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View Full Version : Who's Still Developing?



Inferno
October 12th, 2008, 11:39 PM
I was just curious to see how many people are actually still making stuff for CE.

Sever
October 12th, 2008, 11:48 PM
I'm making stuff that takes place in the Halo universe, but would be much better suited for the Source engine, due to the dual-ammo weapons options and the lack of an every-weapon melee attack, along with the AI being able to understand things like moving platforms. So, I'm still here for Halo stuff, but not in the original game engine.

Invader Veex
October 12th, 2008, 11:54 PM
I'm still creating content, after about a year.

Inferno
October 13th, 2008, 12:04 AM
By the way, I'm making - not makeing - content.

Ive always had a problem with words that end with e.

Ki11a_FTW
October 13th, 2008, 12:08 AM
im still developing, but if i could figure out source modding, then i would surely move to it.

Timo
October 13th, 2008, 12:08 AM
Take off the 'e' and add 'ing' http://sa.tweek.us/emots/images/emot-eng101.gif.

According to debug.txt, the last time I compiled something was May.

Kalub
October 13th, 2008, 12:15 AM
Shit.... now you've made me curious.


Mine says 7/28/08, but I know that's wrong.....

legionaire45
October 13th, 2008, 12:30 AM
The only map I have released for CE is the beta for Dane's map :3.

That's the only map I plan on releasing. Source ftw.

Zeph
October 13th, 2008, 01:03 AM
I'm making something big for Halo, but my schoolwork in Unreal 3 takes priority.

NuggetWarmer
October 13th, 2008, 01:26 AM
I still do plenty of stuff for Halo.

SnaFuBAR
October 13th, 2008, 01:28 AM
don't really make halo stuff anymore. it's all been passed down the chain for finishing. later on i'll release some covie architecture crap i made.

Evil_Monkey
October 13th, 2008, 02:56 AM
I still make content every now and then.

MMFSdjw
October 13th, 2008, 03:37 AM
technicaly I still have stuff in the works for CE but it's all taken a back seat to ut3 for now.

Hunter
October 13th, 2008, 05:29 AM
I dont put stuff into the game but I model for it.

Masterz1337
October 13th, 2008, 05:51 AM
Still trucking along.

DaneO'Roo
October 13th, 2008, 06:41 AM
Still riding the truck :P

Syuusuke
October 13th, 2008, 11:00 AM
The truck left me.

Ifafudafi
October 13th, 2008, 11:03 AM
I'M DRIVIN' THE TRUCK, BITCHES

Still making random stuff, but nothing big or exciting. Just a nice little distraction to the side.

Sever
October 13th, 2008, 11:41 AM
I keep getting hit by the truck.

Hunter
October 13th, 2008, 01:20 PM
Lol. Nice combo.

Botolf
October 13th, 2008, 03:28 PM
Ne'er released anything, but trying to release a SP map that isn't complete shit.

Disaster
October 13th, 2008, 04:33 PM
technicaly I still have stuff in the works for CE but it's all taken a back seat to ut3 for now.
Same thing here

DarkHalo003
October 13th, 2008, 04:50 PM
Meh, I'm just modding stuff now (SP not Bloodgulch). Gmax and 3ds when corrupt on my computer and I'm too lazy to fix that. Honestly, I loved making maps, even box ones, but since both Gmax and 3ds quit on me I can't do anything. Oh well, modding Bungie's SP is still fun none-of-the-less. I also come here for the drama too. :3

Rentafence
October 13th, 2008, 06:02 PM
I have a few maps I've been working on and off for about 3 years.

FRain
October 13th, 2008, 06:40 PM
I got to reformat my PC after I gave up with having to deal with this http://www.drbillbailey.net/images/startrek-bluescreen.gif every time I had more than 4-5 windows open

I used to use my laptop but it kept doing http://www.drbillbailey.net/images/startrek-bluescreen.gif so I reformatted my PC so I could keep editing.

MetKiller Joe
October 13th, 2008, 07:45 PM
I'm working on something for Halo CE. I'm also trying to get my feet wet in Unreal Editor 3.

Choking Victim
October 13th, 2008, 07:50 PM
Anyone else think boobies when they saw the thread title?

...just wondering.

I touch CE from time to time, ill surely pick it up again once if open sauce is released :cool:

Inferno
October 13th, 2008, 07:51 PM
Anyone else think boobies when they saw the thread title?

