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2. I hadn't had that problem on my end, perhaps it could be just a sound coding issue that cuts the sound off too soon.
3. The new Goldeneye removed the watch requiring to detonate the mines and instead it was a simple button to click. The throw button and detonate are reversed and that's something I don't know how to fix cause unfortunatly the coding for it ain't as simple as switching the binds. I know that pressing the shift key fixes the animation.
4. The weapons don't have iron sight sounds, that's intentional, it's just the base doing its job letting people know in the console.
5. The keytoken is just an extra prop that snuck in the path without me noticing, wasn't intended to be in there.
6. Knife was my mistake as I left out the world hitting sound pack, will try to fix it if I get time.
7. It was intended, I tried using the grenade models from the game and I got lua errors due to them not being properly ported.
8. Unfortunatly that's something I'm unfamiliar with removing, Goldeneye's base is a special kind. If it bothers too much you can try using a custom HUD, it's what I used during making of it so I never spotted that bit.
9. Just like the remote mines, I couldn't come together a decent code that'll work out. I'll try to fix it one way or another unless someone comes with it first.
10. Moonraker laser is meant to be Infinite Ammo, there's no ammo counter for it.
1. __index - [C]:-1
2. unknown - lua/weapons/weapon_ges_rocketlauncher/shared.lua:162
Timer Failed! [Simple][@lua/weapons/weapon_ges_rocketlauncher/shared.lua (line 161)]
1. The error still persists. I wish this were solved so it wouldn't be a ping on my Gmod errors list.
2. The sounds definitely don't cut off on the AR33 for me, but the KF7 suffers this problem, especially when you're close to the surface you're shooting. Gunfire will become quiet in bursts inconsistently. After a few minutes of testing with all guns, KF7 was the only one I could get replicate the bug with consistently.
3. It sounds like you already have a response to this, I won't press you further on fixing the mines if you don't think it's something you have the time to work out. They're technically functional, just janky.
4. I don't really know what this whole universal_ironout sound was about, so I won't comment on this lol
5. Yeah, I was honestly not sure why some of these untextured models are included. They seem superfluous to the goal of the pack. Might be worth updating with this broken bloat stuff expunged.
6. Yeah I see this didn't get fixed, but it's kinda funny to me so I do not mind at all.
7. This is less of a bug report and more of just a response to your response to this, which is that I think it's kinda funny you call it "intentional" when it's the forced result of a botched port lol I don't mind the HL2 grenades anyway.
8. Yeah, again, if you don't think you can pull it off I'm not gonna pressure you on that.
9. The grenades are pretty janky like the mines, yeah. Honestly without the rolling GE explosions it's hard for me to be terribly bothered by it.
10. The moonraker reload is indeed bugged, because for some reason when you press reload the gun responds to it despite not having or needing a reload function.
Hope you pick this up again sometime. I think these are some really quality GE sweps.
[Goldeneye: Source v5.0 Sweps] bad argument #3 to 'Add' (function expected, got nil)
1. Add - lua/includes/modules/hook.lua:31
2. unknown - lua/weapons/weapon_bfg_ges_base/cl_init.lua:26
run on client
Looks like the function was probably removed from Garry's or something, but the mod still works without this.