Goldeneye: Source v5.0

Soldato
Joined
31 May 2005
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Download:
http://www.geshl2.com/downloads/

An heads up for any original players, or anyone who never knew this great "mod" existed, 5.0 is out :D

For anyone who does not know what it is...
GoldenEye: Source is an online multiplayer arena first-person shooter that aims to provide a faithful recreation of the classic N64 title GoldenEye 007’s multiplayer with refined gameplay, high definition graphics and sound. Over 10 years in the making, GE:S has had many talented developers working to bring you quality content at no cost to you. 25 maps, 10 gamemodes, and all 28 weapons from the original await you in this faithful recreation of GoldenEye on the Source engine. With its own unique mix of retro and modern style, GoldenEye: Source aims to appeal to fans of the original as well as anyone looking for an enjoyable multiplayer Free For All shooter.

What is new in 5.0:

GoldenEye: Source v5.0 Release Notes
Updated August 12th, 2016

New Features

4 new maps have been added:

Added: Archives Classic
Added: Bunker
Added: Dam
Added: Depot

2 new game modes have been added:

Added: A View to a Kill:
You are scored on time spent alive
Dying resets current time to 0
Killing a player adds 50% of their currently accumulated “time alive” to yours
Slapper kills will reward you with 75% of their currently accumulated time
Current time leaders are highlighted with red markers

Added: Gun Trade:
Each player is randomly assigned a weapon at the start of the match
Killing, or being killed by another player will swap weapons between you and that player
Slapper kills remove the victims weapon from circulation and assigns a new weapon that is not currently in circulation
The player with the most kills at the end of the round wins

2 new playable characters have been added:

Added: Russian Infantry
Added: Russian Soldier

Other Features:
Added: 25 new music tracks
Added: 40 new achievements
Added: Added Community Contributor rank which comes with a scoreboard tag and Klobb skin

Level Design Updates

The following maps have had significant layout changes and/or have been entirely remade to improve game balance and overall performance:

Remade: Aztec
Remade: Caverns
Remade: Caves
Remade: Complex Classic
Remade: Facility Classic
Remade: Basement Classic
Remade: Library Classic
Remade: Stack Classic
Remade: Runway
Remade: Temple Classic
Modified: Basement
Modified: Control
Modified: Cradle
Modified: Egyptian
Modified: Facility
Modified: Facility Backzone
Modified: Silo

The following maps and their respective assets have received visual updates:
Updated: Archives
Updated: Bunker Classic
Updated: Casino

Game Mode Updates
Modified: Arsenal:
each round now consists of an 8-weapon set (down from 16)
each weapon requires 2 kills to advance to the next
Remade: Capture the Flag (Formerly Capture the Key):
Dropped flags are now returned immediately on contact
Overtime only triggers if the round ends in a tie
Removed: Live and Let Die

Art & Sound Updates
Added: The following weapons have received new models and muzzle flash particle effects:
Slappers
Hunting Knife
Throwing Knife
PP7/Silenced PP7
DD44
Klobb
KF7
ZMG
D5K/Silenced D5K
Phantom
RC-P90
Shotgun
Automatic Shotgun
Sniper Rifle
Cougar Magnum
Golden Gun
Silver PP7
Gold PP7
Grenade Launcher
Rocket Launcher
Hand Grenade
Timed Mine
Remote Mine
Proximity Mine
Watch Detonator
Added: Support for special event weapon skins
Added: Weapons with visible shells (Shotgun, Automatic Shotgun, Grenade Launcher) will now properly reflect the ammo count if reserve ammo is less than the reload capacity
Added: Weapon fire attenuation added to better tell what direction weapon fire is coming from
Modified: Weapon skin system overhauled, now supports 4 distinct skins per weapon that can be picked up by other players
Modified: Rocket launcher projectile is now a part of the viewmodel and transistions to world model when fired
Modified: Props will tint to a darker color when they're damaged, unless specified otherwise by the mapper
Remade: New weapon firing and explosion sounds.
Remade: New grenade and throwing knife impact sounds.
Remade: New Ammo and Weapon HUD Icons
Remade: New bullet impact decals
Remade: New bullet impact particle effects
Remade: New blood decals
Remade: New sprays
Removed: Old sprays removed

