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GE-X 5d-beta Patch Released! @ 01-29-15
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Wreck
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Location: Ontario, Canada

 PostPosted: Wed Jan 28, 2015 9:42 pm    Post subject: GE-X 5d-beta Patch Released! @ 01-29-15 Reply with quote Back to top

GE-X Patch 5d-beta: 01-29-15

The world of GoldenEye X is evolving. This new beta patch shows off one of the coolest features that will be present in future versions of the game... reloading animations! Perfect Dark brought about more realism by showing players physically removing the gun magazine and fitting in a replacement. Some other weapons required you to load one shell at a time, or to insert six bullets at once into a revolver. Now you can do just the same, but with our beloved classic weapons from GoldenEye 007. While some of these already look great, there are others that we'll need time to improve. These animations are still being worked out, so until we figure out how to manipulate them to better suit these weapons, you'll just have to bare with those that aren't quite there yet. A choice few are also currently missing their magazines, but will be addressed soon. However, since we're now holding certain weapons with two hands, you'll no longer be able to dual-wield them. This does take away from some of the "cheapness" of running into a Simulant carrying around, let's say, two RC-P90's. And like Perfect Dark, helps to balance out fun and realism. We think the look and feel of these new animations is enough to justify the change from the original game. Also, to lend more use to the handguns, the very nifty melee attack "Pistol Whip" has been included. But watch out, as Simulants can also give you a good smacking if you get in too close!

Other updates found in this 5d beta release are noted in detail below. But to point out a few; the door sound effects throughout the levels, an extra random sound effect from metal bullet hits, and the way fuel barrels explode. Unfortunately at the time of this release, no additional levels, characters or weapons were ready to be released.

As always, our thanks to the people still enjoying GoldenEye X. We see your videos on YouTube, and read your comments posted on both the GoldenEye Vault website and Shooters Forever forum. Your feedback is definitely appreciated. It's the fans who this game is made for, and so long as there are gamers who continue to check in to play the newest patch, we'll try and find the time to keep working at it.



List of updates...


[Miscellaneous]

Fuel Barrels...
Setup to use their correct explosion type.

Bunker i Mission Preview...
Contains most of the objects found in the original setup.

Jungle Mission Preview...
Included an action block to trigger the rain effects.
Also contains most of the objects found in the original setup.


[General Sounds]

Door Sounds...
Updated sound effects used by the doors, now matching originals.

Metallic Object Impacts...
Added extra bullet hit sound effect which was missing from GoldenEye.


[Cheat Options]

Tiny Characters...
Enemy size has been increased.


[Weapons, Ammo, Gadgets & Items]

PP7 Special Issue...
Now uses reloading animations for both single and dual-wielding.
Pistol Whip has been added as Secondary Function.

PP7 Silenced...
Now uses reloading animations for both single and dual-wielding.
Pistol Whip has been added as Secondary Function.
Supressor no long slides back while firing or out of ammunition.

DD44 Dostovei...
Now uses reloading animations for both single and dual-wielding.
Pistol Whip has been added as Secondary Function.

Klobb...
Now uses reloading animations for both single and dual-wielding.
*reload animation requires more work

KF7 Soviet...
Now uses reloading animation.
Held with two hands, no longer can be paired.

ZMG (9mm)...
Now uses reloading animations for both single and dual-wielding.

D5K Deutsche...
Now uses reloading animation.
Held with two hands, no longer can be paired.
*magazine absent in beta

D5K Silenced
Now uses reloading animation.
Held with two hands, no longer can be paired.
*magazine absent in beta

Phantom...
Now uses reloading animation.
Held with two hands, no longer can be paired.
*magazine absent in beta

AR33 Assault Rifle...
Now uses reloading animation.
Held with two hands, no longer can be paired.
Use Scope has been added as Secondary Function.
Two incorrect textures from PD's AR53 model fixed.

RC-P90...
Now uses reloading animation.
Held with two hands, no longer can be paired.
*needs additional tweaking

Shotgun...
Now uses firing and reloading animations.
Held with two hands, no longer can be paired.
*needs additional tweaking

Automatic Shotgun...
Now uses reloading animation.
Held with two hands, no longer can be paired.

Sniper Rifle...
Now uses reloading animation.
Held with two hands, no longer can be paired.
*needs additional tweaking

Cougar Magnum...
Now uses reloading animations for both single and dual-wielding.
Pistol Whip has been added as Secondary Function.

