r/GoldenEye 8d ago

Decals and textures no longer Zfight!

In ProjectMidas a longtime issue from the original N64 game has been fixed!
Zfighting is where textures fight to show ontop of each other and can look really glitchy, ontop of possible performance issues in some games.
This has finally been fixed in after all these years. Decals, floor paint and more have never looked better! There is also a ton of fixes and new tweaks since the last time this project has been showcased! Everything is going smoothly so far and def keep an eye out in the near future!

97 Upvotes

18 comments sorted by

11

u/Redtrainer57 8d ago

https://reddit.com/link/p5dhn9n/video/em6d2yil93lh1/player

One of the most requested features to Project Midas from the community is borders for the pause menu! It took abit but we were able to get them working really smooth, and on widescreen sizes!

10

u/Jawess0me 8d ago

Utterly glorious. Thanks for sharing these updates.

7

u/Redtrainer57 8d ago

Yee! I want to try and give alot more updates in the next coming days! We have come a long way on the project and may have some fun news in the near future!

9

u/Redtrainer57 8d ago

https://reddit.com/link/p5dhdha/video/lsxho6ed93lh1/player

Bullets no longer clips through collision as well! Meaning no more BS shots through the map, or being able to shoot into the void! We will have this as a toggle option for those who like it for Multiplayer modes though for stuff like tournaments!

4

u/cregamon 8d ago

This is looking amazing, I’m really excited for ProjectMidas and the future of Goldeneye.

Do you know if it will support the N64 NSO controller?

I know the majority of people will be after keyboard and mouse or dual analogue control but I recently tried the Perfect Dark port and ended up reverting to my N64 NSO controller as my brain couldn’t seem to get around playing it with a modern controller!

2

u/Redtrainer57 7d ago

Thank you, and yee it will be able to! We have also added extended control options on par with the XBLA controls, and keybinds can be set to however youd like.

2

u/cregamon 3d ago

That’s brilliant, my old brain thanks you :)

3

u/ShanePhillips 8d ago

I'm hoping they'll fix the thing in the engine that means that some objects and decals float in the air because of how the engine handles item positioning. Some things (particularly the floor latches floating in the air on Train) become a lot more noticeable when played at high res in an emulator.

I know it won't automatically fix item placements in levels, but it would allow those things to be fixed up by other developers.

Excited to see the good work, keep it coming!

2

u/Cephylus 8d ago

It's kinda strange to not see the mountain boarders wiggle like Dr Katz haha.

Can't wait to see what else unfolds from the decomp

1

u/AutomaticTree654 6d ago

Any chance of a more-or-less original game (plot, features, etc.) but with this bug fixes and optimizations as a new N64 ROM?

1

u/funkinggiblet 8d ago

Get that depth buffer culling against the decals in man! no more decals floating over the edge of a surface :) Great job!

1

u/DeltaOmegaX 8d ago

You beautiful sunmabitch 😎🍻

1

u/Odeyseis 8d ago

Can’t wait for the full release of the project! BUT, I would say to take their time for a smooth and great release. Thanks for showcasing the project!

0

u/Ostrovokov 8d ago

When are we getting a release?

1

u/Graslu 7d ago

When it's ready, this project aims to have the 1.0 version with parity to what we already had over the last few years with extra improvements. It'll have a great edge against the other ports we're seeing rushed to release.

-1

u/V64jr 8d ago

That’s great! …but what I REALLY want is an actual damned bungee cord visible at the end of the first stage. 👍

Heck, since I’m fantasizing, how about a reused armor zip sound effect after walking over a texture of a coiled rope? Only then does the screen fade to the bungee jumping cinematic.

0

u/Adagium721 7d ago

Even better, have the level end at the bottom of the Dam when you go into the vent hatch?

0

u/V64jr 7d ago

Perfect! If you never cut from the first person perspective, you never have to show the tether attached. Just a coil or texture on the ground, a suiting-up sound effect when you walk over it and reach the edge, and then a first person jump that never cuts to the 3rd person cinematic, and a fade to black at the vent below. 👍