GoldenEye: Source Forums
Debriefing => General Goldeneye => Topic started by: Ryan [Saiz] on November 05, 2008, 08:20:25 am
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As you all know we are working hard on the Beta 3 release of the mod, and we wanted to take a quick break and ask you, our fans what you want in the next release. Basically if you were a Dev working and developing the mod what features are a must for the next release. You can list anything you want from characters, maps, game types, and other features. The team is interested what you want from this game so our release can live up to all your expectations. We are trying to make sure this next release lives up to the true GE64 experience we all had on the 64.
Goldeneye: Source Beta 3 already has more features and content in it than any of our previous releases combined. The team has made lists of features and content we want to get in the mod for this release and we are trying to make sure the list is complete and not missing anything vital to the experience. Along with this release we are planning to keep the mod up to date, so if a feature does not make the Beta 3 launch it will be available in a patch shortly after depending on what the feature is.
Feel free to think of any content you want to see in GES, the team values your input.
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Ok I think I will be the first :
- A better weapon selection menu. Please... This orange is just... IDK... ugly...
- 3 skins per characters. For an exemple, Bond whit blue, brown or black suit. Ourumov whit or whitout an hat. Boris whit different t-shirt.
- Important one : A WAY better "create a server" option. You guys can add a lot of feature like "enable footsteeps", "weapons selection", "Respawn time", "Enable paintball mode", and a lot of others ones.
- You can add the minimap. Say goodbye to campers.
That's all I request :D . Thank you all!
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stop pushing teh delay button?
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Add all the great goldeneye feel over to the mod. Main menu, Loading Screens, etc. Maybe a nice remix of Tina Turner's song from GE film. :)
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We need Janus don't forget JANUS!!!
Also Natalya and Xenia would be great to have in this mod. Remember they are important characters in this game.
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Dual wielding, and custom player model animations so that when the characters are holding pistols, they hold it with one arm outstretched (like in ge64 multiplayer) instead of using the poorly-fitting hl2dm rigs.
Oh, and custom death animations would be neat, so that when a person dies, they do one of those classic, overdone deaths, just like the ones from ge64, then turn into ragdolls. A good way to handle the ragdolls would be to use a ragdoll system similar to the one already in beta 1, where there is one ragdoll per person, and when that person dies again, the ragdoll disappears, but instead of the ragdoll popping out of existence, it could fade out slowly like the dead bodies in ge64.
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I was trying to find this thread the other day....
Anyways I've been playing GE:S online for a very long time now, these are the sever issues that I would like to be addressed in beta 3 before even considering new features:
- Quite often the doors opens into/towards you (particularly in new facility), they should always open away it's so very annoying when they open towards you! Also related when a server is seriously laggy the doors in new facility go into spasm when opening and take forever to open if at all!
- Fix the sticky objects issue! some random object on the floor makes you get stuck.
- The spawn system is quite frankly stupid (especially in LTK mode) no offense, quite often the player who kills you, you immediately spawn next/near them and get killed straight away and in general you end up spawning next to/near other players and get no chance, which can also repeat a number of times!. It was okay back in the day with the N64 version because it was just 4 people but it just doesn't cut it anymore.
- Collision Detection/Response (CD) and lag compensation, pretty much all the main issues so far fundamentally derive from these issues. If I had to pick just one thing from my list I'd pick this one, please, please sort out and thoroughly test the collision detection code.
- KF7 is way overpowered, not many realize this yet but you can (ab)use the KF7 to kill players in 1, 2 or 3 shots if you can manage to get some headshots with it.
- In general you just die way to quickly, either reduce the amount of damage on weapons or give more health. Right now the game is so very unbalanced with New Players vs Regular Pros that is why there is so very little many regular players for GE:S online at the moment, all the time I see new players try the mod just once, come up against a regular pro at GE:S and they give up completely and never try GE:S again.
- Bunny hopping, I don't mind it being in or out but if you're going to keep it limit the rate at which you can hop/jump, some people do it so fast repeatedly that bullets which clearly hit (in LTK mode with paintball enabled) the CD system never registers a hit.
- Players with much higher pings than other players should not get higher-priority on hit registration. What I mean is as of current if a player shoots & hits another player with a much higher ping than them it’s never registered but when it is the other way around it is almost always registered, this is not fair and very frustrating. It is really bad in LTK mode, I've pumped a player with something like +50 bullets with the ZMG (and every shot hit which you can see in paint ball mode) and never killed the other player for which the other player turns around and kills me in one shot...
- LTK mode, personally I think players with a ping higher than say 120ms should get auto-kicked from the server.
New features I would like to see:
- Double weapons and mixing weapons what the weapons are.
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Alrighty then.
I could list off every single little thing, feature, and mode of play in the N64 game, but that would be asking way too much. So I'll just stick with what's important in the now.
-Dual-wielding weapons. However, there needs to be some sort of requirement that needs to be met before someone can be holding two. Otherwise, everyone will just pick up two and then everyone's spraying everything guns akimbo-style.
Models:
-Trevelyan
-Natalya
-Boris
-Valentin
Maps:
-Subterranean Caverns
Weapons:
-DK5 Deutsch (with silencer)
-Phantom
-Laser?
-Rocket launcher
-Grenade launcher
-Grenades
Of course, with such a long weapon list, server admins will need to be able to customize their weapon schemes.
How possible that is, I don't know.
-Sniper rifle has do deal more damage than it does. Not overboard, but...
-The RCP-90 also just... doesn't sound right. A higher-pitched sound would suit it.
In specific maps, another version of the antenna cradle would be awesome.
I like the current one. It works well.
However, there are several things that could always be improved.
1. Keeping the three towers with the walkways would still be fine. Or perhaps just having the one walkway on its own? The cable car from the film would be a nice touch as well. (Though that might not work perfectly if there's no base connected to the other end. ::)
2. lulz, Rocking the Cradle just started playing in Winamp.? 8)
3. The lower part of the cradle (called the azimuth arm) really ought to extend to a length longer than the main triangular support of the structure. The whole thing looks scrunched...
4. Having the azimuth arm rotate along its track now and then would be kickass.
5. The antenna itself could be longer. It too looks scrunched.
Though I can see why it wouldn't be too terribly long, as it would be a chore getting back up without getting shot by someone looking down.
The cradle thing isn't important to this specific release. Just something that would be ball-to-the-walls awesome if created for the final version of the TC.
(http://img113.imageshack.us/img113/8324/antennatallerbc9.jpg)
So, yeah. That's my input.
