GoldenEye: Source Forums

Global Communications => Latest News & Announcements => Topic started by: killermonkey on August 21, 2013, 09:48:31 pm

Title: GoldenEye: Source Release Roadmap
Post by: killermonkey on August 21, 2013, 09:48:31 pm
Hello everyone! I want to let everyone know what my plans are for GE:S. We are receiving a lot of traffic from various sources and want everyone to know we are NOT dead and are continuing to refine our product. I intend to release 4.2.4 very soon, currently doing a major code overhaul on the round/match management (it is very bad).

Here is my roadmap (high level):

4.2.4 - Roadmap (http://dev.geshl2.com/versions/9)

4.3 - Roadmap (http://dev.geshl2.com/versions/5)

If you have skills, we need your help! Please apply in the "Join Us" section of the forum. We need 3D artists, 2D artists, and programmers (Python preferred).
Title: Re: GoldenEye: Source Release Roadmap
Post by: markpeterjameslegg on August 21, 2013, 11:23:14 pm
Great news KM, cant wait. I will hopefully get my fiber optic soon so i'll upload a whole set of gameplay videos to my YouTube account when the new version is released.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Rick Astley on August 22, 2013, 11:03:16 am
Awesome News Killermonkey :-)

Title: Re: GoldenEye: Source Release Roadmap
Post by: WNxUufje on August 22, 2013, 09:07:51 pm
Nice to see we're getting some fixes soon. I hope you'll get more people into the team, so we can look forward to even more great things for 4.3.
Title: Re: GoldenEye: Source Release Roadmap
Post by: namajnaG on August 22, 2013, 11:42:18 pm
Seems like you have a lot of work upcoming, Take your time!
And thanks a lot for the upcoming patch, That spawning bug was quite annoying!
Title: Re: GoldenEye: Source Release Roadmap
Post by: killermonkey on September 20, 2013, 10:55:12 pm
Code: [Select]

[==========] Running 23 tests from 2 test cases.
[----------] Global test environment set-up.
[----------] 12 tests from TimerTest
[ RUN      ] TimerTest.InitialTimer
[       OK ] TimerTest.InitialTimer (0 ms)
[ RUN      ] TimerTest.StartTimer
[       OK ] TimerTest.StartTimer (0 ms)
[ RUN      ] TimerTest.PauseTimer
[       OK ] TimerTest.PauseTimer (0 ms)
[ RUN      ] TimerTest.ResumeTimer
[       OK ] TimerTest.ResumeTimer (0 ms)
[ RUN      ] TimerTest.StopTimer
[       OK ] TimerTest.StopTimer (0 ms)
[ RUN      ] TimerTest.BadStartTimer
[       OK ] TimerTest.BadStartTimer (0 ms)
[ RUN      ] TimerTest.DualStartTimer
[       OK ] TimerTest.DualStartTimer (0 ms)
[ RUN      ] TimerTest.ChangeTimerLengthSame
[       OK ] TimerTest.ChangeTimerLengthSame (0 ms)
[ RUN      ] TimerTest.ChangeTimerLengthLess
[       OK ] TimerTest.ChangeTimerLengthLess (0 ms)
[ RUN      ] TimerTest.ChangeTimerLengthMore
[       OK ] TimerTest.ChangeTimerLengthMore (0 ms)
[ RUN      ] TimerTest.ChangeTimerLengthPaused
[       OK ] TimerTest.ChangeTimerLengthPaused (0 ms)
[ RUN      ] TimerTest.ChangeTimerLengthDisabled
[       OK ] TimerTest.ChangeTimerLengthDisabled (0 ms)
[----------] 12 tests from TimerTest (1 ms total)

