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GoldenEye Setup Editor Feature Requests List/Bugs
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HackBond
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Joined: 14 May 2009
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Location: Scotland

 PostPosted: Tue Feb 17, 2026 10:34 am    Post subject: Reply with quote Back to top

zoinkity wrote:
Here's an Editor request for everyone that isn't SubDrag:
let's make a big deal about the 20th anniversary of its public release on Oct. 25th, 2026!


MRKane wrote:
I think there was talk of a community mapping project, but that fizzled. I've had a bit more of a health turn so doubt I'll be up for making another level sadly.


Yeah it would be nice, but like MRKane said, we already had a project attempted that barely gained traction. The Tower Project. It was eventually released but nowhere near the state it was supposed to be in as it was supposed to replace all levels and include some pretty interesting modifications, and then eventually Carn, the project lead, left the community.
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zoinkity
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Joined: 24 Nov 2005
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 PostPosted: Fri Feb 20, 2026 9:54 am    Post subject: Reply with quote Back to top

Nothing says it needs a map remix or another full movie conversion. (Didn't even think of that...)
Was thinking more along the line of individual scale anyway.

Some ideas for non-creative types would be dropping a line to news/magazine sites, youtubers, VG history/archival sites making a case to cover its 20th anniversary. If you're into YT yourself or run whatever we call blogs now, congratulations on volunteering ;*) If you're just here to play games, why not use it as an excuse to stream a tournament of the top 5 or 10 editor-created stages? Something nice and flashy.

There's a few angles for a story.
*) Dry martini history. The "runway setup editor" was the second publicly-released N64 game editor. (F-Zero X beat it by a few weeks) A few months later came the first visual version. A spinoff for PD was created and later combined with it, the first of many other Rare titles and unrelated games to be supported. Its capabilities started at a bare-bones subset of object placement and objective stuff. Now it's features are generally overwhelming, for better or worse.
*) What's been made and who made it. There are the big name projects like Goldfinger and GE:X, but another way to go about this would be interviewing the editors that use it. Ask long-term users about what they've made over time and how that's changed based on the editor's development. Interview creators of popular or neat stuff. To shift focus on the capabilities, do a breakdown on some stuff that's been made or how more complex features (like the animation tools) have been developing over time.
*) For an accent, try dropping a line with the original devs to see if they'll say something nice. Most have public social media accounts. They're all quite aware of the thing and are always kind enough to act impressed at the appropriate times ;*) (Dr. Doak found it particularly useful as reference when interviewed in the past.)
 
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SubDrag
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Joined: 16 Aug 2006
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 PostPosted: Sat Feb 21, 2026 7:08 am    Post subject: Reply with quote Back to top

20 years. We had fun. That is enough though, nothing else is needed, it doesn't have to be historically marked.
 
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Atari-Dude1
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Joined: 23 May 2025
Posts: 14

 PostPosted: Sat Feb 21, 2026 2:05 pm    Post subject: Reply with quote Back to top

Just great work to everyone who has contributed to the Editor's development, and utilized it to create projects over these past 20 years. It's incredible stuff.

Really appreciate how user-friendly the Editor is, where even if you don't know coding, or 3D modeling etc. like myself, you can still do some amazing things with it.

I personally became active in the PD community after the PC port came out, but have been playing since PD I was 4, circa 2007. A couple years ago, after Jonaeru and I envisioned the All In One mod, I began learning how to tweak MP setups to improve existing maps, and have slowly been becoming more knowledgeable in that particular field to where last year I began importing folk's custom GE maps to PD for AIO-- which we hope celebrates the creativity of the community by bundling so many maps, some of which do date back to the early days of the Editor.

Blender and editing source code goes far over my head, but the Editor is my link to being able to contribute to PD's ongoing development, and I can't thank everyone enough for that.
 
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Manocheese
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Joined: 27 Dec 2012
Posts: 6

 PostPosted: Sun Feb 22, 2026 3:27 pm    Post subject: Reply with quote Back to top

I'm not sure if this is a bug, but when I use Tools -> Quick Inject to ROM, it seems to move things around in the level. I opened the Silo setup file and, without clicking anything else, used Quick Inject to ROM. When I loaded the resulting ROM on to a flash cart and compared to the regular game, there were some differences. For example, in the second fuel room, the circuit board is on the floor and there are two scientists:



But in the regular game, the circuit board is on top of a computer and there is only one scientist:



There might be more changes, but I didn't check thoroughly. Is there a way to avoid these changes? In particular, I'm trying to edit the action blocks without changing anything else. Thanks.
 
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SubDrag
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 PostPosted: Sun Feb 22, 2026 3:56 pm    Post subject: Reply with quote Back to top

Probably just need to shift it a tiny bit - it's likely automatically assigned to a different clipping tile that minorly causes problems like that - I know facility has something similar.
 
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HackBond
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 PostPosted: Sun Feb 22, 2026 8:51 pm    Post subject: Reply with quote Back to top

FBX support might be broken. I've enabled support in my installation (libfbxsdk.dll in GEEdit4. FBX SDK installed from archive link in repo readme, obj2an8 replaced) and I cannot export a FBX file from a background, complaining about if it the SDK or Obj2An8 is installed. I am not the only person who has encountered this.
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Lazlo52
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Joined: 18 Nov 2017
Posts: 341
Location: N.J.

 PostPosted: Mon Feb 23, 2026 11:14 am    Post subject: Reply with quote Back to top

SubDrag wrote:
Probably just need to shift it a tiny bit - it's likely automatically assigned to a different clipping tile that minorly causes problems like that - I know facility has something similar.


No, this is a problem with the way the editor sorts objects. They stack based on where they are in the setup file, and since 0A Single-Screen types are so high as a number, most objects can never be on top of a monitor or computer terminal.

Maybe a quickfix for the user could be to set the collectibles as type 11 Hats? Theoretically, they should still be collectible from the bitflag, but... Oh, wait, the editor might not even allow that specific conversion. Hm...

I'm not sure what SubDrag could do to fix this beyond gutting the auto-sorting completely and only sorting when it's absolutely necessary (I don't know what types need a specific sorting other than stack priorities).
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SubDrag
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 PostPosted: Mon Feb 23, 2026 4:05 pm    Post subject: Reply with quote Back to top

Ah you're right. I forgot about that - yeah there are minor mistakes on objects embedded (like crates in crates in Surface), and I guess stacking due to order of objects being 1->2F instead of being in level order. It was too big a change, so I just figured we'd live with it. In most cases, it's type 03 objects to 08 which works fine as long as the 03 objects are in order internally, and pickups, etc, are after.

Also fixed obj2an8, regrab obj2an8, I made a small mistake recently that caused anything without an animation to crash on conversion to FBX.
 
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Wreck
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Location: Ontario, Canada

 PostPosted: Mon Feb 23, 2026 6:58 pm    Post subject: Reply with quote Back to top

The stacking issue mainly affects three of GoldenEye's missions.

Silo: circuit boards on top of consoles
Frigate: bridge bomb on top of control console
Egypt: Golden Gun and ammo on top of stone slab

Egypt can be easily fixed by setting the In Air flag on the items, and adjusting their Y coordinates. While you can do the same for the other levels, it does not work as well. Blowing up a console in Silo may have the circuit board floating above it after. The bomb is likely to explode, but if you disarm it first, it might also float. These are nothing major, at least, and issues like this can be avoided in custom setups.
 
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