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 11 
 on: January 28, 2020, 09:33:41 pm 
Started by TwiggyTwink - Last post by kraid
To complete this task, you certainly need a crowbar or a wall worm.
Find them by using your googly eyes.

 12 
 on: January 24, 2020, 11:41:32 am 
Started by L. Spiro - Last post by L. Spiro
I thought I had mentioned it here but I guess not.  Normally I would post my previous recordings with a caveat that they would be redone if I learned about the exact algorithms used for reverb.
I finally did learn all the details regarding how the MIDI reverb works in GoldenEye 007 and Perfect Dark, and it turns out that it is actually very important to match the dry->wet balance for everything to truly sound good, and the reverb in GoldenEye 007 (but not Perfect Dark) draws sounds nearer to the center, so there are also certain characteristics of the reverb that are critical to mimic during the restore process.

The balance from dry to wet is what gave me balance problems in the past and why sometimes certain sounds would be too loud etc.
With that part of the puzzle solved I now am able to make truly mathematically correct restores in terms of balance and pan.  Have a listen for yourself!

https://www.youtube.com/playlist?list=PLWsnao9n727OrLod3kmWZWrj6tl7IQiO- Perfect Dark
https://www.youtube.com/playlist?list=PLWsnao9n727PT17V5AzCkZYEQqeuVm01E GoldenEye 007

I have marked the sets that correctly replicate the dry->wet balance as HD (Pilotwings 64 also has this although I did not mark it as HD).
Everything marked as HD is completely final.  There are no further reasons for me to re-record these OST's.
I have gotten many complaints about the sounds of Runway X, Dam X, and Silo X.  Here they are, finally correct, exactly as they are in the games but in HD, crisp and clear.

Enjoy!


L. Spiro

 13 
 on: January 23, 2020, 12:37:41 pm 
Started by TwiggyTwink - Last post by TwiggyTwink
Hello!

I recently finished some schooling on 3D modeling using Max and Maya.

However, they didn't get into specifics when it came to things like importing, exporting, and extracting, models.

How would I, say for instance, open the May Day model in 3DS Max?

Thanks!

 14 
 on: December 26, 2019, 12:51:46 pm 
Started by TG626 - Last post by soupcan
Sadly our long-time host JestServers has closed down, they really were the best. There's NFO but let's just say they have their own problems. And Branzone which has reliably hosted WNx (now Graslu's server) for years, although they don't list GE:S as officially supported so IDK how much trouble it is to set one up through them.

At this point I think about the cheapest and most reliable option, if you're not afraid to get your hands a little dirty with Linux, is a VPS. Our internal test server is a s1-8 instance from OVH for about $16/mo, which is competitive with other providers, and has worked very well. You might be able to get away with a s1-2 or s1-4 instance starting at $3.50 but don't take my word for it. You could always increase the server size if it doesn't perform well.

 15 
 on: December 25, 2019, 08:32:26 pm 
Started by TG626 - Last post by TG626
I decided to go hunting for somewhere that I could pay to run a dedicated server.  A site called GTXGaming offered a month for $8 so I figured why not?

Well...  To begin with the server wouldn't run after their automated setup. They stated "the game doesn't appear to be compatible with 2k19 server so we moved you to a 2k17 server" (Whut??) after that it ran BUT

It was running 5.0.0 - so another ticket and 24hours they update me to 5.0.6 (I couldn't do it myself because DLLs are lockedup six ways to sunday - can't see em, can't delete em, can't overwrite em - via web file manager or FTP with filezilla)

No I tried adding Source Mod, and once again I got DLL c*ckblocked...(I had hoped it was a folder thing, but it seems DLLs get nuked on upload, even renaming gets 500 errors)

Seems they have a control panel way of adding server mods for other titles, but nothing for GE:S - so before I once again engage this "Server on training wheels" support system - is there a better option?  Someplace cheap that will just let me be? Or someplace cheap that has, shall we say, more thorough support?

 16 
 on: December 19, 2019, 06:23:36 am 
Started by TG626 - Last post by TG626
Ugh...  Imma dope, that was it alright. Thanks!

 17 
 on: December 19, 2019, 02:09:35 am 
Started by TG626 - Last post by kraid
Since GES is a multiplayer game, you need info_player_deathmatch instead info_player_start.
Info_player_mi6 and info_player_janus are not mandatory, but can be a good idea if you want control over teamspawn locations on team modes.

 18 
 on: December 18, 2019, 09:15:35 pm 
Started by TG626 - Last post by TG626
I'm not totally green, but my last real map making was back in Quake 2.  So, a distant ancestor.

Basically I want to see guidance on how to make a simple box that a player can spawn in.

I made the room, textured it, placed an env_lightglow and an info_player_start - thinking that would be enough for me to see it in game.  No joy, it seems to load to about 80-90% then CTD.  Are there other required entities?  Just asking before I start slamming my head into a wall!  ;D

 19 
 on: November 24, 2019, 11:53:59 pm 
Started by naddel81 - Last post by soupcan
We're not planning to port the mod to a newer engine at the moment.

As I mentioned, mat_queue_mode 2 might give you a better experience, the biggest drawback being if you alt-tab, you can't switch back to the game.

 20 
 on: November 23, 2019, 11:14:35 pm 
Started by naddel81 - Last post by naddel81
The other specs are 4gb ddr2 ram (400MHz instead of 333) and a 560 Ti that is also bored when playing GE Source.
So the only limit seems to be the one thread CPU utilization. That will not change when downgrading graphics I guess.
Is a recompile using a newer SDK possible to fully support multi-threading?

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