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GoldenEye Setup Editor Feature Requests List/Bugs
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Wreck
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 PostPosted: Wed Jan 31, 2018 4:58 pm    Post subject: Reply with quote Back to top

If I remember right...
10000000 00000000
Will disable drone guns and cameras. It was used in the Defection mission of PD to temporarily shut off the surveillance cameras. Also works in GE.
 
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Lazlo52
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 PostPosted: Wed Jan 31, 2018 5:45 pm    Post subject: Reply with quote Back to top

Wreck wrote:
If I remember right...
10000000 00000000
Will disable drone guns and cameras. It was used in the Defection mission of PD to temporarily shut off the surveillance cameras. Also works in GE.

Correct, it's one of those general purpose bits.

Wreck wrote:
I think the Visual Editor may be more up to date on the bitflags than the Object Editor is. Seems as though more known uses are showing in the right-click menu.

Yeah, for GE, at least. Oh, right, the extra slashes. I always thought he left out information from the Object editor because of how wide it already is. Anyway, once the flags I mentioned are added, they should match better, other than PD's third region. Once I have time, I can double-check everything. I'm a bit concerned about whether one's really "Align Glass to Preset" or "Glass Environment Mapping". Wouldn't the Scale to Bounds flags do the same thing if it's the former? Well, looking at it for myself, it seems to be strictly related to the environment mapping style.
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Last edited by Lazlo52 on Fri Feb 02, 2018 2:06 pm; edited 1 time in total
 
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Lazlo52
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 PostPosted: Fri Feb 02, 2018 2:04 pm    Post subject: Reply with quote Back to top

Okay, I touched up those Visual Editor names. Mostly just a few naming discrepancies between them. During my testing of it, though, I found out that "AI Sees Through Door" applies to objects in both games. Please append a "/Object" to both Object Editors and make it show for all object types.

Back to the Visual Editor, these forums add a space before every line break, so if something breaks, that might be why.

Code:
CString CVisualEditor::objectBitflag1Names[32] =
{
"00000001   Fall to Ground",
"00000002   In Air Rotated 90 Deg Upside-Down",
"00000004   In Air Upside-Down",
"00000008   In Air",
"00000010   Scale to Preset Bounds",
"00000020   X to Preset Bounds",
"00000040   Y to Preset Bounds",
"00000080   Z to Preset Bounds",
"00000100   Force Collisions",
"00000200   Glass Env Mapping Style",
"00000400   -Unknown-",
"00000800   Free Standing Glass",
"00001000   Absolute Position",
"00002000   Weapon Not Dropped",
"00004000   *Assigned to Actor",
"00008000   *Embedded Object",
"00010000   -Unknown-",
"00020000   Invincible",
"00040000   Allow Pickup (chr_type)",
"00080000   -Unknown-",
"00100000   Cannot Collect Object",
"00200000   Bounce and Destroy If Shot",
"00400000   -Unknown-",
"00800000   -Unknown-",
"01000000   *Embedded Object",
"02000000   Cannot Activate Door/Object",
"04000000   AI Sees Through Door/Object",
"08000000   Open Away From Player",
"10000000   Area Behind Door Invisible/Monitor Fixed/Left-Handed weapon/Disable security camera/drone gun",
"20000000   Open Backwards/Special Function/Conceal Weapon",
"40000000   Area Behind Door Visible/Dropped guns no ammo",
"80000000   *Open By Default/Weapon Paired for Player"
};

CString CVisualEditor::objectBitflag2Names[32] =
{
"00000001   Activate Drone Gun",
"00000002   Lightweight",
"00000004   Interaction Text Not Shown for Doors",
"00000008   Don't Load in Multiplayer",
"00000010   Don't Load on Agent Mode",
"00000020   Don't Load on Secret Agent Mode",
"00000040   Don't Load on 00 Agent Mode",
"00000080   Don't Load on 007 Mode",
"00000100   Immobile",
"00000200   Mines",
"00000400   -Unknown-",
"00000800   Don't activate if clipping gap Bond/Object",
"00001000   Watch Magnet Attract",
"00002000   Remove When Destroyed",
"00004000   Immune to Gunfire",
"00008000   Can Shoot Through Object",
"00010000   Always Visible (in front)",
"00020000   -Unknown-",
"00040000   -Unknown-",
"00080000   Invisible Except to Explosions",
"00100000   Bulletproof Glass",
"00200000   Immune to Explosions",
"00400000   Don't load on 2P",
"00800000   Don't load on 3P",
"01000000   Don't load on 4P",
"02000000   Rockets/Mines/Grenades Pass Through",
"04000000   -Unknown-",
"08000000   One-Way Lock (Front)",
"10000000   One-Way Lock (Back)",
"20000000   Character AI Cannot Operate",
"40000000   Deactivate Special Feature",
"80000000   Massive Explosion (08 Objects only)"
};



