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GE-X 5e Patch Released! @ 12-24-16
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Wreck
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 PostPosted: Tue Jan 24, 2017 12:47 am    Post subject: Reply with quote Back to top

But the problem is that you can't switch between two different background files based on which mode you're playing or how many players are participating. You'd have to choose one way or the other, and I wouldn't want to release a separate patch just for one mission being modified for aesthetic purposes only. I try to treat each release like it were a real game being put onto the market. If something isn't up to snuff, it gets cut. We could already have a handful of variations, for falls, disarm, blur, traditional vs updated, etc. But you gotta just decide on what seems best for the project (balancing fun, looks and performance) and go with that. I've always said that if anyone wants to create their own modifications of GE-X to feel free. Just be sure to give credit where it's due, and list what has all been done by themselves.
 
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Johnny Thunder
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 PostPosted: Tue Jan 24, 2017 8:32 am    Post subject: Reply with quote Back to top

ENGLISH/INGLES
Wow !, stairs and elevator in the '' Cradle '' level, and watch detonator, its a good idea !!!

SPANISH/ESPAÑOL

wow!, escaleras y ascensor en el Nivel ''Cradle'', y detonador reloj, es una buena idea!!!
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Trickle
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 PostPosted: Tue Jan 24, 2017 11:00 am    Post subject: Reply with quote Back to top

I just had an idea..

If we were to try the modified version of Cradle similar to what The Renegadist shared. What if for the ending scene, we included Trevelyan falling all the way down? Would it be possible to use the last bit of frames used from the one famous script of the enemy falling off the roof in Carrington Villa? I think it would look sweet and really satisfying to watch him make hard contact with the satellite!
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Wreck
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 PostPosted: Tue Jan 24, 2017 1:24 pm    Post subject: Reply with quote Back to top

Might be a little violent, but it all depends on the way you show it and the sound effects used when it happens.

The slightly tighter ladder opening works fine. There is enough room to drop back down without any real hassle. Even with the other two you can cling back onto the ladder if you walk too closely, but that's easy to avoid or get back off of. I do need to raise the lower railing clipping barrier, as now you can move off the ladder and fly over the railing and die, hehe. Some other random clipping fixes were made, as well. I have to place the elevator doors into the level, and do.. something... else... Wink

I do plan to reuse some of those fall from heights death animations in GE-X, such as in Silo. A certain guard or two are on unreachable catwalks, so it would be fun to have them tumble over the railing and fall all the way down to the bottom.
 
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G14Classified
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 PostPosted: Tue Jan 24, 2017 3:46 pm    Post subject: Reply with quote Back to top

Love the new updates for cradle as well as the 2 animations, on a separate note, I noticed in Egyptian when you get to the room with the goldengun bond says something about pressure tiles. I think these subs should be taken off, as in the original, let the player figure it out. I know obviously all of us know the trick, but it is an absolute spoiler for anyone who hasnt played it before.


It was the reason the level was so dark and enigmatic. The Seemingly Immortal Baron Samedi, the atmosphere, music, and mechanics that do not appear anywhere else in the game. I dont know about you? but this level kinda blew my mind back in 97 especially when I finally figured out the tiles.
 
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Wreck
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 PostPosted: Tue Jan 24, 2017 4:18 pm    Post subject: Reply with quote Back to top

People figure out fast enough that the tiles are boobytrapped, and that there must be a pattern to it. Bond only makes the remark once he steps on the first tile, and the trap is set (he knows because the door behind him locks and the safe glass rises). If he said "left, left, up, right, right" etc., than that would certainly be a spoiler. This is one aspect of the GE-X mission campaign that will split the players into like and dislike categories. I don't remember anyone complaining when Joanna did it in PD. And I can guarantee that if Bond made comments in the original and we took them out, that people would be bothered by it. You can't please everybody! Razz
 
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 PostPosted: Tue Jan 24, 2017 4:32 pm    Post subject: Reply with quote Back to top

Fair enough, are you guys planning to expand other levels here and there like the cradle in the future? I think its a great idea.

Any progress on the Muzzle flash flickering, drives me nuts?
 
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Wreck
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 PostPosted: Wed Jan 25, 2017 12:49 am    Post subject: Reply with quote Back to top

I'd like to make some updates to various levels where they feel right. Most of the things I have chosen to do is for one of a few different reasons. One is aesthetics. Take the Streets / Depot connection as an example. Another is function. Such as including a ladder up to the guard house in Jungle. And one more reason is to make use of new features. Like the ceiling fan in Archives. I generally try not to do anything that could have a significant impact on how the mission will play out. Much of the current changes are very minor, and some can even be avoided if the player does not like it (new vent drop in Facility, or the ladder up the towers in Cradle). But we will see as the mod continues to evolve. There could be some really interesting additions, which players may either love or be opposed to... Hopefully only for the first while, until they grow to enjoy it. Who knows, maybe some surprises already exist that no one has found. Wink

I fixed up a few holes in the floors in Cradle (mainly connecting ramps to the central platform) and got the fake elevator "room" floors and ceilings in (since the lift doors are designed in a way where you can see above and below them at the connecting points). I also tested my other idea, which worked out fine. I will post a pic tomorrow. I came up with another concept, so I might be testing that shortly.

