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Invader Veex
January 22nd, 2009, 01:31 PM
SECOND-LAST PICTURE. :rolleyes:

CONFUSION.
Yeah, the text above the picture isnt referring to the picture in my post. I wrote something about the one in my post below.




referring to Muki's pics: Is there supposed to be both the square grid and hexagon grid for the damage indicators?

Edward Elrich
January 22nd, 2009, 01:42 PM
I noticed that too...

The square grid flashes at exactly the correct rate to cause an epileptic seizure in everyone! (and not just the ones with epilepsy)

edit: Ouch, 13fps on the sparrowhawk pic? (compared to the framerate on the other pics, it looks like it'll be a graphics nightmare)

343guiltymc
January 22nd, 2009, 01:47 PM
What the hell 13 FPS? Are playing the mod using the PC in your profile PC specs?

teh lag
January 22nd, 2009, 02:09 PM
What the hell 13 FPS? Are playing the mod using the PC in your profile PC specs?

That particular section has such low FPS because I haven't given LODs to the Elites yet, and for every banshee you fight there's also an elite pilot. Also keep in mind that you've got the whole island being rendered.

Masterz1337
January 22nd, 2009, 04:59 PM
Yes, there's 13 elites being rendered in that fight, each one with 8k pollies.

Also damage grid is old, we made it alot smaller and translucent. None of the testers have complained about the new one.

Alwin Roth
January 22nd, 2009, 05:12 PM
Sparrowhawk in action




Saw the pic and then Jizzed in Ma Pants.

are you going to be posting a video of it in action?

dark57
January 22nd, 2009, 05:13 PM
Is that spiker old?

Heathen
January 22nd, 2009, 05:30 PM
That water is nice looking.

markopolo
January 22nd, 2009, 06:41 PM
Sparrowhawk looks way better than the hornet in h3 does.

Inferno
January 22nd, 2009, 06:48 PM
I wouldn't go that far. It looks great though.

Ki11a_FTW
January 22nd, 2009, 07:35 PM
Saw the pic and then Jizzed in Ma Pants.

are you going to be posting a video of it in action?


that idea was originally by me when i was on CMT and actually did something :), it looks like he did a great job on it though

sdavis117
January 22nd, 2009, 08:23 PM
Saw the pic and then Jizzed in Ma Pants.

are you going to be posting a video of it in action?


With 13FPS for a screenshot? You might want to ask someone else for a video.

343guiltymc
January 22nd, 2009, 08:27 PM
Which part in silent cartographer will you get the sparrowhawk? Is at the after the beach landing?

n00b1n8R
January 22nd, 2009, 08:29 PM
What the fuck is with the HEXAGONS?

Heathen
January 22nd, 2009, 08:31 PM
What the fuck is with the HEXAGONS?
Still hoping they are temporary damage indicators....

:puke:

Inferno
January 22nd, 2009, 08:38 PM
Lol does anyone read what masterz says? Those are old they have been replaced.

Reaper Man
January 22nd, 2009, 08:43 PM
That looks amazing. One slightly off question though, you guys redid the elites, but why not the marines? :phonegonk:

sdavis117
January 22nd, 2009, 08:53 PM
That looks amazing. One slightly off question though, you guys redid the elites, but why not the marines? :phonegonk:


NO! I like the H1 marines.

Reaper Man
January 22nd, 2009, 08:59 PM
NO! I like the H1 marines.
I've always thought they looked dumb, especially in comparison to the h2/h3 marines, whose armor.. well, looked like armor, not plates of metal strapped to them.

ICEE
January 22nd, 2009, 09:03 PM
D: You said I could have a build.. I want a build! The sparrowhawk looks awesome. Can't wait to try it out. How does it handle?

itszutak
January 22nd, 2009, 09:10 PM
I've always thought they looked dumb, especially in comparison to the h2/h3 marines, whose armor.. well, looked like armor, not plates of metal strapped to them.
I preferred the chunks of metal. It didn't look like the marines were wearing cheap plastic suits :/

dark57
January 22nd, 2009, 09:20 PM
I preferred the chunks of metal. It didn't look like the marines were wearing cheap plastic suits :/
Looked like an advanced version of kevlar to me.