...just wondering.

I touch CE from time to time, ill surely pick it up again once if open sauce is released :cool:

What are the changes of that? I've been wondering lately because without open source I'm gonna move on to a new game after I finish my current projects.

Choking Victim
October 13th, 2008, 08:04 PM
What are the changes of that? I've been wondering lately because without open source I'm gonna move on to a new game after I finish my current projects.
According to korn, he's not missing the NLT date unless he dies. So, im guessing chances are its likely to be released. (I hope)

MetKiller Joe
October 13th, 2008, 08:33 PM
Pardon me, but what open-source project?

t3h m00kz
October 13th, 2008, 08:54 PM
I'd probably be doing more Halo stuff if it weren't such srs bsns. Had a few weapon ideas, but never really took a shot at them.

IE, mortar shell that stops in mid-air, holds for two seconds, then sends shards of death in all directions for about five seconds before dissapearing. Code name, the Room Cleaner.

Heathen
October 13th, 2008, 09:07 PM
I have no talent, so I'm not developing.

Anything I made would suck the peni anyways.

seanthelawn
October 13th, 2008, 09:08 PM
Pardon me, but what open-source project?:O

http://www.modacity.net/forums/showthread.php?t=10685

PopeAK49
October 13th, 2008, 09:24 PM
Im workoing on Coluseum 3

MetKiller Joe
October 13th, 2008, 09:28 PM
:O

http://www.modacity.net/forums/showthread.php?t=10685

Awesomesauce and coolbeans.

Sel
October 14th, 2008, 10:42 PM
Ive been working here and there on SPv2, and my final CE project, just not as much as I usually do since I'm kinda addicted to ZPS and TF2.

Pooky
October 15th, 2008, 12:02 AM
Never made anything for CE, don't plan on starting.

IGM Dhark
October 15th, 2008, 06:38 AM
IG is still around too <3
We got some stuff coming up that may (hopefully) ress CE at least a tiny bit

DaneO'Roo
October 15th, 2008, 06:44 AM
Never made anything for CE, don't plan on starting.

Why not? Who knows, you could be an absolute natural, you'd never know until you started.

When I started doing photoshop shit back in july 06, I was total shit, but I can own proper hard now. Before I did that stuff, I didn't know or care at all about it. Now it's totally consumed me. Funny that.

FluffyDuckyâ„¢
October 15th, 2008, 07:47 AM
True story. BUT, Dane when you started you were still good in my eyes, now your just... a lot better. :D

Pooky
October 15th, 2008, 01:00 PM
Why not? Who knows, you could be an absolute natural, you'd never know until you started.

When I started doing photoshop shit back in july 06, I was total shit, but I can own proper hard now. Before I did that stuff, I didn't know or care at all about it. Now it's totally consumed me. Funny that.

My problem is I'm an ideas man. I have all these ideas, but when I try to make them I don't have the patience to learn the tools. So I basically just played CE throughout its life span and wished the maps were as cool as the ones I imagined.

MetKiller Joe
October 15th, 2008, 01:15 PM
My problem is I'm an ideas man. I have all these ideas, but when I try to make them I don't have the patience to learn the tools. So I basically just played CE throughout its life span and wished the maps were as cool as the ones I imagined.

I'd say go for it. It does take a while to get better with the tools, but it is definitely worth it.

Sever
October 15th, 2008, 01:19 PM
Or learn to spline model - you don't need tools at all then (though they do help as shortcuts, once you learn how to properly use them). If you can draw it, then you can create it.

Corndogman
October 15th, 2008, 01:46 PM
Well, Still developing doesn't really apply, since I'm not really an old timer. But yes, I do make stuff for CE, when I'm not being a complete lazy fuck. I'm working on a map right now, though I haven't actually finished a map and released it.

stevo
October 15th, 2008, 03:17 PM
i'm still attempting to make sutff every now and then, but since my modeling skills, and all general development skills are lacking alot, nothing good comes from the attempts, at least not yet.

Huero
October 15th, 2008, 03:57 PM
Technically no, as of right now I'm just feeding my ideas to FRain
I WOULD feed them to somebody else but he seems to be the only guy that takes me seriously :V
Other than that I'm looking at modding C&C Generals, but the community for that is virtually dead.
Oh, and if anyone can tell me where to start on the path to software development (the field i plan to go into) please tell!

