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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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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7215 Location: Ontario, Canada |
Posted: Wed Apr 18, 2018 10:47 pm Post subject: DKR Custom Courses & Mods! |
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Here is a list of modifications for Diddy Kong Racing.
Rexy Dino Racer:
http://n64vault.com/dkr-characters:rexy
Yoshi's Racing Story:
http://n64vault.com/dkr-levels:yoshi-racing-story
https://www.youtube.com/watch?v=p5mQ6Dcu_R8
https://www.youtube.com/watch?v=HKpDCFTUqek
Gliese Boneyard Battle/Track
http://n64vault.com/dkr-levels:gliese-boneyard
https://www.youtube.com/watch?v=okov4kSXFHQ
DKR GoldenEye, Sixty Four:
http://n64vault.com/dkr-levels:dkr-goldeneye
https://www.youtube.com/watch?v=3BhbpB9UL4c
DKR Community Track Pack, Sixty Four/Community
http://n64vault.com/dkr-levels:dkr-community-track-pack
https://www.youtube.com/watch?v=NMbMhoqU384
Volcano, Sixty Four
http://n64vault.com/dkr-levels:volcano
https://www.youtube.com/watch?v=s6PG46QCuJU
Everglades, Sixty Four
http://n64vault.com/dkr-levels:everglades
https://www.youtube.com/watch?v=hf3UkeekhQY
Pterospace, Sixty Four
http://n64vault.com/dkr-levels:pterospace
https://www.youtube.com/watch?v=fAf9mPHLiNw
Mad Monster Mansion, Sixty Four
http://n64vault.com/dkr-levels:mad-monster-mansion
https://www.youtube.com/watch?v=DX9epVUKSBA
Ocarina of Time 4-Pack, by Sixty Four...
http://n64vault.com/dkr-levels:dkr-ocarina-of-time
https://www.youtube.com/watch?v=ajI9f46dd4s
Big Boo's Haunt, by Sixty Four...
http://n64vault.com/dkr-levels:big-boo-haunt
https://www.youtube.com/watch?v=x_0IYHaWax4
Tiptup Choir, by Sixty Four...
http://n64vault.com/dkr-levels:tiptup-choir
https://www.youtube.com/watch?v=Kos6J0rCqaI
Green Saturn Street, by Saturn81...
http://n64vault.com/dkr-levels:green-saturn
Community track pack video: https://www.youtube.com/watch?v=NMbMhoqU384
Blue Streak Road, by Doomed Jay...
http://n64vault.com/dkr-levels:blue-streak-road
Community track pack video: https://www.youtube.com/watch?v=NMbMhoqU384
Sunfire Sanctum, by Sixty Four...
http://n64vault.com/dkr-levels:sunfire-sanctum
https://www.youtube.com/watch?v=2C99iaEBxog
Doom Base, by Sixty Four...
http://n64vault.com/dkr-levels:doom-base
https://www.youtube.com/watch?v=vepdEzgQ_1c
Dino Valley, by Sixty Four...
http://n64vault.com/dkr-levels:dino-valley
https://www.youtube.com/watch?v=cg7ox1hHnRA
Test Map, by Coockie1173...
http://n64vault.com/dkr-levels:coockie-test-track
Community track pack video: https://www.youtube.com/watch?v=NMbMhoqU384
Froggy Haze, by Sixty Four...
http://n64vault.com/dkr-levels:froggy-haze
https://www.youtube.com/watch?v=cAJ_GxXBwkA
Rainbow Road, by SubDrag and Zoinkity... Updated by Sixty Four
http://n64vault.com/dkr-levels:rainbow-road-1-1
https://www.youtube.com/watch?v=C17bWsKaUY4
Big Donut, by SubDrag and Zoinkity...
http://n64vault.com/dkr-levels:big-donut
https://www.youtube.com/watch?v=NfWFh_vfpIo
Moon-Station, by Comet...
http://n64vault.com/dkr-levels:moon-station
https://www.youtube.com/watch?v=302MuM9fRkQ
Test Track, by SubDrag...
http://n64vault.com/dkr-levels:test-track
https://www.youtube.com/watch?v=lAjvzCcNadc
*Notice: Currently all patches are to be applied to v1.0 of the North American ROM.
Last edited by Wreck on Sat Sep 08, 2018 9:38 pm; edited 17 times in total |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6145
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Posted: Thu Apr 19, 2018 2:14 am Post subject: |
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Thanks for the list, I hope we see more DKR levels! So far I think the only one that works console is my test track, but I haven't tried Sixty Fours latest.
