GoldenEye: Source Forums

Debriefing => General Goldeneye => Topic started by: CCsaint10 on December 08, 2007, 06:17:26 am

Title: GE: Source Beta 1.5
Post by: CCsaint10 on December 08, 2007, 06:17:26 am
I was curious about beta2, will it have proper damage ratios? Ex: Shoot somebody in the head and die or shoot somebody in the arm and damage is less?) Also, will the guns balancing be better. It seems like I can shoot about 6 clips of 30 rounds of the ZMG into somebody and 2 shotgun shots will kill me instantly....I don't see how that is possible. Same goes with a lot of the other weapons. Anyway, Just wondering if that was more defined or better in beta2

Lax
Title: Re: GE: Source Beta2
Post by: Jeron [SharpSh00tah] on December 08, 2007, 06:19:23 am
Unfortunay we rushed out beta 1 after nicksters passing. We have done alot to the damage and weapons, I cannot say what we have and have not done, but you will thank us in the comming months
Title: Re: GE: Source Beta2
Post by: CCsaint10 on December 08, 2007, 06:28:53 am
Nice,

  That is nice to know that you guys have been working on it. I think that is one determining factor if people like it or not. I sure get upset when someone DESERVES TO DIE and they dont after I unload. VERY frustrating. Sounds like Beta2 is going to be pretty awesome. I am so happy the community has such an awesome dev team to answer questions and make such an awesome and bug free game. You guys are amazing.

 I still remember the day when Alpha was released. Man have you guys made strides since then. So cool. Now that I think about it, I have been playing this mod for around 2 years now. Love it.
Title: Re: GE: Source Beta2
Post by: EduCatOR on December 08, 2007, 09:45:10 am
I'm pretty sure damage has already been queued to different body positions, at least I know getting hit in the foot vs. getting hit in the head gives different damage. (I only say this after basing it on gameplay)
Title: Re: GE: Source Beta2
Post by: CCsaint10 on December 09, 2007, 01:26:19 am
well, yeah its already in it...but it isn't balanced properly..You know what i mean? The weapons are one thing, but also....it just seems like some adjustments need to be made because it makes the game very frustrating.
Title: Re: GE: Source Beta2
Post by: Ryan [Saiz] on December 13, 2007, 11:03:43 pm
Well I can tell you one thing, the next release's name is Beta 1.5 not beta 2. But other than that we are just mainly trying to fix up and finish somethings and test atm. We are working on balancing the weapons now that weapon sets are going to be implimented. An estimated release time is still unknown at this time.
Title: Re: GE: Source Beta2
Post by: CCsaint10 on December 14, 2007, 12:18:18 am
so why is the next release beta 1.5...do you guys have like the amount of betas planned before the final release or something? Explain your reasoning behind it if you would. :)
Title: Re: GE: Source Beta2
Post by: Konrad Beerbaum on December 14, 2007, 01:17:39 am
Well there are some internal requirements for beta 2, but they aren't possible at the moment.  It has been a while since the last release and we don't want to wait that long for another release, so we made the decision to go with beta 1.5 to try to get a release out quicker and not be held up by the beta 2 requirements. 
Title: Re: GE: Source Beta2
Post by: CCsaint10 on December 14, 2007, 07:00:52 pm
Wait....are beta2 requirements like requirements you guys set or something else? Is there like a certain standard for a beta2 that you guys have to follow from or it just your guys perception of what beta2 should offer? I don't know if you are at liberty to say...but what kind of requirements are required for beta 2 that aren't possible yet? Thanks
Title: Re: GE: Source Beta2
Post by: Ryan [Saiz] on December 14, 2007, 07:25:41 pm
It isn't anything special, we are just choosing to name this one beta 1.5 and the next release will be beta 2 for other reasons.
Title: Re: GE: Source Beta2
Post by: CCsaint10 on December 14, 2007, 09:22:06 pm
Are the reasons...secret? I understand if they are, i was just curious what kind of features were "not possible" right now in beta 2.
Title: Re: GE: Source Beta2
Post by: Ryan [Saiz] on December 14, 2007, 09:39:30 pm
It's not necessarily features, It is just the build, this upcoming 1.5 release will have most if not all the weapons in game and some more gametypes. It is for other reasons that this is called 1.5, because it isn't what we want to do for the 2.0 release and its not 1.1. So this update will not be lacking features and additional content.
Title: Re: GE: Source Beta2
Post by: Ravey on December 16, 2007, 12:39:37 am
There's plenty of features, if this beta makes the experience smoother and adds a few new things it will be great.
The patches on the blog were a nice idea too, looking forward to the new release!

