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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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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Mon Sep 18, 2017 9:46 am Post subject: |
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Fillerthefreak wrote: | * Maybe allow the saves, and setup for Goldfinger 64 on your next build? | Will do, I'll make a copy of the goldeneye one which includes the profiles setup for 1.2, and the unlocked save as well. As for the settings - it is already detected.
Fillerthefreak wrote: | * I wouldn't mind having HLE Audio as one of the bundled audio plugins. As in my opinion, it's probably the best one that works fine with your 1964 build. | Please link this so I may try it out thanks.
Fillerthefreak wrote: | * Surprisingly, the Die Hard 64 prototypes work pretty fine on your emulator, so maybe tag them to be playable? | They crash after a while, so I would not call them playable. Maybe in interrupter mode but even so I couldn't get it stable enough.
AL64inthedark wrote: | Oh so that's the reason why I advance slowly compared to some. They play on emulator and the enemies aim badly. They know how to hit on hardware omg. | It's very strange why the hit registration is different with GF compared to GE. I hope this is looked into for the next patch. |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Mon Sep 18, 2017 1:38 pm Post subject: |
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Ouch, didn't know they crashed.
I've had a lot of issues with DK64 and Conker crashing on this build, too.
Quick edit: Apparently the plugin's development has been discontinued due to accusations of just Frankensteining other audio plugin code into one (the creator of it also gets salty upon being told about it). I'd advise to just not put it in due to it's nature.
I removed the link, just put Azimer's audio plugin instead (if it already isn't in there), as it works miles better. _________________ This is a signature, why did you read this? |
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doctornull Agent

Joined: 18 Mar 2006 Posts: 75
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Posted: Tue Sep 26, 2017 11:41 am Post subject: |
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Carnivorous wrote: | It's very strange why the hit registration is different with GF compared to GE. I hope this is looked into for the next patch. |
I've been speaking to zoinkity and he seems to think it's an emulation problem, not a problem with goldfinger - also he suggested it might have something to do with the solo stages having large scale modifiers. _________________ a.k.a Hypnotoad |
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cristianomtd Agent

Joined: 06 Feb 2017 Posts: 29
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Posted: Tue Sep 26, 2017 1:12 pm Post subject: |
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Carnivorous wrote: | Vsync for glide64 must be forced in your graphics control panel. |
Could you please tell me how to do that? I have no idea =/
My gpu is a RX470. Glide final clearly has the best graphic quality, but that tearing is annoying. Thanks in advance! |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Tue Sep 26, 2017 5:03 pm Post subject: |
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doctornull wrote: | I've been speaking to zoinkity and he seems to think it's an emulation problem, not a problem with goldfinger - also he suggested it might have something to do with the solo stages having large scale modifiers. | I can only speculate, but guards may fire more accurately at a lower frame rates. There is also the difference where GF weapons are more inaccurate than their GE counterparts. A solution would be to create a emulator patch that has increased accuracy for weapons, as this problem is seen on other emulators. Quote: | Could you please tell me how to do that? I have no idea =/ | I don't own a AMD card but this may be able to help. |
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cristianomtd Agent

Joined: 06 Feb 2017 Posts: 29
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Posted: Tue Sep 26, 2017 6:12 pm Post subject: |
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Thanks Carnivorous, the game runs flawless now.
About GF, I noticed some guns are pretty inaccurate, so yeah, guess that is the problem. But we can play in 007 mode and increase enemy accuracy, right? Didn't try that yet, but it should work. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Tue Sep 26, 2017 6:15 pm Post subject: |
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Yes, 20% for accuracy should match close to console. |
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doctornull Agent

