To fix railings: Shadow TRILERP (0-0)*0+0 (Comb-0)*env+0 Normal TRILERP (Comb-0)*shade+0 (0-0)*0+Comb You can reduce drawing distance hence lowering the amount of tris on screen and get better framerates by lowering 'Far Fog'. Note that 'Near Fog', 'Max Obj Vis', 'Far Obj Obfusc Dist' and 'Near Obj Obfusc' should be 0. These boxes do some tricky things like making props and chracters fade away in the distance but it's saffer to just set all of them to 0. Near Intensity should be 0x3E8 since it's the value most used in Rare's original levels. Instead, if you want to make the level look less foggy then rise 'Blend Mult'. This value is divided by 'Visibility' (Blend Mult 10 and Visibility 1.0 equals Blend Mult 5 with Visibility 2.0 and Blend Mult 20 with Visibility 2.0). Usually something like Blend mult 15 and Visibility 1.0 looks good. Don't try to get too high because it causes graphical glitches with Z fighting. If multi image pics are off, try changing LtitleE Multis Images 00 01 02 03 Offices 04 Tunnels 05 07 Hideout 08 China 09 Crab Key 0A Island 0B Prison 0C Junkyard 0D Steel Mill 0E Mall 0F Hangers 10 Random Junkyard - dish/Temple Hangers - oat Mall - ref Steel Mill - ame Cartel Offices - (temporarily dam, later this) imp, with rit as bg/clip China - Ump_setupsevbunkerZ Airport Tunnels (lower area) - Surface 2 Prison - Ump_setupdepoZ Hideout Office Area - Ump_setupjunZ Crab Key Ump_setupaztZ Spectre Island Ump_setupcrypZ Solo Cartel - Dam - 4:06 - Paintball Mode Bodega - Facility - 4:50 - Invincibility Miami - Runway - 5:00 - DK Mode Shipyard - Surface 1 - 2:40 - Tiny Bond China - Bunker 1, uses wax for clipping - 4:00 - Oddjob's Hat Club - Silo - 01:15 - Turbo Mode Grounds - Frigate - 2:20 - No Radar Airport - Surface 2, uses bg/clip for lue - 01:00 - M79 GL Alps - Bunker 2 - 02:50 Foundry - Statue - 02:35 Fast Animation Forest - Archives - Invisible Capture - Streets - 01:05 - Enemy Rockets Prison - Depot - 02:00 - Slow Animation Ranch - Train - 05:25 - AR7 Sniper Hideout - Jungle - 1:20 - 2x Golf Club Knox - Control - 02:30 - Infinite Ammo Vaults - Caverns - 05:00 - M1928 Drum Mag (Tommy Gun) Plane - Cradle - 01:45 - Golden Magnum Crab Key - Aztec - 5:45 - 2x Laser Spectre - Egypt - All Guns (+Max Ammo) Miami bake 0E7D - 60 degrees all, 120 degrees 0E7D only Env mapping 3 degrees mirror 60 degree env map pool miami (also normals 60 deg) new sounds Exterior (maybe sound attached to plane(s)) Interior (radar ping and a fan maybe, not too much) Tunnel (record maybe just for fun) Hangar (tools and hum/rumble) make LOD decidous tree 3 triangles 60 degree env map pool miami golf club exterior 11 am miami 11 am alps 12 noon april 28 alps night, 19:28 manual shade side of orange hanging miami chandelier things, the top, to 200 or 230, whichever wiorks, only top of the verticals, so matches movie pic lo res jill bikini bottom ahs issue, turns white, and her torso too dark Miami sun el = 48.18º az is almost 180 maybe 190,48 Maybe jeep in Hideout level? And jeep key for it. End of hideout, maybe blowing up an entrance and covered jeep driving out Industries Hide Rooms: hideRooms=1C,1D,3D,3E,3F,40,41,42,43,44,45,46,47,48,49,4A,4B,4C,4D,4E,4F,50,51,52,53,54,55,56,57,58,5D,5F,62,63,64 Capture Hide Rooms: hideRooms=01,02,03,04,05,06,07,08,09,0A,0B,0C,0D,0E,0F,10,11,12,13,14,16,17,18,19,1A,1B,1E,1F,20,21,22,23,24,25,26,27,28,29,2A,2B,2C,2D,2E,2F,30,31,32,33,34,35,36,37,38,39,3A,3B,3C,59,5A,5B,5C,5E,60,61 Golf Chandelier yellow E8E1C9 (232 225 201), 2.0 power, small ones 0.5 for candles, exclude chandeliers Cheat ideas Disco laser (varies image to multiple colors) Random: this needs its own section