Editing and Customization > General Discussion
GoldenEye:Source and Perfect Dark:Source on same code base.
illwieckz:
Hi, as you know, the Perfect Dark: Source mod is dead since many years, and it's bad. :-[
The client runs well today (even on wine on GNU/Linux), but it's not possible to host server: the Source SDK 2006 (AppId 205) does not ship linux binaries since many month (years?) and if the windows binaries are distributed, they seems to not be working at all: the server spawns, but clients can't connect only if VAC is not activated, and if VAC is not activated, the connection fails with some weird error. Also, the server browser does not list servers even if there is servers online. :'(
But, there is many interesting things.
- Theres is already many works done: the pdark:source mod ships 3 characters and many weapon models and some maps.
- Some pdark:source maps were ported to GE:S and run wells.
On my computer I have theses pdark maps on my GE:S map folder:
* grid
* felicity
* carrington institute (but many textures missings)
* ravine
* pipes
The pdark complex classic map is like the ge one, with different textures plus some fences, it would not be hard to modify the ge complex map to look like the pdark one.
It's not possible today to host a pdark:source server, but it's easy to host a GE:S server with only pdark map in map rotation list. The big problem is that we will not be able to play with pdark character, and the worst thing, we will not be able to play with pdark weapons!
I see also that the code of GE:S was opensourced and there is current work to port it to SDK 2013. I guess there is not many differences between pdark and gesource. Since some maps were ported from pdark to the current gesource, it will not to too hard to port them to SDK 2013, not more than ge maps. I don't know if it's easy to port characters and weapons, but if someone port them to gesource, it would be possible to have comple pdark experience with gesource engine.
The idea is not to create new pdark content, only to port them to the current gesource code base.
The idea is not to mixes both game, the idea is not to distribute GoldenEye release with Perfect Dark content, the idea is to port and maintain maps, characters and weapons from pdark to gesource engine, and if it is a success, run some pdark games with gesource based client and server.
GoldenEye: Source does not need to distribute these files, but it could be an addon pack (sort of mod of a mod) to allow people to have pdark experience using the gesource engine.
What do you think about that? :)
markpeterjameslegg:
So in a nutshell, you want to create a Perfect Dark Source server for Goldeneye Source with the Perfect Dark source content available. Not sure how you could do that without modifying GE:S itself, but it would be great to be able to play some Perfect Dark multilayer for sure, I too was very disappointed at the mods demise, so much hard work wasted and such a promising mod, but as I said, can't see how without combining both as weapon and character selects would have to be part of the menus... But then, maps are selectable via the menus. Hmm... I'm curious to see what devs will make of this idea.
Mangley:
PD:S maps were ported by the community and are already playable in GE:S.
Beyond that I would say that the two mods are incompatible and shouldn't be mixed. GE:S has it's own established set of mechanics, art style and game logic that's very different from PD:S. There's probably a homogeneous middle-ground that both could inhabit but only as a huge compromise in both for the sake of it, and for what? Bundling all the content together serves neither GE:S fans nor PD:S fans, it would just pollute both experiences.
If PD:S development team wanted to port their mod to a newer version of Source SDK there's nothing stopping them other than time and dedication.
kraid:
Only villa, felicity, ravin and complex were ported from PDS, the rest like Grid was developed by community members of GES directly for our mod.
For sure, lots of Goldeneye fans are also fans of Perfect Dark.
So you're not the first one who thought that combining the two mods would be an option.
Maps are not an issue, they just need all models and textures packed into the bsp and an entity edit.
If done right, they do not even need recompile to work with GES.
Playermodels, weapons & items and gameplay on the other hand are a real issue.
Thanks to how KM implemented the setup of characters in GES, it's not exactly hard to add a new playermodel to GES
Proof:
Also weapons and items wouldn't be a big issue if they could be shipped with the modfiles of GES.
But there's no way to add them as thirdparty content, unless you want to create model sweps that
would overwrite some GES models for clients that decide to install it permanently.
Something that i wouldn't recomend.
I've been interrested in an option to add custom models since i created the ge_stack_xmas last year, that was planned to have these:
as well as that:
But it turned out to be impossible to add them as thirdparty content in an online enviroment.
They were added to the bsp, which usually overwrites the external files temporary only on the map that includes them.
The issue: models just turned invisible when changing from a regular map to the xmas map, due to conflicts with the precached model data.
Nothing that can be done about that unless the mod itself supports custom models for players, weapons and items.
I'm not a programmer, but i guess it would take a seriouse ammount of code changes and testing to make something like this working.
Frankly, with the source 2013 porting there are some much more important tasks on the list right now.
Meanwhile you can still setup a GES server with only PD maps in rotation.
illwieckz:
In fact I have only discovered GE:S last year, and I loved it instantaneously, I showed GE:S to some of my friends and they were convinced too, I helped some of them to install GE:S on their computer and I have hosted some games on my own desktop computer through the internet. But it's not very convenient. Since I host some game on my private server, I worked to host GE:S too and it works. ;)
Some of my friends talked me about Perfect Dark (I have only played to GoldenEye when I was child), and playing to GoldenEye: Source together, he expressed so much nostalgia about Perfect Dark. And yes, nostalgia is not a bad reason to play, and being able to play some Perfect Dark styled maps is nice to diversify the game. ;)
Since the pdark client runs successfuly, I tried many ways to host pdark on my server but I failed, it's too old and too broken.
The first idea, and the easier one, was to run a second gesource server with only pdark maps in rotation list.
After that I thought "if there is autodownload for map, is it possible to have autodownload for weapons or models" too ? I don't know so much about the source engine, I am more familiar with the id techs engines, that's why I talk about this idea with you.
So, you said that unlike maps, source mods don't have an easy way to install alternative models/items/characters, unfortunately.
I was not thinking about modify gameplay yet. It's not good to be too greedy. :D
One thing at a time. It's good if I can host gesource server with pdark map rotation list, it's better if players can use pdark weapons, it's even better if players can use pdark characters, etc. But perhaps all of that is not possible.
If it is possible to install alternative weapons, it would be possible to use a custom weaponset with pdark weapons only. GE:S does not need to modify its own experience for that, only allowing to install third party weapons that are not needed to be visible in GE:S weaponsets, but available to custom weaponsets.
I don't want to overwrite something. I don't want to see gesource "bundling all pdark and gesource content together". I don't want to alterate gesource to find a compromise. Compromises are only on pdark side.
Simply, as I think that GE:S is the maintained game which is the closest to pdark, I want to try to go as far as possible with it.
So the first thing I will try to do, is to setup a gesource server with pdark map rotation list. :)
@kraid:
Your christmas set looks awesome. And yes, if there is some change to gesource to allow it to run custom set like your christmas set, it could benefit to pdark custom set and vice versa.
@all:
Thank you very much for all your detailed and nice answers. :D
If you have some links to download latest version of pdark maps ported to GE:S it will be very nice. I found some of them but I don't know if they are the good ones, with latest version. For example I did not found at all the Villa map ported for GE:S.
Thanks a lot to each of you.
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