[----------] 11 tests from GameplayTest
[ RUN      ] GameplayTest.StartRound
[       OK ] GameplayTest.StartRound (42 ms)
[ RUN      ] GameplayTest.EndRound_ByCall
[       OK ] GameplayTest.EndRound_ByCall (44 ms)
[ RUN      ] GameplayTest.EndRound_ByTime
[       OK ] GameplayTest.EndRound_ByTime (45 ms)
[ RUN      ] GameplayTest.EndMatch_ByCall_OneRound
[       OK ] GameplayTest.EndMatch_ByCall_OneRound (40 ms)
[ RUN      ] GameplayTest.EndMatch_ByCall_MultiRound
[       OK ] GameplayTest.EndMatch_ByCall_MultiRound (80 ms)
[ RUN      ] GameplayTest.EndMatch_ByTime
[       OK ] GameplayTest.EndMatch_ByTime (77 ms)
[ RUN      ] GameplayTest.EndRound_Blocked_ByScenario
[       OK ] GameplayTest.EndRound_Blocked_ByScenario (40 ms)
[ RUN      ] GameplayTest.EndRound_Blocked_ByTimer
[       OK ] GameplayTest.EndRound_Blocked_ByTimer (43 ms)
[ RUN      ] GameplayTest.EndMatch_Blocked_ByScenario
[       OK ] GameplayTest.EndMatch_Blocked_ByScenario (76 ms)
[ RUN      ] GameplayTest.EndMatch_Blocked_ByTimer
[       OK ] GameplayTest.EndMatch_Blocked_ByTimer (116 ms)
[ RUN      ] GameplayTest.CheckRoundLock
[       OK ] GameplayTest.CheckRoundLock (4 ms)
[----------] 11 tests from GameplayTest (608 ms total)

[----------] Global test environment tear-down
[==========] 23 tests from 2 test cases ran. (610 ms total)
[  PASSED  ] 23 tests.
Completed running all tests

Oh yah baby! It's game time, the Round/Match recode is completed!

Oh and btw, I took this opportunity to integrate Google Test into the Source SDK :-)
Now all critical pieces of GES code are covered under test cases! (this means less bugs and faster releases)
Title: Re: GoldenEye: Source Release Roadmap
Post by: Rick Astley on September 21, 2013, 02:55:01 am
Fantastic News KM :)

how does Google Test into Source SDK help? just curious
Title: Re: GoldenEye: Source Release Roadmap
Post by: killermonkey on September 21, 2013, 12:12:34 pm
Google Test is a C++ testing framework that allows you to run automated tests of your code and report the results.

Here is a sample test that generated the output for "GameplayTest.EndRound_ByCall" above:

Code: [Select]
TEST_F( GameplayTest, EndRound_ByCall ) {
// Start the round
AdvanceGameTime( 1.0f );
gameplay->OnThink();

// Force round end
AdvanceGameTime( 1.0f );
gameplay->EndRound();

// Make sure we are in a round intermission
EXPECT_FALSE( gameplay->IsInRound() );
EXPECT_TRUE( gameplay->IsInRoundIntermission() );
EXPECT_FALSE( gameplay->IsInFinalIntermission() );
}

This test sets up a match as if you just started the server then proceeds to start the first round and then end that round by calling the "EndRound" function. This simulates a call to "GEMPGameRules.EndRound()" from Python.

By doing this I can see if my code contains logic errors that would prevent rounds or matches from ending in various conditions. This allows me to test all my code at once and be sure that what I changed did not break the underlying functionality. THIS IS CRITICAL TO MOVING TO SDK 2013!

Another benefit is that when we go to open source, if I member recommends a code change, I can run it against our tests to make sure they don't break anything.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Kratos on September 26, 2013, 05:18:08 am
All of my c++ coding assignments would never pass that test.
Title: Re: GoldenEye: Source Release Roadmap
Post by: El Dudereno on October 18, 2013, 05:07:22 pm
Soooo not to be pushy or anything but how about a 4.2.4 update?  Thanks.
Title: Re: GoldenEye: Source Release Roadmap
Post by: killermonkey on October 18, 2013, 10:23:31 pm
Yah I've been busy. Can't make any promises, but I'll see whats cookin this weekend
Title: Re: GoldenEye: Source Release Roadmap
Post by: Rick Astley on November 02, 2013, 01:29:57 am
any new news KM?
Title: Re: GoldenEye: Source Release Roadmap
Post by: killermonkey on November 02, 2013, 02:03:55 am
I promise to put something out this weekend. I have free time :-D!!!
Title: Re: GoldenEye: Source Release Roadmap
Post by: kraid on November 02, 2013, 05:35:50 am
I have free time :-D!!!
You're so lucky.

