GoldenEye: Source Forums

Global Communications => Development Media => Topic started by: Mark [lodle] on December 29, 2008, 08:30:25 am

Title: And we have hats
Post by: Mark [lodle] on December 29, 2008, 08:30:25 am
http://www.moddb.com/media/embed/121862

Just waiting for the models to be fixed up and then we should be able to add them in game.

Thanks goes to KillerMonkey and paul from Black Mesa
Title: Re: And we have hats
Post by: JcFerggy on December 29, 2008, 08:39:16 am
That's awesome, but who all will have hats? Oddjob obviously, but maybe we can have a Top-Hat Bond just for fun?
Title: Re: And we have hats
Post by: major on December 29, 2008, 08:43:59 am
Ouromov maybe
Title: Re: And we have hats
Post by: Jonathan [Spider] on December 29, 2008, 08:47:25 am
OMGGGGZZZZ

dude ive been waiting for this since i first made oddjob holy crap

thanks a ton you 2 crazy buggers.
Title: Re: And we have hats
Post by: killermonkey on December 29, 2008, 09:25:42 am
HAHA, who needs hats when you have perfectly fine dinner plates!

The real hats will be compiled tomorrow, I have them lying around my model source directory for no apparent reason ;-)

There is no guarantee this feature will make it to B3 Multiplayer... but you never know
Title: Re: And we have hats
Post by: CCsaint10 on December 29, 2008, 09:34:42 am
why wouldn't it make it to the beta 3 multiplayer....it is just a change of the model and you already implemented the physics of the hats...am i missing something?
Title: Re: And we have hats
Post by: Mark [lodle] on December 29, 2008, 09:41:10 am
I suggested a steampipe hat for bond :P


^ Monkey is just allowing for the shit happens factor. We will try and get it in for beta 3.
Title: Re: And we have hats
Post by: kraid on December 29, 2008, 11:11:50 am
lol, looking cool. I see an award for poping hats of, aproaching.
Title: Re: And we have hats
Post by: Doc.NO on December 29, 2008, 02:47:04 pm
Hats of gentlemen.
Title: Re: And we have hats
Post by: Mastix on December 29, 2008, 05:23:59 pm
Awesome, like Fistful of Frags!
Title: Re: And we have hats
Post by: Mr. Wint and Mr. Kidd on December 29, 2008, 08:31:31 pm
That's awesome, but who all will have hats? Oddjob obviously, but maybe we can have a Top-Hat Bond just for fun?
If the devs recreate every character from GE64, there will be twelve characters with hats. ;)
Title: Re: And we have hats
Post by: Sergeant Kelly on December 30, 2008, 12:28:45 am
Ourumov + Hat = Greatness.
Title: Re: And we have hats
Post by: Jonathan [Spider] on December 30, 2008, 12:36:15 am
why wouldn't it make it to the beta 3 multiplayer....it is just a change of the model and you already implemented the physics of the hats...am i missing something?


because that's how things are SUPPOSED to work, but after so many years of development... we all know things never go like they are supposed to haha. crap can go crazy even on the simplest things.
Title: Re: And we have hats
Post by: Storm101 on December 30, 2008, 01:06:17 am
Call me crazy, but I'd be willing to wait a little longer, even if it was just hats. They'd be fun to mess around with. It'd be cool to shoot someone off of Cradle and watch their hat fly off and go on its own course. Assuming the physics work this way.

Does this mean we could be getting two versions of Ourumov? The current hatless one, and one with his hat?
Title: Re: And we have hats
Post by: Mark [lodle] on December 30, 2008, 01:59:54 am
There are no two versions. The hat is a prop and can be applied to any character.
Title: Re: And we have hats
Post by: Storm101 on December 30, 2008, 02:16:46 am
So what you're saying is is if hats are implemented, you will have the option of applying it to your character before the match, regardless of who it is?
Title: Re: And we have hats
Post by: Mark [lodle] on December 30, 2008, 02:20:27 am
No that is not the case. What i was trying to say is that there is only one model per character still and the hat is just a prop thats applied to it. The hats (when available) will automatically be spawned on the characters.
Title: Re: And we have hats
Post by: Storm101 on December 30, 2008, 02:24:50 am
So would it be something like a server option that spawns hats on all characters? Not necessarily selecting your character with it?
Title: Re: And we have hats
Post by: killermonkey on December 30, 2008, 02:49:11 am
you see why I add disclaimers to these features, there are so many BS things attached to the simplest things, just don't worry about it, if it is implemented it will be put in logically and not in your face.
Title: Re: And we have hats
Post by: Jonathan [Spider] on December 30, 2008, 03:41:51 am
here's a little insight on why making a mod takes so gad dam long lol. and this is just adding hats to characters haha.

we cant just hit the add hats button to each individual character.if i makes beta 3 its cause monkey has to much time on his hands, and not enough bugs to kill. which i doubt will happen with this next round of UBER testing and polish.
Title: Re: And we have hats
Post by: Storm101 on December 30, 2008, 03:50:21 am
Yeah, I'm starting to have a new appreciation on how hard it must be to make a game or mod... I trust that you guys will do the best you can under the given circumstances.
Title: Re: And we have hats
Post by: major on December 30, 2008, 04:07:41 am
Well adding the hats might be easy then you have to add a selection menu to the character menu, so that might be the thing that would take longer... If they had 2 versions, I think one with a hat would be easier and just as good.