Gameplay Updates
Added: Strafe running now gives a speed increase up to 1.4x base running speed
Added: Weapons will now dry-fire if trigger is held after emptying the magazine
Added: Damaging a player before they kill themselves now properly awards the kill to the attacker
Added: Falling short distances no longer deal damage but rather give you a temporary movespeed penalty
Added: Context-sensitive hit sounds have been added for head, body and limb shots
Added: Mines can now be stacked on top of each other
Added: Primed grenades will now drop and detonate if the player is killed before they are thrown
Added: Hit sounds added for damaging players with an explosion
Added: A new kill confirmation sound can be toggled in the multiplayer-advanced tab
Added: Added proper acceleration and deceleration values to doors and elevators
Added: Players can now drop multiple weapons on death, as specified by ge_weapondroplimit. By default they drop their active & strongest unused weapon.
Modified: Random Weapon Set now creates sets with coherent weapon ordering
Modified: Proximity mines are now sensitive to velocity. Crouching/walking will no longer set them off
Modified: Gamemodes can now control spawn invulnerability duration and if it can be broken by picking up weapons/armor
Modified: Spawn invulnerability now provides radar invisibility as well, to allow players to escape nearby aggressors
Modified: Damage code redone, along with explosion blast code so that both are much more consistent.
Modified: Weapon autoswitch will now avoid coming into effect if players are currently firing their weapon or have an explosive out.
Modified: No more autoswitch to timed mines.
Modified: Rockets and grenade launcher rounds are instant kills on a direct hit, and display as such in the killfeed
Modified: Shotgun spread is now only psuedorandom, preventing unfair spreads
Modified: Weapon spread now follows a gaussian destribution, with values that can be changed per-weapon. Shots tend towards the center of the crosshair and accuracy degregredation is sensible.
Modified: Invulnerability is now a damage cap over time instead of damage protection after each hit
Modified: Accuracy and recoil mechanics
Modified: Weapon damage values
Modified: Adjusted weapon kickback to be much more subtle
Modified: Weapon penetration special rules: Can no longer shoot through the entirety of maps. Door penetration unchanged.
Modified: Increased required fall distance to trigger player damage
Modified: Sniper Rifle zoom is retained between usage
Modified: Sniper Rifle default zoom reduced to 50% down from 100%
Modified: Spawning system greatly improved. You should no longer spawn directly beside an opponent
Modified: Hunting knife removed from spawn weapons
Modified: Slapper damage increased
Modified: Hunting knife damage increased
Modified: Melee hit tracing significantly improved. It is now easier to hit players with slappers and hunting knives
Modified: Throwing knives now find their target much easier
Modified: Movement speed increased for running and crouching
Modified: Armor vests respawn if knocked too far away from their spawn point
Modified: Switching teams now always forces a suicide
Modified: Explosions now only shake screen if nearly inside of them
Modified: Armor will no longer spawn as quickly if 2 players are fighting over it
Modified: New crouch jump animation to prevent large increase in apparent jump height
Modified: Round timer now flashes red/green when time is removed/added to it
Modified: Aimmode reduces weapon kickback
Modified: Round end conditions are more robust
Modified: Weapon spawners can now spawn their normal weapon after their override token has been picked up, eg: Golden Gun
Modified: props now take 1.5 times the damage to compensate for weapon damage adjustments
Modified: Reloads are audible to all players
Modified: Moved grenades collision group so they don't collide with players
Modified: Moved rockets collision group so they properly collide with players
Modified: Grenade/rocket projectiles no longer collide with weapon triggers or tokens
Modified: Grenade projectiles now have a team based collision group in team mode, so they no longer collide with teammates
Modified: Golden PP7 and Silver PP7 now use golden gun and magnum ammo, respectively
Modified: Picked up weapons now give 30 bullets instead of 10 (Some exceptions such as the Golden Gun)
Modified: Throwing knives now only damage players
Modified: Pushforce from weapons redone. High damage hits push players further and low damage hits have no effect at all.
Fixed: Throwing knife and hunting knife no longer switch to eachother with right click
Removed: Cooldown period between jumping has been removed

