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GE-X 5e Patch Released! @ 12-24-16
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Wreck
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 PostPosted: Sun Dec 25, 2016 4:16 am    Post subject: GE-X 5e Patch Released! @ 12-24-16 Reply with quote Back to top

GE-X Patch 5e: 12-24-16

It's about time, ain't it? GoldenEye X patch version 5e has been set free to the world! During the time since our most recent patch was released, we've been learning more about the mission campaign. To show how far we've been able to come along with it, we have included two in-progress missions; the Silo and Frigate. Each have intros, fully functioning objectives, and outros. You'll notice some minor changes being made based on difficulty level (such as removing the bombs from Agent mode in Frigate), to follow how Rare handled Perfect Dark, and encourage players to try the harder difficulties. The Statue and Streets are also both now available to preview, but are lacking wall tiles to stop players from wandering through structures. Pretty much every mission preview is full of objects, though some specific models may still be absent (mostly vehicles). Also, if you're playing on console, or with a good graphics plugin, pay attention to the lighting that is slowly being added in throughout the campaign. In VR mode, you'll find three extra levels, including a special treat from Diddy Kong Racing, of all places. And it's the return of the Slapper! No more punches, Mr. Bond. The Taser is now operational, and can be used to force opponents to drop their equipped weapons. An additional two bonus weapons are also ready for action. Speaking of weapons, the animations are getting better every time. Completely new reloads have been designed for the RC-P90, Golden Gun and Rocket Launcher. Other improvements have been made, such as with the Watch Laser. It may not seem like a ton of new content on the surface, but it's a matter of quality over quantity.

For more detail on what's new or modified, check out the list below.

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.


Trailer...
https://www.youtube.com/watch?v=vowyTN_PhGc



List of updates...


[Miscellaneous]

Intro Logos...
The Rareware, Nintendo and GoldenEye X logos have all been modified.
The Nintendo Logo may not colour red correctly with certain graphics plugins.

Menus...
The green background colour in the menus has been darkened.

Gameboy Transfer Pak...
Donkey Kong Country GBC is now the supported game for use in the Transfer Pak.

Monitor Screens...
Aztec random screens supported, but without all the fancy behaviour.
Another monitor series has been simplified, to reduce overall size.

Follow-Up Explosions...
2nd and 3rd stage explosions no longer feature fire ball and smoke.

Doors...
Corrected small (unnoticeable) issue with all doors in VR levels.


[Cheat Options]

Transfer Pak Unlocks...
Certain cheats may be unlocked by using Donkey Kong Country GBC in the transfer pak.


[Weapons, Ammo, Gadgets & Items]

Unarmed...
New Slapper animations replace the punch.
Function name changed to "Chop", description updated to reflect this.
Reach lengthened from 60.0 to 65.0.
Simulant attacks changed to closely mimic human chop rate.

Knife...
When quick switching and slashing / throwing, should no longer flip knives the wrong way.

DD44...
Included front barrel section from TT33 (was blank in GE original).
Modified grip model, texturing and shading.

Klobb...
Ejected casings now using set of coordinates inside model file.

KF7...
Holding and reloading animations adjusted.
Ejected casings now fly to the proper side.

ZMG...
Ejected casings now fly to the proper side.

D5K...
Holding and reloading animations adjusted.
Magazine added to weapon.
Ejected casings in better position.
Trigger guard has been added.

D5K Silenced...
Holding and reloading animations adjusted.
Magazine added to weapon.
Ejected casings in better position.
Trigger guard has been added.

Phantom...
Holding and reloading animations adjusted.
Magazine added to weapon.
Ejected casings in better position.
Texture declaration in model header updated.
Trigger guard has been added.
Included new front barrel section (was blank in GE original).

AR33...
Holding and reloading animations adjusted.
Ejected casings now fly to the proper side.
Muzzle flash position updated.
Trigger guard has been added.

RC-P90...
Weapon model modified and updated to separate magazine from gun body.
Ejected casings in better position.
Holding and reloading animations modified, with brand new reload.

Shotgun...
Hand position improved for better look.
Proper muzzle flash added.

Automatic Shotgun...
Trigger guard has been added.

Sniper Rifle...
Animations modified for improved hand placement.
Magazine "box" retextured.

Cougar Magnum...
Gun in hand position improved.
Spent bullet casings are now silver in colour.
Replacement bullets also changed to be silver.
Quick fire rate improved to better match Simulants.
Animations updated, left hand doesn't go into the cylinder on reload.

Golden Gun...
Weapon updated and expanded upon.
Brand new reloading animations created for single and dual wielding.

