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 1 
 on: Today at 03:18:49 PM 
Started by Mustang11 - Last post by Mangley
At a glance it looks like materials using phong exponent masks are being affected.

Please try adding -dxlevel 91 to your launch parameters for the mod to ensure the right version of Directx is being used.

 2 
 on: Today at 11:47:34 AM 
Started by Massive_Atom - Last post by Massive_Atom
I want to mess around with it but I don't know where to find it. I found the individual Paintball colors image, but not the script that loads the paintball decals or bullet hole decals.

 3 
 on: Today at 10:46:37 AM 
Started by Massive_Atom - Last post by Massive_Atom
.....but in Battle Royale-like gamemodes, everyone receives a random color once and stick with it 'till the map changes.

I like that idea!!! that would be kick ass! and as always rainbow is still an option.
32 static colors and random assign them to players to ensure no one has the same color or similar looking color.

 4 
 on: Today at 02:49:56 AM 
Started by JohnRDVSMarston - Last post by JohnRDVSMarston
I'm planning to do a fangame project, but I don't know how to process the paperwork (if have any) about stating that is a fangame, it isn't official, that's a work using the universe of 'that company' but it isn't from them, yadda-yadda-yadda. Since GE:S probably had to face this event (if existed), then I ask: Do you needed to do something about it? If yes, what?

[If that's off-topic, then I'm sorry]

 5 
 on: Today at 02:41:14 AM 
Started by Mustang11 - Last post by JohnRDVSMarston
Look, I don't know much, but I think that happens because the computer has too many tasks at once. I say that because the same thing happened to me at Team Fortress 2, where doors disappeared or glitched out (and I have a problem in GE:S that a ge_facility door sometimes opens without the animation going, but since I believe that's on my end...). I tried to put antivirus in Silence Mode, stopped some subprocesses that doesn't go nowhere or that I never use (like Webcam) and that seemed to work it for me.

HOWEVER! Since the wrong movement could create problem on your PC, I suggest you wait for the next person. I do that because I don't have many options at my table and that miraculously worked. If a Dev says "That okay", then go for it; If not, then he'll probably have some thing or two to say.

 6 
 on: Today at 02:27:40 AM 
Started by Massive_Atom - Last post by JohnRDVSMarston
Hm... Yeah, that could work. In Team [Gamemode], It's Red & Blue, but in Battle Royale-like gamemodes, everyone receives a random color once and stick with it 'till the map changes.

 7 
 on: Yesterday at 10:54:18 AM 
Started by Massive_Atom - Last post by Massive_Atom
What if Paintball had an third option besides on/off?
sort of like an optional option for the on option......lol
on (normal rainbow)
on (team colors for team play)
off

That way its like real team paintball :D

 8 
 on: Yesterday at 04:53:57 AM 
Started by Mustang11 - Last post by Mustang11
I've been experiencing some issues with textures rendering improperly. Mainly this problem occurs with all weapons, some props (vehicles, crates, etc) and several characters including Bond and the Soviet Guards/Infantry. It occurs on multiple maps - Some screenshots of Depot are attached.

I've tried changing every combination of in game texture and resolution settings imaginable with no luck. I’m currently playing using Crossover (wine) on an Mac Pro 3.2 GHz Quad-Core Intel Xeon, 10gb RAM, and an ATI Radeon HD 5770 1gb graphics card.

Has anyone experienced an issue like this? Any suggestions on further troubleshooting?

Thanks,
Brian

 9 
 on: July 19, 2017, 04:18:04 PM 
Started by L. Spiro - Last post by L. Spiro
Since you’ve been waiting, I thought I would give an update.
Expect both songs no later than this weekend.


L. Spiro

 10 
 on: July 19, 2017, 12:22:07 AM 
Started by Massive_Atom - Last post by Mangley
The reason for the lengthy magazine rotation before the shot is twofold: 1) It did in the original, 2) it balances the weapon much better.

The grenade launcher can unleash an unholy amount of explosions in a very short time span, prior to 5.0 this was balanced by giving it a longer 'custom' reload animation which felt very inconsistent with all the other weapons. In 5.0 onwards we balance it by a longer delay before the shot in favour of a consistent reload time.

It does give the weapon a particular learning curve and making it challenging to use at first, but that's all part of the skill people should develop. It also makes the gun a lot more interesting and force you to be a little more mindful about the situations you use it in.

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