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GE-X 5e Patch Released! @ 12-24-16
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Conquerallmusic
Agent
Agent


Joined: 05 Jan 2017
Posts: 5
Location: Nova Scotia

 PostPosted: Thu Jan 05, 2017 7:33 am    Post subject: Minor bugs I found and suggestions for future versions Reply with quote Back to top

Hey All,

I am a first time user on this forum, so if I have posted this in the wrong place, please direct me to the correct section.

Downloaded a patched .z64 of Goldeneye X 5e and I am running it through my Everdrive 64 V2. All missions are being played on Agent.

The update is amazing and I want to help contribute to the project. So, I spent some time running around solo levels, checking things out. I found a few glitches and I wanted to report them.

This is not to detract from the great work that the team has done over the years. But I figure having people tell them where the bugs are, makes it easier to fix than having to track them down all on their lonesome. So here is what I have found thus far.

Bugs and Glitches-


[b]Menus-

-Antenna Cradle appears under "extra missions", not the normal numbered campaigns.

-When pressing start to get to the Goldeneye X screen right before the game loads, there is a green flash that occurs as it trasnitions from the Nintendo logo to Goldeneye X



Solo Missions:[/b]


Facility-

-When I shoot the gas tanks they rupture, but there is no gas hissing noise. However, the room does green up pretty quick and you start to lose health.

-Music only starts after pressing pause.

-When the level starts, if you walk forward and stand up in the only other spot you can stand, there is no ceiling or vent. Just black.

-When you drop out of the vent into the first stall, if you turn 45 degrees approximately, left or right, you can open the stall doors on either side of the stall you are currently in. Happens in all stalls.

-you can get stuck behind stall doors that swing outward against the bathroom walls

-If you shoot out all the lights in the bathroom, light still comes from the vent openings.

-A lot of the bigger objects such as tables and desk chairs don't seem to explode (not that they should), but the destroyed version appears with no sound and are missing pieces.

-Sound delay on shattering objects such as beakers, test tubes and flasks. Sometimes the sound of them shattering coincides with the shot. Other times it is delayed and doesn't sound like the correct audio file

-There is no texture to the ceiling in the central corridor when you come out of the bathroom vestibule

-When you shoot the hallway bulletin boards, sometimes you see bullet holes in the wood. Certain documents on the bulletin board show metal bullet holes when shot at with the PP7.

-Shooting the crate where the armor is downstairs, after coming out of the bathroom, destroys objects in the room where the door to the locker room can be unlocked.

-Metal sliding doors. If you are directly pressed up against a metal sling door and you hit the open button, the door will not cycle open until you stand back. Conversely, other metal doors will open when you are pressed against them, but if you cycle it closed, the door gets stuck and won't shut until you back away.

-In the hallway that links the front of the facility to the back zone, if you are coming from the front, moving towards the backzone, the door on the left opens in to a bottling room. The tanks don't really have any color or texture on the bottom. Could be something missing or a lighting issue maybe.

-In the hallway that links the front of the facility to the back zone, if you are coming from the front, moving towards the backzone, the door on the right opens into another room with tanks. The rafters on the ceiling, the supports for the raised platform on the left side of the room, and a section of the railing right there the stairs come up to the platform, are missing color and texture. If you are standing on the correct spot on the stairs coming up, and you look at the railing that is missing texture, you can see the railing behind it, through it.

-If you shoot out the light in the room at the end of the hallway before entering that backzone, the room still stays somewhat lit.

-In the backzone, if you go to the door on your right (the air lock with the lights above the door). The lights do not change color when the door is cycled open or closed.

-In the backzone, if you go to the door on your left that takes you up the stairs to the labs, you cannot duck and get under that stair case. Seems like you could fit, but you can't wedge yourself in there.

-Sometimes when facing tables, the legs glitch out and disappear. Not sure if it is a perspective issue or texture issue.

-Same shattering noise delay issue when shooting objects in backzone labs.

-Before you enter the bottling room where you place the mines on the tanks, there is an observation room to the left. You cannot get completely around the table closest to the door. There is a support in the wall that prevents a full 360.