Thanks for reading.
Pretty sure I'm finished editing this now. ^^;
- Bunny hopping, I don't mind it being in or out but if you're going to keep it limit the rate at which you can hop/jump, some people do it so fast repeatedly that bullets which clearly hit (in LTK mode with paintball enabled) the CD system never registers a hit.
Indeed.
*cough*
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Doors that can be closed while they're opening and a selectable/upgradable Ourumov with hat. :)
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- With the new input of LUA coded game modes, maybe some LUA coding tutorials and info on the forums. The more 3rd party content the better.
- Get rid of the damn Weapon Loadouts text file..
- Better Gun sound FX
I know you guys have probably already fixed these or thought of them, but seeing them twice or more can't hurt :P
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I will address the requests you guys point out that have already been fixed / implemented in the programmer's blog. FYI, a lua tutorial tailored to GE will be on the wiki prior to release along with the convars and their meanings.
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Hello, I'm new to the forums, and used to play a fair bit of GES a while back. I agree that you die way to quickly in it. Sometimes it just feels like your constantly being killed. Good mod right enough. Going to redownload it just now for my lappy :D
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- everything exploding. I really enjoyed that in ge64. There are already some exploding props, but most of them arent.
- spawn protection. Since there are more than 4 players in a game due to the nature of the mod, while the maps are more or less the same size, I think it's a good way to avoid spawn killing. I've added this on my LTK server, and its much much better.
- better weapon balance. Think you guys are already working on this :/
- dual wielding ala GE64.
- better weapon sounds. Right now it sound sooo low budget and botched.
- a bug free release. And, if a bug arise, a QUICK patch.
- team spawn. C'mon it takes two mins to code, and was so neat in beta 1.0.
- a detailled documentation of LUA with examples. I'm with razor on this one.
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Exploding props are fun but there were no props in MP, and we don't want a pistols match to be about blowing up table lamps. We'll figure something out.
Invulnerability periods are implemented, so they should trigger on spawn. That gives you .7 seconds to dodge, or return fire in LTK/SA.
Weapons are going to rock, but I'm not guaranteeing to get them on Goldeneye specs before B3; ten months ago everyone said "we're not doing that deadline crap ever again..." and now people are talking deadlines. I lol. :D
Dualies are in-progress but likely not on Goldeneye spec.
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That gives you .7 seconds to dodge, or return fire in LTK/SA.
Wonder if it's enough... implemented that, and 1 second isn't enough, 2 is too much. 1.5 is fine.
Exploding props are fun but there were no props in MP, and we don't want a pistols match to be about blowing up table lamps.
No prop in MP, true. But it would be nice to have them in ges, gain more ge64 feeling. And as long as prop explosions don't takes damages, it wont impact gameplay, if that's what your worried about.
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Let me play as the female scientist and I'm good.
That or civilian.
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Copied from WN site...
I was playing today and I was thinking about having a detailed player statistics page. Such as kill counts with each weapon, miles walked, games played, etc. Have achievements to reward people for milestones.
Tanks. Or even other vehicles like the cars and jeeps from streets that you couldn't drive originally. Server chooses if they spawn. Can be used for CTF, or maybe a vehicle flavored DM. Multi-seated. Destructable. Respawnable. Idk how hard that would be.
Base-oriented team DM and CTF games. For example on streets, one building could be Janus' spawning area/base and another can be MI6's. It's more interesting and fun to spawn at, assault, and defend a base rather than a random hallway. Get creative, for example on bunker, MI6 could raid from the helipad while Janus spawns from close to the jail cells.
I would rather have the guns be closer to the original than real life if that's possible. Especially sounds. Like in the original, the DD44 was a beefy badass pistol, and now it's a wimpy, weak-sounded one. Fix the weapons, especially the Cougar. Make a good akimbo (two guns) system that isn't clunky.
Fix the sounds. I want to hear the correct sound when I open bunker doors or the gray push doors. Also make the sound when you get hit, and make the screen flash and the person stunned/impaired. Like the original. So the people aren't tanks who don't react to pain until they drop dead.
Fix hit detection so I don't have to lead anymore. Perhaps balance will be less of an issue when I can pick off headshots well with any gun.
Fix spawning so I don't get killed in 1 second plz&ty
Redo the overall look of the game (menus, etc) to be more like goldeneye in visuals and sounds. I don't want to feel like I'm playing Half-Life 2.
Make it so that when I'm walking, the hand moves around like in the original game rather than staying completely still. Idle hand movement too. Also in the original, the camera slowly bobbed around as Bond's head did not stay completely still like a robot either. It would be appreciated to see this in GE:S.
Better 3rd person weapon animations. The ones now look...not great. And as mentioned before, especially fix the cougar's 3rd person and fix how the silencer always shows on the pp7 and never shows on the ZMG (not sure, does it?) even when those firing modes are not being used.
Silencers and more alternate firing modes, even if they aren't in the original. I would love to have dual silenced DD44's.
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I disagree with spawning protection because in other games I've played with it, it basically makes you fear spawning people like the plague, because they'll run your shit with invincible vs 1 shot kill spectacularness. The metagame will more or less recognize it as a ramming shield. I would prefer you just make it so people can't spawn near enough to enemies that they can't react before being killed. Which is not too much. Or you could do both. But if people are still popping up 5 feet in front of my face (and killing me now) I can't help but feel that the game is broken.
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- Dual-wielding weapons. Even though you could dual-wield anything except for maybe the taser with All guns, I'd still like to keep it to pistols and knives, and maybe the ZMG. I don't think I would want face someone with double shotguns, or golden guns.
- A radar.
- More classic maps. As cool as the new maps are, having classic versions is great. I want to see classic Cradle, Runway, Dam and so on.
- Better sounds. As already stated, a lot of the weapons sound lame. The ZMG sounds like a popcorn machine. I'd like it if you just ripped the sounds from the original game and used those.
All I can think of for now.
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I think I would like to keep the "duel wield any gun" aspect. It could be set so the server chooses what guns are allowed to be duel wieldable. Running around with two enormous guns going full auto is ridiculous but fun too. What other game can you have two rocket launchers?
Another thing I forgot to mention: make more use of the watch. I loved the watch in GE64 and it is the coolest pause screen ever. You might not be able to make a pause screen in this game but maybe you could keep those design cues in mind if you're redoing menus. Though I noticed you already chose the folder theme.
Is there any chance we can get the watch laser and magnet in GE:S?