Silver PP7...
Now uses reloading animations for both single and dual-wielding.
Pistol Whip has been added as Secondary Function.
Can now see inner barrel while firing or out of ammunition.

Gold PP7...
Now uses reloading animations for both single and dual-wielding.
Pistol Whip has been added as Secondary Function.
Can now see inner barrel while firing or out of ammunition.

Moonraker Laser...
Muzzle flash has been removed from menu screen.

Watch Laser...
Magazine style changed to avoid reload possibility.


[Virtual Reality Levels]

Bunker ii VR...
Electronic doors all updated to use their appropriate sound effect sets.

Caverns VR...
All doors updated to use the correct sound effect set.


[Virtual Reality Characters]

Russian Infantry...
Position of head in list corrected.

Naval Officer...
Position of head in list corrected.


[Virtual Reality Simulants]

Pistol Whip...
Sims can now use the Pistol Whip function for their respective weapons.



Alternate Download:
http://www.battlefieldforever.com/hackers/pd/geproject/downloads/GEX_5d-beta_01-29-15.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

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


January 29th, 2015 (01.29.15:beta)

- 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.

Mission Level Previews:
Some of the clipping hasn't been completed, so you made find areas where you can fall out of the map.

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 clipping, some mission clipping, Surface i/ii BG and clipping.
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 Wed Jan 28, 2015 9:48 pm; edited 1 time in total
 
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Wreck
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Posts: 6265
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 PostPosted: Wed Jan 28, 2015 9:44 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.

[FF42BE66-91CA9B1D-C:45]
Good Name=GoldenEye X (5d-beta 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...

[A4844AA2-8E13A961-C:45]
Good Name=GoldenEye X (5d-beta 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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Rey
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 PostPosted: Wed Jan 28, 2015 10:11 pm    Post subject: Reply with quote Back to top

Your update on jungle had me thinking...Isn't it referred to as a rain forest? You should know where I'm going with this huh? Adding rain to the Jungle perhaps with the Crickets background song. That would make it feel very life like. Idea
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MultiplayerX
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 PostPosted: Thu Jan 29, 2015 12:34 am    Post subject: sweet update man! Reply with quote Back to top

very cool bro Very Happy
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MRKane
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 PostPosted: Thu Jan 29, 2015 3:40 am    Post subject: Reply with quote Back to top

Massively impressive! I am going to HAVE to get this running on the console!!!
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 PostPosted: Thu Jan 29, 2015 1:30 pm    Post subject: Reply with quote Back to top

Great! Smile
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AL64inthedark
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 PostPosted: Thu Jan 29, 2015 4:33 pm    Post subject: Reply with quote Back to top

Oh yeah. I'm so glad. I wanted to play with the reload animation since you showed us the first screen of it !

Thanks for updating a version with it.
 
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mistamontiel
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 PostPosted: Fri Jan 30, 2015 2:25 am    Post subject: Reply with quote Back to top

Oh boy. Nabbed this after last shift of the week and crashed from 6:30PM to 4AM .. I know what I am doing now =)

Cheers !
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Kerr Avon
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 PostPosted: Fri Jan 30, 2015 6:50 am    Post subject: Reply with quote Back to top

Brilliant! Thanks mate. Very Happy Very Happy Very Happy Very Happy
 
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Jhirmer614
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 PostPosted: Fri Jan 30, 2015 12:06 pm    Post subject: Reply with quote Back to top

good stuff! i just had to make videos showing off the new props and reloads. great work guys!

https://www.youtube.com/watch?v=_8oWHGDmNHo&feature=youtu.be

https://www.youtube.com/watch?v=liOoHp3omTo
 
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Rey
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 PostPosted: Fri Jan 30, 2015 12:32 pm    Post subject: Reply with quote Back to top

Rey wrote:
Your update on jungle had me thinking...Isn't it referred to as a rain forest? You should know where I'm going with this huh? Adding rain to the Jungle perhaps with the Crickets background song. That would make it feel very life like. Idea


I had my volume mad low and I guess I did nor see it at first. Embarassed
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 PostPosted: Sat Jan 31, 2015 6:27 am    Post subject: Reply with quote Back to top

Absolulty Loving the new reload animations, I think the shotgun is most impressive and gives a real difference between the 2.

I have a few bug reports though

Archives ceiling of the room just before natalya's interogration room, with the window overlooking the square, has some disconnected and badly coloured tris and a hole in the ceiling at the far double doors at stairs.
Not sure if this was in original GE.

