GoldenEye: Source Forums
Debriefing => General Goldeneye => Topic started by: Mark [lodle] on February 05, 2009, 04:34:11 pm
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As beta 3 went into feature lock almost a month ago and its pending release, the question now turns to beta 4.
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.
What do you want to see in beta 4?
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The rest of the weapons.
Optimized maps.
More Easter Eggs.
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Well, I'll reply here since the other one is already locked. Thanks!
The intro is a nice touch and of course many people (including me) will skip it most of the times, just like they did in GE007 and like they did or do in other games that have good intro movies, but sometimes you just may feel like watching it and there it will be, for you to enjoy it.
Another thing that has already been mentioned (dunno in which thread) is the amount of playable characters. We could do like Rare did with GE007 and make characters that resemble the developers and even some community members! It would be locked and you'd only get access to them if you completed a predefined number of achievements; the unlocking could be progressive: first the community members and then the devs. :D Perhaps the amount of work it takes to do this wouldn't justify it for BETA 4 and it could stay for the final release, but the last decision is up to the devs, of course.
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I was going to move your post over but it would appear before mine due to the date and would look strange. :P
Intro movies are ok as long as there is only one and you can skip them.
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Yes, intro movies should always be possible to skip (didn't I convey that idea; if I didn't, I apologize).
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Launch options in source.. -novid
k thx bye
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Pop-a-Cap? Not sure if that's in B3 or not.
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I would love to see more of the single player maps being used. Levels like the Statue, Train, and the Depot.
And the rest of the weapons, perhaps driveable tanks so my "Tanked!" achievement could be made :D (unless it's already happened)
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Launch options in source.. -novid
O RLY?
YA RLY.
kthx.
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The characters as developers used to be fought over internally, who was going to be which, it was pretty cool. That data got lost in both the invisionfree forum loss of 06, and the smf forum loss of 07.
Right now it's safe to say we just want all the "regular" characters in before we can adress the fun stuff, the bonus characters.
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the intro vid was a good idea but the way it was implemented wasnt. We will look at that for B4, ways to use them again, i know i personally liked the sentiment of the nickster tribute one.
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quick serv options in game base without dedicated server
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Maybe we could interact with more things..
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Optimized maps.
They are super optimized, your computer doesn't meet the minimum specs for OB!
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Set a standard for items.
-If you have glass, it should break like the stuff in Control or Library (Looks at Cradle)
-If an item is able to explode, it should in every level (Looks at the gas generators & Monitors)
And I think there should be some random explosive barrels in some of the levels to compensate for the lack of exploding tables and other objects.
They are super optimized, your computer doesn't meet the minimum specs for OB!
I know, I plan to get a job soon to buy a new one, but Archives is the worst for me.
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-Trevelyan!
-Bunker and/or Silo to be released
-A better main menu (more GE themed, like I said in the last topic)
-Natalya
-A snowy or nighttime version of Cradle. lol
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Rolling explosions would be fantastic.
Also, for the Intro video, I don't see what's wrong with the beginning of this (http://www.youtube.com/watch?v=JVesVgTaRBU) video, that looks like a fantastic intro.
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I agree. That would make a great intro.
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I haven't even played B3 yet, but. I'd like to see all weapons finished, more GE feel such as with the loading screens and what have you.
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i know i personally liked the sentiment of the nickster tribute one.
This should stay, of course.
Also, for the Intro video, I don't see what's wrong with the beginning of this (http://www.youtube.com/watch?v=JVesVgTaRBU) video, that looks like a fantastic intro.
The beginning of that video is like the beginning of GE007. Now instead of showing the maps, you would show the main characters!
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Weapons, weapons, weapons, please.
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The rest of the weapons.
Optimized maps.
More Easter Eggs.
You are already doubting our maps and saying they are unoptimized :( WHAT KINDA OF WIKI MAKER/FAN ARE YOU haha, but of course there will be more content and guns in the next release.
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You are already doubting our maps and saying they are unoptimized :( WHAT KINDA OF WIKI MAKER/FAN ARE YOU haha
Hey man, I try to do my job, and I vote several times a day, but I can't help my slowdowns. At least I can help out people who want to see how optimized their maps are (http://img144.imageshack.us/img144/2122/88076139ew5.png).
Anyway, Beta 4 needs needs more females (MayDay is a dude is disguise).
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Ok guys....can't believe nobody said this.
1) GRENADE AND ROCKET LAUNCHERS. Explosive guns, projectiles. These are a must as just plain old guns gets boring. Mixing an RCP-90, grenade launcher and rocket launcher fight would make it very interesting.
2) rolling explosions
3) Bunker
4) Silo
5) More characters
*This is going from most important to least important for me.
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Could have sworn those have been brought up more than once...
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Ok guys....can't believe nobody said this.
1) GRENADE AND ROCKET LAUNCHERS. Explosive guns, projectiles. These are a must as just plain old guns gets boring. Mixing an RCP-90, grenade launcher and rocket launcher fight would make it very interesting.
Erm...
The rest of the weapons...
...And the rest of the weapons...
...I'd like to see all weapons finished...
Weapons, weapons, weapons, please.
...of course there will be more content and guns in the next release.
Not exactly specifying the specific weapons, but there is like what? Four weapons left? Not to put you down, or anything though.
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Rocket launcher, grenade launcher, grenades, laser, taser, and the tank.
(Course, seeing the taser is only likely as a weapon for the lulz.)
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Something that WatchMyTrace brought up, that I'm also interested in.
-Allow mines to explode in the air with the combination of Attack1 & Aim.
I usually map my aim to Mouse2, and using the quick explode was difficult.
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Personal wants:
- An Ourumov model with a hat.
- An aimmode crosshair that moves around like the Red Orchestra/Smod one. (GE64 style.)
- Rolling explosions.
- More interactive features in maps like buttons and doors and things that go boom. The more the better.
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"(Course, seeing the taser is only likely as a weapon for the lulz.) "
Actually, we've given Tazer a strong look as being a Q-gadget sort of item, with special abilities such as allowing damage that bypasses Armor and remote detection/disabling of near-by proximity mines.
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- GE64-Style Aim Mode, meaning Aim Anywhere on screen, if you move the crosshair near the screen edges, you turn(Not slow like in 64 Version, you turn as fast as you move the mouse since this is a PC Shooter), and Pressing certain keys to lean/peek left or right(Like in 64 with the C Buttons, could be new Key Binds for Leaning. Like Q and E which I use in Soldier Of Fortune to lean).
- Rolling Explosions. 'Nuff Said.
- Rocket Launcher and Grenade Launcher.
- Bunker.
- GE64-Style Main Menu (If that is even possible)
- Option in the Menu for Changing Position of HUD Radar (Like Upper Right-Hand corner, for example).
- Smoother, Improved Blood Screen. (Current is way too choppy).
- Get Knocked back quite far when Hit like GE64.
- Moonraker Laser, with Sounds and effects very similar to GE64
- Improved Slappers. Instead of having the damage in a fixed point like a bullet, have it like GE64, in which a hit is registered if someone is within a cone of your view. This is because currently, it is extremely difficult to Slap someone properly(More difficult than 64). Keep the knife the current way, to offset the Knife and the Slapper. Perhaps give the knife a slightly longer range than slappers to make up.
- The Return of having People's Names show up when you Aim at them in Non-Team Deathmatch modes.
- A Way to find out where you are getting hit from, like in most Modern FPSes. Maybe an indicator on the Radar, or on-screen along with the Damage gauges.
EDIT: Modified Post to Reflect GES Beta3's Release and experience playing it.
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"(Course, seeing the taser is only likely as a weapon for the lulz.) "
Actually, we've given Tazer a strong look as being a Q-gadget sort of item, with special abilities such as allowing damage that bypasses Armor and remote detection/disabling of near-by proximity mines.
O rly?
There's a rad idea. (And I don't use "rad" very often.)
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scientist characters!!!
a guy in a tshirt with some kind of logo besides boris, we NEED this.
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Actually, we've given Tazer a strong look as being a Q-gadget sort of item, with special abilities such as allowing damage that bypasses Armor and remote detection/disabling of near-by proximity mines.
How will that work? Will it be by having the Tazer in your inventory or will you have to have it drawn at the time? it is a really good idea that actually makes it a useful weapon and concedes it a strategic use.
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I finally registered for the release of beta 3, long time fan of this mod!
anyway, what I would love to see for beta 4 (aside from what others have mentioned) is.... dual wielding!!! from what I recall, I think it was finished at some point (internal build) , before you redid everything for orange box was it not? In any case, I would love to see it for beta 4.
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We hacked together a dual-pp7s sort of thing, and it stunk. It was like dualies on CSS but buggy.
I will ensure it's done non-stupid when it is done in the future.
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O rly?
There's a rad idea. (And I don't use "rad" very often.)
Hmm, it could also work like it Did in my Goldeneye TC for Doom, in which the Tazer temporarily stuns a player(Makes them freeze for a split second), letting you move in for a knife or slapper kill. Also causes a slight amount of damage.
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Such an implementation in GES is highly unlikely.
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I'm not sure if you implemented weapon penetration of doors/glass/etc for weapons like the cougar, silver pp7, laser, etc, but that would be nice to have in beta 4. And of course, rolling explosions would be a big feature to have, both in its use/ability and the simple fact that it'll make the game seem more like you're actually playing Goldeneye and not a Half-Life 2 mod.
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Bullet penetration is not yet implemented as of BETA 3, but it might make it into BETA 4, if I'm not mistaken.
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yeah, pretty much everything in here if made in will make the mod own even more than it does (I am guessing from the video of beta 3). Guess I will find out how awesome it is tonight at 10PM :)
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bots!!! the ppl want bots
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We defenetly need 006. It was my favorite character. It would be nice to have the map "train" , too.
Annother thing, does Orumov have an hat in beta 3? If not, it would be nice to add it in beta 4.
Finaly, it would be awesome to have a more realistic scenery in cradle. I mean... those montanas aren't realistic at all.
That's my opinion.
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You can expect hats all round in beta 4. :P
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Well I know this one hasn't been said and I'd love to see it's implementation. My friends aren't big on the whole valve games thing. They don't either like steam or their machines can't handle the source engine. Either way they aren't capable of playing source mods where as I am. I think it would be awesome if beta 4 could support split screen multiplayer (if that's even possible) with support for multiple controllers (I'm thinking 360 controllers). This would allow me to really show my friends the beauty that is this mod.
Also I'd like to see things others have suggested. Rolling explosions, all the weapons, etc.
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You can expect hats all round in beta 4. :P
Realy ? Nice ! I asked that because I never saw Orumov's hat in Goldeneye source so I was a little bit worried, you know. XD
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Orumov hat has to be re-modeled, so thats why it isint in beta 3
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Clutter free HUD.
As i see it now form looking at the pics and videos the death notices look a little unprofessional and crummy, what is needed i say is...
PlayernameX gunsymbol PlayernameY just like CS:S or HL2DM or HLDM etc, it really is the best way because it will half the space used ad maybe even colour coding the names for when its teamplay would be nice.
The HP and armour indicator as awsome as it looks I think it needs needs spreading out slightly to the edges of the screen but not by much, maybe even allow the clients to adjust it themselves and compare our findings until the perfect solution is found?
Of course these are only observasions from the screenshots and videos that have been released.
I must say I am impressed from what I have seen in the recent weeks, I did write this mod off due to the previous betas I played on the older engine. I cannot wait for this version to release I am sure it will be the best yet.
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The hit list is color-coded in this release.
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first of all thanks. I loved Goldeneye 64 and look forward to playing beta3 more
here are my suggestions after playing beta3 for a while:
-either have slappers do more damage, or start everyone with a pistol (i died many times without ever getting a weapon)
-single player would rock
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It is a server option to have players start with a pistol.
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Whenever you die in the game and you can't hear people chatting because of the noise from your death that needs to be removed ASAP.
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Whenever you die in the game and you can't hear people chatting because of the noise from your death that needs to be removed ASAP.
from what i understand thats a sound bug from valves hard code not much we can do about that.
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New remakes of the original GE music, maybe some rock or techno remixes?
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Walking speed needs to be a little faster, like it was in BETA 1.1
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Yeah, think I brought up a few too many things in the last "input" thread. BETA 3 is balls-to-the-walls awesome even without the few things that are missing. ;D
*copy/pastes*
*edits*
Alrighty then.
-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.
Models:
-Trevelyan
-Natalya
Maps:
-Bunker i
-Bunker ii
-Subterranean Caverns
Weapons:
-Rocket launcher
-Grenade launcher
-Laser
-Tazer
-The tank?
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.
Just something that would be very rad 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.
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-I run out of ammo often, it autoswitches me to choppers, then I pickup ammo for that gun and it does not autoswitch me back to my gun. :-[
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Pick up ammo more frequently, and fire fewer bullets into walls.
When you get ammunition, use a weapon switching key to select the weapon you would like to feed, and use the reload key to insert bullets into its magazine.
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-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.
I think this is the way the game handled it (or at least Perfect Dark, I forget): you need to pick the same gun from 2 different pickup locations. In other words, if a gun spawn was in say, the felicity bathroom, you would need to get the same gun in another weapon spawn - lets pretend the other pickup is in one of chemical rooms - in order to dual wield them (of course if the weapon is non-dual wieldable, or only has one spawn then nothing happens). If a player picks up the gun from a player, they won't get another gun - it will give you just ammo as normal. Also, a player will never be able to dual wield a weapon by picking the gun up from a single weapon spawn. I'm not sure if this is actually possible in source, but thats how it was handled on console.
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the felicity bathroom,
If you're playing PD``. ;)
That makes sense.
I do know that in single player, you can only get a second weapon if you take them from a enemy using two, and you have to grab theirs specifically.
...I don't know why I brought that up. Just saying.
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In GE007, you would have to find someone wielding two weapons to be able to dual wield. That's why it didn't exist in Multiplayer. There could be implemented some kind of condition, or some "left-handed weapons", so to speak, could be scattered around the map, for example.
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New remakes of the original GE music, maybe some rock or techno remixes?
Have you checked out the new soundtrack?
http://ryanlobbins.com/mods/goldeneye/downloads/GES_Beta3_OST.zip
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I would like to see some bullet penetration through the doors, i didn't notice it in beta 3...? I recall the Us assult rifle and the rp9000 could shoot through teh metal sliding doors.
Also, i have no idea which mines are which yet, so when i pick some up i have to switch weapons to discover which one. someone told me they were differently colored. I think it woudl be nice to see naems of weapons you pick up.
Spawning over another player causes you to suicide, that is kinda wierd too!
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Spawning over another player causes you to suicide, that is kinda wierd too!
Yeah i have had that happen too. I also noticed that i had to slap people three times on LTK to be able to register a hit. It could have been my internet but something still seems a bit off about hit registering.
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Being able to walk through teammates would be nice. Or at least make it smoother. I was playing Library Classic on teams with 10+ people and it got pretty irritating in some tight hallways. You run into a teammate and your view shakes pretty bad.
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Hi there mincho, welcome to the forums!
Bullet penetration hasn't made its way to BETA 3, but it will probably come in BETA 4.
As for the mines, they are color-coded as you said. One good way of telling which is which is setting up your own server (Create a server in the main menu) and try it out yourself! Sorry for not knowing the colors and correspondent mines by heart.
Hope it helped, mincho!
Best regards,
PPK
PS: it is bad that you can't walk through your teammates. It gets really bad sometimes, specially in tight hallways like you said, Storm101. But I guess the devs will fix this with some sort of a patch because it is a major gameplay issue.
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Indeed they are colour coded but better colour coding might be an idea e.g in PD you could not mistake those :)
The weapon models when on floor as pickups are tiny for some weapons makign them hard to see, you only know
they are there becasue of the crates.
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Yea true, but GE was like that too. What would you suggest?
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-A snowy or nighttime version of Cradle. lol
I've had visions of that myself. :)
Would be an interesting experiment.
