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Lifts in GE

 
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MRKane
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 PostPosted: Wed Feb 26, 2014 3:28 pm    Post subject: Lifts in GE Reply with quote Back to top

Gidday everyone,

I don't know if this has already been asked, but is there any way to support lifts in Goldeyeye? I'm working on a map which would be made for the better if it had lifts in it...but I can't think of a left that has an *actual* lift.

The artistic solution is always the other option Wink

Cheers!
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Dragonsbrethren
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 PostPosted: Wed Feb 26, 2014 3:51 pm    Post subject: Reply with quote Back to top

TimEh was working on one based on the tank object type, I remember demonstration videos but he never released it to my knowledge. Zoinkity was also working on one IIRC.

Depending on how the level is laid out, you can always use my old trick from Timesplitters mapmaker and not need an actual lift at all:


  • Make your lift have doors on each side.

  • Lock the side you're not going to enter from, disable the interaction text for both sides, and prevent guards from opening them.

  • Write an action block and checks if you're in the lift room and if the doors are closed. If they are, lock the side that's unlocked and play an appropriate lift sound effect for a couple hundred cycles.

  • When the cycles are up, unlock the opposite side, which has the "other floor" attached to it.


This has the obvious limitation that you can't let the player see both floors, since they're not actually changing height.
 
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zoinkity
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 PostPosted: Wed Feb 26, 2014 5:31 pm    Post subject: Reply with quote Back to top

...plus the very tiny side-effect of letting somebody on either side of the door blow you away with a piercing weapon ;*)

My lift concept was based on an exploit of the clipping engine. Really, the only major problem was that it doesn't work right ;*) That was mostly to allow room number changes and connectivity to work properly due to a drastic difference in the way movement works.

In GE you're restricted to moving along the stage's clipping, to the point of being forced down to it at all times. That particular bit of code bugs Nemu, and the blackness you see is due to it correcting your position upward exponentially high. PD you float above the tiles, and these prevent you from falling downward to your death. PD is more like a platformer, in other words.

Long story short: no, it isn't supported as of yet.
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MRKane
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 PostPosted: Wed Feb 26, 2014 7:32 pm    Post subject: Reply with quote Back to top

I figured that was kind of the case (just due to the way I've seen the game behave). What I actually wanted to do was have a platform that raised the player up to a walkway...one of those old 80s style action sequence things. I think I'll just put some stairs in and keep the cargo lifts there "locked down" for the sake of level aesthetics. Thanks anyway for the information!!!
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Wreck
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 PostPosted: Thu Feb 27, 2014 1:52 am    Post subject: Reply with quote Back to top

...or you could always port the map over afterwards to PD. Wink
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MRKane
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 PostPosted: Thu Feb 27, 2014 4:41 pm    Post subject: Reply with quote Back to top

@Wreck: you've no idea how much I've been thinking about that actually. I've actually been running into heaps of theoretical issues when it comes to visibility situations, such has: I've just made this awesome building...which can now actually look right over the fence into nothing.

The level is also begging for rain on that note.
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Wreck
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 PostPosted: Fri Feb 28, 2014 2:04 am    Post subject: Reply with quote Back to top

Well, if you do decide to bring it over to PD once you've got it up and running in GE, I can always lend a hand. While I'll always love GoldenEye more, even with its limitations, Perfect Dark is a great way to step up custom content. Why settle for stairs if you can have operational elevators? You'd be doing yourself a disservice by not utilizing all the features PD has to offer.
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MultiplayerX
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 PostPosted: Sun Mar 02, 2014 10:50 am    Post subject: Reply with quote Back to top

Lifts in GE would be pretty nifty. Wink Without a Perfect Dark port I can imagine that heavily lagging the level down. Hmmmmmmm maybe modding the raising doors might be what we are looking for? Wink Cool
 
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zoinkity
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 PostPosted: Sun Mar 02, 2014 11:44 am    Post subject: Reply with quote Back to top

GE doesn't work like PD. Unless you're standing on a tile you aren't standing on anything. Object collisions prevent what you're thinking, and the tank is effectively a collisionless object that offsets your player position by one of two degrees (or was it three?).

So no, a door wouldn't do squat. You can't occupy the same space as a door or any other object for that matter. In fact, doors won't allow you to pass until they are completely open unless you give them a minimum height at which to allow it. This, of course, turns off their collision detection early.

Offsetting tiles is a simple addition/subtraction deal. It would cause about as much a drop in framerate as stepping onto and off the tank.
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MultiplayerX
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 PostPosted: Sun Mar 02, 2014 11:48 am    Post subject: Reply with quote Back to top

well cool then! glad it doesn't matter Very Happy sounds like a neat project whoever gets it running.
 
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MRKane
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 PostPosted: Sun Mar 02, 2014 2:10 pm    Post subject: Reply with quote Back to top

I think there's a particular elegance to GE that's a result of it's limitations (does that make sense?) and also feel that map design frequently suffers for being on a console (for instance how often do you have to aim up or down?). I've always liked situations where the player gets to fire upon guards while going up an elevator (or similar) and perhaps screaming out "I am GOD" from behind the TV....hehehe

Might replace it with a walkway or something for similar effect.
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