Wow there was a page 2..... damn hats getting a little to much attention.
Title: Re: And we have hats
Post by: Bissrok on December 30, 2008, 04:38:50 am
Hey, hats are pretty awesome, but I don't see why people need to be able to choose whether or not to wear a hat. It's just beta, and there's more important things to worry about. I think the video was meant to be more of a "hey, look at this cool thing we did", rather than the start of a "what to do with hats" debate.

Cool stuff, though. Hopefully there's no serious problems, and you can fit it into Beta 3.
Title: Re: And we have hats
Post by: Sean [Baron] on December 30, 2008, 05:51:01 am
Simple Answer: Hats will only be on the characters whom wore them in the original (Oddjob, Ouromov, etc), and will be on the model when you spawn already. There will be no option to remove them.

The reason we didn't have hats in the first place is, we weren't able to shoot the hats off, like the video shows how you can [now]. It would of looked bad before when someone died and the had stayed put.

However, like we have said. Don't get your hopes up that this feature will be in Beta 3. We have other things that are more important than, the ability to shoot someones hat off, or to have the hat apart of the model.
Title: Re: And we have hats
Post by: Jonathan [Spider] on December 31, 2008, 10:12:02 am
bklax, i knew it was coming, i didn't know when it would happen, or what it would do but i knew it was coming.

(http://img380.imageshack.us/img380/6582/freehatnn7.jpg)
VC found a uber lame bug for the hats today

Quote
Apparently the hat is jamming the model into one pitch angle. If the player looks upwards or downwards, the hitboxes move but the hat prevents the model from bending.  As soon as the hat comes off, the model returns to the hitbox positions.

I also had better never find a way to use a hat to block a headshot.  That may have been lolz in 1P, but in multiplayer all that means is only noobs play without a helmeted character.

for anyone interested in perusing game development as a hobby or career just know, that what ever thing you add to your game, will break something else you already had in it. so you then have to fix the old thing to make the new thing work. and when you get to the home stretch of a games development you have this hacked together thing that's just barely holding itself together.

this is a little insight to just one tiny little feature of the games development. this is one that doesn't even require a discussion on design its only implementation. so there you have it bklax this is the thing you were missing hehe.
(http://www.myteespot.com/images/Images_d/d_7272.jpg)

Title: Re: And we have hats
Post by: Mark [lodle] on December 31, 2008, 11:19:16 am
This is known and we are working on it. Still not fully done.
Title: Re: And we have hats
Post by: killermonkey on December 31, 2008, 10:07:49 pm
OK folks, I fixed the hats once and for all. The previous method we were using to attach them to the player's head was causing severe conflicts with the world around him. Again, I stress the reason why I put disclaimers on features. Even the "easiest" feature can have dramatic impacts on everything! Here is a picture to demonstrate how it works:

(http://img.photobucket.com/albums/v687/killermonkey01/hats_working.jpg)

Player's with hats will have two different sets of hit boxes, one with the hat hitbox and one without. When they own a hat, the hat hitbox gets activated and if a hit is registered in that hitbox OR the head, the hat will pop off.
Title: Re: And we have hats
Post by: VC on December 31, 2008, 10:14:02 pm
This makes hats convey information. If you see men without hats, they may be wounded. Or they may be AC-10 hos and you'll come at them thinkin' you're all big and bad and get smoked.

Idea for an achivement:

Bowling Night.  Knock twelve bowler hats from the heads of enemy players in one round.
Title: Re: And we have hats
Post by: JcFerggy on December 31, 2008, 10:24:23 pm
Not that this is the right topic, but what about this for an achievement:

Perfect Game - Shoot 300 hats off of people. Then the amount can increase if wanted.
Title: Re: And we have hats
Post by: VC on December 31, 2008, 10:33:08 pm
That could be the second-level of Bowling Night. :D
Title: Re: And we have hats
Post by: X-tra on January 01, 2009, 02:08:41 am
Unfortunatly, I can't see the video ::) .
Title: Re: And we have hats
Post by: Doc.NO on January 01, 2009, 02:44:31 am
viac yellow font owns KM one
Title: Re: And we have hats
Post by: Mark [lodle] on January 01, 2009, 02:52:14 am
Nice work km. And all while i was sleeping :P
Title: Re: And we have hats
Post by: Sean [Baron] on January 01, 2009, 09:06:10 am
I haven't had the chance to test this out, so I'll just ask real quick. Shooting someone in the hat -- Does it do damage? If so, it shouldn't, or at the very least minimal damage given, as it is a lucky shot.
Title: Re: And we have hats
Post by: Mark [lodle] on January 01, 2009, 10:52:19 am
it does no damage
Title: Re: And we have hats
Post by: Mastix on January 01, 2009, 11:18:00 am
So a hit on the head will make the hat drop, a hit on the hat will make it drop but give no damage, and what about a kill? if you kill someone it should make his hat drop regardless where your last hit was...
Title: Re: And we have hats
Post by: Mark [lodle] on January 01, 2009, 01:10:26 pm
Lol, nothing to worry about we have it all sorted.