Thread 11804114 - /vr/ [Archived: 961 hours ago]

Anonymous
6/16/2025, 10:28:27 AM No.11804114
PerfectDark-ChicagoPinkPony
PerfectDark-ChicagoPinkPony
md5: 2861cbb8f01bb5841cbe89998b488c4e๐Ÿ”
The tragic flaw in Perfect Dark is a single line of code change from the Goldeneye engine that made shooting not satisfying/addicting like it is in Goldeneye: they switched off the sound that plays when your shot hits someone. The sound subliminally elevates a hit above a miss. It's not a 'hitmarker' like cod or the quake honk, you won't hear it if you shoot a guy with the sniper rifle miles away. But in typical range it's there and it's part of the rewarding feel of a connecting shot. The gun shots in PD still sound... well, some sound ok, but if that was enough we would just enjoy firing into open air.
I think they were worried the body-hit 'slam' sound effect would clash with their more squishy, slick 'eguns' concept, and they thought the visual events like blood blooms would take up the job of the "sell". These gradual things just don't replace the instantaneous brain activation of a sound.
Replies: >>11804119 >>11804120 >>11805778 >>11805845 >>11810403 >>11815627
Anonymous
6/16/2025, 10:30:44 AM No.11804117
You have eyes
If your foe has died, then they have fallen
Replies: >>11804123 >>11804123
Anonymous
6/16/2025, 10:32:05 AM No.11804119
>>11804114 (OP)
The only tragic flaw in Perfect Dark is the framerate
Replies: >>11804378
Anonymous
6/16/2025, 10:34:11 AM No.11804120
pdreticle
pdreticle
md5: 7006c5261220329a9f13e2608ee00ccf๐Ÿ”
>>11804114 (OP)
a less significant but also frustrating hindrance to fun is busy clutter - remember we're talking about the 240p game not your future computer hacked re-work - The player has to reply on animation to tell whether they've hit a guy enough or not and you can't even see that because the reticule is like this
Replies: >>11804124 >>11804131 >>11804490
Anonymous
6/16/2025, 10:36:33 AM No.11804123
>>11804117
>>11804117
actually that's also a problem lol. Do you play this game? Do you find it fun on Perfect Agent trying to shoot the guys on the fire escape?
Anonymous
6/16/2025, 10:38:04 AM No.11804124
>>11804120
these cyber overlays are an effect that was conceived without considering that the n64 can't do transparency
Replies: >>11804383
Anonymous
6/16/2025, 10:45:19 AM No.11804131
pd 2024-07-03 20-10-51-76
pd 2024-07-03 20-10-51-76
md5: d78560976b45c78fe027d5ac21b02851๐Ÿ”
>>11804120
>240p game

PC master race wins again

also not all crosshairs are like this but yes I agree
Anonymous
6/16/2025, 3:48:28 PM No.11804378
>>11804119
Good thing they decompiled the game and made a PC port
I don't think I'll ever play the N64 version ever again now
Anonymous
6/16/2025, 3:51:49 PM No.11804383
file
file
md5: 023a5d87966cdb190ff20b6d6416686f๐Ÿ”
>>11804124
>the n64 can't do transparency
What? I know it can't do a specific type of transparency (additive blending or some shit), but the N64 can absolutely do transparency
Anonymous
6/16/2025, 5:12:37 PM No.11804490
007pdcrosshairs
007pdcrosshairs
md5: df861d45cecbd374ff47fef1a57ab2d6๐Ÿ”
>>11804120
Both are fine with me, though 007's certainly wasn't that thin.
Anonymous
6/16/2025, 9:46:36 PM No.11805040
Pretty sure you hear a "thob" when actually hitting something.
Replies: >>11805519 >>11805739 >>11805778
Anonymous
6/17/2025, 2:25:26 AM No.11805519
>>11805040
Exactly. It's a more meaty impactful sound. There are maybe a few things you could argue were a downgrade from Goldeneye, but claiming the sparks that flash when you headshot a guy vs. watching his neck snap backwards as you hear the bullet enter the fleshy part of his brain is not one of them.
Replies: >>11805739
Anonymous
6/17/2025, 5:07:25 AM No.11805739
>>11805040
>>11805519
lol what? No, it's completely silent. Why would you post some total fantasy. Go test it
Replies: >>11805797 >>11805813
Anonymous
6/17/2025, 5:29:57 AM No.11805778
>>11804114 (OP)
>>11805040
Agreed, pretty sure there is a nice satisfying sound and also I really like the gun sounds. Falcon and K7 Avenger are some I can think of that sound good.

