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"Iron sights" in perfect dark.
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oldyz
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 PostPosted: Wed Dec 30, 2009 12:36 pm    Post subject: "Iron sights" in perfect dark. Reply with quote Back to top

Quoted from here:
http://forums.xbox.com/30350677/ShowPost.aspx

"Hey "Duty Heads"


Guess what Agent Krampus and Ñ left under HQ's Xhanukwanza NOpal this year:

Left Trigger
Shoot, attack

Left Bumper
Reload ,and all of its functions

Right Trigger
Normal Aiming

Right Bumper
Secondary Aming (center weapon)

Left Thumbstick
Look up, down, left, right

Right Thumbstick
Walk forward, strafe left right

A Button
cycle weapons

Right Trigger + Right Bumper
Terciary Aiming (yes terciary, with a spanish accent) "terszhiary"

In a NUtshell, Perfect DArk now has iron sights:
http://www.youtube.com/watch?v=cEue1pJhyRs&fmt=22
"
The codes are to be used just for single player or coop
not multi because they are for playing with xbox360 controllers with two analogue sticks.

in 2 days will work out some troubles that the OlllO reported, but in the meantime hope video is ok.
 
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SubDrag
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 PostPosted: Wed Dec 30, 2009 12:49 pm    Post subject: Reply with quote Back to top

I don't get why that feature was added. Not restoring sideways pistols, that sort of just shoves gun in center so can't see?
 
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oldyz
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 PostPosted: Wed Dec 30, 2009 1:00 pm    Post subject: Reply with quote Back to top

We had some discussion, and the thing about Iron sights came up.
Call of duty fans say CoD aiming was better that Perfect dark's
(iron sights is pretty much the gun centered to screen and the shots are more accurate)

OlllOlllO and others said it was unnescesary, that Perfect dark and goldeneye aiming was better that CoDs AND that if rareware wanted to, they can add this "aiming" mode to the game.

So to demonstrate some codes where in order and the CoD players seem to like this.

to me it is a good idea if multiplayer levels are big enough like area 51

I would rather have jumping added to the game though....
 
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fantsu
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 PostPosted: Wed Dec 30, 2009 2:40 pm    Post subject: Reply with quote Back to top

I don't get it.
That is not "Iron Sights"...
Laughing Laughing Laughing
It is just zoomed out and centered.
Still, if it just beta, and there is still some new ideas...
I'm interested.
Very Happy

Btw....
when did CoD get iron sights?
All CoD's I have been playing had just regular crosshairs?
Iron Sights is old "invention", and should be in every FPS game from now on (my opinion).

Is the GS code for that somewhere? I would like to investigate it more, and maybe make some changes?
Cool


Last edited by fantsu on Wed Dec 30, 2009 2:47 pm; edited 2 times in total
 
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HackBond
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 PostPosted: Wed Dec 30, 2009 2:42 pm    Post subject: Reply with quote Back to top

That doesnt look new to me, the graphics and everything dont look like the ones we seen in the XBLA pics. Just looks like a shark code allowing the guns to zoom in.
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oldyz
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 PostPosted: Wed Dec 30, 2009 7:41 pm    Post subject: Reply with quote Back to top

fantsu wrote:
I don't get it.
That is not "Iron Sights"...
Laughing Laughing Laughing
It is just zoomed out and centered.
Still, if it just beta, and there is still some new ideas...
I'm interested.
Very Happy

Btw....
when did CoD get iron sights?
All CoD's I have been playing had just regular crosshairs?

apparently CoD is the "supreme" Irons sights game.
or so some people say.

fantsu wrote:
Iron Sights is old "invention", and should be in every FPS game from now on (my opinion).

