GoldenEye: Source Forums

  • March 28, 2024, 06:53:28 pm
  • Welcome, Guest
Advanced search  

News:

Pages: 1 [2] 3   Go Down

Author Topic: Check which weapon we are wielding?  (Read 16860 times)

0 Members and 1 Guest are viewing this topic.

keefy

  • EWJ
  • 00 Agent
  • ***
  • Posts: 393
  • Reputation Power: 0
  • keefy is looked down upon.
  • Offline Offline
Re: Check which weapon we are wielding?
« Reply #15 on: February 10, 2009, 12:00:47 am »

But 64 version did not have dark rooms/areas where the lights go out when shot so making the weapons look the same.
64 version did not have gold  or silver PP7 as multiplayer weapons unless you cheated.
« Last Edit: February 10, 2009, 12:02:28 am by keefy »
Logged

Sergeant Kelly

  • Deus Ex Fan.
  • 00 Agent
  • ***
  • Posts: 720
  • Reputation Power: 18
  • Sergeant Kelly is working their way up.Sergeant Kelly is working their way up.Sergeant Kelly is working their way up.
  • Offline Offline
Re: Check which weapon we are wielding?
« Reply #16 on: February 10, 2009, 12:14:06 am »

Only Caves gives the player the option to destroy the lights. All the other light based problems can be fixed with gamma increases.

Also, the golden and silver PP7's don't show up in the default GE:S weaponsets either. (Bar VC's modified pistols and the special PP7 arena.) The only reason you really see them as often as you do is because so freaking many servers run with random weapons on. Just play on servers without random weapons and you should be able to recognize and memorize the enabled guns fairly quickly.
« Last Edit: February 10, 2009, 12:17:48 am by Sergeant Kelly »
Logged

[GoldenGirls]Bea Arthur

  • Agent
  • *
  • Posts: 9
  • Reputation Power: 0
  • [GoldenGirls]Bea Arthur has no influence.
  • Offline Offline
Re: Check which weapon we are wielding?
« Reply #17 on: February 10, 2009, 05:31:34 am »

[quote ]
That's like putting a condom over a latex suit.
[/quote]

Hahahaha
Logged

Wake[of]theBunT

  • Former [PR/SFX/Webmaster]
  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 3,371
  • Reputation Power: 108
  • Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!
  • Offline Offline
    • Goldeneye Source
Re: Check which weapon we are wielding?
« Reply #18 on: February 10, 2009, 06:01:00 am »

hahaha serg kelly sig :P

Yeah i think these issues will sort themselves out with good serverhosts amending this glitch-helping conditions. A patch is coming guys, asap to help enhance our game beyond its current fun and ownage. Things only get refined.
Logged

keefy

  • EWJ
  • 00 Agent
  • ***
  • Posts: 393
  • Reputation Power: 0
  • keefy is looked down upon.
  • Offline Offline
Re: Check which weapon we are wielding?
« Reply #19 on: February 10, 2009, 03:50:36 pm »

Only Caves gives the player the option to destroy the lights. All the other light based problems can be fixed with gamma increases.

Also, the golden and silver PP7's don't show up in the default GE:S weaponsets either. (Bar VC's modified pistols and the special PP7 arena.) The only reason you really see them as often as you do is because so freaking many servers run with random weapons on. Just play on servers without random weapons and you should be able to recognize and memorize the enabled guns fairly quickly.

I like how you guys keep blaming the servers or the players.  Not everyone playes the game how you want or how it was meant to be played e.g CS:S gungame, surfmaps, hl2dm co-op, build puzzles, although allthose I listed are modifications by scripts or making maps but you guys included random in your game so whos fault is it really?
« Last Edit: February 10, 2009, 05:45:36 pm by keefy »
Logged

Ruone Delacroix

  • 00 Agent
  • ***
  • Posts: 320
  • Reputation Power: 7
  • Ruone Delacroix has no influence.
  • Offline Offline
    • Nexus of Gaming
Re: Check which weapon we are wielding?
« Reply #20 on: February 10, 2009, 06:16:56 pm »

Or you can find out what gun you're holding by scrolling up the wheel once, then down once. All in all, not too big of a problem.
Logged
Admin of {TLP} Tastes Like Pants

Proud player of Goldeneye: Source. Keep up the great work, team!