Another suggestion is to include all the outfits from the single player. From the regular stealth suit in Dam to the early made blue suit to the snow suit, jungle suit, and of course the tuxedo.
Which leads me to the probably too demanding suggestion of making the first person hands match the character. Even if that's too much, just making matching hands for Bond's suits would be appreciated.
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I'd like to direct your attention to the Task List: http://forums.goldeneyesource.com/index.php?action=list
This is very much updated for Beta3 in the programming part (cant speak for the rest). Expect a blog post tonight on the upcoming release.
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Ah Monkey, normal people cant see that list (only devs can).
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I'd like to direct your attention to the Task List: http://forums.goldeneyesource.com/index.php?action=list
give me:
An Error Has Occurred!
You can not view the check list.
Base-oriented team DM and CTF games. For example on streets, one building could be Janus' spawning area/base and another can be MI6's. It's more interesting and fun to spawn at, assault, and defend a base rather than a random hallway. Get creative, for example on bunker, MI6 could raid from the helipad while Janus spawns from close to the jail cells.
I totaly agree. It was already implemented in beta 1.0 in a basic form on some map, and was really fun.
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My bad lol, didn't know that was a dev resource, regardless i'll keep you guys posted in my blog
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Capture GoldenEye - A deathmatch game, one person holds the key to GoldenEye while the other players have to take it off them. The longer the person holds the key they score more points (1 minute = 10 pts etc), killing incoming enemies to capture the GoldenEye key doubles the point. Knife kills takes away other players score. Just an idea I thought up, sounds fun, have a nice giggle and laugh with your mates, thats what I always remember about GE64. :D
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Capture GoldenEye - A deathmatch game, one person holds the key to GoldenEye while the other players have to take it off them. The longer the person holds the key they score more points (1 minute = 10 pts etc), killing incoming enemies to capture the GoldenEye key doubles the point. Knife kills takes away other players score. Just an idea I thought up, sounds fun, have a nice giggle and laugh with your mates, thats what I always remember about GE64. :D
If you REALLY wanted to be accurate to Goldeneye, there should be 2 keys ;) (perhaps double points for holding both? or maybe if you get both and reach a certain area in the map a laser kills everyone except you and you get a few points for every death :D just throwing ideas out here)
I'd like to see the Golden Gun, since nothing gets a swarm of people to attack you like holding the Golden Gun XD
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If you REALLY wanted to be accurate to Goldeneye, there should be 2 keys
I think he meant the gold square object with the amber/gold round thing in the center that their was only one of, not the keys then used to activate it.
Which brings up something that bothered me, why didn't they have a key in cuba. They totally controlled the facility so no matter how elaborate the safe if their was one they should have been able to get to it. Unless the soviets took it away from the facility; which would make the entire cuba site was kinda useless, you would have to fly the only existing key half way around the world to their (assuming the reason the bunker site not being able to be used is because it was leveled by enemy bombs).
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good point
also, finally got to play the demo, forget the golden gun suggestion XD
But yeah, a hold the item scenario is always fun :)
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wants:
- better server creation gui (any options that can be changed in the INI - or whatever file it is - should be in the gui)
- CHANGE THE DEFAULT ROUND TIMER TO 10 MINUTES - i know this is changable already, but change the DEFAULT
- there should be an override that allows a server creator to make ALL item spawns (easy solution?) set to the same timer... changeable times could prevent armor/ammo camping... default should be set to whatever GE64 was set at
- i TOTALLY second being able to open and close doors at any time, regardless if its already opening or closing. this was a GREAT tactic in GE64
- in GE64, you could detonate all thrown (or currently in the process of being thrown) remote mines by pressing A & B together (the change weapon & reload binds). if you truly want to capture GE64, this needs to be added. this is classic tactic.
most importantly,
- release it with the smallest delay possible, and no push-backs
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- in GE64, you could detonate all thrown (or currently in the process of being thrown) remote mines by pressing A & B together (the change weapon & reload binds). if you truly want to capture GE64, this needs to be added. this is classic tactic.
You can do this in Beta 1 just throw the mine and jam both mouse buttons a couple times and will blow in mid air. Works pretty well, good for door clearing. Could use a little tweak, but works pretty good rite now.
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jam both mouse buttons a couple times
really? my mouse buttons are set to jump and zoom in, and this doesnt work for me
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really? my mouse buttons are set to jump and zoom in, and this doesnt work for me
+ATTACK1 and +ATTACK2 buttons pushed together at the right time will get them to detonate...
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Make the Aim mode more like GoldenEye's, as in being to aim the Crosshair at any point on the screen with the mouse. This function exists in SMOD and PD: Source, and it would be cool to see it in GES.
That's all I want. :)
BTW, I heard someone say there were no props in the original N64 Goldeneye MP... Not entirely true, Archives had some Explosive boxes, and Bunker had some exploding monitors. IIRC, some levels had a chair or two as well.
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There's an +attack1 now?
Since reloading mines makes no sense, why not have +reload work as a detonation trigger? That would prevent a need to alias the two-action combo to make a one-touch det, it will be a key that everyone will have within easy reach, it wouldn't require adding a new +ge_detonate sort of command, and wouldn't get in the way of anything.
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but the fact is there is some skill involved in the detonating of mines in people's faces, its supposed to be challenging and annoying (thats the drawback!)
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That's all I want. :)
BTW, I heard someone say there were no props in the original N64 Goldeneye MP... Not entirely true, Archives had some Explosive boxes, and Bunker had some exploding monitors. IIRC, some levels had a chair or two as well.
I really hope GE: Source does not ever use the aiming like Perfect Dark Source has. It is just annoying turning the mouse to watch the aim crosshair on the side of the screen. Not to mention how much of a pain in ass it was to walk straight and keep the mouse in a decent position. It is just a weird and awkward feeling. Hope that feature never gets in. :D
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There's an +attack1 now?
Since reloading mines makes no sense, why not have +reload work as a detonation trigger? That would prevent a need to alias the two-action combo to make a one-touch det, it will be a key that everyone will have within easy reach, it wouldn't require adding a new +ge_detonate sort of command, and wouldn't get in the way of anything.
+attack1 has always been in.. Thats the primary fire lol you should know that!
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I would like to see some regulations on jumping and mine throw distance/Self damage.
Because some certain people, not gonna name names *cough* all of WNx *cough* abuse the jumping. Sure I can see jumping a little, but when you don't walk you jump everywhere it makes the game VERY boring and frankly pisses everyone off. So some sort of delay or a serious slow down when jumping and a second before you pick up speed after jump.