Joined: 18 Mar 2006 Posts: 75
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Posted: Wed Sep 27, 2017 3:46 am Post subject: |
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Carnivorous wrote: | doctornull wrote: | I've been speaking to zoinkity and he seems to think it's an emulation problem, not a problem with goldfinger - also he suggested it might have something to do with the solo stages having large scale modifiers. | I can only speculate, but guards may fire more accurately at a lower frame rates. |
Is it possible you could overclock the system but still cap the framerate at 25fps or whatever GE's native framerate was? _________________ a.k.a Hypnotoad |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Wed Sep 27, 2017 3:59 am Post subject: |
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No, that is entirely up to the frame skip code which varies depending on the scene you're viewing |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Wed Sep 27, 2017 6:09 am Post subject: |
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Framerate has no impact.
Gunfire collision is handled by drawing a line from the emission point forward and testing if it intersects with any stage geometry or collision boxes. This is independent from the line drawn on the screen; that's well after the fact and by then it's already registered a hit or miss. Stage scaling affects this system, though not to the degree that it affects the 1st person camera's relative offset. These scaling factors are much greater than anything used in GE in order to place the BGs within the coordinate system. Inaccuracies in the floating-point engine or rounding error will cause gunfire mishaps due to improper application of multipliers.
Players are relatively unaffected. Player positioning is handled in at least quadruplicate in a vastly different way, and less of this code is recycled than you would think.
There's a (mostly) direct correspondence between speed <--> accuracy. 1964 opts for speed. Console is the standard, and this problem also doesn't occur on the two LLE emulators. Since it's an emulation-specific error no, the GF patch will not be rewritten. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Wed Sep 27, 2017 7:16 am Post subject: |
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Thank you for the corrections and information. |
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Graslu Agent


Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain  |
Posted: Wed Sep 27, 2017 10:32 am Post subject: |
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After completing GF64 on real hardware, I noticed that guards are more inaccurate at 60fps as we all know here so I've made a patch that will increase the default accuracy for guards without affecting the weapon stats. While this is a very dirty fix, it helps increasing the difficulty to something that gets closer to N64's so it isn't a walk in the park.
This won't fix action block issues like covered guards not shooting at you (Plane, for example) or your teammate in Vaults shooting non-stop.
You can download it here - https://files.catbox.moe/cyrksu.7z
If there's anything wrong with redistributing the patch, please let me know and I'll take it down. _________________ You can't win.
YouTube: https://www.youtube.com/c/Graslu00
Discord: https://discord.gg/tksttVC |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Thu Sep 28, 2017 4:20 am Post subject: |
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Thanks Graslu! What did you do to adjust it? A common question is why are guards so inaccurate...and they're not..just 60fps emulation, so I'm glad it is taken care of now. |
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Graslu Agent


Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain  |
Posted: Thu Sep 28, 2017 6:10 am Post subject: |
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I changed the default accuracy modifier for accuracy for non 007 difficulties from 1 to 6 at 7F01D388. It could be implemented into a single patch that detects if you're playing at 60FPS if you're up to doing it. With more time, I could do a comparison video but that'll probably have to wait until tonight.
By mere assumptions, I believe they're inaccurate at 60FPS because the increased inaccuracy of the guns for GF64. I assume they were increased due to the low framerate so guards don't have perfect accuracy, where at playing at 60FPS they use the true accuracy value (Much like the fire rate) and makes them miss a lot. This patch fixes it for the guards while keeping the same inaccuracy for the player.
The issue is probably way more complex than that though, as Zoinkity said. Scale of the maps, low float precision, framerate, etc... Again, what I just said has no actual research and just assumptions.
I also believe the action blocks break for maps like Bodega and Plane because how fast they're executed at higher frame rates. This causes the guards behind cover on Bodega and Plane to not shoot you most of times as they'll be stuck aiming at you, same reason of why the soldier helping you in Vaults also shoots non-stop.
They probably need a bit of tweaking to get them to work at 60FPS, Carnivorous made some camping blocks that work on original hardware and also 60FPS if you need help there. _________________ You can't win.
YouTube: https://www.youtube.com/c/Graslu00
Discord: https://discord.gg/tksttVC |
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cristianomtd Agent

Joined: 06 Feb 2017 Posts: 29
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Posted: Sun Oct 08, 2017 8:20 am Post subject: |
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Hi guys,
So I have this issue: while playing mods like Goldfinger and others (it NEVER happens in GE) I have a terrible lag in maps with grass, like Alps. Fps drops to 40, which isn't so bad, but the game just looks like a slideshow, something around 15-20 fps.
Anyone else experienced this? Is there a fix or something? I use 9x overclock, should I select a higher one? (Not sure my cpu can handle it, i5 4460)
And thanks for the patch, Graslu! |
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