Moonraker Laser...
Now features hands.
Impact sounds on props and background can now be heard.

Watch Laser...
Reworked to better represent the original positioning.
Watch face improved, icons appearing on right hand side.

Rocket Launcher...
Uses brand new firing and reload animations.

Grenade...
Hand grenades thrown by mission characters now take four seconds to detonate.
(PD was set to one second by default, making it act more like impact detonation.)

Proximity Mine...
Planting a proxy on a dead body no longer crashes the game when character respawns.

Remote Mine...
Hands no longer go funny when detonating as soon as equipping.

Taser...
Weapon newly included.
Only weapon capable of disarming and disorienting opponents.

Eagle 5...
Attached suppressor for silenced and scoped model.
Sound effect and audable range adjusted accordingly.

K7 Aggressor...
Muzzle flash has been fixed.

Platinum Gun...
Based on a bonus weapon from Everything or Nothing.
A platinum version of the Golden Gun model, which fires exlosive shells.
Only available through the All Guns cheat option.

Rudolph...
Old Saint Nick's trusty sidearm; a red chrome PP7 with 3-round burst action.
Magazine holds twelve rounds, and can be dual-wielded.

Pistol Whip...
Every pistol whip reach lengthened from 60.0 to 65.0.



[Objects]

Golden Gun Bullet Case...
Corrected a missing texture ID in port for the folding lid.



[Mission Levels]

Facility...
Features additional lights and coronas.
Vent hatch can be opened by human players, allowing them to drop down into room below.
Has Runway extension at the back of the bottling room.
Coop mode extends the starting vents to occupy additional bodies.

Runway...
All interior rooms lit, with some being newly added.

Bunker i...
Is now fully lit, and has extra lights where they were originally absent.
Hanging monitor racks have been completely fixed.

Frigate...
In-Progress mission included.
Bond's boat has been altered to create enough space for coop simulants.
Nearly every room features lights, some modified from original BG.

Silo...
In-Progress mission included.

Statue...
Early build that requires adjustments to clipping, portals and possibly BG.
Missing vertical wall clipping, so can walk through walls and die.

Archives...
Contains a few ceiling lamp lights (in progress).

Streets...
Recently ported and setup for initial testing.
Modified level end to directly connect with Depot.
Missing vertical wall clipping, so can walk through walls and die.

Depot...
Modified start of level to directly connect with Streets.
Included some new portals to show a few of the unused beta silos.

Cradle...
Interior lights modified, with new bonus lights in bottom room.
Floating bug at the three bridges *should* no longer occur.
Corrected sky glitch when near lower areas.

Aztec...
Incorporates additional room behind start point for cooperative mode only.
Lights added to guidance data section, with three new in the secure area.
Moon has been added up in the sky.



[Virtual Reality Levels]

Temple...
Added beams of light in three areas.

Complex...
Hidden wall areas now allow projectiles to pass through from each side.

Caves...
AI Path Network updated to improve navigation and use of drops.
Clipping improvements made in certain areas.
Tall ramp adjusted to correct clipping flaws.
Walkway with two open drops modified to help clipping issues.

Library...
Clipping tiles on a floor grating room ID corrected.
Portal at a floor grate elevation fixed (incorrect in original game).
Added beams of light in basement area.

Facility...
Now players spawn inside ventilation ducts (with expanded start area to fit multiple bodies).
Vent hatch can be opened by human players, allowing them to drop down into room below.
Swinging grey door at blue room entrance opens further outward.

Facility Backzone...
Has Runway extension at the back of the bottling room.
Collisions added to the bottling tanks.
Clipping improvements made to various stair cases.

Frigate...
Clipping improvements made to engine room stairs.
Sims can now see / shoot through floor grating in engine room (not stairs yet).

Archives...
Level background reduced to only the rooms involved in VR boundaries.

Archives 1F...
Customized version of Archives, mixing front and back areas with new passageways.

Streets...
An optimized and condensed St. Petersburg Streets can now be played in VR mode.

Cradle...
Clipping improvements made to central area ramp and ramps to bottom level.
Simulant navigation around three converging ramps improved.

Citadel...
Clipping and path network improvements made to the "three house" room.

Icicle Pyramid...
Carefully ported from Diddy Kong Racing and transformed in a new VR level.



[Virtual Reality Characters]

Santa Claus...
Brand new head created for the Santa suit.

Dinner Jacket Arms...
All characters with black tuxedos now have new arm model.

Stealth Suit Arms...
007 and 006's "boiler" suits from Facility use a new arm model.

Dark Costume Arms...
Janus Special Forces and the black Siberian Guard both use new arm model.