Next the mine toss thing. Mine toss is fine, but not when you can throw the mine across a room is a little ridiculous. Also maybe harsher self damage from a mine blast, the fact you can blow a mine in your face and it kill me and you live even after a couple zmg clips.... well that needs some change.
These are the few things I think HAVE to be changed in B3.
Other cool features would be each character having his own hand and sleeve, but that could wait till B4.
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Once hitscan weapons are in and working, I intend to experiment with goldeneye projectiles such as UFO and GrenL and see if we can get appropriate initial velocities so they too can live up to the canon standard.
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So some sort of delay or a serious slow down when jumping and a second before you pick up speed after jump.
That would actually be a good idea. Not the slow down, its too much css-like. But the delay sounds pretty cool.
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Because some certain people, not gonna name names *cough* all of WNx *cough* abuse the jumping.
Not all of them. ::) But yeah, I know.
Those are some good ideas.
Next the mine toss thing. Mine toss is fine, but not when you can throw the mine across a room is a little ridiculous.
What if you threw it like a frisbee? ;)
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I can see Bunnyhopping becoming apart of this, and that's not a good thing.. :-\ We don't want this anything like CSS.
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"Not the slow down, its too much css-like. But the delay sounds pretty cool."
I already proposed a fix. :D
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I really hope GE: Source does not ever use the aiming like Perfect Dark Source has. It is just annoying turning the mouse to watch the aim crosshair on the side of the screen. Not to mention how much of a pain in ass it was to walk straight and keep the mouse in a decent position. It is just a weird and awkward feeling. Hope that feature never gets in. :D
That's not what I meant..... (Why doesn't anyone listen to me, and why is it that people constantly misinterpret me whenever they do?) [/horridmood]
FFS. Now I feel the dire need to rant.
Ok, for one... Aim Mode is only triggered while holding down a key/button in Goldeneye 64 and GES, and isn't always on like in PD:Source.
Second, Once Aim mode is released, your aim snaps back into the center of the screen.
Third, Aim mode isn't meant for constant movement, you are basically slowed to a standstill while in aim mode to make a steady shot.
FOURTH, It worked perfectly Fine in GE64, Works fine in HL2 SMOD when Bound to a key, and works perfectly on a mouse setup.
Ugh... I am in a horrible mood, but better judgement is keeping me from cussing out a random person. I'm under a lot of stress. I'm moving far away from my home for a long time, and my anxiety is through the roof.
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OT: Passive-agressive much? Learn to channel anxiety into manning up and being cool, or your lack of discipline will be your downfall. All you needed to say was "you're not following me, bk, let me explain..."
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That's not what I meant..... (Why doesn't anyone listen to me, and why is it that people constantly misinterpret me whenever they do?) [/horridmood]
FFS. Now I feel the dire need to rant.
Ok, for one... Aim Mode is only triggered while holding down a key/button in Goldeneye 64 and GES, and isn't always on like in PD:Source.
Second, Once Aim mode is released, your aim snaps back into the center of the screen.
Third, Aim mode isn't meant for constant movement, you are basically slowed to a standstill while in aim mode to make a steady shot.
FOURTH, It worked perfectly Fine in GE64, Works fine in HL2 SMOD when Bound to a key, and works perfectly on a mouse setup.
Ugh... I am in a horrible mood, but better judgement is keeping me from cussing out a random person. I'm under a lot of stress. I'm moving far away from my home for a long time, and my anxiety is through the roof.
Yeah man. I just didn't understand where you were coming from. It sounds like you are just wanting the exact same aiming method that goldeneye 64 used, which worked great. I like the snap aim and view and stuff in it. If that was implemented, it would be good. Sorry if I made you all frustrated.
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OT: Passive-agressive much? Learn to channel anxiety into manning up and being cool, or your lack of discipline will be your downfall. All you needed to say was "you're not following me, bk, let me explain..."
Sorry. I know I was a little harsh... but try Moving away from what you've called your home for most of your life, leaving your friends, and your family, even your father behind, and not having your parents listen to you when you try to say anything, while being pressured to be careful (to the point of being lectured 1000x over).. and not Snap at someone eventually.
Yeah man. I just didn't understand where you were coming from. It sounds like you are just wanting the exact same aiming method that goldeneye 64 used, which worked great. I like the snap aim and view and stuff in it. If that was implemented, it would be good. Sorry if I made you all frustrated.
It's ok, sorry for the snap. But, yeah, now you see what I was getting at. :P
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You're going to have a lot of fun in the real world.
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Oh shush... No need to be a jerk. I'm doing just fine now.
Anyhow... I suppose we should get back on topic.
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er well on topic those statistical awards were one of my favorite parts of 4 player goldeneye. you know "most cowardly" "most proffesional" "weapon of choice: pp7" those things. i don't imagine they would be difficult to implement. either way, everyone else's suggestions sound more important, so i don't care that much, but if it was ever included in SOME release, that would be friggin awesome.
i agree with whoever was talking about better bounding boxes or whatever. i just played with my ping under 70, and after about 8 pp7 hits from me to them, they simply pull the trigger on their ZMG and i die instantly. this was in liscence to kill. how come my hits don't count but theirs do? the blood splattered off his body and everything. LTK would be more fun if you know, the first person to shoot actually got the kill, not if ti was random.
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... I thought your name was PeskySauce
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count on it pesky
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sweeeeet. and LOL @ peskysauce.
My name is derived from Quest for Glory II: Trial By Fire
http://en.wikipedia.org/wiki/Quest_for_Glory_2 (http://en.wikipedia.org/wiki/Quest_for_Glory_2)
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The business of jumping is rather slowly becoming more of a focus as it should be since it affects our gameplay for different skilled players. Back in beta1.0 times no one on the team cared about it they just wanted to ship a game with good assets to the starved public. This time i think polish is a crucial key to why we are doing it better now. I personally do not want to see players like unknown-pain and some of WNx in beta3 b-hopping entire servers because they have the desire to employ that advantage.
The 'wallhug' should be the only way people get speed bonuses because to wallhug in most levels we have means to disadvantage your position and controls from the quickest reaction when engaging enemies.
With jumping I will be a strong positive force to bringing about a necesary compromise to enforce the ideal of "healthy evasion" rather than "unhealthy exploitation". As VC said he has his theories so it any restriction doesnt RETARD a player, probly gonna be working with our fine coder to come up with something to test.
