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GE-X 5e Patch Released! @ 12-24-16
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AL64inthedark
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 PostPosted: Tue Mar 28, 2017 7:01 am    Post subject: Reply with quote Back to top

I really wonder how it will look like. I never managed to decide if it was better with or without that dome light. But I'm confident you'll keep with what's the best looking result. Looking forward to see that !
 
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Johnny Thunder
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 PostPosted: Tue Mar 28, 2017 8:58 am    Post subject: Reply with quote Back to top

GoldenEye X has made a lot progress since 2010, this is one of the best projects to edit levels, characters, weapons, action blocks, and more, good Wreck progress, take your time for details.
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The Renegadist
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 PostPosted: Tue Mar 28, 2017 11:01 am    Post subject: Reply with quote Back to top

Fantastic!
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Johnny Thunder
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 PostPosted: Wed Mar 29, 2017 5:50 am    Post subject: Reply with quote Back to top

I really like that Aztec level has a moon in the sky, and I liked the Taser more, now it looks better, I liked the watch detonator, the elevator in the Cradle level, and the new ammunition refill of the guns, excellent work Wreck , well done
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Wreck
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 PostPosted: Wed Mar 29, 2017 4:27 pm    Post subject: Reply with quote Back to top

Well, it's not all just me. Pavarini does terrific work on weapon / gadget animations, and SubDrag helps out a lot with the lesser "seen", but more "felt" changes. Like making the shield act more like armour, or moving + extending tables of data to allow more fun stuff. Trevor was responsible for the much improved moon in Aztec.

I have all the Silo L-shaped hallways that lead into the fuel rooms lit. I have to do all the T-shaped hallways after the fuel rooms, then the ending areas. Some ceilings are just rock, but Rare did have dome light sprites attached to them. I'll have to see how that looks when I get to it. Might have pics tonight.


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Johnny Thunder
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 PostPosted: Wed Mar 29, 2017 4:29 pm    Post subject: Reply with quote Back to top

Oh I understand, it's a good job what they do
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Johnny Thunder
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 PostPosted: Sun Apr 02, 2017 2:26 pm    Post subject: Reply with quote Back to top

Wreck, How much is the progress of this mod?
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Wreck
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 PostPosted: Sun Apr 02, 2017 9:45 pm    Post subject: Reply with quote Back to top

Here are a few shots of Silo with lighting...





It's mostly done, with some exceptions. The launch tubes have not been touched. Those strip lights would be a major pain in those spots. Rareware didn't add interactive lighting everywhere there were BG lights in PD. Rooms with no lights are kind of a problem, especially if they fall between rooms with lighting. If you break the lights in the connecting rooms, while they do darken, the unlit room stays the same. It can be extremely noticeable in certain cases. Not sure if there can be workarounds for that. I also did not alter the size or transparency of the lights, so expect that to change.
 
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The Renegadist
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 PostPosted: Mon Apr 03, 2017 4:53 am    Post subject: Reply with quote Back to top

👍
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AL64inthedark
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 PostPosted: Mon Apr 03, 2017 5:20 am    Post subject: Reply with quote Back to top

Feels natural. Normal. Like the lights have always been there Smile
 
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Johnny Thunder
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 PostPosted: Mon Apr 03, 2017 5:23 am    Post subject: Reply with quote Back to top

Fantastic! Very good
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Kerr Avon
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 PostPosted: Tue Apr 04, 2017 11:20 am    Post subject: Reply with quote Back to top

That looks great!
 
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 PostPosted: Tue Apr 04, 2017 6:28 pm    Post subject: Reply with quote Back to top

Awesome!
 
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 PostPosted: Tue Apr 04, 2017 11:43 pm    Post subject: Reply with quote Back to top

cool
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Johnny Thunder
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 PostPosted: Wed Apr 05, 2017 9:53 am    Post subject: Reply with quote Back to top

question, works the Co-op missions, a simulant and the mission does not fail when there are scientists and mark that they are dead? If that problem has not been fixed, you have all the time to fix it, we are all patient
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