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- GE64-Style Aim Mode, meaning Aim Anywhere on screen, if you move the crosshair near the screen edges, you turn(Not slow like in 64 Version, you turn as fast as you move the mouse since this is a PC Shooter), and Pressing certain keys to lean/peek left or right(Like in 64 with the C Buttons, could be new Key Binds for Leaning. Like Q and E which I use in Soldier Of Fortune to lean).
- Rolling Explosions. 'Nuff Said.
- Rocket Launcher and Grenade Launcher.
- Bunker.
- GE64-Style Main Menu (If that is even possible)
- Option in the Menu for Changing Position of HUD Radar (Like Upper Right-Hand corner, for example).
- Smoother, Improved Blood Screen. (Current is way too choppy).
- Get Knocked back quite far when Hit like GE64.
- Moonraker Laser, with Sounds and effects very similar to GE64
- Improved Slappers. Instead of having the damage in a fixed point like a bullet, have it like GE64, in which a hit is registered if someone is within a cone of your view. This is because currently, it is extremely difficult to Slap someone properly(More difficult than 64). Keep the knife the current way, to offset the Knife and the Slapper. Perhaps give the knife a slightly longer range than slappers to make up.
- The Return of having People's Names show up when you Aim at them in Non-Team Deathmatch modes.
- A Way to find out where you are getting hit from, like in most Modern FPSes. Maybe an indicator on the Radar, or on-screen along with the Damage gauges.
EDIT: Modified Post to Reflect GES Beta3's Release and experience playing it.
Just quoting myself here, since I modified my Post a lot.
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"Ge64 Style Main Menu"
This is possible, but very difficult to do. Sometime in the future I'm sure we'll do it, but a lot of stuff is more important, so it will probably have to wait a while.
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As far as I know it's actually not possible. Valve doesn't give us access to edit the main menu's, it's all hard coded. :(
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I think thats partially true, but we can change the background and use custom fonts to add some flavor to it. At least from what I recall KM saying. Not 100% sure though. So for example we could make it styled like the after action report if we wanted to, even if we couldn't change the layout.
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yea you cant change the layout :( ...but i reckon a spruce up to make it a bit different would be nice
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You can fake a new layout by hiding valves and making your own with a 100% transparency, its a pain in the ass and not worth the time ATM.
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I figured as much. Considering that all mods that I've tried so far for Source have the same menu type. Hard coded.
What about the slappers thing? Could that be possible?
Yea true, but GE was like that too. What would you suggest?
Make the Pickups have a glowing highlight around them that fades in and out at certain intervals of time?
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Oh, as far as weapons go, don't forget:
- Watch Laser
- Forehead tank shells.
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Yes the slappers part is possible, but whether we would want to change that is something we would have to test. Most of the melee weapons need some final refining.
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- Watch Laser
- Forehead tank shells.
Emphasis on the forehead tank shells. The death screen could use a bit more fluidity, as StrikerMan780 already mentioned. His take on the slappers is a good one aswell. It makes slapping easier.
I already made a thread asking about the main menu, and got the same answer: hard coded and no way to change it whit little work. But if you change the backgorund to look like a top-secret folder, I'd be happy!
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i really love the beta3 so far,but still i have some critics that could be fixed:
-Ourumov(looks kinda crappy without his hat)
-Bond(doesn't really look like Pierce Brosnan, he looks more like a usual office worker^^)
-the sound "glitch" when you shoot a weapon and reload just after the shot comes out of the barrel...the gun sound just cuts off(this is just a little thing i noticed)
-it happens often to me that it starts lagging pretty bad, when i go into a ventilation shaft... i don't know why this is happening...its like something would push me back all the time.
-the weapons are all ok, and so on, but sometimes the hit detection is still a joke, even if you "aim down sights"
-add more lights in the levels, some levels are so dark that you can barely see anything
-yea and maybe add a few more maps ;D
-oh yea, everybody(devs and gamers) the last thing, make more internet blogs, ads etc. to make the mod far more popular and famous than it is right now
cheers
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i really love the beta3 so far,but still i have some critics that could be fixed:
-Ourumov(looks kinda crappy without his hat)
-Bond(doesn't really look like Pierce Brosnan, he looks more like a usual office worker^^)
-the sound "glitch" when you shoot a weapon and reload just after the shot comes out of the barrel...the gun sound just cuts off(this is just a little thing i noticed)
-it happens often to me that it starts lagging pretty bad, when i go into a ventilation shaft... i don't know why this is happening...its like something would push me back all the time.
...
...
...
-oh yea, everybody(devs and gamers) the last thing, make more internet blogs, ads etc. to make the mod far more popular and famous than it is right now
cheers
Ourumov does need a hat. Ourumov without a hat is not the same Ourumov we all know and love. And Bond actually looks like an office clerk, a bit like you said; doesn't look like the kind of man that would sleep with Xenia (man, I love that woman).
The shaft thing already happened in the previous versions, I guess.
To promote the mod, start spreading the word by yourself! In fact, I just got one of my Steam friends to download the mod! So, do like me, piss them off 'till they download it! ;D ;D
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oh yea three more things...
-the typical, heavy sound when opening and shutting a door in goldeneye(this was a pretty funny thing all the time in goldeneye...you are supposed to be a secret agent and slam doors as hard as nobody else^^ )
-next thing...if you shoot a weapon in a dark room, theres no light effect of the shot...it would be awesome if u could add this feature
-Facility: you can't close the toilet doors on your own... they close automatically after 4 seconds I think, what is annoying at times, when you get chased and want to hide in a toilet...not that i'm a camper, but it was always awesome in N64 goldeneye if somebody hide in a toilet and you had to open up all the doors :D
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I want tracers in every bullet I fire.
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I want tracers in every bullet I fire.
Why? As far as I know only silenced weapons are lacking of tracers, and that is supposed to add to the "silenced" aspect of it.
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I agree with PPK tracers are needed unless you bring back the crosshairs.
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I think there should be more sounds from the original game. For example, the mines explosion is just the barrel from HL2, which detracts a bit from the nostalgia experience. I don't remember the doors having the original sound either, but I could be wrong.
Firing the silenced PP7 and hearing the shot sound is ridiculously fun :D
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Why? As far as I know only silenced weapons are lacking of tracers, and that is supposed to add to the "silenced" aspect of it.
I guess there are tracers missing in some "unsilenced" weapons, or if they are there, they aren't always visible. It is a way to direct your fire more precisely and a must-have for newer players. On another note, a permanent crosshair could be added with an option to toggle it off, but some kind of penalty for those who use it ;D.
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option to toggle it off, but some kind of penalty for those who use it ;D.
Blasphemy, this would turn into CS.. and we dont want that!
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I guess there are tracers missing in some "unsilenced" weapons, or if they are there, they aren't always visible. It is a way to direct your fire more precisely and a must-have for newer players. On another note, a permanent crosshair could be added with an option to toggle it off, but some kind of penalty for those who use it ;D.
HAHA finally someone noticed! Silenced weapons HAVE NO TRACERS. It's to go with the silenced theme, its the advantage of having the gun, you can't tell where the shots are coming from (either by sound or sight). However, you lose the ability to aim easily without aim mode. We thought of everything!!
GE64 didn't have toggleable silencers, we will never have them again
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Hehe, but I said there was a penalty associated, like (much) less health or (severely) decreased mobility. Or you could just keep your shift key pressed all the time until you paralyze your finger from numbness. And turning this to CS would be hell...
EDIT: saw your post killermonkey.
Silent killer type, that is. It is more into the "silenced" reality (as a note, they are actually supressors ad weapons don't do that PEW PEW sound when fired, they just don't sound like weapons with the supressor on and the muzzle flash is virtually canceled). Will there be an achievement related to this?
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I agree with PPK tracers are needed unless you bring back the crosshairs.
hit shift and the cross hairs will come back hehe.
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this guy
(http://images.yuku.com/image/jpeg/e0e1693f2d7f107a57ff9d324550a3d9c6439a74.jpg)
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this guy
(http://images.yuku.com/image/jpeg/e0e1693f2d7f107a57ff9d324550a3d9c6439a74.jpg)
The original game did not feature a target practice range, but I guess there is no harm done if we add one.
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hit shift and the cross hairs will come back hehe.
I know, but I meant without ressign shift ;), no tracers makes t even harder to see where we are aiming so we are guessing whereas if there are tracers we know where to aim a little better, don't forget the N64 version had auto aim if you did not switch it off.
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he should be playable so he can slap everyone with the shammies
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he should be playable so he can slap everyone with the shammies
On one hand, that guy cannot co-exist with Boris on the same game. On the other hand, it would be fun to add him as an unlockable character for the sake of laughs.
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i forgot about that if they touch the world EXPLODES
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i forgot about that if they touch the world EXPLODES
That is a detail many people forget and that could lead us to doom.
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http://www.fpsbanana.com/skins/59031
(http://img2.fpsbanana.com/ss/skins/80171.jpg)
Lol :D
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HE SOAKED UP ALL OF MY BLOOD.
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MOON ON A STICK PLEASE.
http://www.youtube.com/watch?v=ERDUbAv8Qz0
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Smaller spoons, more bananas...
http://www.youtube.com/watch?v=u5oMnLYCkw0 (http://www.youtube.com/watch?v=u5oMnLYCkw0)
And sillier hats!
http://www.youtube.com/watch?v=BHPVuGBc9jI (http://www.youtube.com/watch?v=BHPVuGBc9jI)
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Your gonna love my nuts.
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-MODERATING-
What the hell guys? Despite how funny that is, we need to get back on topic.
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-MODERATING-
What the hell guys? Despite how funny that is, we need to get back on topic.
oh wow i forgot there was a topic to this.. ahaha i'm still lol'ing...
Better Reg.. :angel:
more original sounds, i know their out there :D i'll hold my phone to the television on n64 if necessary.
fixing of walking through vents, its so awkward
:angel: im not trolling, im sp1nn3y you see? :angel:
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I don't think we are planning on using the original sounds, and if someone were to make a client side sound pack, they would most likely use a Emulator.
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Personally, ( as would some of my friends, agree ) I think GE:S took a couple of wrong turns in it's development.
It's been created to be as faithful as possible to the Goldeneye64 style of game play, whilst still inhibiting some of the modern features of today's FPS games.
Currently, aiming is more of a challenge than it is a technique, which this is fair for everyone, it is not ideal for the way it is being played. I would agree to keep the aiming system if we were still playing with controllers, but now that everyone is playing with a mouse and keyboard ( bar those using controllers of course ) the aiming should become more like that of the modern FPS games. ( It's a recreation, not a model of the past. )
Also, when making levels, take care not to expand them, the new map ge_runway, whilst never actually being a multi player level is much larger than the solo mission runway from Goldeneye64, which may work for a 32 player server, but is much too large for anything else.
So I suggest...
- Make 64-like aiming optional, and allow servers to force one way.
- Give maps interactivity! (Beyond that from 64, such as facility door.)
There are so many places for interactive features, such as turrets or explosive scenery, that can make the game play interesting.
- Add CTF? ( I don't think this was too interesting in 64. )
- Keep bringing out more characters, maps and guns. ( orly? :D )
Great job so far! :)
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I don't think we are planning on using the original sounds, and if someone were to make a client side sound pack, they would most likely use a Emulator.
Speaking of Which, I am making a sound pack. I may upload it sometime when I am done it. The only part that is a pain in the ass is the AR33 Burst sound. Why couldn't it just be the normal fire sound played for each shot in the burst? It would sound the same. I don't think a burst sound is necessary at all.
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What do I want in Beta 4?
- Dual weapon wielding (if it wouldn't be too overpowered)
- Moonraker Laser
- The Golden PP7 to actually instant kill
- The powerful guns to penetrate glass/thin metal/etc - If it does, I didn't notice
- Watch Laser
- Rocket Launcher
- Grenade Launcher
- Taser?
- Dam, Bunker, Runway Classic (please?), Silo, Frigate, Surface, Statue, Streets, Train, Jungle, Caverns, Aztec
- Flag Tag Gametype
- Citadel (level of the beta goldeneye)
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- The powerful guns to penetrate glass/thin metal/etc - If it does, I didn't notice
- Dam, Bunker, Runway Classic (please?), Silo, Frigate, Surface, Statue, Streets, Train, Jungle, Caverns, Aztec
- Citadel (level of the beta goldeneye)
1.) They Currently do not.
2.) aka all maps..lol
3.)There is a community map, that Luchador made, its quite good. Think couple servers are running it. (mishkins mayhem is one I know.)
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i wouldnt mind seeing more perfect dark maps. the alpha1test map was my fave from b1. i know its goldeneye but more maps isnt a bad thing
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"The Golden PP7 to actually instant kill"
A registered hit on the head is a guaranteed frag. Aim moar, spam less.
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Aim moar, spam less.
Take note of that for it comes from the king of GE:S.
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Take note of that for it comes from the king of GE:S.
Lol, lastnight this man was like 50-3 -.- Hows about this:
Aim liek Viashino, Not yourself.
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hello,
I´d like to see the following stuff in Beta 4:
1. 006 Alec Trevelyan
2. Bond with a bow-tie
3. Natalya / Xena
4. Scaramanga
5. Bond variations of Connery / Moore / Brosnan / Craig
6. Dual Weapons
7. Improved MWTGG where you can get only points by shooting somebody with the golden gun
8. Improved muzzle flashes
9. Maybe some bond-movie posters or some famous stuff from the movies in one of the levels ( I think it helps creating a really nice bond-atmosphere)
Thanks a lot for your work guys :)
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Crosshair?
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Crosshair?
Use shilft for that.
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Crosshair?
Press shift. There you go, mate. If you can't play without crosshair, then draw one on your screen. This is for old times sake, 'cause GE007 did not have an on-screen crosshair.
Damn Ruone, you beat me to it, but I guess his keyboard doesn't have a shilft key...
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Press shift. There you go, mate. If you can't play without crosshair, then draw one on your screen. This is for old times sake, 'cause GE007 did not have an on-screen crosshair.
Damn Ruone, you beat me to it, but I guess his keyboard doesn't have a shilft key...
A keyboard without Shilft isn't a keyboard at all.
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A keyboard without Shilft isn't a keyboard at all.
Lol i concur. Just Have to keep it sweet and simple like the n64 version.. this IS goldeneye and should stay GOLDENEYE not turn into CStrike with static crosshairs.
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A keyboard without Shilft isn't a keyboard at all.
My keyboard doesn't have that key. I'll sue Samsung then. Those Korean bastards! ;D
-This is madness!
-THIS IS SPARTA! (300th post btw)
^^ twice in a day, oh boy...
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-Moderating-
Don't make me break this up.
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Press shift. There you go, mate. If you can't play without crosshair, then draw one on your screen. This is for old times sake, 'cause GE007 did not have an on-screen crosshair.
Damn Ruone, you beat me to it, but I guess his keyboard doesn't have a shilft key...
GoldenEye 007 had auto-aim which compensated for lack of crosshair. Hip firing in this game is inaccurate and and I can't ever tell where the hell I'm shooting. Also, the aim mode in GoldenEye 007 was better because the lines went deeper into the circle.
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^^^ He is right you know.
ROCKETS ROCKETS ROCKETS ROCKETS ROCKETS ROCKETS ROCKETS ROCKETS ROCKETS
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-Moderating-
Don't make me break this up.
Sorry for veering off-topic. BTW, are you a moderator JcFerggy?
GoldenEye 007 had auto-aim which compensated for lack of crosshair. Hip firing in this game is inaccurate and and I can't ever tell where the hell I'm shooting. Also, the aim mode in GoldenEye 007 was better because the lines went deeper into the circle.
Auto-aim may be added in a future release, but don't expect it to aim for the head; instead, I think it will aim for the characters' center of gravity as it did in the original.
The only thing I have to say about this is suck it up and get used to it. You are complaining about a feature of the original that has to be maintained. in the beginning I couldn't hit a truck even if it was standing next to me. Now I'm much better at aiming and I can score some headshots from a distance. That's the natural way of things; GE:S has its learning curve. Don't expect to play it for the first time and start owning everybody.
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Sorry for veering off-topic. BTW, are you a moderator JcFerggy?