thanks,
- Ravey
Title: Re: GE: Source Beta2
Post by: CCsaint10 on December 16, 2007, 04:37:56 am
Cool, well thanks Ryan for clearing that. So that is kind of cool that you guys have a vision for Beta 2. I know that either way beta 1.5 will be awesome because of all the new weapons and bug fixes. I can't wait to see what kind of ideas you guys have planned for beta 2. Should be pretty cool.

lax
Title: Re: GE: Source Beta2
Post by: Ryan [Saiz] on December 16, 2007, 08:34:10 pm
We will probabily announce our plans for beta 2 when we release 1.5 so you guys aren't left in the dark about it too.
Title: Re: GE: Source Beta2
Post by: 7SEALS on December 17, 2007, 08:30:51 am
smooth 7SEALS somehow snuck surveillance somewhere super secret so 7SEALS shall solve the surprise of the release date. I suggest speed so 7SEALS is satisfied. Being severe is such a shame, but 7SEALS says DEVs are slow. Sorry.

2 christmas's in a row, why not make it 3?  ;)
Title: Re: GE: Source Beta2
Post by: Jeron [SharpSh00tah] on December 17, 2007, 05:30:16 pm
were planning on making it 4
Title: Re: GE: Source Beta2
Post by: Ryan [Saiz] on December 17, 2007, 07:33:29 pm
Well depends a lot on stability and playability of the mod. We really want to make sure this release is well tested and stable before releasing, and it is beta 1.5 btw :).
Title: Re: GE: Source Beta2
Post by: Konrad Beerbaum on December 17, 2007, 07:37:06 pm
smooth 7SEALS somehow snuck surveillance somewhere super secret so 7SEALS shall solve the surprise of the release date. I suggest speed so 7SEALS is satisfied. Being severe is such a shame, but 7SEALS says DEVs are slow. Sorry.

2 christmas's in a row, why not make it 3?  ;)

Haha, since we haven't come up with a release date yet, I'm not sure how you're going to figure one out :P. 
Title: Re: GE: Source Beta2
Post by: Jonathan [Spider] on December 17, 2007, 11:50:35 pm
working on Xmas sucks butt, i always thought that was really rough on the programmers. i kinda have a feeling i know what Santa goes through now lol.
Title: Re: GE: Source Beta2
Post by: shorty1k on December 19, 2007, 06:12:56 pm
I'm finding as my skills improve in GE:S, the game is actually surprisingly balanced for an early beta. I was one of the masses that thought the ZMG was the only gun that could rack up your high scores, but really now I find the only guns I have trouble killing with are the Soviet and the Sniper Rifle. It feels oh so good to kill with the Cougar or the DD44 (my personal favorite). Really the only guns I would like to see powered up more are the Golden Gun and the Sniper Rifle.
Title: Re: GE: Source Beta2
Post by: Doc.NO on December 19, 2007, 07:34:07 pm
I agree with you for the sniper. But it was is like that on the N64 game. And the Golden gun is PERFECT like it is in the BETA 1.
Title: Re: GE: Source Beta2
Post by: MtnJedi on December 22, 2007, 05:11:34 am
Indeed, that's one reason why the sniper rifle was near useless in the original. Same thing with Perfect Dark. I practically never used in multiplayer.
Title: Re: GE: Source Beta2
Post by: kraid on December 22, 2007, 10:47:31 am
Except of "One-Hit-Kill-Mode" in PD, where you can choose the 2nd Firemodi of the Farsight and blast your enemy from the other side of the map right through the walls.