Apoc4lypse
October 20th, 2008, 07:07 PM
im just here for the drama, its like my tv show that I watch everyday. :rolleyes:

havent touched max in about a month, life, friends and college... inbetween i go here...

Dwood
October 20th, 2008, 07:58 PM
Technically no, as of right now I'm just feeding my ideas to FRain

Oh, and if anyone can tell me where to start on the path to software development (the field i plan to go into) please tell!


Someone should try to redo halogen except keep it all undercover like.

Andrew_b
October 20th, 2008, 09:05 PM
I still create content for CE. Just not as much /custom/ content because I'm really busy these days.

DarkHalo003
October 20th, 2008, 09:21 PM
My problem is I'm an ideas man. I have all these ideas, but when I try to make them I don't have the patience to learn the tools. So I basically just played CE throughout its life span and wished the maps were as cool as the ones I imagined.
Yeah, it's the same deal with me, that's why I am planning to get a tablet so I can create concept art and send it to someone who knows how to do this modeling.lol. I tried modeling once, too impatient to plain model though.

n00b1n8R
October 21st, 2008, 06:57 AM
I'm founding the people-who-never-seriously-thought-about-making-a-map-and-now-feel-like-giving-it-a-go-even-though-we-will-probably-fail-mapping-team or PWNSTAMAMANFLGIAGETWWPFMT for short.

You know you want in.

FRain
October 21st, 2008, 08:58 AM
People-who-never-seriously-thought-about-making-a-map-and-now-feel-like-giving-it-a-go-even-though-we-will-probably-fail-mapping-team?

In my Halo?

It's more likely than you think.

Pooky
October 21st, 2008, 10:26 AM
I'm founding the people-who-never-seriously-thought-about-making-a-map-and-now-feel-like-giving-it-a-go-even-though-we-will-probably-fail-mapping-team or PWNSTAMAMANFLGIAGETWWPFMT for short.

You know you want in.

Me.

Except for the giving-it-a-go (GIAG) part.

SnaFuBAR
October 21st, 2008, 02:35 PM
People-who-never-seriously-thought-about-making-a-map-and-now-feel-like-giving-it-a-go-even-though-we-will-probably-fail-mapping-team?

In my Halo?

It's more likely than you think.
stop dissing yourself it makes you look bad lol

JunkfoodMan
October 21st, 2008, 02:37 PM
stop dissing yourself it makes you look bad lol

:XD:

Also, I may think about joining this Mapping team. I'm an avid procrastinator, so I feel I fit the part.

n00b1n8R
October 21st, 2008, 05:04 PM
Me.

Except for the giving-it-a-go (GIAG) part.
DO IT FAGGOT

Dwood
October 21st, 2008, 05:41 PM
People-who-never-seriously-thought-about-making-a-map-and-now-feel-like-giving-it-a-go-even-though-we-will-probably-fail-mapping-team?

In my Halo?

It's more likely than you think.

You should do this and when Halo 3 comes out on PC with its own Modding Kit 4 years from now and no one plays Halo CE release something completely uber-tastic.

Heathen
October 21st, 2008, 05:52 PM
Isn't that what they said about Halo 2 for PC?

Dwood
October 21st, 2008, 06:18 PM
Isn't that what they said about Halo 2 for PC?

Not really when it turned out you had to pay for xbox live to play online... here's hoping H3 PC won't suck uberly.

MetKiller Joe
October 21st, 2008, 06:46 PM
I hope they optimize the engine more as well as give the H3 engine more functionality because, as it stands, Unreal Engine 3 is running circles around it.

@Dwood:
In 4 years, Unreal Engine will look like Far Cry does today, so, relative to that, H3 will look even more dull.

Zeph
October 21st, 2008, 07:12 PM
I hope they optimize the engine more as well as give the H3 engine more functionality because, as it stands, Unreal Engine 3 is running circles around it.

I'm sorry, how? I'm using Unreal 3 daily and I find it to be worse in many regards to Halo. Honestly, the only good thing about Unreal is that it'll scale much nicer if you take the time to get it to do so. But that's non-contendable against Halo as it's PC vs console theology there.

So yes, tell me how Unreal 3 is superior to Halo's engine.

Kornman00
October 21st, 2008, 07:29 PM
I hope they optimize the engine more as well as give the H3 engine more functionality because, as it stands, Unreal Engine 3 is running circles around it.

http://img177.imageshack.us/img177/1951/monkeylol1oi4pw0pdna8.jpg

MetKiller Joe
October 21st, 2008, 07:37 PM
Maybe its an IMO thing. I'll shut up.