Heathen
January 22nd, 2009, 09:46 PM
I've always thought they looked dumb, especially in comparison to the h2/h3 marines, whose armor.. well, looked like armor, not plates of metal strapped to them.
They said they were fine the way they are and I agree.

And I wasnt aware of the thing about the indicators.

dark57
January 22nd, 2009, 09:57 PM
This mod reminds me of halo 3 in to many ways...

Amit
January 22nd, 2009, 10:18 PM
This mod reminds me of halo 3 in to many ways...

Is it not supposed to? H3AR, H3SR, H3SL, H3Brutes. Hell, even the elites look like they're from H3.

Alwin Roth
January 22nd, 2009, 10:31 PM
NO! I like the H1 marines.

the marines should look different from the halo 3,2, and 1's halo marines...
try to make a custom marine armour plating.

Heathen
January 22nd, 2009, 10:38 PM
the marines should look different from the halo 3,2, and 1's halo marines...
try to make a custom marine armour plating.
Masterz already said they weren't changing.

Sorry.

p0lar_bear
January 22nd, 2009, 10:49 PM
Lol does anyone read what masterz says? Those are old they have been replaced.


http://www.modacity.net/forums/picture.php?albumid=19&pictureid=306

Still there, though I'm not sure just how old my d40 build is.

:saddowns:

MINOR EDIT: Put my low-res image into a shot tag insteaf of an img.

Hotrod
January 22nd, 2009, 10:56 PM
The ones in your build are smaller, so at least it's an improvement...

p0lar_bear
January 22nd, 2009, 10:59 PM
The ones in your build are smaller, so at least it's an improvement...

Uh, the whole screen is smaller. :v:

e: Actually yeah they do seem smaller after upscaling my image...

Heathen
January 22nd, 2009, 11:06 PM
Yeah, use the radar as a scale. They are about half the size in yours.

They still need to gtfo really.

n00b1n8R
January 22nd, 2009, 11:11 PM
They're not as obtrusive, but they still look retarded and distracting.
What on earth was wrong with the old damage indicators? They've worked fine since 01.

Masterz1337
January 22nd, 2009, 11:21 PM
Arrows are retarded.

n00b1n8R
January 22nd, 2009, 11:35 PM
Arrows point in the direction of the damage.

This has HEXAGONS!!

Masterz1337
January 22nd, 2009, 11:42 PM
These curve to show you the direction that that damage is hitting you from. It curves near the reticle, so you actually know where you're getting hit from while still focused in combat.

Inferno
January 22nd, 2009, 11:45 PM
Guys guys guys! This is in halo 3 so it HAS to be awesome.

Heathen
January 22nd, 2009, 11:46 PM
Do they fade or just pop in and out?

And also, make them closer to the sides...dont go past the radars width...

Invader Veex
January 22nd, 2009, 11:49 PM
I would personally prefer something more like this.
http://img301.imageshack.us/img301/1148/conce2ptdx8.png

The hexagons don't really both me, though.

e. lol @ post below

n00b1n8R
January 22nd, 2009, 11:49 PM
These curve to show you the direction that that damage is hitting you from. It curves near the reticle, so you actually know where you're getting hit from while still focused in combat.
But why on earth is it hexagons?
Why not just a semitransparent red thing instead (which doesn't go nearly as close to the reticle)?

It seems like you just said "LETS HAVE HEXAGONAL DAMAGE DIRECTION MARKER THINGYS".

e: YES, like IV's.

Inferno
January 23rd, 2009, 12:10 AM
Who has beta tested this? They can tell us if it's anoying or not.

Heathen
January 23rd, 2009, 12:12 AM
I do agree.

Arteen
January 23rd, 2009, 12:12 AM
I think the hexagons look great, and they've never bothered me in-game or anything.