Sometimes you can use it on cradle, if LtK is enabled, but on other maps it's nearly useless.
Well, Surface would be a good sniper Level...
Title: Re: GE: Source Beta2
Post by: StrikerMan780 on January 05, 2008, 08:22:56 am
Hello, I've been playing GE:S For a few weeks now, and I have to say I am damn impressed. ;D It is the one Goldeneye TC for any game that actually captures the original feel for the most part.
The only gripe I had as far as the feel was it seemed as if you were sliding across the floor instead of walking, since there is no head bobbing or weapon bobbing like in Goldeneye 007 for the N64.

That feature would be really nice to see in 1.5, and as well as the Idle drifting(View slowly and softly drifting in different directions when you are standing directly idle, play the n64 game, stand still, and you'll know what I mean).

As far as aim mode, It would be cool to have the aiming be "loose" like in the n64 game, and when your aiming crosshair reaches the edge of the screen, you turn in the appropriate direction. Believe me, this actually controls very well, I played GE007 in the Project64 Emulator, and with the Keyboard+Mouse set up in my Input plugin, as well with the Dual-Controller Setups in Goldeneye 007, using the mouse to aim like in a PC FPS. Was quite fun.

Other than those, I am bloody impressed, good work. oh, and a bit of advice: DO NOT DIE Like other Great mods out there!  ;)

Title: Re: GE: Source Beta2
Post by: CCsaint10 on January 05, 2008, 08:57:43 am
So due to not having any new releases in 2007, you guys were not eligible for the Moddb 08 awards right? If that is true, I am sad because I was really hoping you guys would get the glory you deserve and win 1st. It probably would have been enough publicity to bring you back up to the top. Anyway, I am sure you guys are perfecting everything, so thank you.

CCsaint10
Title: Re: GE: Source Beta2
Post by: Semedi on January 05, 2008, 03:00:10 pm

As far as aim mode, It would be cool to have the aiming be "loose" like in the n64 game, and when your aiming crosshair reaches the edge of the screen, you turn in the appropriate direction. Believe me, this actually controls very well, I played GE007 in the Project64 Emulator, and with the Keyboard+Mouse set up in my Input plugin, as well with the Dual-Controller Setups in Goldeneye 007, using the mouse to aim like in a PC FPS. Was quite fun.


Heh trust me, that's been discussed many times amongst the team. Personally I'd love to see it happen. To me the controls are very much a part of what makes Goldeneye feel and play like Goldeneye, unique from any other FPS.

As for the moddb awards, it's correct that we weren't eligible due to not releasing this year. It's no big deal, there's plenty of great mods out there that deserve recognition  ;D
Title: Re: GE: Source Beta 1.5
Post by: MasterChief2829 on January 05, 2008, 06:11:53 pm
I suggest add hands holding the guns, it feels really weird with no hands. Yeah I know, Goldeneye was like that... but this should change, imo.
Title: Re: GE: Source Beta 1.5
Post by: nlf vikingclan on January 05, 2008, 07:51:36 pm
no imo, no hands.

i rather want double the gun double the fun
Title: Re: GE: Source Beta 1.5
Post by: StrikerMan780 on January 06, 2008, 06:46:33 pm
Agreed. No hands thank you. Goldeneye 007 didn't have hands on the rifles, only on pistols. It should stay that way. It keeps the goldeneye feel.
Title: Re: GE: Source Beta 1.5
Post by: MasterChief2829 on January 08, 2008, 11:21:50 pm
They really need to release this, I was on last night playing with only 1 other person lol
Title: Re: GE: Source Beta 1.5
Post by: Sonik on January 09, 2008, 03:04:26 am
I've been wondering if an immunity time could be allowed to respawning players? I don't remember if this feature was in the original GE, but players putting mines at respawn points are getting on my nerves....  >:(
Title: Re: GE: Source Beta 1.5
Post by: mookie on January 09, 2008, 03:09:54 am
players putting mines at respawn points
That's classic Goldeneye.
Title: Re: GE: Source Beta 1.5
Post by: EduCatOR on January 09, 2008, 07:45:21 am
Finally someone who agrees with me... with lots of players that can get hectic, but he pretty much summed it up.  :P
Title: Re: GE: Source Beta 1.5
Post by: Jay(TEK)86 on January 09, 2008, 07:58:35 am
Yeah everytime i kept respawning, I would get hit by someones bomb and die. This happened to me three times in a row by the way.  :-\
Title: Re: GE: Source Beta 1.5
Post by: Doc.NO on January 09, 2008, 04:18:01 pm
but players putting mines at respawn points are getting on my nerves....  >:(

Dont need spawn immunity, just need to remove proximity explosives...
Title: Re: GE: Source Beta 1.5
Post by: Sonik on January 09, 2008, 11:49:48 pm
Dont need spawn immunity, just need to remove proximity explosives...