as anything that is random can create endless combinations of fun stuff happening, imagine entering a level and every time not knowing what you gona find. Random Hats Random Heads Random Bodys Random Weapons/Double Weapons (eg. left hand pp7, right hand kf7) Random armor placement in multi (or every time collect move spots randomly) Give bond random inventory/weapon Play as Random/specific player Giant Projectiles (knifes, grenades, mines) Giant/Small guards all levels have respawning guards (nothing worse that running out of guards to shoot) Have radar in missions (so you can see where guards are) Have kill count in missions like in multi to see how many guards your killing (would be great with respawning guards cheat) Infinite ammo no reloads (PD stylie) Random sky or always day and always night Have help (like natalya in jungle) All guns multi Give Bond Master Key (Opens all doors) Guards always die dramatic (holding throught) Mono, 16-bit wav, 11k, 16k, or 22k, of course lower is better, trying to avoid 22ks Plane flying hum (being on a plane) - repeat point Aerosal sprayed Ice skating - repeat point Beach (waves) - repeat point Knox vault door opening Cooling system - repeat point Mild chatter - repeat point Phone ringing Golf Ball hit Aston Martin driving - repeat point Aston Martin braking Aston Martin screeching to accelerate fast for getaway Ford Mustang car driving - repeat point Big plane taking off Laser firing (Goldfinger big laser) - repeat point Refrigerator hum - repeat point Hissing fast sprayed from plane Magnetic Tape reel spinning - repeat point ranch fixes: uvs .5 for u/v for stone overlay bathroom mirror to high and sink doors different heights lamps need to be connected vertices or don't destroy right China green fog inside, yellow mustard fog once outside, can we add action to swap skies back and forth? if we just plain can't a yellow-green color will do Tank up hills 8 meg patch for more -mt/-mtvx allocation allowed and more variety, etc Two handed guns like sniper mess up one hand/arm on guards, especially xenia/natalya, Rare bug Ammo types need to go above 0xC for dart 0xE ammo in multi miami add lights to rooms so lamps off All lamp props need to be split into inside/outside, shaded separately, then merged Dr No lo res head not showing Auric Enterprizes crate the Enterprises uvs need bringing in 0x10 m14s left position too close use new trigger image 0551 and update uvs on guns using 9D90DF20100B.bmp 0377 missions we have 9, but Rare only had 9 so the bonuses are sharing 9 right now blue truck red light not on top right red light on APC back not top covered big rig truck - back texture mudmapping yellow truck top of back tire is red (maybe bad shade?) tilly alps head looks too big for some reason Golfer guy in credits the shirt seemed to mudmap only in credits kisch hat color vs kisch body kisch head skin color to match neck shoot each char, make sure ok, and check blood spatters all around since messed up better necks/shading on females/males to differentiate from head check hats for generic heads and nongeneric specific ones all doors need B7/B6 removed (except ones with glass maybe?) and possibly B9/FC golf club when aiming for some reason club goes on top of hand Lo res didn't work for Hawkers, shows as garbled on left side of body (and mei lei) Fix env map on the SWs cylinder to have line like choppers goldfinger pool lighten skin and darken hands a little, he's too tan but want some tan white fedora hat/black oddjob misaligned move GE heads/models to 40 type interlaced instead of 46 and update displaylists Shade face features (all heads) slight piper