GoldenEye: Source Forums

Debriefing => General Goldeneye => Topic started by: Aminer on January 19, 2008, 10:53:06 pm

Title: Hello!
Post by: Aminer on January 19, 2008, 10:53:06 pm
Hey guys! New here. Just purchased Counter-Strike Source for the sole reason of playing this mod. My system is rather weak so it is somewhat hard to play but I am really enjoying it!

Few questions. Are there any strategies as far as game-play goes? What weapons appear to be the strongest? It has been a long time since I have played Goldeneye N64.

Also, how is the development of this mod doing? Is it still in beta? Does it plan on a final release soon?

Thanks and nice to meet ya!


Aminer
Title: Re: Hello!
Post by: Doc.NO on January 20, 2008, 05:58:31 am
Are there any strategies as far as game-play goes?
Hmmmm... Try to survive by killing each other? Duck-jumping fest...

What weapons appear to be the strongest?
In the beta 1.0/1.1, choose: ZMG, shotty or golden-pp7. In the Beta 1.5, choose: kloob. Am i right? LOL
Title: Re: Hello!
Post by: AlCapwn on February 04, 2008, 09:19:44 am
Shotgun is great if you like to get right in there and wrestle, the ZMG is great if you like to off people from a distance. Really depends on what you prefer, some people are even pretty darn good with the KF7
Title: Re: Hello!
Post by: Doc.NO on February 04, 2008, 11:11:42 am
Really depends on what you prefer
Really depend on the map, too. Shotty is useless in open maps such as crad' and siberia. But it's a war machine in the small corridors of library & fac'.
Title: Re: Hello!
Post by: VC on February 04, 2008, 07:49:08 pm
Shotty is currently useless against anything beyond arms-length because of a damage calculation bug.  When/if fixed, it will be at least Klobb quality at range.
Title: Re: Hello!
Post by: WNxBIGBIRD on February 04, 2008, 09:28:36 pm
my preference: Facility, silver pp7 + armor. Shoot for the head and it works for me ;)
Title: Re: Hello!
Post by: Sporkfire on February 04, 2008, 10:06:39 pm
my preference: Facility, silver pp7 + armor. Shoot for the head and it works for me ;)

Same here.

oh and welcome,
Title: Re: Hello!
Post by: Loafie, Hero of Dreams on February 05, 2008, 01:21:21 am
epic kloobs
Title: Re: Hello!
Post by: CCsaint10 on February 05, 2008, 02:09:12 am
"Shotty is currently useless against anything beyond arms-length because of a damage calculation bug.  When/if fixed, it will be at least Klobb quality at range."

So has the "bug" with the shotgun worked out in beta 1.5? I always thought there was something odd about the shotgun when I used it. It seemed like it never killed very well....and then other times it did fine..it is like completely random. Is that way? Was the bug solved?

CCsaint10
Title: Re: Hello!
Post by: VC on February 05, 2008, 08:40:08 pm
No.  Fixing shotgun is the number one reason I wanted to see the code, and thus, why I became a Dev.  When I asked to be introduced to Source modding, I was told to gtfo because I was on dialup and They The Coders couldn't be arsed to use anything but voice chat.  The problem was thuroughly ignored, and later on any time I tried to help with anything I was told to shut up, or do it myself.  Which I can't do (properly) without working WITH a coder who knows how the hell Source works.

The theory of shotgun as it is right now, if all five pellets strike one hitbox, the damage is perfect.  If pellets miss, the total damage gets... geometrically worse.  By that I mean that one pellet to a limb and four misses does about 1 or 2 damage.  Which is absurd - 7.5 should be the weapon's worst strike.
Title: Re: Hello!
Post by: EduCatOR on February 06, 2008, 04:21:37 am
Hm...shotty seems to do fine for me. I think the hit registration bug would be the only thing throwing it off...but I've never seen 1-2dmg coming from it, even when sniping with it across siberia. If it's any kind of real distance between you and the opponent, then question comes as to why you are using the gun in the first place.
Title: Re: Hello!
Post by: CCsaint10 on February 06, 2008, 05:58:23 pm
So wouldn't the hit registration be the same for goldeneye as it is for the half life 2 shotgun? I would think it wouldn't be that hard to fix...for a coder...but I could be mistakenly wrong. Do you guys plan on fixing before beta 1.5 is released?
Title: Re: Hello!
Post by: EduCatOR on February 06, 2008, 06:07:14 pm
I believe it has to do more with the player models rather then the guns themselves...definitely could be wrong on that one though.
Title: Re: Hello!
Post by: VC on February 06, 2008, 08:54:41 pm
I'm assuming something became broken when the custom hitbox system was implemented.  Alpha 1.0/1.1 shotty damage calculated appropriately, as evidenced by people grouching about "shotty sniping" because KF7 and ZMG were so wildly inaccurate that shotgun's superior damage-per-trace, HL2 hitzone damage co-efficients, and seven-at-a-time cloud of hits meant you were sure to hit someone with each attack and the damage would be significant.

A correct Goldeneye shotgun fires five pellets (which is now correct) and does Klobb-strength damage (which is not currently correct, except in special cases, like the direct-to-head and direct-to-chest attack).
Title: Re: Hello!
Post by: EduCatOR on February 06, 2008, 11:13:13 pm
A shotty doing anymore damage then minimal from a "sniping" location would be proposterous.
Title: Re: Hello!
Post by: CCsaint10 on February 07, 2008, 03:25:25 am
so have you guys just not been able to figure out how to fix the bug?
Title: Re: Hello!
Post by: Jackred666 on February 29, 2008, 10:51:57 pm
Out of games that tried to top even Perfect Dark can't but this mod rules.