Console / Client / HUD / VGUI
Added: Impulse 28 cheat, which gives you a unique radar color based on your steamID
Added: ge_infiniteammo added, along with gameplay specific enabling of this functionality
Added: Added map-specific death messages to the kill feed
Added: Added console variable to hide dev tags and weapon skins
Added: Added “ge_nextsong” to tell the music manager to skip the current track
Added: Kills awarded to an attacker as a result of player suicide are displayed in the kill feed
Added: Added weapon help popout, which is accessed with F. Displays all the relevant stats of the current weapon.
Added: Added cl_ge_show_ammocount to disable ammo display
Added: Added cl_ge_show_pickuphistory to disable pickup icons
Added: Added console variable, ge_print_map_selection_weights, which prints all the viable maps and their weights
Modified: Main menu background updated
Modified: Changed some achievement names, “You Should Feel Honored” is now “You Should Feel Suave” and the criteria is different
Modified: Fast weapon switch now has the option to show the player's entire inventory when switching
Modified: Right-aligned weapon icons in weaponset popout help
Modified: teamscore HUD box only displays round score now
Modified: Rocket and grenade fuse times adjust based on phys_timescale
Fixed: Fixed gameplay popout help
Fixed: Fixed giveweapon function so it can't spawn weapons inside the floor and fail to give them to the player
Removed: “Custom Map” loading screen removed

Bot Fixes
Fixed: Bots will always take damage from the same triggers players do
Fixed: Bots use proper hull size now, which will help them avoid getting stuck
Fixed: Bots have had a rework of their behavior - will now hunt weapons and players reliably
Fixed: Bots no longer get stuck frequently
Fixed: Bots now wait the correct time for doors to open
Fixed: Bots are more aware of nearby enemies and items
Modified: Heavy rework of map bot networks for more intelligent bot behavior

General Fixes & Performance
Fixed: Fixed an issue where you could get stuck by “X”ing out of the character select menu
Fixed: Fixed an issue where grenade launcher rounds would not bounce
Fixed: Fixed various movement exploits such as wall strafing and wiggle walking
Fixed: Fixed crouch jumping causing hitboxes to be inaccurate
Fixed: Fixed desyncing between doors and child objects such as windows
Fixed: Fixed “The Man Who Cannot Die” achievement being granted to players who had more than 10 kills on match end
Fixed: fixed teamplay variable getting out of synch which would mess up lag compensation
Fixed: fixed weapon-switch bug where you couldn't switch backwards between weapons in group one if you had to jump to the other side of the group
Fixed: Fixed rockets colliding with capture areas
Fixed: Fixed timer animation bugs
Fixed: Fixed aimmode bug where players occasionally would lose access to their crosshair
Fixed: Roundtimer now displays the correct time in all cases
Fixed: Roundtimer now responds much better to being changed mid-round
Fixed: Lasers can no longer be deleted without pickup if player doesn't have one
Fixed: Fixed bullet tracers and muzzle flashes to be more consistent
Fixed: Hitscan weapons now refuse to be blocked by lesser damage bodyparts if they can also hit a higher damage bodypart in the same trace
Fixed: Fixed penetration code ignoring entities penetrated shots ended up inside of
Fixed: “You can't win” achievement is now consistently obtainable
Fixed: Items can no longer be picked up through walls
Fixed: Players will now pick up the entire ammo crate when only picking up some of the ammo in it
Fixed: Respawnable entities will no longer get blocked by nonsolid entities like precipitation
Fixed: Player hull expanded by 0.5 units - It is no longer possible to see through walls when close to them on 16:9 resolution
Fixed: Aimmode functionality adjusted to prevent prediction errors and more seamlessly integrate with gameplay
Fixed: Fixed After Action Report bug with teamplay mode being displayed on first FFA round after a teamplay round
Fixed: Fixed After Action Report displaying wrong gameplay at the top
Performance: Explosions no longer have heatwave or dynamic light effects
Performance: Weapon muzzle flashes no longer light up static props
Performance: Precached weapon assets
Performance: Avoided precaching some unused assets
Performance: Datacachesize bumped to 128 MiB

Python
Added: Added python itemtracker which monitors items currently on the map for use by bots
Added: Added “OnEnemyTokenTouched” python callback
Added: canplayerchangeteam python callback given wasForced boolean parameter to let gamemodes know when players did not intentionally make the change
Added: Added MakeInvisible and MakeVisible python player commands

