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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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MultiplayerX 007
Joined: 29 Jan 2006 Posts: 1210 Location: USA |
Posted: Thu Jan 30, 2020 8:31 pm Post subject: Hey ole buddy! |
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Yeah I hear you. It's neat messing around with the good old console. Just so limited to what can be run on PJ64 and custom mods. It's always been like this way before the Everdrive 64 came out. I can't imagine even playing on console now with how immense the level of custom maps and mods has become. Hope you are well! _________________ http://codelegends.proboards.com/ |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Jan 31, 2020 8:42 am Post subject: |
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I should have five missions finalized and ready for upload. I can't just fix the crash and move on, hehe. There are usually other things I like to address before calling it done. Stuff like objectives that have no failure settings, missing item renames, briefing spelling errors, etc. I keep track of everything in the readme files. Will post links to each updated page when uploaded. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sat Feb 01, 2020 5:04 pm Post subject: |
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First batch are up! I did test these all out on console, but I would appreciate it if anyone else can also give them a good checking. If I missed anything important, let me know. The crashing issue can still occur on Hill Base, but the player only has a window of about one second to do it. Best thing I could come up with, at least for now.
Defuse, by SubZero
http://n64vault.com/ge-levels:defuse
Hill Base, by Coockie1173
http://n64vault.com/ge-levels:hill-base
Missile Silo, by slimwe
http://n64vault.com/ge-levels:missile-silo
Sewers, by Rey
http://n64vault.com/ge-levels:sewers
Storage Factory, by slimwe
http://n64vault.com/ge-levels:storage-factory
Surface Infiltration, by Rey
http://n64vault.com/ge-levels:surface-infiltration
Underground Base, by slimwe
http://n64vault.com/ge-levels:underground-base:slimwe
Nothing major enough was changed to require keeping the originals. Only version 1.1 exists in the new zip folders.
Thanks, 00action. Hopefully they see a bit of use. If nothing else, some of the updates I've included that help certain objective oversights should be welcomed. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Feb 02, 2020 7:40 pm Post subject: |
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Now this one had fun kicking my ass for a while. It took me a bit to figure out what was keeping the level from loading on console, and as you can see from the edit notes, I ended up poking at a lot of stuff. Finally, after I got it loading, something was crashing at the outro scene. It should be all wrapped up now, anyway.
The only "major" changes, which don't even have any real effect on the mission, were the removal of the escape objective (which it is kind of obvious that Bond has to get out), and an enter area task that I used the opportunity to clue the player into knowing that a secret room exists that you need to locate in order to proceed further. Someone playing who doesn't know about this, could become frustrated and give up. I figured it was a very useful repurpose of that objective. I removed the other because 7 objectives takes up too much space in your watch. GE had a consistent max of 5, but in reality 6 fits just fine.
Manufactory, by Zka
http://n64vault.com/ge-levels:manufactory |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Tue Feb 04, 2020 11:26 am Post subject: |
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Here are two more, both of which had issues with their first-person transition camera (or "swirl cam") crashing console. You can check the notes for other things I did. Most of which are simple oversights, additional messages to help the player, or small changes to avoid confusion.
Chimp Caverns, by SarahML
http://n64vault.com/ge-levels:chimp-caverns
Mt. Fuji, by Rey and Ami
http://n64vault.com/ge-levels:mt-fuji
I also made an extremely minor edit to Manufactory. The plant model looks really bad if you destroy it. The wooden base disappears, and the plant itself still shows. This also happens on things like the custom toilet objects. So for these types of objects (that have parts you can shoot through), it's best to make them indestructible. Either that, or remove when destroyed, so they don't look weird. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Wed Feb 05, 2020 3:07 pm Post subject: |
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One more. This one had four key items held by guards, all of which would crash console once killed. So if Samedi pops a shot or two into Jaws or May Day, it freezes. I touched up a couple things, but the biggest offense was Samedi blatantly murdering the owner - the same man HE suggested you talk to for information. It ruined a few of my testing runs. I tried a few things, but settled on having Samedi wait behind the freight container during your interaction with him. Once that's over, Samedi resumes his buddy role... and will still probably kill the poor guy after. Never trust a Shaman, I guess. Check my notes for more details.
Cemetery, by Rey
http://n64vault.com/ge-levels:cemetery |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Thu Feb 06, 2020 10:18 am Post subject: |
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I'd like to branch out from just console crashing issues. I also try to tackle any broken objectives, where something either does not function as planned, or there is no fail check to inform the player when the mission is no longer achievable. If a level can not be completed for some reason, or has something so confusing in it that it often takes watching a video of it on YouTube to beat it yourself, than certain tinkering can be done. Even the simplest made custom mission deserves to be fully playable.
Anyway, I should have at least one more level up today.
Edit: Here's the newest. I did a fair amount of work with this level, most of which was action block related. New tests for objective based stuff mostly. It's still very much the same mission, but I believe I could see where the author was going with it, though they did not have the knowledge at that time to execute it all. Hopefully this gets them closer to their planned outcome.
Secret Base, by GamerFreak5665
http://n64vault.com/ge-levels:secret-base |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Fri Feb 07, 2020 3:31 pm Post subject: |
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Here's another. This one was already pretty good and didn't need much. The culprit was the intro "swirl" camera, which I replaced. I did a few other things, as well. Check the notes if interested. The previous patch had v1.2 on it, so I guess this technically makes it v1.3.
