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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Kerr Avon 007
Joined: 26 Oct 2006 Posts: 913
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Posted: Sun Mar 05, 2017 5:53 am Post subject: |
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Wreck wrote: | An update patch should be coming over the next few months. Definitely not a year from the recent release. It will address some issues, replace some animations with newer versions, add the Platinum Gun to multiplayer, and hopefully some other fun bonuses. We'll also see about getting another mission up and running. |
Brilliant, thanks!
Will it include Dr. Carroll in multiplayer, do you think? |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Mar 05, 2017 5:56 am Post subject: |
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No, Dr. Caroll will be appearing in a new Perfect Dark patch sometime soon. It will have all the GE Classic weapons in Combat Simulator, the Stack makeover, and some other bonuses. Still needs some work, though. |
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Kerr Avon 007
Joined: 26 Oct 2006 Posts: 913
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Posted: Sun Mar 05, 2017 8:56 am Post subject: |
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Wreck wrote: | No, Dr. Caroll will be appearing in a new Perfect Dark patch sometime soon. It will have all the GE Classic weapons in Combat Simulator, the Stack makeover, and some other bonuses. Still needs some work, though. |
Great! I'd prefer Dr Carroll to be in Perfect Dark, if I had to choose between that and Goldeneye/Goldeneye X (as you know, I'd a PD fanatic), and I remember you saying you were working on a second imported map for Perfect Dark. |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Mar 05, 2017 2:12 pm Post subject: |
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Considering how often he is requested, it is becoming more and more likely, yes. |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
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TheMaskedMutant Agent
Joined: 27 Nov 2016 Posts: 40
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Posted: Sun Mar 05, 2017 6:48 pm Post subject: |
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ummm how can Dr Caroll be implemented as he wasnt an original character in the perfect dark multiplayer how would hold a weapon or anything? |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Mar 05, 2017 6:56 pm Post subject: |
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Pavarini managed to rig him up using a human body type. He looks spot on, and his behaviour is extremely close to his original style. I was thoroughly impressed when I got a chance to try it out for myself. |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Sun Mar 05, 2017 7:02 pm Post subject: |
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Quote: | ummm how can Dr Caroll be implemented as he wasnt an original character in the perfect dark multiplayer how would hold a weapon or anything? |
Like so. Dr Caroll in this clip is actually just a floating chest. The little wings are rigged to wrists and the screen is rigged to the neck. He was the first character I imported, which you can read how to do here. |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1074
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Posted: Sun Mar 05, 2017 8:03 pm Post subject: |
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Haven't been around for ages but think the rigging exploit you used on Dr Caroll is fantastic!
Tell me: how are the hitboxes handed? Per mesh or per bone - I guess what I'm asking is if you can only hit the visible parts of Caroll or if there's still a humanoid hit area there. _________________ No Mr. Bond, I expect you to be re-coded! |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Sun Mar 05, 2017 8:37 pm Post subject: |
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MRKane wrote: | Tell me: how are the hitboxes handed? |
A character is made up of groups of polys called rooms (about 16 rooms + low poly rooms). With each 'room' there is a hitbox assigned to that. When you import a character in the editor it will recalculate the hitboxes using min/max for each 'room' (body part). It's pretty good but for characters like Link or Skedar you will need to manually adjust. This is what the hitboxes looks like for the Link character I'm working on https://i.imgur.com/hkP1rQb.png
MRKane wrote: | Per mesh or per bone - I guess what I'm asking is if you can only hit the visible parts of Caroll or if there's still a humanoid hit area there. |
With Dr Caroll I manually removed all hitboxes from the lower part of the rig so it's just empty air under him. Hitting Dr Caroll's screen will count as a headshot and will rotate the head back like humanoid characters. |
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Kerr Avon 007
Joined: 26 Oct 2006 Posts: 913
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Posted: Mon Mar 06, 2017 12:38 pm Post subject: |
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Is it possible to make the Skedar playable in PD multiplayer? I'm not bothered about it personally (though I'd love to be able to play against Dr. Carroll) but back when PD was widely played, people often asked about it. Some people speculated that it would be difficult, since the 'headshot' hit box would be difficult to implement, apparently.
If it was possible, then would it possible to increase the 'punch' damage of the Skedar, so that it could kill you in one hit (I don't mean by using the one-hit-kill mode overall, since humans still should not kill anyone with just one punch)? |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Mar 06, 2017 12:53 pm Post subject: |
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All players use the same weapon data, such as damage dealt, so you can't modify it by character model in use. With those nasty claws, it would make sense, but unfortunately I don't believe it possible.
Technically, I think the "headshot" portion of the Skedar is the tenticle-like part sticking out the back of their head. But to use a human rig, it would need to be handled differently. |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
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