overlap of tris on bottom tilly bow for hair Dr no/FRWL posters in levels maybe to hint at bonuses Hidden gold bar in each level (like cheese PD) In Forest, trees, put blair witch thing, maybe ammo that can be shot down Hawker<-CGreatguard2Z (25) Cuffs: Suit 0 Purple 1 White Suit 2 Alps 3 Sneak + pak 4 Grey 5 Black Suit 6 Black 7 Black 8 Black later can 8470-8610 clear debug, 22BC-22EC, 7640-7670, 2574-2988 Miami Text Agent: Get Orders from Felix Agent: Investigate Goldfinger Suite Agent: Minimize civilian casualties Secret Agent: Collect Smuggling Documents 00 Agent: Eliminate bodyguards Briefings Felix walks to Bond at pool, Bond's told that his vacation is being cut short, and that M wants him to begin investigating an Auric Goldfinger - who is also staying at the hotel. Bond says that he should have known better than to have thought M would send him to the finest hotel in Miami out of gratitude. He gives Bond orders. Waiters saying "Are you enjoying your stay, sir?" "Can I get you anything to drink?" Couple quips from civilian in bar Dink if talk to her Ice skaters running to rooms then pulling out tommy guns if shoot at them Goldfinger card game (lines from movie?) to/with opponent Bond convinces Jill to turn Maid key Third floor key Smuggling documents If shoot at Goldfinger something out of him as runs off and Oddjob (maybe) comes Jill killed message All bodyguards eliminated Golf Course Text Agent: Minimize civilian casualties Agent: Enter Restricted Area Agent: Photograph Financial Records Agent: Incapacite Richardson Secret Agent: Bug Goldfinger's phone 00 Agent: Recover CCTV tapes Financial records Cctv tapes Bug Richardson (recognizes you and runs) Richardson going down (couple random lines) end golf scene in clubhouse from movie with goldfinger/bond RAM Map: 80700000 Guard extension 80703000 Hat Extension 80708000 Object Extension 80710800 Midi Main 80715800 Watch Track 80716800 X Track 80719800 RESERVED for RAMROM Demo Recording 807F0000 600+ Objects Miami bitflags 80000000 Completed objective get orders 40000000 Felix done talking Bond and walking back 10000000 Simmons time to move spots 08000000 Time for Goldfinger to start walking 04000000 Goldfinger was paused, now continue to spot 00010000 Felix Set to Fade 00008000 Minimize Civilian Casualties success 00004000 Minimize Civilian Casualties fail 00002000 Fail Felix Objective 00001000 Investigate Goldfinger suite failure 00000004 Eliminate bodyguards success 00000002 Investigate Goldfinger Suite success Miami Locks 80 second floor 40 third floor 20 first floor guard holding key (no key, door unset by actions) 10 locked second floor rooms/goldfinger suite Golf Interior Bitflags 00200000 Ending triggered 00100000 Deposited the knockout gas 00080000 Phone Tap Failure 00040000 Phone 1 Tapped 00020000 Phone 2 Tapped 00010000 Phone 3 Tapped 00008000 Minimize Civilian Casualties success 00004000 Minimize Civilian Casualties fail 00002000 Fail Incapacitate Richardson 00001000 Destroyed financial records fail 00000800 Left building Golf Interior Keys 80 security room Ranch Bitflags 80000000 Goldfinger/Kisch/Galore Killed/Car destroyed 40000000 Done talking Goldfinger 20000000 Driving Car at Final Position 10000000 Goldfinger exits 08000000 Felix Leaving 04000000 Start talking Felix (unset right away though by buddy) 02000000 Trigger end scene car moving 00800000 Guards can start firing if left Goldfinger or they got shot 00080000 Fail Bug Car 00040000 Success Bug Car 00020000 Fail Meet Felix 00010000 Success Meet Felix 00008000 Fail Escape Vehicle 00004000 Success Escape Vehicle 00002000 Fail Convince Galore 00001000 Success Convince