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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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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Wed Feb 27, 2008 5:01 pm Post subject: New PD multi maps in pipeline... |
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None of these are complete as of yet. Still work to be done:
1) I have ported Ravine relatively successfully, though the clipping needs a bit of tinkering.
2) I have made a multi map from the first section of the dD: Research level, though rooms keep blacking out. Looks good, though!
3) I am interested in doing an Area 51 Multi Map. Will see what I can do as a map.
I will take pics soon, but obviously don't want to work on them all at the same time. Ravine is near complete, so I will do this first.
I will post my progress here. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Wed Feb 27, 2008 7:30 pm Post subject: |
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I can't wait to see them !!!!! Your making the multi maps has helped the porting so much. It used to be just Zoinkity (and I made one or two), so it was much slower. This helps us immensely. |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Thu Feb 28, 2008 4:10 pm Post subject: |
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Thanks, SubDrag!
In regards to the levels that black out, what can I do? I tried the -mt and -ma options, but nothing happens. |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Thu Feb 28, 2008 7:20 pm Post subject: |
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------------------------------
!!!WORK IN PROGRESS!!!
------------------------------
With the exception of Ravine, these levels have a long way to go, mainly due to rooms blacking out. Check these pictures anyway!
Ravine Multi:
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Just need to tweak the clipping a bit...
Air Base Multi:
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Rooms keep blacking out, especially first room of building with the Info desk...
dD: Research Multi:
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Same issue as Air Base, though not as bad. Very Facility-esque! (Weapons not added yet.)...
Ravine SHOULD be complete hopefully within two weeks. The others are on the back burner for now. Will post any progress here! |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Feb 29, 2008 4:36 am Post subject: |
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Those looook so good! All the PD levels for whatever reason look spectacular in GE despite not having dynamic lighting.
I wonder if you need to add some additional portals. Zoinkity had to do that for Chicago, to fix blackouts. |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Fri Feb 29, 2008 11:27 am Post subject: |
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How do I go about that? |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Feb 29, 2008 11:58 am Post subject: |
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You go to portal mode, and add them, then finagle them and choose the rooms it separates. I think there's also in clipping mode, choose two tiles, then right click and say "add portal between them" |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Feb 29, 2008 12:42 pm Post subject: |
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Great stuff going on, Kode-Z.
These PD maps are being ported much faster than I'd have imagined they'd be. There's a few stages I look very forward to seeing in GoldenEye, and I'm sure they'll be out before I know it. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Fri Feb 29, 2008 1:21 pm Post subject: |
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Thanks, Wreck!
Seeing as these are PD levels, I'm thinking about using those PD ammo boxes as used in Zoinkity's Skedar CS level. |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1687
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Posted: Fri Feb 29, 2008 2:56 pm Post subject: |
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The boxes need revision. They're naturally turned 90 degrees. I'll get a fix together.
Chicago's issue was dicey, and had to do with puddles. If a room is immediately at the same elevation as the clipping above it (like lowest walkway in G5-CS) then the lower room will be made visible and the current one not-so-much. Either elevate the clipping 1 unit or lower the room below by 1 to correct this issue. I suggest elevating clipping.
After that it only needed some of the global vis entries to make the lower rooms visible.
Note: all instances of transparency within the point table does not work in GE. Also working on a fix for this. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Fri Feb 29, 2008 3:51 pm Post subject: |
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As usual, thanks for the advice Zoinkity!
Adding a few portals seems to have made the level load a little quicker. I'll try raising the clipping tomorrow. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Mar 02, 2008 11:20 am Post subject: |
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I've got a silly little map nearly completed, though it isn't enough for anyone to get excited over. Just need to go over a few things before finishing it off. It'll have a randomized flag tag token, as well as the PD ammo crate - both thanks to Zoinkity. Maybe after this one, I'll try something for real. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Mar 02, 2008 3:52 pm Post subject: |
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Thought I might as well post this in here, as you're having some of the same issues as I am. I just started working on making the clipping for the G5 Building, one of my personal favourite missions from Perfect Dark. Actually, I really wanted to make a Combat Simulator setup for this one, but kept running into problems with it. Anyways, I've gotten the meeting room and outside hallway clipped, but there's a ton of visibility errors. Most of the portals don't seem to be operating. I had to resort to disabling them all temporarily, just so that I could see the whole area at once. I've even tried raising the Y-Coordinate of all the tiles by one (from -17.0 to -16.0), which didn't change the outcome. I'll continue to clip the map, and hope that we find a way to correct this portal peril. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Sun Mar 02, 2008 6:28 pm Post subject: |
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Have you checked to make sure that the portals have the correct room numbers associated with them? Not sure if subdrag has fixed this problem yet or not, but there's a major issue with old portals being given new room numbers as new portals are added. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun Mar 02, 2008 6:49 pm Post subject: |
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It's some kind of memory leak or something, I still can't narrow down the problem. Sometimes it works, sometimes it doesn't. Really annoying. I thought maybe it had to do with not enough clipping memory allocated, and I think I added more, so maybe it is fixed in the latest installer. |
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