Auto-aim may be added in a future release, but don't expect it to aim for the head; instead, I think it will aim for the characters' center of gravity as it did in the original.
The only thing I have to say about this is suck it up and get used to it. You are complaining about a feature of the original that has to be maintained. in the beginning I couldn't hit a truck even if it was standing next to me. Now I'm much better at aiming and I can score some headshots from a distance. That's the natural way of things; GE:S has its learning curve. Don't expect to play it for the first time and start owning everybody.
The controls were like that do to the N64's controller limitations. That is why it had auto-aim because it lacked two analog sticks for running and aiming. We're using a mouse and keyboard which is difficult enough to aim with plus the lack of both crosshair and auto-aim makes it impossible to accurately hip fire. When recreating a game you don't bring back its faults.
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We're using a mouse and keyboard which is difficult enough to aim
I think this says it all.... keyboard and mouse are easily the easiest way to control an FPS... you just need to practice... i have to say even for an FPS whore like myself GES took some getting used to but i must say now im fully into it i find it very intuative and rewarding.
IMO it should stay how it is... if you cant handle the aiming then grab yourself some blutac but i really recommend you fully give it a chance.. just dont waste your bullets ;-)
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Autoaim is fun.
In Goldeneye 007, auto-aim aims for the player's weapon. Which means it aims to miss, since if you shoot a player's weapon, they take zero damage, and become invulnerable.
You have a mouse, you do not need autoaim anymore. And you wouldn't want it if we had it since you'd only be doing limb damage all day.
"GoldenEye 007 had auto-aim which compensated for lack of crosshair."
You make it sound like they couldn't program a cropsshair as easily as an entity tracking system.
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I think this says it all.... keyboard and mouse are easily the easiest way to control an FPS... you just need to practice... i have to say even for an FPS whore like myself GES took some getting used to but i must say now im fully into it i find it very intuative and rewarding.
IMO it should stay how it is... if you cant handle the aiming then grab yourself some blutac but i really recommend you fully give it a chance.. just dont waste your bullets ;-)
You would think that it'd be easy but I have gittery hands and can't aim very well on PC games. GoldenEye: Source is by far the worst though, because the character models are so small and, like I stated before, lack a crosshair.
You make it sound like they couldn't program a cropsshair as easily as an entity tracking system.
They obviously had to go with one or another and they gave us their obvious choice. So the situation is: Have a Crosshair or Have Auto-Aim. This game has neither.
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1. 006 Alec Trevelyan
2. Bond with a bow-tie
3. Natalya / Xena
4. Scaramanga
5. Bond variations of Connery / Moore / Brosnan / Craig
6. Dual Weapons
7. Improved MWTGG where you can get only points by shooting somebody with the golden gun
8. Improved muzzle flashes
9. Maybe some bond-movie posters or some famous stuff from the movies in one of the levels ( I think it helps creating a really nice bond-atmosphere)
Thanks a lot for your work guys :)
I also support this ideas:
1. the typical gunbarrel sequence at the beginning of the mod
2. the main menu with a different background ( maybe the cover of the goldeneye-movie !? )
3. more original sounds (doors, explosives)
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Sorry for veering off-topic. BTW, are you a moderator JcFerggy?
As of recent, Yes.
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As of recent, Yes.
I went to check on the GES Team members section of the forum and saw your name there. Thanks anyway.
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I don't think we are planning on using the original sounds, and if someone were to make a client side sound pack, they would most likely use a Emulator.
Oh, this is so sad :'(
Why?
Oh, and, by the way, I also support the current aiming method. And if you don't want to press shift, just use the shotgun.
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I don't think auto aim is ever needed in a PC game the mouse is far more accurate then any controller, not having auto aim or crosshairs requires skill, achieving skill and constantly being pushed to improve it is what make a game great!
Sorry for veering off-topic. BTW, are you a moderator JcFerggy?
Auto-aim may be added in a future release, but don't expect it to aim for the head; instead, I think it will aim for the characters' center of gravity as it did in the original.
p.s. I don't mean to harp on ya but the correct term is 'center of mass' ;)
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Hip firing in this game is inaccurate and and I can't ever tell where the hell I'm shooting.
Sorta like in real life, no? In real life, if you fire from the hip, you don't know WHERE the fuck you are aiming at.. other than it's somewhere in front of you. :P No crosshair magically appears in your eyesight like a HUD, either. Also, don't expect it to be Accurate. That is what Aim mode is for.
I don't think the Systems GE64 had in place were flaws at all, but are little special things about how it plays, and one of the reasons why it was great; It doesn't play like your typical Run-N-Gun Multiplayer FPS. You had to use Strategy, you had to aim your shots in a particular way, Cover around corners was useful, and you had to plan on how you were going to take out your target... even though on very simple means.
People are expecting this to play like Crysis, Quake3, or Counterstrike.... that's not what this mod is about. This is a slower-paced Mod, with some very different gameplay that is trying to get as close to- and is integral to making feel like the original GoldenEye; While adding some Modern Touches.... But not massive Modern Gameplay Changes, because that would just ruin it.
I think one of the reasons some people are put off, is in Populated Servers, it just becomes some chaotic Killfest, completely distracting them from realizing that technically the mod is pretty damn close To real GoldenEye Gameplay. I've played in some 4-player servers, and I actually feel like I am playing GoldenEye, it just Feels Right.. well.. almost, there are still some things left to do. Like Rolling Explosions, GE64's Free-Aim Mode, and whatnot.
EDIT: Remember, if your keyboard doesn't have the Shift Key(Which I highly doubt), you can bind aim mode to another key. Make use of Aim Mode if you want to make accurate shots.. that's what Aim Mode is for.
I'm done... over and out.
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jungle map
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p.s. I don't mean to harp on ya but the correct term is 'center of mass' ;)
No problem man, only now I realized the stupid error I committed... Thanks for the correction anyway; I wouldn't have noticed it myself if you hadn't pointed it out.
For those who don't now, in GE007, the characters center of mass was roughly in the middle of their chest.
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Soem sort of support for other games maps, from CS:S or HL2DM and such, I have already tried it with a few from HL2DM, they load up fine and work well the only problem is weapons. The only weaopn tht is available is the shotgun I do not know if it is possible but it would be nice to have these maps work natviley with the GE weapons spawning apropriately.
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Oh, this is so sad :'(
Why?
Oh, and, by the way, I also support the current aiming method. And if you don't want to press shift, just use the shotgun.
We cannot, and I'll repeat cannot distribute any content related to the original game. Which means we cannot strip the original sounds and use them in our recreation and distribute\release them to you guys. It would be in violation to copyright laws. Every sound that is related to the original was RECREATED by our sound designers, and not directly taken from the original game.
If you want to use the sounds on your own, that is fine.
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Soem sort of support for other games maps, from CS:S or HL2DM and such, I have already tried it with a few from HL2DM, they load up fine and work well the only problem is weapons. The only weaopn tht is available is the shotgun I do not know if it is possible but it would be nice to have these maps work natviley with the GE weapons spawning apropriately.
Heh, our wepaon spawning system is unique to our game, of course maps from other games aren't going to work. If someone wants a map from another game to work, they'll need to fix their map to match our spawning system. You change the map to match the game, not change the game to match millions of possible maps from other games.
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Shotgun uses the same bullets and spawn entity or what ever since they do actually spawn.
I don't think it would be too hard, maybe tell the game to spawn certain weapons on the spawn entities of the existing weapons magnum, RPG etc and remove the HP and HEV packs completely.
I think it would be awsome if done, c'mon I know you can do it you have the talents. :)
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Hl2dm maps are not designed for ges. All the spawns (player, weapons, ammo, armour) need to be redone. However, this doesnt mean recompiling the map as you can get entity editors and remove all the old and place new ones in.
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So it could be done with entity editor? I will give that a try.
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We cannot, and I'll repeat cannot distribute any content related to the original game. Which means we cannot strip the original sounds and use them in our recreation and distribute\release them to you guys. It would be in violation to copyright laws. Every sound that is related to the original was RECREATED by our sound designers, and not directly taken from the original game.
If you want to use the sounds on your own, that is fine.
I figured this was the case, but the original sound of the 'AK' was very distinct and GES's recreation sounds nothing like it, i'd like to see this sound re'redone to resemble the original
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I'm sure somebody will release an original soundpack somewhere. It's just a matter of time.
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First off, Hello! I've been browsing these forums for the last month and I decided to register to put in my 2 cents. This might be somewhat lengthy, hope you don't mind.
I don't think anyone has yet mentioned being able to use the butt of the sniper as a melee weapon (It was the butt of the sniper, right?) That would make a nice alternative to slappers, maybe do twice the slapper damage.
I'd really, really like to see a nighttime version of cradle with some dim lighting scattered about the towers and 2 buildings in the center. That would be amazing.
I was thinking maybe a combination of Facility frontzone, backzone AND the runway map. Hear me out, you could have objectives like the M16 team has to get from the facility to the plane on runway and escape while completing objectives and the Janus team has to prevent it. Eh?
On the topic of game modes, maybe Capture the briefcase or king of the hill, they WERE from Perfect dark but the 2 games had a similar gameplay style and I think those modes would fit great in GE:S.
Bunker, need bunker. And if the Siberia level too, that's a must. Maybe even another objective oriented map combining Siberia and bunker? Something to bring back the nostalgic mission feel from the original.
Dual wielding sounds nice but it would have to be tricky to get 2 weapons, that or their damage would have to decrease a bit so that you aren't raping everyone with dual phantoms or RCP90s.
The golden Gun needs to show up less in random weaponsets.
More clothes colors for the other characters perhaps? Why does only bind get 'em? =P
I agree with a point stated earlier about the gun firing should cause light to appear from the muzzle flash in dark rooms, it would help you to see who you're shooting at in the dark and add a great effect.
Oh and some larger maps for Team deathmatch, I love that game mode. The whole M16 vs Janus thing is a lot of fun, but no one is ever playing on a TDM server or hosting one. =/
Oh! I almost forgot! More Achievements! These have been so fun, unfortunately I'm reaching the 00Agent mark on a few of them and I feel I got there way too quickly. They need to have higher requirements and I believe the License to kill achievement should have the A, SA and 00A difficulties too but it should go something like: A = 1,000 Kills, SA = 5000, 00Agent = 10,000. It sounds like a lot but if you play as often as I do it would seem perfect. =P
Besides it SHOULD take a lot of time.
Now for a few things I've just wanted to say...
The Aiming is perfect, I don't see why so many people complain about it, it just takes practice. I've gotten quite good after learning on Beta 1.1h. It really doesn't take long at all to learn how to get 70% headshots. You just need to learn how the weapons act and where the center of the screen is. Adding a crosshair or any way to enable one is a horrible idea, people need to just learn how to play and practice, that's all it takes. My all time favorite aspect of GE:S is the different style of gameplay. I'd hate for it to turn into a game like all the rest.
One thing that's been bothering me is people calling me a n00b on MWGG for using the Golden Gun... this irritates me to no end and a lot of people just leave servers because they die too often and don't even TRY. Is there a way to make it more noticeable that it's not a regular deathmatch game mode? I think people enter those servers oblivious to the gameplay type.
That's all I can think of for the time being. =]
EDIT: I forgot to ask, is it possible to make it so when a door (like the metal ones in facility) is closing you can reopening it while its closing so you don't have to wait for it to close before you open it again? Sometimes this is a must to escape a fight or even being able to close the door behind you to block off the enemy for just a little longer so you can grab the gun in the locker room and kill him before he manages to get inside. This was in the original game and I definitely used the technique to save my ass a few times.
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Somewhat lengthy? It took me an amazing minute to read through all your text. That should not be done in a forum! ;) Anyway, welcome friend. Hope you enjoy your stay.
The sniper butt, if I recall correctly did the same amount of damage as the slappers and it was a somewhat stupid weapon simply because the sniper is a precision weapon equipped with zooming lenses which are sensitive. That being said, I'd love to have it back in GE:S.
Bunker (a classic recreation) and Siberia were available in Beta 1.1 as third-party creations. It's just a matter of time until someone compiles them to the OB engine.
As for dual wielding, browse the forums to get a more precise idea of how it'll be.
MWtGG is being discussed in another thread. Go there and you'll be enlightened about that game mode and why people keep ditching it.
Correction: it's MI6 and not M16. M16 is an assault rifle in which the AR33 is based.
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M16... MI6... Oops. :-X You're right, my bad!
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M16... MI6... Oops. :-X You're right, my bad!
Just a minor correction I made. Don't take it personally though! ;)
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Just a minor correction I made. Don't take it personally though! ;)
Grammar Nazi strikes again !
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How about +attack2 doing crosshairs for all weapons that have crosshairs and when using mines it blows them up?
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How about putting in the James Bond that looks like Sean Connery during the opening scene in Goldfinger? You know, the one with the white dinner jacket that was rumored to be in GE007? :)
Also, how about allowing dual weapons (if it's not already there) and also, having one gun in one hand and a different gun in the other (like in GE007 single player). ^_^ I agree with the others... I would like to see the rest of the weapons. ^_~
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How about putting in the James Bond that looks like Sean Connery during the opening scene in Goldfinger? You know, the one with the white dinner jacket that was rumored to be in GE007? :)
i was going to do that with the bond model personally.. to show off mah skeelz i was going to do a good pierce one too... once i get the models to open -.- but i second this as well :D and maye.. a bond... that looks like.... bond..
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and maye.. a bond... that looks like.... bond..
Copyright prevents that I guess.
The "All-Bonds" famed feature of GE007 would be a nice addition to GE:S; extra characters never hurt anyone, although it will take some more work from the modeling department.
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dk mode
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A few people have mentioned the fact of bond not looking exactly like pierce. I think from mid-long distance he looks enough like him to be iconic that its goldeneye bond.
Its part of our design choice to stay off the radar, spider our Character Lead chose not to have bond (especially) able to be claimed as copyright on pierce's personal rights. Our artists are amazing and could easily have replicated the looks. Just look at "boris" which kickflipkid stays very faithful with simply because he wanted to handle it that way.
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Its part of our design choice to stay off the radar, spider our Character Lead chose not to have bond (especially) able to be claimed as copyright on pierce's personal rights. Our artists are amazing and could easily have replicated the looks. Just look at "boris" which kickflipkid stays very faithful with simply because he wanted to handle it that way.
Ahhhh i never did look and see the aspect of copywright... good move jetthro..(sry i like NCIS heh)
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I like NCIS too. Too bad agent Caitlin died.
Boris turned out great. Spider really caught his look.
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What I don't like about the models/aniamtions is that everyone is all hunched over HL2 style or has their arm in the air. Goldeneye characters stood erect.
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not for long hehe
also erectlol
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Nice, hope you can make it on the team Kinky and fix that. :)
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kinky needs to finish his fire animation first lol.
but yea thats the big reason why i didn't make bond look dead on to Brosnan. we are stepping on enough toes at MGM and i wouldn't want Peirce to be able to come after the project on his own.
As for adding in the other bonds, doing them is also on my list but again I'm going to take a few liberty's to capture the bond essence but not the actors exact likeness.
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hello,
I´d like to see the following stuff in Beta 4:
...
3. Natalya / Xena
...
Thanks a lot for your work guys :)
That's an excellent idea! Maybe as an alternative to "The Man with the Golden Gun" there could be a "Kill Xena" game mode where one player spawns as Xena and instead of the golden gun she gets an enchanted chakram that ricochets around the map, following players and taking their heads off. Whoever kills Xena becomes Xena. If I had money, I would PAY to see that!
Seriously, I think the mod is coming along great and feeling a lot more like GE64. I say once you have enough done to resemble the majority of the original, introduce some new game modes or maps to keep things interesting. Maybe even recreate single-player with GE64 content as well as new campaigns of your own. I know there are purists out there who object, and they should be able to host their own servers with purist maps and settings, but I wouldn't mind seeing creative new content as an option as well.