Galore 00000800 Got Car Keys Ranch Locks: 10000000 Safe Door 01000000 Rumpus Room Key 00100000 Car Key Golf Exterior Bitflags 00040000 Trigger ending 00020000 Fail Track Goldfinger's Car 00010000 Success Track Goldfinger's Car 00008000 Fail Escape Club 00004000 Success Escape Club 00002000 Fail Defeat Security 00001000 Success Defeat Security Spectre Locks: 10000000 Main Entrance where Klebb watching, to main area 01000000 Gun Range Door, Foresty area doors 00100000 Klebb Door near Grant 00000001 Can't open first door with rename Spectre Bitflags 00000001 Kill Bond Sneak 00000002 Kill Grant 00000004 Success Capture Klebb 00000008 Failure Capture Klebb 00000010 Failure Capture Klebb Destroyed Chopper 00000020 Trigger Ending 00000040 Failed Timer 00000080 Chopper Take off for end Knox Exterior Bitflags 00002000 Fail Enter Vault 00004000 Ending Dr No Bitflags 00000008 Laser Timeout 00000010 Laser Deactivated 00000020 Dr. No Killed 00000040 Exposed to Radiation 00000080 Rigged to Explode Door Deactivated 00000100 Honey Ryder Alive (false if alive) 00000200 Dr. No Now Off to Next Stage 00000400 Dr. No going to elevator 00000800 Real Dr. No Spawned 00001000 Ending Honey time to walk Capture Bitflags 00001000 Goldfinger Laser End Scene Step 1 Goldfinger/Kisch walk step 1 00002000 Goldfinger Laser End Scene Step 2 Goldfinger walks to next to Bond 00004000 Goldfinger Laser End Scene Step 3 Goldfinger points at Kisch to turn on laser 00008000 Goldfinger Laser End Scene Step 4 Laser is on 00010000 Goldfinger Laser End Scene Step 5 Goldfinger walks to steps and pauses 00020000 Goldfinger Laser End Scene Step 6 Goldfinger walks inside little room to talk to Ling 00040000 Goldfinger Laser End Scene Step 7 Look back at Bond since talks about Grandslam 00080000 Goldfinger Laser End Scene Step 8 Kisch comes over to talk to them 00100000 Goldfinger Laser End Scene Step 9 Kisch goes to Bond 00200000 Goldfinger Laser End Scene Step 10 Kisch tranqs Bond 00000001 Seen Tilly Gold Capture Locks 00000001 Safe Door with Spool Tape Industries Bitflags 00000001 Spied on Goldfinger 00000002 Goldfinger or Ling saw you 00000004 Goldfinger ready to walk 00000008 Ling ready to walk 00000010 Deactivate Smelter Machine 1 00000020 Deactivate Smelter Machine 2 00000040 Deactivate Smelter Machine 3 Cartel Lockflags 00000001 Silo Area Key (first gate) 00000100 Main Offices 10000000 Silo Doors (so can't open) (and any other doors that shouldn't be able open) Cartel Bitflags 00000001 Ending start White Suit Connery moving 00000002 To Fade out/in to Silos 00000004 Done Fade out/in to Silos 00000008 To Fade out/in to Bar 00000010 Done Fade out/in to Bar 00000020 Bond at Spot 00000040 Bonita Walks 00000080 End level 00004000 Conditional false scientists not killed (set if enough killed) 00008000 Conditional true scientists not killed (set when ending level) 00080000 Met Contact 00200000 Contact killed Bodega Bitflags 00000001 Capungo Killed 00000002 False Civilians Killed 00000004 If False, regular civilians killed 00000008 Trigger Capungo 00000010 Bonita Killed, Can't summon Capungo 00000020 Regular Civilians End Bodega Locks 00000001 Kitchen Hideout Bitflags 00000001 Galore Met 00000002 Galore Killed/Fail Galore 00000004 Stowaway Vehicle Activated 00000008 Transmitted 00000010 Transmitter Destroyed 00000020 Gas Canister Destroyed 00000040 Gas Canister 1 00000080 Gas Canister 2 00000100 Gas Canister 3 00000200 Flying Circus Girl Killed 00000400 Planes Destroyed 00000800 Cars all Destroyed 00010000 Trigger cars moving Hideout Locks 00000001 Supply Closets 00000010 Offices Shipyard Bitflags 00000001 Gold Bars Collected 00000002 Gold