Research Facility, by Tomislav
http://n64vault.com/ge-levels:research-facility |
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loofadawg Agent
Joined: 15 Jun 2018 Posts: 138
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Posted: Sat Feb 08, 2020 3:42 pm Post subject: |
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This is so great that you put the time in to fix these things. The benefits are two fold. One we get to play them on actual hardware with some added tweaks and improvements, and two learn why they failed to work on the console in the first place. Awesome set of wins there. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sat Feb 08, 2020 7:27 pm Post subject: |
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Thanks, Loofa. It's intriguing to see how many different ways these custom missions can actually crash on console. There may be certain things that the Editor itself can have incorporated as a fail-safe, to prevent this from happening. But, unfortunately, not everything can be stopped quite so easily.
After watching most of the Mod Hunters first video, by Nyxxy_ and DrDaniel316, I saw that the old Caves mission (by Octan Baron) had not only a crashing issue, but also an out of bounds problem...
Now the watch thing was easy, as it was using text from an unloaded file. But the clipping was strange. I tried importing the original BG and clipping from a clean GE ROM, but it didn't fix it. I checked the area for anything out of the ordinary, but nothing. Then I remembered I had run into trouble at least twice before looking into custom missions that had replaced Control. There must be some hardcode someplace in ROM that can really mess with it. Be it crashing, or now this weird out of bounds kicker. Putting it over Facility resolved the issue.
I did some other stuff, but he already did a pretty decent job with his action blocks. He did leave out the photography objective, which was mentioned by Q, and had no datathief for the consoles, either. I think I kind of just set it back on the right course he was going for. Check the edit notes for details.
Caves Mission, by Octan Baron
http://n64vault.com/ge-levels:caves-mission |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Wed Feb 12, 2020 8:22 pm Post subject: |
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Here's another two. I should have three, but Yoshida Dam suffers from really bad framerate drops that I am trying to work out. The rest of it should be fine. I am putting off uploading it until I can hopefully get it running better.
Research Complex, by ShiftClick
http://n64vault.com/ge-levels:research-complex
DPRK Research Lab, by MidnightKittehBoi
http://n64vault.com/ge-levels:dprk-research-labs
As always, check out the edit notes to see what all I did. Research Complex was mostly nitpicky stuff and some action block things, as well as reducing the super health on guards to something a bit closer to normal. DPRK Research Lab is pretty much the same way. I changed up the security console part because needing Q's disk (now DAT) for two totally different objectives was repetitive. You could also previously use the console from behind glass, so the layout adjustment corrected that.
The list is growing smaller, which is good. But there may still be some issues that aren't listed. Perhaps not so much crashing ones, but the inability to complete an objective, softlocks because of locked doors, or confusing tasks that pretty much require you to watch someone else beat it on YouTube so that you can complete it, are all problems. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sat Feb 22, 2020 8:01 pm Post subject: |
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Two more off the list...
Q's Big Test (Action World), by Rey
http://n64vault.com/ge-levels:q-s-big-test-action-world
This one had a really small security camera that did not like being destroyed on console. It is similar to glassware, where too small a size will crash the game once broken. The camera does have glass, so it could be the identical issue. If using the RC-P90 on it, it's possible the high rate of fire causes the camera to not fully "break", but still be destroyed sometimes. You see this happen where the explosion doesn't trigger, yet the prop still distorts and loses collisions. Remedy was to keep increasing the camera in increments until it stopped crashing.
I did a few other things, but the biggest was taking away one of the four legs of the trip. Originally, you started at the elevator, go all the way down, then back up just outside the lift, and then back to the bottom once more. Now you just have to pop into the elevator after coming back up, but there are new guards stationed to keep you from getting to it. Takes a bit of the repetitive design out.
Warehouse #8, by Rey & Ami
http://n64vault.com/ge-levels:warehouse-8
So, this one actually had three unique crashing issues. Two should only affect console, and the other doesn't matter what way you play it.
1: You might not be able to see it on emulator, but there is actually a heavy gun emplacement (from Runway) mounted on top of the APC. The problem was that it was set as a 03 Standard type, which emulator could handle, and just did not visualize. I converted it to 0D Drone Gun type, and disabled it.
2: A very common problem with custom missions, is collisions being set on a key that is in the possession of a character. If that person dies, the game crashes as the key (or other item) is supposed to drop from them. Simply ticking off Force Collisions does the job.
3: Finally, straying too far away from the guard who escorts you through the warehouse would crash. This was due to him trying to jump to a missing action block. I just switched him to use a default run and attack block to correct this, as well as gave him a line of dialogue.
Oh, I also reduced the number of spawning guards from 10 to 5. It was checking against the deaths of other guards from the level, which was odd, and may result in greater than 10 being spawned. This helps the framerate, as well, as now less characters are running around at once when the alarm goes off.
For more details, check out the edit notes either on the download pages, or in the readme text files stored inside the zips. |
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daniel316 Agent
Joined: 19 Jul 2017 Posts: 11 Location: United States |
Posted: Sun Feb 23, 2020 5:28 pm Post subject: |
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It's really outstanding how much work you're putting into fixing a lot of these old levels I must say Wreck, I imagine some of them are more frusturating than others. Rey and Ami levels I remember are very notorious for being filled with Crash issues lol. I do wonder do you think you'll ever get to fixing Shipping Yard? I know it's quite a minefield of issues but I figured I'd ask as you have been fixing other Rey and Ami levels as of late. |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1074
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Posted: Sun Feb 23, 2020 6:13 pm Post subject: |
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To be fair I should be bugging Wreck about fixing many of the action block issues I've got with the Western mod - there are a few things which are consistently troublesome, but I figure that's a result of us not knowing as much about it as we really need to. _________________ No Mr. Bond, I expect you to be re-coded! |
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