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Missing Hit Impact Sounds on Maps

 
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Thundera8589
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 PostPosted: Mon Nov 30, 2015 2:13 pm    Post subject: Missing Hit Impact Sounds on Maps Reply with quote Back to top

I want to report some issues regarding the bullet hit impact sounds heard in GE-X in comparison to how they truly were used in GE007. Below will be a list and image illustrating the issues at hand.

1) Archives - http://i.imgur.com/nFpPU3L.png The issue in this map only occurs in this room.

2) Bunker - http://i.imgur.com/KobsPUH.png The dark texture background that connect the steam pipes (or whatever it is) onto the walls does not have a hit impact sound in the original GE game. However, maybe Wreck and co. decided to change this for some reason?

3) Bunker - http://i.imgur.com/W0kjZUI.png Some issues here regarding the hanging monitors. It appears the monitors in the left group do not have hit impact sounds and the right group of monitors does. It's the same issue for the solo mission with the preview that contains doors and props in GE-X 5d.

4) Facility - http://i.imgur.com/rqHFBLY.png Forgot to mention in the illustration the pipes they rest on also have hit impact sounds but they are of the metal type ones used for the brown electronic doors.

5) Facility - http://i.imgur.com/n5w1nI1.png The metal tanks in tank room 1 along with the metal pipe are all missing their respective hit impact sounds in GE-X.

6) Facility - http://i.imgur.com/aKClms6.png There are two different missing hit impact sounds in tank room 2. All tanks and connecting pipes are missing the metal hit impact heard on the electronic doors in Facility. The other hit impact sound comes from the pipes that go up into the ceiling. Those use the sounds heard in the toilet seats in the restroom of Facility.

7) Facility - http://i.imgur.com/h6t1zkI.png The keycard slot in GE007 did not have any hit impact sounds on them. However, in GE-X they do. Maybe another issue where Wreck and co. decided to give them sound for some reason?

8] Caverns - http://i.imgur.com/mfd0shu.png In GE007, when shooting at the water you hear a splash hit impact sound effect where as in GE-X you do not hear anything. Goes for both solo & VR modes.

9) Caverns - http://i.imgur.com/8xqqe5R.png This issue is a little strange. This is the area with the tower like swirl. The water texture here seems to be a bit darker colored than the ones you see everywhere else on the map. Not only this but if you shoot at the water close enough you can hear the splash hit impact sound but it does not seem to cover the entire length of the water there. Only in the Solo mission map.

10) Caverns - http://i.imgur.com/CWDDHIR.png In GE-X VR mode the lights in the elevator have some hit impact texture displays and sound. The white texture is of the glass break as shown on the top portion of the bottom squared light. However, in the solo mission map both elevators lights do not seem to have any hit impact texture displays and sounds. When shooting at them they only show the bullet hole texture and no glass break texture or sound.

11) Caverns - http://i.imgur.com/d43Q7OF.png The metal like object in the waters in GE-X is missing it's hit impact sound that was used in GE007. The hit impact sound used is heard on the walkway floor textures surrounded by the water in Caverns.

12) Caverns - http://i.imgur.com/meykIKw.png This corridor pathway object is missing it's hit impact sound in GE-X. In GE007, this object uses the hit impact sound heard on the walkway floor textures just outside of this room in Caverns.

As far as I know as of now, it seems like most of the VR maps are fine with the exception of the issues listed here.
I will continue to look into the other maps and reporting to see if there are any missing or incorrect details regarding the hit impact sounds whether they are for backgrounds and/or objects.

Edit: Added direct links to the images since they got deleted here. It seems like Imgur is not showing the images up on their hosting site. Probably the reason why they are not showing here now.


Last edited by Thundera8589 on Sat Dec 05, 2015 8:13 am; edited 5 times in total
 
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Wreck
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 PostPosted: Mon Nov 30, 2015 4:27 pm    Post subject: Reply with quote Back to top

While I can't say for all those spots listed, but many of them are places which use special visibility commands in the background files. The tanks in Facility, that ceiling in Archives, most of the water and the enclosed bridge in Caverns, are all handled this way. For whatever reason, PD does not play the sound effects for those room ID's being forced to show from within other rooms. No idea how to fix those.

