Dear faithful community,
Our coders have been stuck into our patch this week on the back of the VALVe update that fixed OrangeBox mods. We appreciate all patience shown through this time, and the good feedback and concerns still coming in through your suggestions/comments. Thanks a bunch.
Beta 3.1 Patch Info
Containing around 30+ fixes in it, this is no small patch. In terms of increasing an already stable game, this is a big concentrated effort to root out the small lingering bugs and streamline some of our implementations. It's a big reward for everyone, and servers should become more successful for you guys to enjoy!
Beta 3.1 hilights :
* Fixed mp_timelimit 0 and ge_roundtime 0, they function as they should to disable the time limits.
* Fixed Grenade blocking you when trying to walk over it
* Fixed spectators blowing up proximity mines
* Fixed random weaponset and added "random_loadout" set which sets a new defined loadout randomly every Round
* Added gameplay cvar
ge_gameplay_mode [0/1/2]
0 = no change
1 = ordered from the list
2 = random from the list
This "list" is defined in gameplaycycle.txt for serverhosts
*Disabled crouchjumping (due to hitboxes moving unfairly erratic while using this jump method)
*Increased jump height to access rails/crates
*Decreased "camping" consideration time (when you are stationary and become a red dot on radar)
* When you first pickup a weapon it will be equipped fully loaded with as much ammo as you have for that weapon (instead of the default clip size, usually 10 rounds)
* Moved the death music client side and is toggleable with the "Disable Special Cue Music" advanced multi option
* Added HLStatsX server messages for player hurt and gun fired
* Proxy mines can now be exploded if THROWN OBJECTS PASS THEM WITHIN RANGE!
Thrown objects include:
- TKnifes
- Grenades
- Any mine
*Added 12 new achievements PLUS tweaked some existing achievement conditions to be fair in all gameplay modes.
>>>>> COMPLETE CHANGE LOG <<<<<<
Thanks for following our mod, get people involved on our forums today!
DEV/BT tags
A little bonus for the crew responsible for the mod was coded in right after beta 3 went out the door and we figured since you will see the evidence why not explain it! Developers and Beta testers now have pimped klobbs for first person/view models. Self explanitory in the pictures, Devs are golden, Testers are black. Bear in mind this is bound to Steam ID as is the new scoreboards listing of "DEV" or "BT" which identifies official GE:S crew members in any server. No longer can people fool you! Check the scoreboard for the truth, friends.
**Notice : DEV and BT Klobbs are NOT different weapons in any way than visual.**
3.1 Release Time
We will be releasing links both .EXE and .ZIP from our servers, moddb, and filefront for starters (until community mirrors start to submit links) ; the filesize will be around 50-65MB. It will ship tomorrow, Friday the 13th in the evening U.S EST. The official GE:S Servers will be online with the patch ahead of time as well as a few others. Get ready for a beautiful chaos.
Forums.goldeneyesource.net
Wiki.goldeneyesource.net [earlybird changelog]
Sincerely,
Team GoldenEye: Source.
great cant wait
Great news
nice!
I notice that bug, Spector detonating mines, But i wasnt sure if it were only those i had trown or if it were every one.
Well done! I look forward to it. Also, thank you for the full clips! It was a little annoying to have to reload whenever you picked up an automatic weapon.
If you have no ammo type in store, a weapon of that ammo type will not be fully equipped ; That should be clear :P A gun pickup is only going to give you 10 bullets for an ar33 if you have NO 7.62mm ammo
if i had hl2/steam, which i dont, id play this a lot thats for sure, GoldenEye for N64 is my fav alltime game :p
HL2: Deathmatch is $4.99 and that allows you to play GE:S with the right tools installed in steam. Think about it :) We dont think you would regret it
DUN DUN DUN!!!
What an epic date to release.
Thats weird thast the 2nd friday the 13th the first being october I think
plz read first
There should be little difficulty in creating a GUI menu that allows interactive selection of weapons. A number of drop-down boxes would provide the necessary functionality, as could one large menu of weapons, which could be clicked on to activate the weapon's name, and then buttons corresponding to the weapon spawn classes would assign the weapon to that spawn.
* This menu could also handle starting weaponry. (Id est, option to spawn players with slaps, Tazer, or Knife)
but there is none
It would be nice if you could choose just 1 weapon as loadout, for example cougar magnums :)
you can! arena loadouts exist for klobbs and golden gun and silver pp7 to name a few, plus you can make "custom" loadouts as a dedicated serverhost. Check the Wiki.goldeneyesource.net to find out more info
gizzle it is no simple matter to create a VGUI menu for source. Stop being lazy and just learn the loadout names, they are not hard. I suggest using ge_weaponsetlist in the console.
Eventually this feature may make it, but it is no where near a priority item and wouldn't help dedicated server hosts at all
i did try it with ge__weaponset but theres no custom support this way just defaults, istn there a txt where you can edit defaults ?