Bars Collected 00000004 Gold Bars Collected 00000008 Gold Bars Collected 00000010 Gold Bars Collected 00000020 Gold Bars Collected 00000040 Gold Bars Collected 00000080 Gold Bars Collected 00002000 Gold Bars Objective True 00004000 Conditional false scientists not killed (set if enough killed) 00008000 Conditional true scientists not killed (set when ending level) 00040000 Conditional true tracker 00080000 Conditional false tracker 10000000 Car Ending Forest Bitflags 00000001 Activated Gate 00000002 Killed Gate Keeper 00000004 Gunners Killed 00000008 Killed Tilly Airport Tunnels Bitflags 00000001 Entered Airport 00000002 Killed Mei Lin 00000010 Alt ending, Goldfinger attacks 00080000 Received Plane Ticket 00200000 Failed Royal Navy Lt Killed before get 00400000 Failed Scientist Killed Airport Keys 00000001 To Royal Navy Guy Alps Bitflags 00000001 Entered last room 00000002 Minimize Civilian Casualties True 00000004 Minimize Civilian Casualties False 00000008 Killed Tilly 00000010 Tilly walk to end 00000020 Start Goldfinger car 00000040 Failed Tilly car Plane Bitflags 00000001 Goldfinger Signals 00000002 Emergency Hatch Destroyed 00000004 Emergency Hatch Failure 00000008 Collected Parachute Gear 2 00000010 Plane do final animation 00000020 Rescue Galore 00000040 Fail Galore 00000080 Goldfinger at end spot Plane Doors 00000001 Key beginning to main cabin 00000002 Goldfinger Key Credits Produced and Directed by* 5021 SubDrag* 503B Original Concept* 5022 MonkeyFace* 503C Game Engine* 5023 Rare* 504E Assistant Lead* 5024 Trevor* 503E Sogun* 504F Weapons Lead* 5025 Trevor* 503E Weapons* 5026 MonkeyFace* 503C SubDrag* 503B Level Design* 5027 SubDrag* 503B Wreck* 503D Trevor* 503E Cyberen* 503F MRKane* 5040 Zmg88* 5041 Kyle* 5042 Sogun* 504F Lead Level Creation* 5028 SubDrag* 503B Sogun* 504F Trevor* 503E Level Creation* 5029 MRKane* 5040 Cyberen* 503F Garabuyo* 5043 Comet* 5044 Lead Model Creation* 502A SubDrag* 503B Sogun* 504F Trevor* 503E Model Creation* 502B Cyberen* 503F MonkeyFace* 503C Spinout* 5045 Guard Texturing* 502C SubDrag* 503B Trevor* 503E Wreck* 503D Head Texturing* 502D SubDrag* 503B Trevor* 503E Cyberen* 503F Sky/Fog Master* 502E Sogun* 504F Lighting Engine* 502F MRKane* 5040 Lighting Experts* 5030 MRKane* 5040 Sogun* 504F Trevor* 503E Lead Artists* 5031 SubDrag* 503B Trevor* 503E Sogun* 504F Artists* 5032 MRKane* 5040 Cyberen* 503F MonkeyFace* 503C Wreck* 503D Comet* 5044 Spinout* 5045 Garabuyo* 5046 Assembly Hacking Wizard* 5033 Zoinkity* 5046 Assembly Hacking* 5034 SubDrag* 503B Lead Setup Creation* 5035 SubDrag* 503B Setup Creation* 5036 Dragonsbrethren* 5051 00action* 5050 Sogun* 504F Music* 5037 Zmg88* 5041 Sound Effects* 5038 Stolen Textures* 5052 MRKane* 5040 ShiftClick* 5054 8 Meg Extension* 5039 Zoinkity* 5046 GoldenEye Setup Editor* 5047 SubDrag* 503B Wreck* 503D Zoinkity* 5046 Writing* 5053 Wreck* 503D Testing* 503A SubDrag* 503B Sogun* 504F Trevor* 503E Wreck* 503D Special Thanks To* 5048 Martin Hollis* 5049 Steve Ellis* 504A David Doak* 504B And the Rest of the* 504C GoldenEye Team* 504D JAMES BOND WILL RETURN* 5089 FINAL TODO: change game code of game NGFE and GOLDFINGER 64 lock all levels/multi chars checkbox/cheats before release Update Q Branch watch version # to final version If multis crash, lock 4p SET CHEAT TIMES TEST All multi chars all guns all guns shot at player by guard all multi levels all cheats bond run at end of cuba to galore first snake plant split and lower bound box Claymores no pickup in inf ammo patch (maybe set from None to Claymore?) Spectre - the main big building, the railings and gate textures can disappear from some angles (often looking