ShootersForever.com Forum Index

GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community


GoldenEye Setup Editor Feature Requests List/Bugs
Goto page Previous  1, 2, 3 ... 90, 91, 92 ... 105, 106, 107  Next
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department
View previous topic :: View next topic  
Uufje
Agent
Agent


Joined: 26 Feb 2007
Posts: 69

 PostPosted: Thu Oct 21, 2021 8:08 am    Post subject: Reply with quote Back to top

I seem to have a small problem with importing animations into a PD ROM: my animation has 707 frames, but when I import it into the ROM, it cuts off the last few frames and it has 696 (2B8) frames instead. I'm not sure why this happens.

I thought, maybe the animation doesn't move too much in the last two frames and it just discards that, but I've tried altering the last few frames to make them move a lot, which didn't help.

Animation: https://drive.google.com/file/d/1EVkRA0S-g765AinrXXPpda8Io9jf47Nm/view?usp=sharing
_________________
Oofjay
 
View user's profile Send private message Send e-mail
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Sun Oct 24, 2021 10:56 am    Post subject: Reply with quote Back to top

Uufje wrote:
I seem to have a small problem with importing animations into a PD ROM: my animation has 707 frames, but when I import it into the ROM, it cuts off the last few frames and it has 696 (2B8) frames instead. I'm not sure why this happens.

I thought, maybe the animation doesn't move too much in the last two frames and it just discards that, but I've tried altering the last few frames to make them move a lot, which didn't help.

Animation: https://drive.google.com/file/d/1EVkRA0S-g765AinrXXPpda8Io9jf47Nm/view?usp=sharing


Not sure what you mean. Did a test import to Guard animation 0001, and it showed last frame as 2C3/707. Wrote/reloaded still there. Would need more precise recreation steps.
 
View user's profile Send private message
Carnivorous
Moderator
Moderator


Joined: 15 Oct 2016
Posts: 657
Location: Ukraine

 PostPosted: Thu Oct 28, 2021 2:27 am    Post subject: Reply with quote Back to top

The action editor description for GE sub-action 68 is incorrect. State bitflag C should state (Opening/Closing) instead of incorrectly reading (Opening/Closed)
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Thu Oct 28, 2021 12:41 pm    Post subject: Reply with quote Back to top

Carnivorous wrote:
The action editor description for GE sub-action 68 is incorrect. State bitflag C should state (Opening/Closing) instead of incorrectly reading (Opening/Closed)


Is that even valid? The editor handled that very weird, should've just been bitflag showing text...I updated that particular entry anyways now in beta.
 
View user's profile Send private message
Uufje
Agent
Agent


Joined: 26 Feb 2007
Posts: 69

 PostPosted: Thu Oct 28, 2021 12:51 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
Uufje wrote:
I seem to have a small problem with importing animations into a PD ROM: my animation has 707 frames, but when I import it into the ROM, it cuts off the last few frames and it has 696 (2B8) frames instead. I'm not sure why this happens.

I thought, maybe the animation doesn't move too much in the last two frames and it just discards that, but I've tried altering the last few frames to make them move a lot, which didn't help.

Animation: https://drive.google.com/file/d/1EVkRA0S-g765AinrXXPpda8Io9jf47Nm/view?usp=sharing


Not sure what you mean. Did a test import to Guard animation 0001, and it showed last frame as 2C3/707. Wrote/reloaded still there. Would need more precise recreation steps.


I am importing it into animation F7, which causes the problem. Even on a vanilla ROM, it only has 2B8 frames instead of the required 2C3.
_________________
Oofjay
 
View user's profile Send private message Send e-mail
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Fri Oct 29, 2021 8:11 am    Post subject: Reply with quote Back to top

Uufje wrote:
SubDrag wrote:
Uufje wrote:
I seem to have a small problem with importing animations into a PD ROM: my animation has 707 frames, but when I import it into the ROM, it cuts off the last few frames and it has 696 (2B8) frames instead. I'm not sure why this happens.

I thought, maybe the animation doesn't move too much in the last two frames and it just discards that, but I've tried altering the last few frames to make them move a lot, which didn't help.

Animation: https://drive.google.com/file/d/1EVkRA0S-g765AinrXXPpda8Io9jf47Nm/view?usp=sharing


Not sure what you mean. Did a test import to Guard animation 0001, and it showed last frame as 2C3/707. Wrote/reloaded still there. Would need more precise recreation steps.


I am importing it into animation F7, which causes the problem. Even on a vanilla ROM, it only has 2B8 frames instead of the required 2C3.


Not a bug, just it's optimizing the import, by adding repeat points (the format allows for if identical frames, to just set spot and count, instead of actually putting the frame in that many times). You can see them in GUI. That said, maybe that's not always desirable, so I added a checkbox that if you uncheck, it won't do the repeat point optimization in beta, but default it is checked.
 