-If you enter the bottling room, and proceed up the stairs on the opposite side and stand in the fenced-in area looking across the room at the windows of the aforementioned observation room, the windows appear in front of the fencing, rather than behind it.

-There is also no color or texture on the supports that the fencing is attached too. Not sure if this is lighting or texture issue.

-There is no texture on the right side of the staircase on the opposite side of the bottling room from where you enter.

-The big pipe on the main bottling room ceiling has no color or texture.


Runway-

-Music only starts after pressing pause.

-The office where you get the plane key in Agent is very dark in the back corner where the computer and the enemies normally are. Not sure if this is lighting or texture.

-If you shoot the filing cabinets in sequence in the plane key office, it only produces two explosions. 1 single explosion destroys one cabinet, the other explosion destroys two.

-The motorcycle makes a strange pulsing noise (more like the hover bike from PD). The shadow underneath it is a perfect gray circle which does not match the bike profile.

-Even if the plane hasn't been shot, it still looks like a model of it after it has been damaged (darker and scorched looking).


Surface 1-

-Music only starts after pressing pause

-When you go to the fenced in compound to the left of the satellite dish, the fencing flashes green/blue in some sections if you are standing on the ridge looking across the path into the compound (could be the trees in behind and not the fence flickering)

-If you stand at the opening in the fences threshold (walking into the compound, looking at the cabin to the left, if you land on the right spot, everything in the compound disappears and you are left looking at a big blue hole surround by snow and trees.

-Ladders leading up to observation towers are behind the support structure, not in front. They still function but they are inside the towers, not on the outside.

-There are not textures on the inside railings of the observation towers. They appear black.

-Any where where several paths converge in the snow, the central part of the paths converging is a very visible gray geometric pattern. The closer you move to the intersecting paths, the less visible it becomes and blends in with the surrounding ground texture.

-This one is a doozy. Go get the grenade launcher and rounds in the first cabin that normally has those items. Circle back to the first cabin you come two in the level, the one with the fuel barrels in front of it. There is a drift of snow that is roof height to the left of the door. If you attempt to run off this drift and on to the roof of the cabin, you fall through it, out of the level, to your death. This one really caught me by surprise.

-There is what appears to be a space observatory before you get to the satellite complex. If you walk into the back of the stair case leading up to the roof, you go through the stairs and wind up standing on them.

-If you fall through the opening on the aforementioned observatory's roof, you can land on top the barrels below. Doesn't hurt anything, but might not be a good spot to put them.

-When entering the cabin at the rear of the compound from where you enter. when you open the door and look through the back square window, if you are standing outside you can see the background through the window, as soon as you enter the builiding, the window goes black. This might affect other cabins as well.

-If you approach the back of the staircase inside the satellite complex, you clip through them and wind up standing on them.

-parts of the radar dish's mounting assembly lack color and texture (the base of the dish)

-This might be an obvious one, but if you drop into the vent shaft for the bunker, you can land A-OK. If you move forward or backward on that catwalk, you fall through and die. Probably because there is no escape from that shaft, and also, the level normally ends as soon as you jump down the hole.


Bunker 1-

-If you go to your right when after taking out the wall alarm and the video camera outside the door, and proceed down the steps into the unfinished hallway where the armor normally is and you walk to the back wall, you can get stuck. Ducking down frees you from this trap.

-At the beginning of the level when you are in the vent tower on the catwalk, if you look to your right and shoot out the light on the wall, the vent texture on that same wall flickers and goes all glitchy

-Can't shoot out the red light to the left in the vent tower at the beginning of the level

-Cannot shoot out lights in the hallways (the banks of lights on either side of the ceiling. The spark and short out when you shoot them, but they stay lit.

-Server room seems awfully dark. Lighting could be improved by the servers.

-Computer desk legs disappear when standing in front of a desk and strafe side to side, you will see one of the legs slowly fade to nothing.

-Red emergency light above glass exit doors from the control room is a 1-D object. Looks like a sticker, rather than an object.