Masterz1337
January 23rd, 2009, 12:27 AM
But why on earth is it hexagons?
Why not just a semitransparent red thing instead (which doesn't go nearly as close to the reticle)?

It seems like you just said "LETS HAVE HEXAGONAL DAMAGE DIRECTION MARKER THINGYS".

e: YES, like IV's.

We had blue blurs, people complained, we had a regular grid, people complained, so we did the hexagons based on H3's HUD.

Heathen
January 23rd, 2009, 12:32 AM
but it doesn't look like halo 3's.

Masterz1337
January 23rd, 2009, 12:34 AM
based

Heathen
January 23rd, 2009, 12:36 AM
based
Okay, I respect the attempt but can I at at least see them in action?

do they fade or are they jaggedly popping in and out?

I just think they are a little obstructive...

Masterz1337
January 23rd, 2009, 12:40 AM
There is no way to fade them. You'll most likely see them in action in the next video.

ICEE
January 23rd, 2009, 01:51 AM
I think the hexagons look great, and they've never bothered me in-game or anything.
Same. I don't even notice them at all.

L0d3x
January 23rd, 2009, 02:06 AM
Same. I don't even notice them at all.

QFT.

They don't bother me at all, I actually even like them.

SnaFuBAR
January 23rd, 2009, 02:40 AM
You guys are such bitches, stop fucking complaining. They're fine, they work great, and were actually more helpful for me in combat than the arrows.

n00b1n8R
January 23rd, 2009, 02:43 AM
Shit Snaf, you're right. Next time we see images of stuff that's never been posted before involving random stuff obscuring the screen with no information given, we'll just ignore it. :)

Pooky
January 23rd, 2009, 02:45 AM
You guys are such bitches, stop fucking complaining. They're fine, they work great, and were actually more helpful for me in combat than the arrows.

Quoted for fucking truth.

If this was released today, and everyone got to play it, I doubt any of you would be seriously concerned about some fucking HEXAGONS.

Amit
January 23rd, 2009, 03:17 AM
You guys are such bitches, stop fucking complaining. They're fine, they work great, and were actually more helpful for me in combat than the arrows.

Good to hear they work great. The only problem is that those "bitches" know next to nothing about it besides a picture of some dude getting shot with loads of hexagons around it. We have no idea how it works ingame. Hopefully that next video will clear things up.



If this was released today, and everyone got to play it, I doubt any of you would be seriously concerned about some fucking HEXAGONS.

But we know that's not about to happen so, therefore, we are concerned about hexagons for the time being.

Apoc4lypse
January 23rd, 2009, 03:31 AM
Shit Snaf, you're right. Next time we see images of stuff that's never been posted before involving random stuff obscuring the screen with no information given, we'll just ignore it. :)

Good... xD

be happy that they're even making anything...

E: @amit's and anyone else argueing this, its their mod they can show/tell you what ever they want the same way bungie works lol, its their decision to make not yours.

Bungie even had videos with levels that weren't textured in some of the vid-docs, also infact the reason they probably withhold so much information is to avoid stupid bantering like this on their forums/boards.

E2: Not to mention they can completely ignore anyones concerns about anything here if they choose to.

Its a dumb arguement, take their word for it if they think it looks fine, then don't worry about it, or its just different opinions and in the end "bitching" about it isn't going to do anything except annoy people...

Hunter
January 23rd, 2009, 06:57 AM
I prefer hexagons. Most games use red bars of some form or shape... CMT are being different. :D

sevlag
January 23rd, 2009, 12:59 PM
does it really matter? if it isn't too obstructive, it shouldn't be a problem to the player.

yikes...8K polly elites? plus a whole island being rendered...can understand the low FPS, so I'm not bitchin.

good job guys

Rook
January 23rd, 2009, 01:19 PM
These hexagons are fine, couldn't even notice what was going on with them until I looked a little closer.

