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Anybody miss Goldeneye (n64)?

Posted: 18 Jul 2013, 00:17
by xRedStar
I thought about something that so many people have thought about. Why in genesis didn't goldeneye come to freaking pc... assholes.

Too much mainstream console crap these days I tell you, here is a WIP thread for some goldeneye portfolio I wanted to open up beside the Inf 2.9 Weapon pack... currently I wanted to make a small goldengun for a test on the animations. Import the frames and synch it to same states... I'll probably add a hand in... and make a mutator to have the crosshair use the weapon muzzle direction. Then if I can get some clarity, maybe have a hand that aims at enemies like in the old game :)

Goldengun (WIP + HUGE F'ing BARREL)
http://youtu.be/_BmPf6_ae_Q

Re: Anybody miss Goldeneye (n64)?

Posted: 19 Jul 2013, 08:51
by Jigoku
I have that game! But never played it though.

Re: Anybody miss Goldeneye (n64)?

Posted: 19 Jul 2013, 14:47
by TheIronKnuckle
you're missing out!

Re: Anybody miss Goldeneye (n64)?

Posted: 19 Jul 2013, 19:36
by xRedStar
I think I designed it a little too low quality, the barrel is too big etc etc... but if you look at a video on youtube with the golden gun you can see how it looked originally.

Original goldengun, similar but not exact... http://www.youtube.com/watch?v=Hv1Z89l-lL4

I could easily make all of the guns in a day with animations and textures, I regard this all as a test for animation. I never have actually done weapon animations before, just running and stuff... and I never took advantage of ActorX's Frame Range exporting. Everything makes much more sense now... so I am currently working on some code to sort of give the gun a brain of it's own. And by doing that, it is pretty much an aimbot. I've got it to aimbot so far, but the harder part is telling it which targets it should shoot first. And it is all judged based on who is closer and is in my line of sight... and then I have to tell it to not do a 180 if enemies are behind me. But the next thing is to make the gun aim on it's own as I move and pan around. I set the gun's crosshair to bOwnsCrosshair, and I am going to try and maybe make the cross hair equal the weapons muzzle direction??? I don't know how I will do it but I have been looking for some of this lately.

Re: Anybody miss Goldeneye (n64)?

Posted: 21 Jul 2013, 20:38
by Draco Nihil
I'm making a overhaul of the old AgentX mod to make it blatantly copy Goldeneye 64.

I occasionally stream the mod whenever I feel like people want to watch such stupid mindless shit like that.

Re: Anybody miss Goldeneye (n64)?

Posted: 22 Jul 2013, 08:21
by xRedStar
If you can find the right functions and variables, it is all perfectly possible. But bringing in models and animations and synchronizing them simply just takes time, and some effort. The thing about this entire thing is that Goldeneye guns all have brains of their own, and the hands rotate to aim at enemies on their own. This very thing, I don't currently understand how to really do. Other than make a completely separate Weapon class... but the hardest part is finding a way to get the first person model to rotate dynamically.

Re: Anybody miss Goldeneye (n64)?

Posted: 22 Jul 2013, 08:28
by Draco Nihil
You need a separate playerpawn class actually. Infiltration 2.9 already does 50% of what Goldeneye64 does minus the drifting when turning around. (Goldeneye64 lets you aim your gun independent of your camera rotation)

I have all the sounds and most of the weapons working slightly close to how I remember playing it as. (yes even the rocket launcher with the lingering explosion that causes ridiculous damage to whoever tries to pass though it)

Re: Anybody miss Goldeneye (n64)?

Posted: 26 Jul 2013, 07:04
by xRedStar
You need a custom playerpawn to make it look like his arms are moving in third person, but that takes Skeletal Meshes I think? Well I think all the Infiltration 2.9 Weapons in first person would resemble to is a rotator plus a fixed position. The Arms are attached to the weapon as part of the model and animation... you can program a rotator as easily as you can program a vector for a projectile by doing a local rotator var... just create an abstract class under Inventory and add some of this material. Fun part is figuring out how to synchronize it to the mouse's yaw + pitch etc... I'm learning some C++ right now just to get better at the abstract half of programming. Unreal can be so class and object oriented that I don't know where to look for things, leaving me often helpless to get a single result within a few hours (TIM SWEENEY F*** Y**). I really wish there was some sort of Function and Variable reference with descriptions for each class, while I highly doubt it... it takes a seriously boring morning of drinking coffee and looking for any related material. But to be honest, I don't want the head ache... I've had trouble with AI lately and I want to call it a rest.

If you get any of this done quick enough, good luck :)


ps. I will continue to work on it as planned, but only when my headache goes away. If you want any help making models and animations, I'm your man :)

Re: Anybody miss Goldeneye (n64)?

Posted: 27 Jul 2013, 14:51
by Draco Nihil
The mod aims to be compatible for Unreal 1 (NON 227) so... yeah. I'm staying away from skeletal meshes and skeletal animation in Unreal engine 1.x isn't even that great to begin with... what with it prone to crashing the engine..

Re: Anybody miss Goldeneye (n64)?

Posted: 27 Jul 2013, 19:13
by bob
The mod aims to be compatible for Unreal 1


Good to hear , somewhere on another pc i have the agentx stuff i once tryed to port to unreal, that never got anywhere tho, back then i was almost a idiot when it came to importing stuff...