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Author Topic: Almost there... but not quite yet  (Read 21439 times)

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StrikerMan780

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Almost there... but not quite yet
« on: December 21, 2012, 01:45:28 pm »

I have to say that GoldenEye: Source is coming along very well, but there's a few things that are still bothering me, and keep the mod from truly feeling like GoldenEye. So, I'm going to list my suggestions to remedy this.

1. The PP7's origins are too far to the right - Move the weapon a little to the left so it's seated more like the others, and more like GoldenEye's.

2. Lack of view sway when moving - I'm not so much talking about the breathing effect, which is done admirably... I'm more speaking about that weaving/bobbing effect that occurs when you ran around in GoldenEye. Get this simple effect in, and it would make things feel so much better, as if you were controlling a moving human being, rather than a sliding camera with a swaying hand attached.

3. Player yelps and screams are missing - Remember how the players would scream in agony on a confirmed hit in multiplayer? 'Nuff said.

4. AR33 sounds nothing like the original - The AR33 had an almost Hissing sound to it, like a fierce metallic reptilian beast that flings lead... This needs to come back.
EDIT: I modified the existing sound, is closer to the original - http://forums.geshl2.com/index.php/topic,7404.msg77352.html#msg77352

5. RCP-90 needs a little more oomph - Basically like the AR33, it had a bassy thump and a hiss to it, except shorter and faster.

6. A lot of weapons need proper muzzle flashes - I hate to say it, but the default HL2 Muzzle flash is fucking UGLY. I'd definitely work on getting some custom particle muzzle flashes more closely resembling the original game's, rather than the HL2 Flashes... As right now, it makes it dead obvious that it's an HL2 mod still, and it takes you right out of the experience.

7. Needs a classic aiming mode - This has been suggested time and time again, and it has been shot down, for reasons I honestly do not agree with at all. So, again, I'm bringing it up. The ability to freely aim anywhere in an area on the screen before turning would be a godsend, and ultimately make the game feel like true GoldenEye to me. An example of a Source Engine game that does this perfectly already, would be Garry's Mod 13. In GMOD, when you pressed a certain key, you could aim anywhere on your screen without turning, with great precision. Your view model would point where you were aiming too, working with any existing SWEP from older GMOD versions. I think this can be done in GES, but with some tweaks, which I'll demonstrate with a shitty diagram below:



In GMOD, you didn't turn when your aim hit the edge of the screen, which of course doesn't feel right. So, I figured, why not make a boundary? Basically, when you reach this boundary, the crosshair can't move any further from your screen's center, but you will start to turn instead, still allowing you to make quick movements and reactions. Also, with less camera chaos, it may be even allow you to line up your headshots a little bit easier, which would be nice.
« Last Edit: December 23, 2012, 12:40:36 am by StrikerMan780 »
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VGF

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Re: Almost there... but not quite yet
« Reply #1 on: December 21, 2012, 04:00:21 pm »

I think PD:S tried the classic aiming mode, but with poor results.
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StrikerMan780

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Re: Almost there... but not quite yet
« Reply #2 on: December 21, 2012, 04:38:02 pm »

I think PD:S tried the classic aiming mode, but with poor results.
That's because it was always on, and also because it wasn't very well implemented (ie. shots didn't always go where planned.), unlike say, GMOD.
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Jonathon [SSL]

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Re: Almost there... but not quite yet
« Reply #3 on: December 21, 2012, 07:20:13 pm »

1. I'll look into that. I wish I had looked at that when I polished off all the weapon models last year.

2. KM? I'd love to see that too. The actual weapon sway when running is changed from HL2's default in an attempt to get closer to GE64's weapon bob.

3. We've talked about that, and figured with up to 16 players in a game all you would hear is all kinds screaming everywhere and it would be silly.

4. Disagree on this one, I think the AR33 sounds beast and feels like the absolute bullet hose it was in GE64. The sound is long enough that it overlaps with itself when rapid firing and makes that constant stream of noise we're looking for.

5. Same sorta thing as 4. If any sound guys want to take a shot at this though, cool.

6. None of the flares are HL2 defaults. Some of them are TF2 (like shotguns and pistols) while some of them are custom to mimic the exact style of GE64 (AR33, RCP90, Moonraker). So not really sure what you're talking about.

