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GEX 5C-i Official Patch Released! @ 03-11-14
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Wreck
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Location: Ontario, Canada

 PostPosted: Sun Mar 09, 2014 3:16 pm    Post subject: GEX 5C-i Official Patch Released! @ 03-11-14 Reply with quote Back to top

GEX Patch 5c-i: 03-11-14

GoldenEye X returns! One long year has gone by since our previous release, and we've learned a lot since. Many things have changed under the hood, fixing issues that affected humans and Simulants alike. Special flags for clipping tiles were discovered, which prevent characters from dropping out of the map on certain steep inclines. These unwelcome suicides could affect the outcome of matches, and now no longer plague the levels. A few of the weapons that didn't quite match up to their original firing rates have been updated. Detonation times, launching speeds / distances, and recoil was also adjusted. A bug that formerly allowed overhead pickups to be collected was dealt with. The menus no longer have projectional imagery in the backgrounds, and VR mode doesn't switch into another style. Character Point of View was figured out and new values assigned to many of the models. Turbo Mode's travelling speed was increased from 1.25x to 1.375x, and is now available for use in missions as a cheat option. A complete music soundtrack is open in VR mode, allowing you to hear all the songs during your battles. All doors in VR mode open and close at their appropriate rates. Two new levels are selectible in multiplayer. This includes a temple ruins only section of Aztec, and the classic GameShark hack Facility Backzone. A mission campaign preview is in place, letting players explore the empty environments, and experience various new effects. There are more things to make mention of, and you can read onto the list below for all updates.

*Update from 5c: A nasty bug that caused the game to lock-up when attempting to select your custom game settings in Virtual Reality mode has been corrected. Thanks to stlntxtrs and OmegaCop13 for reporting this issue. We've also included a look at hats being worn. Simply load the first mission, PD's Defection, to see some of the guards wearing various headgear. The Jungle mission preview has had trees and plantlife added into it, filling out the bare map. Lastly, door sizes in Archives VR have been adjusted. GE007 used a special door scaling function that appears to be broken in PD. This means these had to be resized manually.

Our deepest thank you is given to everyone who has stuck by this mod. We know it takes time in between each release, and the fact that you wait so patiently to try it out is extremely appreciated. GoldenEye is something incredibly special. We're just proud to help continue that legacy with our mod. Now, what are you waiting for? Go play GoldenEye X!



List of updates...
*denotes an addition/improvement found in Patch 5c-i


[Bug Fix]

*VR Custom Game Settings...
Loading custom game settings no longer freezes the game.

Hangar Information PC...
You can now access informative articles on this PC without crashing.

Overhead Pickups...
Glitch that allowed players to acquire pickups from overhead platforms fixed.



[Music]

Two instruments were replaced to improve overall sound.
Virtual Reality menu keeps playing Folders music.



[Menus & HUD]

Projectional image in menu backgrounds removed.
Virtual Reality menu now uses standard menu style.
Armour damage overlay effect now flash of white.



[Miscellaneous]

Headgear...
Hats have all been setup, react correctly, and are positioned properly.

Image Hit Types...
Sound and Impact Overlay Images should now mostly match GoldenEye 007.



[General Sounds]

Explosive sound in VR menu has been muted out.
Explosive sound from Change Agent muted out.



[Characters]

Point of View...
All character POVs have been corrected to mimic their original heights.
Ourumov is slightly shorter, and Jaws quite a bit more (due to PD clipping issues).

Alignment...
Body and Head alignment between male/female hybrids has been improved.

Heads...
Head order was rearranged to get headgear setup properly.

Santa Claus...
New Saint Nick Valentin body skin created for seasonal patch release.
Has customized arm/hand model to match third-person body.



[Cheat Options]

Turbo Mode...
Slow-Motion cheat changed into Turbo Mode (1.375x normal speed) cheat.



[Weapons, Ammo, Gadgets & Items]

Cougar Magnum...
Now penetrates through bulletproof glass.
Firing rate more accurately matches original speed.
Sims fire slightly faster, but take longer to reload.
Short form and 3/4-Player pickup is now "Magnum".

Silver PP7...
Now penetrates through bulletproof glass.

Golden Gun..
Pickup now says "The Golden Gun".

Moonraker Laser...
Firing rate more accurately matches original speed.
Weapon no longer recoils when fired.

Watch Laser...
Weapon no longer recoils when fired.

