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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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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Mon Sep 19, 2022 2:17 pm Post subject: Combat Simulator Bugs, Glitches, and Oddities |
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Hi there,
I've put together a list of bugs I know of in the combat simulator. Surely there are way more here than I know of, so if anyone knows anymore, please post in this topic.
I'm hoping to make a video about these. I'm honestly surprised no one else has before. If they have, I've not seen it. Please link it here if it exists. I've been a bit inspired to do this since I recently got a job as a software tester.
This is a very vague list and I will go into details if anyone asks plus I will in the video I'll eventually make.
Generic:
• Capture the case:
Case will eventually despawn (Either due to lag or entity overload)
Stalemating AI (maybe make this its own category, probably other instances of this)
Infinite Explosions with small case rooms (Felicity as an example, need to look for more)
• After death poison and dizziness, both for humans and simulants
• Simulants have long arms
They also overestimate the length of them (see them trying to slap each other and miss)
• Simulants don’t like ladders
• Simulants don’t have the same rate of fire as humans (cheating ****)
• Question mark in Sewers and Warehouse
Level Specific:
• Grid:
Aztec Glass like trick
• Sewers:
Fake ammo boxes under the grates
Only level with water?
• Villa:
Weird clipping issue in big room
• Warehouse:
Simulants die somehow in this stage in/near the vents
This also may relate to the 1.0 memory leak, unsure though
OOB Floor Ramp Clips (usually requires fast movement turned on):
• Temple (iirc)
• Ravine
• Base
OOB and misc clips (without clipping into the floor via ramp):
• Skedar:
Tunnel corner hole in floor (only sims iirc)
• Grid:
Enter lift before first cycle
• Felicity:
Clipping into the tank with the ladder
Lift glitches:
• Base
• Pipes
• Ravine? (need to test it)
• Sewers |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7274 Location: Ontario, Canada  |
Posted: Mon Sep 19, 2022 9:18 pm Post subject: |
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For certain weapon firing rates, it is usually for the ones that have some sort of animation or delay for humans. Like the magnum. Sims don't account for that, and thus get the next round off more quickly. I did try to fix that in GE-X where I could, but some are still off. I imagine some can be helped in PD.
Ramps and inclines are tricky to deal with in PD. They need special flags set for them, and sometimes Rare even doubled up in some spots for safety.
You should probably split oddities into their own group, just to avoid confusion. |
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Atari-Dude1 Agent

Joined: 23 May 2025 Posts: 17
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Posted: Tue May 19, 2026 7:31 am Post subject: |
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I noticed there appears to be a direct correlation with the frequency in which sims die in the Warehouse vents, and how large (or tall) a character is.
I first noticed the issue on Complex, the fact that sims would just seemingly vanish/die without explanation. I was specifically testing with the characters of Jaws, and Mr. X, for the upcoming All In One update.
And on Warehouse, when you have those specific sims follow you up into the vents-- it's almost comical how fast they suicide/despawn. Can get like 25 suicides in the span of a couple minutes, whereas the original release of PD, I believe the frequency of the issue was far less. |
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