Bingo! But it seems to be an issue just on the server that only runs LTK games. Anyway, I feel proximity mines at respawning points is like taking candy from a child. If you feel happy about that, that's a pity...

Again, I'm just trying to get some pulse and discussion to get the game better, which is already ROCKING!!! :)
Title: Re: GE: Source Beta 1.5
Post by: Ryan [Saiz] on January 10, 2008, 12:22:09 am
It is called a spawn invul. timer, it should fix some problems. Removing mines is removing a part of the gameplay but when weapon sets are implimented I am sure most of the problems will be fixed by the way the admin of the server wants to set up the load outs, classic ge style load outs or a custom one of their choosing.
Title: Re: GE: Source Beta 1.5
Post by: Sonik on January 10, 2008, 12:24:43 am
when weapon sets are implimented I am sure most of the problems will be fixed

Can't wait for this! keep up the good work!!!

And by the way, will there be any new maps and/or weapon in the 1.5 patch?
Title: Re: GE: Source Beta 1.5
Post by: Ryan [Saiz] on January 10, 2008, 01:03:54 am
If all goes to plan like always in the past we released new maps and weapons. We will do that until we have all we want to do done. So to answer your question yes. If we didn't have almost all the guns in game weapon sets would be useless for us to work on. Maps also a yes but which ones are yet to be decided.
Title: Re: GE: Source Beta 1.5
Post by: Sonik on January 10, 2008, 01:12:16 am
If all goes to plan like always in the past we released new maps and weapons. We will do that until we have all we want to do done. So to answer your question yes. If we didn't have almost all the guns in game weapon sets would be useless for us to work on. Maps also a yes but which ones are yet to be decided.

 :o You guys rock!!!!
Title: Re: GE: Source Beta 1.5
Post by: EduCatOR on January 10, 2008, 02:19:55 am
Someone gunning me down with a zmg or silver pp7 the second I spawn with my knife out irritates me more (which is not much irritation at all since I dont tend to get mad about things like that) then blowing up from a proxy. I agree taking out proxies also removes some major gameplay, and I have never been into throwing timed or remotes unless I'm bored in a smaller game.

Invul spawn timer sounds like the best idea to me. (A rather short time which makes you make quick decisions on what to do when you spawn)
Title: Re: GE: Source Beta 1.5
Post by: 1Rusky on January 10, 2008, 04:04:21 am
I think a way of cutting down on the whole proxy's planted at spawn points would be to only allow them to be picked up at a specific part of a map. And not have them as soon as you respawn. I agree you can't take proxy's out of the game but I think that'll be a good way to cut down on that.
Title: Re: GE: Source Beta 1.5
Post by: Sonik on January 10, 2008, 04:12:57 am
I think a way of cutting down on the whole proxy's planted at spawn points would be to only allow them to be picked up at a specific part of a map. And not have them as soon as you respawn. I agree you can't take proxy's out of the game but I think that'll be a good way to cut down on that.

It's a great idea. It keeps the gameplay that prox mines is bringing while resolving the problem.
Title: Re: GE: Source Beta 1.5
Post by: EduCatOR on January 10, 2008, 05:42:24 am
A few of the 1.1h servers are like that, but sadly the regular style loadout knocks the "fun" level down for me...so personally, I still prefer to use b@d's script on my servers.