Most posts will state the obvious. "insert X feature from GE64", but from what I can tell there isn't a whole lot missing. Maybe have some server sided options that behave like the unlockable "cheat" options that weren't necessarily cheap. Something like ge_unlimitedammo 0 or 1, or ge_fastmode 0 or 1 (actually, there's probably an sv_something that does that), or ge_allweapons 0 or 1. Some of these wouldn't necessarily need sv_cheats so long as they didn't do something unfair.
Unlimited ammo + rocket launchers annoyed the hell out of me, yet I had friends who insisted on playing it and it was interesting devising strategies to kill them in their camping grounds.
I've noticed that the crosshair, especially with the sniper rifle, isn't as swervy as it is in the 64 version. Personally I found GE64's "realism" in that sense annoying, but if you're going for as much trueness to the original as is reasonable perhaps try to recreate that?
I'm sure some people miss the fact that almost every prop had hitpoints, and exploded when "dead".
Body Armor itself had hitpoints, and when it was damaged, the value of the armor you got from picking it up was reduced.
It used to be possible to juggle ammo crates by shooting them, some ammo crates even split in two when shot. In GES they hardly move unless hit with a throwing knife.
I don't have my N64 with me right now, but if I did I would play some GE64 and try to see what other little details I could find.
I wouldn't mind seeing something like ge_startarmed_weapon where the recommended value could be something like a silenced pp7, but server admins could use whatever. Starting "armed" with a rambo knife is hardly useful compared to some of the brutal weapons in the game which are actually feasible. Very few people could take out the equivalent to an entire swat team with a Rambo knife. Being spawn-killed annoys me, on the 64 I would usually let my opponent grab a gun, only shooting them before that if they loaded (grabbed armor before a weapon). In GES I feel that I have no choice but to shoot unarmed players as that's what I should expect from them, assuming they aren't slapping the hell out of me when I'm preoccupied with an armed opponent when they should be focused on finding a gun of their own so they can kill the victor of that fight.
Besides giving server admins more control over gameplay mechanics (maybe stuff like the value of an ammo pickup or how much armor body armor grants if it's in the game at all), maybe give the player a menu where he can quickly select a specific gun (it was in GE, but I was thinking quicker, like PD's), or perhaps being able to assign a key to a gun, or array of guns based on personal preference. For example, I press C and based on my preference it attempts to pull a Golden Gun, should I not have that, it'll look for an RCP-90 as that's my next "preferred weapon".
It's not a big deal, I suppose, but right now it's either have automatic pickup and die auto-switching, or die fiddling around with numbers 1-6 trying to find what weapon I want to use sometime after I pick it up. In GE64 I pretty much memorized how many times to press A for every weapon set, in GES the weapon sets tend to be too random for something like that to be reliable, even if invnext/invprev are bound as to emulate the A button. (well, I suppose it is actually feasible should I know exactly what weapons I have on me at any given moment, and what their priority they've been given, but PD's menu wasn't too bad and so long as it looked like the GE "Q watch" interface I don't think too many people would complain).
I just suggest simply giving server admins complete control over how their servers mechanics behave, have well defined default values that can be found if need be that behave as closely to GE as possible, but allow enough tweaking to where if a server admin wanted, he could create something that he might not be able to do in GE64 (like a round without armor or less value from armor pickups). Maybe have the server browser reflect this so purists don't have to hop 75% of servers to find one that's "pure".
Thanks for all that you guys have done so far, I've played for about an hour or so just about every day since B3 came out and it's vastly superior to B2 (or whatever the last one was) which didn't run well for me and actually lessened my desire to play. Needless to say, B3 is the best so far and I look forward to future revisions, though I don't feel that there's too much left for you guys to do as far as original GE content goes (short of recreating SP). Keep it up!
Also, the music is awesome. I don't think too many remakes go through the trouble of music remixes and creating new, realistic sound effects. Being good with C++, 3DS, and Photoshop is one thing, and it's respectable at that, however being good with music isn't as often seen. Don't get me wrong, though, without all of those "departments" working together, this mod couldn't possibly exist, and I appreciate it all, but it's nice to have good remakes of the soundtracks opposed to no music or lame rips.
Off topic, could some of you posters keep the length of your posts down? No offense or anything, but long posts can be a pain to read.
Edit: Oh yeah, don't forget about Xenia Onatopp. I don't know if she's been mentioned yet but she was as much of an antagonist as Alec Trevelyn.
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I want a server interface that reflects on the interface in the original when you select the type of games that you want. I never liked the way steam servers run but a graphical interface would be nice.
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That's an excellent idea! Maybe as an alternative to "The Man with the Golden Gun" there could be a "Kill Xena" game mode where one player spawns as Xena and instead of the golden gun she gets an enchanted chakram that ricochets around the map
Or rather, give her a grenade launcher and an RCP90 like in that single player mission. xD
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One of the things that I did not enjoy were the new maps. I really liked them but I thought the temple map was rather dull and boring. That is just my opinion so you don't need to like it. Otherwise, I thought this game is one of the best games I ever played in the pc.
I just think that there should be a manual interface before starting the game similar to the game, or there should be a manual tool to easy edit the games features.
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Extra name changing abilities, currently we can do setinfo name "namehere" which works but only when we join a server and it reverts back to our steam name when we quit the game. Also coloured names would be a nice touch.
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You can put that into a script to make it easier.
I don't know if we can re-add a name parameter to the options and have it auto-apply when you join a server. Likely, your steam name would still show when you connect, and it would change when you get to the team/avatar screen.
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I'd like to see a Bond skin of him in the black jumpsuit, like in the beginning of Goldeneye. The skin was also in Goldeneye 64. But if Trevelyan is gonna be wearing the same style jumpsuit it will probably be best to leave Bond in a tux.
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CTF, also when im in team deathmatch, and two or more of my team mates are in a narrow hall we all can't fit and move where we want, maybe there can be some way to go through our team mates so that we all don't waste time trying to get past each other.
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Two things I would like to see in Beta 4.
First, I would like to see the klobbs accuracy get just a tad bit better. I remember actually being able to hit somebody in the nintendo 64 goldeneye but I can't even really kill anybody with the klobb in beta 3. It is almost a useless gun, in my opinion. I would just like to see it become a little more accurate since it is already a pretty weak gun and we don't need to have the spray as bad as it is.
Second, I would like to see the name of the individual pop up when you hover over their character, just like how it is on team play when you can view the player that is on your team...however, it would be to have it for all game modes. I love being able to tell which people are my friends when playing.
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I have given a little thought to giving it a boost while sighted, but that would be silly. A small buff wouldn't make it any different in the hands of most players (those who don't know its secret) and a big buff would de-Klobberate it.
We had the name prompt and it was really annoying. Generally you can learn who plays which character which makes the feature obsolete anyway. As more characters come in we'll have more variety in that regard. Mishkin and Boris are pretty popular, but you usually only see a couple Maydays and Jaws running around. Oddjob is rather uncommon, too, which suprises me. I've noticed a Valentin spike recently, as well.
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It couldn't have been that annoying since we see it all the time in TF2 and it isn't that bad. You guys just need to make it more transparent or pick a color that is soft..or only make it when you get really close to that person.
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TF2 only shows it for teammates. Same with GES.
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i miss the name hover as well. i like knowing who i kill so i can yell "die 'said person'!!!" as i choot the crap out of them
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I read somewhere in this forum that the map Caverns is being developed as we speak? Hows it coming along?
Man i used to love that map on multiplayer.
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Having the enemy players name show up enables people to shoot enemies without seeing them, many times I have shot players ducked behind an object but could not see the player model only their name.
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I read somewhere in this forum that the map Caverns is being developed as we speak? Hows it coming along?
Man i used to love that map on multiplayer.
Sharps signature is "Level Design Team W.I.P.:Ge_Runway ; Ge_Streets; Ge_Depot; Ge_Caverns"
Guess we'll have to ask him ;)
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Stable tick rate=More shots register=UnknownPain :)
Nothing else really DD44 isnt that accurate i guess. Rocket laucher and GL must be included this will attract many more noobs and keep the mod popular for awhile. Noobs cling to explosives as do flies on shit.
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DD44's getting a buff, but you know this because you read my weblog.
RL and GL and Moonraker are waiting on charming and promising new developers to join the team.
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If Sharp's making Caverns_Classic as well, tell him not to remove the slow-as-hell double doors. :)
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If Sharp's making Caverns_Classic as well, tell him not to remove the slow-as-hell double doors. :)
*wwrrrrrrrrrrrrrrrrrrrrrr* *k-chnk*
...
*wwrrrrrrrrrrrrrrrrrrrrrr* *k-chnk*
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*wwrrrrrrrrrrrrrrrrrrrrrr* *k-chnk*
...
*wwrrrrrrrrrrrrrrrrrrrrrr* *k-chnk*
You took the words right out of my mouth.
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ahwww you guys are getting me all excited!!
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Don't get too fired up. You start clicking links when you get hyper.
I assume your computer is reformatting and re-installing while you post from a secondary machine?
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Hey guys, I just started playing GE:S and so far it is awesome. I do have a few suggestions that I don't think I have read already...
1) When prox mines are set and past that "neutral" period, if you throw other prox mines near them, they should detonate, they did in GE64
2) Better hit detection? I have noticed that on LTK I have nailed someone with a shotgun or any gun and watched them get covered in paint (if paintball mode is on), or watched their blood spatter all over the walls only to have them survive somehow, turn around, and kill me... Also, I have shot mines (remote or prox) that have been stuck to walls/floors/ceilings and watched as the mine did not explode, but instead just bounced a little further away from me...
3) Mid-air detonation of remote mines with a double button press? Not sure if this is possible, I looked around but didnt find any commands for such. I know there is an alt-fire, but it takes forever to bring up the watch and then register the "firing" command...
4) The ability to disable auto weapon switch on pickup of a gun the game thinks is "better"... Not sure if this exists either, but I could not find an option, unless its based around a source option, and not specifically GE:S...
5) I do not remember if GE64 was this way, but it seems kind of nonsensical to start with a weapon (take rcp90 for example) and have 10 bullets loaded and 50 in reserve... The gun holds 80 bullets, why not just have 50 loaded? With all the spawn killing that goes on, reloading at spawn can be really deadly (especially on ltk) and reloading in the middle of a firefight is even worse!
Think thats all Ive got for now...
Oh, and I agree that a Single Player would be really cool, I miss those missions :)
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3) Yep, press alt and primary at the same time to blow up remote mines in mid air.
4) Go to Options -> Multiplayer -> Advanced. It and many other GE based options can be found there.
5) That's a bug. The picking up of only 10 rounds at a time when running over pickups is intentional though.
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1) We're discussing that presently.
2) If he was freshly spawned, he may have been covered by spawn protection. If the server was packed, there is a performance problem we are working on. If the server was mostly empty, it may be a small Source problem. If none of that applies...then I'm not sure what happened. Our hit-reg in testing was pretty good, and hopefully the 3.1 patch will bring things up to the quality we saw in testing.
3) The N64 shortcut is implemented.
4) Autoswitch can be disabled.
5) When ge_startarmed is giving you a weapon, it is as if you picked it up, and then picked up an ammo crate. Thus, your weapon begins with the weapon's ammo pickup value, which is 10 for most weapons. Reloading is a skill, if not an art, in Goldeneye Source. Expand your skill by learning when to reload, and how to make the most of 10 bullets. In LTK, you should get about ten frags with them. You are invunerable for two seconds on spawn, meaning you get to rape anyone you see with your ten bullets while they are defenseless. You must choose between getting free one-sided kills with ten bullets, or reloading and spamming 80 in honorable combat.
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Ah, cool, thanks man, makes sense for #5...
Also the hit problem usually does seem to occur on packed servers, or at least it is far worse... Could the same be true of planted mines? If the server randomly starts everyone with mines then there are usually 5,000,000 lying around in various locales... A cap to mines at least could maybe fix this? I think there was one in GE64, tho it was likely purely because of memory limitations...
Another thought, perhaps we can use custom reticles on the aiming function? A lot of games allow for this, I cannot remember if GE64 did or not, but it would not really affect gameplay...
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Don't get too fired up. You start clicking links when you get hyper.
I assume your computer is reformatting and re-installing while you post from a secondary machine?
ok let me recover for a second from that punnch below the belt.....
....k i'm good ;D
Actually I reformatted and reïnstalled this afternoon so I'm good to go and still enthusiastic. And I promis from now on I will never click on a llink offered through a steamfriends-chat 8)
I might get cold turkey though with me being unable to play GE:S for a few days. I'm very curious about the 3.1.
Can I get a 'YAY' for the Dev team?
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3.1 was a small patch, but is now epic :D
I think everyone will enjoy it when we release it.
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1) Alec!
2) Bunker
3) new achievements (like "The World Is Not Enough" -> Kill enemys with world-objects (explosions from the generators in caves or maybe falling screens in Bunker or that tricky bridge in the new Complex)) + unlockable stuff
4) Lasers & Watchlaser (-> + achievement "Moonraker")
5) explosive weapons (Grenade Launcher & Rocket Launcher)
6) if you pick up a sniper rifle you should have its stock instead of slappers when chosing "unarmed"
7) no more bulletholes by slappers
8) spawning with weapons fully loaded (if you have enough ammunition)
9) gameplay-option unlimited ammunition (server-side)
10) maybe alternate throwing objects (cards, casino-coins or sth.) depending on the map and settings
11) some doors working as "doubledoors" (in archives for example)
edit: 12) Scaramanga (although he didn't exist in GE64) would be nice, since he's one of my two favorite bond-villains (the other one being Alec)
13) pickup-text (player setting) -> I never know what kind of mines (time or proximity) I picked up unless I tried them, also this adds a little to the classic style
14) running foward + strafing = faster running in the orignal (dunno, would it make sense in GE: S? -> there are few situation where you'd just move forward)
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Physics objects (knives, mines, grenades) are limited to 10 per person. Issuing more leads to evaporation of old ones.
Yeah, 3.1 keeps expanding; a good thing, since we don't want to need a 3.2 before 4.0.
>_> equals "We should have already done this months/years ago and we haven't for no good reason."
1) He's coming, but hopefully not in 3.1. Because that would mean 3.1 is a long ways off.
2) >_>
3) Achivements from 3.0 that weren't prepared are appearing in 3.1. The World Is Not Enough is being used for a different game event, I have proposed one for World damage, but I have not heard if it will ever appear.
4) >_>
5) >_>
6) It's on the to-do list, but is very low priority.
7) >_>
Eight) Use your reload key to insert bullets into your shooter.
9) This would only encourage non-stop spam bullshit. In general, We are anti-spam.
10) I proposed that Gold Bar should be a throwable weapon in Casino.
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I'd prefer a 3.2 before a 4.0, not to delay 4.0, but to improve the experience.
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Can you correct the slapper too? Because I hate to hit in the air when im right in the front of my opposant. XD
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Can you correct the slapper too? Because I hate to hit in the air when im right in the front of my opposant. XD
lol and the wall behind them like their duck dodging and weaving
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lol and the wall behind them like their duck dodging and weaving
lol.
But seriously, it would be nice to correct that. X)
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What's up with all these people complaining about spawn killing? :) When I used to play GE007, I could kill the entire opposition using only slappers if I wanted to. You guys posted some good examples of details that need fixing near the end of this thread. Keep it up!
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Ohhh folks, some great idea: How about nice bond girl pin-up posters on the walls of some levels ? I think it would me much fun :D
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haha... not a bad idea ;D
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I think putting up posters in maps would kill the feeling of the old GE64.
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if you leave the classic maps "classic" i dont think it would hurt anything by adding something for the refurbished maps
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I think I'd leave the Bond girls for the sprays. You could put other pin-ups in the maps, but not the Bond Girls, unless you put Xenia in the Facility or other Janus controlled building.
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I agree, fixing the slapper so it actually hits when the person is in front of you (not where the crosshair would be) and also making it so it doesn't put bullet holes in the walls anymore would be nice.
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You could put other pin-ups in the maps, but not the Bond Girls, unless you put Xenia in the Facility or other Janus controlled building.