-Both stair railings in the control room are not properly affixed to the wall, the top banister connects to the walls, but the rungs and rails do not.


Surface II-

-Ladders are inside watch tower support structures. The should be on the outside.

-textures missing from inside watchtower railings.

-shading issues where snow path intersections occur. As you approach these intersections, you can see a gray or black shaded area that disappears the closer you get to the intersection.

-Can walk through the back of the stair case in the satellite station and appear on top of them.

-if you get to the second floor of the satellite station and look at the metal catwalk outside, the triangular braces that hold them up show right through the grating. Not sure if this is how it normally looks or if there is a layering issue.

-If you are on the roof of the satellite station and you take a running start towards the stairs down, and aim for the left-hand railing, you can hop and land on the railing at the first landing.

-Can walk through the back of the exterior stairs on the observatory building.

-Missing textures on interior railing around the roof of the observatory.

-Stand on the bank opposite the fenced in compound and start walking towards the fence. Sections of the fence flicker green. If you get right up against the fence and walk around, small parts of the fence disappear all together.

-If you look at the left most cabin in the compound and walk slowly through the opening in the fence, the whole compound disappears (same problem as in Surface 1).

-If you climb the vent tower to enter the bunker, you still hear snow crunching sounds instead of feet on metal rungs sounds.

-Vent shaft is still open. This should be closed over since you enter the bunker by the helicopter pad.


Bunker II-


-Any objects you pick up are not specified, just says "picked up something".

-Servers in server room still look too dark. Must be a lighting issue.

-If you stand by one of the support columns in the control room and look at the TVs on the ceiling and slowly walk back, the screens all of the sudden just go black.

-Back of the computer terminals in the control room are too dark (either lighting or texture issue)

-Light above the glass exit doors out of the control room is still a 1-D sticker, not a 3-D light.

-GAME BREAKER. If you try to open the glass exit doors to leave the control room, the game freezes and needs to be reset.


Statue-


-Level is still under construction. Most objects and boundaries you can walk through and fall through and die. This is a new addition to this version. I won't report bugs at this time, unless someone wants to know every place you can fall out of the map. Looks great though.


Archives-

-No window panes or glass in room at the beginning of the level.

-Once you leave that first room and look to your left in the hallway, you can see that the window is there with panes, but there is no brick background, just white behind the window.

-Leave the room that you start the level in, walk across the hallway into the storage room/ firing squad room. Walk to the back. There is a box near the back wall that is in the wall partially. Crate is to the right of the opening into the back hallway.

-All upstairs glass office cubicles are missing exterior window panes.

-Can walk through the backs of some staircases. Sometimes you wind up walking through to stand on top of them. Other times you get stuck part of the way through and you can see through the staircase.

-The room where Natalya is normally held, the frame that holds the fan in the ceiling goes transparent and you can see the grate above, through it.

-Can't see inside the building once you break the window and jump out and look back in.


Streets-

-This is a new level for this version of GEX 5e. There are lots of places where you fall out of the map or clip through objects. I will wait till a more stable version is available before testing.


Train Depot-

-Armor at the back of one of Warehouses is placed partially in a wall.

-No glass windows in the Warehouse before getting to the train

-No texture or color on the underside of the stair case in the first half of the warehouse before boarding the train.

-Can walk through the backs of stairs and wind up on top of them in that last warehouse before the train

-When you open the metal door at the top of the stairs to walk into the loading bay before getting on the train, the door opens but goes through the metal grating on the floor. If you stand by this door, and press open repeatedly, sometimes it says that it is locked, even though it clearly opens.

-If you open any of the garage doors, you hear the sound of them opening. If you turn around and walk away and come back as they shut, they make no noise.

-When enter the train, the panel on the opposite side from where you enter starts to flicker if you are looking at it.


Train-

-The passenger berths further down the train, doors appear the right size when you look at them from the hallway. If you go into the berths and shut the door, part of the handle disappears into the door frame.

-The hatch is open leading out onto the tracks, but all the metal tabs that normally hold it are present.

-If you walk straight ahead after exiting the train, you go through the wall and fall out of the level.


