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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: 6125
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Posted: Sun Apr 06, 2008 10:38 am Post subject: |
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Everyone please redownload the editor!!!
Sorry, big bug, it's fixed now, now relinking should be fine, and no more bad preset plink # crashing! |
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Kode-Z Hacker
Joined: 09 Nov 2007 Posts: 1142 Location: London, England |
Posted: Sun Apr 06, 2008 11:04 am Post subject: |
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Good stuff, SubDrag! |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Apr 08, 2008 10:27 am Post subject: |
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where from?
there seems to be 2 versions arround, one in goldeneyevault and a different one in the sticky thread, hosted at rarewitchproject.
Which is the current one? |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1687
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Posted: Tue Apr 08, 2008 12:51 pm Post subject: |
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Vault is always current. The official release location changed from rarewitch to goldeneyevault. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Apr 08, 2008 2:52 pm Post subject: |
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Thanks!
I guessed that, but I had to be sure since rarewitch mirror is in the sticky and apart from a different size and file checksum/hash values, I couldn't spot any differences and both report the same version in the installer wizard. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Tue Apr 08, 2008 3:59 pm Post subject: |
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They both link to the same place. So either link is fine. |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Apr 08, 2008 5:10 pm Post subject: |
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now that you say so, they do, but I got 2 different files in the last try... must have been a download error, I guess.
Sorry for the fuss (and for the bandwidth waste )
Oh, and thanks for making the editor! |
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Tue Apr 08, 2008 7:06 pm Post subject: |
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Does this fix issues with stan convert as well? I've been having problems working with clipping in the Aztec. I've deleted quite a few rooms (along with clipping) and that doesn't cause a problem. But then if I try to add another tile anywhere, all hell breaks loose with tile linking. Stan convert sort of fixes the problem, but also leads to instances where I can run out of the level. I suspect that the conversion from multi-point ( 4+ ) tiles to tris may still be buggy. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Wed Apr 09, 2008 4:01 am Post subject: |
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That was supposed to be fixed. Also make sure you do redo clipping connections after stan convert. |
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