Semi-on that note, I just noticed Loafie's postcard in Janus Control yesterday. :)
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Semi-on that note, I just noticed Loafie's postcard in Janus Control yesterday. :)
Just now? ;)It's been there since Beta 1.1, at least. I can see you were quite frantic in Control hehe
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I think Ourumov needs to have some of his limbs made more, proportional. Bond's face could use a redo too, compared to the likeness and accuracy of the other models.
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The characters face's (including Bond's) cannot be replicated to the last millimeter because of copyright issues. The devs do not want to get in legal troubles. Either way, I think that they did a pretty good job with Bond's face and also with the other one's. Perhaps they could had facial features presented in the novels that aren't present in the movie.
I also read somewhere that they are going to model the dev's faces for some extra characters and they might, if such need or disposition arises (I bet my two cents on the latter), model some of the members of this forum faces'.
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I also read somewhere that they are going to model the dev's faces for some extra characters and they might, if such need or disposition arises (I bet my two cents on the latter), model some of the members of this forum faces'.
I recall that discussion from the talk radio thing on the night of the Beta 3 Release, and from what I heard there it's a pretty low priority at the moment (Unless a Dev wants to come along and say otherwise).
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I recall that discussion from the talk radio thing on the night of the Beta 3 Release, and from what I heard there it's a pretty low priority at the moment (Unless a Dev wants to come along and say otherwise).
That's why I put the word "might" on bold and then proceeded to say that it could be made if the disposition would arise. It would be a funny thing that I think many peple would agree with. Of course it couldn't be made for Beta 4, only for a final release or as an extra after that.
As for Beta 4, I ask for a better setup when making a sever, with drop-down menus for the game modes, weapon sets, etc. so that you don't have to loom for the names on the script files and such. You get to know them after a while, but it would be more user-friendly that way. Don't know if it hard to code though.
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That's why I put the word "might" on bold and then proceeded to say that it could be made if the disposition would arise. It would be a funny thing that I think many peple would agree with. Of course it couldn't be made for Beta 4, only for a final release or as an extra after that.
As for Beta 4, I ask for a better setup when making a sever, with drop-down menus for the game modes, weapon sets, etc. so that you don't have to loom for the names on the script files and such. You get to know them after a while, but it would be more user-friendly that way. Don't know if it hard to code though.
The server menu is part of valves code so to change it we would have to recode the whole thing. :(
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The server menu is part of valves code so to change it we would have to recode the whole thing. :(
I always ask for impossible things... I should know that when it comes to menus, Valve always screws it up. Simple interface, but hard to modify.
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I remember ge:64 and if you shoot the ammo box the would move. i guess in ge:s id love it
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I remember ge:64 and if you shoot the ammo box the would move. i guess in ge:s id love it
The crates move; they don't move much when shot, which is correct form a physical point of view (the original game didn't have a physics engine that tried to mimic reality) but when they are caught in an explosion, they fly away.
EDIT: I want Xenia as a playable character. Leave the wacky scientists behind, we want a REAL woman to play with.
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I would pay regular PC game price for GES with bots. Even just deathmatch with bots would be fantastic in my opinion.
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Ragequit mode. ;D ;D ;D
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What i would like is secret PCs to play as like doing a number of kills to unlock older bonds or Austin powers *Hint Hint* or Dr. Evil *Even more hint hint* and unlockable levels to play on in multiplayer
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i want the jump+duck back :( and bots i know ive said it a thousand times.
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Bunker Map and Caverns Map would be great!
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What are your priorities for Beta 4? You certainly are going to focus on something, like maps or characters, or are you going to go Swiss Army Knife-like (i.e. try to focus on everything)?
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ge_dam[front zone] ;D just kidding lol. I would just like the walking to be bit quicker, bit more fast-paced. The power of the guns need to be overhauled, some of the weapons like the p90 I think is way over-powered, if the power of the p90 was the same as the one in CSS that I think that should be fine.
When the Dev asked fans last time for BETA 3, I suggested a Game mode called Capture Goldeneye, its basically a CTF mode, where Goldeneye is the flag or the objective. If you watched the movie, there is a scene were Trevelyan and Boris are at the Control center and put the keys into the computer to launch Goldeneye. The idea for the game mode is 2 teams start off in thier base, so for example in Facility, 1 team can start off in the Bathroom area and the other team can start off in one of the rooms leading to facility_backzone. Im sure this mode can work, theyve done it brilliantly in TF2 and it will work here aswell.
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The weapons are powered according to the original game; VC took care of that and he made a perfect job in my opinion. The RCP90 is supposed to be overpowered. The pace of the game is also according to the original as well. The original was only fast paced if you played LTK on a small map, with four players while walking sideways.
That game mode seems like a nice idea.
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RC-P90 is a power weapon. It's supposed to play too rough.
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I'd actually like to see duck-jump back too. Or maybe the ability to jump a short vertical distance while ducked.
Lots of small areas are impossible to get to/have to be accessed by longer routes.
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The correct path, which will be taken, is recalculation of player agility metrics, then modification of map scale standards to fit. This will be effected in Beta 4, as part of Operation We're Going To Get Grenade Launcher Done Right, Dammit.
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well, what i would like to see in beta 4 is:
1. all the weapons
2. have cougars and silver pp7 penetrate doors (the rcp90 was able to do this too)
3. HIT DETECTION NEEDS A UPGRADE. The original goldeneye 64 had a sub par hit detection. trust me. i play the 64 version everyday in multiplayer with my boy. i can shoot a autoshotgun at him back to back and only one hit would register. But in GES, sometimes even the 1st bullet wont register. i be shooting guys and i know for sure my bullets be hitting them but the game doesnt detect the hits.
4. of course, more maps. I have a gameshark for my 64 and have played every single player map on multiplayer. The dam and depot are great in multiplayer.
5. In the original GE you could shoot up the body armor so whoever ran over would not be able to get it until it respawned again. that added much strategy to the game. I would like to see that in GES beta 4.
you devs have done a GREAT JOB on this game. i know you cant get it exactly like the original because of the fact you dont use the same engine but you have done a great job with what you have. keep it up.
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double0killa, a 2/5 of your points will NEVER be fixed or implemented. (#3 and #5) because of two distinct reasons:
1. This is an internet multiplayer game, you can NEVER have 100% perfect hit detection, it is impossible
2. We vetoed body armor damage, its not a strategy when you play against more than 4 people
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agreed. but not all game have to be more than 4 players. but yea i understand the logic of it all. i was just wondering if it would at all be implemented. as for hit detection, like i said, it wasnt even that good on the original. i know last night i played and some guy must have left his cpu for a minute and i brought my crosshairs up as his face and shoot him and it didnt register.
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"i can shoot a autoshotgun at him back to back and only one hit would register."
This is by design.
Armor damage is not suitable in a large-player-count environment.
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3. HIT DETECTION NEEDS A UPGRADE. The original goldeneye 64 had a sub par hit detection. trust me. i play the 64 version everyday in multiplayer with my boy. i can shoot a autoshotgun at him back to back and only one hit would register. But in GES, sometimes even the 1st bullet wont register. i be shooting guys and i know for sure my bullets be hitting them but the game doesnt detect the hits.
Hit detection's been upgraded pretty damn well, as far as I can tell.
I don't even notice the flaws after the frustration of Beta 1.1. ::)
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double0killa, a 2/5 of your points will NEVER be fixed or implemented. (#3 and #5) because of two distinct reasons:
1. This is an internet multiplayer game, you can NEVER have 100% perfect hit detection, it is impossible
I have to disagree, and i, and many other people (as you have heard from and seen from people complaining about) know it could get better.
For one, GE:S has become quite a fun game to play a LAN parties, BUT, there should absolutely not be any hit detection problems at a LAN party, and there IS!. You say it's a internet game and that's the reasoning yet in a perfect environment like a LAN party playing LTK when you shoot someone, blood comes out, even up to 3 times, yet he's still not dead? how is that even possible? 5ms or less response times man, it's not a latency issue, it's a game issue
Two, i have been told that the reason i experience it a lot is because i play LTK a lot, though that may be true, i was also told that if i played other source engine games that i would have the same thing, and i thought for a little while, yeah sure that makes sense i don't play one hit kill source games or mods.......but then i thought a little longer, and forgot, that, YES i do, i play many source mods and games with one hit kill modes and i do not experience this in any other mod or game, OR if i do and what you guys say is true, at LEAST blood does not come off of the guy and splatter all over the wall even though it "didn't hit him, the blood came from nowhere", so again, it's a game issue that you guys should fix
Every single time i, or anyone else brings this up, you say it's the best it can get, it's an engine problem and/or it's a valve problem or blame it on the internet (even though LAN parties do it aswell), basically you're saying to us, we don't care about this problem we're done with it and we aren't going to try and fix it even more it is not an issue to us
Cmon guys why do you have such an attitude like that? You know it's a problem and you know that if you keep working on it, tweaking things, you may find out ways to compensate for it and make everyone happy, this is not an issue that one or two people have with this game, this is an issue that everyone has with THIS game, not other games
Sorry if it sounds a little harsh, but why ask us what we want in beta 4, if you just say "not going to happen"
Also, i agree with the above poster, it has been improved a ton since 1.0/1.1, but it is no where near perfect, yet you guys are basically saying "we give up we're not messing with it anymore"
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^^Please remember that this is Source. The hit detection is the shit, LAN or not.
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^^Please remember that this is Source. The hit detection is the shit, LAN or not.
As i said i have played many other games based on source aswell as mods that have one hit kill and i never notice it nor do i hear as many complaints about it as i do with goldeneye source
Now, i am not saying that the hit detection is not there, it could very well possibly be in every other one hit kill game i have ever played, the major difference is: IF it does happen in other games, i do NOT see a ton of blood against a wall were i supposedly "hit" him but did not "kill" him on a one hit kill game so apparently i hit "nothing" and "blood" randomy appeared
Now, if there is a way for GoldenEye source team to somehow make the game not produce blood unless death, or damage occurs by the player that supposedly got hit, that would be awesome, no one would complain anymore, no one would notice it, because i know that if i didn't see blood, i wouldn't be getting as frustated, i might think i hit the guy because i "swear i was dead on", but if i don't see blood on the wall, i'd be ok with that, so be it the hit detection needs to get fixed, or the blood needs to get fixed, i don't care which, i'm just getting so frustrated by this game and LTK because of the blood it's not even funny and it does not happen in any other source based game/mod, i'm sorry, it just doesn't, i play way too many source based mods to know this
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Well, Aura89, probably they say they won't mess with the hit detection anymore because they would have to dig much deeper into the engine code and they do not want to tamper with it.
From what I can recall, no other Source engine mod has a game mode similar to LTK, which greatly exposes the weaknesses of hit detection. Therefore, it's normal that the problem with hitreg is more noticeable and also more annoying than in other game modes. It does not make such a difference in normal deathmatch.
Also, blood does not equal successfully registered hit.
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Well, Aura89, probably they say they won't mess with the hit detection anymore because they would have to dig much deeper into the engine code and they do not want to tamper with it.
From what I can recall, no other Source engine mod has a game mode similar to LTK, which greatly exposes the weaknesses of hit detection. Therefore, it's normal that the problem with hitreg is more noticeable and also more annoying than in other game modes. It does not make such a difference in normal deathmatch.
Also, blood does not equal successfully registered hit.
Well that's what i'm saying, if they could make it so that blood does not come from a player unless damage is taken, this problem would be gone, i also don't think this would be too hard of a thing to do either
Also, in CSS, AWP = 90% of the time, one hit kill, and if not, it does do damage, it never just "spurts" out blood and no damage taken
TF2, powered up sniper rifle depending on who you are shooting is one hit kill, does not spurt out blood if no damage is taken
DODS, rifles and sniper rifles 95% of the time are one hit kill, otherwise doing damage, does not spurt out blood if no damage is taken
CSS custom servers with one hit kill enabled (one i frequently go to as it's CSS, one hit kill, and team deathmatch based with re spawning) do not come across this spurting of blood yet guy does not die
Half-Life 2: Instagib mod (Instagib says it all right there), granted, there is no blood, as the body either explodes or just dies
Every single game with knives having a one-hit kill (such as hidden: source) and no spurting of blood unless player dies
The stargate mods and their "sniper-rifle-like" Goa'uld weapon which is always a one hit kill weapon
There are many games one i have not mentioned with either one hit kill game mode (by either the game supporting it, or a script making it possible such as with CSS), you speak of GE:S as if it's the only one with one hit kill modes or weapons and that's just not the case
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CSS can throw blood without damage, but it is uncommon.
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CSS can throw blood without damage, but it is uncommon.
True, will not say it can't, but on the server i play on with basically same thing on GE:S LTK, it doesn't happen, as you also say, nearly as much, or is "uncommon", if i had to take a swing at it i'd say every time i play that mod on CSS it happens 1/20 times i kill someone, and i typically don't notice it since it's rare, but on GE:S i notice it 1/3 times, at the most, 1/5 times, no exaggerating at all either
But can you tell me if it's possible for you guys to make it so blood does not occur unless damage occurs? like i said the hit detection problem would still be there BUT if blood did not come out no one would notice, no one would care, and people would be much happier
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If blood were to wait for damage confirmation, all blood would be delayed by at least ping, if not ping + lerp.
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Source may not be perfect mno engine is but it is not as bad as you say for hit detections. Some games/mods have sucky hit detection this game included.
HL2CTF
HL2dmpro
HL2ctf has crappy hit detection becasue it uses an SDK that is 2 years old, Valve has since made massive improvements to the netcode since then.
HL2DMpro 1.92 has crappy hit detection NOW because the devs fucked around woth the netcode tryign to improve it they only made it 10x worse.
HL2dm has good hit detection on good well maintained servers its not perfect (no game is over the internet) but its very playable.
If the server is crap with low rate of 30000 max the detection sucks. Same goes for CS:S.
Those games use the older episode 1 engione but i doubt there is a huge difference.
Yes the entire DEV team is always too quick to blame Valve.
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If blood were to wait for damage confirmation, all blood would be delayed by at least ping, if not ping + lerp.
Um....it may just be me thinking this but i'm fairly certain most people would much rather there be a slight delay in blood, then shoot someone, see blood go all over the wall, up to 3 times, on LTK, and still not kill them, but maybe that's just me
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The delay is negligable because hitsounds work the same way.
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The delay is negligable because hitsounds work the same way.
Hitsounds only play when the player takes damage, or...hitsounds play the same way that blood goes (aka, will play a hit sound even though they didn't take damage)?
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Hitsounds are server side so they only play when the enemy takes damage and when they do play it is instant or as i said negligable delay.
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Hitsounds are server side so they only play when the enemy takes damage.
Ah, so making the blood only occur if damage is actually taken may cause a "delay", but, in my opinion, it would really only line up with how everything else is being done, and really making it "better"
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As i said The delay is negliagable or at least it is with hitsounds, not sure how it would react with the blood although I cannot see it being any worse than the hitsounds. Why would it?
I aint no netcode programmer motha.
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What are your priorities for Beta 4? You certainly are going to focus on something, like maps or characters, or are you going to go Swiss Army Knife-like (i.e. try to focus on everything)?
Can one of the devs please answer my question?
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I am under the impression that beta 4 will be a flood of new content... definately i would say expect more maps, characters and weapons. More than this...i cannot say
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Sure you could. We won't tell.
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Well, another thing why you would experience it (blood without an actual hit) less often in other source games is maybe that the hitboxes of the other games are fubar (http://en.wikipedia.org/wiki/FUBAR)-ed.
As someone stated: the engine calculates (client side) if you could (chance to hit!) have hit your enemy. If the hitbox is large enough like in most source games (and by that I mean it's ridiculously large compared to how it really should be, fitting the character) you would barely see a difference between hitting your enemy and blood. But this also means that sometimes you would die for no reason, because you would be already behind a pillar or some wall and your hitbox is still hanging where you were walking before.
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Thats actually a really good point coolDisguise. The hitboxes for GES are sized to the character, and pretty tightly too. If you ever get a chance to look at TF2's hit boxes, you will gawk at the absurd size of them.