Jungle-

- Can walk through and fall through the airplane.

-at the first guard tower you can climb the later from the backside. If you do it this way, you will clip through the platform and appear on top, even though climbing up the back, that floor would prevent you from getting on the platform

-Trying to enter the cave from either side close the walls, can make you fall through the map and die

-If you get to the last chamber in the cave, the one with the hallway to the elevator, there is a wooden crate stacked on top of another. If you sand by this, and look left or right and move around slowly, a major section of the cave disappears to reveal green background.


Control-

-When you get to the main control room where Natalya normally hacks the satellite, there is a set of stairs at the rear of the room that allows you to move between all 3 floors. I can get up these stairs no problem, but when you try to go down the stairs from the 2nd level to the first, you wind up on the set of stairs above you (between the 2nd and 3rd floor). The only way to go down the stairs to the bottom level is to duck down before you proceed forward from level 2 to level 1.


Caverns-

-if you can get behind any of the staircases and walk forward into the back of them, you wind up on the stairs.



Multiplayer Bugs and Glitches:


-Colors of the sim team versus the human team do not match. Meaning, if I am playing with another person on a team against sims, the sims on player one's screen are all yellow. If player two is looking at the sims, both the sims and player one appear blue. This can get a little confusing during matches as player one blends in with the sims.

These are all very minor issues. And my suggestions are just that, suggestions. Please let me know if I need to clarify anything. I also understand that ROM hacking is not an easy task and that for everything you add, something has to be pulled out. I will continue to hunt down anomalies within the game.



Suggestions:


1- Selectable colors in sim and team matches (set your team color and the color of the opposing team). This could be a bunch of colors or the tried and true red and blue.

2- More than 5 shots from the automatic shotgun or a quicker reload of some kind. I find it to be less than stellar against any other gun, especially if your opponent has armor.

3- PP7 (unsilenced) 2nd function could enable the silencer. I don't know why, but it would be cool.

4- It would be nice to here that satisfying "thwack" sound when you shoot and hit an enemy. I know PD didn't really have that in lieu of the blood and the fact that enemies yell things, but it would certainly help with my accuracy being able to hear that noise.

5- Custom weapons for simulant matches. The "build your own" weapon selection is a wicked feature. It would be nice to use this in simulant matches.

6- Other weapons would also be cool in addition to standard Goldeneye fare. It would be nice to see a few PD weapons or TWINE weapons mixed in with the tried and true.

7- Standard Goldeneye Health. I am sure you can adjust the handicap settings to better approximate the health level you have in Goldeneye. It would be nice to see this as the default level of health. However, I am unsure if the team plans to keep that element of PD, or convert it to more Goldeneye style.

8- I am really getting used to the PD menus for setting up multiplayer matches. It would be cool to have the backgrounds (which are green or red) in more "Bond-ish" colors, similar to the colors used to display your health in the original (red, blue, green, orange, yellow).


Last edited by Conquerallmusic on Mon Jan 09, 2017 9:54 am; edited 4 times in total
 
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The Renegadist
Secret Agent
Secret Agent


Joined: 10 Feb 2016
Posts: 379
Location: Facility Vents

 PostPosted: Thu Jan 05, 2017 8:53 am    Post subject: Reply with quote Back to top

Seeing some missing faces on the Magnum's barrel now, I can't tell if it's an emulator bug or a bug in general since my TV makes the game fuzzy.



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Trickle
Agent
Agent


Joined: 28 Oct 2016
Posts: 49

 PostPosted: Thu Jan 05, 2017 9:29 am    Post subject: Reply with quote Back to top

Emulator.
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The Renegadist
Secret Agent
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Joined: 10 Feb 2016
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Location: Facility Vents

 PostPosted: Thu Jan 05, 2017 9:52 am    Post subject: Reply with quote Back to top

Trickle wrote:
Emulator.

Phew.
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SATURN_81
00 Agent
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Joined: 06 Jun 2010
Posts: 423
Location: spain

 PostPosted: Thu Jan 05, 2017 3:07 pm    Post subject: Reply with quote Back to top

Hi Conquerallmusic, welcome. You have had a very good eye detecting some glitches and I see well that any user report on them, I think that way contributes to improve the mod.

