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Author Topic: Silenced ZMG  (Read 19022 times)

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Doc.NO

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Silenced ZMG
« on: March 02, 2008, 12:25:33 am »

Goldeneye:source is a recreation of the N64's game.

By recreating a game, you guys are porting the original maps, guns, characters, gameplay, etc. on the source engine, with a little update (more polyg., better text., ...) here and there.
Does it mean you have to add new content? If it's needed by the multiplayer conversion, like the new area in backzone, why not? But a new content that's not needed/that add nothing to the gameplay, like a new gun, will spoil the original game.

So where the hell did you found a silenced ZMG in the original game?
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Cyan

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Re: Silenced ZMG
« Reply #1 on: March 02, 2008, 01:29:45 am »

I am all for any gun that in reality can physically have a silencer attached have that version (if possibly by a toggled by a dedicated key for any gun having that option), I think I used the silenced PP7 and D5K the most in the original solo player version as not to draw every guard. While their is not a solo player mode, if they are willing to go to the effort put it in, fantastic.
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Jackred666

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Re: Silenced ZMG
« Reply #2 on: March 02, 2008, 01:40:15 am »

It will fire faster in GoldenEye Source than the N64 classic.
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VC

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Re: Silenced ZMG
« Reply #3 on: March 02, 2008, 03:30:53 am »

The story is like this:

For Alpha, GES was using the HL2 death indicators which used a custom font for icons for weapons.  Whoever made it for GES smoked crack and stuck a silencer on ZMG.  Since no one before I joined the forums had any actual memory of Goldeneye 007, the icon was taken on face value, and the Church of the Silenced ZMG was founded.  Since then, the church's Zealots of Hey Why Not have been attaching silencers to ZMGs, making silencers togglable (which means you have two completely different guns from one pick-up) and using Silenced STFUkens against those who would speak against the church's teachings.
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MtM0201

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Re: Silenced ZMG
« Reply #4 on: March 02, 2008, 03:55:09 am »

The story is like this:

For Alpha, GES was using the HL2 death indicators which used a custom font for icons for weapons.  Whoever made it for GES smoked crack and stuck a silencer on ZMG.  Since no one before I joined the forums had any actual memory of Goldeneye 007, the icon was taken on face value, and the Church of the Silenced ZMG was founded.  Since then, the church's Zealots of Hey Why Not have been attaching silencers to ZMGs, making silencers togglable (which means you have two completely different guns from one pick-up) and using Silenced STFUkens against those who would speak against the church's teachings.

Wisely stated Viashino.
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Jackred666

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Re: Silenced ZMG
« Reply #5 on: March 02, 2008, 04:14:47 am »

Sorry for even bringing this question but why can't have two of the same weapons which is most of them in this mod like the game it's based on.
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VC

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Re: Silenced ZMG
« Reply #6 on: March 02, 2008, 05:16:52 am »

We haven't gotten that far.  It's been played with but only as a "make it look right" rather than a "make it work right" exercise.
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Jackred666

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Re: Silenced ZMG
« Reply #7 on: March 02, 2008, 05:28:31 am »

Then tell me this with the mines will they be like how they were in GoldenEye or more like Perfect Dark.
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VC

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Re: Silenced ZMG
« Reply #8 on: March 02, 2008, 08:35:00 am »

Rolling explosions is on the to-do list.  I'm hoping for everything to be the same as Goldeneye, except for a few modifications to Proximity.  If they make Tazer Boy+ to my specificiations, Proxy will probably be the same as before, but without it, I've suggested a time-delay trigger so people who are aware of them can trip them and take cover, while anyone who isn't deliberately tricking them will be blasted.  This was half-ass implemented in Beta, which is why they chirp, but the timing and the fuse is all goofed up.
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Jackred666

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Re: Silenced ZMG
« Reply #9 on: March 02, 2008, 02:14:30 pm »

I see how better does Silenced ZMG shoot.
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VC

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Re: Silenced ZMG
« Reply #10 on: March 02, 2008, 07:59:21 pm »

In short: Not better.

