GoldenEye TC Complete

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kalensar
Posts: 396
Joined: Sun Mar 21, 2021 9:40 pm
Operating System Version (Optional): linux mint 20

GoldenEye TC Complete

Post by kalensar »

https://www.moddb.com/mods/goldeneye-do ... c-complete





Just unzip and load the Pk3 with Doom2 or FreeDoom Phase 2. Works on GZDoom, ZANDRONUM, ZDoom2.8. Does NOT word on LZDoom. Meant for Single Player only.

The long awaited TC cobbled together from the best resources available for the Task.

Changelog--10/22/22

Complete Overhaul! Works on GZDoom, ZANDRONUM and ZDoom 2.8
No hitscans! All guns shoot projectile bullets.
Difficulty adjustments that make it feel closer to n64!
All Guns now Zoom (except Moonraker Laser)!! Reload uses Reload button( I bind to Shift), Right Click Zooms. Use Reload Button to Exit Zoom.
Bosses feel much better, aka Xenia and Trevelyan.
Guns that are Silent are Silent. Unarmed Strike and Hunting Knife are now Silent.
GIVE IT A TRY!!!!
Updated HUD via KalsSBARonly HUD by Kalensar.


Credits:

Raffline52-GoldenEye Weapons in Doom v1.4 <3

Raffline52-- GoldenEye Weapons in Doom Enemies Addon v1.4 <3

Ouromov-- GoldenEye Doom 2 Dehacked Version. Aka The Levels. <3

As per Ouromov's instructions his Data Readme is included and none of the levels or assets have been tampered with or used. All edits are done editing Raffline52's original work.

Kalensar--- Welding together, balancing, and editing this project into a fun experience that captures a decent feel.

----------------

Kick back and enjoy a trip down Nostalgia road and relive a decent rendition of the acclaimed adventure that is GoldeEye on GZDoom Engine. All guns uses Reload Button to Exit Zoom(Rightclick) and to reload as well.

There are 4 Classes: James, Alec, Xenia, Solid Snake. Each Starts with different weapons. Other than that they are identical except for sounds and player sprites.

James has the most starting equipment: The Laser Watch has infinite ammo and was mainly added for completion rather than any advantage. James is the only person who starts with a silenced gun.

Alec-- Start with a DD44 Destovel

Xenia starts with a ZMG and a Hunting Knife. The Knife is Silent and is her Melee weapon.

Snake--- Starts with a normal PP7. Hes definitely the hardest starter character.
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MrRumbleRoses
Posts: 319
Joined: Thu Feb 25, 2016 2:01 pm

Re: GoldenEye TC Complete

Post by MrRumbleRoses »

it's nice to have some GoldenEye related Doom mods being a thing. the Skulltag one was pretty cool. though it had that issue of keys not wanting to work sometimes, which kinda kills progression. and the Edge one. slow though it may be, but also trying to have missions being an actual thing. wasn't to bad either. i do wish that version was made to work with Edge Classic. but oh well i suppose
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kalensar
Posts: 396
Joined: Sun Mar 21, 2021 9:40 pm
Operating System Version (Optional): linux mint 20

Re: GoldenEye TC Complete

Post by kalensar »

MrRumbleRoses wrote: Sat Oct 22, 2022 12:48 pm it's nice to have some GoldenEye related Doom mods being a thing. the Skulltag one was pretty cool. though it had that issue of keys not wanting to work sometimes, which kinda kills progression. and the Edge one. slow though it may be, but also trying to have missions being an actual thing. wasn't to bad either. i do wish that version was made to work with Edge Classic. but oh well i suppose
This TC is based on the EDGE maps! Same author of those maps in fact. Everything dealing with them was just modified by me from the Outside. The really cool part is you can extract the Gold64 wads from this PK3 and play his base for Dehacked version, which Ive played on PRBoom+. This fits right into Orumov's Distribution clause basically!