Car Park for me is a level that I do not dislike, but it is not anything out of this world. Each floor has two levels and is accessed by ramps, something strange in a parking lot. There are also ramps where I think there should be stairs. Has a variety of routes, but few areas to escape, as they all lead to the central part of the map. The access doors are always shutters where they are supposed to pass humans and not vehicles. Made of less in this map always some plants or more floors (I think that the level should be of 4 or 5 plants, lashes included). Even if it's a parking lot the level should have some vehicles like the Hover-Taxi, Hover-Police, and Hover-Limousine.
If this level were to be ported, I think it should be a bit remodeled, include a few more floors, use stairs with steps rather than ramps, include some GE vehicles (Jeeps, trucks, and used vehicles at the Streets level) You can have battles with players covering the vehicles, change the deck doors through doors like Archives, Frigate, Facility, use new textures of GE (as Wreck did with Stack level), choose a texture like that of walls From the streets to the outside on the roof and even put the used moon on the Aztec level.
 
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The Renegadist
Secret Agent
Secret Agent


Joined: 10 Feb 2016
Posts: 379
Location: Facility Vents

 PostPosted: Thu Jan 05, 2017 5:22 pm    Post subject: Reply with quote Back to top

@Wreck
I had another idea, why not make an entire level that takes place in the Facility vents but expanded. The level would take place entirely in the vents but with tons of branching paths and areas with possible minor areas like small maintanence corridors and the likes. The sims wouldn't have a problem in the smaller passageways and it would provide a unique gameplay experience.
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pavarini
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 PostPosted: Thu Jan 05, 2017 6:52 pm    Post subject: Reply with quote Back to top

The Renegadist wrote:
Seeing some missing faces on the Magnum's barrel now, I can't tell if it's an emulator bug or a bug in general since my TV makes the game fuzzy.

Part of the original model. Clearly was never intended to be upsized by a factor of 4.

 
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The Renegadist
Secret Agent
Secret Agent


Joined: 10 Feb 2016
Posts: 379
Location: Facility Vents

 PostPosted: Thu Jan 05, 2017 7:16 pm    Post subject: Reply with quote Back to top

pavarini wrote:
The Renegadist wrote:
Seeing some missing faces on the Magnum's barrel now, I can't tell if it's an emulator bug or a bug in general since my TV makes the game fuzzy.

Part of the original model. Clearly was never intended to be upsized by a factor of 4.



See, that makes sense. Thanks, Pav!
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Wreck
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 PostPosted: Fri Jan 06, 2017 12:48 am    Post subject: Reply with quote Back to top

Yeah, there is a slight disconnect in the original magnum, but it is much harder to notice it on console. It does indeed exist, and the emulator makes it worse. I can't help but see it when I play on my computer. That being said, I will take a better look at it, and maybe can make very minor alterations to fill the gap. I quick checked the GE original, and it may just be a matter of extending the barrel back a tiny bit, and moving the sides next to it to match the left / right edges. So long as it doesn't do anything odd looking to it, it may find its way in.

Thanks for your reports, Conquer. I believe I am aware of those, but it is good to have others also point them out. You can sometimes wonder if it was just a one time issue, or something funny going on via emulator / console, so knowing it does affect other players confirms it.

An entire vent shaft level?! I feel like I am going to be haunted by these damn vents even after death. Razz

Stairs in Car Park instead of ramps could have a major affect on framerate. A single ramp might be two polygons, but if you change that into, let's say eight steps, that's upwards of sixteen polygons. You do that in those rooms with ramps going from bottom floor to rooftop entrance, and you'll be seriously increasing onscreen drawing.


Update: I created a prop version of the Taser. I used the original weapon as the base, and began optimizing it, and removing certain details that weren't quite as necessary to keep. It still is very much the same object, and looks nice. One disappointment however, is when it sits on the floor in a VR match initially, the front faces the floor. You only see the backside of it, unless you fire at it and make it flip over. It is fine in your hand when equipped, though. No way I can figure to change that.
 
