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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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MRKane 007
Joined: 11 Dec 2008 Posts: 1073
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Posted: Thu Apr 20, 2017 3:17 pm Post subject: |
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Awesome going dude! _________________ No Mr. Bond, I expect you to be re-coded! |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 482 Location: Mexicali, Baja California, Mexico |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Apr 21, 2017 5:29 pm Post subject: |
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I am sure SubDrag will be quick to replace the files if you need to send him an update. He recently switched out something for me, and that was from a years old project. Best to get it fixed up soon, to avoid confusion or possible frustration.
Hope to give your mod a test soon. Might not be for a few weeks, though. |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 482 Location: Mexicali, Baja California, Mexico |
Posted: Fri Apr 21, 2017 5:33 pm Post subject: |
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Thanks Wreck, I'm going to be patient before this, ah and by the way, I really liked your mod, it's very original, but as you did in putting the letters of Aztec in the Complex level, like '' Keep Clear '', among other letters ? _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Apr 21, 2017 7:28 pm Post subject: |
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I exported the Aztec background file, copied out the parts I wanted to use (such as the Drax logos, BAY-4, and KEEP CLEAR text), carefully pasted them into the Complex rooms, adjusted their size and position, and exported my new background. It was all done manually in a Hex Editing program, to ensure everything came out properly. Otherwise you would have to do it in a modeling program, and that means the display list data would end up being different once imported back into the GoldenEye Setup Editor. Probably just me being extremely cautious.
That is one thing about the multiplayer exclusive maps. They lack details and have too many connecting paths. You sort of need to add additional visuals (like text, logos, posters, railings, etc) to make it look more like a mission level, and close off at least a few connecting passages to not allow so much free roaming by the player. |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 482 Location: Mexicali, Baja California, Mexico |
Posted: Fri Apr 21, 2017 7:34 pm Post subject: |
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umm... , I thought I could use only the GoldenEye Setup Editor, thanks for the info, but I do not want to use another 3d modeling program for this game, thanks _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 482 Location: Mexicali, Baja California, Mexico |
Posted: Sat Apr 22, 2017 11:14 am Post subject: |
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What level and character did you like in this mod? To me were the levels "Camps", "Icy" and "Quickman", and the characters were Gail and Bridgette Bleu _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
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mistamontiel 007
Joined: 17 Apr 2011 Posts: 843 Location: Miami, FL, CUBA |
Posted: Sun Apr 23, 2017 8:52 pm Post subject: |
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What's that music that plays on couple levels lol ? It plays on top of the music but I can turn that off and still hear that and duplicating , well now I tried it again sounds different used to hear nice rhodes but ya it's crazy
Various levels are slideshow barely no framerate , also I kill Nemesis and crashes
https://www.youtube.com/watch?v=fPt4R_nfuDY @ 2:06 for strange music loops _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Apr 23, 2017 9:01 pm Post subject: |
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Does the extra music playing on top only occur after you have paused at some point? I wonder if it is some kind of memory overflow. I think I recall SubDrag talking about having issues in GF64, so he (and / or Zoinkity) had to increase the memory for the music tracks. The custom A View to a Kill theme playing in the watch could be causing it. |
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mistamontiel 007
Joined: 17 Apr 2011 Posts: 843 Location: Miami, FL, CUBA |
Posted: Sun Apr 23, 2017 9:03 pm Post subject: |
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Not so sure I could try that again without pause mode .. now edit in 10 minutes perhaps
EDIT: Yup I believe the pause causes that to occur though not immediate _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Apr 23, 2017 11:12 pm Post subject: |
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Than I suppose either SubDrag or Zoinkity would be the only ones to know how to possibly fix that. The 21990 menu tools has something in it about the MIDI music files, but it would be best to ask about that rather than to just start making changes on your own. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6121
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Posted: Mon Apr 24, 2017 2:35 am Post subject: |
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You have a max of 5kb in for all music combined in a level, in N64 midi format. But it doesn't load the watch track until you open it, that's when you notice. |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 482 Location: Mexicali, Baja California, Mexico |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6121
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Posted: Mon Apr 24, 2017 6:44 am Post subject: |
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Your songs for the level just need to fit in 5kb converted size. |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 482 Location: Mexicali, Baja California, Mexico |
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