Dwood
October 21st, 2008, 07:46 PM
@Dwood:
In 4 years, Unreal Engine will look like Far Cry does today, so, relative to that, H3 will look even more dull.


You DO understand I was being a wee-bit sarcastic about the time frame don't you?

MMFSdjw
October 21st, 2008, 11:16 PM
So yes, tell me how Unreal 3 is superior to Halo's engine.
I fyou don't mind me asking, how is Halo superior to ut3? I ask because I'm assuming you're talking about halo 2&3 and I have no experience with them and have no idea how different they are from halo1.

Zeph
October 22nd, 2008, 08:34 PM
I fyou don't mind me asking, how is Halo superior to ut3? I ask because I'm assuming you're talking about halo 2&3 and I have no experience with them and have no idea how different they are from halo1.

Really, it's just how the two engines handle objects and the pipeline for creating something. In short, you could really say it's a tools and UI issue. Even so, it's partially unfair to compare the two because of their platforms.

I will concede that Unreal 3 can theoretically cram and do soo much more than has been realistically been used in any Halo game thanks to its ability to scale with whatever hardware is available to it. To do that, though, you need artists who fully understand the engine, the scripting language, and the assets their working with. Even so, it's strict in what it can do. The code in the engine is optimized to do a specific function and only that function. In turn, Blam! has never been put in a position where it can truly make use of scaling hardware.

In turn, the Halo 3 generation of the engine is incredibly efficient at working with what it has available. Blam! is rediculously open in how it can do things. That's its greatest benefit over Unreal. For instance, deciding on what the player can be. In Unreal, you have to go through many scripts, localization files, etc. to change the nature of the player. In Halo, you just select a different tag (a vehicle perhaps). That openness greatly aids the project team as a whole by allowing artists to easily get their work into the engine and the designers to be able to play around with it to find something that works.

Each have their pros and cons:

You can play Unreal as long as you have a player spawn. However, you will get ill effects if anything moves over an unsealed area. You can only play Halo whenever you've got a sealed world and a player spawn.

Objects in Unreal have to cram their textures onto one bitmap. The only exception to that is characters, but in turn a character is many objects. Objects in Halo use the material ID system and can use as many different bitmaps to texture an objects as you have memory for.

I haven't looked too deep into it, as I dont have a copy of Halo 3's lighting system readily available to me, but from what I have read Halo 3's lighting is much more precisely and realistically done. Unreal 3's lights are point-based.

Halo's got a great ability to provide micro-detail in texture thanks to whatever derived out of its detail map system. I've yet to run across anything that would provide similar functionality in Unreal.

There's much much more, but Unreal does not run circles around Blam! in any way. Take a look at that Halo 3 announcement trailer and compare it to anything you've seen in Unreal. Halo 3 did not wind up looking 100% like that announcement trailer, but it was far from technical reasons. Design language drove decisions for that.

In the long run, it all depends on the pipeline and user experience for making things. I'd pick Blam! any time just for the ease of use in getting my stuff made, configuring it however I want, and working properly in game.

That's probably my biggest problem in Unreal right now. I've got my stuff in game, but you have to jump through soo many hoops to get things working it's pathetic. Even then, you're lucky that you've gotten it working because there's soo much shit you cant do in Unreal without having an engineer coding it for you. I mean, ffs how hard can it be to get a bird to fly in Unreal?

Higuy
October 22nd, 2008, 10:05 PM
I was just curious to see how many people are actually still making stuff for CE.
Me :)

Inferno
October 22nd, 2008, 10:21 PM
:words:

I think I'm going to stay away from Unreal Editor if it's as complex as you say :lol:

Lightning
October 23rd, 2008, 01:28 AM
I'm here still.

Whether people believe that or not is up to them :V

Gamerkd16
October 24th, 2008, 02:00 PM
I was making a UI in August, but then tags got corrupted somehow, college started again, and I gave up. :(

SonicXtreme
October 24th, 2008, 05:55 PM
Stuff about UE3

Zeph , trust me man , i know it sounds crazy but down grade to UT2004 , its much more suited for custom stuff than UT3 is , UT3 just stops people modding at every single point , UT2004 is so much easier to use.

I am basing my opinion on first hand experiance using both UT3 and UT2004 daily.