No idea on the muzzle flash. I would guess GE draws it per time you fire, and PD draws it once while you have the button held down. Way beyond my personal abilities.
 
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SATURN_81
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 PostPosted: Wed Jan 25, 2017 1:54 pm    Post subject: Reply with quote Back to top

It has been an excellent idea to include the elevators in the Cradle level, since with this the level does not lose any section. It is a perfect place to hide and lie ambushed. Are the elevators available in VR mode too? I am disoriented about the exact position of the stairs and not exactly in that area of ​​the level you say you are Wreck. Will these slave girls be in VR level too?

On the Runway level:
Is it possible to open the false door that exists in this level? If this change were made at such a small level, I would like that door to give access to a kind of basement that occupies almost the entire length of the track and where inside it include columns or pillars such as Stack level holding the roof, And at the same time be a place full of boxes and explosive barrels.

On the Jungle level:
I have an idea that would only be a bit decorative and would be adding water just under the bridge.

I do not like the red color of the Rudolph pistol, instead I would use the metalized textures of PD weapons such as the K7 Aggressor, Falcon 2, Magnum (the magnum have metallic textures but much less bright than the Silver PP7 or The Golden PP7), would simply ask for aesthetic change.

I would like to ask also, what would it seem like to include in GEX, in one of the leftover or less used characters, to change it by the character Link that Pavarini did?
 
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Wreck
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 PostPosted: Wed Jan 25, 2017 2:55 pm    Post subject: Reply with quote Back to top

The elevators will only be in the mission version of Cradle, as the VR version is an optimized map without those areas included. To know where these ladders are: when you start the mission, turn around and walk around the back of the structure. The ladder is attached to a wall, and lets you climb up to the upper balcony.

I actually did create an alternate version of the bridge room in Jungle with water flowing underneath it, but pulled it from the ROM prior to release. It had some details that required further adjustments.

In Runway, the area halfway down the Runway with the fake door is a location that is being considered for expansion, but nowhere near the depth of your suggestion. It would likely be three rooms (doorway you walk into, a room to the left, and another to the right. A basement that runs underneath the whole runway itself is a bit much.

Rudolph is supposed to be red in colour, as it is a Christmas reference to Santa's lead reindeer. His red nose lit the way for the sleigh to fly safely through the dangerous night sky. In GE-X, Rudolph is a trusty pistol that protects old saint Nick while delivering gifts to children in hostile territory.

As of right now, I don't plan to include any Nintendo character (Link, Mario, Donkey Kong, etc) in GE-X. Just one more potential reason for negative attention from big companies. We'd be more likely to receive a cease and desist order from Nintendo than anyone. I'd rather see these types of characters in Sogun's mods, as they would fit in much better.
 
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killedbyurmom
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 PostPosted: Wed Jan 25, 2017 3:36 pm    Post subject: Reply with quote Back to top

Could you make the barrel of Rudolph white or green? Wink Good to see everything is still going strong on GoldenEye X!
 
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Wreck
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 PostPosted: Wed Jan 25, 2017 6:10 pm    Post subject: Reply with quote Back to top

Where in the heck is P2!?!?


You may recognize the area as the end credits location where Bond and Natalya reunite in a... romantic fashion. But why is it loaded in Cradle? Well, the idea is to use it in the end cinema scene, after Bond flies off hanging onto the chopper. It's hidden from the rest of Cradle (but can be found with a very special weapon, if you know where to look), and only loads when needed. Once the scene fades out, we swap skies (but only for fog distance, as I really like the sky you see in the screen capture), and put everyone where they need to be for when we fade back in. I think the chopper (with Natalya removed) can be sitting in the empty corner. That's the plan, anyhow.
 
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Ryani
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 PostPosted: Wed Jan 25, 2017 6:57 pm    Post subject: Reply with quote Back to top

I would love if a few beta bits were added, tbh. Like the end of Dam with the metal grate, or the start of Silo with the vent. They're in the game already, after all.
 
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Wreck
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 PostPosted: Wed Jan 25, 2017 7:03 pm    Post subject: Reply with quote Back to top

Silo vents would definitely be in the intro cinema, should we be able to craft really nice shots and movements for Bond. The metal looking door on the floor inside the satellite room in Dam, as well. Not sure what to put beneath it yet, but it's certainly on the list. Wink

You want a door that closes up the bungee jump platform? In real life, that would be a necessity, yeah. Don't want people just falling over it, hehe.
 
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pavarini
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 PostPosted: Wed Jan 25, 2017 8:46 pm    Post subject: Reply with quote Back to top

SATURN_81 wrote:
I would like to ask also, what would it seem like to include in GEX, in one of the leftover or less used characters, to change it by the character Link that Pavarini did?

Those characters I showed earlier in the thread, they will not be included in GE:X. They were made to test the new FBX model import feature that I've been writing a tutorial for. Now that I finished the D5K I can get back to that.

New animations https://qt.vidyagam.es/cP7YCtC.mp4


Last edited by pavarini on Fri Jan 27, 2017 2:13 am; edited 3 times in total
 
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