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Author Topic: [WEP] ZMG Render (11/23/06)  (Read 39151 times)

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Sean [Baron]

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[WEP] ZMG Render (11/23/06)
« on: November 23, 2006, 01:46:57 pm »

Click for lager image



Model and Texture by Baron and VertThrasher respectivly.

Enjoy!
« Last Edit: February 25, 2009, 10:25:17 pm by JcFerggy »
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mbsurfer

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Re: [WEP] ZMG Render (11/23/06)
« Reply #1 on: November 23, 2006, 05:32:02 pm »

Wow.. I wonder how a silenced ZMG sounds  ;)
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VC

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Re: [WEP] ZMG Render (11/23/06)
« Reply #2 on: November 23, 2006, 06:00:12 pm »

It doesn't sound like anything because it doesn't exist.  No such thing as a silenced ZMG in Goldeneye.
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Sean [Baron]

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Re: [WEP] ZMG Render (11/23/06)
« Reply #3 on: November 23, 2006, 06:01:47 pm »

Its new. :)
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VC

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Re: [WEP] ZMG Render (11/23/06)
« Reply #4 on: November 23, 2006, 06:58:25 pm »

Silenced dual golden Klobbs with secondary function of flamethrower.  It's new!
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.sh4k3n

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Re: [WEP] ZMG Render (11/23/06)
« Reply #5 on: November 23, 2006, 07:47:29 pm »

We definitely need dual silenced golden Klobbs...
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The_JFK

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Re: [WEP] ZMG Render (11/23/06)
« Reply #6 on: November 23, 2006, 07:56:27 pm »

Yes, I'm a little confused as to the role of the suppressor. Is this going to be in the final version?
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Sean [Baron]

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Re: [WEP] ZMG Render (11/23/06)
« Reply #7 on: November 23, 2006, 08:25:29 pm »

Its still undecided at the moment, but its not something we are really thinking about right now. It's working In-game and is expected to be in the release come Christmas. After that, we'll see how everyone likes it, and make a decision based on that, since its something that can be easily removed.
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olileauk

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Re: [WEP] ZMG Render (11/23/06)
« Reply #8 on: November 23, 2006, 08:53:57 pm »

will it replace the existing non-silenced ZMG, out of interest? or will it be a 2nd function? or, will it be an entirely seperate gun?
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The_JFK

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Re: [WEP] ZMG Render (11/23/06)
« Reply #9 on: November 23, 2006, 09:39:18 pm »

I'm hoping for secondary function; as that's what they're doing with the ppk.
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Sean [Baron]

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Re: [WEP] ZMG Render (11/23/06)
« Reply #10 on: November 24, 2006, 12:58:19 am »

Yes, its a secondary function, just like the PP7.
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Re: [WEP] ZMG Render (11/23/06)
« Reply #11 on: November 24, 2006, 01:08:53 am »

Im not as hardcore against it as Viashino is, thats my stance, it isnt 'wow' and it isnt 'omg WHY!!'  :)
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mbsurfer

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Re: [WEP] ZMG Render (11/23/06)
« Reply #12 on: November 24, 2006, 02:22:07 am »

Yes, its a secondary function, just like the PP7.
Why take it out then? If someone doesn't like it silenced, don't turn on the sencondary function.  It will keep everyone happy to have it sencondary.
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VC

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Re: [WEP] ZMG Render (11/23/06)
« Reply #13 on: November 24, 2006, 03:11:50 am »

My hostility against Silenced ZMG stems from the fact I knew it would cause more trouble.  Specifically, the secondary function toggle.  PP7 and PP7 Silenced have a large difference in accuracy...PP7-S was used in all the multiplayer loadouts except for Mines, which also featured ZMG (which is better than KF7 ignoring the scope) and AR33, which is a +40% damage and highly accurate rifle.  The PP7 is unsilenced to make it competitive with the strong weapons of that loadout.

A togglable PP7 means you get a blazingly accurate pistol in models that shouldn't have it.  Look at Pistols.  PP7S, DD44, and CMag.  The whole idea was PP7S was a bit more accurate than DD44, but shorts you a bullet.  CMag is hyper accurate and penetrates, but is dog slow.  Allowing PP7U gives you almost-CMag-accuracy with semi-auto fire rate.  DD44 becomes a Klobb in comparison.



All because that stinking weapon icon font that isn't even used anymore had an erroneous silencer.
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boris

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Re: [WEP] ZMG Render (11/23/06)
« Reply #14 on: November 24, 2006, 03:16:30 am »

I really don't like the idea of a secondary click to put on/take off the silencer. It really needs to be 2 different guns.
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Re: [WEP] ZMG Render (11/23/06)
« Reply #15 on: November 24, 2006, 03:37:36 am »

vaic what if the silenced and unsilenced had identical damage, spray, and recoil, and we only changed the sound? Come on its really a small thing that will not impact gameplay in any way.
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.sh4k3n

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Re: [WEP] ZMG Render (11/23/06)
« Reply #16 on: November 24, 2006, 09:34:57 am »

I was digging the ability to toggle the silencer, but in light of Viashino's argument, I believe I've changed my stance.
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VC

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Re: [WEP] ZMG Render (11/23/06)
« Reply #17 on: November 24, 2006, 10:44:50 am »

Already, the different behaviors for silenced/unsilenced weapons works in the scritps...but it's impossible for a Classic server to operate if people can pop the silencers off of PP7-S and D5K-S for the accuracy boost, and making U/S match would remove the guns, again killing hopes for Classic servers.  The only way to get it right is to do it right.  That being said, I do support toggling being allowed as an option.  Scenarios like YOLT, especially in properly designed maps, could make stealth a real option, and make silencer toggling a gameplay mechanic, rather than a way to annoy people with little pew-pew-pew sound effects.

The canon weapon sets were designed with silenced/unsilenced's differences in mind -- I don't see why GES couldn't support specification of U, S, or Toggleable weapons in a weaponset, or at least specify U or S on pickup, and have an sv_ that may allow or deny switching form.
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Re: [WEP] ZMG Render (11/23/06)
« Reply #18 on: November 24, 2006, 04:00:18 pm »

Its not a matter of can we, its why would we. I believe if GE64 could support toggleable U or S it would have been implemented. stealth in a DM is really an afterthought, and we've already made changes to the game that would impact gameplay even moreso than the matter of U or S.

As far as a sv option goes, I think it would be a good idea to just have sv_classicmode which restricts these cvars but only on classic map loadouts.

We should just talk about it further in a dev/PT forum.



Ontopic, nice render omg!
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