toward grass) Capture - chainlink fence texture having issues, disappearing from some angles towards end street inside knox itself area, street is flickering, maybe dupe tris this maybe, if you choose, could be added at another time (after release)... I feel this mission has opportunity to use hostages, stewardesses being held up it would add a fifth objective I would say then... A) Rescue hostages S) Locate flight manifest A) Receive plane ticket 00) Defeat Mei Lin A) Board Plane this is odd, only rockets (RPG or Tank) can destroy planes (no other explosives)... Spectre door, karabiner and golden magnum can shoot through to klebb CRASH - Zoinkity while getting shot at in knox exterior CRASH - hideout shot flying circus girl as she said text CRASH OF SHOOTING prop 0138 in bodega, 7F04ED0C - cannot be reproduced in newer versions CRASHING ALPS FLAGS, Shipyard Cartel crash - But not often? blue car bounding box seems odd in ranch CRAB KEY ladder to Honey can walk out of level - can't recreate anymore Doors - don't think Force Collision or Fall to Ground are needed they already basically are "In Air", so fall to ground likely does nothing. Galore - head skin tone does not match up with her neck / hands the car you have to bug can't be destroyed, not even by explosives (but escape vehicle can be) back wall in Galore hangar disconnected from sides and floor (gap) same warehouse, last portion, also has disconnected back wall (gap) maybe even if fail, Goldfinger escapes, play end scene of plane blowing up? kind of like Cradle, where can show Bond fall of and die Heads - noticed some flesh coloured edges on some heads, where parts meet, moreso from distance the agent in training came after me before his area can't stowaway on green Army Ford truck with cover, but counts towards vehicles if destroyed check briefings one of korean heads is off slightly Shipyard Also saw a guy walking waste deep in concrete, which was very strange, to say the least. Test all levels shipyard metal crossbraces on wall in warehouse z-fight with walls at closer distance some rusty metal pipes or conduit on building faces flickering, z-fighting golf interior can't knockout any guard in golf interior for some reason Golf Exterior - Clipping walk out of level in sand - can you try again and try to find a more precise spot and room? Maybe take a picture with a camera of where happened? I can't recreate. I walked out of Spectre a couple times, but it's really difficult to find. Did not do yet (may not in time): Cartel - Clipping - Sogun did this level completely...not sure, but he wanted it this way. I agree it's dark though. Foundry - Clipping - Orange Spectre Island Tree Disappear - The problem is by double siding, it breaks transparency order and looks much worse...fix one day, with fancy displaylist commands. Only thing I can currently think of that is absent. A parachute lying on grass in background someplace would be nice addition Oh, I also notice often enough what looks like walls (and some props) having fighting textures. Knox gate doing same thing on transparency on fence Dr no move explosion spots Spectre - guards can't activate door at grant Shipyard fix to forklift ladders Need shading props 15,16,17,1D,21,24,25, 29,2A,2C,2F,31,32,33,35,36,38,41,43,45,4C,4F,50,51,52,53,54,57,58,5B,5C,5E,62,63,65,67,6C,6D,6F,70,71,72,73,74,75,76,78,79,7A,7B,80,82,83,84,85,86,87,88,91,92,93,A3,A4,B8,BB,BC,BD,BE,BF,C0,C1,C2,C3,C5,C7,C8,CC,CD,CE,CF,D0,D2,D4,D6,D7,D8,D9,DA,DD,DE,DF,E0,E6,E7,EA,EC,ED,F0,F2,F5,F6,F7,F8,F9,FB,FD,FF,102,103,104,105,108,109,10E,10F,110,111,113,117,118,119,11A,11D,11E,11F,120,121,122,128,12B,12C,12D,12F,131,133,136,13A,13C,13D,140,141,143,145,147,148,14B,14C,14E,14F,151,152,154,157 