Any crashing I think is due to missing animation markers, overrun memory, or level not being right height so animation markers don't work |
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sixty four Agent
Joined: 30 Mar 2018 Posts: 31
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Posted: Thu Apr 19, 2018 6:23 am Post subject: |
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I plan to keep the DKR tracks coming, I have too many ideas not enough time! Still got some more to learn though. I also wanted to make some simple like guides for others. But first I wanted to get some good knowledge of how things work, getting there. |
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mistamontiel 007
Joined: 17 Apr 2011 Posts: 847 Location: Miami, FL, CUBA |
Posted: Thu Apr 19, 2018 9:52 am Post subject: |
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I repatched SubDrag's test track. Still freezes when in the menu entering course overview even spamming A still locks up
Don't know if ED vs 64drive is a thing. 64drive here _________________
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6145
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Posted: Thu Apr 19, 2018 10:16 am Post subject: |
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mistamontiel wrote: | I repatched SubDrag's test track. Still freezes when in the menu entering course overview even spamming A still locks up
Don't know if ED vs 64drive is a thing. 64drive here |
Argh, my fault, redownload. I fixed it...but forgot to reupload. |
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mistamontiel 007
Joined: 17 Apr 2011 Posts: 847 Location: Miami, FL, CUBA |
Posted: Thu Apr 19, 2018 3:39 pm Post subject: |
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Excellent, works wonders!!! No doubt the bots are dog slow _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7215 Location: Ontario, Canada |
Posted: Thu Apr 19, 2018 5:31 pm Post subject: |
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Can I put in a request for a DKR style track? I'd love to see a race course loosely based on Temple from GoldenEye. Same kind of texturing, maybe even some similar rooms spread out. I think that could be really fun, and a great nod to the GE Editor that helped make it possible.
Obviously other GE inspired tracks would be cool, such as Complex or Dam, but I feel Temple might be an easier one to start with. Maybe call it Golden Temple... |
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sixty four Agent
Joined: 30 Mar 2018 Posts: 31
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Posted: Thu Apr 19, 2018 5:53 pm Post subject: |
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mistamontiel wrote: | Excellent, works wonders!!! No doubt the bots are dog slow |
It helps a little to enter the magic code 'timetolose' in cheat menu for a bit faster AI.
Once I figure the starting animations out more, I will definitely go back and update the current tracks btw.
Wreck that actually sounds really cool if no one takes you up on that soon, I might. An inspired by Temple track using the textures possibly. |
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SATURN_81 00 Agent
Joined: 06 Jun 2010 Posts: 423 Location: spain |
Posted: Fri Apr 20, 2018 6:32 am Post subject: |
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600/5000
wow Temple in DKR Wreck? it sounds great and I do not know in what game mode you have thought for this level, for the battle mode it would be one of the best options when having this level several floors or floors, and of course the players should be able to fall down those two big holes that exist on this level. Of course this level is symbolic for Rare games and must be represented in some way. since you have talked about including this level it occurs to me that JFG can also contain other levels that well adapted can become expectacular such as Mizar's Palace. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7215 Location: Ontario, Canada |
Posted: Fri Apr 20, 2018 5:33 pm Post subject: |
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I'd certainly like the main texturing to match GE's Temple, so it is unmistakable. But of course it doesn't need to be the exact same background. Just pieces taken for inspiration.
I added links to YouTube videos for each custom course that had one, so people can preview before downloading. |
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sixty four Agent
Joined: 30 Mar 2018 Posts: 31
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Posted: Fri Apr 20, 2018 8:08 pm Post subject: |
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Ahhh I must make a video of Coockie1173's track xD |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7215 Location: Ontario, Canada |
Posted: Fri Apr 27, 2018 7:16 pm Post subject: |
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Added "Doom Base" by Sixty Four.
If anyone gets a video of it on YouTube, let me know! |
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sixty four Agent
Joined: 30 Mar 2018 Posts: 31
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Posted: Fri Apr 27, 2018 10:58 pm Post subject: |
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Thanks for sharing hehh I had a lot fun making that one. Quite simple, I'm used to making FPS levels. So it was a challenge making it race again. But word to the wise; don't put pillars where AI is turning hehe. You will have to work around it as best as you can. Make areas a bit large, plenty room for AI to move about.
There is checkpoint AI behavior, but I believe there is something else also. Something to make racers partially avoid each other. So they don't bump they 'try' to keep a distance from each other. In the future here, beware of tight spaces especially on turns. Racers avoid each other and could potentially go to extensive places you don't want them to, just because there is already a racer there. It was hard to get right. More than usual and not worth the struggle. Make your tracks have a good amount of room! |
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mistamontiel 007
Joined: 17 Apr 2011 Posts: 847 Location: Miami, FL, CUBA |
Posted: Tue May 08, 2018 12:31 pm Post subject: |
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The new Sunfire Sanctum is incredible! Just did it in campaign! Doesn't have that level flythrough though unless it never did that if only one vehicle usable? _________________
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sixty four Agent
Joined: 30 Mar 2018 Posts: 31
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Posted: Tue May 08, 2018 1:16 pm Post subject: |
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mistamontiel wrote: | The new Sunfire Sanctum is incredible! Just did it in campaign! Doesn't have that level flythrough though unless it never did that if only one vehicle usable? |
Hey thanks, glad you enjoyed it.
About the fly through preview: I do know how it works, but I was unable to make that work combined with Taj's balloon and the stuff that makes it work on hardware for some reason. I have to figure out how it all links together correctly and break it down hopefully. So while this is good progress its still a bit of a mess but we're getting closer! Oh it does not matter what vehicles are usable for the fly through- its all about animations objects.
Edit: Hey Wreck, I got a video of Doom Base though xD
https://www.youtube.com/watch?v=vepdEzgQ_1c |
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You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
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