I like this game.
Title: Re: GE: Source Beta 1.5
Post by: kingkoopa on January 11, 2008, 07:51:01 am
Ok so can i just ask have i got this game up to date? i mean im running just the standard .exe beta that i downloaded a few months back, is there anything else to get a smoother or anything to get abit more out of the current beta? like a patch or somthing....
Title: Re: GE: Source Beta 1.5
Post by: Doc.NO on January 11, 2008, 10:17:03 am
like a patch or somthing....

http://forums.goldeneyesource.com/index.php/topic,1331.0.html
Title: Re: GE: Source Beta 1.5
Post by: rotton-cotton on January 12, 2008, 01:29:54 am
any word on announcing a release date???..............
Title: Re: GE: Source Beta 1.5
Post by: Doc.NO on January 12, 2008, 01:49:59 am
Beta will be released when it is released.
Title: Re: GE: Source Beta 1.5
Post by: Ryan [Saiz] on January 12, 2008, 02:32:34 am
Honestly it would be irresponsible and bad planning to try to release an estimate, this is one thing many game companies do bad too. They set a release date and then due to some problems and during the 11th hour before a release a bug comes up and then the release is flawed like ours was. We want to make that this version is the best it can be before we release it, so when it hits major testing we will probabily try to set a date.
Title: Re: GE: Source Beta 1.5
Post by: strider2 on January 19, 2008, 10:50:42 pm
Any possibility of implementing AI for the GE bots? IT would make single player games a lot more interesting.

It's boring if they have no ability to fight back when spawned, because I'm gay.
Title: Re: GE: Source Beta 1.5
Post by: Konrad Beerbaum on January 20, 2008, 02:40:59 am
Any possibility of implementing AI for the GE bots? IT would make single player games a lot more interesting.

It's boring if they have no ability to fight back when spawned, because I'm gay.

No, sorry. 
Title: Re: GE: Source Beta 1.5
Post by: strider2 on January 20, 2008, 06:42:17 am
Hm, ok one last question. Will the random client crashes be fixed in the next release?

Example:
The game runs for a lengthy or short period of time and then the client crashes for no reason.
Title: Re: GE: Source Beta 1.5
Post by: Doc.NO on January 20, 2008, 07:00:41 am
Will the random client crashes be fixed in the next release?
As far as I know, clients don't randomly crash.
Title: Re: GE: Source Beta 1.5
Post by: strider2 on January 21, 2008, 08:13:38 am
I must have mistaken "client" with something else.

I was referring to creating/hosting a GE source server/dedicated server, hosting for a while, and Ge source will terminate for no reason while playing for a considerable period of time. The time at which it crashes varies significantly.

If you had not experienced any crashes so far, excellent, but a lot of people I know have experienced them while hosting.
Title: Re: GE: Source Beta 1.5
Post by: StrikerMan780 on January 23, 2008, 09:00:59 am
Are you sure you are using the Latest version? The latest Version is 1.1h, which is what should be used. I have had no crashes with it yet.
Title: Re: GE: Source Beta 1.5
Post by: Cassius on January 23, 2008, 02:52:41 pm
hey i also has upgraded my beta 1.0 on 1.1h! But i can not join the servers! it says i have another class tables as the servers!
What are class tables? And how could i fix the problem!

Please help me!!
Title: Re: GE: Source Beta 1.5
Post by: Mark [lodle] on January 23, 2008, 06:23:35 pm
Are you joining h servers or 1.0 servers?
Title: Re: GE: Source Beta 1.5
Post by: Cassius on January 24, 2008, 04:07:41 pm
thx i found an solution!
Title: Re: GE: Source Beta 1.5
Post by: Doc.NO on January 25, 2008, 12:49:55 pm
I must have mistaken "client" with something else.
Client is your game. Server is the... server. When you host a game with a listen server, you are both client AND server.

Ge source will terminate for no reason while playing for a considerable period of time. The time at which it crashes varies significantly.
Is it the IndexOfEdict (http://dev.goldeneyesource.com/wiki/index.php/IndexOfEdict_error) error?
Title: Re: GE: Source Beta 1.5
Post by: CCsaint10 on January 25, 2008, 06:15:22 pm
wow, who would have known that my little thread of beta 1.5 turned into THE SECOND MOST POPULAR THREAD IN GOLDENEYE HISTORY OUT OF ALL THREADS. LOL. I love you guys :)

Come on guys, only 800 more views and it has topped all threads :) FUN FUN!

CCsaint10

AHHH! You guys have no idea how eager I am to see the "update" that ryan talked about happening on the front new page of the website. I am REALLY hoping it will be something good :)