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For those who have never seen hitboxes yet, they look like this
(http://i3.photobucket.com/albums/y70/mrbrownwings/hitbox.png)
(I guess it's from TF2, at least the title here (http://media.photobucket.com/image/site:photobucket.com%2Bhitboxes%2Btf2/mrbrownwings/hitbox.png) says something like that)
or like that
(http://img.photobucket.com/albums/v235/idolon/tank.jpg)
whereas the boxes of the second picture (I guess it's L4D) look good.
Conclusing: I prefer smaller hitboxes since you wouldn't "randomly" die resp. "for no reason" when someone hits any of your boxes.
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lol, wth is that first image from? Looks like crap.
Anyway, most source hitboxes are pretty good, geometrically speaking, but you can usually find a really bizzare anomaly if you look for one.
Grabbin' pills!
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Indeed, if at an angle similar to the top pic there is a much larger surface are to hit than if square on. thats why Quake4 hitboxes are octagonal mind you quake hitboxes are jsut one big box.
lol, wth is that first image from? Looks like crap.
Anyway, most source hitboxes are pretty good, geometrically speaking, but you can usually find a really bizzare anomaly if you look for one.
Grabbin' pills!
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Source uses rectangular prisms, but they're generally well-fitting. Notable exceptions are the CSS T hitboxes on the arctic skin. When they added the new model, the boxes were wildly wrong.
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I'd like an invisibility mode, where the players are invisible but you can see them on the radar. Or maybe that'd just be crap.
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SLAPS! get that knife out of there! SLAPS FOR THE WIN!
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You have it rather backwards. If you are on radar, you cannot hide. If you are off radar, it may be difficult to be made, even with your tracers leading from you.
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I think a really dark map with flashlights enabled'd do the job.
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I know that dual weapons/weapons not yet implemented are already being worked on, but since I haven't seen it mentioned anywhere, I was wondering if this is going to include the sniper rifle butt replacing the slapper once you get a rifle?
I know it probably wouldn't be that useful to anyone, and shouldn't be a priority, but since it was in the original I figured it was something worth mentioning :)
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Rifle Butt is a distinct weapon and is set to be included.
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Don't know if this has been mentioned yet, but here it goes: on both shotguns, you can see some rounds (five on the rocksalt, six on the auto) on their side, kind of like in an ammunition belt. I think it would be neat to see them disappear as you fired your gun, i.e. they would disappear only whne you were reaching your last five or six bullets, depending on the case. It wasn't on the original, but it would make up as a great detail.
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Don't know if this has been mentioned yet, but here it goes: on both shotguns, you can see some rounds (five on the rocksalt, six on the auto) on their side, kind of like in an ammunition belt. I think it would be neat to see them disappear as you fired your gun, i.e. they would disappear only whne you were reaching your last five or six bullets, depending on the case. It wasn't on the original, but it would make up as a great detail.
On that note, if there were to disappear, they should only do so after you reload, and if you are down to only the amount of ammunition left in the gun (the ones on the side or top are not part of your weapon's clip, they are just extra rounds sitting next to the gun, ie. not ready to be fired without a reload)
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That is what I meant; sorry for not conveying the idea the best way, but I was dfeeling kind of drowsy when I wrote the suggestion.
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Personally I would like to see some bots for when my internet is capped, or just for some fun. I know there has been problems with bots in the past, but couldn't you convert the ones from CSS and modify their AI to whatever is required? Even if it's not possible for the Beta 4 release, could it be a possibility for future releases?
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Dont have access to the code for css bots
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What good would a CSS bot be? They'd either spam with rifles and miss everything or stand still, crouch, and eat CMag while expecting the sniper rifle to do zillions of damage to limb hitboxes.
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Don't know if this has been mentioned yet, but here it goes: on both shotguns, you can see some rounds (five on the rocksalt, six on the auto) on their side, kind of like in an ammunition belt. I think it would be neat to see them disappear as you fired your gun, i.e. they would disappear only whne you were reaching your last five or six bullets, depending on the case. It wasn't on the original, but it would make up as a great detail.
Actually, this does occur in GE007.
When you are completely out of shells, the gun is bare.
But seeing each one disappear on the last 5 rounds would be a nice touch.
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If you reload with partial in reserve, such as 5|1, that one alone will appear in the mounted clip. However, in GE007 it only updates when the weapon is drawn.
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Alright The spawn system is the one of the few things that bugs me about goldeneye source
I've had it happen to me a number of times that right after I kill someone and are 20 feet away from a particular spawn that the person I just killed spawns right behind me and kills me, and then I do the same to them and on and on.
I think what needs to be done is that when someone dies near one of the spawns, that particular spawn is rendered inaccesible by for about 3 - 5 seconds to allow the killer to get away and that the particular person who was killed spawns on the other side of the map so it doesn't break up the flow of action for the victim
This is one of the few things that really annoys me about Goldeneye.
If this annoyance was delt with in either this way or some other way i'd be playing goldeneye source much more than I do now, which is typically once a week because of this.
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some sort of one life per player "last man standing" match would be fun in one of the really open maps like Ge Runway, Ge Cradle, and Ge Egyptian
the doors need to be fixed in Ge Archives.
also could you modifly it so that when the "auto switch on new weapon pickup" option is activated that it only selects the new gun and not nades or proxy mines?
I ran into a nade pickup by accident and it switched me over from the KF7 Soviet to a nade right in the middle of a one on one gunbattle.
could you also rig it up so it prefers the guns with the highest rate of fire and damage so we don't switch over from an a33 to a cougar magnum or a pp7 to a klobb?
are you going to redo the Brosnan Bond skin for beta 4?
It doesn't even look like him.
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YOLT and L&LD should cover your bases.
Doors are going to be overhauled.
Turn off autoswitch. Turning it off is what everyone does in all shooting games.
Rate of fire and damage is subjective. Would you rather have an AR33 with 10 bullets over a fully-loaded Phantom? I wouldn't.
It may receive some tweaks, but we are not making our models look like the actors. For legal concerns, we make our models look like people who look like the actors. Think of it from the perspective of us deciding to re-film Goldeneye -- we wouldn't get the original cast but we would get close.
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I think what needs to be done is that when someone dies near one of the spawns, that particular spawn is rendered inaccesible by for about 3 - 5 seconds to allow the killer to get away and that the particular person who was killed spawns on the other side of the map so it doesn't break up the flow of action for the victim
This is impossible, with any real amounts of people that would render all spawn points invalid in the first 10-15 seconds of play. You are just going to have to deal with it, thats what a multiplayer game is all about. There is already code in place that places you in the "least populated" spawn spot (not 100% assured). Of course I could make sure you would spawn in the most OPTIMAL spot every time, but every spawn would be an enormous waste of computing power.
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well I would think that atleast making it so the person who died spawns on the other side of the map rather than behind you would be good. or just make the radius around "the least populated spawn point" bigger, specifically on Ge Caves where that kept on happening to me.
I can live with turning off the auto pick up but something does need to be done with the spawn system, granted its much better than it was in 3.0 where it was just "okay good I've finally spawned, "Kavinsky sucided" because someone spawned on top of me, and then they suicided and now he suicided and on and on.
Rig it up so that we can tell when someone on a lower or higher level can see us or atleast when there aiming at you
and do something about the weapon sets when everyone but you has an ar33 and you've only got a lousy klobb is a no brainer whos going to kill who
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well I would think that at least max making it so the person who died spawns on the other side of the map rather than behind you would be good.
and do something about the weapon sets when everyone but you has an ar33 and you've only got a lousy klobb is a no brainer whos going to kill who
Get moar guns.
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and how about using this as a reference for the Brosnan bond model
http://upload.wikimedia.org/wikipedia/en/c/c5/Fleming007impression.jpg
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Kavinsky, we appreciate feedback, but we are not inclined to listen to people who impose their will
but something does need to be done with the spawn system
Rig it up so that we can tell when someone on a lower or higher level can see us or atleast when there aiming at you
do something about the weapon sets
Just because YOU have a problem with it, doesn't mean the rest of our community does. We make our decisions based on global gameplay impacts and the community, not on a single person's viewpoint (except VC).
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Sorry I didn't mean it like that, I was just a little pissed, I just played on one of the servers with a map with a lot of upwards walkways and I kept getting shot in the ass when I though I was safe, and it seemd like everyone else had ar33 and all I had was a lously hunting knife or the ocassional klobb all i got we're 4 kills to 12 deaths.
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I like all the characters
Just Samdia (or however you spell his name) needs black hands lol
Maybe add a few more characters like Trav, Natalia and maybe the evil woman from day another day! Electra I think!
Maybe some models like the random enemies you fight in the N64 version (referring to the guard) Like the snow guard ^^
Just a few character ideas!
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The characters will be added in due time.
It's Samedi, by the way.
The hands thing is because only one hand model was made for convenience. That will also be taken care of in due time.
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Maybe some models like the random enemies you fight in the N64 version (referring to the guard) Like the snow guard ^^
Just a few character ideas!
Models for everyone are planned. (Though I don't know about the extra-extra players.)
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hey i want to impose my will again and say BOTS!!! (you can kill me ingame)
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(you can kill me ingame)
with pleasure! Although that defeats the purpose of bots then...
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with pleasure! Although that defeats the purpose of bots then...
haha KM seems like on the offensive side today :) I don't blame him though that little rascal. :D
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Are you planning on changing the main menu's background? I thought it'd be a good idea, since the current one does not capture the true feel of the original, in my opinion. In no way I am saying the current one is badly made; contrary to that. It looks really good.
A folder with the MI6 symbol and Bond's picture could be added, like in the original, and maybe the font used on the main menu changed to something more like that used in a file like that. That's just my opinion.
This is not a necessary nor urgent change. It'd be a nice touch, a nice detail, so to speak.
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We agree with you PPK. The main point is "detail" and also the fact that VGUI is such a pain to work on in code and in game. Its planned to have something different, possibly for B4
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Whats the average amount of time spent per beta realease?
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Well that depends on what we are trying to accomplish. Different things take longer, and coding is a mixed bag depending on how complicated the bugs are and you knowledge of tracking them down.
I guess I can comment on the amount of work I personally put in to Beta 3 since February 2008 would be about 5-8 hours per week prior to August 2008, then from 10-12 hours per week until mid December when I put about 30-40 hours a week (winter break) for release. Then we playtested and debugged the entire month of January for about 10 hours per week.
For B3.1 I put in about 4-5 hrs per week only because Lodle helped.
For a total time commitment... that would be impossible to quantize, but it is definitely like having a full time job.
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For B3.1 I put in about 4-5 hrs per week only because Lodle helped.
Yey for me. :P
I wish i had time atm to work on ges. Dam uni exams and real work!
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Lol. Wow, That's a lot of work.
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Which is why we embrace the fruits of their efforts.
I wish i had time atm to work on ges. Dam uni exams and real work!
Explain this "real work" you speak of.
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The work that brings the pay check home each week so i can eat. :P
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More then anything, I want to be able to vote on maps like in TF2.
It would be great to just about able to type !vote and be able to vote on the next map, and weapon set list.
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More then anything, I want to be able to vote on maps like in TF2.
It would be great to just about able to type !vote and be able to vote on the next map, and weapon set list.
That is not of the mod; that is up o the server hosts. Some servers, like WN's ones, have that system. I think it can be added, but it's unlikely to happen, I guess.
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We are leaving that functionality up to server hosts and plugin makers like HLxStats.
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Just another vote for bots. I'd pay full admission for bots, seriously. I implore you cool guys, bots please!
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Just another vote for bots. I'd pay full admission for bots, seriously. I implore you cool guys, bots please!
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Seriously, we have posted several times that they are on the drawing board. In fact we already have preliminary code written to make them work and be customizable for whatever gamemode is active.
NO GUARANTEES
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How hard would be to make these AI actually seem like they are.... intelligent?
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I can count the number of retail games with "intelligent" AI on one hand, and I have 4 fingers... (j/k on the fingers)
That's how hard it is...
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characters
I want Natalya, Alec and Xenia and Bond in a tuxedo
weapons
I want granade and rocket launchers , moonraker lasers and double weapons
game modes
I want gun game, live and let die,
and more stages as possible XD
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I can count the number of retail games with "intelligent" AI on one hand, and I have 4 fingers... (j/k on the fingers)
That's how hard it is...
Wow. Is it the 3D aspect of it that makes it hard? I've created limited AI in 2D games, and it wasn't that difficult.
Would you say that the Half-Life 2 AI would be one of the very few?
Are bots usually ran on scripts?
Sorry for all the questions, its just that the whole artificial intelligence is very intresting.
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Well its a balance between processing power / how much time you want to devote to solving your intelligence. There are also logistical things, such as what do I need the bots to do (fill a gap for players or something more complicated). You have to deal with an extremely complex set of decision trees. 3D Navigation is very difficult to calculate an optimal solution for path planning purposes because of the sheer number of possibilities....
Basically a tremendous amount of probability, binary searching (decision trees), activity logic, path planning, knowledge of the mission state and objectives, cost functions... etc etc.
I lot goes into AI besides telling a bot to move to point x,y and fire 3 shots. I suggest you pickup a book on the subject, there are a lot of good ones out there, but be prepared to open your math mind ;-)
The Valve Developer Wiki has a whole section devoted to AI: http://developer.valvesoftware.com/wiki/Category:AI
I want gun game
This is already out in Beta 3.1 and there are two servers hosting it 24/7
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Ai is hard. We had to throw away alot of the hl2 ai stuff as its a pain in the ass to use and complicates things alot. Once uni exams and work commitments are done ill be spending a fair chunk of time on the issue.
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I find bots to be amusing, specially in CS when you set them up in easy mode and go around on the map Pool Day with 16 vs. 16. Besides that, they aren't much of a need, unless it's to populate servers.
Just to say that bots without proper AI are useless, because they'd spoil the fun in no time. If you guys don't have the time nor the resources to code some "proper" AI, a good one, then I'm good without them.
The above is just my opinion.
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I think that most of the people who want bots, want them for offline.
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Methinks the same.
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That would make sense. I know that when I am on trips and internet access is limited, it would nice just to load up a game of goldeneye for some fun. :D
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I want exploding boxes, crates, chairs, computers, monitors, steel drums, fire extinguishers and generators. Let's face it: In Goldeneye, EVERYTHING exploded.
Oh yeah and the ability to close doors.
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NVGs would be a neat pick-up.
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NVGs would be a neat pick-up.
Night vision goggles? Oh yeah, they'd be useful for Caves. That way you wouldn't need to screw around with the brightness to see something.
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Conversely, the map could be lit properly.
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Just stick the flashlight on, turn your Gamma up and squint alot.
Or yeh, the map could be lighted better.
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Bots would be fun for offline and online play, just to goof around with. Besides that, i am sure the rocket launcher would make everybody happy.
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You know those question mark guys you could select in multiplayer? I want those.
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You know those question mark guys you could select in multiplayer? I want those.
You mean more characters. They are being worked on. You'll have your Siberian Special Forces in due time.
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I'd like to see the Klobb's accuracy upgraded. I know it was a trainwreck in the original.
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Klobb is already addressed and tested.
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greater controller support. i know everyone on here is omg you n00b you cant do keyboard. i can but im better with a controller. i use the 360 wireless receiver with my vista on BF2 and Halo PC and i dominate! controller support to me for goldeneye is more natural and im not going to butcher my old n64 controller for this since there are way more buttons.
also, i think to make it feel (for the fun factor) make a check box that allows crouched to move at the same speed as standing, we used to have a ball on slappers while crouched back in the day with odd job at hyper speeds lol like turbo mode LOL
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bots!!! the ppl want bots
lol, a must have
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I'm not sure if you implemented weapon penetration of doors/glass/etc for weapons like the cougar, silver pp7, laser, etc, but that would be nice to have in beta 4. And of course, rolling explosions would be a big feature to have, both in its use/ability and the simple fact that it'll make the game seem more like you're actually playing Goldeneye and not a Half-Life 2 mod.
in GE64, the bullets of a cougar magnum would go through the doors and nearby victims would take damage.