View user's profile Send private message
MRKane
007
007


Joined: 11 Dec 2008
Posts: 1073

 PostPosted: Tue Nov 02, 2021 1:46 am    Post subject: Reply with quote Back to top

Hang on: animations are optimised with frame compression if it's the same frame? Oh this has just made my life a heap easier as I won't have to optimise my animations as much before export and code around that!
_________________
No Mr. Bond, I expect you to be re-coded!
 
View user's profile Send private message MSN Messenger
Uufje
Agent
Agent


Joined: 26 Feb 2007
Posts: 69

 PostPosted: Tue Nov 02, 2021 2:02 pm    Post subject: Reply with quote Back to top

It works perfectly now, thanks Very Happy
_________________
Oofjay
 
View user's profile Send private message Send e-mail
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Wed Nov 03, 2021 2:12 am    Post subject: Reply with quote Back to top

MRKane wrote:
Hang on: animations are optimised with frame compression if it's the same frame? Oh this has just made my life a heap easier as I won't have to optimise my animations as much before export and code around that!


If they are in a row the format supports repeating identical frames. The minimum run was maybe 2 frames or 4, can't remember.
 
View user's profile Send private message
Carnivorous
Moderator
Moderator


Joined: 15 Oct 2016
Posts: 657
Location: Ukraine

 PostPosted: Thu Dec 09, 2021 9:15 pm    Post subject: Reply with quote Back to top

Actions.ini has been updated with the newly discovered fields.

Please add the following string to the GE action block editor, thank you!

Commands 9D/9E/9F/A0/A1/A2
Code:
if (guardBits & 0x00008000)
   tempStr += " (Push On Death)";


Commands 14/15/16
Code:
else if ((data[2] & 0x80) != 0)
{
   tempStr += " (Single Shot Only)";
}
 
View user's profile Send private message
SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Fri Dec 17, 2021 5:59 am    Post subject: Reply with quote Back to top

I will add it next update. What does push on death mean?
 
View user's profile Send private message
Carnivorous
Moderator
Moderator


Joined: 15 Oct 2016
Posts: 657
Location: Ukraine

 PostPosted: Fri Dec 17, 2021 4:41 pm    Post subject: Reply with quote Back to top

So with a few weapons like the magnum they have a force of impact value, which is used as a rng range for pushing enemies when they die. When the push on death flag is set it'll always use a impact value - regardless of the weapon used to kill them. This is used for Trevelyan on Cradle so he's more likely to fall off the platform with the ZMG/PP7.
 
View user's profile Send private message
oldyz
007
007


Joined: 02 Dec 2009
Posts: 606

 PostPosted: Thu Dec 23, 2021 7:02 pm    Post subject: Reply with quote Back to top

Carnivorous wrote:
So with a few weapons like the magnum they have a force of impact value, which is used as a rng range for pushing enemies when they die. When the push on death flag is set it'll always use a impact value - regardless of the weapon used to kill them. This is used for Trevelyan on Cradle so he's more likely to fall off the platform with the ZMG/PP7.


this has a more frequent use in Perfect Dark, i am wondering if GE & PD treat the script differently, because enemies flying back from magnum shots seems less frequent in GE as far as i can remember...
 
View user's profile Send private message
Aeronie
Agent
Agent


Joined: 29 Dec 2021
Posts: 6
Location: Spain

 PostPosted: Sat Jan 01, 2022 4:23 pm    Post subject: Reply with quote Back to top

Hi.

I need correct vertices in Editor as show you in the video. It would be interesting to join vertices using a magnetic option.

https://youtu.be/b3TXLUOqo98


Thanks for this cool editor.


Happy New Year.
_________________
Frontman in GoldenEye Back Project (WIP):

https://discord.gg/YYT6DBt2

YouTube Channel:

https://www.youtube.com/channel/UCK1oEOKJYY4W6DpOps0Fs3Q
 
View user's profile Send private message Send e-mail Visit poster's website
Carnivorous
Moderator
Moderator


Joined: 15 Oct 2016
Posts: 657
Location: Ukraine

 PostPosted: Sat Jan 01, 2022 7:03 pm    Post subject: Reply with quote Back to top

This already exists in the editor. Check key combinations for these two options.



Quote:
this has a more frequent use in Perfect Dark, i am wondering if GE & PD treat the script differently, because enemies flying back from magnum shots seems less frequent in GE as far as i can remember...

They're handled the same.
 
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Q-Lab Hacking Department All times are GMT - 8 Hours
Goto page Previous  1, 2, 3 ... 90, 91, 92 ... 105, 106, 107  Next
Page 91 of 107

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]