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I have something to test; just waiting on the implementation. It can go in with the white-out-when-you-get-shot-should-be-50%-alpha-not-full-white fix.
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B hopping was there so it was exploited. I just hope you lot don't retard the player movement to the point where its not worth playing.
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My plan affects only superfluous jumping.
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I've been playing Source Mods for a while and this one caught my eye so I then proceeded to download; everything was going fine... then I noticed that there is no crosshair in multiplayer, I went to the developer console and typed in "crosshair_1" but no crosshair... I believe that this feature is essential for multiplayer because people are making their own crosshairs and it seems rather unfair to those who don't. I actually use "crosshair_0" in L4D single player (more fun) but for multiplayer I keep it on because in multiplayer you have a considerable disadvantage if you do not use one.
Like uhhh... my friend told me you could get a sticker and hole punch it, then put it on your screen... come on... that's so unfair -.-' and I'm sure people have started to so stuff like this already...
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How about adding in AAAALLLLLL of the those secret characters from GE64? That'd be fun to see.
Damn, I gotta play GE64 again...
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I've been playing Source Mods for a while and this one caught my eye so I then proceeded to download; everything was going fine... then I noticed that there is no crosshair in multiplayer, I went to the developer console and typed in "crosshair_1" but no crosshair... I believe that this feature is essential for multiplayer because people are making their own crosshairs and it seems rather unfair to those who don't. I actually use "crosshair_0" in L4D single player (more fun) but for multiplayer I keep it on because in multiplayer you have a considerable disadvantage if you do not use one.
Like uhhh... my friend told me you could get a sticker and hole punch it, then put it on your screen... come on... that's so unfair -.-' and I'm sure people have started to so stuff like this already...
You have to be aiming to bring up the crosshair. I have mine set to the Shift key.
Damn, I gotta play GE64 again...
Hope you still have your copy. ;)
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People are free to dot; it's not like you couldn't do that on a TV with N64. You can also argue that the MX518 is too good and unfairly advantageous over the $2 came with the Dell mouse.
Using the sighting skill in GES provides an accuracy benefit.
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You have to be aiming to bring up the crosshair. I have mine set to the Shift key.
Yeah, but he's saying that people are making their own, so that there's always a crosshair on the screen (even when they're not in aim mode). And, since that gives them an unfair advantage and most people like having them anyway, I think he wanted a permanent crosshair thrown in for everyone.
Personally, I don't really mind either way. But if most of the guns aren't going to be perfectly accurate (like I think I heard pistols were going to be less accurate, to prevent people from using them to snipe), I don't think it would be that big of a problem.
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The key thing is, because of the way damage works in Goldeneye, and now in GES 0.3, you will be better off using your sight and aiming for the head than dot-shotting at the chest and limbs. Dot will really only be an advantage in LTK and people who play a lot of LTK don't even need the dot to pwn up.
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There never will be a permanent crosshair in GES.
1. becourse it was like that in ge64
2. with some practice you can hit your target without any kind of crosshair allmost perfectly.
just watch where the bullet traces are going to.
The much bigger problem in the beta 1 and 1.1 is the Hitbox and no Lag compensation.
So you can play either on servers with really low ping, everything below 50 schould be almost perfect, or forward your aiming.
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1 and 1.1 were fine. 2 was the one that was broken because Valve screwed up some of the prediction code that year. If your mod wasn't already replacing that code, you got punk'd.
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1 was the only one to have the lag/hitbox glitch. I fixed it in 1.1 and 2.
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Yeah, but he's saying that people are making their own, so that there's always a crosshair on the screen (even when they're not in aim mode). And, since that gives them an unfair advantage and most people like having them anyway, I think he wanted a permanent crosshair thrown in for everyone.
I know what he said.
The first part of his post was the lack of crosshair altogether.
Heh, I have 98 posts here and 198 on another as of now. ::)
[/random]
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I would like the gas generator in Control to be able to explode and turn off the lights. Another thing would be to add the computer that Natalya runs to when you start the level on the 64.
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1.) Hit reg fixed (i hear all that kind of thing already is)
2.) Living Daylights game mode (flag tag)...and any other awesome game modes.
3.) Map: Cavern
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This has been asked before, but I thought about it in a little more detail.
- The ability to re-open doors as they are being closed. The thing I don't want is that ability to close doors as they are being open. I had a friend once who would close the doors in the Temple level as I was trying to open them, and It really pissed me off. Maybe a way that this could be handeled was that you could open and close your own doors, like if you opened a door, and after your in you want it closed, that would be okay, but if someone else tried to close the door you opened, they wouldn't be able to.
I'm not sure how complicated this would get, maybe the original GE64 way could be enables, but closing doors on people could be a rule, to the point of being banned?
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Being banned for closing doors that are being opened = BAD Idea.
Imagine the drama it would cause. I also bet half of the time the person being banned won't know what has happened to them, thinking they were doing something completely innocent. (I've done it before, unintentionally. eg. Two people at one door, each person is kind of taking turns pressing the use key.)
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More weapons.
The game's fun, but you can only play it for so long if you're using the same weapons over and over again.
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How about a 3-trigger limit on doors? If someone opens the door (1), it can be triggered to shut (2) once, and re-opened (3) but cannot then be closed again until it gets fully-opened. That would allow re-triggering a door to buy time or take a position, but won't let two noobs have a drooling contest.
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It needs to have as many sounds as close to the original 64 sounds as possible. The maps have been done very well and hold a very strong nostalgia aspect to them, but I feel that it is vital for the sounds to actually sound like the original Goldeneye 64 game.. weapons fire, explosions, doors, glass breaking, etc. Like someone else said, I want to forget that I'm playing a Half-Life Source mod.
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I'm sure someone already mentioned it but i want the bobbing head/hand to come back.
Also, can you guys let the sniper butt be a weapon like in GE64?
I'd also like more people playing the game (i don't know how you guys plan to do that but i could help).
One more thing, the golden gun is too strong, i keep getting pwned by it lol joking.
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Bobbing isn't in yet, but it will probably come in when we get around to doing the breathing effect.
Rifle Butt is on the to-do list, but we need to get modelling busy on things like RL and GrenL, first.
I'll open up a box of noobs.
It's only 5000 damage. Get moar armor.
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I'll open up a box of noobs.
It's only 5000 damage. Get moar armor.
Quoted.