Amit
January 23rd, 2009, 03:51 PM
E: @amit's and anyone else argueing this, its their mod they can show/tell you what ever they want the same way bungie works lol, its their decision to make not yours.

I'm talking about lack of information. They're ignorant of how it works, but does that mean you should call them a bitch? I, personally, have no problem with the hexagons. I think they do a better job of pointing me in the direction of the enemy's fire than some red blurb on the screen that I never could figure out.


E2: Not to mention they can completely ignore anyones concerns about anything here if they choose to.


Concerns are what this thread is for, besides them showing us their work. However, there is a certain line between concerns and bitching. I don't believe there has been any bitching yet. Not on the subject of hexagons, at least.

ICEE
January 23rd, 2009, 04:13 PM
Shit Snaf, you're right. Next time we see images of stuff that's never been posted before involving random stuff obscuring the screen with no information given, we'll just ignore it. :)
Can you make a post that isn't just bitching about how this mod is "OMG DIFFERENT THAN THE ORIGINAL CAMPAIGN!" ? If every little change cmt makes to the bsp, or the textures, or the HUD is a severe sacrilege to you, don't even bother playing the mod.

TVTyrant
January 23rd, 2009, 04:26 PM
I like the hexagons, so I don't get what everyone is complaining about <.< >.>

Corndogman
January 23rd, 2009, 04:51 PM
Gah, stop being so critical people. I'm sure they look fine ingame, just let them do their work.


It looks annoying in a still images, and possibly even a video, but I'm sure it wont bother you when your focused on fighting. You would only be watching a video and not controlling, so you would notice them.

E: I didnt even realize there was another page hah, guess the argument was still going on though so I'm good.

Amit
January 23rd, 2009, 04:54 PM
It looks annoying in a still images, and possibly even a video, but I'm sure it wont bother you when your focused on fighting. You would only be watching a video and not controlling, so you would notice them.

This is what I'm thinking.

Advancebo
January 23rd, 2009, 05:06 PM
Maybe it would look better if the bitmap had less opacity?

markopolo
January 23rd, 2009, 05:56 PM
Guys guys guys! This is in halo 3 so it HAS to be awesome.

Made me lol. But anyways in Halo 3 with those it doesn't bother me at all.

n00b1n8R
January 23rd, 2009, 06:09 PM
Can you make a post that isn't just bitching about how this mod is "OMG DIFFERENT THAN THE ORIGINAL CAMPAIGN!" ? If every little change cmt makes to the bsp, or the textures, or the HUD is a severe sacrilege to you, don't even bother playing the mod.
Eh?

So I suggest that you use something different to the campaign (the red haze) and so I'm suggesting everything not change (why would i be posting in a CUSTOM mapping team thread if i didn't want custom content?).

Masterz1337
January 23rd, 2009, 07:56 PM
Since when have we been interested in peoples opinions unless we asked for it?

We know what we're doing when we do things.






Concerns are what this thread is for, besides them showing us their work.

Not at all. The thread is here to update you guys on progress. If we want opinions, we'll ask, like we did with the first renders of the new biped and the SMGs.

Heathen
January 23rd, 2009, 08:48 PM
Since when have we been interested in peoples opinions unless we asked for it?

We know what we're doing when we do things.
You guys have been known to change things due to overall public disgust but with all these claims, I guess it wont bother me.

Daishi
January 23rd, 2009, 09:15 PM
I never noticed them in halo 3 until i purposely went and looked for them today. Even now that I know they're there, they're anything but distracting.

DarkHalo003
January 23rd, 2009, 11:14 PM
Personally, I like the hexagons. I was so tired of seeing the red flashing screen and arrows. >_<

paladin
January 24th, 2009, 02:29 AM
They're nice, real nice...

Syuusuke
January 24th, 2009, 09:57 AM
Some people like hexagons, some people like red things...

RED HEXAGONS!

I've always thought of them as nice damage-indicating eye-candy and useful at the same time. And, now that I think about it, red arrows are just as annoying as the hexagons in your view, so I don't see too much of a difference.

