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Files - Multi Levels - Skedar Multi
| Skedar Multi | | Zoinkity | | February 28, 2008 | | Multi Levels | | Skedar | | Skedar CS v1.0 9:15 PM 2/26/2008
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Provided is a patch to replace Caves with Skedar, a multiplayer map ported from Perfect Dark. The patch can only be applied to an unbyteswapped NTSC USA rom (NGEE). The map features all the same weapon pickup locations (minus one converted to body armor), random flag placement, and a nifty automated walkway over an area that wasn't accessible in Perfect Dark.
None of the existing ammo crates really suited the stage, so the original Perfect Dark ammo crate has been ported and can be found throughout the stage.
The resources folder contains the various binaries used to construct the stage. The background, clipping, and setup files are provided. The texture file can be used to import PD images and includes those used for the ammo crate. The text and stage select images can be found in this folder as well as a copy of the GE-format ammo crate. The last 0x20 bytes of that binary are the object header which contains data that must be added to the 21990 binary.
I'd like to note that you can't beat the platform. Quite a bit of testing has gone into its activation distance and speed. It underwent the ultimate test: Jaws on turbo sidestepping while getting shot, 4 players. The bridge just made it out in time.
Known bugs:
Certain emulator plugins cause graphical errors, including but not limitted to walls that disappear when seen from certain angles, the ability to see through certain walls, buffering issues when viewing the sky, and a failure to apply luster or other visual effects to surfaces. None of this occurs on console, so either attempt to find a plugin that properly emulates these effects or try using a different emulator. It's the failure of the emulator to render these effects, not of the stage design.
Clipping acts as a barrier to objects thrown above it. For this reason, it can appear that grenades 'bounce' off the area where the bridge is even when it is retracted. In addition, it is possible to stick a mine to the clipping above the platform instead of the platform itself. You can also, with much effort, fire at an ammo box long enough to get it onto the bridge area where it will appear to hover in mid-air. The solution to this problem is needlessly complex and there are no plans to include it.
Due to a z-compare issue, it is possible to see the retracted bridge from behind the wall when at a distance. Regardless how far back the bridge is set, this will always be an issue. Although the bridge could be made invisible when retracted, this can impact gameplay when four characters are playing. For that reason, no solution is planned.
-Zoinkity
| | 2178 | | 5.157523 Mb |
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| Posted by SPIKE August 19, 2008 1:03 pm | | This a bad game..bad graphics..bad game |
| Posted by Zoinkity April 26, 2008 2:40 am | | From the description: "None of the existing ammo crates really suited the stage, so the original Perfect Dark ammo crate has been ported and can be found throughout the stage." I thought it would be a nice touch, but you and another hundred other people would rather it be removed, along with that blasted bridge. Heck, I'm surprised nobody noticed the coloration on the thing is inverted... |
| Posted by April 20, 2008 3:56 am | | why is there a PD ammo box? |
| Posted by Fat Man Jack April 7, 2008 1:30 am | | SXS Not worth the dl. Skip this for PD +sims. |
| Posted by Zoinkity April 4, 2008 2:48 pm | | The graphics issues are noted in the desription under 'known issues'. None of the graphics plugins allow two combiner tricks used in this stage, notably the shaft of translucent light and the floor in the pillar room. Both work fine on console, so the issue should be taken to the plugin developers or spammed across emutalk.net. |
| Posted by Dragonsbrethren March 28, 2008 10:20 am | | I don't even know what the graphics issue people are complaining about is, the bridge shows perfectly fine with every plugin on every emulator I've tried. |
| Posted by Zoinkity March 20, 2008 7:55 pm | | The graphics issues only occur on emulators. Until they make plugins that output the same as console, it can't be fixed.
There's a poll at shootersforever's forums in the Goldeneye section. If you want the bridge gone, vote for it. If enough people complain, I'll eliminate the bridge and delete this version. |
| Posted by barnacle March 12, 2008 4:14 am | | why does it have the bridge i want it wo the bridge gfx dont work need to fix this and get rid of bridge |
| Posted by ryanoasis February 29, 2008 9:49 pm | | This is freaking awesome. I knew you could not resist making more imports from PD. |
| Posted by MarioBRO February 29, 2008 3:06 am | | whoa great work |
| Posted by kxf250 February 28, 2008 7:50 pm | | sweet this level is all time awsome |
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Operation Monkeywrench GoldenEye/PD Editor 2.4/1.0 RAM/ROM Record Demo Bottling Room Streets Multiplayer Cliff Base Import New Sounds/Midis GE/PD Tutorial Spectacled Guards Donut Land Old GE Weapon Names
DD Central Multi GoldenEye: X Chicago CS Multi Air Base Multi Area 51 Multi Japanese with Eng Text GE Weapons Multi CI Training Gun Names Carrington Villa CS Crash Site CS
GoldenEye/PD Editor 2.4/1.0 Silo Mission BK Map Pack 1 Counter-Strike Map Pack Library Mission Complex Mission Beta Conversion Nitro Surface New Multis Package Jiggy Paradise
GoldenEye: X Chicago CS Multi CI Training Gun Names Area 51 Multi DD Central Multi GE Weapons Multi Carrington Villa CS DD Labs Multi G5 Recon Multi Crash Site CS
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