I somewhat agree, just made the code to demonstrate that the potential for that is in the game.

fantsu wrote:
Is the GS code for that somewhere? I would like to investigate it more, and maybe make some changes?
Cool


in 2 days i will make a better code.
The way we see, iron sights its just the gun aligning to the center of the screen,
http://www.moddb.com/games/unreal-tournament-3/tutorials/call-of-duty-style-iron-sights-in-ut3-tutorial
where the tip of the gun touches or nearly touches the center spot where the bullets hit. It also makes all the bullets hit in a more precise way.
To OlllO it is nothing but a gimmic since Fumbles and he play with no auto-aim nor sights on screen, but newer gamers we know seem to like this "feature".
the zoomed out version of this is the "secondary" aiming mode.
combining secondary and primary gives you the ultimate accuracy and zoom.

It does give the game a new feel, and it is kind of fun to use.
 
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fantsu
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 PostPosted: Thu Dec 31, 2009 4:48 am    Post subject: Reply with quote Back to top

Maybe it should be created without the use of two analogue sticks for the multiplayer?
Any ways, I'm already waiting what ideas you have in your head.
Very Happy
 
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oldyz
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 PostPosted: Sat Jan 02, 2010 1:50 am    Post subject: Reply with quote Back to top

OK here are the codes , but first a note:
They are meant to be used with
A: a xbox 360 controller
or
B: a N64 controller where controller 2's Z button=controller 1's R
and controller 1's C buttons = controllers 2's analogue

The 360's mapping should be as follows:
left stick = controller 1 stick
right stick = controller 2's stick
right bumper = controller 1's R button and controller 2's Z button
left bumper= controller 1's L button
left trigger= controller 1's Z button
A button = controller 1's A button
X button = controller 1's B button

The triggers in the 360 controller cancel each other out when pressed at the same time. You can't use them both for example for aiming and shooting.

N64 controller mapping for 2.2 is:

controller 1's R button= controller 2's Z button
controller 1's C buttons= controller 2's stick
controller 1= normal mapping

Use this in case you want the secondary aim to be free and unrestricted
(it wont get you stuck in one place, but increases the gun's accuracy and you can use the gun as your "crosshairs")


Falcon Silenced "iron sights"

these codes so far are for single player controller scheme 1.1 or dual analogue scheme 2.2

default position

D109C7E4 0000
8106B7F4 4110 from right to center, default digits
D109C7E4 0000
8106B7FB 7B0C = 31500 from down to center, aprox. default digits
D109C7E4 0000
8106B694 3F80 gun accuracy, default digits
D109C7E4 0000
8106B7EE B0A0 zoom default digits

Secondary AIm: L button

D109C7E4 0020
8106B7F4 BF99 from right to center, Middle of the screen
D109C7E4 0020
8106B7FB 0000 from down to center, middle of the screen
D109C7E4 0020
8106B694 1FC0 2ndary accuracy
D109C7E4 0020
8106B7EE B0A0
2ndary zoom when using controller scheme 1.1 value should be very slight 1.1x


Tertiary Aim : L+R

D109C7E4 0030
8106B7F4 BF99 from right to center, Middle of the screen
D109C7E4 0030
8106B7FB 0000 from down to center, middle of the screen
D109C7E4 0030
8106B694 0FE0 3tiary aim accuracy
D109C7E4 0030
8106B7EE B100 3tiary zoom 2x (should be 1.2x zoom but value is unknown)

First , what i would like is to make the "swaying" animation to be decreased when in tertiary mode, so the shots truly land where the "physical" crosshair of the gun is.
Second a way to "animate" the gun when it aligns to the "hit-zone"

OK, now what OlllO and co. reported:
the code affects not just player 1's weapon position, but all 4 players.
But at least i hope that just like those moonjump codes, there is a variant that can make individual weapon position codes,
So all 4 players can have the L button as the secondary aim in multi.

In the event there is no success of improving the codes.
they still can serve a purpose if and when PD editing gets to the point where we can make a zombie survival game where you are forced to use no auto-aim nor sights on screen, but can rely on the secondary and tertiary aiming modes to make every shot count.
 