Right now we have the pre-x-mas high in our printing.
This means a lot of work, but also the chance to reach the 100% bonus nearly each day.
Title: Re: GoldenEye: Source Release Roadmap
Post by: killermonkey on November 05, 2013, 04:28:09 am
Be patient everyone, I am very busy atm and we are trying to make sure this update doesn't fall flat.
Title: Re: GoldenEye: Source Release Roadmap
Post by: namajnaG on November 05, 2013, 06:14:13 am
Don't worry about it, we shall wait the time that it takes. (Well, I will.)
Title: Re: GoldenEye: Source Release Roadmap
Post by: Troy on November 05, 2013, 07:26:01 am
A clean release is worth the wait.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Rick Astley on November 05, 2013, 10:24:27 am
Dont worry good things come to those who wait :)
Title: Re: GoldenEye: Source Release Roadmap
Post by: killermonkey on November 05, 2013, 11:34:46 pm
The update has been posted! If you start your game you will see the update dialog with download links.

I formal announcement is coming in the next couple of days. Most servers should be updated already :-D
Title: Re: GoldenEye: Source Release Roadmap
Post by: soupcan on November 06, 2013, 12:26:52 am
The update has been posted! If you start your game you will see the update dialog with download links.

I formal announcement is coming in the next couple of days. Most servers should be updated already :-D

Can you point me to a downloadable zip for 4.2.4? All I see are the exes.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Kratos on November 06, 2013, 01:22:31 am
The update has been posted! If you start your game you will see the update dialog with download links.

I formal announcement is coming in the next couple of days. Most servers should be updated already :-D

Wow Killermonkey, I didn't even know you guys implemented a built in update system.

Are you planning to have a update button which automates the update process within the game?

Thank you to all devs.
Title: Re: GoldenEye: Source Release Roadmap
Post by: killermonkey on November 06, 2013, 02:07:10 am
@soupcan

http://www.moddb.com/mods/goldeneye-source/downloads/ges-v424-server-patch-7z
Title: Re: GoldenEye: Source Release Roadmap
Post by: killermonkey on November 06, 2013, 02:10:24 am
Wow Killermonkey, I didn't even know you guys implemented a built in update system.

Are you planning to have a update button which automates the update process within the game?

Thank you to all devs.

An automated update process is very difficult to implement correctly. For now, it is simpler to just notify when we update a special file on our server that gets checked on game load.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Kratos on November 06, 2013, 03:29:34 am
Understood. Agree. Thanks.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Rick Astley on November 06, 2013, 03:33:35 am
awesome :)
though honestly does anyone really want a Melee Sniper Riffle Butt prop...it was annoying back in the day well i found it to be slightly annoying but i guess it might bring a bit more nostegia
Title: Re: GoldenEye: Source Release Roadmap
Post by: soupcan on November 07, 2013, 05:53:43 am
Based on what TriDefiance told me, it looks like you guys sent Jest the GE:S RC instead of the 4.2.4 stable release. Now all the Jest-hosted servers can't be played on after the update.

Apparently my suggestion was wrong.:P
Title: Re: GoldenEye: Source Release Roadmap
Post by: major on November 07, 2013, 05:57:36 am
Thanks for heads up. Will send him new files. Sorry for mix up.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Excidium on November 07, 2013, 06:26:26 am
Major? is your rented server through Jest running the 4.2.4 update......I ran it on 1138 and seems nothing updated but the new .dlls....  trying to see why the server isnt allowing me to connect after my client update.  Ran the update tool from TCadmin...should be it...very weird

Title: Re: GoldenEye: Source Release Roadmap
Post by: major on November 07, 2013, 06:51:01 am
Might have sent him wrong server patch. I'm working on testing it. It's updating server fine, just might be wrong version.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Excidium on November 07, 2013, 06:51:53 am
Copy that  I will await your test results
Title: Re: GoldenEye: Source Release Roadmap
Post by: Peroxwhy?gen on November 07, 2013, 05:44:15 pm
slowly but surely I'll be able to enjoy GE:S online once again
Title: Re: GoldenEye: Source Release Roadmap
Post by: major on November 08, 2013, 01:19:17 am
Should hopefully have jest server support back soon. Trouble getting servers working since valve axed the orangebox support and all that typical crap.