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Trevor
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 PostPosted: Fri Jan 06, 2017 2:07 am    Post subject: Reply with quote Back to top

Quote:
is the blurriness on the screen still going to be there after they player dies and comes back alive?

Yes - If it happened in PD it will happen in GEX, there is nothing we can do about it at this time except remove the feature which I would be against.
We cannot change engine code at will.



Train+Caverns, I do like these, I like all the levels in GEX VR.
The only one I would like the least would actually be the race track one.

All the "new" GE levels (Fac BZ, Arch1F, Train, Cradle, Frig, streets) I love with frigate being my favourit followed by train (With dark sims, wow, they wait in ambush).

With Archives 1F I did start looking for those hidden doors in the main game hahaha


Car Park was not my favourit level, in fact, in PD all I played was Temple, Complex and sometimes villar and skedar.
I agree though that car park was not really a car park, however, its the tower layout they were going for and not nessisarelly accuriacy.


Facility vents, yeah I think renegadist might be overplaying that, however, isnt DFAnk expanding the network? I cant wait to see that.
I would definatly say that there should be no way back up, but Im not against a network Razz

Trev
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 PostPosted: Fri Jan 06, 2017 4:08 am    Post subject: Reply with quote Back to top

Alright, I made some minor adjustments to the magnum. You can't really tell any difference on console (well atleast not using standard video cables on a more modern television), but the gap is gone via emulation (or very fine flickering spots randomly). You may notice what could be a slight separation at times, though it's actually just some of the silver on the part the barrel connects into. It comes out to the left / right sides just a touch farther than usual to fill the seam. Either way, it is much better than there being a hole at the rear of the barrel. You guys will have to tell me how it looks yourselves once an update patch is released.
 
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Fenix
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Joined: 04 Nov 2016
Posts: 11

 PostPosted: Fri Jan 06, 2017 11:31 am    Post subject: Reply with quote Back to top

pavarini wrote:
On to another topic, I've been working on a character importing tutorial for the editor. This was one of the first characters I imported as a test, I think it'd be a pretty cool addition to GE:X https://qt.vidyagam.es/ZyzpYrX.mp4

pavarini wrote:
Like this


Shocked

Top marks, man. That's so freaking cool!
 
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Trickle
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 PostPosted: Fri Jan 06, 2017 12:52 pm    Post subject: Reply with quote Back to top

Oh okay, I didn't really notice the magnum space on the console. I figured it was an emulator plugin mishap, I think one of the Jabo plugins made the PP7 in the original GE look disconnected if I recall correctly.

Is there enough extra space for more textures and bonus levels to fit in the Combat Simulator? Are you guys thinking of making separate patches for players looking to play more Super Mario 64 and OOT levels? I agree that too many levels outside the realm of GE/PD wouldn't be good, but I do agree that retextured PD levels would be awesome! Perhaps Grid with a more GE Control type of look?

Also, I love playing the missions! I tried playing Egyptian the other day, but I noticed some serious frame rate dip on real hardware. Obviously, turning the 480i option off helps it run better..but it sucks to have to do that haha. I only really notice the lag being bad when you first encounter Baron Samedi and those endless guards surrounding him, it'll get as low as 10 fps or less.
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Wreck
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 PostPosted: Fri Jan 06, 2017 6:03 pm    Post subject: Reply with quote Back to top

Shot of the Taser first-person model...


The new prop version...


Trevor's moon fix (this one for emulation)...



I asked SubDrag if he could locate the cyan colour used to highlight pickups and characters in the player options, so now it's a light green tone instead. Minor change, but one more thing to make it feel a bit different from PD.

Also, I fixed the bottom of the replacement magnum rounds, seen while reloading. They didn't shade with the clipping tiles properly before, but appear better now.
 
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The Renegadist
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 PostPosted: Fri Jan 06, 2017 6:11 pm    Post subject: Reply with quote Back to top

Too bad we can't get the original screen texture on the tazer boy, great little update nonetheless.
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