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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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ZAV1010 Agent
Joined: 14 Aug 2013 Posts: 16
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Posted: Fri Aug 23, 2013 12:25 am Post subject: Explode into Existence Glitch / Elevator Glitch |
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Do you guys know about the glitch involving the elevator on the Mr. Blonde's Revenge stage? It seems like an enemy has a spawn point in the elevator, but remains hidden until either an explosive knocks them out of their hiding due to death or there might be some other event later in the stage. The video link is below in case you don't know which glitch I am referring to. It is kind of hard to describe the glitch. Basically, blow up the elevator and an enemy will get flung out of the explosion.
http://www.youtube.com/watch?v=CNWZAnUpmc4 _________________ Montages, Glitches, Commentaries and Competitive Gameplays |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6121
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Posted: Fri Aug 23, 2013 5:21 am Post subject: |
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Heh that one's common knowledge, I think most people use that trick to beat it easily. |
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Rey 007
Joined: 07 Feb 2012 Posts: 785 Location: US |
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ZAV1010 Agent
Joined: 14 Aug 2013 Posts: 16
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Posted: Fri Aug 23, 2013 10:41 am Post subject: |
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Rey wrote: | I would not call it a glitch. |
I think glitch would be appropriate. I don't think the programmers intended for people to be able to kill enemies that have not "spawned" yet. I looked up some speed runs after seeing SubDrags post and it looks like it was turned into an exploit for the Perfect and Special Agent missions. _________________ Montages, Glitches, Commentaries and Competitive Gameplays |
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Rey 007
Joined: 07 Feb 2012 Posts: 785 Location: US |
Posted: Fri Aug 23, 2013 10:59 am Post subject: |
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I said "I",you can call whatever you want. _________________ www.youtube.com/gamerrey23 |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6121
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Posted: Fri Aug 23, 2013 11:18 am Post subject: |
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I'mnnot certain if that was intentional by rare or not. It'd be interesting to find out. |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Aug 23, 2013 2:39 pm Post subject: |
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I always thought it was weird that PD's spawners had this issue and GE's didn't. Guessing they went with the invisible route due to how unreliable GE's spawns can be (as anyone who's tried using them in custom missions has likely learned), but why they didn't make them invincible until spawned is a bit strange. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6121
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Posted: Fri Aug 23, 2013 2:51 pm Post subject: |
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The invisible routes quite a bit better for setup making, so that you can visualize the guards in your level. The actions like you said, are unreliable, and also have to just kind of remember where you have them. I suppose that's more of a setup editor problem, hehe, maybe I can make a ghostly figure at the presets of spawned guards, to help that. |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Aug 23, 2013 3:05 pm Post subject: |
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Nah visualization isn't the issue (although that translucent option would be a cool one), it's just that GE decides, seemingly at random, to not actually spawn guards sometimes. |
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PaRaDoX 007
Joined: 17 Oct 2009 Posts: 713 Location: Grid |
Posted: Fri Aug 23, 2013 4:13 pm Post subject: |
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Rey wrote: | I said "I",you can call whatever you want. |
Off topic, but you always seem to be on the offensive side whenever you post.
On topic: While this is not new, it's still interesting and I agree with ZAV on the part that you weren't meant to do that, to me it classifies under a "glitch". |
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mistamontiel 007
Joined: 17 Apr 2011 Posts: 843 Location: Miami, FL, CUBA |
Posted: Fri Aug 23, 2013 4:37 pm Post subject: |
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Offtopic.. you chose to be offended then it's only your prob
Ontopic.. PD rocks ass _________________
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PaRaDoX 007
Joined: 17 Oct 2009 Posts: 713 Location: Grid |
Posted: Fri Aug 23, 2013 5:50 pm Post subject: |
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I wasn't offended, I'm just noticing stuff. |
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ZAV1010 Agent
Joined: 14 Aug 2013 Posts: 16
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PaRaDoX 007
Joined: 17 Oct 2009 Posts: 713 Location: Grid |
Posted: Sat Aug 24, 2013 11:31 am Post subject: |
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ZAV1010 wrote: | @ PaRaDoX:
Thanks for making and posting that compilation video. |
No problem. Gave me something to do and was rather fun. |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1686
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Posted: Sun Aug 25, 2013 10:48 am Post subject: |
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Dragonsbrethren wrote: | Nah visualization isn't the issue (although that translucent option would be a cool one), it's just that GE decides, seemingly at random, to not actually spawn guards sometimes. |
Hardcoded spawns reserve ID numbers. Dynamically spawned guys don't usually, although there are exceptions. If there isn't enough memory to create another actor instance or an ID isn't available, they don't load. This is one reason why most of those action blocks check for a return off the spawners.
I'd honestly say they forgot explosions kill invisible objects. Otherwise, invisible objects are bulletproof and there wouldn't be a problem. Ideally, writing an action (or rewriting the current one) to "make an actor killable" would unset both flags at once. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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