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I would like to see:
1. Flag Tag (a must have)
2. helicopter pilot(a must have, lol), Dwayne, moonraker women(that midget character), Shawn, geeky Biker, Terrorist (must have), Arctic Bond, rosika, and jungle.
3. fat faces
4. crouch n' jump
5. bots (one of them might carry the special golden gun)
6. funny pain noises, like the original
7. Baron somali's creepy laugh (when dying or re-spawning, download the attachement ,lol)
8. bunker, silo, frigate and maybe aztec
9. explosions with a bit more fire/flames
10. a tiny bit more recoiling when using power weapons (to help conserve momentum, lol, not sure if this is in ges and ge64?, on shotguns and rcp9000)
11. having the runaway on ge_runaway map more longer and have the original tank placed somewhere in the corner or at the edge of the runaway, run people over with it and use the tank weapon, lol. It might be difficult to kill the driver though, only available when weapon-set is rocket launchers or sumin. an alternative to the golden gun in runaway.
12. a button combination which allows permanent crouch (can be enabled or disabled).
I remember in the original, in multilayer, when tiny bond was enabled, and oddjob was crouching, it looked like he was sliding across the floor, lol. It was also quite difficult to hit him with any gun.
On the original, you could make the mines ammo boxes invisible, by throwing a mine onto the ammo box and then collecting it, its now invisible and the remote mine is still on it.
Floating Mines - Put a remote mine on a glass window and break the glass, now the mine will appear to be floating.
some people can get stuck in one place and cant move, lol, i saw that when i was playing ges beta 3.1, they looked like they were running so fast but stayed there in one position. that needs to fixed. LOL.
when thers lots of players, sometimes 2 players respawn in the same area ???
thats about it. more suggestions l8r on. I just found out about this goldeneye on pc and its so addictive. I should be revising for my exams right nw. one more physics exam left on tuesday and im done.lol
thanks.
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greater controller support. i know everyone on here is omg you n00b you cant do keyboard. i can but im better with a controller. i use the 360 wireless receiver with my vista on BF2 and Halo PC and i dominate! controller support to me for goldeneye is more natural and im not going to butcher my old n64 controller for this since there are way more buttons.
also, i think to make it feel (for the fun factor) make a check box that allows crouched to move at the same speed as standing, we used to have a ball on slappers while crouched back in the day with odd job at hyper speeds lol like turbo mode LOL
lol, if ges had turbo mode and someone ran past a proximity mine, they would go flying out of the level, lol
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1. Will most likely be implemented in the future (A dev come correct me if I'm wrong).
2. More character modelers are needed. It takes months to model/texture/rig a player model, and I've never met anyone who actually plays as Rosika unless it's for the lols.
3. ?
4. Removed because lots of people were spamming it, as it makes the player harder to hit since the reference model animation doesn't line up with the hitbox animation. I would think they'd put it back in (with code added to prevent bunnyhopping) once a set of custom animations are made.
5. Everyone wants these, but of course it's up to the devs and most likely low priority since they're very difficult to code properly and there are lots of other things that need to get done first.
6. There are breathing sound effects in the current release when you get hit (Called "wargasms" by Basstronix), but I don't know if any of the "ohs" and "aghs" are going to be implemented tbh.
7. Wait and see
8. Once again the team is limited to how many people are available to create content, which is dictated by their RL schedules. All of these maps are being worked on, but remember that this is a free mod, and maps can take months or even years to create and perfect.
9. Rolling Explosions are in beta 4.
10. Power Weapons such as the RCP-90 and Automatic Shotgun are better balanced (I think) for beta 4.
11. Making the Runway map longer would require a restructuring of the map (which would take months to do/clean up) and isn't practical for the gameplay flow because it would spread players out even more. However there should be a TT55 Battle Tank modeled and in the map by the final release.
12. This would hinder gameplay and makes no sense when you can just hold the crouch button.
Also, the "players look like they're moving but stay in one area" occurs when a player is playing and times out (I think).
Two players respawn in the same area often because the maps with only a few rooms were designed to fit 4 players in GE64 multiplayer, while in GE:S there can be 10+. There is player spawn avoidance code that selects the spawns with the least amount of people around (from what I understand). Past that, with the high player counts, there's really not much that can be done.
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^^You have your answers right there mate. About no. 3, I think he means DK mode, where you had a much "fatter" face.
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I think... different outfits/faces for each character. (Got the idea from Advance Wars, the part when you hit Rank 10, you can change the outfits).
Say, you wanted Bond to wear his casino tux or a Hawaiian outfit, or Trevelyan to wear that one outfit he had in Statue Park.
And about you guys mentioning Sean Connery, why not show the original Walther PPK? (When it had that loud bang sound and the *poof* silencer?)
About the face issues, thanks for clearing that up. I was thinking of you guys putting Q in there, but that's probably not going to work out, despite the fact Desmond Llewelyn died about nine years ago.
Oh yeah, and probably character voices.
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Say, you wanted Bond to wear his casino tux or a Hawaiian outfit, or Trevelyan to wear that one outfit he had in Statue Park.
You can change uniforms currently, but only with Bond. He has three suit versions: a brown one, a blue one and a black one. This will probably be implemented for others characters as well.
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Having the magnum penetrate bulletproof glass like its GE007 counterpart, as well as the silver PP7's door-penetration quality would be nice as well.
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Having the magnum penetrate bulletproof glass like its GE007 counterpart, as well as the silver PP7's door-penetration quality would be nice as well.
I guess I've asked that before... I believe it's being worked on so some weapons really stand out fron the crowd. Whilst now you can fight an RC-P90 with a Phantom (not the easiset things, but it's doable), when this becomes implemented it will be much too different.
I didn't want to make a new thread for this since it kind of falls under the suggestions theme. In fact, it's a mixture of 7% suggestion and 45% speculation and 48% question: imagine a four-player maximum Deathmatch or Team Deathmatch server. Say that you can split all the players' screens in two, if two people are playing or in four, if three or four people are playing (if three, one portion will be blackened out and radar would be included there). You would see your game in one of the halves of quarters (depending on the number of players) and on the other half or in the other quarters you'd be spectating the game of the rest of the players just like you did on the original game. You wouldn't need to be playing in a LAN though; you'd be playing and spectating at the ame time. Is this even remotely possible on Source? It sounds far-fetched, I know.
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It is possible, although support for multiple spectating spots at once would have to be programmed and a little VGUI work would have to be done to implement the split screen properly.
The largest hurdle would be to coordinate the network traffic properly, since you are viewing all people at all times you need to send network information about the map no matter where YOU are. This is a large hurdle, even for broadband networks, since for large maps like runway you'd be sending over 800 entities worth of information to 4 people.
Remember that radar slow down on the network traffic from Beta 3? That was because all the player's were sending their network info at all times to all players. And that was just players!
On the client's side, you now have to render 4 seperate scenes, not one. That means if you are in a heavy area like, runway's runway, you will be rendering that scene 4 times. So take your framerate and divide it *roughly* by 4 and that's what you should expect for this to work at worst case.
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I see what you mean. Thanks for the explanation mate.
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So... how is it going? How much have you completed? Will we see a release within the next three months? :) I'm gettin' antsy. :)
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-The tank
-Natayla in a bikini why n0t? ;)
-Duke Nukem?
Thats all
Add something like when you beat the whole game, Duke Nukem is unlocked and he says Its time to kick ass and chewbubble.
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.... and i am all out of bubble gum....
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- Someone from Perfect Dark?
- Can we use a Slingshot (the for-real one)? It'd be funny if we ran around shooting pellets at each other!
7. Baron Samedi's creepy laugh
The laugh from Live and Let Die? I'll get the shit scared out of me if I heard that while his player just pops out of nowhere!
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- Someone from Perfect Dark?
You're on the wrong forum.
- Can we use a Slingshot (the for-real one)? It'd be funny if we ran around shooting pellets at each other!
Again, wrong forum. You could get lucky in FoF...
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: imagine a four-player maximum Deathmatch or Team Deathmatch server. Say that you can split all the players' screens in two, if two people are playing or in four, if three or four people are playing (if three, one portion will be blackened out and radar would be included there). You would see your game in one of the halves of quarters (depending on the number of players) and on the other half or in the other quarters you'd be spectating the game of the rest of the players just like you did on the original game.
The largest hurdle would be to coordinate the network traffic properly, since you are viewing all people at all times you need to send network information about the map no matter where YOU are. This is a large hurdle, even for broadband networks, since for large maps like runway you'd be sending over 800 entities worth of information to 4 people.
Yeah, the x-treme slowdowns from information overload was the first thing that came to my mind. ::)
A weapon I'd really like to see, other than the 'Nade Launcher that's already being included, is the Moonraker laser.
Doesn't it just need a model, or am I mistaken?
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I think the model is done for it, just needs effects and animation. (?) I remember being able to edit a script to use it in 1.1h.
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You remember right, allthough it did act like a PP7.
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I say we add a silly weapon, something you'd never expect, used only in one gamemode...something like that...
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I say we add a silly weapon, something you'd never expect...
Why do I randomly get the idea of having pepper spray? (Just spray his face, his screen gets blurry.)
And then again Felix Leiter, smoke grenades, the MI6 office simulation from Die Another Day, and other slappers (after hearing the sniper-is-not-practical-to-rifle-butt thing).
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Character Voice Overs.
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Oh man, being able to hear Ourumov speak would be amazing. We totally need to get this done. :D
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I want a James Bond Jr. model. :P
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Oh man, being able to hear Ourumov speak would be amazing. We totally need to get this done. :D
As Ourumov owned you: "You can't win."
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I particularly want to be able to spawn bots in the game...
Especially now because I'm in Australia and we don't really have any servers yet.
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extreme servers.au is a new ge:s server based in aussy.
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I'm not sure if this has been mentioned before, but while all these ideas of new weapons and tweaking the mechanics are great and should be put in Beta 4, I think what this mod needs the most is a larger fanbase. I understand that the servers did become less populated after VALVe's pinhead-ed server problem, but I really like this mod and want it to do really well. I think if we could attract more players to it again, it will be that much more successful.
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Fanbase is your job. Get people to play with you, just like in the old days.
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How about the ability to lean while aiming? ( I can't remember if the original allowed this)
Maybe some Perfect Dark Characters / weapons / maps?
Laptop gun? :)
(just realized this was mentioned before, ya ya wrong foum...... LAPTOP GUN !!! ;D
The KF7 just doesn't sound right, not like the original.
not sure if its been brought up (way to much to read here)
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The original tried to implement that but it just became a slide effect, which was very goofy looking.
Maybe some no.
We've argued a lot about the KF7 sound...
Probably has.
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Yeah it needs to repeat slower and with more bass and reverb. Right now it just sounds like rapid tapping I've fired alot of different weapons and nothing sounds like that. Kudos on the rest of the weapons though.
Question: will the grenade launcher have a smoke trail when fired?
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Yes.
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What I realy want is more GoldenEye. That means:
-Let everything explode, hmkay?
-A completed weapon set
-The 'folder' Main Menu
-A more N64'ish intro movie
That should let it feel way more 'done'.
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-In library books fly off the shelves when shot would be a nice touch
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This would require every book to be a physic object on it's own, which would mean to reduce the ammount of books in the shelves heavly or having a huge impact on performance.
After all, this is a multiplayer game and physic Objects are not that important especially in GES.
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As if this hasn't been asked already: BOTS WITH ACTUAL SKILL. I'm sick of just killing them when they spawn. Also: the Golden Gun from the book series (only obtainable with impulse 101)? Stuff you can activate in maps to kill your opponents? (like in the movies) Backstabbing doing more damage? (or would that be too much like TF2 or inbalanced?) Awards for stealth?
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As if this hasn't been asked already: BOTS WITH ACTUAL SKILL.
Whenever we get someone to code AI.
Also: the Golden Gun from the book series (only obtainable with impulse 101)?
A gold Cougar Magnum? Wasn't in GE64, and would be as horribly unbalanced as the Gold PP7.
Stuff you can activate in maps to kill your opponents? (like in the movies)
Once again, wasn't really in GE64, but it's dependent upon the mapper. There are already things like the explosive barrels, computer monitors, and generators that follow this.
Backstabbing doing more damage? (or would that be too much like TF2 or inbalanced?
In GE64, shots to the back of the head were worth a lot more damage than to the front. The hunting knife/slappers wouldn't be the only weapons to have a "backstabbing" feature.
Awards for stealth?
Would be pretty hard to implement as there would have to be code added to calculate how "stealthy" you are. An achievement for using silenced weapons or something would be much easier and appropriate.
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Whenever we get someone to code AI.
Whoa, no AI coder!??
A gold Cougar Magnum? Wasn't in GE64, and would be as horribly unbalanced as the Gold PP7.
I meant that it could be some sort of easter egg, but now it seems like a bad idea.
Once again, wasn't really in GE64, but it's dependent upon the mapper. There are already things like the explosive barrels, computer monitors, and generators that follow this.
I meant that it could make for more interesting gameplay, and could be perfect in Q's lab.
In GE64, shots to the back of the head were worth a lot more damage than to the front. The hunting knife/slappers wouldn't be the only weapons to have a "backstabbing" feature.
Oh...Really? Nevermind then.
Would be pretty hard to implement as there would have to be code added to calculate how "stealthy" you are. An achievement for using silenced weapons or something would be much easier and appropriate.
I meant more that NPCs aren't alerted (would apply to single player only), you only use silenced weapons/knives, and either kill them within 2 seconds of being seen by them or kill them with hits to the back.
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we just need a server with turbomod + infinit ammo + temple
mod is perfect :p
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Is the name - weapon- name-variation planned if you kill someone in beta 4 ?
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The format is "%killername killed %victimname with %a_or_an %weaponname {%headshot}." I wanted to add a field for %penetrating, but for some reason, one more word made certain parties freak out as if I was taking their cookies away.
I wanted to add it so people would lose the ability to whine about being shot through walls when it only looked that way. The best part about RC-P90 isn't killing people through walls, but having the death list show everyone that you did.
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I think that the %weaponname parameter should be a small graphic.
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I think the HL2 system stays in HL2.
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Predicted response.
But I agree for the most part; Should set it apart.
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just curious: do you think beta 4 will come out before christmas ?
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Oh man, being able to hear Ourumov speak would be amazing. We totally need to get this done. :D
I second that. So far it's coming along very nicely. I'm proud of the team working on this. You are bringing a lot of enjoyment to a lot of people.
I'm thinking that the radar in N64 covered more area, or in other words, you could see more players at a given point in time. I could be wrong however. Maybe the more localized radar is by design. The advantage of a more zoomed radar is a more precise guess as to where the opponent is. But there is an advantage as well to radar covering a larger area, primarily managing your time and plan of attack better.
Overall, great job.
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I believe, to my understanding, that the reason the radar does not cover as big of an area as in the 64 is 1) Most of the time it isn't needed and 2) Having the game process all the radar data caused it to be heavily laggy/dysfunctional when it came to hit detection and registration with a lot of players in game. Granted it would be nice to be able to see more, but it also isn't worth ruining the game when a lot of people get on a server.
On top of that, it is a little more modern and realistically correct. :) I always think of it like the motion tracker in AVP2....you can only see when you get in range. It isn't like it is realistic that you can see from the farthest map corner to the other perfectly. :D Especially when the dot is stuck out there and not moving towards you until you get to a certain point in closeness...it can become kind of annoying. :)
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May I direct you to the Release documention (specifically the console commands)
http://wiki.goldeneyesource.net/index.php/Beta_3_Release_Documentation#Advanced_Commands
There you will see a command called ge_radar_range where you can set the range (in HL2 Units which is roughly 1 unit =~ 1 inch). This is a server side command only, obviously, but can be set!
In Beta 3.1.4 the range will effect the server load with servers greater than 10 people. In Beta 4 the server will experience no increase in load as we have reimplemented the way the radar works (i.e. range does not make a difference)
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A nightime version of any outdoor map would be insane
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it is a little more modern and realistically correct. :) I always think of it like the motion tracker in AVP2....you can only see when you get in range. It isn't like it is realistic that you can see from the farthest map corner to the other perfectly. :D Especially when the dot is stuck out there and not moving towards you until you get to a certain point in closeness...it can become kind of annoying. :)
Very well put
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The KF7 just doesn't sound right, not like the original.
due to copyright reasons they cant release the original sounds... but if you look there are soundpacks from the original game on the net :)
all you have to do is copy the sounds over into your GE folder, then you can pick whichever sounds you want
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It is possible, although support for multiple spectating spots at once would have to be programmed and a little VGUI work would have to be done to implement the split screen properly.
