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More BETA on-rails footage?

 
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Kode-Z
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 PostPosted: Sat Jan 09, 2010 8:13 pm    Post subject: More BETA on-rails footage? Reply with quote Back to top

Judge for yourself - Bond even has a different pose in gunbarrel!
http://www.youtube.com/watch?v=GmKyKs6fm9Y

EDIT: Just noticed the sprite light in the archives level.
 
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 PostPosted: Sat Jan 09, 2010 8:22 pm    Post subject: Reply with quote Back to top

Quote:
More BETA on-rails footage?

Definitely looks to be early alpha to me (this is why I prefer "prerelease"). Nitpicking your subject aside, I'm not even sure what this is. It seems like the guards are set to die when Bond looks at them. The guard that rolls in near the end seems to be wearing Bond's suit - another early placeholder? That intro animation is straight out of one of the Moore films, and is pretty ridiculous looking there.
 
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 PostPosted: Sat Jan 09, 2010 8:23 pm    Post subject: Reply with quote Back to top

Here's a bunker shot I've never seen before....

 
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 PostPosted: Sat Jan 09, 2010 8:25 pm    Post subject: Reply with quote Back to top

I've seen that one before. The Bond screens actually do move like they do in the final version. I always figured they were static, given how they're centered in every Bunker shot I've seen.
 
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 PostPosted: Sat Jan 09, 2010 8:42 pm    Post subject: Reply with quote Back to top

Speaking of the lights, I'd still like to see some proof that they were sprites. It's not that I disagree with the possibility, it's just that I think they actually would've kept them if they were. The only ceiling light we still have is just a part of the background, one they likely missed when removing the rest. I think it's much more likely that they removed them because they just looked bad when viewed from certain directions; sprites would've taken care of that issue because they could always face Bond.

Unfortunately, this video clip only show the lights from one direction. We need a clip with a light in the shot, with Bond turning, and the light following him. Bond turns a bit in this video, but not enough to really tell if the lights are turning with him or not.

The lights may have simply been modeled as a part of the background, and only intended to be seen from one direction. Once the rail-shooter concept was ditched, you could see that they were completely flat, so they pulled them out. (This would still be a problem with sprites, you can either have the lights "lay down" or be paper-thin when looking up at them. The thing is, you don't look up at the ceiling very often during normal gameplay, far less often than you just look at something from another direction.)
 
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 PostPosted: Sat Jan 09, 2010 11:01 pm    Post subject: Reply with quote Back to top

http://www.youtube.com/watch?v=zliJiZbVuEE

Very Very odd video,

The faces in the Silo look very different(well at least from what i can make out) they do not look like any of them that I have seen in the editor or in any other pre-release shot.

The jungle commandos in the Bunker(obviously there in-place of the eventually made Artic Commandos which were then implanted in the level.)

I still love seeing beta stuff
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 PostPosted: Sun Jan 10, 2010 9:23 am    Post subject: Reply with quote Back to top

NapalNero wrote:
http://www.youtube.com/watch?v=zliJiZbVuEE

Very Very odd video,

The faces in the Silo look very different(well at least from what i can make out) they do not look like any of them that I have seen in the editor or in any other pre-release shot.

The jungle commandos in the Bunker(obviously there in-place of the eventually made Artic Commandos which were then implanted in the level.)

I still love seeing beta stuff


I don't know how you can see any of the face of the guard in silo, that video is terrible quality haha.
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 PostPosted: Sun Jan 10, 2010 9:27 am    Post subject: beta video Reply with quote Back to top

NapalNero wrote:
http://www.youtube.com/watch?v=zliJiZbVuEE

Very Very odd video,

The faces in the Silo look very different(well at least from what i can make out) they do not look like any of them that I have seen in the editor or in any other pre-release shot.

The jungle commandos in the Bunker(obviously there in-place of the eventually made Artic Commandos which were then implanted in the level.)

I still love seeing beta stuff


I all ready posted this video 5 days ago.
http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=2706&start=30
 
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 PostPosted: Sun Jan 10, 2010 9:44 am    Post subject: Reply with quote Back to top

Camaro wrote:
NapalNero wrote:
http://www.youtube.com/watch?v=zliJiZbVuEE

Very Very odd video,

The faces in the Silo look very different(well at least from what i can make out) they do not look like any of them that I have seen in the editor or in any other pre-release shot.

The jungle commandos in the Bunker(obviously there in-place of the eventually made Artic Commandos which were then implanted in the level.)