A few of the others appear to be when a texture is on top of another one (such as ceiling light or security card reader). It's acting as if the bullet doesn't connect with the texture on top, but hitting the larger wall or ceiling texture behind it. This may be correctable with either different display list commands, or by moving the overlapping texture out from the other surface by one or more units.

Thanks for the list. I am sure you will find more, and they will likely be caused by the same two reasons noted above.
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zoinkity
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 PostPosted: Tue Dec 01, 2015 7:23 am    Post subject: Reply with quote Back to top

As a bit of background, both games link sounds and impact image sets directly to images. The only three cases in which shooting something in original GE didn't make a noise would be if it was in a secondary layer (you can always shoot through these, which includes railings and grills), if something invisible can still be shot (like hidden objects over another that weren't flagged to ignore gunfire or when a player dies in MP, fades away, but hasn't "respawned" yet), or if something in a room was placed using rather buggered up visibility scripting.
All of those are bugs.
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Thundera8589
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 PostPosted: Tue Dec 01, 2015 3:07 pm    Post subject: Reply with quote Back to top

Wreck wrote:
This may be correctable with either different display list commands, or by moving the overlapping texture out from the other surface by one or more units.
Actually can both these tasks be done to the tanks in Facility? Like maybe put a metal texture over them to create the hit impact sounds? Wouldn't hurt to try and test out first?

Also I really think you should take a look into the hanging monitors on the left group. I think they may be out of position cause when i shoot at the glass it looks out of position.

Also in Bunker that light blue pipe connecting thing has a similar texture in Frigate.

13) Frigate - http://i.imgur.com/SunlR2J.png Just discovered this texture image here in Frigate VR mode has hit impact sounds but in Solo mission map it does not.

14) Frigate - http://i.imgur.com/n2F03kS.png Here is the same texture but from Frigate Solo mission that looks to be the same one used in Bunker engine room. I believe it's the same texture shown in Picture 13.

15) Frigate - http://i.imgur.com/bBdtL2b.png The shadowed part of this room has no hit impact sound for the metal ceiling neither for both lights. The two brown pole objects attached to the ceiling their also have no hit impact sounds where as in GE007 they use two different hit impact sounds. In the illustration I go into deeper detail indicating what they are. However in the lighter portion of the room the lights are fine along with the ceiling hit impact sounds. The shadow issue with the ceiling in this room is the same in the VR map as well.
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Last edited by Thundera8589 on Tue Dec 01, 2015 5:03 pm; edited 2 times in total
 
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 PostPosted: Tue Dec 01, 2015 4:00 pm    Post subject: Reply with quote Back to top

Quote:
Just discovered this texture image here in Frigate VR mode has hit impact sounds but in Solo mission map it does not.

That sure doesn't bode well. Have fun debugging that Wreck ;*)
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Thundera8589
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 PostPosted: Thu Dec 03, 2015 3:34 pm    Post subject: Reply with quote Back to top

Continuing on...

16) Frigate - http://i.imgur.com/1RJz58D.png When you begin the solo level of Frigate in 5d near the stairs to the right part of the ship this first wall on the right side has the wrong hit impact sounds on it. It's not using the metal one for some reason. This occurs on both equal sides of the ship on the same parallel walls.

17) Frigate - http://i.imgur.com/okW0ach.png The same wall with the black texture image uses 2 hit impact sounds. In GE007 it is just one which is the metal sounds. Issue occurs on the other side of the ship's parallel walls.

18] Frigate - http://i.imgur.com/G5C2cbI.png In GE007 Frigate where you start of in the beginning of the mission, the ship's bottom wall near the ocean is missing it's metal hit impact sounds.

19) Frigate - http://i.imgur.com/KRKuzaz.png This pillar is missing the metal hit impact sounds for the black part of it on the top.

20) Silo - http://i.imgur.com/p58XWoq.png In the beginning where you start in GE-X 5d, these three texture images are the only missing hit impact sounds on the map. All three use the metal type sounds.

21) Archives Backzone - http://i.imgur.com/MCzxFru.png The spinning fan room is missing the metal hit impact sound on the light blue texture images with the X on them. I believe it's the same one from Frigate and Bunker.