Code:
CString CVisualEditor::PDobjectBitflag1Names[32] =
{
"00000001   Fall to Ground",
"00000002   In Air Rotated 90 Deg Upside-Down",
"00000004   In Air Upside-Down",
"00000008   In Air",
"00000010   Scale to Pad Bounds",
"00000020   X to Pad Bounds",
"00000040   Y to Pad Bounds",
"00000080   Z to Pad Bounds",
"00000100   Force Collisions",
"00000200   Special Environment Mapping",
"00000400   Required for 0A objects",
"00000800   Free Standing Glass",
"00001000   Absolute Position",
"00002000   Weapon Not Dropped",
"00004000   *Assigned to Actor",
"00008000   *Embedded Object",
"00010000   ",
"00020000   Invincible",
"00040000   Allow Pickup (chr_type)",
"00080000   ",
"00100000   Cannot Collect Object",
"00200000   Bounce and Destroy If Shot",
"00400000   ",
"00800000   ",
"01000000   *Embedded Object",
"02000000   Cannot Activate Door/Object",
"04000000   AI Sees Through Door/Object",
"08000000   ",
"10000000   Area Behind Door Invisible/Monitor Fixed/Left-Handed weapon/Disable security camera/drone gun",
"20000000   Door Opens Backwards/Special Function/Conceal Weapon",
"40000000   Door open by default/Dropped guns no ammo",
"80000000   *Door opens both ways/Weapon Paired for Player"
};

CString CVisualEditor::PDobjectBitflag2Names[32] =
{
"00000001   Counter-operative Cannot Destroy",
"00000002   Lightweight",
"00000004   Interaction Text Not Shown for Doors",
"00000008   Don't Load in Multiplayer",
"00000010   Don't Load on Agent Mode",
"00000020   Don't Load on Secret Agent Mode",
"00000040   Don't Load on Perfect Agent Mode",
"00000080   ",
"00000100   Immobile",
"00000200   Mines",
"00000400   ",
"00000800   Don't activate if clipping gap Jo/Object",
"00001000   ",
"00002000   Remove When Destroyed",
"00004000   Immune to Gunfire",
"00008000   Can Shoot Through Object",
"00010000   Always Visible/In Front",
"00020000   ",
"00040000   ",
"00080000   Invisible Except to Explosions",
"00100000   Bulletproof Glass",
"00200000   Immune to Explosions",
"00400000   Don't load on 2P (Includes co-op/counter-op)",
"00800000   Don't load on 3P",
"01000000   Don't load on 4P",
"02000000   Rockets/Mines/Grenades Pass Through",
"04000000   ",
"08000000   One-Way Lock (Front)",
"10000000   One-Way Lock (Back)",
"20000000   Character AI Cannot Operate",
"40000000   ",
"80000000   Massive Explosion (08/3A Objects Only)"
};

CString CVisualEditor::PDobjectBitflag3Names[32] =
{
"00000001   Can be pushed",
"00000002   Low friction, push infinitely, allow carrying",
"00000004   Door Malfunctions",
"00000008   ",
"00000010   ",
"00000020   ",
"00000040   R-Tracker Yellow",
"00000080   ",
"00000100   ",
"00000200   ",
"00000400   Walk Through Object",
"00000800   R-Tracker Blue Weapon Cache",
"00001000   Show Shield Effect",
"00002000   ",
"00004000   ",
"00008000   ",
"00010000   Can be activated",
"00020000   ",
"00040000   ",
"00080000   ",
"00100000   ",
"00200000   ",
"00400000   ",
"00800000   ",
"01000000   ",
"02000000   ",
"04000000   ",
"08000000   ",
"10000000   Keep Collisions After Fully Destroyed",
"20000000   ",
"40000000   Door Highlighted IR Scanner",
"80000000   "
};

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SubDrag
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 PostPosted: Fri Feb 02, 2018 2:19 pm    Post subject: Reply with quote Back to top

OK thanks for cleaning it up, I updated beta.
 
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Lazlo52
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 PostPosted: Sun Feb 04, 2018 1:25 am    Post subject: Reply with quote Back to top

Under the Sun/Bodies tab, where the Disguise information is? I, personally, think you should remove the parentheses from there. Every time I've checked, it's never mattered whether it was disguise 40 or 41, they both worked the same on either level. At the very least, change the 3F to 40, please.

I've come across the belief that weapon 5A ("SMG-27") is the gun slot that's used by the G5 Bot. It mainly grabs the damage value from the function data, so it's probably best if you changed the name from SMG-27. I made the mistake of turning it into a power weapon, then wondered why the G5 Bot was insta-killing me.

In the Visual Editor's context menu and Object Editor, you should change "Cannot be Controlled by Counter-Op" to "Cannot be Killed by Counter-Op" since it does not affect control in any way.

Considering the verticality of PD's clipping, I suggest the elevation cursor shouldn't require an In Air flag to be toggled for objects. For instance, I sometimes only need to move a grounded object up a floor or two.

