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 on: October 11, 2018, 08:46:37 PM 
Started by Whimsical - Last post by Entropy-Soldier
This list of changes is great!  I'm really looking forward to playing this mode on Saturday now.

Anyway, for the Investment Losses list, it's a custom gamemode where you get money for doing different things and can use it to buy items like weapons and powerups that get sold one at a time throughout the round.  The money values are balanced around how useful each item is, and timed mines are excluded entirely because they didn't really have a place in the mode.  Most players can't use them well, but with infinite ammo it's possible to just run around throwing them everywhere.  Not really a problem until you consider that they'd need to be fairly cheap to be worth buying at all...and since the same item is offered to everyone each buy cycle it means suddenly 10 people are just throwing timed mines everywhere.  For a gamemode like yours, where ammo is limited, I'd say they're about as good as the grenades in most cases.

For the cvars I was mostly talking about how you standardized the cvar information into a dictionary and then used that when interacting with them.  I tried to standardize most systems in the gameplay code for 5.0 but console variables are one of the areas I didn't quite get around to.  We have GEUtil.GetCVarValue for getting a console variable directly, but this has a few downsides mainly when it comes to sanitizing inputs, handling calculations that needed previous values of the cvar, and triggering events like leveling up players if the new variable value requires it.  These were all possible to do but were cumbersome.
My predecessor introduced OnCvarChanged to, I assume, help with these issues but in the one mode that actually has more than 3 console variables, CaptureTheFlag, it caused a bit of redundancy in the code as generally all the cvars are just treated as entirely separate variables.  It's not ultimately a huge problem as only one official mode has more than 3 cvars, but if it could be easier to have 5-10 cvars without increasing complexity for lower cvar counts it would be worth it.
There's a lot of nuanced details to capturing all the required functionality into a more streamlined system, as many times two different cvars can differ quite a bit in terms of what information they hold and what needs to happen when they're changed, but seeing your system makes me wonder if perhaps there's a way to do it that would be worthwhile to set up.  I still need to standardize the console variable usage in gamemodes for 5.1, as most gamemodes still use GEUtil.GetCVarValue, so when I get around to that I might experiment with a convention similar to yours and see if it makes things easier to use overall.  I kind of just accepted the current way as good enough, only ever coding 2-3 cvar modes myself, and never really thought about improving it.

Anyway, I've got the latest version up on my server so hopefully I'll have some gameplay footage uploaded for you by Sunday!  I'll keep an eye on this thread just in case you have any last minute changes to make.

 on: October 11, 2018, 03:01:18 PM 
Started by GamerXYZ - Last post by GamerXYZ
Offline (just a "server" with bots, so it doesn't matter if the edits kill my ability to play online) I'd like to play Arsenal with a 16-weapon set that only requires 1 kill each to go to the next level, just like the old Gun Game was. Is there any way to do this?

EDIT: Figured out how to make it require only 1 kill, but I still need to know how to have it allow a 16-weapon set like it used to.

EDIT2: have another question as well, so rather than making another topic I ask it here: how do you add the 4.2 maps to GE:S 5.0? For instance, while the current ge_runway is pretty great with all the stuff to hide behind, I'm still missing the old ge_runway where the wide open space could lead to silly shootouts.

 on: October 11, 2018, 12:25:08 PM 
Started by SuperFlyMenace - Last post by CptLima
It's a solid project that will keep GoldenEye fans happy for years to come - it's clear a tremendous amount of work and passion is being put into it. Social media updates on Twitter and Facebook for the project's progress have been frequent and detailed - often asking for fan input, too - so make sure to follow the project there to keep up on the latest.

Several prominent GE:S players like Graslu and Shemp have likewise been doing a good job talking up the project and being supportive of it, too... I think more and more people are finding out about it as time goes on and it's going to get a pretty nice following by the time it's ready for a beta or full release in a few years.

We have the GE:S community, we have a very cool N64/emulator mod community, and we have The-Elite... I think in the future GE25 will develop into yet another strong sub-community built around what is sure to be a high-quality piece of hard work and dedication. The effort already shows in the work that has been done so far.

 on: October 11, 2018, 10:01:22 AM 
Started by Whimsical - Last post by Captain George
Seems like a good mode to me! I hope it becomes part of the offical game. I don't think this kind of mode ever existed so I believe it is original. I like how it differs from most modes. I look forward to playing it sometime when it releases. Do you need any help testing it? I have a sever, and I could get some people together to see how smooth and fluid it is.

 on: October 11, 2018, 09:07:48 AM 
Started by Whimsical - Last post by Whimsical
Just updated the game mode using feedback from Entropy-Soldier

Sounds like a fun mode!  I'll stick it on my server and let you know what everyone thinks.  It's a shame you won't be able to play with us, but if I can get it working properly I'll try to record my gameplay so you can at least see a match with real players.  I make a point of playing on Saturday nights but there's always a chance I'll end up playing sooner.
Thank you, I really appreciate that.