Grenade Launcher...
Accuracy increased for launching.
Firing rate more accurately matches original speed.
Sims fire slightly faster, but take longer to reload.
Greater recoil when grenade is launched.
Launching distance shortened to mimic original.

Rocket Launcher...
Accuracy increased for launching.
Recoils less when launching rocket.
Doesn't light current room when fired.
Launching speed decreased to mimic original.
Now says "An R-Launcher." when picked up in 3/4-Player matches.

Hand Grenade...
Detonation time decreased from five to four seconds.
Fixed in-hand auto detonation capability (when held for four seconds).
Function name changed to "4-Second Fuse".
Weapon description altered to account for shorter fuse.

Focus Pill...
Short form and 3/4-Player pickup is now "Pill".

GoldenEye Key...
Now says "The GoldenEye Key." when picked up in 3/4-Player matches.

Other...
Sorting out items and gadgets in list.



[Mission Campaign]

*Headgear...
Guards wearing different hats can be found in PD's Defection mission.

*Jungle Plantlife...
Trees and other foliage have been added into Jungle.

Level Preview...
The majority of empty GE levels are available to explore.
Some feature weather effects, lighting, and a spinning ceiling fan.
Not all have been fully clipped, which may cause you to fall out of the map.
Others may also require corrections to portals and visibility.



[Virtual Reality Scenarios and Options]

Combat Text...
All "Combat" text has been changed to "Normal".

Flag Tag Text...
Has been adjusted to incorporate "Living Daylights" into game.

Target Terror Text...
Has been adjusted to incorporate "Live and Let Die" into game.
Related in-match messages also modified for this theme.

Turbo Mode...
Movement speed increased from 1.25x to 1.375x travel speed.



[Virtual Reality Levels]

*Archives VR door sizes adjusted to match originals.

Level list divided by Original, Bonus and Random.

Door speeds readjusted to perfectly match original values.

Temple clipping updated to prevent Simulant suicides.
Caves clipping updated to help prevent Simulant and human suicides.
Complex clipping optimized and updated to prevent erroneous Simulant suicides.
Library clipping updated for Sims.
Stack clipping updated for Sims.
Facility VR clipping updated for Sims.
Bunker ii VR clipping updated to help prevent Simulant suicides.
Cradle VR BG elevation fix allows clouds to be enabled, plus updated clipping.
Egyptian VR clipping updated to prevent Simulant and human suicides.
Citadel clipping updated for Sims.

Complex now features working death chasms in two locations.
Facility VR glass is now bulletproof (only Magnum and Silver PP7 penetrate).
Bunker VR monitor rack is correct model type, and monitors will fall off when damaged.
Caverns VR now features proper eyelid and iris doors, with their original animations.
Egyptian VR shiney pillar replaced with prop version, fixes environment mapping.
Citadel shadows fixed for console.
Labyrinth now features footstep sound effects.

Facility Backzone VR has been included.
Aztec VR has been included, with death chasms.



[Virtual Reality Soundtrack]

Elevator Tracks 1 & 2 added to extended music list.



[Virtual Reality Simulants]

EliteSim Armour...
The Elites no longer spawn with armour when it is available in the map.



Alternate Download:
http://www.battlefieldforever.com/hackers/pd/geproject/downloads/GEX_5c-i_03-11-14.zip

Apply the XDelta Patch to an unbyteswapped NTSC Perfect Dark v1.1 ROM.
You can use the Perfect Dark / GoldenEye Editor at the GoldenEye Vault.

http://www.goldeneyevault.com/

- Wreck

=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=


March 11th, 2014 (03.11.14:1)

- Newest additions have an exclaimation mark (!) tacked onto the end


VR Levels:

Original
--------
Temple
Complex
Caves
Library
Basement
Stack
Facility
Bunker
Archives
Caverns
Egyptian

