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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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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Fri Dec 23, 2016 5:15 pm Post subject: |
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My mistake. I went and added another sound but it starts to sound too busy for the visuals. I'm happy to leave it as it currently is as well. |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Fri Dec 23, 2016 5:32 pm Post subject: |
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pavarini wrote: | My mistake. I went and added another sound but it starts to sound too busy for the visuals. I'm happy to leave it as it currently is as well. |
So that would be a no for what I suggested with one side being put in then the other, something very subtle? _________________

Last edited by The Renegadist on Fri Dec 23, 2016 5:41 pm; edited 2 times in total |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Fri Dec 23, 2016 5:39 pm Post subject: |
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I don't have access to the IK as I've baked all the keys. The last few tweaks were done post-bake so I'd need to redo work if I changed the IK again. |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Fri Dec 23, 2016 5:41 pm Post subject: |
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Watch this part I linked here: https://youtu.be/T2EI-CgJxkI?t=40
This is what I mean, see how the front edge of the mag is inserted first then the back until it is in. This is what I'd like to see with the newest animation you have now. We'd use the click from the "Dragon clip out" for the front edge and then the mag slap for the back edge of the top of the mag. It would be the same animations you have now but with this small thing added, it would be very subtle. _________________
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Fri Dec 23, 2016 5:55 pm Post subject: |
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If this is the current one can you at least show it with the two sounds even if you think it might be too much? _________________
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Dec 23, 2016 6:05 pm Post subject: |
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I don't mind it at all with the extra sound. I may be able to copy the sound to a new slot and lower the volume a bit, so it is slightly less noticeable, and feels like a lighter tap. It doesn't really seem like too much going on. We can try it and see how it goes. |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Fri Dec 23, 2016 6:38 pm Post subject: |
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Might help to have the mag angled a little more so it doesn't look so flat going in.
@Wreck
I encountered an NPC navigation bug on Frigate, one of the NPC's got stuck next to the stairs in the loading bay.
He was stuck like that for a good bit. _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Dec 23, 2016 7:08 pm Post subject: |
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Ack...
I farking hate Sims. You guys have no idea how many times I have made adjustments to clipping tiles and Simulants end up hating it. I thought I had stairways fixed up where players can walk underneath and go through it from the backside, but no. Sims would get stuck under the stairs. If you just sit cloaked and watch them, they do some really stupid things, even in PD maps. I thought I fixed the low walls they can walk off of. They almost seem worse when you aren't around to see them. You'll see them doing nothing on the radar. Then when you find them, they're stuck. Dumb bastards. |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Fri Dec 23, 2016 8:57 pm Post subject: |
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I played closed to 100 hours of GE:X and I've yet to encounter a single AI behavior like that. Or at least I can't even remember it.
I hope that makes you feel better Wreck. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Dec 23, 2016 9:23 pm Post subject: |
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Hehe, thanks. Sometimes things seem very random, even in PD. I have seen Sims run in circles or rubbing up against walls in Perfect Dark's Combat Simulator. They are tricky, and have issues with many of the mission campaign levels when testing them in multiplayer against the AI. They appear to react to the clipping differently, and get stuck on vertical tiles they can walk over. Even with the "right" type in use, it can still happen. It's brought me much frustration since day one. |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Fri Dec 23, 2016 10:35 pm Post subject: |
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Is there really a difference with their behavior to clipping between solo missions IA and multiplayer ? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Dec 24, 2016 2:24 am Post subject: |
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As far as I can tell, yes. The Simulant AI seem to work differently. It can even be noticed at times with the cooperative mode buddies. It's one reason why you can walk through the back of the ramps in Complex. Normally, they would add clipping in behind, as either a simple barrier, or what looks like an inverted set of stairs. That way you can bump your head on it from different heights (depending on character or if you duck / crouch). But, if these tiles exist in a Combat Simulator map, Simulants can either get stuck in them, or not be able to walk over them. I tried in Stack before to block people from going through it from behind, but Sims hated it. They are very finnicky. If you try Air Force One in Combat Sim mode, you can see Sims struggling with the ramp that leads to the top level of the plane (because of the clipping tiles underneath to stop players from going through it from below). I continue to try new things, but Sims always seem to find ways to get screwed up. The absolute worst is when they fall through the clipping and die. Hopefully I got all those areas fixed up in GE-X maps. |
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
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Posted: Sat Dec 24, 2016 4:03 am Post subject: |
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What about adding a barrier behind ramps and stairs that won't allow players and simulants to go through them while standing but have the barrier have an opening in the bottom so it forces simulants to automatically crouch instead? It would be as if they were going through a vent hole? It would make ramps and stairs less easier to access. I also didn't realize the ramps in Complex could be access from the sides as well!
P.S. I have you checked out the video yet? _________________ "The Eye of Thundera, give me sight beyond sight!" |
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