Just from looking over your post and the gamemode file, without any actual playtesting, here are my thoughts:

Weapon Balance Suggestions:
Here are my replies to your thoughts.

- The Silver PP7 and the Laser are good weapons, but not nearly as good as the Golden Gun, Gold PP7, or Grenade Launcher.  Both of them are perhaps slightly better than the AR-33 in practice, even though they're a bit better on paper.  Laser might be more useful in this mode though just because the infinite ammo makes it one of the few weapons you can use for an extended period.  I'd say Silver PP7 should probably just be a normal pistol weapon, and given the laser's ammo situation it wouldn't hurt to leave it as an uber for now.  It might not really be good enough to warrant keeping it for the infinite ammo when you can get easier to use and better weapons by switching, but it's hard to say without playtesting.
I'll defer to your experience on this. I moved the Silver PP7 to Handguns, and it does feel right playtesting against bots. Since you included the Grenade Launcher with the Golden weapons, I added it to ubers (also to make sure there is a certain amount of variety there), with 6 Grenades to hopefully justify it. I think the Laser's ammo might still qualify it for the ubers list, though I did make it far more common in that list than it was before.

- Proximity Mines, even though they're not as directly powerful as these weapons, are also probably worthy of the “uber” category as they can get you a lot of kills for the minimal effort of throwing them into weird spots.
That makes sense, I was never sure if the Proximity Mines were good at killing bots, or just good in general. I didn't add them to ubers though, since I don't think they give the feel I want the weapons in that category to have (or to be exact, the feel I want from award switching into one), still I made them less common in the Explosives lists, they now only have about a %2.8 chance of appears, as opposed to before where they were at %14.4.

Here's my weapon/cost list for Investment Losses, for reference.  It's balanced around infinite ammo so the mines and rocket launcher are higher than they otherwise would be, but otherwise this should be roughly the relative value of each weapon:

Spoiler for Hiden:
Grenades : 400
Throwing Knives : 600
Klobb : 700
D5K Deutsche : 1500
Silenced D5K : 1500
Hunting Knife : 1800
DD44 : 2000
PP7 Silenced : 2000
PP7 : 2000
KF7 Soviet : 2500
Sniper Rifle : 3000
ZMG : 3500
Shotgun : 4000
Cougar Magnum : 4000
Phantom : 6000
AR-33 : 7000
Automatic Shotgun : 7000
Silver PP7 : 8000
Moonraker Laser : 10000
RCP-90 : 12000
Remote Mines : 12000
Rocket Launcher : 12000
Grenade Launcher : 14000
Golden Gun : 16000
Gold PP7 : 16000
Proximity Mines : 18000

I'll have to get back to you on how the ammo counts affect how things play.  It probably won't affect the relative strength of weapons too much but it will certainly change how they're used.  Will be interesting to see.
I don't know enough to really comment on those numbers, though I am curious as to how they are calculated, and why they are in the 1000s range. Also, Timed Mines don't appear to be listed.

Answers to your questions and a few additional suggestions:

- For the silenced weapons, you actually can hide the individual player's radar dot.  You can do this by adding a custom radar contact to the player that uses a color with an alpha of 1, like so:

Code: [Select]
GERules.GetRadar().AddRadarContact( player, Glb.RADAR_TYPE_PLAYER, False, "", GEUtil.Color( 220, 220, 220, 1 ) )

- The Throwing Knife holding debuff is probably also doable but every player's inventory would need to be checked in OnThink as picking up throwing knives doesn't trigger the CanPlayerHaveItem callback in 5.0.  You can make this have a minimal performance impact by limiting the check to once per second or so.  It might be easier and more intuitive to just have this debuff apply for 5-10 seconds to players that get hit by the throwing knives, which is very easy to check in CalculateCustomDamage.  This would be preferable to a server-wide debuff when one player has the throwing knives because ~30% of the time someone's going to have the throwing knives so it will feel like a random punishment to the rest of the players that they can't do all that much to stop.
I agree with you on the Throwing Knives debuff. It took me a while to think of what I wanted to replace it with since they seem to do enough damage to make an on hit debuff not as useful. I decided, in the end, to have them count twice towards your additional bonus point and award switch, and to have them reduce your switching time. They felt like a skill based weapon, so I felt the best way to handle them was to reward kills with them or to give a player a way to get rid of them quickly if they didn't want to use them.

