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 71 
 on: February 04, 2022, 03:40:05 pm 
Started by L. Spiro - Last post by L. Spiro
There were always minor (or major) issues in my previous HD restores of the GoldenEye 007 OST.

I’ve spent the past 2 months working day-in and day-out on a tool I call Nintendo Synthy-4 whose job is to render Nintendo 64 music the way Nintendo 64 did, but with high-resolution versions of all of its routines.
I’ve been debugging the games and copying every routine exactly, taking care of every little detail.  For example, when you change a track’s volume to 0, it takes 4 samples to reach 0 volume.
And here’s the exact vibrato routine (except in 64-bit instead of 32-bit):
Code: [Select]
		/**
* Gets the vibrato depth given the game's 0-255 value.
*
* \param _ui8Val The value to convert.
* \return Returns the converted vibrato depth.
*/
static double VibratoDepthToReal( uint8_t _ui8Val ) {
return std::pow( 1.030992984771728515625f, _ui8Val );
}

Code: [Select]
			void						Set( uint8_t _ui8Rate, uint8_t _ui8Depth, uint8_t _ui8Delay, uint32_t _uiMasterSamplingRate ) {
dDepth = VibratoDepthToReal( _ui8Depth );

tbDelay.SetRate( ((1.0 / 30.0 / 2.0) * _ui8Delay) * _uiMasterSamplingRate );
tbRate.SetRate( ((1.0 / 30.0 / 2.0) * (259 - _ui8Rate)) * _uiMasterSamplingRate );
}

Code: [Select]
			/**
* Gets the current vibrato depth.
*
* \return Returns the current vibrato depth.
*/
double Value() const {
if ( dDepth ) {
double dTmp = std::sin( tbRate.Time() * NS4_TWO_PI ) * dDepth;
// The cast is only a performance hack by the game, so removing it could be an “as-intended” routine with full precision.
double dRate = std::pow( 1.00057780742645263671875f, static_cast<int32_t>(dTmp / 2.0) );
return dRate;
}
return 1.0;
}

Nintendo Synthy-4 has a huge focus on accuracy, and that goes for the timing as well.  I’ve taken measures to ensure it is always sample-accurate and never drifts.
The real game will trigger all of the notes on a tick starting on the same sample, but the time between ticks can vary.
Nintendo Synthy-4 is an offline renderer, so it can take as much time as it needs to render the perfect result.  Every note starts on exactly the correct sample, no matter how long the recording is.
It does not accumulate drift either.
For a computer, (1/7.0)+(1/7.0)+(1/7.0)+(1/7.0)+(1/7.0)+(1/7.0)+(1/7.0) == 0.9999999999999997779553950749686919152736663818359375.
But Nintendo Synthy-4 handles all timers like this: 1/7, 2/7, 3/7, 4/7, 5/7, 6/7, 7/7, etc.  This means that tiny inaccuracies are not accumulated.  Every single sample in the final result is as accurate as every other sample.


I’ve had to use approximations for a lot of things before, but now even the reverb is accurate, with one difference.
This is the actual game’s reverb taps:

Notice it drifts away from 0 toward the end.  That is undesirable so I filtered that back into a nice clean reverb.  I also eliminated the artifacts that cause major buzzing.

So what you get is the exact reverb but filtered to sound nice and clean.


So this is a truly accurate HD restore of GoldenEye 007 (48 KHz/32-bit):
https://www.youtube.com/playlist?list=PLWsnao9n727PLCC-QTWwhYhEdqXd5GPce


Samples:
https://www.youtube.com/watch?v=7qacI0HkjrY&list=PLWsnao9n727PLCC-QTWwhYhEdqXd5GPce&index=9
https://www.youtube.com/watch?v=vlrr1SYRXew&list=PLWsnao9n727PLCC-QTWwhYhEdqXd5GPce&index=51

And from Perfect Dark:
https://www.dropbox.com/s/3ia8dwsii0p4d0b/093%20Alien%20Conflict.wav?dl=0
https://www.dropbox.com/s/memh7nhj8moacdj/092%20Maian%20Tears.wav?dl=0
https://www.dropbox.com/s/u93d43skg7ytlvs/065%20Deep%20Sea-%20Nullify%20Threat.wav?dl=0


Enjoy!


L. Spiro

 72 
 on: November 18, 2021, 04:19:27 pm 
Started by L. Spiro - Last post by L. Spiro
I used to post my HD restorations of GoldenEye 007 and Perfect Dark here, and since then I%u2019ve done over 10,000 restores and refined my tools, process, and accuracy.
You can find those here if interested: https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid
Sadly, the GoldenEye 007 upload there now still has some balance issues; it turns out that the original music data I had contained some errors, but I%u2019ve gotten that corrected and a final accurate version should be up soonish; I%u2019m quite close to getting so accurate that I can even use the exact reverb routines in these games, so I%u2019m debating holding off on a corrected GoldenEye 007 until I get that level of detail finished.