Later no need now:45, 140, DONE: MISC 15,16,29,2A,2C,31,35,43,54,73,74,87,E0,EA,F2,F5,F6,F9,FB,102,103,104,105,136,143,14B,14C, DONE: TABLE 21,63,65,78,11D,147,148,14F,154 DONE: COMPUTER 62,92,93 DONE:CHAIR 41, Signs 4f,50,57,58,5B,76 Car 117, 118, 119, 11f, 120 Plane 11a New Misc 2F,108,109,11E,151,152 Table 1D,70, Crate Door 159 Chair 52,75,145 Computer 91 Plants 24,13A,13D Was already done plant 13C New2 72,10E,10F,110,111,141 (something was off, reimported from old rom too),14E Weapon Prop 79,7A,82,BC,BD,BE,BF,C0,C1,C2,C3,C5,C7,C8,CC,CD,CE,CF,D0,D2,E6,E7,ED,F0,113 Turn on invincibility cheat: ah, better. 7F09B021 (0xCFB51) to 0x28 Manpos using P1 L button, at 7F090F88 (0xC5AB8): 24040000080030C324050020 Bugs: One-way locks in Cartel? Someone got stuck inside offices agent mode. One Korean head needs clamp More messages in Cartel Briefing Cartel say 6 silos Briefing Golf interior no longer slap Shipyard clipping steps and tube Knox exterior clipping behind tank Can't activate/chars can't activate golf exterior doors back in Infinite respawn activate vault in Ranch Missed gates Miami for blueness Club pink door room doors can be opened to nothing Golf Exterior can open doors back to building Golden Hand not clamped when boot game Crickets to Forest Cartel/Hideout clouds? Move spot of Dr No multi to end since not unlocked immediately Hangers multi crashes still Brighten Cartel Silos/Bodega tunnels Map for six silos or adjust briefing Explosives Cartel different amount based on difficulty One way lock on offices in cartel and city Civilians more interesting all levels, like China how they are Guards in basement can hear upper floor ruckus and go to bond Little more obvious about secret door in briefing in Bodega Too many guards Cartel ending Brown guards in Prison get gassed later than blue suits Miami if shoot Goldfinger, he stops and doesn't continue Trunk vs boot, briefing airport Check clipping all levels, especially overlaps, maybe new editor feature way Alps - Talk to Tilly should end mission if car destroyed also to avoid confusion Industries lower visibility of guards, they can shoot too far in darkness Industries See thru if look up the ramp in the room with security camera and big holding tanks Can crouch and walk through the trees when first begin Forest Dr. Doak in Credits should be line above Make Shipyard openable crates more obvious some glitch where guards didn't get guns miami? reys video miami check bathrooms graphics Double side all hats, missed at least Cartel one Cartel the entrance area hotel, guards all come out when attracted Cartel help player find contact better shipyard ramp clipping issue near truck Add second body armor in shipyard instruments seem only on left channel somehow? Flickering drain in bathroom tub at gatekeepers house in Foundry Vaults objectives Protect Bomb Diffuser vs Disarm Bomb in text Increase health gatekeeper in forest Slower curtains or just close via action in plane honey ryder foot collision box is off from crab kay One white fence door is misaligned in Island third row Guards get stuck on doors, especially white fence doors island Crab key crashed multi 4P with pool 3 people and maid Banana shouldn't explode transparency on bath water Luger draw issue, hand can go over gun Remove hitbox for tank barrel so can't get stuck Question... is there an action to "kill player" on command? I thought that, perhaps in Alps, could have very high health on car... but if it does get destroyed with Bond inside, it would kill him. would require testing to make sure no crashing