The largest hurdle would be to coordinate the network traffic properly, since you are viewing all people at all times you need to send network information about the map no matter where YOU are. This is a large hurdle, even for broadband networks, since for large maps like runway you'd be sending over 800 entities worth of information to 4 people.
Remember that radar slow down on the network traffic from Beta 3? That was because all the player's were sending their network info at all times to all players. And that was just players!
On the client's side, you now have to render 4 seperate scenes, not one. That means if you are in a heavy area like, runway's runway, you will be rendering that scene 4 times. So take your framerate and divide it *roughly* by 4 and that's what you should expect for this to work at worst case.
What if it was implemented as a video stream instead of direct gameplay? I understand there would probably be some lag between actual gameplay and what you're seeing.
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I can barely imagine the amount of work it would take to program a system to record a video stream from each client, send it to the server, then send the selected streams in any sort of quality over who knows what kind of connection, split it into 4 seperate streams organized on the screen, and still make it usable.
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just curious: do you think beta 4 will come out before christmas ?
Could either overshadow or be overshadowed by Black Mesa: Source.
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just curious: do you think beta 4 will come out before christmas ?
I hope it come out as soon as possible :-)
Nice would be, if it comes out @ 24.12.09 as a Christmas gift :-)
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Most likely Beta 4 is already in feature lock by now, but I'd like it to be on the Orange Box engine, now that would be cool.
deltatux
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lol. Deltatux we released in Orange Box for Beta 3.0 back in January
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there is one key-question to rule them all: will general ourumov get his hat ? ;)
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Can you guys release the Beta 4 OST in FLAC? I know most people don't care, but it would indeed be sweet. Probably rather huge as well. Put it on megaupload or something if you need to.
Where's Basstronix, anyway?
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there is one key-question to rule them all: will general ourumov get his hat ? ;)
I sure hope so!
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Okay, I will be the first to admit-I did NOT read 26 pages of ideas/replies...so if the subject(s) has been broached-all apologies.
I would like to know if for stats (and I obviously don't know how any of this stuff [coding, ad nauseum, whatever] works, but I do have a proper command of the English language and will respond delightfully if berated as I have seen done on here) there can be points for "assists?" (e.g. TF2-everyone's favorite game here, I'm sure) I find myself wearing armor camping drones down and someone else getting the kill because I have been dispatched. I realize this is not the Nintendo 64 version-I was there. I liked blowing the fucking armor up, but that's a change I can stand to live with. I want partial credit like in the slow learner classes. Possible? Feasible? Anyone care?
The subject hasn't been breached yet, in 26 pages. Apparently not many people care about that... By the way, TF2 is not my favourite game. Not even close.
There is an achievement for assisting in a kill (Two Klobbs Don't Make it Right (http://forums.goldeneyesource.net/index.php/topic,4123.msg44053.html#msg44053); scroll a bit down and you'll find it) and it somehow relates to what you've just posted. There's no way we can decide if it is fair or not to mow down armour campers, be killed by one and then another player taking the credit by dispatching our killer; that's the way the game is. You ran out of health in the wrong time. It happens. Having an achievement for that would work, though. I think it can be coded since we already have the Klobb one. Suggest one in the Beta 4 Achievements thread.
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Bender and I discussed this earlier. So I think this is what he is going for:
Is there a way to have some code so STATS can read that there were TWO players damaging a player. So the main killer gets the most points, but the assist might get you know like 1-2 assist points.
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Assist calculation is a trivial matter you just have to keep a vector or some other storage class that is upated on a timer. If you hurt someone, you get pushed onto their damage vector at time X. You get punted off the vector at time X + delta, where delta is like 0.5 seconds. If the player dies within time delta you get props for the assist.
I can do the calculation and emit a message, but you won't ever see it affecting the score board, awards, or death notices. Simply put, this game is about raw kills and not about good job, but not good enough!
Can you imagine getting golden gun kills and it keeps saying "Player Jimbo Assisted with the Klobb" seriously??
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Assist calculation isn't coded yet. It will have to be in order to do the klobb achievement, although I could just cheat and only do it for that achievement. Where's the fun in that?
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There's a way to determine the demage you've caused to another player, right?
If the Stats would use this value to determine if you killed an allready wounded player
or someone who had full health + armor, it could give less points for cheap kills.
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Personally I don't want to see assists in GE:S It's really not necessary... it makes it less competitive, even if there's no score advantage for the assister. Visually it's just going to add more clutter to the kill display, if one person with a long name assists another person with a long name in killing another person with a long name... It just seems pretty meaningless.
Anyway, making 'cheap' kills can be a tactical decision that requires fast-thinking.. if you encounter two people fighting eachother (example: you have a DD44 and you come across two people fighting, one with DD44, the other with a Shotgun) you can choose to go for an easier kill by attacking the guy with the DD44, but you may fall victim to the shotgun after.. or you can assist the guy with the DD44 in killing the guy with the shotgun and then try to kill the other guy next. They could both just as easily turn on you in the chaos.
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Mangley, what mostly is being discussed isn't really ingame assists. Just the addiction of code so STATS can read assists so you will get STAT points, not ingame points. You wouldn't even notice the assists showing up, just would reflect in your stats. Could even make a part of stats that show # of assists.
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Fair enough then, I guess I wasn't thinking along those lines.
I've no problem with that.
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Can you guys release the Beta 4 OST in FLAC? I know most people don't care, but it would indeed be sweet. Probably rather huge as well. Put it on megaupload or something if you need to.
It'd be around a 700 mb file. Many of the older tracks would hardly benefit from FLAC, but we could maybe do some of the newer ones. I already have After Hour Martini, Life of a Spy, and Rocking the Cradle rendered as FLAC. I'll try to get several others done also.
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Oh! Very cool! I'll be looking forward to that.
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ok i know im new to these forums so take these suggestions as you will but here are my thoughts:
1) I believe the shotguns (esp the auto-shotgun) is way overpowered and needs nerfed
2) I think headshots need to be more deadly (especially pistol headshots) for example currently you can shoot someone in the head 8 - 10 times with a PP7 and they will survive only ot one hit kill you with a shotgun
3)More characters (Natallia would be a good one ot start)
this is all i can think of for now and iwll add more input as i think of more.
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DONT NERF AUTO SHOTTIE
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DONT NERF AUTO SHOTTIE
I agree with drukqaddik.
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2) I think headshots need to be more deadly (especially pistol headshots) for example currently you can shoot someone in the head 8 - 10 times with a PP7 and they will survive only ot one hit kill you with a shotgun
I counted 2-4 headshots with a pp7 to kill someone, give or take depending if they have armor.
3)More characters (Natallia would be a good one ot start)
Agreed
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I have no intention to bring down Automatic Shotgun. It was a pain in the ass, and a breach of canon, to get it where it is, and where I feel it belongs.
Correct, four PP7 strikes to the head is 200 damage. (Same four for PP7S, KF7, DD44, D5K, D5Ks...)
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I have no intention to bring down Automatic Shotgun.
I'll have to stop telling people otherwise, then. (It was on the list, or I recall that it was.)
Snap, 400th
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if anythings nerfed it should be the klobb- that mofo it waaaay to powerful
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if anythings nerfed it should be the klobb- that mofo it waaaay to powerful
true, true.
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more accurate hitboxes
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more accurate hitboxes
If we move away from a multiplayer game, that might be possible, Bucc. Take a good look at other "famous" Source games and you'll notice their hitboxes are bonkers as well...
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If we move away from a multiplayer game, that might be possible, Bucc. Take a good look at other "famous" Source games and you'll notice their hitboxes are bonkers as well...
i know ppk, but just wishful thinking i guess :p. Some improvement over current would be nice though :D.
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i know ppk, but just wishful thinking i guess :p. Some improvement over current would be nice though :D.
There are always improvements. I don't know if you played the previous Beta but the current version is way better than the old one. It will only be better in Beta 4.
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I don't know if it has been said yet (i didn't want to read all 28 pages :p) but i noticed (maybe this is highly subjective) that handguns seem to be way more effective on a distance than up close. I killed someone with a ppk7 from quarter a mile away with just one bullet, and it wasn't even pointed at the head. Meanwhile, i have to fire at least half a mag up someone's chest if i want to kill him up close.
Idk if this is of any importance, just trying to help.
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Call it luck. Maybe he was low on health while others might have had full health & bodyarmor.
Also what you saw on your screen isn't always what really happened.
I've been shot arround corners many times (that's the disdadvantage of lag compensation) sometimes i do one hit kills with the ASG other times i pump dozends of shells into an oponent.
This is simply caused by the time a signal takes from client to server and back.
There's no real workarround for that, except of low latency.
So keep an eye on it ...or play on LAN.
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I thought of something I want in Beta 4!
I think it's a bloody good idea... a command to vote skip to the next weapon set. I guess it would be possible as just a server mod.
But it would be nice if it was standardized, since the wrong weapon set at the wrong time can really kill the fun. (example: proximity mines with 20 players on Complex)
Maybe a similar command for gametype would be nice.. just to prevent those bad combinations (example: LTK on Cradle)
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I'm allmost sure this can be done similar to the mapvoting.
Which means, you would be able to vote for map, WS and gamemode at the end of a match
and if enough ppl rtv it could start a voting for these things again.
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I would like to remove the blood...
Matteobin 8)
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That's not going to happen. :P
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Lol blood screen.
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Lol i like the examples.
I would like a better GE007 feeling, bu how to make that ?
Well i would like to see ge_train and as bevor said, a nightime or snow version of cradle.
Maybe a Singeplayer Demo in Facility ?
Original Voices.
New James Bond Themes songs for example those songs from Nightfire, who gives a 007 feeling :D
More ingame possibility : For example you go to a controlconsole in a map, and when you activate it, that something happend like a explosion, or a big crate that can fall on a player ?
mhm what could also be cool... ?
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Well i would like to see ge_train and as bevor said, a nightime or snow version of cradle.
All maps are going to be made, including train. These maps take years to complete. Nighttime/snow Cradle was not in GoldenEye 64, and wouldn't create a better GoldenEye feeling. Plus, the Cradle in in Cuba, how would there be snow on it?
Maybe a Singeplayer Demo in Facility ?
Find us some AI coders. Also, if we were to release Singleplayer, it would be for all maps, not just one. When and if we get our SP characters coded it will be a matter of setting up guard positions and paths and recompiling the maps.
Original Voices.
Find us some voice actors.
New James Bond Themes songs for example those songs from Nightfire, who gives a 007 feeling :D
How would this create a better GoldenEye Feeling? Nightfire was Nightfire, not GoldenEye.
More ingame possibility : For example you go to a controlconsole in a map, and when you activate it, that something happend like a explosion, or a big crate that can fall on a player ?
That's HL2 Deathmatch, not GoldenEye. All environment props in GES are static with the exception of a few small ones (pop cans, book, plates, etc) which have no collision on the player. The most a player can do with the environment (and is most likely willing to do, I can't imagine anyone setting up an elaborate physics trap) is blow up barrels and generators that are close to other players and cause a few points of damage to them.
I would like to remove the blood...
Matteobin 8)
We're making it fancier.
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There is/will be an option in the settings to disable the blood screen. (options, multiplayer, advanced, disable blood)
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Why disable blood ? I want MORE blood 8)
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Any news about the release of the beta 4 for the 1st January ? we are the 2nd january.
But anyway nice job for the rocket and the laser gun !
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Any news about the release of the beta 4 for the 1st January ? we are the 2nd january.
Shush! Don't rush them, I want to play Beta 3.1.4 just a little bit longer ;)
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Why would you want to play GoldenEye pi? Rolling explosions and Rocket Launchers are fun. If you want to have fun with an older build, boot up Beta 1 and run around the pipe lines of Facility with the Silenced ZMG :P
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Lol the angry picture from JcFerggy to his post :D
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I was joking ;) Plus, its not very much fun playing an older build if it has an empty online community. That's what I was trying to get at, since everyone's going to be playing beta 4 instead when it comes out, including me ::)
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i just started playing and i noticed this a lot today. when you shoot someone in the head, they don't die :P. i remember in the original game a shot to the head was instant death. can that be added in?
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Shot to the head was not instant death in GE64, it took an average of 50% health, as it does in GES. All weapons had their damage, rate of fire, and accuracy tested with value-ripping GE64 utilities that gave these values to the thousandth decimal, and then the average of these values was calculated and coded into the GES weapons (Viashino Cutthroat can give you a more in-depth explanation, and you can also read his blog on the forums for more details).
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i just started playing and i noticed this a lot today. when you shoot someone in the head, they don't die :P. i remember in the original game a shot to the head was instant death. can that be added in?
I can only see that happening in single player with specific weapons. Do you have any idea how annoying it would be in multiplayer to always die to one round...
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okay, thanks for the answers.
i guess it's not realistic though to have a shot to the head only take 50% of life, but if that's what it was in the game then i'm fine with that.
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i guess it's not realistic though to have a shot to the head only take 50% of life, [...]
Realism... Realism... BLARG!
Earth to you; it's James Bond. Even in the movies when he goes under water and gets out, his freaking hair still looks like he just came back from the hairdresser...
Realism is what kills games these days. If you want realism then join the freaking army or something... God...
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Bots? i know this is not a priority but it would be nice to still play the game offline.
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All weapons had their damage, rate of fire, and accuracy tested with value-ripping GE64 utilities that gave these values to the thousandth decimal, and then the average of these values was calculated and coded into the GES weapons
Lies. Nothing has been ripped for use in Goldeneye Source. Ripped data is posted online, and has been used for comparison purposes, but only after-the-fact. Damage has been tested through direct observation of health levels. Rate of fire has selected based on timed observation of gunfire sustained over long periods (e.g., thousands of rounds, because I extended the magazines to collect better numbers). Accuracy has been determined using the same thousands-of-rounds method, by observing the co-ordinates of effects spawners.
Thousandth decimal? That's only three significant figures. I work with 5 to 7, since that's where float falls apart.
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We want a skirmish mode with bots, guaranteed.
Also the fans are screaming for a complete Single-Player remake of Goldeneye, is it possible?
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Possible, probably. But it will be the final chapter in Goldeneye Source.
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Sure there will be a singelplayer mode for it. But first we had to complete and polish the multiplayer parts, bevor we can get start a singelplayer modus with missions, and so on.
We know, that everybody sream for it, would do much things. I want a singelplayer too ( everybody want, i´m asking who it not want ??? ). I had an idea to create SP- Mode like it is in CS:S, but not possible yet.
But one good news : Multiplayer IS GOING to be perfekt. At least @ BETA 5, who surrely contains everything. ( I think and hope so ).
Beta 4 have much things. I don´t know what it could missing. Some maps, Chars and Props, but thats all.
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Gungame would be cool
[Not specifically for Beta 4, just kinda saying]
:P
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Allready done in Beta 3.
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Allready done in Beta 3.
I remember seeing that last year, but I don't see it played so often now..
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Wet spot, baby.
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*Looks at changelog*
What I want from beta4 is to be on my HDD noooooooooooooowwwwwwwwwwwwwww iiiiiiiiiiiiiiiiiiiiii caaaaaaaaaaaaaaaaaaannnnnnnnnnnnnnnnnn'tttttt waaaaaaaaaaaaiiiiiiiiiiiiiiiiiiiiiiiitttttttttttt :'(
*whines like a little kid waiting to get his bday present*
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I want to see Cradle night for sure, should be a nice version of it too.
Charater creation, And i want Facilty Classic on beta 4
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You might want to see this... (http://forums.goldeneyesource.net/index.php/topic,4703.0.html)
I agree, more on the way, in.
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tehehe. time to lock this :D