Server
Added: Added ge_addtoroundtime and ge_setcurrentroundtime to give more control to server admins
Added: Added map manager, a system which uses script files to determine what weight maps should have during selection and what gamemodes can be played on them.
Added: Added cl_ge_weapon_switchempty, which determines if a player is allowed to pull out weapons with no ammo
Added: Added round_ranks event for plugins to tell where people placed in the round
Added: Added map_rec event for game to communicate map selection choices to plugins
Added: Added ge_gameplay_threshold - a console variable which designates the minimum amount of players before random gamemode selection can occur
Modified: Capture areas can now be spawned in shortly after round start
Modified: Scoreboard can be switched to a time based display, for modes like VTAK
Modified: Create server menu now properly supports random gameplay and puts default weaponsets at the top
Modified: Only a widescreen loading screen is required for a map now
Modified: introduced more mapcycle functionality. Rotation will now avoid picking recently played maps, gamemodes, and weaponsets. How far back it looks is adjustable with convars.
Modified: Changed hardcode ban behavior to just kick instead of ban from server, so it can be reversed later if circumstances require it
Modified: Round_end event now reports the winner's score
Modified: Random_loadout selection criteria greatly expanded, will now avoid picking a set it has picked recently and avoids picking the same type of set twice in a row

Mapping Resources
Added: Added func_ge_door, a door that can accelerate and change direction mid-motion.
Added: Added func_ge_brush, a brush entity that can specify a custom collide group
Added: Added trigger_trap, which is a hurt trigger that can give custom kill credit and kill messages
Added: Added prop_ge_dynamic, a dynamic prop that can assign itself random skins on round start. Supports custom collision grouping.
Added: Added ge_logic_gate, a map entity that allows for more simple implementation of complex map logic
Added: Added ge_door_interp, which allows the visual part of a door to interp on the client instead of the server. Does not work well
Added: Added functionality to ge_gameplayinfo to allow maps to disable superflous areas at will
Added: Added ge_point_follower, an entity that will follow a target entity on a delay
Added: added special “slipnslide” material property functionality to certain material types
Modified: ge_gameplayinfo can detect more gameplay conditions like teamspawn use, and the specific gamemode in play
Modified: ge_gameplayinfo can now change the floor height of a map, which is used by the spawning system and radar.
Modified: spawners now have more outputs for mappers to use
Modified: ge_gameplayinfo can use GetConnectionCount to measure how many players are currently connected to the server so that the first round can be prepared appropriately
Modified: tokens can now be defined with skin of -1 to keep previously used skin
Modified: kill triggers no longer remove weapons from killed players
Modified: func_ge_brush can be flagged to remove weapons from killed players
Modified: ge_gameplayinfo no longer fires playercount and roundcount inputs at start of round to allow mappers more control
Modified: Spectator spawns can now be enabled/disabled by the mapper
Fixed: func_rebreakable respawns in the correct place when parented to objects
Fixed: func_door will now respawn the same way as other entities when the map restarts, making complicated entity systems much easier to implement
Fixed: trigger_push can now lift players off the floor reliably
Fixed: Fixed ge_debug_checkplayerspawns logic error and added in the ability to check for bot node compatibility

Networking
Modified: Increased default network rates
Maximum rate allowed by server is 187500 bytes/s (~1.5Mbps) per client
Minimum rate allowed by server is 4000 bytes/s (32Kbps) per client
Default network data rate used by client is 93750 bytes/s (750Kbps)
Modified: Changed default server minimum and maximum update/cmd rates and the default client update/cmd rates to 66
Modified: Reduced interpolation amount from 100ms to ~30.3ms
http://wiki.geshl2.com/v5.0_changelist

Maps:
5DaF0Up.png


http://wiki.geshl2.com/start
http://www..geshl2.com
 
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Loved the Nintendo 64 original :)

Haven't played Goldeneye Source for a few years. Will give it a download bring back the old school memories.
 
Just been playing this. Pretty cool. :)
Bit buggy at the mo with the couple of servers I played on a bit laggy. Great fun though.
 
I was about to download this but I saw there was no single player, damn. I never really played multiplayer, it was the single player I was addicted to back in the day.
 
Wow! I remember following this years and years ago! When i first tried it not many players could be found and there wasnt much to it. I sort of forgot about it, looks like they didnt! This looks great now will try
 
I remember trying this out about 5 years ago and didn't enjoy it. Everything was basically a one hit kill so getting the gun that fired the fastest meant a win.

Has it changed at all?
 
I remember trying this out about 5 years ago and didn't enjoy it. Everything was basically a one hit kill so getting the gun that fired the fastest meant a win.

Has it changed at all?

That is not my experience.

Sure, "Golden Gun" mode is "one hit kill" but that is a single game mode.
 
Had a go last night! Certainly captures the feel of the original in terms of frantic shenanigans! Not much depth to it but for what it is, its great! Very well made and polished
 
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