St. Petersburg Guard Arm...
Now uses a more appropriate blue material for his arm model.

Baron Samedi (Death) Arm...
Updated the original Samedi arm model to use a dark grey cloth for this version.



[Virtual Reality Simulants]

Using the Shotgun...
Firing rate slowed to closer match human fire (with their pumping action).
Reload time decreased to closer match human reloads.

Using the Automatic Shotgun...
Reload time decreased to closer match human reloads.


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

Download page...
http://www.goldeneyevault.com/viewfile.php?id=202

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


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


December 24th, 2016 (12.24.16)

- 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
Archives 1F!
Streets!
Train
Cradle
Aztec
Citadel
Labyrinth
Icicle Pyramid!

notes:
Temple now has beams of light from exterior openings.
Caves' clipping improved to reduce the number of areas players can fall out.
Library's basement has beams of light shining through upper catwalk grates.
Facility Backzone has extended Runway entrance area, improved stair clipping.
Frigate VR engine room stair clipping improved.
Cradle VR clipping fixes around different ramps.
Citadel's three house room has clipping improvements.
Archives 1F is a customized version of the map with new routes.
Streets VR is a condensed and optimized version of the mission map.
Icicle Pyramid is ported from Diddy Kong Racing.

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

Weapons:
Unarmed (Slapper)!
*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
Watch Laser!
Grenade Launcher
Rocket Launcher
Seeker
*Hand Grenade
*Timed Mine
*Proximity Mine
*Remote Mine
Taser!
Platinum Gun!
Rudolph!
Drone Gun
**Body Armor

notes:
Sims may have trouble using some weapons in certain situations.
Personal Drone Gun can be used in both VR, and also in Missions under a cheat option.
The Slapper replaces the punch animations. Chop, chop!
Watch Laser has been updated to more closely match the original game.
Taser can disarm and disorient opponents. Simulants can not use at this time.
Platinum Gun is a bonus weapon that can fire explosive shells.
Rudolph is Santa Claus' defense weapon, for when he enters hostile territory.
*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]

Certain characters now have better custom arm models to match their clothing.
*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.

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

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)
Santa Claus!
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.

Coop Mode:
Currently, if playing coop mode, scientists and hostages are killed immediately by guards. Also, in some levels and situations, your coop Sim Partners may not move. This is due to missing AI Path Network pads in those areas, which were never included in the original game files and must be added at a later date.

Taser:
Simulants can not use the Taser in VR mode. It could not be corrected prior to this release, so they should now simply avoid using the weapon completely.

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.

Dam:
The only level missing from the mission campaign, and will load PD's Defection.

Control Center:
You can walk through the back of the stairs on the second floor of the main control room.

Mission Dialogue:
You'll hear Perfect Dark voices when dialogue text shows at the top of the screen. We plan to eventually replace all voices with new ones, representing each GoldenEye character.

Motorbike:
Custom animations were made for the bike, but the model did not get adjusted to compensate before the patch was created. This should be easy to correct for the next release.

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

Nintendo Logo:
It should be coloured red, but some graphics plugins still show it as silver.

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

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 porting, 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.
Pavarini: Weapon animations, bug reporting.
Zoinkity: Technical information, Connery Tuxedo, and Labyrinth port from TWINE to GoldenEye (background, setup, clipping, AI path network, pillars, etc.)
Sogun: The Citadel makeover, and Icicle Pyramid BG + floor clipping port to GoldenEye.
Trevor: Santa Claus head.
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 porting, and helpful suggestions.
Octan Baron: Base AI Path Network for Caves.

Bug Reporting and/or Suggestions:
AstroBomber
stlntxtrs
OmegaCop13
Thundera8589
killedbyurmom
The Renagadist
SATURN_81
connery as bond
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Last edited by Wreck on Sun Dec 25, 2016 4:34 am; edited 4 times in total
 
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Wreck
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Location: Ontario, Canada

 PostPosted: Sun Dec 25, 2016 4:22 am    Post subject: Reply with quote Back to top

-reserved-
 
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Kerr Avon
007
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Joined: 26 Oct 2006
Posts: 913

 PostPosted: Sun Dec 25, 2016 4:31 am    Post subject: Reply with quote Back to top

Fantastic, downloading now! Thanks for making it a Happy Christmas for all us PD/GE fans Very Happy
 
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Wreck
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Location: Ontario, Canada

 PostPosted: Sun Dec 25, 2016 4:39 am    Post subject: Reply with quote Back to top

Just added link to trailer in top post...
https://www.youtube.com/watch?v=vowyTN_PhGc

Thanks to SubDrag for setting everything up on the GE Vault website, and to TH126 for his work on another fine trailer! Also big thanks to Pavarini for his excellent animation contributions, Sogun for letting me use the PD version of Icicle Pyramid, and Trevor for the terrific Santa Claus head. And thanks to you guys for waiting so patiently for this to come out. I hope you'll get some enjoyment out of it over the holidays. Very Happy
 
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killedbyurmom
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 PostPosted: Sun Dec 25, 2016 4:48 am    Post subject: Reply with quote Back to top

Alright!! Can't wait...thanks for all you and the team have done Wreck!
 