Bonus
-----
Fac Backzone!
Frigate
Train
Cradle
Aztec!
Citadel
Labyrinth

notes:
Levels are divided by Original, Bonus and Random.
Temple, Complex and Facility are the originals from GE, not the Classic versions found in PD.
Complex now features death chasms in two areas.
Caves' clipping improved to reduce the number of areas players can fall out.
Facility Backzone has been included in multiplayer. May not remain in future versions.
Frigate was modified and optimized to run well in multiplayer. May not remain in future versions.
Bunker ii now features falling monitors, and properly environment mapped Eye.
Archives door sizes modified to match the original doors.
Train is available to play in multi. May not remain in future versions.
Caverns eyelid and iris doors are now both using their original animations.
Cradle optimized VR now has working clouds for console (or high-end emu plugin) use.
Aztec has been slightly optimized and condensed for multiplayer. May not remain in future versions.
Egyptian now features properly environment mapped pillar.
Citadel's floor shadows no longer flicker on console.
Labyrinth contains new footstep noises, which were neglected previously.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Weapons:
*Throwing / Hunting Knife
PP7 Special Issue
PP7 (silenced)
DD44 Dostovei
Klobb
KF7 Soviet
ZMG (9mm)
D5K Deutsche
D5K (silenced)
Phantom
AR33 Assault Rifle
RC-P90
Shotgun
Automatic Shotgun
Sniper Rifle
Cougar Magnum
Golden Gun
Silver PP7
Gold PP7
Moonraker Laser
Grenade Launcher
Rocket Launcher
Seeker
*Hand Grenade
*Timed Mine
*Proximity Mine
*Remote Mine
Drone Gun
**Body Armor

notes:
Sims may have trouble using some weapons in certain situations.
Seeker (formerly Slayer) is setup and available in VR/Missions.
Personal Drone Gun can be used in both VR, and also in Missions under a cheat option.
*Mines, grenades, and knife feature their own first-person, in-hand models.
**The shield effect has been removed from the game, so it acts more like armour.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Bodies:
Bond (Tuxedo)
Bond (Formal)
Bond (Stealth)
Bond (Arctic)
Bond (Jungle)
Natalya (Russia)
Natalya (Cuba)
Trevelyan (006)
Trevelyan (Janus)
Xenia
*Ourumov
Boris
Valentin
Mishkin
May Day
*Jaws
Oddjob
Baron Samedi
Russian Soldier
Russian Infantry
Russian Commandant
Male Scientist
Female Scientist
Janus Marine
Naval Officer
Helicopter Pilot
St. Petersburg Guard
Female Civilian (Jeans)
**Female Civilian (Skirt)
Male Civilian (Vest)
Male Civilian (Plaid)
Male Civilian (Red)
**Male Civilian (Blue)
**Male Civilian (Grey)
Siberian Guard (Brown)
Siberian Guard (Black)
Arctic Commando
Siberian Special Forces
Jungle Commando
Janus Special Forces
Male Moonraker Elite
Female Moonraker Elite
Rosika
Female Special Operative
Male Special Operative
Elton
Assault Trooper
Baron Samedi (Death)
***Santa Suit!
Bond (Classic) [Connery]
Bond (Classic) [Moore]
Bond (Classic) [Lazenby]
Bond (Classic) [Dalton]

*The Point of Views for these characters are shorter, due to issues with PD's clipping engine.
**These bodies weren't available normally in GE, but were leftover in the ROM.
***Santa Suit was created around Christmas, but the patch release was delayed for some time.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Heads:
Bond (Special)
Bond
Natalya
Trevelyan
Xenia
Ourumov
Boris
Valentin
Mishkin
May Day
Jaws
Oddjob
Baron Samedi
Helicopter Pilot
Siberian Special Forces
Terrorist
Biker
*Dave w/ Sunglasses
*Jim w/ Sunglasses
*Graeme w/ Sunglasses
*Duncan w/ Sunglasses
*Chris w/ Sunglasses
Karl
Martin
Mark
Dave
Duncan
B
Steve E
Grant
Graeme
Ken
Alan
Pete
Shaun
Dwayne
Des
Chris
Lee
Neil
Jim
Robin
Steve H
Joel
Scott
Joe
Joe (Altered)
Sally
Marion
Mandy
Vivien
Female Special Operative
Male Special Operative
Elton
Assault Trooper
Baron Samedi (Death)
Bond (Classic) [Connery]
Bond (Classic) [Moore]
Bond (Classic) [Lazenby]
Bond (Classic) [Dalton]

notes:
*These five heads have had their sunglasses forced on for VR mode.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

VR Scenarios:
*Living Daylights
**Space Race
***Live and Let Die
*Capture the Flag

notes:
*These basically just swap the Briefcase model for the Flag Tag Token.
**Hacker Central modified. You must procure the GoldenEye Key and use it on the terminal to upload firing commands. Whoever uploads the most by the end of the match (or reaches the goal limit) wins.
***Pop a Cap modified. Same exact rules, just different terminology.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