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I agree with X-tra with the "Create a Server" option because in GE:64, there are a lot of options for the game match. To me, that would add the the 64 experience. But about an hour ago, I played GE:S for the first time ever! and I was amazed! I also appreciate your attention to the fans, not many game and mod creators take time to listen to their fans like you devs do (there are still a select few), and to me it just shows that you guys care about the experience of GE:64, and that also shows me that you guys did this because you love GE:64... (and the fact that you don't charge us for it lol) But now i'm getting all softy now, i'm gonna go kill some other players of GE:S right now.
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Quoted.
Ouch, that hit me right where the Golden Gun did (my heart).
You know, saying it's only 5000 doesn't make it seem less weak but, it doesn't
bother me too much, I've learned to avoid it much better. Your suggestion
"Get moar armor." was not very helpful because if they promptly switched
weapons, i would die in a hit or few. Nevertheless, I'll get my revenge
when Beta 3 comes out.
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Another think I wouldn't mine would be The SSL being put on the team, along with his Basement map.
Shit is sexy.
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Ouch, that hit me right where the Golden Gun did (my heart).
You know, saying it's only 5000 doesn't make it seem less weak but, it doesn't
bother me too much, I've learned to avoid it much better. Your suggestion
"Get moar armor." was not very helpful because if they promptly switched
weapons, i would die in a hit or few.
lol, wut?
Think you misinterpreted what he meant...
The Golden Gun is designed to kill with one bullet.
Shit is sexy.
Sexy indeed.
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Nevertheless, I'll get my revenge
when Beta 3 comes out.
HAHA, I thought the same... but I think will all the testing with VC I've killed him about...4 times... hes a tricky one..... KM on other hand seems to die if you look at him ;)
I want VC's Skills in Beta 3.
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Well, it's not like I want to be mean, but you make me do it. Like last time when someone said that Rocksalt Shotgun sucked so I grabbed one.
Look what you made me do!
(http://img394.imageshack.us/img394/4150/censoredhw0.jpg)
Save As while you can, kids, before the censors get to it.
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Just looking at that font make me excited. I also noticed that someone committed suicide.
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They got to that fast. >_>
See, I keep telling them that even the little things would be a huge PR boost but they tell me to stfu and fall back into the same old habits.
Yeah, I think we had timed mines on that round. *pop*
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censoredhw0.JPEG. ::)
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-multiplayer weapon sets(pistols, explosives etc.)
-and map mode options(golden gun, only live twice type deals) not really diggin 1 hit kills only
as far as everything else im feelin the other posts.
game already kicks ass. kick some more ass
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From what I've seen so far, this mod is going to ROCK. But I can't help make another suggestion: in LTK mode, I think weapon selection should be restricted to only semi-automatic weapons (excluding the shotgun), simply because in this game mode, a single bullet can kill you and it requires very little skill to just spray round with your KF7 and hit someone in the process. That would make the game annoying and unfair, if you get my meaning.
I used to pay only with pistols on the N64 with my friends; it not only made the game much harder, because you would have to be accurate, but also much more pleasant.
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..... KM on other hand seems to die if you look at him ;)
That hurts Major, but its true, I spend too much time coding and not enough on the skillz
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You can play LTK under Silver PP7s if you want it to be all about high precision. You can play it under Shotguns or Klobbs if you want it to be about spam. I think Proximity Mines are lamer than LTK Shotguns, but I'm not about to lobby for removal of either.
At least with shotguns you have a delay before you can fire again, SMGs are deathbeams in LTK.
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Is there going to be a kind of checklist of weapons you want on the map in the Beta 3? Kind of like Time Splitters: Future Perfect. Or are they going to have the categories like GE64.
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Weapons are loadout based. However, a server owner can define custom sets, or just put it on the Random Weapons set, which rolls different weapons each round.
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Just though that way it would seem fairer (is this how you spell it?). But as drukqaddik said, there should be weapon sets included in the next release.
I'm probably not the only one who hates spammers...
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"More fair" is how you spell it. Compare, "funner" vs. "more fun." Fairer is used to indicate "fair" in the context of gentle and pleasing, not "fair" in the context of equal and balanced.
Weapon sets are in.
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Thanks for the explanation about the adjective!
Though of another suggestion: old-school mode. Jumping would be disabled and if you go to aim mode, you would be able to move! probably a bit boring by today's standards, but it would be a faithful recreation of the original. It would have to be toggle able, and would go nicely with the "classic" version of the maps.
Of course it would be more directed to the hardcore fans of GE64.
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Jumping is server-optional, you can walk slowly while sighted.
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I know it you walk slowly when you are in aim mode; just though there could be a "setup" (dunno if that's the way you call it) with the options I mentioned already implemented, just some variables changed, that's all.
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I swear it takes 50 gazaillion hits to kill somebody that has body armor on. I hope beta 3 it dosen't take so many hits.
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Bear in mind that the armor is basically a second life meter.
It was like this in GE007, though I have never ran any experiments to see if the armor receives the same damage as your health. (In GE007 or GE:S)
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It will depend on your weapon and where you hit them.
RCP90 can kill a 100/100 with three bullets if you do it appropriately. Of course, you could also take issue with your enemy's big toe and dump 57 rounds into it before that little piggy goes to graveyard.
Armor and Health have the same value. The only difference is that Armor can be replenished and is spent before health.
GES Alpha 1.0/1.1 used the HL2 system, which split damage between HP and AP. Beta 3 uses the Goldeneye system. I saw to that. You do know that my function on Goldeneye Source Team is specifically to be a nit-picking bastard about every detail that isn't like Goldeneye 007 that could be like Goldeneye 007, right?
Anyway, if you're curious about damage, hit the wiki's weapon pages. They are all updated to Beta 3 specs.
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I saw to that. You do know that my function on Goldeneye Source Team is specifically to be a nit-picking bastard about every detail that isn't like Goldeneye 007 that could be like Goldeneye 007, right?
Been picking up on that.
*hits wiki*
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I swear it takes 50 gazaillion hits to kill somebody that has body armor on. I hope beta 3 it dosen't take so many hits.
it takes 200 gazaillion rounds to kill anyone with the Klobb when they have body armor. so much nostalgia it hurts.
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Just walk up and slap 'em in the head. Same effectiveness, higher accuracy, and you don't waste any 9mm.
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Knowing it's gonna be a little late to put into Beta 3, but could there be any way of selecting your model in the Multiplayer options rather than having to change it from the default every time you go into a new map?
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In my opinion nothing bond is complete without a watch that can shoot a laser or have a garrote wire and if the watch was able to keep actual time that would make my day.
