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Goldfinger 64 Released!!!!
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MRKane
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 PostPosted: Fri Sep 22, 2017 4:33 pm    Post subject: Reply with quote Back to top

We're putting forward a heap of good ideas and points here - would it be better on an open google documents page or something similar to keep track of everything and make sure that it's not posted twice? Smile

I know personally I'd like to fix not only my own crappy work but try to get a standardisation of the cool stuff through the mod (I feel the searchlights in Shipyard really add something for instance). Finally I've started to wonder if the entrance/exit points of the levels should be different so people don't miss out on a heap of the awesome work that's been done (I keep coming back to level 1 and thinking it'd be great for a chase sequence...but that's a total aside!)
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The Renegadist
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 PostPosted: Fri Sep 22, 2017 6:06 pm    Post subject: Reply with quote Back to top

Besides the few issues I posted about a few posts ago I also noticed that some parts of the level seemed to be lacking in interior design.

The Auric warehouses for example had barely anything inside of them save for a few rows of the metal tables or whatever they are, that and the Nuclear Factory level that felt more like a amateur first map in Hammer especially in the main room with the metal platforms with no railing (Big square rooms with little detailing). Not saying any of the levels were bad or anything but they felt off after playing say the first few levels that were highly detailed or the later levels after the hospital.
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killedbyurmom
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 PostPosted: Fri Sep 22, 2017 6:14 pm    Post subject: Reply with quote Back to top

Just want to say Thanks for this amazing, basically new from the ground up, game. I never thought all this would be possible and love GoldFinger 64. I don't have much to add in regards to improvement areas..just wanted to let all involved that I'm thankful for all your hard work!
 
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Goldeneye64
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 PostPosted: Tue Sep 26, 2017 10:49 am    Post subject: Reply with quote Back to top

Little Nit pick and not sure if was pointed out yet but on the second mission, Capungo should be capitalized within the mission briefing.

Edit: More things:

there a clipping issues in the Miami Level (3rd mission) if youre like me and get lost and go up to the hotel/balcony things beside the pool). Also when entering the Goldfinger Suite, upon first entering the blue room, and going into the first little room on the left after it (on Agent difficulty) one of the guards doesnt have an animation or gun, so he stays dormant. That needs fixing.

Edit#2: It seems that most levels have errors in which not that they crash, but effectively go out of bounds (ie on Shipyard), is it because Geometry isnt closed off within those levels ? or is it just based on the engine? I'm currently at that level, and it's huge, but the frame-rate dips so so much more than other levels currently that its hard to get past. (i'm thinking based on the scale of the level?) EDIT 3: I had been using Widescreen + 16:9 view as video settings within the game, could that have contributed to some of the more choppier frame rate dips?


Last edited by Goldeneye64 on Tue Sep 26, 2017 9:37 pm; edited 2 times in total
 
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Graslu
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 PostPosted: Tue Sep 26, 2017 11:42 am    Post subject: Reply with quote Back to top

Yesterday I streamed GF64 on 00 Agent and it was my third time fully completing it after getting all the cheats.
I'm really enjoying it on the real N64, more than on emulator until it gets fixed at least.

While streaming I got the out of bounds issue in Shipyard which made me restart, aside of that I can't recall of any other issues. I complained about the levels being a bit confusing but after completing them all these times it becomes really easy to remember. Some rooms are quite empty and some other levels are too short, but I know those are the unfinished ones so I can't wait to see the final versions.
I'd also like to mention that the multiplayer level "Hangers" crashes on original hardware.

I think the difficulty is on-point although the Colt guards can be rather annoying at times which makes you play really carefully and exploit the game a bit at times.

Great work on it. Again, can't wait to see the final version! (And perhaps an emulator-friendly patch Razz)
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zoinkity
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 PostPosted: Tue Sep 26, 2017 4:53 pm    Post subject: Reply with quote Back to top

Some MP stages crashing was noted in the readme.
The (potential) solution is applying the GF smartspawns patch found in this thread:
http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=7326
That should correct both crash at start and spawning on top of other players. It wasn't included in this release though since it was effectively untested.

We also had sporadic crash errors at launch in Offices, Crab Key, and some other stage that escapes me at the moment.
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Graslu
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 PostPosted: Wed Sep 27, 2017 10:38 am    Post subject: Reply with quote Back to top

I didn't see it on the GoldenEye Vault post so I figured it was the same on the readme, sorry!

Also seems like those filedropper links are dead, so I couldn't test it on my end sadly. I've never had any other crashes on stages other than Shipyard and Hangers on original hardware.