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Fillerthefreak
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Joined: 29 Mar 2014
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 PostPosted: Sun Dec 25, 2016 8:12 am    Post subject: Reply with quote Back to top

Played it. Very nice so far! There was a couple (Minor) but not gameplay killing bugs I found.

-The Door to the firing range in the institute refused to open for me. Happened every time I loaded the map.

- A scientist in silo got stuck walking in loop near one of the smaller computers. More of a laugh to me if anything bad. A guard also got stuck shooting point blank at nothing.

-In Silo, Bond teleports from your player location to the centre of the elevator in the ending cutscene for a brief moment.

-Have no idea if this is intentional, but I somehow got Bond with the Rudolph weapon in the ending cutscene of Frigate.

-When cycling through weapons, I got a clone of the phantom with no name. Couldn't replicate this bug, sadly. Might of been a bug with the mouse injector.

-Not related to the game, but in the patch description on GE Vault, it says the Platinum Gun fires "exlosive shells". (EDIT: This typo was fixed pretty quickly)
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AL64inthedark
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 PostPosted: Sun Dec 25, 2016 8:25 am    Post subject: Reply with quote Back to top

Yeah guys. Congratulation to everybody for this new release.

I just hope you're glad that my hollidays will be spend playing it instead of working for my futur. ^^
 
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Carnivorous
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 PostPosted: Sun Dec 25, 2016 9:37 am    Post subject: Reply with quote Back to top

Fillerthefreak wrote:
-When cycling through weapons, I got a clone of the phantom with no name. Couldn't replicate this bug, sadly. Might of been a bug with the mouse injector.

Not related to the mouse injector, changing weapons use input combos like a controller.

And to add to the list

- I too found the bug with scientist getting stuck in silo

- Weapon at the ending cutscene of frigate is red

- In frigate the hostages get stuck and you have to manually unstuck them by firing at their feet

- Back zone ai network bug I posted in last thread is still there

Other than that great release Very Happy
 
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Fillerthefreak
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 PostPosted: Sun Dec 25, 2016 9:54 am    Post subject: Reply with quote Back to top

Also, some more stuff to note.

-Streets has quite a bit of clipping issues, pretty much is only floor collision right now.

-There's a bunch of random weapons on the ground near the end of Streets.

-Egyptian has been worked on with enemies and assets, dunno why it wasn't documented.

EDIT:

-Statue has all the objectives as "invincible" and 5 automatically fails. Many clipping issues in this level, too.

-Train has an issue where the second half of outside the train only loads when you're actually inside the area itself.

-The drone guns in Aztec's crowded vent-like maze seem a tad too large, might be a Graphics plugin bug.

-Caverns has an odd issue of collision near the 1st walkways from spawn. Happens on the right railing, and you just have to move left to get away from it. Not a huge issue.

Also, I found the weird Phantom issue was just my dying mouse scrollwheel, it just went back a weapon when I tried to advance one with the mouse injector.
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Jhirmer614
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 PostPosted: Sun Dec 25, 2016 10:08 am    Post subject: Reply with quote Back to top

Awesome update as always! The 2 mission updates are very awesome!
The first thing tha really stood out to me that was out of place was entering the engine room in fridgate the hostage gets killed right away instead of the guard killing him once you get to a certain vasinity of the guard and hostage.

Also, will it be possible for n the future to have bonds spy cam to stay in the area you bring it out to use; it is kinda weird being able to see bond take a picture of the satilite in Silo. Unless Q was testing a new drone cam technology Razz

Also the new red pistol is amazing! I hope the platinum gun can be used in death match in the future Smile
 
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The Renegadist
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Joined: 10 Feb 2016
Posts: 379
Location: Facility Vents

 PostPosted: Sun Dec 25, 2016 11:17 am    Post subject: Reply with quote Back to top

Great work on this guys, been watching some gameplay from the very first patch and it's amazing to see how far GE:X has come!

With that said I've noticed a few bugs in a few places that I'd like to mention.