Detail Maps work in depot YAY (They are corrupt in GE)
there is however a Portal error at end of depot (train tunnel mouth, left side) part of the mouth is not drawn untill you enter train (Well, just at the door).

Trains farclip is too close, especually for outside at end.
MP is fine and possibly required but it needs altered for Single Player.

love rain in jungle
Jungle tower however needs upgrading... the log Walls are too tall to see over and also flat and ladderless (I still tried though hence my bugreport)
Jungle bridge has white fogged ropes bug.
When your close to the ropes they are textured, as you move away they turn white (Prahaps Untextured? Like Battle For Naboo did for faster performance?). as you move further away they then turn green. (Id love to know the mechanism rare used for Fogging GE Objects and all of PD. They dont use the HW fogging engine. I have an idea, but id love for it to be confirmed)

Cradel Secondaries are in wrong order as far railings are drawing on top of near railings.
They seem to be in the opposit order to GE. GE draws them from the perspective of the first tower towards the center.
It seems as though GEX is ordered from the tower to the center (where last drawn is top)

I see azteck black room white fog bug fixed (like Jungle rope, the pillars used to fog to white then black, but I see this has been fixed)
Aztech stairs need clipping removed. Tried to jump down accross stairs but was stopped by invisible wall and got shot.






Wreck, I have something for you. I alomost forgot about her but here she is.
(Link in email)




I have a slight critisism about frigate.
The sun looks nice, However, there are no shadows in frigate.
Frigate uses small smudgy shadows under the stairs implying a cloudy day. (Small Smudgy shadows are Ambiant Occlusion based)
We either need to cut some shadows on the external segments OR move the sun to another level that has shadows (Archives has shadows and sunbeams (white transparency effect from windows) prahaps archives should have a sun anyway.)

Ignoring sky colours, here are the levels with sharp shadows (sharp shadows are caused by the sun):
- Dam (When looking closly you see all the bugs... sometimes they include mountians, othertimes they dont)
- Runway (though I found a bug, rare never included the mountians in shadows, to fix this logically Id call it a cloudy snowy day and include a Light tower to account for the shadows on the buckets) http://www.bossltg.com/mmkcart/images/TOUR%20NEW.JPG
- Surface (slightly subdued accounding for snow)
- Archives
- Cradle

So taking runway out that leaves 4 levels for suns. what was the limit?

Anyway, great release, keep up the good work.

Trev
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AL64inthedark
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 PostPosted: Sat Jan 31, 2015 1:33 pm    Post subject: Reply with quote Back to top

*after playing a few hours*
Omg this feel soooooo good guys. Thanks to everyone of you who worked on it. It feel like it should have always been like that !
Now I can't wait even more for solo missions, haha.

It's funny to see weapons from Goldeneye from a point of view I never really saw, like the KF7. Didn't they exagerate the size of the magazine ? ^^


Great, great jobs, guys. <3
 
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Trevor
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Location: UK, Friockheim OS:Win10-Fast PerfectGold:Latest

 PostPosted: Sun Feb 01, 2015 6:22 am    Post subject: Reply with quote Back to top

"like the KF7. Didn't they exagerate the size of the magazine "

Nope, the AK uses 7.62mm ammunition. A 30rnd magazine for that calliber of ammunition is that size.
Its one of the reasons the M16 (original) and M4 (M16 Carbine) (collectivly know as the M4 Series) switched to 5.56mm ammunition.

The M14 which preceded the M16 used 7.62mm but due to the size of the magazine, they shortened it to 20rnds.

Note:
Before anyone quotes the AK 74 as being 5.56mm I do know this, but the AK represented by GE is the AK 47




Note on my bug regarding farclip plane in train, it seems as though Combat Simulator clip distance is correct, so the Single Player train needs increased to match.
(Far-clip plane distance in CS is just past 1 car legnth while single player is just over 1/2 a car legnth revealing the sky mid-carridge.)


Trev
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madmax386
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 PostPosted: Sun Feb 01, 2015 7:26 am    Post subject: Reply with quote Back to top

Jhirmer614 wrote:
good stuff! i just had to make videos showing off the new props and reloads. great work guys!

https://www.youtube.com/watch?v=_8oWHGDmNHo&feature=youtu.be

https://www.youtube.com/watch?v=liOoHp3omTo



What mouse and keyboard set up do you use, im geussing stolens 1964 build with mouse support?? if so do you know how to get ride of the mouse acceleration.
 
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