VR Music:
Dam
Dam X
Facility
Facility X
Runway
Runway X
Surface
Bunker
Bunker X
Silo
Silo X
Frigate
Frigate X
Surface II
Surface II X
Bunker II
Bunker II X
Statue
Statue X
Archives
Archives X
Streets
Streets X
Depot
Depot X
Train
Train X
Jungle
Jungle X
Control
Control X
Caverns
Caverns X
Cradle
Cradle X
Aztec
Aztec X
Egyptian
Egyptian X
Citadel
Permiter
Elevator 1!
Elevator 2!
End Credits
Random

Notes:
Certain instruments or sounds may be slightly off from originals.
Jungle is the original theme intended for the stage, not the background sound effects.
Silo X has been corrected to loop, and has been included in the tracks list.
Elevator songs 1 and 2 have been added into an extended track list.
End Credits has also been added in as a special bonus song.

=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=

Known Bugs / Glitches...

Simulants:
Since the first release, every map has been fitted with an AI Path Network. This means that Simulants can freely roam the stages. Also, extensions and drops have been worked into most levels, improving Sim navigation. They are also much smarter when it comes to weapon choice and utlization. Some hesitation or stuttering may occur, but this even effects PD's levels.

Shotgun:
There is a multiplier value that increases the damage a Shotgun causes to other characters when used by a Simulant. Humans are capable of firing five pellets at a time, but Sims only fire one. This value evens the odds a little more for your computer controlled opponents. Due to PD only having a single shotgun by default, we had to allow for a second one. However, because of an issue that incorporating a second multiplier caused (kills not counting in mission campaign), we've had to remove the multiplier from the regular Shotgun. Unless we can fix this, only the Automatic Shotgun will deal out more damage when in the hands of a Simulant.

Martin Hollis, 008 Simulant Partner:
Currently has female voice files during missions. These will need to be replaced with male samples.

Headers/Dividers:
Because we wanted to have everything (or mostly everything) unlocked from the start of the game for new users, some of the menu headers and dividers may be missing. They rely on certain flags to be set in order to be shown. It should be fixed everywhere, but don't be surprised if something seems off.


=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=

Websites of Interest:

GoldenEye Forever
http://www.goldeneyeforever.com

GoldenEye Vault
http://www.goldeneyevault.com

GoldenEye Online
http://www.goldeneyeonline.com

Shooters Forever Message Boards
http://www.shootersforever.com/forums_message_boards

GoldenEye X on Facebook
http://www.facebook.com/GoldenEyeXN64

The GoldenEye X Channel on YouTube
http://www.youtube.com/GoldenEyeXN64

GoldenEye X on Mod DB
http://www.moddb.com/mods/goldeneye-x

GoldenEye X on ROMhacking.net (RHDN)
http://www.romhacking.net/hacks/788

=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=

Credits:
Wreck: Props, weapons, characters, level files, textures, text, custom arms, general editing, mod direction.
SubDrag: Music, amazing tools, ASM hacks, All Bonds Heads, GEX logo, and so much more. Without him, this mod wouldn't be what it is today.
00action: Facility VR map, Archives VR map, Train clipping, Aztec VR clipping, some mission clipping, and beta testing on backup device.
Zoinkity: Technical information, Connery Tuxedo, and Labyrinth port from TWINE to GoldenEye (background, setup, clipping, AI path network, pillars, etc.)
Sogun: The Citadel makeover.
Monkeyface: Original GoldenEye X intro logo, Connery head base.
ZMG88: New intro song, based on the original film theme, and The Experience of Love, played in MI6.
TH126: Official video creator for the mod, and beta testing.
Dragonsbrethren: Music, and helpful suggestions.
Octan Baron: Base AI Path Network for Caves.
AstroBomber: Helpful suggestions and bug reporting.
stlntxtrs: Bug reporting.
OmegaCop13: Bug reporting.


=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=




_________________

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Last edited by Wreck on Thu Jul 10, 2014 1:56 am; edited 2 times in total
 
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Wreck
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 PostPosted: Sun Mar 09, 2014 3:19 pm    Post subject: Reply with quote Back to top

Contents of ZIP Folder

Inside the zip, you will find four files: the first and second are both XDelta patches, which can be patched to your unmodified Perfect Dark v1.1 NTSC ROM. Only use the "Clouds" version if you plan to play on console with a backup device, or are using an emulator that can properly render the clouds. The third is a details text, which includes various information about the current version of the mod. Updates, special notes, and known gameplay glitches are listed. Lastly, is a text file that tells the difference between the Clouds and Cloudless versions.