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it takes 200 gazaillion rounds to kill anyone with the Klobb when they have body armor. so much nostalgia it hurts.
Hell yeah! Just like old days. If you slapped someone you'd kill him faster.
Now on to suggestions: the intro could be changed to make it look more like the original. The presentation of the characters at the sound of that awesome tune that played in the intro, but it would probably have to be remixed because of copyright issues and stuff like that.
This is more for Beta 4 or even for the final release; it might be a bit complicated to do it for Beta 3. Correct me if I'm wrong!
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I want a soviet soldier skin :D
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Knowing it's gonna be a little late to put into Beta 3, but could there be any way of selecting your model in the Multiplayer options rather than having to change it from the default every time you go into a new map?
This is already implemented. When you choose your character it saves that choice in your user settings when you EXIT THE GAME correctly much like a bind x "to this" command is saved. Then the next time you come in, it'll auto select the character you had last saved. Teamplay kinda messes this up because it forces characters on each team to be chosen and if you fav was bond and you are on Janus, well... you will auto select boris (1st Janus Character). Minor inconvenience, but it works 100% of the time if you play non-teamplay only and its really easy to choose your character in the VGUI.
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Edit: Squeeky wheel be-greased. :angel:
Still, need three cvars so DM and TDM model preferences are retained. :D
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Scratch what I said earlier, I implemented VC's gripe
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one thing i dont really like is where your pickups are displayed with the kill ticker. if you could move them to the other side of the screen or bottom right.
and another thing about the ticker is to have the colors team based like in cs. cant really keep track of your team without actually reading.
thanks and kick some more ass!!
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You know what you guys need to do as far as extra random characters goes? Create characters with the Goldeneye: Source developers' and mappers' (and etc) faces, just like Rare did with Goldeneye 64 :D
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You know what you guys need to do as far as extra random characters goes? Create characters with the Goldeneye: Source developers' and mappers' (and etc) faces, just like Rare did with Goldeneye 64 :D
That is what we are going to do actually ;)... For as many as we can fill up. We don't have enough developers to put a face on each of the 30+ 'extra' characters there are. So who knows, maybe we'll start taking community members faces ;)
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Awesome! I always thought the extra characters who were modeled after the developers brought a good personal, down-to-earth touch to the game.
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If you need my face, I'll gladly put up a picture. ;D
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LOL yeah I would volunteer to be digitized.
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I don't know if this is a known issue yet and whether or not this source engine specific or GE:S specific problem but certain individuals have some kind of spam-bot and keep repeatedly spamming a paragraph of what looks like an East-Asian language.
It is clearly spam because it comes and goes so quickly no one could read it without bringing up the dev console. Furthermore I know that one particular individual his/her native language is definitely not any East Asian language and I highly doubt that this person has suddenly learnt an East Asian written language all of a sudden.
Apart from being very annoying what is worse is for some reason it makes the game for others severely lag or freeze for a couple seconds, I spoken to others who have been around while it is happening and they say they are getting the same thing as me.
You can tell this is intentional and It is very frustrating so please try to investigate this.
Note, I do have East Asian language support installed for Windows XP but I do not wish to un-install it just to prevent the game freezing up often because some b***** is intentionally spamming. Is there a way to disable other languages being displayed in source games?
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I believe this happens when people have to many "Character Map" letters in there name, or just certain ones.
Cause did have this problem early yesterday, but when he changed his name, problem was gone. So if it happens again, check the names in the server and ask them to change there name..... if not, get a admin and have the admin do it for them! cause it does lag the server.
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I believe this happens when people have to many "Character Map" letters in there name, or just certain ones.
Cause did have this problem early yesterday, but when he changed his name, problem was gone. So if it happens again, check the names in the server and ask them to change there name..... if not, get a admin and have the admin do it for them! cause it does lag the server.
I don't think this is the case, one individual is doing it without changing their GE:S MP name. Even when I kindly ask to stop doing it they don't and sometimes they increase the amount of spamming.
This is not like a few words, I'm talking about a paragraph of text.
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I always wondered about that myself...
Was never a problem for me, though. It wasn't too terribly frequent. The game would pause for a half a second and "a paragraph of what looks like an East-Asian language" would appears and then go away in two seconds. (Or something close to that.)
Never stayed longer than that.
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f there name has the charcter maps in it then every time they kill/die it will most the time freak out the server. And if they type it will do the same. Untill they remove the special letters it will freak out, next time try to get them to change there name. Atleast that was the same issue yesterday.
remember VC explained this before, some todo with the source engine, maybe a programmer can explain more.
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Those weird ASCII symbols seem childish and poser anyway. Some of the best players in Halo PC play as "new001". Although that might just be to throw everyone off.
By the way, is "(" and ")" a character map? Cause I play as "RoyalAbidi(PeskySaurus)"
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The problem is character encoding. Each character has a number, and you repsent them with codes. Old systems used one byte and supported 256 character codes. Obviously that's not enough for all the languages in use, so a dozen coding systems have been created to encode higher numbers with multiple bytes. If you feed one character encoding to a system that expects a different encoding, you get garbage. That's what happened.
All the characters on a normal US keyboard are in the ASCII set and will always look right anywhere. Extended ASCII (128-255) will fail if encoded to UTF-8 or similar and then rendered as Extended ASCII, because each Extended ASCII character would have been converted into two characters under UTF-8.
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I know I read something about keyboards somewhere in there.....
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By the way, is "(" and ")" a character map? Cause I play as "RoyalAbidi(PeskySaurus)"
No, but something like this is what causes the freakout: Ӎḁ⌡ὊṜ
And thanks VC for educating the uneducated.
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i was just bumbling around on a level and thought of something... in the ge64 ver if you shot the ammo boxes around they kept their position as well as the armor. if that was implemented it would bring back the nostalgia of the old game.
i would also put my face on a char if you guys need.
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Items return to their home positions when they've been disturbed.
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Noticed this yesterday while I was playing in the Facility (not the classic version): on the room with the bulletproof glass windows, I shot my Cougar Magnum and, to my amaze, I saw no bullet hole on the other side! This should be fixed. I remember that in GE007 this weapon pierced anything, and it pierced the bulletproof glass twice (if you got the right angle). It would go through doors, crates, etc.
Probably it was from the server or something (was playing in one of the WNx servers, the LTK one); if not, then please enlighten this darkened mind.
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something else i just noticed. on the egyptian (er spell) level, behind the secret passage where the turrets were in the hall, you have to jump to enter the 3 angled passages, if you have jumping disabled you cant enter them which poses a problem if you want the whole experience without the jumping.
