fail when I tried with some other codes, take me some guards of the Egypt level to try to load them on some of the empty levels of the Missions.
Happy New Year 2017 for everyone. |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 917
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Posted: Sat Dec 31, 2016 10:59 am Post subject: |
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There's not been much discussion about the new multiplayer levels on here, which I assume is because the majority of the discussion is about bugs and glitches (in an attempt to be helpful, by us players) rather than to comment on the things that work fine, which would just be praise and so not really too helpful.
But new multiplayer levels are always my favourite part of a new GeX release, so I thought I'd post and say that these three new levels are fantastic! Archives 1F is an interesting take an the idea, and it's really fun! Streets is great too, not only is it fun and (grimly!) atmospheric, but it's also a great map for long-range gunning and sniping, which is one thing that's been really lacking in other Goldeneye and PErfect Dark maps. But the Icicle Pyramid map is my favourite as it's so enjoyable and leads to so much carnage, especially if, like me, you play it as three teams (first is just me, the second is four sims, and the third is also four sims), plus it looks so different to the other GeX maps, which makes it stand out more.
I do have one non-map related comment/request, though - all of the weapon presets leave the sixth slot blank, would you consider adding a weapon to them, even though this would reduce their Goldeneye authenticity slightly? I'd also prefer it if they didn't contain the body armour, as I never use that (or shields in PD), but I'm probaby in a minority there, so fair enough. Plus it's no problem at all to change it when setting up a game of course - just select the preset you want, then choose custom, and make the alterations you want - it's great how Rare made Perfect Dark so configurable.
Anyway, Goldeneye 5e is my favourite game released this year, so many, many thanks to everyone involved, and a Happy New Year to everyone on this foum  |
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killedbyurmom Secret Agent

Joined: 04 Jan 2016 Posts: 208 Location: Kentucky  |
Posted: Sat Dec 31, 2016 11:49 am Post subject: |
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I agree. I love the new multi maps.as well Happy New Year to you too! Everyone be safe!  |
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
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Posted: Sat Dec 31, 2016 12:43 pm Post subject: |
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Happy New Year GoldenEye X Team!! Happy New Year Everyone in Shootersforever.com!!
 _________________ "The Eye of Thundera, give me sight beyond sight!" |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Sat Dec 31, 2016 6:05 pm Post subject: |
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See, now in this instance I think that first click would work alongside the slap noise now that it isn't going in flat. _________________
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Sat Dec 31, 2016 8:22 pm Post subject: |
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Fillerthefreak wrote: | What frame-rate are raw animations, 30 FPS, 60, 20? |
The default playback for first person animations (0x2710) is 50 frames per second. I've only just figured it out. Biped animations are 30 frames per second.
You can use bvh to import into the editor, providing you use the same rigs. |
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