Konrad Beerbaum

  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,343
  • Reputation Power: 1
  • Konrad Beerbaum has no influence.
  • Offline Offline
    • Konrad Beerbaum Online Portfolio
Re: Check which weapon we are wielding?
« Reply #21 on: February 10, 2009, 06:32:55 pm »

I like how you guys keep blaming the servers or the players.  Not everyone playes the game how you want or how it was meant to be played e.g CS:S gungame, surfmaps, hl2dm co-op, build puzzles, although allthose I listed are modifications by scripts or making maps but you guys included random in your game so whos fault is it really?

Of course people are going to play the game in different ways.  You have to realize our goal has always been to recreate the goldeneye experience using the source engine.  So we are designing the game and the player experience to try to get as close as possible to the goldeneye feel.  If players want to play with 20 people on a classic map with random weapons, they have the freedom to do so, but they also have to realize that we aren't designing the game towards that situation.  We are designing the gameplay around reasonable player counts in each map using weapon set based gameplay. 

People can play the game however they want, however when people aren't playing it like goldeneye, and then come and say this game sucks, there's not much we can say except "its fun if you play it like goldeneye because we designed it for that". 
Logged
Konrad Beerbaum: Environment Artist
http://www.konradbeerbaum.com

keefy

  • EWJ
  • 00 Agent
  • ***
  • Posts: 393
  • Reputation Power: 0
  • keefy is looked down upon.
  • Offline Offline
Re: Check which weapon we are wielding?
« Reply #22 on: February 10, 2009, 07:45:17 pm »

If you say it should be played this way and works best this way, then force it that way.
Then if server owners want to up the player limits for example thats up to them, and if they do you do not support it as its an external modification out of your control.

Whereas now you support 32 players by allowing it but you say its the server admins problem for not restricting the player count, kind of a strange situation if you ask me.

Thats the way I see it.
« Last Edit: February 10, 2009, 07:49:10 pm by keefy »
Logged

Jonathan [Spider]

  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,740
  • Reputation Power: 1
  • Jonathan [Spider] has no influence.
  • Offline Offline
    • Jonathan Scott Art
Re: Check which weapon we are wielding?
« Reply #23 on: February 10, 2009, 10:09:33 pm »

If you say it should be played this way and works best this way, then force it that way.
Then if server owners want to up the player limits for example thats up to them, and if they do you do not support it as its an external modification out of your control.

Whereas now you support 32 players by allowing it but you say its the server admins problem for not restricting the player count, kind of a strange situation if you ask me.

Thats the way I see it.

teh team has had very long drawn out discussions on things like player caps and we came to the consensus that letting the community police itself would be the best option.

and as for the random weapon things that we put in. yea we put it in there, but we really didn't expect that it would become the standard that all servers picked. so we want had to come up with a design solution to hedge server owners to use our newer system instead. i think random weapons suck, but some people may still want to play it. the solution the team came up wiht was to have the setting random weapon set, that way it picks out te default balanced weapon sets, and allows server owners to do there usual set it and forget it method of admining their servers hehe.
Logged
Fonfa
"making out with ugly girls builds character"
"getting the ugly girls then the pretty ones makes you feel like leveling up in an rpg game"

SLX- i'm having a problem
Spider2544 - if you need me to bury a hooker, i can be there in 20 mins with my shovel
SLX - bring condoms

[GoldenGirls]Bea Arthur

  • Agent
  • *
  • Posts: 9
  • Reputation Power: 0
  • [GoldenGirls]Bea Arthur has no influence.
  • Offline Offline
Re: Check which weapon we are wielding?
« Reply #24 on: February 11, 2009, 03:46:54 am »

Because I love this mod, and the effort put into it, I will invariably side with the dev team on the opinions of a larger player cap. A lot of the admins hosting these servers probably, in my opinion, endorse gigantic 16+ player mashfests with random weapons because, hey, that stuff gets freaking rowdy. This mod hasn't even been out a full week and people are complaining about things that aren't even a bug, they are more innocent oversights by people administrating servers who probably loved the original as much as we do.

