Debriefing > General Goldeneye
GE:S just doesn't feel right to play?
StupidMarioBros1Fan[1138]:
By the screen swaying, we mean by when you turn around and stuff, not by when you're idle and the screen moves around a little, which is nice little touch by the way, but the screen doesn't exactly "move" when you turn, or atleast doesn't feel like it with the gun being still...well actually the guns do move a tiny bit, but not as much as other FPS games and especially not like GoldenEye, and really I had to stare at the screen closely to notice that the gun would turn. :P
I do agree with the ability to turn the hurt sounds on or off, because some people might get used to it (I bet I could), and like Spacedud said, not everyone plays on populated servers, plus it does make bots seem a bit more "alive" considering how stupid and dull they are. xD Plus it'll add more sounds for Graslu0 to add in his N64 Sound Pack. lol
The invulnerability system I haven't really notice that much, it's just that I hate it when I would shoot a guy and they don't get hurt even when they're weren't in the invulnerability moment, especially if I'm recording and I've got video proof that I shot a gun in the face with a magnum or Moonraker laser, where the shot is almost always a one hit kill, and the person has the blood or paint on their face and the hit confirming sound in the video to prove that I hit them. :P
I do want to ask since we're on the topic of 4.3, are the death animations going to be based off the GE64 ones, or average kind of animations like in other FPS games or real life? I've been thinking about making a GE64 animation pack (if even possible) because I'm one of the players that just loves the way the original was in the sounds and animations, and was wondering if these death animations would be anything like the original. For some time I wondered why the Grenade Launcher's reload animation was different and was going to change that until I thought about how it would mess with the time difference of the original reload and could mess up gameplay, and realized that it balances the OP-ness of the weapon a bit.
I believe that the rest of the weapons should have idle animations to make them look less static...but I've already said that in my thread which you've read I think. lol
killermonkey:
This is a good discussion and I want it to continue. It has dawned on me that it would be really cool to have a simple "classic mode" toggle on the main menu that flipped all client side effects (death anim, aim sway, hurt sounds, etc) into N64 canon mode.
This would also allow me to release experimental features that you could try out without impactinging our larger audience.
Whatcha think?
I also want to tweak the dynamic invulnerability, but that will take a lot of testing so don't expect that too happen soon. I will fix the armor bug I mentioned though for 4.3.
Graslu:
In my opinion, at least death animations and aim sway should be there by default. Of course only when it's working right, adding that feature to the menu and/or a command while it's still a "test" would be good too.
I don't know why the aim sway should be an option, and if it's an option make it only for client-side and not the server so everyone can choose, if that's possible. It would just emulate N64 movement and shouldn't change the gameplay at all, just a visual effect, except if it affects aim mode too, then it would need a way to disable it.
Same with death animations, just a visual effect and it shouldn't change anything in gameplay but still some people will prefer the ragdolls, I guess this is harder to make a client-side option so maybe a command for the server or something.
Hurt sounds can be annoying sometimes, but it's all about find the perfect sound so you can hear it but won't be really annoying/repetitive.
Rick Astley:
--- Quote from: killermonkey on December 09, 2013, 06:56:15 pm ---This is a good discussion and I want it to continue. It has dawned on me that it would be really cool to have a simple "classic mode" toggle on the main menu that flipped all client side effects (death anim, aim sway, hurt sounds, etc) into N64 canon mode.
This would also allow me to release experimental features that you could try out without impactinging our larger audience.
Whatcha think?
I also want to tweak the dynamic invulnerability, but that will take a lot of testing so don't expect that too happen soon. I will fix the armor bug I mentioned though for 4.3.
--- End quote ---
That would be awesome KM :) especially on classic maps like Temple and Complex :) and Facility Classic
StupidMarioBros1Fan[1138]:
Yah sometimes I get really funny ragdoll positions for my or other people's dead bodies, also when there's a really high knock back it can be really funny seeing the ragdoll just fly across the map. xD For the hurt sounds, there'll be multiple ones right? Because the original had like 7 different guard grunts, with a few versions of each of those, like different pitches or something. I do atleast want one based off the wilhem scream since they had made that for when you run over a guard in a tank. 8)
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