7. I would love to see this just as a test just to see how well it would actually work instead of our normal feeling of "naaaaah" we've had regarding this for the last few years. PD:S didn't do it right by having it on all the time, and it would be a great throwback to GE64 gameplay.
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StrikerMan780

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Re: Almost there... but not quite yet
« Reply #4 on: December 22, 2012, 01:33:59 am »

4. Disagree on this one, I think the AR33 sounds beast and feels like the absolute bullet hose it was in GE64. The sound is long enough that it overlaps with itself when rapid firing and makes that constant stream of noise we're looking for.
Still sounds nothing like the original. Sounds to me more like a piston in an engine than anything.

6. None of the flares are HL2 defaults. Some of them are TF2 (like shotguns and pistols) while some of them are custom to mimic the exact style of GE64 (AR33, RCP90, Moonraker). So not really sure what you're talking about.

A few of them are still HL2's defaults, I know this as I can replace the default HL2 Muzzle flash graphics with modified versions that work for HL2, and it will affect their appearance in GES as well. I notice this on the PP7, DD44, ZMG, and Klobb mostly.

7. I would love to see this just as a test just to see how well it would actually work instead of our normal feeling of "naaaaah" we've had regarding this for the last few years. PD:S didn't do it right by having it on all the time, and it would be a great throwback to GE64 gameplay.

If you guys do decide to give it a go, and while it's obviously your choice, I'd love to be able to actively test it for you guys while it's being developed. I imagine I could give some good feedback to achieve that proper "Feel". But getting the classic aiming mode done in general would make me more than happy.

3. We've talked about that, and figured with up to 16 players in a game all you would hear is all kinds screaming everywhere and it would be silly.

Make the sound's attenuation very narrow, so you won't hear it unless you're very close to someone.
« Last Edit: December 22, 2012, 05:14:40 pm by StrikerMan780 »
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The Cy

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Re: Almost there... but not quite yet
« Reply #5 on: December 22, 2012, 10:44:11 am »


3. We've talked about that, and figured with up to 16 players in a game all you would hear is all kinds screaming everywhere and it would be silly.


I would love to hear those screaming sounds in the mod, because they were part of the original game. just add a disable /enable option so the player has the choice if he wanna hear them or not. then everybody's happy.
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Rick Astley

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Re: Almost there... but not quite yet
« Reply #6 on: December 22, 2012, 12:51:54 pm »

I would love to hear those screaming sounds in the mod, because they were part of the original game. just add a disable /enable option so the player has the choice if he wanna hear them or not. then everybody's happy.

i agree with Cy

especially when in Cradle, players fall to their death with the gut wrench scream:
http://www.youtube.com/watch?v=tMxG0HsPB4w&feature=fvwp&NR=1
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markpeterjameslegg

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Re: Almost there... but not quite yet
« Reply #7 on: December 22, 2012, 04:35:39 pm »

Already discussed this a little while ago. I actually changed the pain sound a while ago and much prefer it.

http://forums.geshl2.com/index.php/topic,7197.msg75539.html#msg75539
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StrikerMan780

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Re: Almost there... but not quite yet
« Reply #8 on: December 22, 2012, 05:43:29 pm »

Made a modified version of the AR33 firing sound, I think it sounds just right. http://shadowmavericks.com/files/ar33_fire1.wav
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StrikerMan780

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Re: Almost there... but not quite yet
« Reply #9 on: July 04, 2013, 01:56:55 am »

Bump to get an opinion on my modified AR33 Sound.
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Jonathon [SSL]

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Re: Almost there... but not quite yet
« Reply #10 on: July 04, 2013, 02:44:34 am »

It sounds like the normal sound with white noise and a weird reverb tail? But that's just me.
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StrikerMan780

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Re: Almost there... but not quite yet
« Reply #11 on: July 04, 2013, 05:13:40 am »

There's no reverb tail. I've added a small hiss though, which is more accurate to GoldenEye on the N64. Use it in-game to get a better idea.
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killermonkey

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Re: Almost there... but not quite yet
« Reply #12 on: July 04, 2013, 12:30:16 pm »

What we need is a more accurate RCP90 noise!
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Peroxwhy?gen

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Re: Almost there... but not quite yet
« Reply #13 on: July 05, 2013, 03:12:28 am »

Also we need.....

Ge_Dam
Ge_Depot
Ge_train
Ge_Jungle

you get the point :)
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Kratos

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Re: Almost there... but not quite yet
« Reply #14 on: July 11, 2013, 04:13:07 am »

What we need is a more accurate RCP90 noise!

Couldn't we get someone who owns a real one and have him record while he's firing in his backyard? Then we take the wav file and slap it in the game.

So that is how I think games are made /sigh
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