If the players new to this iteration of the mod would give it some time, most of the people hosting the large servers will realize that 16 player complex is a bad idea, because the map isn't big enough to accomodate 20 Boris' and Mishkins running around and that will cause players to telefrag. The servers with large player limits need to play more levels like Cradle, Runway, Egyptian, Casino et cetera.

I would advise anyone making their own maps to space them out to accomodate the max 32 player limits and put a minimum of probably 20 or 25 info_player_deathmatch entities to prevent the suicide incidents.

As for not knowing what weapon you're using, turn fast switch off and use your mousewheel or 1-5 to check. Or, better yet, try binding keys to certain weapons so you can always be sure you have the one you want out.
Logged

Jonathan [Spider]

  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,740
  • Reputation Power: 1
  • Jonathan [Spider] has no influence.
  • Offline Offline
    • Jonathan Scott Art
Re: Check which weapon we are wielding?
« Reply #25 on: February 11, 2009, 04:17:23 am »

i forgot to mention one other thing. a lot of the big servers do something stupid also.

they play just straight up death match, and dont turn on teams. if you play a 24 man server with teams its not so bad actualy, and can be pretty dam fun. but instead they are just doing UBER kill fest servers which in there own way are fun, but not quite as fun as a more structured game.

i think one thing the team is going to have to do for the patch is do an extensive write up for responsible server administration. and also implement a few more set it and forget it type of things to help out the more lazy server admins haha.
Logged
Fonfa
"making out with ugly girls builds character"
"getting the ugly girls then the pretty ones makes you feel like leveling up in an rpg game"

SLX- i'm having a problem
Spider2544 - if you need me to bury a hooker, i can be there in 20 mins with my shovel
SLX - bring condoms

PPK

  • 007
  • ****
  • Posts: 1,177
  • Reputation Power: 26
  • PPK is on the verge of being accepted.PPK is on the verge of being accepted.PPK is on the verge of being accepted.PPK is on the verge of being accepted.PPK is on the verge of being accepted.
  • Offline Offline
    • Warrior Nation
Re: Check which weapon we are wielding?
« Reply #26 on: February 11, 2009, 12:45:35 pm »

^^ Agreed. More documentation is necessary for server hosts, because some of them just boot up the game and let's roll! They completely disregard the implications of a crowded server and bad weapon setup.
Logged

valkyrie_dawn

  • Agent
  • *
  • Posts: 15
  • Reputation Power: 0
  • valkyrie_dawn has no influence.
  • Offline Offline
Re: Check which weapon we are wielding?
« Reply #27 on: February 12, 2009, 07:03:04 pm »

I know what the OP is saying, and there is actually a way to fix it that is not only obvious, but also very easy to do.  As you change your weapons, the name of said weapon should flash up on the screen just above where your radar sits, thus eliminating any confusion while not getting in the way of the action.
Logged

PPK

  • 007
  • ****
  • Posts: 1,177
  • Reputation Power: 26
  • PPK is on the verge of being accepted.PPK is on the verge of being accepted.PPK is on the verge of being accepted.PPK is on the verge of being accepted.PPK is on the verge of being accepted.
  • Offline Offline
    • Warrior Nation
Re: Check which weapon we are wielding?
« Reply #28 on: February 12, 2009, 07:11:02 pm »

As you change your weapons, the name of said weapon should flash up on the screen just above where your radar sits, thus eliminating any confusion while not getting in the way of the action.

It would make a nice addition for those who aren't familiar with GoldenEye's arsenal, but one I would pass.
Logged

valkyrie_dawn

  • Agent
  • *
  • Posts: 15
  • Reputation Power: 0
  • valkyrie_dawn has no influence.
  • Offline Offline
Re: Check which weapon we are wielding?
« Reply #29 on: February 12, 2009, 07:13:04 pm »

It would make a nice addition for those who aren't familiar with GoldenEye's arsenal, but one I would pass.

Perhaps something you can change in the options?
Logged
Pages: 1 [2] 3   Go Up