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GE-X 5e Patch Released! @ 12-24-16
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Kerr Avon
007
007


Joined: 26 Oct 2006
Posts: 725

 PostPosted: Fri Sep 15, 2017 10:07 am    Post subject: Reply with quote Back to top

00lucan00 wrote:

I think you guys are amazing for making this, and I have to thank you for making what is quite easily the greatest romhack ever.


Seconded, this is my favourite mod ever, and I've played some amazing mods for so many console and PC games.




Quote:
Between this, Perfect Dark, and TimeSplitters, I'm more than a happy camper when it comes to FPS games.


Yes, my favourite ever first person shooters are (in order) Perfect Dark, Goldeneye, Timesplitters: Future Perfect, and Timesplitters 2. I'm not too keen on the first Timesplitters game, though.

And there are lots of other fantastic FPSs too, but to my mind almost all of them are more than a decade old. Blood!, Half-Life 1 and 2, Duke Nukem 3D, No One Lives Forever 2, the Turok games (On the N64, I mean - I don't like the ones that came out on later machines), Deus Ex, Black, Alien vs. Predator (the 1999 PC game), the Doom games (aside from Doom 3), the Halo games, and so on.

Remember when first person shooters didn't treat you like an idiot? When they didn't prompt you with "Press X to open" every time you faced a door? When the levels weren't just linear pathways leading from A to B? When there wasn't an onscreen pointer showing you where to go, because the game's designers think you're too stupid to explore intelligenty?
 
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Thundera8589
Secret Agent
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Joined: 12 Aug 2015
Posts: 239

 PostPosted: Tue Sep 26, 2017 10:18 pm    Post subject: Reply with quote Back to top

Been a while is there any plans to start working on the next patch any time soon?

It seems like now with a lot of projects like Goldfinger64 released and out of the way, now would be a great time to continue progress on GE-X since most of the mods have no projects in their hands and are free.

Just want to add my two cents in if I can. In regards to the next version (5F?), I think the Top priorities for this release should AT LEAST be 1) Getting Dam to run and work with as much clipping as possible. 2) At least clip the easier solo mission maps as much as possible. 3) Add the less sophisticated mission objectives (for now) on maps that have the simplest objectives. Anything else is just bug fixes.

This way there can be a release before the years end if possible.
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MRKane
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007


Joined: 11 Dec 2008
Posts: 713

 PostPosted: Wed Sep 27, 2017 3:12 am    Post subject: Reply with quote Back to top

RE: Dam: I'm trying. It's a real mess in there! Give it a couple of days and I'll see what I can wrangle out Smile
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Thundera8589
Secret Agent
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Joined: 12 Aug 2015
Posts: 239

 PostPosted: Wed Sep 27, 2017 5:25 am    Post subject: Reply with quote Back to top

Great to hear progress on Dam is getting started! Smile
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Thundera8589
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Joined: 12 Aug 2015
Posts: 239

 PostPosted: Mon Nov 13, 2017 5:55 pm    Post subject: Reply with quote Back to top

I'm just going to leave this here...

Here's a list of fixes IMO that should be addressed for Goldeneye X patch 5F:


1)Citadel Collision - The "high rising platform room" has steel structures that are apart of the rising platforms that need collisions. They can be walked right through currently.

2)Taser- Model needs fixing to show the words "Tazer Boy" on it. The addition of the Bond logo animation screen. (In an earlier patch release The bond animation was shown on a console monitor in the level where Statue Park originally was. The animation was the same as seen on the Taser in GE007 and could be seen in GEX 5C with a good graphics plugin. So the animation should be possible for the taser with smaller display size to fit the model).

3)Watch Laser - I don't remember if the face of the watch needs to be redrawn but it currently seems fine to me. The Watch laser inventory display rotation is incorrect from the others and the angle of the watch model display needs to be changed to show the face better instead of the side. (Just checked GE007 and it has the watch model displayed the way I am suggesting. Is it possible to import that model display for the watch laser instead of fixing the current one up)?

4)MI6 HQ - Weapon Target room door no longer opens. The Target room is not accessible for some strange reason.

5)PP7 Special Issue - shows Rudolph model on ground instead of the PP7.

6) Remote Mine - Remote needs to be replaced with the watch model on left hand. (Details of the watch model for the detonator were discussed previously).

7)Slapper - firing rate in-between chops needs to be slow down just a little incy tiny bit

8)VR Bunker II - Hanging monitors do not fall off and explode.

9)Caverns - water rendering animation does not fade in and out like original. (Don't remember what the deal with this was but it should be possible to implement).

10) Instrument samples 02 and 33 - I remember Pavarini phased the buggy noise a bit but I don't know if he has phased it lately even more since.

11)Seeker - there's an issue when you play VR with another human controlled player where the first person view model of the seeker is bugged. (Not sure if this is an emulator only issue or not).

12)Hit impact sounds - I created a huge thread topic in the GEX forums on what background and level maps needed or are still currently missing . For example; Frigate is a map that has missing metal impact sounds ie. ceiling rails, big metal pole etc..

13)Golden Gun - Wreck fixed the pickup text line when picking up the gun in 5d. However, I just realized and discovered that in the current patch (5e) when you pick up the gun it uses the incorrect text. It's supposed to be "picked up The Golden Gun" but instead says "a" Golden Gun. This needs to be corrected again.

Suggestions and new stuff for 5F.