When I configured my weapon behaviors, I strove to approximate all weapon accuracies to match Goldeneye 007.  As a rule of thumb, all Silenced weapons are less accurate than their unsilenced counterparts; Made Up Fantasy Weapons follow these Goldeneye 007 trends, per my configuration.

How the weapons have been fuddled with since then I cannot say, but it's clear from playing H that ZMG is using canon damage without canon invulnerability periods, same for pistols; while other weapons like KF7 appear to have been meddled with.
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"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
"(03:12:41 PM) KM: I would call you a no life loser, but you are useful"
"(03:12:59 PM) VC: Go ahead.  I am, and I am."

Jackred666

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Re: Silenced ZMG
« Reply #11 on: March 02, 2008, 08:46:31 pm »

Cool keep up the good work.
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crazychicken

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Re: Silenced ZMG
« Reply #12 on: March 05, 2008, 08:36:56 am »

The silenced zmg is fucking lame, replace it with the silenced deutch d5k . It ruins the feeling of playing goldeneye if you start altering the weapons to ones that aren't original
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nowhere

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Re: Silenced ZMG
« Reply #13 on: March 05, 2008, 02:14:22 pm »

Yes, the feeling of GE:S is completely and utterly ruined by the fact that you can attach a 3 inch silencer to the ZMG and slightly change its sound. Woe is me, what have we done?
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crazychicken

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Re: Silenced ZMG
« Reply #14 on: March 05, 2008, 04:18:22 pm »

Yeah it is, either port it properly or call it goldeneye 2 or some shit if youre going to change the guns
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nowhere

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Re: Silenced ZMG
« Reply #15 on: March 05, 2008, 04:20:50 pm »

Yeah it is, either port it properly or call it goldeneye 2 or some shit if youre going to change the guns
Did you notice the "Source" ending? No offence, but if you're just looking to play GE64, then guess what? You can go play GE64. Should we take out the online multiplayer because it wasn't in the original either? What about the updated maps and textures? Oh no, there's a crate that's in ge_facility that wasn't in the original. Adding a silencer to the ZMG doesn't suddenly destroy GE:S. It slightly changes the model and changes the sound, that's all.
« Last Edit: March 05, 2008, 04:23:40 pm by nowhere »
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crazychicken

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Re: Silenced ZMG
« Reply #16 on: March 05, 2008, 04:25:35 pm »

taking out online multiplayer is some form of argument? thats the whole basis of the mod

 all the things you listed are the same just with more detailed textures that are possible with a newer engine, they are still deisgned to look like the old textures. the silenced zmg was never in goldeneye you just brought it in from nothing. and the maps have only been changed for gameplay purposes with more than 4 ppl, theadditions aren't needed otherwise and some aren't needed now

if you never pld goldeneye why the hell are you a tester

it wasnt in goldeneye so it shouldnt be in this mod, its that simple
« Last Edit: March 05, 2008, 04:34:50 pm by crazychicken »
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nowhere

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Re: Silenced ZMG
« Reply #17 on: March 05, 2008, 06:25:37 pm »

Lots and lots and lots and lots of things that weren't in GoldenEye are in this mod, it's that simple.

One of the reasons I'm a tester is because I realise what's a bug, what needs to be fixed, and what doesn't matter.
« Last Edit: March 05, 2008, 06:33:12 pm by nowhere »
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crazychicken

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Re: Silenced ZMG
« Reply #18 on: March 05, 2008, 07:34:00 pm »

Like what?

You're changing a fundamental of GE and saying it's no big deal.
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VC

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Re: Silenced ZMG
« Reply #19 on: March 05, 2008, 09:29:34 pm »

C'mon, Now Here, just admit you want to play Counterstrike with Bond models and renamed USP and TMP.
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nowhere

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Re: Silenced ZMG
« Reply #20 on: March 05, 2008, 11:07:53 pm »

Nowhere did I say that.

It's not changing a fundamental of GE, the silencer doesn't do anything in the released Beta besides change the sound. If it actually affected gameplay in any way maybe I would care more about changing it.
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Sean [Baron]

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Re: Silenced ZMG
« Reply #21 on: March 05, 2008, 11:24:29 pm »

Enough arguing and bickering.

/thread
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