GoldenEye: Source is a Multiplayer only total conversion modification of Half-Life 2. It is a fan made recreation, released for free, with only one goal in mind; to bring the memories and experiences from the original GoldenEye64 back to life using Source Technology. We want you to look at this mod and remember the first best multiplayer first-person shooter ever made. We are doing our best to bring in the opinions of the community to create a game that everyone is going to enjoy. But, we are not here to recreate the game exactly how it was in GE64, a lot of things have changed since they first designed that game, mainly in technology and gamers experiences. We are here to take the game even further but at the same time provide a lot of those fun elements that hardcore GE64 fans will enjoy. We've got experienced team members all across the board, from professional level, to amateurs looking to make it into the business working hard to make this dream a reality.

Report RSS GES Weekly Update 3/20/2007

Here we are again, back for another weekly installment getting you updated on the latest from Goldeneye Source. This week has been a little more quiet then previous weeks, not to say work isn't getting done but rather it's more discrete work, and not that exciting. Last week we had just started

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Here we are again, back for another weekly installment getting you updated on the latest from Goldeneye Source. This week has been a little more quiet then previous weeks, not to say work isn't getting done but rather it's more discrete work, and not that exciting. Last week we had just started to get an idea as to what our new programmers could do, and a lot of things were fixed, which we mentioned last week. This week we've been working on much of the same as last week, although the stuff we've been working on goes more un-noticed, but certainly is important. Mark [lodle] and David [InvertedShadow] have been slowly but surely working out a lot of the kinks in the code.

More of the Same...

Mark has been working on the VGUI system, which we are excited about. That includes; the Character Selection which was really just a quick add-on in the BETA release, Multi-player awards, which will be given out at the end of each round just like the original, at the end of this update I'll fill you in on the details of the awards. One of the things that was on my nerves for a while was that the KF7-Soviet and now the AR33 Assault Rifle (yes it's in-game now) didn't burst fire in previous releases. We'll that's fixed now, so when you are firing normally (not using 'aim mode') it will always fire 3 bullets at a time, and if you are using 'aim mode' the rate of fire will depend on how you click the mouse. If you want single shot just tap it, and it will only fire 1 bullet, if you want to fire full automatic, well you know what to do. I'm sure you all remember, it's much the same in the original, so I don't need to explain how it all works. Anyway, Later on we'll start to tackle our main menu, which we've been tossing around a few ideas about, once we get a better idea as to which direction we want to take it we'll fill you in on details. If you have any ideas, feel free to share them!

David has been digging into his toolbox fixing up some more bugs and adding a few little things. He just recently added the weapon pull, which if you remember correctly when you crouched in the original GoldenEye the weapon would pull closer to the screen; Well that is working and it works great, it gives some more of that GoldenEye feel that we've talked about so much. Spectator mode now works, so now we can actually come into servers and actually watch people instead of handing their ass to them. We're happy to tell you that the grenade is now a working weapon as well, so all signs point toward it being in the next release, as soon as we decide to announce one.

Alright on to an area that we don't talk much about, and that is the Audio department, specifically weapon sound effects. Everyone knows of Trent's [Basstronix] amazing sound track that he's put a lot of time into, but most people don't know about our sound effects. Well we've been redoing all of our weapon sound effects, trying to get them as close to the originals as possible but still adding our own little flavor. So Adam [Zorin] was brought onto the team a few months ago and has done a very good job. Just about all of our sounds are complete now, and they all sound awesome. The klobb (yes it's in-game as well) brings back so many memories of a gun that I hated to use, it's not exactly the same as the originals sound, but trust me when you hear it you'll know what gun it is. Hopefully in our next release you guys will enjoy them as much as we have.

Stay tuned for more updates from GoldenEye: Source. Oh and here are those Multi-Player awards (in order from best to worst) I was talking about:

Most Deadly (Had the most kills, the best player of the match)
Most Honorable (Played fairly, not shooting others in the back, or unarmed foes)
Most Professional (Fought efficiently and carefully)
Marksmanship Award (Had the best accuracy and hit ratio, wasting few bullets by usually hitting the target)
Longest Innings (Stayed alive for the longest periods of time)
Quad Kill (Killed 4 or more within a 10 second period)
Triple Kill (Killed 3 people within a 10 second period)
Double Kill (Killed 2 people within a 10 second period)
AC -10 Award (Most use of body armour)
Most Frantic (Ran around constantly, dashing about quickly, very excitable)
Lemming Award (Walked into explosions and or enemy fire rather stupidly, getting killed)
Shortest Innings (Got killed often, and didn't stay alive for long before dying again)
Where's the Armor? (Didn't use body armor)
Where's the Ammo? (Didn't use guns or ammo very often)
Most Dishonorable (Played dirty and unfairly. Shooting foes from behind, killing the unarmed)
Most Cowardly (Ran away from fights often, the chicken of the match)
Most Harmless (Didn't get many hits or kills, or very overshadowed by other players)

*Note: Awards are not final.

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