FRain
January 24th, 2009, 11:36 AM
Or maybe something that says: Ohs Noes!

E: My HUD maker actually did this, no joke.

BobtheGreatII
January 24th, 2009, 02:37 PM
So... I always wondered that if that was supposed to be your shield flaring up on your helmet when got hit. So why in the world wouldn't it be yellow or look like the electricity/energy shield surrounding the chief?

Just saying.

SnaFuBAR
January 24th, 2009, 02:46 PM
Why would an indicator look like shield flare/electricity?

BobtheGreatII
January 24th, 2009, 03:00 PM
Why would an indicator look like shield flare/electricity?


Why would and indicator fill up the entire HUD? I was just saying, that's always what I thought it would be...

Sel
January 24th, 2009, 04:20 PM
So... I always wondered that if that was supposed to be your shield flaring up on your helmet when got hit. So why in the world wouldn't it be yellow or look like the electricity/energy shield surrounding the chief?

Just saying.

8 year old game, and it would be incredibly distracting if that was how they showed that you were getting hit :|

BobtheGreatII
January 25th, 2009, 12:29 AM
*sigh* I think I'm misunderstood.

p0lar_bear
January 25th, 2009, 06:22 AM
So... I always wondered that if that was supposed to be your shield flaring up on your helmet when got hit. So why in the world wouldn't it be yellow or look like the electricity/energy shield surrounding the chief?

When your shields pop, you see the particle effect. Plus, Halo 2 and 3 added the shield to the FP arms.

They did it the way they did because the electric/plasma effect on the shield impact would make it hard to see. Realistic isn't always the best way to go.

Side note: I always imagined the hexagonal pattern in H3 to be a visual representation of the gel layer.

Heathen
January 25th, 2009, 12:23 PM
Its more a vision thing because when you spawn it grids off your view.

I just thought maybe it was the video in your visor going wack.

Syuusuke
January 25th, 2009, 12:33 PM
Or refreshing itself.

I always thought it as some sort of graphical diagnostics on the HUD and as a damage indicator now that we've seen it.

Daishi
January 27th, 2009, 11:52 AM
Except if it was a diagnostic on the HUD wouldn't it be more of a horizontal line; kinda like what you see when you get vertical tearing on a screen?

Apoc4lypse
January 27th, 2009, 12:07 PM
Except if it was a diagnostic on the HUD wouldn't it be more of a horizontal line; kinda like what you see when you get vertical tearing on a screen?

but this is halo so they use hexagons :botman:

Advancebo
January 27th, 2009, 04:59 PM
Will the elites be stronger and last longer than the elites in the original campaign?

sevlag
January 27th, 2009, 06:22 PM
Will the elites be stronger and last longer than the elites in the original campaign?xD damn you filthy mind for thinking that...

but yeah, will elites be tougher to kill even on easy? would make easy somethin worthwhile instead of basically poking the damn elite in the eye to kill it on easy

ICEE
January 27th, 2009, 06:25 PM
in my experience, elites are a lot tougher than brutes.

DarkHalo003
January 27th, 2009, 06:25 PM
xD damn you filthy mind for thinking that...

but yeah, will elites be tougher to kill even on easy? would make easy somethin worthwhile instead of basically poking the damn elite in the eye to kill it on easy
It's been said that the Elites can pwn brutes 3/4 of the time. If they can do that, then they're definitely tougher. This would also mean that the elites have raised health, shielding, and tactics of the fighting around them as well. I would like to know though, did you make all elites "avoid all enemy attack vectors."?

sevlag
January 27th, 2009, 06:31 PM
It's been said that the Elites can pwn brutes 3/4 of the time. If they can do that, then they're definitely tougher. This would also mean that the elites have raised health, shielding, and tactics of the fighting around them as well. I would like to know though, did you make all elites "avoid all enemy attack vectors."?though I like elites, A brute can rip a hunter apart with their bare hands, which tells ya something, don't fuck with brutes or they cut you, cut you REAL good >.<

anyways, is the AI attached to the marines more refined? meaning I don't have to worry about them shooting me up by accident

Hotrod
January 27th, 2009, 06:34 PM
anyways, is the AI attached to the marines more refined? meaning I don't have to worry about them shooting me up by accident
That has been confirmed by Masterz, though forums, and through the recently (enough) released video.