https://www.youtube.com/watch?v=pCSW0mPQCAs
Replies: >>11806080
Anonymous
6/17/2025, 5:34:11 AM No.11805786
Geez
Anonymous
6/17/2025, 5:40:22 AM No.11805797
1747349714256763
1747349714256763
md5: 64cdcb2ab5254f0f7fc6c85030ad1dd6๐Ÿ”
>>11805739
>lol what? No, it's completely silent. Why would you post some total fantasy. Go test it
Ok
https://files.catbox.moe/5vbl7o.mp4
Replies: >>11806080 >>11808216 >>11810354 >>11812509
Anonymous
6/17/2025, 5:53:15 AM No.11805813
>>11805739
Retard
Anonymous
6/17/2025, 6:15:23 AM No.11805845
>>11804114 (OP)
QoL romhack to fix this unplayable piece of shit kusoge?
Replies: >>11805860
Anonymous
6/17/2025, 6:22:33 AM No.11805860
>>11805845
I almost fell for it
Anonymous
6/17/2025, 8:20:05 AM No.11806080
>>11805797
25 years later and I'm still waiting at the computer for half an hour for extremely short Perfect Dark videos to download....

Anyway you proved my point it looks like, even if technically you're demonstrating that there is some kind of audio difference between hitting a body and ground (You might actually just be demonstrating the difference between concrete-impact sounds and when those sounds don't play due to being blocked by the body).