All our files and write ups are done just getting servers back before official announcement.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Rick Astley on November 08, 2013, 10:45:27 am
downloaded the patch and testing it now..
Title: Re: GoldenEye: Source Release Roadmap
Post by: WhichOnesPink on February 15, 2016, 07:23:47 pm
Is it possible that with the planned move to Source SDK 2013, the mod will have versions for Mac and Linux?
Title: Re: GoldenEye: Source Release Roadmap
Post by: Enzo.Matrix on February 15, 2016, 07:47:20 pm
The next release will still be on SDK 2007.
Title: Re: GoldenEye: Source Release Roadmap
Post by: MultiplayerX on February 17, 2016, 06:45:10 am
Yeah isn't SDK 2013 like badly broken by Valve?  I thought Mangley mentioned that wouldn't even be an option at this point and the entire mod would have to be REMADE because the bloody SDK mod conversion tool just will not work right to convert it all over  That sound right Enzo?
Title: Re: GoldenEye: Source Release Roadmap
Post by: Enzo.Matrix on February 17, 2016, 04:11:17 pm
Pretty much.

ES has done an Epic amount of work on the code for the next release.  I am sure we will try again after it comes out.
Title: Re: GoldenEye: Source Release Roadmap
Post by: MultiplayerX on February 17, 2016, 09:34:40 pm
Pretty much.

ES has done an Epic amount of work on the code for the next release.  I am sure we will try again after it comes out.

NICE!   Maybe you guys can just HACK the silly thing to work better by getting all the bugs worked out of SDK 2013    ;)    Seriously though that's really awesome to hear   You never know.... you guys may just inspire the Almighty Lord Gaben to finish Half Life 3 before we all die of old age    :D
Title: Re: GoldenEye: Source Release Roadmap
Post by: JcFerggy on February 17, 2016, 10:59:11 pm
No promises.
Title: Re: GoldenEye: Source Release Roadmap
Post by: killermonkey on February 18, 2016, 01:21:51 am
I don't think it can be understated how badly Valve fucked up the SDK 2013. They had a golden opportunity to make it work and support the community but that flat out FAILED.

They fail to keep it up to date, when they do update it (so far once a year) they make so many changes that its nigh impossible to incorporate them into the mod's code.

They also used a god awful home-brewed build system (VPC), though a step up from the shit they have in SDK 2007, they should have used a widely supported platform like CMAKE or similar...
Title: Re: GoldenEye: Source Release Roadmap
Post by: Jonathon [SSL] on February 18, 2016, 02:33:00 am
I don't think it can be understated how badly Valve fucked up the SDK 2013. They had a golden opportunity to make it work and support the community but that flat out FAILED.

They fail to keep it up to date, when they do update it (so far once a year) they make so many changes that its nigh impossible to incorporate them into the mod's code.

They also used a god awful home-brewed build system (VPC), though a step up from the shit they have in SDK 2007, they should have used a widely supported platform like CMAKE or similar...

This. Everything about the 2013 SDK is a colossal mess from a code standpoint. KM mentioned the mess that is VPC, but the big thing for me is how they handled (or didn't handle) "cross platform" shaders. Also the whole breaking everything once a year thing.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Rick Astley on February 18, 2016, 03:33:07 am
aww well :/ sdk 2007 isnt that bad though? is it?

still i was kinda hoping for another community update with any new screenshots or info
Title: Re: GoldenEye: Source Release Roadmap
Post by: JcFerggy on February 18, 2016, 04:12:42 am
Here is a new official screenshot, hot off the presses!

http://i.imgur.com/BRquHCV.jpg

You didn't say what you wanted a screenshot of.
Title: Re: GoldenEye: Source Release Roadmap
Post by: MultiplayerX on February 18, 2016, 05:33:46 pm
NICE   :D     Well I can live with 2007 honestly   Like GE some things can never be made better  All these remakes of GoldenEye etc are an insult to the design of the original and obviously the developers ACT like fans but only make the games to sell to a graphics hungry audience   I'd rather have gameplay and design over the graphics realism   They ruined Star Wars Battlefront by just updating it to a graphics engine etc   Everyone I know is already sick of playing it because that's all it is   A graphic upgrade   Nothing new   Keep up the good work guys   I don't care if it's on an older engine because Half Life 2 still hangs with the best ones because it was made well during it's time   Hammer on the other hand could use some recoded tweaks but it's still manageable
Title: Re: GoldenEye: Source Release Roadmap
Post by: Mangley on February 18, 2016, 06:50:50 pm
aww well :/ sdk 2007 isnt that bad though? is it?