Body 56 (Joanna Combat) doesn't appear to render in Visual Editor--only the floating head. And, at times, the head isn't clickable. Things are fine in-game.
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 PostPosted: Sun Feb 04, 2018 4:52 am    Post subject: Reply with quote Back to top

I made the changes, except I am seeing 0x56 Joanna:
https://gyazo.com/3aec7d198bd2df41705fc1ebe4ecb20b

Also, the In Air Flag has to be toggled, or else as far as I can tell, the objects don't ever move, they just get forced down to clipping.
 
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Lazlo52
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 PostPosted: Sun Feb 04, 2018 8:11 pm    Post subject: Reply with quote Back to top

The Object Editor still has "Cannot be Controlled or Killed by Counter-op" when it should only be "Cannot be Killed by Counter-op". Other than that, it all looks to be in order.

SubDrag wrote:
I made the changes, except I am seeing 0x56 Joanna:
https://gyazo.com/3aec7d198bd2df41705fc1ebe4ecb20b

Really? Okay, must be a renderer thing on my end, or something. A lot of computer monitors and a few doors over-stretch themselves, too, but the bounding box wireframe is fine and in-game is correct. Oh, well.

SubDrag wrote:
Also, the In Air Flag has to be toggled, or else as far as I can tell, the objects don't ever move, they just get forced down to clipping.

If you mean in the Visual Editor itself, that only applies to GoldenEye. Perfect Dark objects don't glue to the floor in the editor--intentionally, I'm sure.
But, I guess it's not too important, really. Just a flip of the bit and it's moving.



But what is important...is what I've found for guards in the Object Editor. You know the 16-bit value of manually editable flags? The one with sunglasses? I'm convinced it's actually four bytes of flags. What I'm about to paste is an edited duplicate of the first civilian in PD's Chicago, the underlined part being the full range of the first set of flags:

00 00 00 09 00 01 00 00 00 20 00 5E 74 FF 00 06 FF FF FF FF 03 E8 00 06 12 34 56 78 00 00 00 00 02 33 FF FF 00 00 00 00 00 00 00 00

That 01 is why the Chicago civilians are always blue despite them changing teams throughout their actions. Here it is in a different format:

00010000 Force Blue Cursor
(can still auto-aim on guard)

And, here's an already known flag for comparison:

00000001 Sunglasses/Night Vision


As for GoldenEye, as long as that beginning region is the same, it's reasonable for me to suspect it's a 32-bit value over there, as well.
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 PostPosted: Sun Feb 04, 2018 9:57 pm    Post subject: Reply with quote Back to top

hey SubDrag, i have a problem, my mod have a problem in the level Station, it's crashes, i don't know why, Carnivorous don't know why, i don't edited nothing in that level for my mod, if this crash is caused for your editor, you need fixed it, alright?
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SubDrag
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 PostPosted: Mon Feb 05, 2018 2:00 pm    Post subject: Reply with quote Back to top

Can you link me to the setup file that does not open in the editor? Which level is station? Didn't Wreck just fix Guard Station?

Last edited by SubDrag on Mon Feb 05, 2018 2:17 pm; edited 2 times in total
 
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 PostPosted: Mon Feb 05, 2018 2:09 pm    Post subject: Reply with quote Back to top

sorry, i fixed my level Station from KvsV, i go to sent you the fixed mod
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 PostPosted: Mon Feb 05, 2018 2:17 pm    Post subject: Reply with quote Back to top

Fixed that counter-op text, guess it had a different name, so I missed it.
GoldenEye is very different guard structure, so I'm not sure has those flags; probably is 16-bit. Though can check, it's at 0x20-0x21 in a guard in GE, unlike PD, those flags. I think you're right about PD though, added that flag to now be 32-bits, nice find.

There's also;
Auto-Aim Disabled (and blue target)

in editor flag. Perhaps (and blue target) is wrong?
 
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 PostPosted: Mon Feb 05, 2018 2:18 pm    Post subject: Reply with quote Back to top

interesing
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Lazlo52
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 PostPosted: Mon Feb 05, 2018 3:26 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
There's also;
Auto-Aim Disabled (and blue target)

in editor flag. Perhaps (and blue target) is wrong?

No, that's still correct. That one's a team flag and makes a blue cursor plus no auto-aim. The new one I found is in a different spot and forces the blue cursor, but doesn't affect auto-aim. There's no need for you to change any of that further.


Though, you should change "Random Size Bigger Skedar" into "Fixed Height (Big Skedar)", as it disables the randomized height of the guards.
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CrashOveride
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 PostPosted: Fri Feb 09, 2018 7:08 am    Post subject: Reply with quote Back to top

The "Import Whole model from Visual" button is completely broken for me. I'm using latest beta and the button ruins models and makes them uneditable in visual.

I can send the model if need be.
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SubDrag
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 PostPosted: Fri Feb 09, 2018 9:48 am    Post subject: Reply with quote Back to top

Yeah please send the model.
 
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