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fantsu
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 PostPosted: Sat Jan 02, 2010 4:52 am    Post subject: Reply with quote Back to top

Getting it to work 4-players..
well, it has to be created using only single controller.
1.1 and 1.2 style.
Invidual weapon position codes? Sounds sci-fi right now,
but I never say never on these forums.
Laughing

Still great job, I just wish I would have chance to test it today... :/
 
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oldyz
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 PostPosted: Sat Jan 02, 2010 1:17 pm    Post subject: Reply with quote Back to top

fantsu wrote:
Getting it to work 4-players..
well, it has to be created using only single controller.
1.1 and 1.2 style.


it does work for just a single controller, it is meant for the L button and the R button.

fantsu wrote:
Invidual weapon position codes? Sounds sci-fi right now,
but I never say never on these forums.
Laughing

Still great job, I just wish I would have chance to test it today... :/


For the sake of making it simple to use in 1.1 and the n64 controller, you might want to re-map your B-button to the L button and the L Button to B
(reload your weapons with L and have "secondary" aim with B)
but be warned- in 1.1 the secondary aim gets you stuck in one place.
 
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Wreck
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 PostPosted: Sat Jan 02, 2010 7:28 pm    Post subject: Reply with quote Back to top

oldyz wrote:
the code affects not just player 1's weapon position, but all 4 players.
But at least i hope that just like those moonjump codes, there is a variant that can make individual weapon position codes,
So all 4 players can have the L button as the secondary aim in multi.

The codes you're using are affecting the weapon position itself, not the on-screen display for individual players. You'd need to figure out a different way of modifying the positioning of the currently equipped weapon for each player. The method used at this time won't give you the results you're after.
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oldyz
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 PostPosted: Mon Jan 04, 2010 4:37 pm    Post subject: Reply with quote Back to top

Yes, as soon as they reported that i was afraid of it.

another method? maybe by affecting the arms position, but it may have the same effect - example :if everyone uses elvis arms the code would affect them all if they all use elvis arms.
but i'm pesimo for finding values, i have downloaded many programs to try but the numbers still don't make senses to me.

as it is it is more of a job for patching if it is possible:
just the way the game seems to have 4 gravity values, maybe a patch can be made for the game to have 4 different gun position values for each gun.
that could be a lot of work and i guess time could be spent in other aspects of the game.

i will post more of the codes and i hope you still can enjoy them at least for the single player mode.
like i said maybe they will be better used for a custom level that's best played with no crosshairs and no auto aim
 
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fantsu
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 PostPosted: Mon Jan 04, 2010 5:32 pm    Post subject: Reply with quote Back to top

"realism mod" for PD?

patch that forces autoaim and crosshairs OFF.
makes firefight more deadly for all counterparts (almost one-hit-kill).
modifies weapons so that they have no unrealistic behauvior (like pinball grenade).
less max-ammo to carry, who carries 800 ammo for many guns at the same time anyways?
and so on....
Wink
 
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oldyz
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 PostPosted: Tue Jan 05, 2010 4:30 am    Post subject: Reply with quote Back to top

Ahhh Wreck!

I asked the guys at how they managed to play the game in multiplayer using the iron sight codes.

Turns out they use compromise technique. We used to play something called "weapon of choice" (yes like the video song)

it works like this- all 4 players have different guns for they duration of their life. They all carry difernet gun until they get killed and reestart, they can grab another one but not one in use by other player.

The Hackers in the forum can make this official with a patch and make better.

in the combat simulator weapons menu "weapon of choice" can appear.
When this is chosen all weapons potentially appear in the combat arena
but players can only grab one, and you can use only that weapon until you get killed. you cannot grab no other weapon, the patch forces just one weapon for as long as your life.
once one player grabs the weapon others cannot, they have to find and choose other.
This way all 4 can use the current iron sights codes individually.
 
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fantsu
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 PostPosted: Tue Jan 05, 2010 6:14 am    Post subject: Reply with quote Back to top

Hahah! Great idea!
Surprised
 
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