It's not bad but it's less than desirable performance wise. There's only so much that we can do to make stuff run well without compromising on the quality. Recently we were suffering a crash in the dev build when changing between one detailed map to another. In simple terms the engine keeps the first loaded whilst it loads the second and can run out of memory.
Title: Re: GoldenEye: Source Release Roadmap
Post by: markpeterjameslegg on February 19, 2016, 11:06:56 am
Is there not an improved engine based off of Hammer out there somewhere? For example, the Dark Mod GTK Radiant engine is vastly improved over the original that came with Doom 3 and can be downloaded as a standalone.

EDIT: Something like this?

http://sledge-editor.com/

It's an open source replacement for Valve's Hammer editor... So you guys could even make new additions yourselves.
Title: Re: GoldenEye: Source Release Roadmap
Post by: JcFerggy on February 19, 2016, 01:36:48 pm
EDIT: Something like this?

http://sledge-editor.com/

It's an open source replacement for Valve's Hammer editor... So you guys could even make new additions yourselves.
From the looks of the website, it is focused on Goldsource  right now, and no work will be started on Source till the previous work is done.
Title: Re: GoldenEye: Source Release Roadmap
Post by: kraid on February 19, 2016, 02:13:31 pm
Source 2013 would offer a few neat things like multicore support (broken in 2007) and compatibility with Mac and Linux.

So unless Valve releases Source 2 in the near future, source 2013 is still the best option we have.

There are a few thirdparty additions like the shader editor and some ppl experimenting with defered rendering, but AFAIK they are all based on source 2013 and are still worked on.
Title: Re: GoldenEye: Source Release Roadmap
Post by: killermonkey on February 19, 2016, 11:22:53 pm
Really the best solution is to get off of Source engine entirely since it is a hot mess. Unity or Godot would be my prime choices if we were to have started the mod from scratch today.

Imagine being able to play GE:S on your cell phone!?!?!  Yah I just imagined it and it was awesome.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Rick Astley on February 20, 2016, 01:39:14 am
Really the best solution is to get off of Source engine entirely since it is a hot mess. Unity or Godot would be my prime choices if we were to have started the mod from scratch today.

Imagine being able to play GE:S on your cell phone!?!?!  Yah I just imagined it and it was awesome.

is it possible to port the maps and characters/models into Unity?
Title: Re: GoldenEye: Source Release Roadmap
Post by: Troy on February 20, 2016, 03:22:38 am
Imagine being able to play GE:S on your cell phone!?!?!  Yah I just imagined it and it was awesome.

I just imagined it.  I got my butt kicked because I did not have a keyboard and a mouse.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Jonathon [SSL] on February 20, 2016, 05:46:04 am
Really the best solution is to get off of Source engine entirely since it is a hot mess. Unity or Godot would be my prime choices if we were to have started the mod from scratch today.

Imagine being able to play GE:S on your cell phone!?!?!  Yah I just imagined it and it was awesome.

I'm 100% with this. I've dealt with codebases that span back to 1992 C code (was working for a CAD company) and it was more readable then a lot of the stuff in Source.

Why Unity though? I think we'd be much better off with UE4, since it allows for modding support/community maps. Once everything is baked in Unity, it's not changeable.

is it possible to port the maps and characters/models into Unity?

Actually, yes. While this would have been an impossible task before, the Wall Worm Model Tools allow you to import entire Source maps into 3DS Max, where you can easily bring them into another engine, like Unity. Developing that was sponsored by Robert Briscoe so he could port Dear Esther to Unity since Source licensing sucks. Ironically, he got hired by Valve.

http://www.littlelostpoly.co.uk/dear-esther-unity-how/

I'd like to open more discussion about this, especially from leads like KM, E-S, and Luchador. 4.3 is being developed on a dead-end branch of a dead-end game engine. Source 2013 is a C++ clusterfuck. Basically, this mod still has potential, a future, and a dedicated developer base, and the Source Engine has none of those things. Our map/art assets are state of the art thanks to our current batch of mappers/artists, and would look incredible in a modern engine that could do them justice. Our gameplay is fun and solid and would be awesome in an engine that didn't have shitty netcode. Etc.
Title: Re: GoldenEye: Source Release Roadmap
Post by: kraid on February 20, 2016, 07:20:00 am
is it possible to port the maps and characters/models into Unity?
Allmost everything is possible.