I still love seeing beta stuff


I don't know how you can see any of the face of the guard in silo, that video is terrible quality haha.


I actually missed noting this one:
at about 0:02 seconds, I can kind of make out, what appears to be either a texture glitch or a large bundle(well.. semi large) of facial hair on the bottom of the guard's head. Or I could just be seeing things Razz

So it is probably just these guys:


Also if the Russian Infantry were available in Silo by 1996.. then at what point in time was the elevator there? Confused
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 PostPosted: Tue Mar 30, 2010 3:05 pm    Post subject: Reply with quote Back to top

Sorry for the bump, but this was still on the front page. Razz

Watch the first video, and compare this shot (five seconds in) to that of the famous prerelease image on the back of the GoldenEye box.



The entire composition of the scene is identical; the only things different are the guard's uniforms and the presence of the weapon.

Because of this, we know the box shot is slightly newer, but it tells us some important things. We know GoldenEye was to be a rail shooter. Apparently Rare planned for the game to be as predictable as Virtua Cop, where the enemies do the same thing every time. In this case, when you enter the hallway, two guards shoot at you and one rolls in from behind the wall. A far cry from the impressive (for the time) AI in the finished game!

We knew the box shot was from an earlier version because of the light fixture, the glass, and the KF7 model. I had no idea it was from the earliest stages of development, though!
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 PostPosted: Thu Apr 01, 2010 10:18 am    Post subject: Reply with quote Back to top

Really interesting find. The strange thing is that your bottom shot there, in addition to being on the back of the box, also made it into one of the first preview of the game, in an interview in Nintendo Power. By that point, the game was already a FPS. I'm really wondering if they weren't using this pre-scripted stuff as a bit of a "tech demo" even after the rail shooter concept was abandoned. Especially given that the guards are even scripted to die automatically, without shooting them.
 
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 PostPosted: Thu Apr 01, 2010 10:42 am    Post subject: Reply with quote Back to top

I love on-rails shooters! Very Happy

But I like GoldenEye as a FPS.

It'd be awesome if someone could hack GoldenEye to be on-rails again! Razz

Like, give you unlimited ammo - have the guards die at certain points if you don't kill them, etc.

But it's probably easier said than done. Screw it, I'll just go play Time Crisis.
 
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 PostPosted: Thu Apr 01, 2010 1:15 pm    Post subject: Reply with quote Back to top

The only truly difficult part would be disabling the ability to walk wherever you wanted. It's not possible to force Bond to walk on a path when the player is in control. Scripting the guards to behave like they do in that video would be very simple.
 
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 PostPosted: Tue Apr 06, 2010 9:13 am    Post subject: Reply with quote Back to top

Dragonsbrethren wrote:
The only truly difficult part would be disabling the ability to walk wherever you wanted. It's not possible to force Bond to walk on a path when the player is in control.


That's already scripted and used in fact. A single bitflag in BONDdata, killing player control. A couple flags in unison are used at the end of MP, and using sight can override one. Try it.

Heck, could kill movement and place a player on a path, altering animation to suit walking speed. I'm not even certain how much you'd really need to code. Most of it is there. You'd likely have to force path via write at startup, but still, should work.

+_+

Just guessing, but overhead lamps were likely sprites with matrices forced to player viewport, much like explosions and smoke (evil math! evil math!).
However, that was the issue. What happens when you set off six explosions in a fully-equipped Archives while a bunch of plumes of smoke are rolling? Tack in a slew of overhead lamps now, and more than one viewport. Lot of CPU activity for tiny little effect.
Yeah, that about settles that.

The preview videos, just guessing, may seem remarkably similiar due to them simply making a ramrom video a long while back and running it in a lightly-modded stage. Background dressing is a little different, but the perspective and actions are a little too accurate. Way too accurate. Scripted, to be sure.

The Archives lamps were one of the last things removed. How can you tell? Look at the NP article again. The Archives stage layout includes the secret passageways, and the chances a rail shooter would include both of them are a little unlikely. It does include the lamps however, and they don't have what you'd call proper depth.

The Frigate lamps are different. They don't face you, which means they were added via a different layer. So, they were salvaged on account of the fact they weren't in the "neat sprite layer that got it", and nobody noticed them.
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 PostPosted: Tue Apr 06, 2010 3:26 pm    Post subject: Reply with quote Back to top

Many rail-shooters have secret paths that you can go down if you do something special. It's possible, though I'm not behind the idea, that you could get into those corridors and obtain armour or additional ammunition. Well, it's only a thought, nothing important enough to follow-up on.
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