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Perfect Dark Plus...
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Beatlemaniac19
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 PostPosted: Fri Jul 21, 2017 12:07 pm    Post subject: Reply with quote Back to top

Was wondering, are you interested in porting the reload animations from GoldenEye X to the classic guns in Perfect Dark +? Removing the ability to dual-wield the heavy weapons be good too. It would help to balance the game out because using double RCP90s is OP.
 
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Johnny Thunder
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Joined: 10 Jan 2017
Posts: 432
Location: Mexicali, Baja California, Mexico

 PostPosted: Fri Jul 21, 2017 12:13 pm    Post subject: Reply with quote Back to top

Ummm... yo planeo buscar glitches de este mod, pero no se por donde empezar
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Last edited by Johnny Thunder on Sat Jul 22, 2017 6:01 am; edited 1 time in total
 
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AL64inthedark
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 PostPosted: Fri Jul 21, 2017 12:23 pm    Post subject: Reply with quote Back to top

I tought about that too, but tought if I really wanted it, it could be doable by myself. Would be a nice addition for sure.
 
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Beatlemaniac19
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 PostPosted: Fri Jul 21, 2017 1:33 pm    Post subject: Reply with quote Back to top

I'm just a fan that knows nothing about programming so if it's doable and not complex then you have my support
 
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AL64inthedark
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 PostPosted: Fri Jul 21, 2017 1:47 pm    Post subject: Reply with quote Back to top

I never did animation modding yet, but nowadays with the editor, you can change content, setup of missions etc...without having a clue about programing.

You can extract datas from GE:X and import it into PD quite easily for most of the things. But well yes, if you're new to the scene, it's probably too hard to do for a start.
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Wreck
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Joined: 14 Dec 2005
Posts: 6256
Location: Ontario, Canada

 PostPosted: Fri Jul 21, 2017 9:08 pm    Post subject: Reply with quote Back to top

It would be fairly simple to implement (as the hard work has already been done), but I'd kind of like to keep them special to GoldenEye X. I did fix up some of the issues the Classic guns had in the original Perfect Dark (muzzle flashes, RPM, penetrative power, etc), but decided to maintain the "classic" reload scheme.

If anyone else wants to spend the time doing so for their own enjoyment, that's fine. If distributed, just make to include some recognition for Pavarini and myself, should our work be used (his animations, my model adjustments).
 
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pavarini
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 PostPosted: Fri Jul 21, 2017 9:58 pm    Post subject: Reply with quote Back to top

As long as you credit GE:X it's cool with me.
 
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Wreck
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 PostPosted: Sun Jul 23, 2017 8:31 pm    Post subject: Reply with quote Back to top

Alright, it seems as though SubDrag has come up with a way to allow both the Skedar and Dr. Caroll to use their own appropriate injury sound effect sets. I have not thoroughly tested to see if any side effects exist in the mission campaign yet, but they work well in Combat Simulator. Certainly makes a difference. Thanks again, Sub!

I'll try to upload some level preview pics tomorrow or Tuesday. I still have a few rooms untouched, and other aspects to think over. The floor is also driving me a bit batty, trying to keep it straight and uniform. Other than that, it is going pretty smoothly.
 
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