Applying a Patch

If you don't know how to apply an XDelta patch, you'll probably want to download the GoldenEditor / Perfect Editor combo program from the GoldenEye Vault. Here is a direct link to the download page...

http://www.goldeneyevault.com/viewfile.php?id=37

With the program open, go to "Tools". From the selection menu, highlight "XDelta Patching". Choose "Apply PD XDelta Patch" from the list. First you will need to find and select your PD v1.1 NTSC ROM. Afterward, select the XDelta patch. You will then be asked to save your new ROM. After a few moments, the process should complete. Simply load it up in the emulator or backup device of your choice, and enjoy!


Saving to Game Pak & Playing online with Mupen64++

In order to make Game Pak saves, and also play GoldenEye X online, you'll need to update the emulator configuration file. Make sure that Mupen is closed before doing so, or else the previous file will overwrite the new one. Head over to the GoldenEye Vault website, and click on the "Mupen Ini" link listed under the "Files" category. Once the page loads, choose to download the file to your main Mupen64++ directory, and allow it to save over the current "mupen64.ini" file. After this step has been completed, open up your emulator. You should notice that GoldenEye X now has a proper name for it, and isn't an Unknown Dump. If not, right click on the window and choose "Refresh ROM List". This will enable Mupen to use a unique save file for the ROM, and will allow players connect to each other online.


Configuring Project64 to Play GoldenEye X

With any modified ROM, Project64 requires ROM settings to be updated. If you do not do so, the game will either run very poorly, or may not play at all. Simply open up PJ64, right-click on the GoldenEye X ROM from the list, and choose the "Edit Game Settings" option. Please use the following settings on your ROM (based on PJ64 v1.6)...

CPU core style: Recompiler
Self-modifying code Method: Protect Memory
Memory Size: 8 MB
Advanced Block Linking: Off
Default Save type: 16kbit Eeprom
Counter Factor: 2

Larger Compile Buffer: Checked
Register caching: Checked
SP Hack: Unchecked
Use TLB: Checked
Delay SI Interrupt: Unchecked
RSP Audio Signal: Unchecked

If you're using another version of PJ64, be sure to check the settings on the Perfect Dark v1.1 ROM and copy them out to GoldenEye X.

As an alternate method, you can manually edit the following into the Project64.rdb file. It allows you to quickly tweak even more settings that are not in the Edit Game Settings menu. This is also tested on PJ64 v1.6 only.

[4C3BB3E7-24FB6E5F-C:45]
Good Name=GoldenEye X (5c-i Clouds)
Internal Name=GoldenEye X
RDRAM Size=8
Counter Factor=2
Save Type=16kbit Eeprom
CPU Type=Recompiler
Self-modifying code Method=Protected Memory
Reg Cache=Yes
Use TLB=Yes
Use Large Buffer=Yes
Linking=Off
Status=Compatible
Core Note=high system requirement
Plugin Note=
Delay SI=No
SP Hack=No
Clear Frame=2
Resolution Width=-1
Resolution Height=-1
Culling=1
Audio Signal=No

and/or

[BCF26F59-B5CE50B9-C:45]
Good Name=GoldenEye X (5c-i Cloudless)
Internal Name=GoldenEye X
RDRAM Size=8
Counter Factor=2
Save Type=16kbit Eeprom
CPU Type=Recompiler
Self-modifying code Method=Protected Memory
Reg Cache=Yes
Use TLB=Yes
Use Large Buffer=Yes
Linking=Off
Status=Compatible
Core Note=high system requirement
Plugin Note=
Delay SI=No
SP Hack=No
Clear Frame=2
Resolution Width=-1
Resolution Height=-1
Culling=1
Audio Signal=No


Adding GoldenEye X to Glide64 Plugin List

Glide64 is an excellent looking plugin, which emulates many more of the features in Perfect Dark than other plugins. However, you need to add GoldenEye X into the configuration file manually. To do this, first make sure your emulator is closed. Next, open up the "Glide64.ini" file in Notepad. Find where "[GOLDENEYE]" is located, and copy+paste the following entry directly below it...