caused PROPS black cars in multiple missions, can shoot through / through mines through (bounding box?) CARTEL something is up with the plant explosives objective... it does not always seem to work, needs more testing can get trapped inside office building (door is locked)... may have to make one-sided door lock (locked on outside) in case get in main exterior very dark, may want to lighten BG and clipping a bit think can get trapped after city gate, since no way to activate it from other side... may need another switch on opposite side? many of the office building guards run out due to loud gun noises BODEGA objective "Defeat capungo" in folders should have his name capitalized some guards can be lured up from basement if fire loud (KF7) weapon upstairs... which allows player to access kitchen without getting key from Capungo tunnels quite dark, might be good to lighten areas up a bit trouble picking up key sometimes when defeat capungo bathtubs should be invincible MIAMI noticed in EntropicDecayGaming video, maybe is one gold guard not counted toward objective?... or does amount of guards differ based on difficulty (Secret vs 00 Agent)? a grey suited guard on first floor is without a weapon (is he bad, or civilian with wrong body?) some dead ends outside look out into abyss "Eliminate bodyguards" could be "Eliminate gold level security"... like in Grounds, to better inform players of who they need to deal with Ranch if follow galore and not shot guards, have guards not fire at you while she's escorting shadow missing shade under one of benchs on right side binoculars seemed into chair near jill ALPS "Disable Tilly's Car" does not need "Car" capitalized If beat level but end timer in cut-scene, still lose CLUBHOUSE Q's briefing had gotten changed to mention slapping Richardson... I think this was maybe because had issues setting up gas grenade before... Richardson ends up in mid-air if come back after knocked out Change... "If he offers any resistance, you have the Q seal of approval to slap him around a bit." Into.. "A canister of knockout gas should render him unconscious in such tight quarters." GROUNDS at least three of the main building doors can open up, revealing empty interior RANCH can blow up escape car during end cinema setting off safe alarm will spawn in two guards each time you try to open it FOUNDRY metallic doors have no assigned sound effect metal catwalk in little controls room with camera above door not visible from underneath can crouch underneath end gate, which allows exploration of forest... could use invisible prop as barrier maybe could add some plants / trees to forest exit (to see in end cinema) FOREST can crouch underneath end gate, which allows explore of foundry, and confuses player... could use invisible prop as barrier (disable collisions for end cinema) suggestions... Q mentions the tripwires sending more guards, but in game they actually blow up... perhaps could update his one line to... "Setting one off will lead to the detonation of high grade C4 explosives." PRISON M briefing is missing "how" after "I don't know" in first line CRAB KEY watch briefing, "deactivate laser." should not have a period watch briefing, "avoid radiation exposure" is broken into two lines, not needed to be in Dr. No room, there is a lamp partway inside a table ISLAND if time runs out for chopper, you still complete objective and mission (fades out, no end scene) can plant mine on chopper or throw grenade near, have it blow up in end scene... Klebb says nothing (actually kind of a funny bonus easter egg to leave) john ciber video, clipping issue guard stuck in island near water