Just recently i found a tool that converts vmf to fbx (http://forums.pixeltailgames.com/t/source-fbx-tool-and-bsp-proper-tool/2011) and there's also HammUEr (http://www.interlopers.net/forum/viewtopic.php?p=509050#p508916) which is meant to be used to transfer stuff between Hammer and Unreal Engine 4.
Not sure how good it works, haven't tested them yet.

Edit: oh yes, i forgot WallWorms Tools (since they are 3dsMääxx only) and primary meant to assist with Source Level creation.

As for Models and Characters, that would be even easier then getting them into Source, because all the newer engines import and export generic exchange formats such as .fbx and .obj that can be used with nearly every 3D app on this planet.
(one exception: CryEngine still uses its own import pipeline)


I think we discussed about switching engines more then once.

My two cents: the grass is always greener over there - until you get there and recognize it has dry spots as well.

So let me compare a few things i think Source has advantages in:

Hammer is an easy to use bsp Level editor, allmost every noob can create a map with it. (might not be a good map, but still something)
Other Engines like UE4 and Unity rely allmost completly on models.
So without modelling skills, you can only use existing assets, buy some from the asset store or spend the next few years with learning a 3D software.

GES has seen a lot of thirdparty map releases in the past and eventually will have some more in the future.
I doubt this would have happened if the game ran on UE or Unity.

From what i know, most of the guys behind these maps have little or no 3d modelling knowledge.

Also Source has a rather open file structure that allows adding and editing of content, while the other engines tend to compile/cook everything into big Packages.

In the past, this has been an advantage for the community several times.
For example when complex had the "skywalk" issue or spawnpoints were stuck in level geometry, a simple entity editing fixed these issues e.g. by adding a stack of prop_dynamic crates in complex and by moving the spawn points locations a little.
Or when there were new additions to the gameplay like token spawners, old thirdparty maps could be updated with the new entities, too.

Another, possibly very subjective thing, i simply like the Source look&feel.
Don't want to go to much into detail here, but overall i think Unity often feels hollowed, Unreal sometimes too.
Source makes me feel as if it is more solid 90% of the time.

Last but not least, not directly an advantage of source, more a disadvantage of UE4: Loading times.
Since i also use UE4 sometimes, this is something that bothers me a lot.
Opening up a project takes several minutes for me, no matter if i use Laptop or Desktop PC.
In Hammer i would have allready mapped the first room before UE4 is even loaded completly.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Rick Astley on February 20, 2016, 01:49:13 pm
What about the gameguru engine? the upgraded one from FPSCreator?
Title: Re: GoldenEye: Source Release Roadmap
Post by: killermonkey on February 20, 2016, 02:22:00 pm
Why Unity though? I think we'd be much better off with UE4, since it allows for modding support/community maps. Once everything is baked in Unity, it's not changeable.

Have you seen Cities: Skylines mod community (https://steamcommunity.com/app/255710/workshop/) ?? I have been editing a mod for it so far and it is amazing what you can do after the game is "baked".

The thing I don't like about Unity is that it is _VERY_ bare bones, they rely on their store to provide a lot of the basic functionality in the games. Not necessarily a bad thing because it is a very diverse set of tools, but it raises the bar to become equivalent to Source. I'm looking at you lack of networking code.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Enzo.Matrix on February 21, 2016, 06:30:04 pm
My biggest concern with doing any switch is actually the "Feel" of the game.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Enzo.Matrix on February 23, 2016, 07:17:22 am
Oh, and then there is this..

http://aws.amazon.com/lumberyard/details/
Title: Re: GoldenEye: Source Release Roadmap
Post by: namajnaG on February 23, 2016, 08:15:32 am
Oh, and then there is this..

http://aws.amazon.com/lumberyard/details/


But does it have jigglebone support?
Title: Re: GoldenEye: Source Release Roadmap
Post by: kraid on February 23, 2016, 07:56:25 pm
No fbx import, no deal.
Title: Re: GoldenEye: Source Release Roadmap
Post by: Enzo.Matrix on February 23, 2016, 11:15:11 pm
sounds like their fbx import is broken, but that they are working on it