Glide64 'Napalm' Public Release 1.0

[GoldenEye X]
lodmode = 0
useless_is_useless = 1
decrease_fillrect_edge = 1
optimize_texrect = 0
filtering = 1
depthmode = 1
fog = 1
buff_clear = 1
swapmode = 1
fb_smart = 1
fb_hires = 1
fb_clear = 1
fb_read_alpha = 0

or

Glide64 Final

[GoldenEye\ X]
lodmode = 0
useless_is_useless = 1
decrease_fillrect_edge = 1
optimize_texrect = 0
filtering = 1
depthmode = 1
fog = 1
buff_clear = 1
swapmode = 1
fb_smart = 1
fb_hires = 1
fb_clear = 1
fb_read_alpha = 0
aspect=1
fb_read_always=0
fb_get_info=0
fb_render=1
detect_cpu_write=0
read_back_to_screen=0

Save the file and start up the game with your Glide64 plugin selected. You'll notice that the lights in MI6 are now rendering properly. Screen styles, like the Infrared Viewer and Seeker's Guided Missile, will also display correctly, instead of being completely black. And lastly, clouds will show up in the levels that include them.
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Last edited by Wreck on Thu Mar 13, 2014 3:33 pm; edited 5 times in total
 
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Kerr Avon
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 PostPosted: Sun Mar 09, 2014 3:35 pm    Post subject: Reply with quote Back to top

Just downloading now, thanks!!!!

Sadly, it's 11:29 pm here (England), and I have to be up at six tomorrow for work, so I can't give it much of a go now, but there's no way I could go to bed without trying it first.

I'd love to call in sick, but we're understaffed as it is Crying or Very sad
 
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acceptable67
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 PostPosted: Sun Mar 09, 2014 3:58 pm    Post subject: Reply with quote Back to top

Having played thru a bit, the game runs shockingly smooth...! Perhaps its just me, but the menus while selecting weapons no longer lag... (maybe because the backgrounds of them have been removed...?) Very shocked by the amount of new levels that we can free roam as well. The mod looks superb... a big pat on the back* to all who have contributed.. Wink
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Last edited by acceptable67 on Sun Mar 09, 2014 4:42 pm; edited 1 time in total
 
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madmax386
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 PostPosted: Sun Mar 09, 2014 4:02 pm    Post subject: Reply with quote Back to top

Just got to work....dam got to wait 8 hours+ before I can try it out..... its going to be a long day.
 
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AstroBomber
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 PostPosted: Sun Mar 09, 2014 4:43 pm    Post subject: Reply with quote Back to top

Just been trying out the patch and it is OMG I don't know what to say. I want to point out to Wreck in the notes you forgot to include the correction to the musical instruments issue that plagued the mod for so long. Still have yet to try the mission level previews. But yeah O M G! Shocked
 
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Trippy_Hippie
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 PostPosted: Mon Mar 10, 2014 7:35 am    Post subject: Reply with quote Back to top

I just downloaded and just started playing... I'm digging the new Carrington Institute song, sounds like a song I heard in the Goldeneye movie, and nice to see Goldeneye scientist in there now.
 
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Trippy_Hippie
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 PostPosted: Mon Mar 10, 2014 7:49 am    Post subject: Reply with quote Back to top

Do you guys plan on adding any beta stuff to the single player missions down the road? Like for example, beta gas tanks in Facility, or the Dam island and boat.
 
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Jhirmer614
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 PostPosted: Mon Mar 10, 2014 10:13 am    Post subject: Reply with quote Back to top

Trippy_Hippie wrote:
Do you guys plan on adding any beta stuff to the single player missions down the road? Like for example, beta gas tanks in Facility, or the Dam island and boat.


Or even the Bungie jump in Dam to the metal grate like the beta? Now that would be awesome.

Also, the mod is looking very nice, the single player placement maps are nice! (But surface is kind of a drag being able to fall through unloaded areas in the map) hopefully the next release can have some missions done!
 
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Location: Knoxville, TN

 PostPosted: Mon Mar 10, 2014 10:32 am    Post subject: Reply with quote Back to top

Yeah, same happened to me when I checking out the Surface, I fell through a a few buildings, fence, and when I tried to reach the Satellite building, but it is only preview though. It was fun running through a lot of the single player levels though, and if you don't like the unsettling silence, you can press start and B, and the music starts playing for that level. I also like the sound of the footsteps, like with walking through the Surface snow, and many other levels, that stood out to me.
 