DarkHalo003
January 27th, 2009, 06:34 PM
though I like elites, A brute can rip a hunter apart with their bare hands, which tells ya something, don't fuck with brutes or they cut you, cut you REAL good >.<

anyways, is the AI attached to the marines more refined? meaning I don't have to worry about them shooting me up by accident
The marines will no longer shoot you with grenade launchers at random, but it's been said that it's best to just stay out of their way. Also, they know when not to shoot or throw grenades. That ability can be found where the grenade throw features are in the actor_variant tag I believe, correct me if I'm wrong. It could also be one of the top boxes of the actor_variant tag as well too....

sevlag
January 28th, 2009, 08:22 AM
well now I know that they won't try shooting elites while the marine himself is behind a rock

Masterz1337
January 28th, 2009, 06:13 PM
shhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh hhhhhhhhhhh

http://img91.imageshack.us/img91/6426/sapien2009012818092812to0.jpg

BSP by Lag.

Scenery is being done in a different scenario file,
No, B40/C40 is NOT ALL snowy and icy again.
Why are there human and covie tanks on the same side? And on the same side of what?

More to come as more is done.

teh lag
January 28th, 2009, 06:30 PM
Pssh, don't show them a boring picture like that.

Ground texture is TEMPORARY.
Covie crate colors are TEMPORARY.
I haven't even TRIED to properly UV the cliffs yet.
The doors are unnaturally dark due to a glitch with Bungie's shaders interacting with sky fog.

http://img441.imageshack.us/img441/6500/haloce2009012818242588ah9.jpg (http://imageshack.us)
http://img405.imageshack.us/img405/4769/haloce2009012818384083lq2.jpg (http://imageshack.us)
http://img443.imageshack.us/img443/6641/haloce2009012818254694vw0.jpg (http://imageshack.us)

This place is way bigger than these pictures would lead you to believe...

Also, technically it was Arteen who did this segment of the bsp's terrain, not me.

Invader Veex
January 28th, 2009, 06:37 PM
Wait, in where in the campaign will this bsp belong? With what looks like a giant wall, my only guess is that there is a dam there, or the library. Or some other thing of significance, like some temple where there is an object to capture, or gain something back.

Something significant to the control room, or the operations of Halo?

Liking the Snow covering the metal there, btw

Advancebo
January 28th, 2009, 06:43 PM
Its like a Sentinel Wall, without the wall. More of a Sentinel Canyon

Heathen
January 28th, 2009, 07:11 PM
That wall looks badass, and so does that tower dilly that you made earlier.

Hotrod
January 28th, 2009, 07:12 PM
Why are there human and covie tanks on the same side? And on the same side of what?
The Flood are using them maybe? Maybe it's on Two Betrayals, since it's night time?

ICEE
January 28th, 2009, 07:21 PM
lookin good.

Heathen
January 28th, 2009, 07:22 PM
The Flood are using them maybe? Maybe it's on Two Betrayals, since it's night time?
Which one of those pictures makes you think its night time?

teh lag
January 28th, 2009, 07:24 PM
Which one of those pictures makes you think its night time?

The one Masterz posted? :S

Hotrod
January 28th, 2009, 07:37 PM
The one Masterz posted? :S
Yeah, that one.

markopolo
January 28th, 2009, 08:18 PM
All vehicles will be driveable right? I always hated not being able to drive a wraith in halo 1's campaign.

Daishi
January 28th, 2009, 08:24 PM
I was thinking the pic masterz posted was one of two betrayals. flood don't give two shits about what faction the vehicle they drive is.

