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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: 6118
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Posted: Thu Jul 19, 2018 11:33 am Post subject: |
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I couldn’t make it a circle, as that was more complicated, but I decided to make it a square instead. You can use the - and + keys to change the size of the quads (it also impacts preset sizes). Get the beta version to pick up that change. |
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loofadawg Agent
Joined: 15 Jun 2018 Posts: 138
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Posted: Thu Jul 19, 2018 11:41 am Post subject: |
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Thank you sir. (Does happy dance) ðŸ˜
How about the color shades of the squares? |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Thu Jul 19, 2018 1:31 pm Post subject: |
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They're purposefully the same color, because it matches to the connection # (R=0, G=1, B=2). |
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loofadawg Agent
Joined: 15 Jun 2018 Posts: 138
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Posted: Thu Jul 19, 2018 2:08 pm Post subject: |
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Right, keep the red stuff red and the blue stuff etc.... But can the markers be darker on the next update?
Like this:
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Thu Jul 19, 2018 3:20 pm Post subject: |
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OK they're a little darker now. |
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loofadawg Agent
Joined: 15 Jun 2018 Posts: 138
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Posted: Thu Jul 19, 2018 4:39 pm Post subject: |
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More than perfect. Much obliged. |
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Sat Jul 21, 2018 6:01 am Post subject: |
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Clamping is not working on the latest editor beta. Clicking replace texture and checking the clamping boxes has no effect. _________________ Playing old, low poly games since 2003 |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Sat Jul 21, 2018 8:55 am Post subject: |
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Ack, my bad, it's fixed, sorry about that, good catch. |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Tue Jul 24, 2018 9:12 pm Post subject: |
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I noticed an issue recently - with my map I use a lot of clamps/clampt textures. I have filenames like vent1_topflag_clamps_clampt.bmp and beam_clampt.bmp, which used to work. Now clamps/clampt are no longer working. Textures that use transparent/topflag work fine, just the clamps/clampt ones.
Edit - Reverted to Jul 22 build, working as expected. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Wed Jul 25, 2018 3:00 pm Post subject: |
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Sorry about that...I got an if statement backwards. It's fixed in beta. |
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 331 Location: N.J. |
Posted: Thu Jul 26, 2018 9:24 pm Post subject: |
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I'm requesting a few changes to the default object flags assigned to PD guards added with the editor. I notice Buddies not attacking guards who use "Laptop Gun Shoots" (80), but I have much fewer issues with "Guard Foe" (02). I am reasonably confident that "Guard Foe" should be the default team.
I also highly recommend that both "Guard Stays in Place" flags be left unset. They greatly interfere with the functionality of guards, and many modders have expressed confusion when their guards act so differently from the vanilla game. I've only seen the original game use the flags in G5 Building and dD:Extraction for specific guards.
Let's see, hm... The flag region is currently "80028204" and should be changed to "80008200" _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Fri Jul 27, 2018 3:08 am Post subject: |
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OK I changed the defaults for both settings to what you mention. |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1073
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Posted: Sun Jul 29, 2018 4:27 pm Post subject: |
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Don't know if anyone has hit this one before (I couldn't seem to find it, but I don't know if the keywords in my search would be correct).
While building attack patterns in the action editor I hit a funny issue where if I mouse over the selectable fields the base one will obscure the other ones. Annoyingly the screen grab key didn't capture the position of the cursor, but the selection highlight should intone where it is? That's mildly annoying lol.
It is, however, fixed in the beta editor, although I've no idea what the "styles" are for this one. As a further kicker I'm not having much luck moving the project up to the beta version of the editor, with the level launch resulting in a freeze in the emulator.
_________________ No Mr. Bond, I expect you to be re-coded!
Last edited by MRKane on Sun Jul 29, 2018 4:37 pm; edited 1 time in total |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Sun Jul 29, 2018 4:33 pm Post subject: |
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Can you capture a short gif or video or better screen grab? I don't think I see understand the issue? |
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 331 Location: N.J. |
Posted: Sun Jul 29, 2018 7:15 pm Post subject: |
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SubDrag wrote: | Can you capture a short gif or video or better screen grab? I don't think I see understand the issue? |
I think he's talking about the overlapping comboboxes, which are already fixed in latest beta. He's not using latest beta because he says his level crashes emulator when he makes a ROM with latest? Though, looking at his screenshot, it looks like he has a detection loop without a Yield (Leave the Routine)...which will hang the game if those checks don't pass. But, he did say his ROM is fine on non-beta?
Oh, MRKane, you ask about styles? That's an oddly-named one, surprised l didn't tell Subdrag to change it. Here's more accurate info on it:
Code: | 001A.#1.#2.XX GuardID#2 takes damage from GuardID#1's weapon.
XX is not secondary function, thusly it's unknown. |
_________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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