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Penetration is on the to-do list.
Jumping-off gameplay issues with Egyptian are currently being reviewed.
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awesome
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Thanks for the info, Viashino Cutthroat. I kind of missed the Magnum's stopping power on Beta 1.1. Now I know it will actually be a useful weapon!
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It does proper damage now. I'm hoping penetration will make B4, but there are some goofy complications because Valve penetration is a workaround that doesn't play friendly with some of our new code.
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As for the crazy names, the OB code does a good job at containing that craziness. Since all names are derived from your Steam Name it must pass their filters to get into the game. As for the VGUI elements, everything is done in UNICODE so all characters you can see in a browser will show in the game, whether the font supports EVERY character or not is another story. So if you see a bunch of boxes in your name or in chat, the font doesn't support that letter (please change it!)
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But your skill in a game is determined by the total value of the code points of all the characters in your name. So like me, my power level is a crummy 1719, but if you have six arabic characters, your power level is over Nine THOUSAAAAAAAAAAAAND!
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i have never agreed with VC more
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Hey I just saw the new trailer, and it would be nice if you would add some gun icons when you kill someone. Like :
Janus [Gun image] Bond.
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Those are not returning.
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To be honest i think the game is perfect already . I do like the things i see your going to do to the game its going to be crazy and im very excited . as long as i have golden gun mode im good to go. very very nice job on all these games already .
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I really think that more objects need to.. explode.. when you shoot them. In Goldeneye 64, pretty much everything either exploded or crumbled.
By the way, Beta 3 looks superb. Freakin' good job, guys. Can't wait to play it.
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so you want exploding chairs and tables again?
TBH i'm not sure why allmost everything in GE64 had a tendency to explode.
IT's nothing which should be brought back into GES unless it's a prop which might explode in RL too.
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I thought Goldeneye: Source was a remake of Goldeneye 64? I'd much rather GE:S be more like Goldeneye 64 than real life. Just my opinion of course, and I value your view of things as well. I'd be happy if at least non-metalic boxes/crates exploded.
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More thing should explode, like the gas generators in Caves.
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The generators in Caves do explode...
Yeah, I always wondered what was up with the exploding... everything. ::)
The hell are they making their chairs out of?
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The generators in Caves do explode...
I meant similar thing to those generators, maybe like the computers in Facility. Also, the generators in Control should explode too.
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Maybe it wasn't the tables and chairs exploding, maybe it was your mind exploding from all the GoldenEye awesomeness.
EH EH?
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Someone was hiding a pack of C4 in the chair cushion.
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everyone keeps bitching about how it isn't "exactly" like goldeneye 64... am i the only one that wants a modern goldeneye experience, and love all the additions (such as adjustable suppressors on certain guns) the team has added? sheesh if you want GE64 go play it on nintendo.
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Obviously the plants, file cabinets, tables, toys, and chairs of GE64 were made out of explodium.
I'd love to see this back in the classic maps at least. Exploding things and interactive things are great.
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Exploding things and interactive things are great.
Exactly, it does make it more fun and enjoyable. I don't see what's so wrong with that. I'm all for any positive aspect of Goldeneye 64 in this mod.
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Obviously the plants, file cabinets, tables, toys, and chairs of GE64 were made out of explodium.
Nothing beats being killed by an explosive flower pot in LTK.
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Except there were no exploding flower pots in GE64 and just a few crates in some maps like archives.
Most multiplayer maps were without props anyway.
Every exploding prop would be a physic prop which would hurt the performance of the maps badly and it could cause many chain reactions. There's also a limit of physic props in a map.
And last but not least, i see no reason for a crate, a chair or a table to explode.
The mappers will add exploding props wherever they think it will help the gameplay.
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Except there were no exploding flower pots in GE64 and just a few crates in some maps like archives.
I said this merely to explain my opinion; I know there weren't any flower pots in GE007 nor any props in MP maps, to keep the framerates high. But, as someone said, to be faithful to the original, every prop should be explosive, or at least most of them, like on the original's SP campaign. And no big explosions, something small; we don't want a chair exploding like a dynamite stick...
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I feel this is the worst possible place to put this in but I figure someone could take my idea and run with it. Anyways, I got 3 ideas for achievements but I doubt I would be able to make the little icon so, without further ado, my thoughts.
Klobberin' Time: X number of kills with the klobb
D5k Douche: X number of kills with the D5k
From the Cradle to the grave: knock an enemy off of Cradle to their death
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Achievement ideas:
http://forums.goldeneyesource.net/index.php/topic,2246.0.html (http://forums.goldeneyesource.net/index.php/topic,2246.0.html)
Heh, from the early days to present day, I still read the D5K Deutsche as "D5K douche" in my head.
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crap someone already did klobbering time, how sad of me not to notice.
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Since Beta 3 is almost out (and with GREAT anticipation to play one of the greatest games ever), I'd like to suggest something for the next version: single-player playability. The single-player was great fun, and I'd like to see it revamped with new stuff.
Also... anything to add from Perfect Dark? I'd like to think that was the second Goldeneye (for Goldeneye's weapons were in the game as unlockables), and maybe implement a secondary fire option (sort of PP7 shoot and gun smack and slappers hit and steal weapon). There's also maybe the option of making your own characters, but that would require everyone's files to be updated, making everything complicated.
I am excited to relive the glory this Saturday, both when I accumulate enough funds to buy a source-engine game (lol, $5) and when the new beta is released. I cannot thank enough whoever made this unknown dream possible.
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This thread should probably be closed or renamed, since BETA 3 is coming out this Saturday. I believe some of the suggestions posted in here haven't made their way into BETA 3, but I do hope they can make it into BETA 4!
I use this opportunity to make another humble suggestion, that would probably fit the final release more than the Beta's: the intro video could be made in a way to resemble that of GE007, with the main characters and their names appearing on screen. I think it would be a neat touch and isn't that hard to make. Nevertheless, I state again, this is not necessary; it is just a little feature that brings a more faithful recreation, if you prefer. And I say again that it probably should only be implemented on the final release, before anyone starts flaming me.
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The intro video would be neat, but I'm sure most people just put -novid in their launch settings. After a few times playing it just gets annoying to sit through.
What I'd really like to see is a main menu that resembles GE64's folder theme.
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Started a new one for beta 4 -> http://forums.goldeneyesource.net/index.php/topic,2830.0.html