DrunkenSamus
January 28th, 2009, 08:25 PM
All vehicles will be driveable right? I always hated not being able to drive a wraith in halo 1's campaign.

You could drive a wraith in SPV1 so.....ahem.....yes.:rolleyes:

markopolo
January 29th, 2009, 07:12 PM
You could drive a wraith in SPV1 so.....ahem.....yes.:rolleyes:

I meant Bungie's, not CMT's. And good, we can drive all vehicles.

ShadowSpartan
January 29th, 2009, 07:20 PM
I meant Bungie's, not CMT's. And good, we can drive all vehicles.
Yes, he knows you meant Bungie's. He was saying that since SPV1 contained a wraith that you could drive, so would SPV2.

ODX
January 29th, 2009, 08:38 PM
All vehicles will be driveable right?All of them except the dropships.

sdavis117
January 29th, 2009, 08:45 PM
Every vehicle will be driveable except for the Pelican, the Spirit (Covie Dropship), and the Scara-

oshi, I've said too much.

I'm joking of course. CMT would never put something that is destined to be glitchy, annoying, and just plain unfun (like a Scarab) in their mod. Right?

Amit
January 29th, 2009, 08:54 PM
Every vehicle will be driveable except for the Pelican, the Spirit (Covie Dropship), and the Scara-

oshi, I've said too much.

I'm joking of course. CMT would never put something that is destined to be glitchy, annoying, and just plain unfun (like a Scarab) in their mod. Right?

That chucked a stick into the wheel of the bicycle.

TVTyrant
January 30th, 2009, 01:54 AM
Every vehicle will be driveable except for the Pelican, the Spirit (Covie Dropship), and the Scara-

oshi, I've said too much.

I'm joking of course. CMT would never put something that is destined to be glitchy, annoying, and just plain unfun (like a Scarab) in their mod. Right?
I hope your kidding hahaha no I'm not :P

p0lar_bear
January 30th, 2009, 02:03 AM
I hope your kidding hahaha no I'm not :P

Offtopic, will you dorks learn how to use ninja tags?

I can see your failed attempts clear as day in the Source skin. Got damn morons.

English Mobster
January 30th, 2009, 03:09 AM
Offtopic, will you dorks learn how to use ninja tags?

I can see your failed attempts clear as day in the Source skin. God damn morons.
Yeah, I can, too. It's quite funny to watch, actually. ftfy

sdavis117
January 30th, 2009, 07:40 AM
I purposely use white text. Usually that means my black text was some joke, and my white text is a more serious comment. I don't want that serious comment to get in the way, but I want people to see that it exists.

/offtopic.

Pooky
January 30th, 2009, 01:18 PM
Every vehicle will be driveable except for the Pelican, the Spirit (Covie Dropship), and the Scara-

oshi, I've said too much.

I'm joking of course. CMT would never put something that is destined to be glitchy, annoying, and just plain unfun (like a Scarab) in their mod. Right?

Except in Source skin it's all white :|

Amit
January 30th, 2009, 03:48 PM
Except in Source skin it's all white :|

We've already established that.

Heathen
January 30th, 2009, 05:16 PM
Except in Source skin it's all white :|
LOL, quoted the wrong post?

Corndogman
January 30th, 2009, 06:07 PM
It's white no matter what. I can see it perfectly in the regular skin.

teh lag
February 1st, 2009, 02:13 PM
And now, more of that BSP.

The purpose of this post is to show you what we've been up to and to invite any changes (within reasonability, as we've already put so much into getting it where it is now) you would like to see.

http://img65.imageshack.us/img65/4894/haloce2009020113591193yt7.jpg (http://imageshack.us)
http://img65.imageshack.us/img65/7572/haloce2009020113573426zs4.jpg (http://imageshack.us)
http://img65.imageshack.us/img65/238/haloce2009020113582051hj3.jpg (http://imageshack.us)
http://img123.imageshack.us/img123/3012/haloce2009012818513652uv7.jpg (http://imageshack.us)

Yeah, this place is big.

