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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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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Thu Nov 04, 2010 12:49 am Post subject: |
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I received the files from 00action a few hours ago, and have made some progress since. I've updated and extended the AI Path Network, so the secret passages can both be used freely by Simulants. There is still a lingering issue with the stairwells, but we should be able to take care of that. The pads have also been optimized, which may help the level to load a bit quicker. I shrunk down the ammo crates slightly, as they felt too large at full scale. There probably isn't much else for me to do, before I pass it back off to 00action to work on the Hills and Bases.
This map should be quite a lot of fun with a bunch of Sims running around in it. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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fantsu 007
Joined: 30 Apr 2007 Posts: 1003
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Posted: Thu Nov 04, 2010 2:09 am Post subject: |
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Good to know that problems can be solved.
Being my absolute favorite map of all time I'm really waiting it.
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Nov 05, 2010 10:28 pm Post subject: |
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I believe I've figured out the issues that were giving Simulants hard times using the stairs. However, between the many different edits I made (not only to the pads and the network, but also to some clipping tiles), I can't say for certain what fixed it. Let's just say it was a marriage between them all.
After playing for ten minutes against six Sims of different difficulties, I didn't notice any one of them get stuck on the stairs the way they did prior to the adjustments. On rare occasions, when many of them were piling up around the stairs, they would run in place, until enough clearance was allowed for them to keep moving. Once, one of them seemed like they were trying to think whether they should go to the first floor to get the best weapon, or if they should just wait for the one upstairs to respawn. Other than those few instances, there wasn't any sign of the problem that was clearly evident in earlier attempts.
I guess this means Archives with Sims will be in the 3rd release. _________________
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Sat Nov 06, 2010 8:48 am Post subject: |
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This is great news, thanx wreck for your help with the AI network. I cant wait to get started on the hills and bases.
A complete restart on the clipping for this level is in my list of things to do, this time using the original archives floor clipping (if it convert ok this time), its going to be exactly like goldeneye when finished, hopefully will be able to start it within the next couple of weeks. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Dec 03, 2010 11:31 pm Post subject: |
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This is the first thing I'm going to check out when I get back home. The Archives seems to play great in VR, and it'll be even more fun having the Hills and Flag Bases in. I don't see any reason, at this time, to not include this in the third patch. So everybody get prepared to check this level out in the next month or so. _________________
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EternallyAries 007
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas |
Posted: Sat Dec 04, 2010 12:47 am Post subject: |
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Oh man i been waiting forever to try this map out in PD.
Good to know that your working on it still. _________________ There totally nothing to read here. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Dec 12, 2010 11:52 pm Post subject: |
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Alrighty...
I gave this a good look over, made some small adjustments (to setup, pads, clipping, and BG), and it should be good to go. I don't think there's anything left to work on for the Archives VR, so it's on to the next level! _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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fantsu 007
Joined: 30 Apr 2007 Posts: 1003
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Posted: Tue Dec 14, 2010 6:14 am Post subject: |
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This is my x-mas present. Thank you guys!
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Tue Dec 14, 2010 10:11 am Post subject: |
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Looking forward to seeing it! |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Wed Dec 15, 2010 2:09 pm Post subject: |
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Its realy nice to know people are looking forward to a level that ive worked on, it realy gives you a buzz to do another level.
Im pretty sure this level wouldn,t have been ready for release 3 if it wasn't for wrecks work on the AI network and pads so thanx wreck.
Even though VR is complete i still realy want to work on the mission setup so there will still be updates in here at some point. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Thu Dec 16, 2010 2:30 am Post subject: |
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I'm very pleased to have someone like 00action working on maps for the GE:X project. He's already turned out Facility VR and Archives VR, and also has Train still on the go. I like being able to preview his progress, lend suggestions, make tweaks, and give positive feedback. He's a good guy who takes my word to heart. We both want to make this game all that it can be, so we understand each other quite well.
I'll probably attempt to work on an Archives Backzone setup down the road, since it made for quite an interesting layout in GE's multiplayer. The inclusion of Simulants should make it even more enjoyable. Hopefully all goes according to plan there. _________________
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Mon Jun 06, 2011 2:59 am Post subject: |
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Ive been working on the archives Mission Setup file, ive made some good progress. I did mension that i was going to do a reclip of this level but ive realised that its not nessesary, only maby a few tweeks needed.
I will post a picture of my mission setup when ive a little more done on it. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Jun 06, 2011 12:41 pm Post subject: |
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The clipping seemed pretty good to me, while testing both frontzone and backzone in Combat Simulator. There were just the few issues with stair use, as certain vertical tiles under the stairs could confuse the Simulant. The metal "X" supports in the attic will probably also need to be handled a bit differently, utilizing both short walls (lower portion of metal) and long non-collision walls (for the entire thing). A bit of a pain, but that's probably the most correct it can get.
Heh, it's not going to look too much like Archives without the bookshelves, huh? I guess that will need to be tacked onto my list of things-to-do. _________________
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