But today I have a different item to share.

I worked with Robin Beanland on this vinyl record of the Jet Force Gemini OST!
https://www.fangamer.com/products/jet-force-gemini-vinyl-soundtrack

Look at that amazing cover art by Rebecca Ryan!  Wow!!

I have a final version and a beta press.



Only 3 beta presses exist, making it one of the%u2026Rare-est%u2026vinyls in existence!


This was actually recorded last year and was supposed to be out in time for the holidays of 2020, but it seems there was some kind of pandemic or something?  Who knows; pasty white nerds such as myself don%u2019t go outside%u2014that%u2019s where that bright thing in the sky that burns our eyes lives.  So I have been sitting quietly on this for over a year.
Unfortunately, that%u2019s going to be the same story for the other 3 official restores I will be sharing hopefully this decade.  But oh well%u2014for now let%u2019s just enjoy Jet Force Gemini in HD%u2026on vinyl!


L. Spiro

 73 
 on: September 14, 2021, 12:25:09 am 
Started by mattmartinolc - Last post by mattmartinolc
Got help in the discord channels. Everything working now including the map vote popping up. Only thing left now is to set up the part where players can call votes with !rtv !votemode etc in the chats

 74 
 on: September 13, 2021, 06:47:07 pm 
Started by mattmartinolc - Last post by mattmartinolc
OK so I downloaded a config file from discord and put it in the gameserver directory on the linux server and it now pops up as VAC-secured. rcon password is working and I can send commands through game console to the server now.

The only thing left I am having issue with is setting the default game mode when the server starts up (right now I have to pass a command in rcon after the server is running) and I cannot seem to get metamod/sourcemod working yet.

 75 
 on: September 12, 2021, 04:20:41 pm 
Started by mattmartinolc - Last post by mattmartinolc
OK so the server is running. But it's just not getting listed on the master server list on find servers because it's not VAC secured. How do I achieve this?

 76 
 on: September 12, 2021, 02:21:09 pm 
Started by mattmartinolc - Last post by mattmartinolc
Hi there. I used to run a GEserver on a linux cloud compute instance years ago and it was a lot of fun. I started playing again recently and thought I might try again

Been using the install guide here - https://wiki.geshl2.com/goldeneye/server_install_linux

And I keep destroying instances and re-spinning new servers and trying again to see if I missed something. I cannot seem to get the server to launch after doing all the steps exactly.

Basically what is happening is I get to the part where I am finally putting in the command to start the server "sudo systemctl start geserver" and nothing happens. It gives no errors but also does nothing...

I am certain I have done all the steps correctly

 77 
 on: August 18, 2021, 12:09:31 pm 
Started by Matteobin - Last post by Matteobin
I've finally managed to complete GoldenEye: Source 5.0 Italian translation!
I've updated the translation files on the Wiki as well.

You can download my localisation from both the Wiki or my server:

To use it, you just need to extract the archive
into the game installation folder.
Please, test it and let me know if you find any bugs.

Spread the voice on the Discord server too.
I hope you'll like my work enough to put back the Italian language
in the next release.

Thank you for making such a great game and keeping it updated all these years!


P.S. FOR GE:S DEVS
On the OHMSS IDENTITY SCREEN I think both the title and
the Accept text are images. Would it be possible to translate those elements?
The same goes for the location reading on the map loading screen.

 78 
 on: August 10, 2021, 04:32:40 pm 
Started by Matteobin - Last post by namajnaG
Entropy-Server is the exact name, however sometimes the server is down, but it's always up for the weekly community night on Saturdays, 9PM EST (3PM your timezone if I am not mistaken) as CptLima mentionned.

The forums are somewhat deserted nowadays. I myself prefer a forum platform, but most communications are done through Discord now. I'm fairly confident we still will report major updates via the forums, however.

 79 
 on: August 10, 2021, 04:09:01 pm 
Started by Matteobin - Last post by Matteobin
Thank you for the answer. I've added Best of Bond to favourites.
However I can't find Entropy Server.

Is Entropy Server the exact name?
I do have a Discord account, but I prefer not to use it
due to ethical concerns on my part.
This forum is my preferred method to hang out with the GE:S community.

 80 
 on: August 09, 2021, 08:13:58 pm 
Started by Matteobin - Last post by CptLima
Hello there - Graslu took his server offline a while back, however there are still a number of variety and DM servers still out there.

Two good examples that are still active include Entropy Server, which is active in particular every Saturday night from about 9/10 p.m. to 12 or 2 a.m. EST; and the Best of Bond server, which usually has a night or two a week with some regulars playing variety game modes.

There are several others, as well, but they are tougher to pin down - best bet is to stop by the GE:S Discord; usually there are posts there when folks are looking to fill up a server.

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