Whether you play the TC version or the map levels (aka OG vanilla style TC), the Keys work perfectly fine everywhere that Ive tested.
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MrRumbleRoses
Posts: 319
Joined: Thu Feb 25, 2016 2:01 pm

Re: GoldenEye TC Complete

Post by MrRumbleRoses »

kalensar wrote: Sat Oct 22, 2022 3:17 pm
MrRumbleRoses wrote: Sat Oct 22, 2022 12:48 pm it's nice to have some GoldenEye related Doom mods being a thing. the Skulltag one was pretty cool. though it had that issue of keys not wanting to work sometimes, which kinda kills progression. and the Edge one. slow though it may be, but also trying to have missions being an actual thing. wasn't to bad either. i do wish that version was made to work with Edge Classic. but oh well i suppose
This TC is based on the EDGE maps! Same author of those maps in fact. Everything dealing with them was just modified by me from the Outside. The really cool part is you can extract the Gold64 wads from this PK3 and play his base for Dehacked version, which Ive played on PRBoom+. This fits right into Orumov's Distribution clause basically!

Whether you play the TC version or the map levels (aka OG vanilla style TC), the Keys work perfectly fine everywhere that Ive tested.
i'll try & keep that in mind
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Kinsie
Posts: 7333
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: GoldenEye TC Complete

Post by Kinsie »

Is this kosher? Looking at the readme files for the Goldeneye Doom 2 TC from back in the yonder year of 2009 or so, and they all state that "Authors MAY NOT use these levels/graphics/sounds as a base to build additional levels/patches."
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kalensar
Posts: 396
Joined: Sun Mar 21, 2021 9:40 pm
Operating System Version (Optional): linux mint 20

Re: GoldenEye TC Complete

Post by kalensar »

All I can say is if you extract the two Wads named Gold64.wad and Gold64levs.wad, renamed so I could find them easier, then you'll find that they are identical to his original Dehacked version release. No editing happened inside of the wads themselves because none was needed. All visual material used for guns, enemies and players is supplied by outside source of Raffline52 Goldeneye Weapons in Doom, and other code that I supplied myself like the Sbarinfo, mapinfo for difficulties, Menudef, every edit to every gun and enemy, the bullet tracer refining code I supplied originally from my own Code Zleek Doom bullet tracers as the base. Thats about all i can say on it other than it looks kosher for distribution purposes in line with the permissions of the GE maps.
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r&r
Posts: 251
Joined: Fri Sep 08, 2017 2:54 pm

Re: GoldenEye TC Complete

Post by r&r »

Not bad.
a weapons compatibility patch
for GoldenEye: Rogue Agent Weapons would be nice.

Hoping the textures and enemies get updated or a addon too someday.
I mean I know it's a classic,
but there's so many ports of it,
even new textures, sprites and tweaks would be nice.
Shadow_Wulfe
Posts: 14
Joined: Tue Jan 12, 2021 11:27 pm

Re: GoldenEye TC Complete

Post by Shadow_Wulfe »

Are objectives listed or unnecessary?
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kalensar
Posts: 396
Joined: Sun Mar 21, 2021 9:40 pm
Operating System Version (Optional): linux mint 20

Re: GoldenEye TC Complete

Post by kalensar »

r&r wrote: Fri Oct 28, 2022 11:05 pm Not bad.
a weapons compatibility patch
for GoldenEye: Rogue Agent Weapons would be nice.

Hoping the textures and enemies get updated or a addon too someday.
I mean I know it's a classic,
but there's so many ports of it,
even new textures, sprites and tweaks would be nice.
I've actually got a working model for some updated textures. I'm just fine tuning some details. Just got a super exciting answer from a colleague to add some extra bang into the mix, short lived though they are ;) .
Shadow_Wulfe wrote: Fri Nov 04, 2022 4:40 pm Are objectives listed or unnecessary?
The objectives are not listed in this port unlike in the older but superior EDGE port. Currently it is just beat the levels, and figure out how to beat them. The only stage that is absolute trash is Statue Park, but the rest are pretty good. The end of the Campaign is Map21, BUT there are many maps after that which are both finished and unfinished. I can't really comment or anything because everything I added to it had nothing to do with map fixing. The maps are ancient, but with some outside help have gained some new life.

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