22) Archives Backzone - http://i.imgur.com/bGaDQph.png All the way up in the attic area there are wood type hit impact sounds for the ceilings and walls but not for the floor part of the attic. That hit impact sound is missing. Uses the same wood sounds as the ceiling and walls.

23) Archives Backzone - http://i.imgur.com/sfwkAPl.png Outside of Archives has a building where the roof top does not have a hit impact sound. In GE007, this roof top uses the wood type hit impact sound.

24) Archives Backzone - http://i.imgur.com/8sDmEMa.png Outside of Archives the purple greyish building exterior is missing it's hit impact sound. It uses the same one used on the green wall portion of Archives.

25) Archives Backzone - http://i.imgur.com/sfBgoFD.png This other building next to it (greenish grey) also has the same issue as the purple grey building. It's missing the same hit impact sound.

26) Depot - http://i.imgur.com/EsN4tRf.png This wall here on this area is using the wrong hit impact sound. Needs to be the metal type.

27) Depot - http://i.imgur.com/tnbUdQs.png This grey cargo crate thingy is also using the wrong hit impact sound. Needs to be the metal type.

28] Depot - http://i.imgur.com/2fjDNPa.png Another wall same issue as #26.

29) Depot - http://i.imgur.com/zLbJVxS.png A brown colored cargo crate with the same issue as #27.

30) Depot - http://i.imgur.com/DMsyBLa.png Another greyish cargo crate with the same issue as #27.

31) Depot - http://i.imgur.com/rOH6EeE.png Same cargo crate with the same issue this time on the other side of it.

32) Depot - http://i.imgur.com/fG4pBTS.png And even another greyish cargo crate with the same issue as #27.

33) Depot - http://i.imgur.com/hqCrSBq.png Inside of one of the buildings near the ceiling has a missing hit impact sound for it. It's not the metal one. Same hit impact sound heard on Archives green painted walls.

34) Train - http://i.imgur.com/XCfdOeE.png Not sure if this is a window as I don't see any glass on it. Looks kind of like a shutter. In GE007 this texture had no hit impact sound for it. In GE-X Solo and VR maps it has a glass break hit impact sound. Don't think the glass break sound should be used since it does not appear to be glass.

35) Jungle - http://i.imgur.com/AuiUCAY.png This tree looking object here has no hit impact sound in GE007. However, in GE-X it uses the wood type hit impact sound used for the trees in Jungle. I guess it makes sense having the same sound since it's kind of like a tree material? Wouldn't mind if this one is left alone.

36) Control - http://i.imgur.com/rHKtT12.png This texture image here is using 2 different hit impact sounds at the same time. In another room it is it's own object using the metal type hit sound. However, In GE007, this texture image shown here uses the same hit impact sound as the rest of the object sound it rests on.

37) Control - http://i.imgur.com/Mfpqt8R.png These hanging orange objects are missing their hit impact sounds. It's the same one used in Archives green painted walls. I believe these use the same texture image as those from Frigate's shadow ceiling.

Well that's it. That's the list of all the wrong and/or missing hit impact sounds I could find and notice in GE-X as of 5d beta. Here is a list of the other maps that are fine and are identical to the original game in hit impact sounds.

1) Dam - Not implemented yet. To be determined.
2) Facility Backzone - Identical to GE007. Both VR and Solo maps.
3) Runway - Identical to GE007.
4) Surface I - Identical to GE007.
5) Surface II - Identical to GE007.
6) Bunker II - Identical to GE007. Both VR and Solo maps. With the exception of the engine room and hanging monitors in VR map.
7) Statue Park - Not implemented yet. To be determined.
8] Streets - Not implemented yet. To be determined.
9) Cradle - Identical to GE007. Both VR (optimized) and Solo maps.
10) Aztec - Identical to GE007. Both VR (Backzone?) and Solo maps.
11) Egyptian - Identical to GE007. Both VR and Solo maps.
12) Temple - Identical to GE007.
13) Complex - Identical to GE007.
14) Caves - Identical to GE007.
15) Library - Identical to GE007.
16) Basement - Identical to GE007.
17) Stack - Identical to GE007.

Hope these issues can be addressed, looked at and corrected. This thread can be a good sources in the future, for future maps and any possible corrections that can be done in the future.