Either way my claim stands because it's 'a subtle change of audio processing as if hearing the gun sound from slightly around a corner' is not satisfying compared to a real 'thob' sound, especially if it occurs at point blank range and is 100% inaudible at a few feet as demonstrated in your own video >>11805778
Replies: >>11806123 >>11806242 >>11808129 >>11810427
Anonymous
6/17/2025, 8:34:13 AM No.11806120
>I'M NOT HAVING ANY FUN BECAUSE [elaborate mental gymnastics about a wav file]
It is not /vr/'s obligation to pay you moral recompense for feeling cheated out of your time by a video game. Your lack of ability to experience enjoyment is your own problem and not something a thread should be wasted on.
Anonymous
6/17/2025, 8:35:47 AM No.11806123
>>11806080
>The sound doesn't exist!
>okay maybe it does exist
>But if I pretend it doesn't then that means I'm still right
>Heh, thanks for proving my point
I say again; retard.
Anonymous
6/17/2025, 9:53:34 AM No.11806242
elvis
elvis
md5: 52a3c428376d5c7648ba6d3c24741a3c๐Ÿ”
>>11806080
An incredible display of denial even in the face of evidence. Very impressive.
Replies: >>11808126
Anonymous
6/18/2025, 6:38:59 AM No.11808126
>>11806242
No. Is '100 times quiteter than GE's sound, quieter than the wall-hit sound, and actually inaudible past point-blank range' literal 'silence'? No, it's effective silence. If you go in a sound-isolated room you hear the air molecules bumping around in your ear canal but it's still true to call it a silent room.
Replies: >>11808131
Anonymous
6/18/2025, 6:42:15 AM No.11808129
>>11806080
shut up fag, you got blown the fuck out
Anonymous
6/18/2025, 6:43:09 AM No.11808131
elvis
elvis
md5: e73a659c79e5f3bbcac3e66549ed628c๐Ÿ”
>>11808126
Anonymous
6/18/2025, 7:55:58 AM No.11808216
>>11805797
Not faggot OP but can you do a Goldeneye version for full context
Replies: >>11810354
Anonymous
6/19/2025, 9:57:08 AM No.11810354
>>11805797
>>11808216
why didn't he make the GE one for comparison? hmm
Replies: >>11810369
Anonymous
6/19/2025, 10:05:48 AM No.11810369
>>11810354
Why don't you make one?
Anonymous
6/19/2025, 10:50:01 AM No.11810403
>>11804114 (OP)
isnt perfect dark decompiled why not make a build that adds the sound back
Replies: >>11810427
Anonymous
6/19/2025, 11:28:26 AM No.11810427
>>11810403
Anon would rather write shitposts on /vr/ than to write a 'single line of code'
>>11806080
I've made a patch for the NTSC 1.1 z64 ROM that replaces the CHR hit sound effect with the one from GE. In PD they made it quieter (0x64->0x5A) and increased the general freq (9270Hz->10406Hz)
video (original vs new): https://files.catbox.moe/w28smk.mp4
xdelta: https://files.catbox.moe/mslyhs.zip
Replies: >>11810485 >>11811696 >>11811931
Anonymous
6/19/2025, 11:33:28 AM No.11810430
THANK YOU SO MUCH FOR MAKING A THREAD THAT I COULD READ ABOUT ON THE VIDEO GAMES WIKIPEDIA. HOLY SHIT JANNIES DO YOUR FUCKING JOB AND DELETE THIS SHIT.
Anonymous
6/19/2025, 12:40:20 PM No.11810485
pdman
pdman
md5: df9444c3a87ad7765e06d92081f67f48๐Ÿ”
>>11810427
After all these years the game is fixed...
All I had to do was make a sufficiently enraging thread.
Nice work and also for proving they changed it (you can really hear the difference with the pistol, seems like the squirt gun's rapido Squits create too much masking to hear any other effects either way - maybe the ps0 being the main gun in so many levels is... another angle on the problem...)
I look forward to testing the other part of my theory that this will make it a more viscerally enjoyable game
Replies: >>11810492
Anonymous
6/19/2025, 12:51:16 PM No.11810492
>>11810485
It took me longer to record the videos than it did to open up the GoldenEye setup editor and change the sound files.
There is nothing stopping you from learning C and forking the Perfect Dark PC port and making changes to improve the game.
All it takes is the motivation to learn, you can do it anon!
Anonymous
6/20/2025, 12:53:49 AM No.11811696
>>11810427
Thank you weaponized autism
If the PC port requires a checksum verified rom, will this not work?
Replies: >>11811717 >>11811931
Anonymous
6/20/2025, 1:02:27 AM No.11811717
>>11811696
Sadly no, but given you're the second person asking I'll open a PR and add this as a feature next to 'GoldenEye Muzzle Flashes' over the weekend.
Replies: >>11812531
Anonymous
6/20/2025, 3:56:27 AM No.11811931
>>11810427
>>11811696
I redid the patch so it works with the PC port now. Enjoy!
https://files.catbox.moe/zd5gwo.zip
Replies: >>11812015
Anonymous
6/20/2025, 4:59:30 AM No.11812015
>>11811931
Thank you, autism for the greater good
Anonymous
6/20/2025, 11:14:15 AM No.11812509
>>11805797
That was a poor video. You should have shot the air, for no sound, instead of the floor which makes sound, then shot the corpse, and maybe use a gun with a lower rate of fire so the sound effect isnโ€™t masked by full auto gun shots.
6/10 example, could be much more clear.
Anonymous
6/20/2025, 11:39:53 AM No.11812531
>>11811717
>GoldenEye Muzzle Flashes
What does this do? The issue that raised it is deleted. I don't immediately see any difference
Replies: >>11812538
Anonymous
6/20/2025, 11:52:49 AM No.11812538
>>11812531
https://github.com/fgsfdsfgs/perfect_dark/pull/293
Go to options>extended>video>ge64-styled muzzle flashes
It'll make the flashes appear for one frame instead of sustaining for automatic weapons.
Replies: >>11813803
Anonymous
6/20/2025, 2:54:46 PM No.11812806
The far bigger issue is that almost every mission forces some sort of hectic and often timed panic moment where if you don't know exactly what to do and where to go you just lose. So if you were carefully spending 10 minutes going through a level on Perfect Agent, too fucking bad you fail because you didn't memorize the map beforehand.
Replies: >>11813779
Anonymous
6/21/2025, 12:00:56 AM No.11813779
>>11812806
but like.. how would you not have memorized the map? Are you expecting for some reason to finish the mission on the first play through, playing on Perfect the first time?
Anonymous
6/21/2025, 12:09:38 AM No.11813803
>>11812538
Ok what I meant to say was I can't see any difference in the flashes behavior after toggling it on or off, and I can't get info about what the PD behavior is because that PR says "I fixed this", and links to the issue, but the issue is deleted so I can't read any description of the problem.
You said that the flashes 'sustain' - I don't get what that means and I don't see something like that when I play with the 'GE-style' option switched off. Was it a mistake in Perfect Dark or a design choice?
Replies: >>11813818 >>11813832
Anonymous
6/21/2025, 12:26:35 AM No.11813818
>>11813803
GE: Flash every fired a bullet for a single frame, then remain invisible until the next fired bullet.
PD: Muzzle flash remained visible between bullets fired for automatic weapons, until you let go of the fire button or run out of ammo.
This was an intentional change by the PD team, and the PR adds the option to switch back to the GE method. It's not a fix.
Anonymous
6/21/2025, 12:36:58 AM No.11813832
example_thumb.jpg
example_thumb.jpg
md5: 6da0b7fc6cca83d727d9620a20a53857๐Ÿ”
>>11813803
The muzzle flashes for automatic weapons will 'flash' instead of continuously remaining visible between shots. It was an intentional choice made by the PD team, not a bug.
Replies: >>11813896
Anonymous
6/21/2025, 1:18:51 AM No.11813896
cheesewedge
cheesewedge
md5: d24fa98a6932f4ad422b32a92b63458d๐Ÿ”
>>11813832
I see. The effective, perceivable difference is of a more 'solid' vs a transparent flash. Well if they want to hack out 'too solid' muzzle flashes, someone should direct them to this lol
Anonymous
6/21/2025, 11:16:48 PM No.11815627
>>11804114 (OP)
This thread encapsulates everything I hate about /vr/
A home to wannabe modders and non-coders, who lack drive and endlessly post requests for they are too stupid to learn.
And for anons that can code/mod, they rarely post as they are too occupied working on their projects.
Replies: >>11815674
Anonymous
6/21/2025, 11:43:35 PM No.11815674
>>11815627
So leave.