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Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 6292
Location: Ontario, Canada

 PostPosted: Mon Mar 10, 2014 3:43 pm    Post subject: Reply with quote Back to top

I was debating on whether or not to remove the Surface levels from the ROM before patching, since the clipping isn't done for it, and there are lingering issues with portals and visibility. However, I decided to keep them in, just so everyone could have a chance to see the snow. 00action has volunteered himself to do more clipping (he's done multiple maps for the project), and I've appointed him to Surface. Two birds, one stone.

For the music, I honestly wasn't sure if it was really "fixed" or not. SubDrag did create new files for two of the instruments that couldn't be ported as-is, because PD didn't support the type. He did his best to match it up as well as possible in the new format. So far, it seems as though the people who noticed the audio issue have given the thumbs up to this version.

Yes, you are correct. The song playing in MI6 Headquarters (or Carrington Institute) is indeed based on the end titles track from the movie. ZMG88 composed "The Experience of Love" with the GoldenEye sound font, as well as the "GoldenEye" theme heard during the intro.

To hear the mission music play, simply pause and unpause the level. The main theme should begin as soon as the menu goes away.

There will be some beta elements incorporated, as well as some other surprises, but we don't want to take away from the feel of the original missions by altering things too much. We're still thinking about having some fun things only available in 007 mode, which will motivate people to plow through 00 Agent mode one more time.

Hopefully you guys who were heading to bed when the mod was released will have a chance to check it out soon. I would have had it out a bit sooner, but I wanted to add more details to the notes and readme files. People often have issues saving, playing online, or getting PJ64 to run well, so hopefully that readme (if they bother to open it) will help.
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SATURN_81
Secret Agent
Secret Agent


Joined: 06 Jun 2010
Posts: 366
Location: spain

 PostPosted: Mon Mar 10, 2014 4:45 pm    Post subject: Reply with quote Back to top

hi all . I recently tested the new patch and I'm pretty impressed. I like the weapons have been far Moonreaker , Grenade Launcher and Magnum with appropriate rates shot now no need to continually press the trigger to increase more speed, and on the behavior of these three weapons Sims seems to me the adequate.

what impressed me most was the Iris doors Caverns . I did not think they were ever as they are in Goldeneye, perhaps expecting an imitation of its operation, but now it's accurate, it's incredible .

I've missed you levels the guards at the mission , but anyway thanks for letting us wander the vast majority of the levels. maybe 2 levels as larger and Dam Streets have to wait due to the large size for PD . do not know what happened to the Jungle level which has no palm trees and if not will continue so in future patches . btw climatic effects on levels is fantastic .

finally had to ask where I can find a hat that has a guard in this patch ? I searched between the character and also look at the characters in the missions still playable , but not yet I find a guard with hat.

this has been a great job and it shows, and I hope you continue to surprise us as always .
 
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G14Classified
Agent
Agent


Joined: 05 Oct 2012
Posts: 80

 PostPosted: Mon Mar 10, 2014 11:05 pm    Post subject: Reply with quote Back to top

Agree with Saturn, I thought the Iris doors were one of those things in the game that was just hardcoded somehow, which is great. I am optimist that in the future it will be discovered how to make the muzzle flash flicker on automatics and the tank working in campaign.
 
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Kerr Avon
007
007


Joined: 26 Oct 2006
Posts: 728

 PostPosted: Tue Mar 11, 2014 11:01 am    Post subject: Reply with quote Back to top

This is brilliant! The two new maps are great, and being able to walk around the single player missions is very interesting too. A pity the Damn isn't preview-able, but you can't have everything, and anyway I've been too busy fighting the bots in Aztec and Facility 2 to have much of a wander in the single player levels.

So many, many thanks to Wreck and co. for all of the hard work. And you've officially made up for Thief 4* being so disappointing! And since there are so few games coming out that I want (I don't think there's ever been a time when I've been less interested in the games coming out in the subsequent few months) I'm really pleased to have this new version of GEX to pour my time into!


* Sorry, Thief being so disappointing. We're supposed to take Thief 4 as being THE Thief game, and forget the other three (good) previous games.
 
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OmegaCop13
Agent
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Joined: 17 Jul 2012
Posts: 63
Location: Brownsville, Texas

 PostPosted: Tue Mar 11, 2014 5:20 pm    Post subject: Unknown Bug Identified Reply with quote Back to top

I have reported to Subdrag that there is an unknown bug in Virtual Reality that when you attempt to load a new saved VR Match. Watch the video below this reply:

http://speedy.sh/KkEMW/bandicam-2014-03-10-20-32-37-451.avi
 
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