Edit: I forgot to mention the other VR maps that are fine.
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Last edited by Thundera8589 on Fri Dec 04, 2015 1:22 pm; edited 2 times in total
 
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 PostPosted: Thu Dec 03, 2015 4:50 pm    Post subject: Reply with quote Back to top

This message's purpose is to support Wreck.
 
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 PostPosted: Fri Dec 04, 2015 1:52 am    Post subject: Reply with quote Back to top

Just wanted to clarify something.

I thought someone said that PD used per-surface sounds either in Texture Sound Override or Exclusively.

It now seems as though PD is just Texture Sound?

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Wreck
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 PostPosted: Fri Dec 04, 2015 5:28 pm    Post subject: Reply with quote Back to top

Thunder, do me a favour and make sure you keep all those screenshots, in case something ends up happening to the ones uploaded. Since I likely won't be able to tackle these issues right away, I will need the pics when I do.

Each texture in the image bank has a sound impact and an image impact, which you set yourself. I spent time updating these about two releases or so back. Some textures may be having issues because of how GE handles things (such as secondaries being shot through), and how PD does (secondaries using something other than default can be shot). Overlapping images (like a main wall with details on top) could be acting up, since it uses different impacts in the same area. Could be tricky to fix certain situations.
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Thundera8589
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 PostPosted: Fri Dec 04, 2015 11:13 pm    Post subject: Reply with quote Back to top

Will do. I just renamed the screenshots I have in correspondence to the issue numbered shown on this thread from 1-37. And I even created a new folder located where my screenshots are and named it after this thread's topic. I also created a notepad file with the same descriptions for each issue on this thread. That way I know what their purposes are and remember about them.

Regarding texture images. Is it possible to create a unique texture image and have that image overlap on a background file that uses special visibility commands like you mentioned? Like the tanks in Facility?
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Thundera8589
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 PostPosted: Sun Dec 13, 2015 6:03 pm    Post subject: Reply with quote Back to top

38] Control - http://i.imgur.com/jeHgYye.png I forgot to mention this texture image is also missing it's hit impact sound. It seems to be the same texture image and has the same hit impact sound (random metal sounds) as shown in issues #2, 14, and 21.

39) Facility - http://i.imgur.com/n3kkFzm.png I just discovered that the ceiling in both tank rooms use a hit impact sound as well. The one they use are the same ones used for the tanks and pipes which are of the random metal sounds.

Off topic note: The tanks in Facility Backzone can be walked into in VR mode. Is it possible to make it so that players and sims can't walk inside them?
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 PostPosted: Mon Dec 14, 2015 2:32 am    Post subject: Reply with quote Back to top

This

This is becoming picky I'm afraid Embarassed
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 PostPosted: Mon Dec 14, 2015 6:33 am    Post subject: Reply with quote Back to top

I don't mind, actually. It's just some cases I am not sure how to fix. Some stuff is special visibility related (so can't hear any noises), while others are from layered textures (so may hear impact on the main wall instead of the decal or light, etc.). Certainly issues that should be noted, and corrections made or attempted before all is said and done.

The bottling tanks in VR? Odd. I hadn't noticed that. Wonder what happened there. May have to add some barrier clipping tiles around them.
 
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Thundera8589
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 PostPosted: Mon Dec 14, 2015 9:26 am    Post subject: Reply with quote Back to top

I'm just putting bugs out there for him to at least check out if he can. Whether he can fix them or not is another story. Besides, he doesn't seem to mind much. However, I feel like I'm done reporting bugs on this issue as I feel I found the most sought out and major important ones.

Wreck wrote:
The bottling tanks in VR? Odd. I hadn't noticed that. Wonder what happened there. May have to add some barrier clipping tiles around them.
Yes, to show you I created a gif file of it here http://i.imgur.com/SbON7iQ.gifv

Also there is another non clipped issue in Citadel. The area where you climb up the platform going all the way high. There are some metal type polls like you see if you were on a rock concert or something. I created a gif file for that issue too, if you don't mind taking a look into it. http://i.imgur.com/tt5oSCB.gifv If you do decide to clip the metal poles in Citadel they may need a metal hit impact sound to go with it as well. FYI just saying. Wink
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