Joined: 12/2/2005
Posts: 139
Location: New York, United States
Well I'll be damned, that was impressive as I'd thought it be. Extremely impressive, keep it up. For what it's worth I don't give a damn about the one body shot.
What's a man like me supposed to do with all this extra savoir-faire?
Joined: 3/25/2004
Posts: 459
The perfect aim is very fun to watch. Keep up the good work.
Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Thank you for the avi NFQ you kick stupid amounts of ass!!! And,,, I thought Doak's placement would be decided by the opening animation,,, the frame when you start the level,,, I suppose,, i will have to mess around a bit to find out what the cause is. EDIT: Also, the guards on the other side of the door are pretty far away,,, I think the decoder will finish before they can open it for me.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
yeah, it looks interesting, but you could use straighter lines and perhaps change strafe less. also, if you're going for total mission time (all times added up), then going into dam to pause and change settings is ok (since it wouldn't add time), but if you're going for real time, just keep standard settings and change it all when you pause for the covert modem. 1:55 is nice. edit ps: what's your last name, 'Jack W' is a bit vague.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
I liked it too. I would have liked it even more of not as much of the movie was spent inspecting the ground, but I know why that is.
Active player (278)
Joined: 5/29/2004
Posts: 5712
Dude, James Bond is totally a Flooring Inspector.
put yourself in my rocketpack if that poochie is one outrageous dude
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
I liked the wip, didn't know Mupen emulated goldeneye correctly...
Active player (433)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Baxter wrote:
I liked the wip, didn't know Mupen emulated goldeneye correctly...
Im not sure if it actually emulates it 100% correctly. I sensed the game sometimes notched/jumped a bit.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
It's fun having games where diagonal walking is faster than normal walking. It's as if Pythagoras never lived!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 7/14/2005
Posts: 103
what codec did you use for that?
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
I'm sceptical about the lookdown. It saves frames because there is less lag, but I don't think it saves ingame time.
nico wrote:
what codec did you use for that?
x264
Joined: 11/29/2005
Posts: 317
Location: Sao Paulo - Brazil
lol very nice but can you look straight instead of look to the ground? Absolute 1337ness And fix that Body Hit
Joined: 6/6/2004
Posts: 223
Looking at the ground reduces lag, making you move faster by a small amount. He could look straight, but it'd be slower.
Joined: 12/2/2005
Posts: 139
Location: New York, United States
Looking at the ground also eliminates some of the weird stuff the emulator does to Goldeneye's skybox. You can see it near the end on the dam.
What's a man like me supposed to do with all this extra savoir-faire?
Active player (278)
Joined: 5/29/2004
Posts: 5712
Eh, okay, just look up whenever it looks good and doesn't lag.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 11/29/2005
Posts: 317
Location: Sao Paulo - Brazil
Bag of Magic Food wrote:
Eh, okay, just look up whenever it looks good and doesn't lag.
Exactly :) Waiting for Facility
Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
notBowen wrote:
Looking at the ground also eliminates some of the weird stuff the emulator does to Goldeneye's skybox. You can see it near the end on the dam.
This is precisely why I tried to look down as much as possible outside, the sky does look wierd. I did it once or twice inside the mainframe tunnel to reduce lag to make some tighter turns around crates. I have also confirmed that is in in fact the timing you exit the vents that affects Doak's placement,,, now I just have to find the way to get him in the best spot without losing any time. Once that obstacle is out of the way, the facility is cake. I wont have perfect accuracy this time, or at least, not all headshots,,, I need to make some noise in a couple places to get guards to open doors. Hopefully I will have the facility done by wednesday, maybe tuesday. Would be sooner, but I have other things to attend to tomorrow. And Wouter, since you asked nicely, my last name is Wedge.
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
The sky looks better with Jabo's older graphics plugin (uniform color), although then there are some other small glitches.
Mr. Pwnage wrote:
Looking at the ground reduces lag, making you move faster by a small amount.
But why would lag affect -your- speed? Why would Bond "lag" more than the rest of the game. The lookdown saves time, but the question is how. One thing could be that the ingame timer sometimes screws up when the game lags. I've seen that happen in Perfect Dark. Another thing is that it allows to make more precise movements.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
nfq wrote:
But why would lag affect -your- speed? Why would Bond "lag" more than the rest of the game.
I don't think he meant that. You're part of the game, and lag affects the entire game's speed, therefore it affects your speed. It's unlikely that the lag would selectively affect only your character and not the enemies.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
I believe the reason is pretty simple. The timer isn't affected by the lag. The timer goes on as fast as normally when there is lag, but you go slower due to the lag, thus you lose valuable time.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Nice WIP. Bring on the real deal now! :D
Active player (278)
Joined: 5/29/2004
Posts: 5712
Well is nfq talking about the real time spent playing in total or the game's time shown at the ends of levels?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 8/9/2004
Posts: 139
Location: Washington State
can't wait for the whole run.
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
Bag of Magic Food wrote:
Well is nfq talking about the real time spent playing in total or the game's time shown at the ends of levels?
the game's time shown at the ends of levels..
Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
This is fast becoming a pretty crazy week. Even thought I'm nearly half done the facility at this point, I won't have time to work on it for a couple days. I'll have it done by sunday though,,, I think.