GoldenEye... Source ?!?

stuka666 disse:
Até pode ser com os gráficos do HL 1 :D
já conheçia o mod :p preferia que fizessem um mod é para o Perfect Dark da N64, que é o meu shooter preferido de sempre... mas quanto ao mod para Goldeneye... vou ter de pensar seriamente se compro o HL2/CSS à conta disso :p os graficos estão lindos...

by the way stuka666 não sei se és adivinho... mas fizeram um mod para goldeneye do Half Life 1 :-D (acho é que nunca acabaram, mas o mod ainda anda aí pela internet)

Mais mods para a engine do CSS para jogos da nintendo...

-> http://www.mks-mod.com/

Mario Kart :p
 
merc disse:
Uma pergunta noob... como se mete este mod a funcionar?:D
É so extrair para esta pasta: .....\steam\steamapps\sourcemods

Deve ficar no fim algo como isto
.....\steam\steamapps\sourcemods\(aqui fica a pasta com o mod, nota que dentro desta pasta deves ter outras pastas com nomes tipo Maps Models cfgs.... etc)
 
stuka666 disse:
Yep, fica logo disponivel na tab games como third party mod.

Só joguei um pouco mas gostei muito.. então não dar pra saltar tá mesmo lá :D

Hum tas errado penso eu
Depois de extraires o jogo para la tens de reiniciar o steam para ele aparecer
 
Estive a experimentá-lo, mas isto é só para multiplayer? Não há missões single-player?:D

Já agora, onde é que se podem sacar mods single-player?
 
Lançada versão Alpha 1.1 do Mod

-> Alpha 1.1

Improvements

* Fixed maplist and mapcycle having invalid map names.
* Fixed lack of spawnpoints on Caves, Facility, Facility_backzone and Egyptian.
* Fixed an issue with func_rebreakable_surf (destroy it, then it wouldn't take damage to anything but bullets )
* Fixed the throwing knife death icon (was not showing up)
* Fixed the reflection on the lab equipment so its not as strong.
* Fixed soundscape bug with ge_caves.
* Fixed floodlight_up not having collision.
* Fixed volume issues with caverns.mp3, egyptian.mp3, facility.mp3.
* Fixed startup menu music (wasn't being played).
* Fixed an issue we found with our debugging process, MDMP files ended up being useless to us last patch.
* Fixed weapons spawning in floor issue.
* Fixed reload exploit/bug that would allow someone to push "use" on a weapon spawn to keep picking up that weapon.
* Fixed glass distortion now only work in dx9, this was causing materials to go completely opaque for dx8.1 systems or less for some reason.
* Fixed minor spelling errors.
* Fixed minor map errors and all maps.
* Fixed Respawn of the armor
* Modified Facility_backzone bottling tanks now optimized.
* Modified KF7 now gets 30 rounds of ammo from ammopacks instead of 15
* Modified Armour takes full damage instead of a percentage of the damage.
* Modified Damages to the following weapons:
o KF7 from 18 to 12
o ZMG from 14 to 8
o AutoShotgun from 8 to 5
* Added ammo crates to replace the old and horrible looking HL2 ammo boxes.
* Added Community Project #2 submitted sprays(thanks to Xanatos and GobanzoMon).
* Added AutoShotgun death icon.
* Added several facility props.
* Added grittier normal map texture for the crates.
* Added the camera entities to the fgd (from halflife2.fgd).
* Added camera to the ge_facility washroom and a monitor in the security room.
* Added Intermission before a mapchange (mp_chattime sets the delay in seconds).
* Added command dev_spawnpoints for counting the number of spawn points.
Fonte: http://www.goldeneyesource.com/index.php?option=com_content&task=view&id=28&Itemid=35
 
Back
Topo