Bugs:

Singleplayer
-Guards get stuck in a crouched shooting position and won't stop to re-adjust their aim. Some guards do snap out of it but I don't know what causes it to happen. Guards also like to shoot at nothing at times where you walk into a room and they are unloading their gun into a wall.


Guard started shooting at the left wall before I killed him.










-One guard was aiming at me but wasn't shooting and another wouldn't move once I shot the weapon out of his hands. Fear?



This guard would turn to look at me and follow my movements but wouldn't attack me.

-Rocket Launcher model is missing faces.



I took these before the new 5e patch, if these were fixed then ignore this.

-Stuck scientist


-Frigate water bug (Might be a 1964 problem)


-Guard should have dual weapons


-Small clipping issue on the RC-P90




Suggestions:

-Remove guard voices/replace with blank audio files, it feels wrong having the PD voices for the GE guards as none of them sound Russian and because they use key words from PD such as "Her and She". Removing the voices fixes both of those problems and personally I think would sound better having no speech at all other then the grunt sounds.

-Guard reload/jam, it would be nice if guards played the gun jam animation every time they run out of ammo. I don't know if this is possible but again this is my opinion

-Change the D5k animations, I know Pav put his all into these and this was just announced but I feel the Dragon animation is overused. It would be really cool if Pav could make a new animation for the gun with his own mix of realism and the PD style we are used to.

-Prop damage, currently some props quickly drop to the floor instead of acting as they do in GE and would be cool if they were fixed.


Keep in mind some of these suggestions are based on my own opinions and because the patch was just released none of them have to be considered for the time being but I thought I'd mention them anyways. Not only that but most of these issues are with the SP campaign which is highly WIP so it isn't a bad thing that there are bugs. Thanks for this patch, it's absolutely amazing and I can't wait to get this thread up to 60 pages just like the last one! ; )
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The Renegadist
Secret Agent
Secret Agent


Joined: 10 Feb 2016
Posts: 379
Location: Facility Vents

 PostPosted: Sun Dec 25, 2016 11:25 am    Post subject: Reply with quote Back to top

Bump, I accidentally bumped the old thread above this one.
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Fillerthefreak
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Joined: 29 Mar 2014
Posts: 305
Location: Canada

 PostPosted: Sun Dec 25, 2016 11:41 am    Post subject: Reply with quote Back to top

@The Renegadist

Did you test Egyptian, yet? As it has objectives, enemies, and whatnot. I did a rough test of the map, and it seemed to work pretty well.
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Dylan
Agent
Agent


Joined: 03 Mar 2013
Posts: 34

 PostPosted: Sun Dec 25, 2016 12:59 pm    Post subject: Reply with quote Back to top

Looks like Wreck left us a little Christmas present within the GE:X Christmas package. Egyption is also fully playable and works really well. Thanks so much. I just beat all the mission previews on 00 Agent and I can't wait for more Very Happy

One thing though, Silo seemed a bit easier than I remember. It was really the first difficult mission in GE and still takes me a few tries but on here it took me my first go. I only got to the elevator with about 3 seconds on the clock but still thought it might have been worth noting.

This is the first new release since I got my 20" Sony PVM RGB monitor and I must say this mod looks fantastic on an RGB modded N64 on professional monitor. Amazing work guys! Wink
 
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Trevor
007
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Joined: 15 Jan 2010
Posts: 926
Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest

 PostPosted: Sun Dec 25, 2016 1:28 pm    Post subject: Reply with quote Back to top

Same here for the Fireing Range door bug.

Love the way the strip lights are done in bunker.

Need more lights in facility, there are bright rooms with no light explanation.
The lights that have been added though are great. I like the grate door too.

Sniper rifle reload doesnt work. Its been made into a "bullpup" configuration but the barrel does not extend back to the chamber, nor is there enough room left in the butt behind the magazine to allow semi-automatic fire (bolt + spring)
I know why you put the mag there, so it doesnt change the fore-stock, but it would be better in the "normal" place.


Rain has no "splashes" in jungle. If you look closly at Chicago, the rain splashes off the ground and water every so often, however I could not see this at all in jungle.



I fixed the Moon in Aztech.

As I suggested before, I changed the combiner to
CC1 (0-0)*0+SHADE
AC1 (0-0)*0+Texel0

And the rendermode to transparent.


Since the moon is 1Cycle there is only the 1 combiner setting.
Since the Moon texture is 4Bit Greyscale, it can be used as a transparency map which is why the above combiner works.

It works great.

It brightens (and looses contrast) as clouds pass "over" it.

Trev
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