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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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HackBond 007


Joined: 14 May 2009 Posts: 1389 Location: Scotland  |
Posted: Tue Feb 17, 2026 10:34 am Post subject: |
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| 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. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1752
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Posted: Fri Feb 20, 2026 9:54 am Post subject: |
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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 Administrator

Joined: 16 Aug 2006 Posts: 6211
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Posted: Sat Feb 21, 2026 7:08 am Post subject: |
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| 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 Agent

Joined: 23 May 2025 Posts: 14
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Posted: Sat Feb 21, 2026 2:05 pm Post subject: |
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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 Agent

Joined: 27 Dec 2012 Posts: 6
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Posted: Sun Feb 22, 2026 3:27 pm Post subject: |
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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 Administrator

Joined: 16 Aug 2006 Posts: 6211
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Posted: Sun Feb 22, 2026 3:56 pm Post subject: |
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| 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 007


Joined: 14 May 2009 Posts: 1389 Location: Scotland  |
Posted: Sun Feb 22, 2026 8:51 pm Post subject: |
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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. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Lazlo52 Secret Agent


Joined: 18 Nov 2017 Posts: 342 Location: N.J.  |
Posted: Mon Feb 23, 2026 11:14 am Post subject: |
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| 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). _________________
| Quote: | | 22 not happening nerds. forget about it. 23 til the day i die. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6211
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Posted: Mon Feb 23, 2026 4:05 pm Post subject: |
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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 Administrator


Joined: 14 Dec 2005 Posts: 7272 Location: Ontario, Canada  |
Posted: Mon Feb 23, 2026 6:58 pm Post subject: |
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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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HackBond 007


Joined: 14 May 2009 Posts: 1389 Location: Scotland  |
Posted: Wed Feb 25, 2026 12:40 am Post subject: |
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| SubDrag wrote: | | Also fixed obj2an8, regrab obj2an8, I made a small mistake recently that caused anything without an animation to crash on conversion to FBX. |
Thanks, that change to Obj2An8 fixed it. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1752
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Posted: Wed Feb 25, 2026 11:30 am Post subject: |
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Isn't there already an exception for ammo boxes?
In MP they're assigned ammo types based on the last weapon. If they aren't in (weapon, box) order there's literally no ammo in the stage.
Explicit groupings would be a nice feature... |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7272 Location: Ontario, Canada  |
Posted: Wed Feb 25, 2026 5:56 pm Post subject: |
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| My guess is that the editor reorders the objects when the setup is loaded in. Things like multiplayer weapon sets and monitor racks with TVs are already arranged together correctly, so those are kept grouped. But these few other stacking items have no simple way to identify on read in that they are connected. No direct references, just an object after an object. Determining and maintaining those could be tricky. It is also such minor cases that the extra effort to support may not be worth it. |
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Lazlo52 Secret Agent


Joined: 18 Nov 2017 Posts: 342 Location: N.J.  |
Posted: Thu Feb 26, 2026 11:09 am Post subject: |
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That's sorta why I think it'd be better to not re-sort anything at all. By loading the misc things in the order they're in and keeping them that way, the user can make their own sorting by duplicating an object and deleting the original.
I just don't wanna be pushy about it because I know rewriting the code to do that isn't as easy as describing it. _________________
| Quote: | | 22 not happening nerds. forget about it. 23 til the day i die. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6211
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Posted: Fri Feb 27, 2026 11:04 am Post subject: |
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| Agreed, but it wasn't known at the beginning about any of that and it's rather ingrained into everywhere (I did better at future games, post-PD). I'm not planning on changing anything at the moment as it's a very rare situation - but yeah the problem is they are sorted/organized by type, with a couple special handling for certain types like weapons and doors to re-insert in order, instead of just treating as one list. |
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