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 on: September 07, 2019, 12:46:05 am 
Started by pigsy2400 - Last post by pigsy2400
hey guys,

I thought I would "drop" by after about a 12 year hiatus lol. I was one of the original level designers for this mod a long long long time ago.

Looking through the team lists, there is only really EnzoMatrix, Cloppy, Basstronix and Baron that I recognize. So this post may be lost on most..

I was also around when the original admin/founder of this mod sadly...well, was no longer with us and that was a tough time too.  :'(

I have very fond memories of working with some of you guys too and am very proud to see how far this MOD came along too, although none of my original work went into the mod (I moved abroad and DJ'd for a few years in and around Europe which is why I left) I am still proud to say I was part of the team at one point.

I do have some very old videos of Stack/Library when we were testing out "destructible" scenery ala Red Faction - that was a very long time ago. I will try and dig them out of some old external HDD and upload them on the forums for a laugh and a bit of nostalgia.

Keep up the good work and nice to see there is still a thriving community going on here.

 on: September 06, 2019, 11:57:33 am 
Started by Whimsical - Last post by CptLima
Cool stuff! Looking forward to it!

 on: September 05, 2019, 02:01:04 pm 
Started by Whimsical - Last post by Whimsical
Well this has certainly been awhile. Sorry for leaving this mode for so long. I've made several updates to the game mode (see the changelog for full details).

I managed to get the demo recording working properly this time so it was a lot easier to get footage:

Thank you, those videos are always appreciated.

I feel like this version played pretty well and I didn't hear any complaining, so I feel that things are certainly on the right track now. The new weapon switch design is much more satisfying and useful, the reduced prevalence of the AR33 and auto shotgun had a huge impact on the viability of most loadouts, and the messages that tell you what weapons you have really help bring things together.
Thank you, hopefully my latest updates are an even better improvement.

The knife speed boost is perhaps a bit too good.  The knife is actually already a really good situational weapon, and speed increases tend to be one of the more tactically useful abilities you can have.  Moving faster lets you pick your fights, avoid enemy attacks, and reposition yourself quicker to get more opportunistic kills.  It also stacks with strafe running so a 25% speed boost lets you run 75% faster than the base move speed instead of the standard 40%.  It would probably be worth reducing the speed boost to 10% or 15% as it would still be very useful but not overwhelmingly so.
I have implemented this, along with the ability to set the speed multiplier in the cfg file.

It might also be worth telling the player just how much of a damage/speed boost they're getting as it's useful information to have.

I'd also be interested in experimenting with giving the player a small amount of armor for switching weapons, as an extra incentive for doing so.  Even with the new system that doesn't interrupt the momentum of the combat, I still found myself not using the switch function as much as I could have been.  Maybe it could tie into your unique weapon kills, gaining 2 bars for each weapon you got a kill with.  Would make switching without the full gamut not feel like you're throwing away progress on your current loadout.
Likewise, I have also implemented this. This is another edit that I rather like, and is currently set as the default for the mode, though I'm unsure if I should keep it like that. While I do like the extra armor, and feel that it adds some additional depth to the gameplay, I am a little worried that it adds even more complexities to the gameplay, and this mode already seems to have far more to it than the others that I've seen (at least of the ones shipped with GoldenEye Source). While this feature is in you, I've also added a shorter switch delay after your first kill (importantly, you will get the first weapon right away), the idea being that you can now switch for the armor in the middle of combat if things go badly (and judging when to do this should be another skill required of the players).

Either way, I feel like the mode is polished enough to put it in rotation on my server.  It's got a unique flow to it that most players might need some time to pick up on, but I'm confident they'll enjoy the mode once they figure it out.  Thanks for all your work on it so far!  It's coming along great.
Thank you very much for that, and for the feedback.

 on: September 05, 2019, 12:40:58 pm 
Started by Whimsical - Last post by Whimsical
It could just be that this is taking its time, but I forgot my password and after requesting a reset the email has not arrived. (Note that I still don't recall my password, I just happened to be still logged in on another browser).

EDIT: Ok, managed to remember password at least.

 on: August 30, 2019, 11:37:46 pm 
Started by CptLima - Last post by kraid
We allready did something like this with the Soldier. He has 3 different faces that are based on developers.

Ofc. we cannot do this with all characters, because you expect Bond to look like Bond and not have Mayday wear Mishkins Head.
Also there are limitations in the engine regarding memory usage, that prevent us from adding more content like new characters.

 on: August 30, 2019, 11:25:37 pm 
Started by lunar kitten - Last post by kraid
There are some thirdparty map packs available for download. Characters and weapons are a different story.
Allthough i heared that some server owners were adding their own Weapon skins to the game,
they remain just a visual replacement.

There's only so much you can do without touching the game code.

 on: August 30, 2019, 07:32:26 pm 
Started by Xtreemo - Last post by lunar kitten
i had this weird thing happen in facility where a bunch of characters were trying to shoot each other through bullet proof glass, they were running back and forward trying not to get hit. it went on for quite a while too, until someone from the opposite team came in from behind and ruined it

 on: August 30, 2019, 07:27:06 pm 
Started by CptLima - Last post by lunar kitten
an easy way to put in a ton of characters would be to do what the origional goldeneye did, they took a random assortment of faces and  slapped them onto different bodies to make the "extra"characters seem a bit more flushed out

 on: August 30, 2019, 07:00:19 pm 
Started by lunar kitten - Last post by lunar kitten
i love goldeneye source, it really brings back my childhood memories of playing Goldeneye on N64. is there any thoughts of making add on packs for this game, such as from perfect dark, 007 twine, or anything else that would work on this engine? complete with characters, maps, weapons, and music from those games

 on: August 25, 2019, 06:47:56 pm 
Started by CptLima - Last post by Enzo.Matrix
We were very happy to share this experience with our community.

As you might have heard Dr. Doak say, he may be interested in doing it again. So hopefully those that missed out due to short notice or time zone may get to join in.

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