1)Peach's Castle VR Map - I can't stress this one out more than others have in the past. Please bring this map to Goldeneye X And please bring the Peach/Bowser portrait trick with it!

2)Platinum Gun - IIRC others wanted this weapon in VR mode so add me into that list as well.

3) Tank Rounds - For solo mission maps like Runway and streets why not have the Tank Rounds be available near whatever mobile vehicle will be used in replace of the Tank?

4)Seeker - it was discussed in the past that this weapon would be given a new skin for both it's models and projectile missile.

5) Living Daylights (Flag Tag) Scenario - If it's possible fix it up so that once someone gets the flag they become automatically equipped with it on and have to manually switch back to whatever weapon they had in their possession.

6)The Man with The Golden Gun Scenario- possibly add as an extra scenario like how the way extra weapons and tunes were added. Replace the flag token with a Golden Gun weapon ID. Somehow work it's way to be usable.

7)Death Screen - Bleeding death screen animation. Would love to see this implemented for 5F.

8)Dam - Solo mission campaign level should be available for preview at least. Thnks to MRKane's extraordinary efforts.
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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 Nov 16, 2017 6:41 am    Post subject: Reply with quote Back to top

All good suggestions for the next patch.

I'd also like to add that the skill of guards on the solo levels still need work, way too easy as they are now even on 00 Agent (Console).

Also, is there an approximation of how many more VR levels/character models/weapons/gamemodes we can add to the hack before we hit the limit?
 
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SATURN_81
Secret Agent
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Joined: 06 Jun 2010
Posts: 359
Location: spain

 PostPosted: Fri Nov 17, 2017 8:20 am    Post subject: Reply with quote Back to top

Thundera8589:

I agree with your list of corrections.

Suggestions and new stuff for 5F:
I agree with almost everything, just with some small questions that come up and suggestions to add. Points 5 and 6 I can not understand what you mean due to my bad English:

1) Castle VR Map of Peach's: it is the icon par excellence of N64, I really like this map. From the end of the infinite stairs one should be able to fall to the outside patio. The doubt that I have is that it is a map where all the rooms are connected to the main hall next to the castle door, once you enter a room you can only escape through the entrance. that makes the players or the sims get entrenched.

2) Platinum Gun: I also want to see this weapon in VR. and I would like it to be a little faster than today since this weapon is slower than the phoenix.

3) Tank Rounds: you are right and this idea would not be bad. Maybe the problem is that you have to create a new slot with the Tank weapon for when you activate the chat "All Weapons On", and maybe to create it you would have to design a cannon that bond could carry. On the other hand we have to pray and trust that Wreck and Subdrag can be working in secret, investigating the code of Perfect Dark BETA and managing to operate the GE Tank in GEX carrying and transferring code to PD. maybe some can give us a pleasant surprise as they did with Golfinger64.

4) Seeker: Another model different from the Skedar rocket launcher and new textures would be fine. I would not mind if the models belong to another N64 shooter game.

7) Death Screen: this is good in missions. I think this would be a bit slow for VR, since first you have to watch the animation and then wait for the time it takes to reanimate you.

Cool Dam: it may be the most expected level. At the moment I am satisfied with being able to take a walk through the level. I do not know if it will take time to finish the whole level (guards and missiones included) for the launch of the next patch that I think they said it was going to be released at the end of the year or during Christmas.

The Renegadist:

I think I agree with you silo that you are referring to is artificial intelligence issues of the enemies. increasing the abilities of the enemies is something necessary to increase the difficulty of the missions. This is something that I think I said in the past. I still think that in PD and even in the last patch of GEX the enemies seem to be deaf, few guards go to the area where you are firing with a noisy weapon, however if in GE you make noise the number of guards that will arrive to the point of the map will be greater in which you find yourself. Another way to increase the difficulty can be, that with the increase of the noise, you can see infinite guards for a while and do not stop going out until the noise level goes down. Generating infinite guards can be another way to increase the difficulty. Another idea to increase the serious difficulty, that the enemies that are disarmed can draw a gun and also that they can pick up any weapon in any point of the level if they are unarmed.
 
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Kerr Avon
007
007


Joined: 26 Oct 2006
Posts: 725

 PostPosted: Fri Nov 17, 2017 1:09 pm    Post subject: Reply with quote Back to top

Thundera8589 wrote:

5) Living Daylights (Flag Tag) Scenario - If it's possible fix it up so that once someone gets the flag they become automatically equipped with it on and have to manually switch back to whatever weapon they had in their possession..


So when the flag carrier switches to a weapon, does that mean that they would drop the flag (and their time/score would stop going up), or that they'd still be carrying the flag but could still shoot the selected weapon?

Or maybe the flag carrier could only use the slot 1 weapon when carrying the flag, thereby giving the flag carrier a penalty as he'd be wielding whichever weapon was set as slot 1, whereas anyone else could use the weapons in slots 1 to 6. That way, when setting up the game, the player could set the first weapon in the custom weapon setup as something basic, such as the Falcon 2, and the other slots with more powerful weapons.

In the Timesplitters games, their Living Daylights equivalent is Bagtag, which allows you to choose, in the pre-game options, whether or not the person holding the bad can use a weapon. I do prefer being able to shoot to not being able to shoot, so I was really glad that when Perfect Dark came out, it allowed the case holder to shoot in the Hold the Briefcase mode.
 
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