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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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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Fri Oct 23, 2009 8:32 am Post subject: |
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Are clipping tiles assigned to right room #? If they're wrong will show different room. |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Fri Oct 23, 2009 12:26 pm Post subject: |
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yep, all clipping is assigned to the correct room. (though i haven't clipped the entire level yet, just the main assembly floor and the catwalk above, which was from where the picture was taken) |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Fri Oct 23, 2009 2:08 pm Post subject: |
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Cause if they're not, and you're standing in a room, it will show the wrong room but seem like room is messed up. This only applies if you have portals. Do you? |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Fri Oct 23, 2009 2:16 pm Post subject: |
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i tried it with and without portals, the picture was taken without portals.
With a portal placed, you can no longer see the loaded rooms unless you are situated within them.
However, whats interesting, is that you can see the loaded player models from non-rendered rooms. Of course, you still can't view or interact with the room geometry itself, but its interesting to note. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Fri Oct 23, 2009 3:01 pm Post subject: |
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Another possibility is that your triangles are drawn the wrong direction, so you could only see them from below (inside-out) which is not possible.
Another is level's buffer for rooms is too small so they overwrite (unlikely this one). |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Fri Oct 23, 2009 6:42 pm Post subject: |
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hmmmm...well, if the triangle theory was correct, it would be possible to view the "inside" of the rooms while viewing it out of a different room.
As for the room buffer, is this one of the values that can be toggled in the stage settings? if so I've already attempted increasing these values to no avail.
I'll try replacing a different stage tomorrow and see if that influences anything. |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Sun Oct 25, 2009 8:04 am Post subject: |
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Okay, I tried switching the stage to no avail, the same rooms still load.
I also tried deleting all of the loading rooms too no effect as well.
However, whats interesting is that if i delete the first room that doesn't load (room 9), the last room that does load ceases to do so (room 8).
Also worth noting is that i encountered something like this before, a long time ago when i initially tried importing this map as two rooms for testing purposes. The second, or "back" room (the room that didn't include the area thats loading now) wouldn't load regardless of what i tried, though the front room had no issue displaying correctly (except for texture errors, of course).
Quite an enigma. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sun Oct 25, 2009 10:31 am Post subject: |
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Ship it off to me, I'll take a look. |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Sun Oct 25, 2009 6:30 pm Post subject: |
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Well, with subdrags wonderful help, it was discovered that i acidently named room0A -Room0F : RoomA - Room F, which the editor interpreted as RoomA0-RoomF0. This caused a gap in the room numbers, and once the engine hit a null room it didn't process the ones after it.
Anyway, I have a bunch of things i got to test out, and i'm glad to say that the projectile explosion glitch can be fixed by dividing the room with one or more "floors" across the Y axis so that each floor has its own room.
So, now camping the catwalks with the grenade launchers weapon set will be much more difficult.
I still haven't figured out the erroneous mtl files, so the textures are still switched around, but at least the geometry is now viewable.
I'll hopefully have some screens up tomorrow. If conditions permit its viability, I'll also have a patch so that everyone can check out the geometry by the end of the week. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sun Oct 25, 2009 8:59 pm Post subject: |
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It's funny how the smallest of things can completely throw you for a loop. I don't know how many times I've sat around trying to figure out a problem, only to see that it was some goofy error that was only too easy to overlook. Good to see you guys have it all displaying properly. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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DF Ank1 00 Agent


Joined: 17 Feb 2009 Posts: 512 Location: Feldkirch, Austria  |
Posted: Thu Oct 29, 2009 11:32 am Post subject: |
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And ? are the any news about your cool level ? _________________ -----------------------------------------------------
Alec: Half of everything is luck James.
James: And the other half ?
Alec: Fate |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Thu Oct 29, 2009 12:30 pm Post subject: |
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:O someones on to me!
nah, the truth is right when i'm about to start working on it, someone IM's me and asks if i would like to play GE.
Then i end up playing for 4 hours and go straight to bed >_>
Regardless, I really want to finish this so that someone will PM me and say "want to play Enigma-Systems?"
Anyway, status on the map:
i have clipped the entire thing, so now its time for portals.
However, autoportal loves to make portals that don't work, which i have found seems to be due to mixed room numbers (room 1 to room 2 rather than room 2 to room 1)...and with 60 portals, it will take awhile to switch them around.
Regardless, once thats done I'll have it in a playable form that you can all survey. |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Thu Oct 29, 2009 5:37 pm Post subject: |
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Wouldn't a room 1 to room 2 portal work the same as a room 2 to room 1 portal. And I can't wait to get my hands on a playable version of this. _________________ 304 HP |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Thu Oct 29, 2009 5:45 pm Post subject: |
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Well, i thought the same thing, but it seems as if they don't work unless i switch them around.
Whats weird, though, is that i didn't have such issues with compound, which had many portals :/
Also, once i do post a playable version, keep in mind that all the textures are switched around and horribly consorted. just try to imagine the map as it is in the screens as you tour through it XD. (Everything will be fixed in the final version, but that will take awhile >.<) |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Sun Nov 01, 2009 5:24 pm Post subject: |
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hmmm...ironically, only a few portals suffered from the aforementioned error. Most of them just weren't added where they should have been
Anyway, I have pretty much finished the setup, portal, and clipping files for this level (excluding one key area that will need a ton of complicated clipping that i don't want to endure at the moment.)
To bad it runs at 60% normal speed with three or players in the middle room.
I think the main cause of this is that, although i placed tinted window in each opening and toggled the "area behind door is invisible" flag on them, it is still loading the rooms behind the windows, therefore processing much more than it should be.
I'll be redesigning certain areas to compensate for this, primarily by removing half of the windows that observe the center room.
Another issue is with the archives-like area in the office sector (northern most part of the overhead view). some portals don't load if you can see too many portals at once.
Anyway, onto release:
I decided that, given the completeness of this map (it just performs badly and has erroneous textures), i would bundle it with all my other multi capable maps and call it a map pack.
http://www.filedropper.com/e-smappack06
...which totals three.
Oh well, It includes a mupen ini to play online, but it doesn't have the latest maps (its my beta maps ini) so back up your old one first (if your not using the editors marvelous automatic ini updater, of course)
Its more experimental than an actual map pack, so hopefully by the time i reach 1.0 i'll have Compound optimized, and enigma systems completed.
(and maybe even my fourth map in there as well).
I'll email it to sub later and perhaps he can add it to the ini for me so it will be easier to play online and see how it plays out with different people. (as i won't be updating that until i get much further with this map).
Also, does anyone have a good hex editor for me to use? the one i had before has long since expired.
first post updated. |
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