- It's probably better to use !voodoo instead of !gesrocks for the weapon swap command, as !gesrocks isn't bound by default in 5.0 and most gamemodes use !voodoo for their special input.
Done, you can now use either !voodoo or !gesrocks.

- It would be a good idea to give players the slappers during the weapon switch, because players who have no weapons will have no weapon animations and go into the reference pose for onlookers.  Looks kind of silly.
I can't argue with that logic, added. Also added a bonus where if you do kill someone with slappers, it will automatically complete the weapon switch, regardless of the remaining delay.

- I'd recommend using GEUtil.GetTime() instead of round time for timer calculations, as round time can be set to 0 to disable it and play forever.  It's not commonly done, but when it is it means you get stuck switching weapons forever.

Anyway, the mode's code is well organized, and I really like how you handled the cvars.  Modes with lots of them tend to get a bit cluttered but your setup handled them in a very clean way.  I might have to look into adopting a similar approach for our official modes.
A very much appreciated compliment. I actually took the time to make sure everything was organized well. I also decided to make some adjustments to the code, specifically, I decided to label all the functions so they could be quickly searched, and reorder some of them so that it flows a bit better. I am curious about the cvars point though, specifically where my code differs from what the other modes do, since I don't think you mean (or at least I hope you don't mean) where I initialize it all in one block (which is the first thing I think of when I read that line).

Thanks for taking the time to make this!  I hope everyone in the community has fun with it.
Thank you for taking the time to reply. I look foreward to seeing how this plays out with actual players.

 on: October 10, 2018, 08:08:24 PM 
Started by SuperFlyMenace - Last post by namajnaG
Ben Colclough is actually Luchador. ;)

 on: October 10, 2018, 01:20:20 PM 
Started by Roach - Last post by Roach
Hey there, I'm Tom, but I normally go by the online name of Roach.

I discovered the mod a few years back, but never really played it since at the time I didn't have anybody who wanted to join in, but I played the original Goldeneye a load and it was actually one of my most favourite N64 games out there, second only to Lylatwars (Star-Fox 64 for the US).

I've been learning a lot about 3D modelling and animation since as far back as 2012, and well I can't really judge for myself how far I've come, though I believe it to be enough to warrant finally posting an application to assist with this mod. I use Autodesk Maya, specifically Maya 2015.
I've exclusively used Source since I started, so I know quite a bit about it, and while 3D modelling is almost certainly a primary goal for me to achieve here, I would also like to know if the team requires any help with particle effects. This is another thing that I've learned and worked on for a number of years, progressively getting better. My main forte with Source is the ever-popular Garry's Mod, where I have a number of Workshop contributions, while my skillset covers a lot of things including mapping, I wouldn't say I'm anywhere near good enough to apply for a mod team in those regards.

Here's my portfolio consisting of a number of YouTube videos - of which I'll also link the channel in-case you want to see any of the other videos I haven't directly linked here - I'll also add a link to my Steam Workshop page, if you're interested. :)

(Additionally, I don't believe that my work will be up to GE:S's standards, but I'm more than willing to learn, using my example animation videos below, while I understand the concept of IK's, I don't actually use them, since I'm not entirely sure how to with Maya, I'm hoping that by joining GE:S's team, I'll learn and therefore better myself in 3D animation.)


 on: October 10, 2018, 10:00:40 AM 
Started by SuperFlyMenace - Last post by SuperFlyMenace
As we all (painfully) know, the absolutely brilliant minds who have gifted us with GoldenEye: Source have stated that that there never has been plans to do or will be a single player campaign remake done by them due to the amount of time, effort, etc. it would take to accomplish by a team who already has given us something so great for free. Definitely much to the chagrin of many of us. I just read an article that shows early work for one by a (currently) two man team consisting of 3D artist Ben Colclough and our own composer, Yannick "GoldenZen" Zennhausen, working on the music side. Still VERY early now in development but I thought it'd be cool to share. Really hope this comes to life and sees a full release. Check out the video here:

 on: October 09, 2018, 01:38:03 PM 
Started by Whimsical - Last post by null
I like the idea of the game play, and i hope to test it out if its hosted on Saturday Night. I wasn't able to look at the code, or have any suggestions on the weapons yet, but once i play the mode, i'll have some feedback.

 on: October 09, 2018, 01:24:30 PM 
Started by Fozzy - Last post by null
I've never played against you, but hope too, see you on the servers!

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