About the inaccuracy of guards in emulators, I've made a patch that fixes it, you can find it here - http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=68599&highlight=#68599
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The Renegadist
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 PostPosted: Thu Sep 28, 2017 3:38 pm    Post subject: Reply with quote Back to top

Felt this needed to be stated but **** the doors on the plane level. Having them shut within a second of opening them has gotten me killed so many times and not only that but it makes it hard to shoot anyone.

Seriously, we gotta extend the time they remain open in the next patch because I've quit playing the level so many times due to them.
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Wreck
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 PostPosted: Thu Sep 28, 2017 4:07 pm    Post subject: Reply with quote Back to top

Probably was done in an effort to help performance. It's a linear map, and being able to see a bunch of connected sections at once, plus enemies, could take a toll. Perhaps the time could be extended, but I doubt by much.
 
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The Renegadist
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 PostPosted: Thu Sep 28, 2017 8:18 pm    Post subject: Reply with quote Back to top

I'll admit that I was extremely pissed earlier but we still need to do something, it isn't so bad on an emulator but on real hardware where every frame counts it makes things extremely aggravating especially when the frames are slow and delayed.
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AL64inthedark
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 PostPosted: Fri Sep 29, 2017 11:46 am    Post subject: Reply with quote Back to top

Yeah. It didn't pissed me too much, but I find it "funny" how they close almost immediately after you press B. The issue is there are almost always a gard you have to kill before entering the next room, so I usually have to reopen them a few time.
But well, we were told it was an unfinished mission so I believe those kind of tweaks are done quite late.
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Graslu
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 PostPosted: Fri Sep 29, 2017 1:13 pm    Post subject: Reply with quote Back to top

It could be made so they stay open until you get close to the next door (or too far from the opened one), that way it would be way less frustating. Specially with those guards that shoot at you almost instantly before you can fully see the room.
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darkknux
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 PostPosted: Sat Sep 30, 2017 12:57 pm    Post subject: Reply with quote Back to top

To SubDrag and his team, what a beta, I haven't enjoyed a video game on the N64 like this in years, the exploration, learning new levels, playing with new gadgets and guns, reminds me when I first played Goldeneye as a kid in 1998 and thinking the Facility was huge. Just blows my mind how long its been since I've had that feeling.

All my testing has been on my Nintendo 64 console connected to an XRGB Framemeister using RGB with a 64Drive.

The watch music is still my favorite, so mellow and mysterious, and most the tracks in the game fit the levels very well. Some could use some work like Fort Knox, I think the drums in the beginning could be cut down a little and it still represent the original score.

Speaking of Fort Knox, once you know where to go, the level is quick, but in the beginning, I was in the level a good 30-40 minutes. And there is a glitch behind the tank building, if you're heading toward the water tower:

https://ibb.co/kPBS6G

These just show dead ends into voids in the Miami level and an intresting effect with the N64 fog on an edge:

https://ibb.co/g6cZmG

https://ibb.co/fA9rYw

https://ibb.co/fKPQtw

And in the Club level, found a void door in the pink chair room:

https://ibb.co/hAkn6G

In multiplayer, the only crash I've had was trying to enter the Hangers level, although I have gotten it to work by changing the weapons and characters.

Also for some reason even thou I have the 007 file folder, the level between Hideout and Island is blacked out in multiplayer Shocked

https://ibb.co/gU4atw

https://ibb.co/hD2TDw

The title screen, there's a line above the golden hand with Goldfinger's face:

https://ibb.co/mQfgYw

That's mostly it for bugs that I've found, the Alps level never crashed on me at all, although any chance the car model could be increased a little in size, it looks a bit small to me compared to the other vehicles in the game.

Ask for the dark levels like Cartel & Hideout, maybe add clouds in the skybox or maybe stars if possible. Maybe even crickets like Jungle had? And Airport, really can't wait to see the full level when it's done Smile

And the demos, I'm sure with time and patching they will be worked on as well .

To everyone that worked on the mod, thank you. You captured a part of my childhood in a new way to play one of my favorite games on the N64, and that's priceless.
 
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The Renegadist
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 PostPosted: Thu Nov 30, 2017 9:56 pm    Post subject: Reply with quote Back to top

Someone mentioned that Carnivorous had a patch that removed anti-aliasing on the console, is that still around as I haven't been able to find it.
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Carnivorous
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 PostPosted: Thu Nov 30, 2017 10:31 pm    Post subject: Reply with quote Back to top

https://files.catbox.moe/r6zxzo.zip

Last edited by Carnivorous on Tue Dec 19, 2017 11:08 am; edited 2 times in total
 
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