The cliffs will be properly UV'd when the bsp is finished.
The covie containers will lose those gaudy out-of place colors.
I explained why the doors and light fixures are unnaturally dark earlier.
FPS is <30 because we haven't portaled it yet.

Ki11a_FTW
February 1st, 2009, 02:15 PM
nifty. Very nifty.

Inferno
February 1st, 2009, 03:07 PM
Looks like we will be dodging wraith mortars while fighting our way down a bridge. Very nice.

ICEE
February 1st, 2009, 03:19 PM
it would be interesting if you only have so long to get across those bridges before they fizzle out and you have to activate a backup generator or something

Masterz1337
February 1st, 2009, 03:35 PM
This BSP is epic in C40, and it pushes the halo engine farther than we have before.

And the airfight...... Halo 3's Covenant has nothing on this.

nooBBooze
February 1st, 2009, 03:48 PM
it would be interesting if you only have so long to get across those bridges before they fizzle out and you have to activate a backup generator or something
This.

teh lag
February 1st, 2009, 03:51 PM
We're looking at a number of ways to approach gameplay here - once we've got the entire thing more or less finished we'll let you know what we've got going and we'll ask for more suggestions. The main goal of this bsp is to allow heavy vehicle-on-vehicle combat, both with tanks and with aircraft. You still haven't seen the entire layout yet (which will be shown once we've got a good way of handling all the stuff that's going on in the area), so keep in mind that what we've shown is only about 1/2 of the playable space.

I'm not so hot about the bridges fizzling out for one reason : What happens if you get a checkpoint and either you or your allies are on the bridge right before it goes out? I wouldn't want to risk putting a wrench in gameplay like that which would force you to restart the level or go on without support (which will be much-needed).

Bad Waffle
February 1st, 2009, 04:05 PM
The bsps look authentic. Good work to everybody who modelled, matID'd, and textured those things. If the weapons aren't ridiculously balanced, i'm definitely gonna play through the campaign now.

Masterz1337
February 1st, 2009, 04:05 PM
Yeah, in retrospect, this isn't the easiest BSP to work with, but if we can pull off what we want, it's going to be amazing. The problem is you can pretty much see the rest of hte bsp from any one point, makign it difficult to spawn AI where the player can't see.

Choking Victim
February 1st, 2009, 04:10 PM
Yeah, in retrospect, this isn't the easiest BSP to work with, but if we can pull off what we want, it's going to be amazing. The problem is you can pretty much see the rest of hte bsp from any one point, makign it difficult to spawn AI where the player can't see.
You can always resort to dropships coming in and dropping ai instead of having them just "appear". Unless this whole section is isolated from the other outdoor parts.

Masterz1337
February 1st, 2009, 04:13 PM
We do have AI dropships, the problem with them is that they only care about he biped inside, and not the dropship as a whole, so they tend to hit a lot of things. There's several things we're having problems with which we can't figure out how to fix. A second thread is probably in order for that.

Geo
February 1st, 2009, 04:19 PM
I'm not much for solving problems like that, but is it possible to maybe make a biped the size of the dropship thats inside so that it wont hit things?

Choking Victim
February 1st, 2009, 04:38 PM
We do have AI dropships, the problem with them is that they only care about he biped inside, and not the dropship as a whole, so they tend to hit a lot of things. There's several things we're having problems with which we can't figure out how to fix. A second thread is probably in order for that.
Instead of using AI for some of the dropships, you could try mixing and matching the recorded animations bungie made. On my experience there's usually been a few that suit what i'm trying to accomplish.

Inferno
February 1st, 2009, 05:05 PM
That's what I do and it seems to work fine.

sdavis117
February 1st, 2009, 06:03 PM
Covie drop-pods (like those at the end of the original Halo 2 demo).

Just a suggestion.

Needles
February 1st, 2009, 06:42 PM
Just wondering, will there be many battles on cliffs, and bridge battles too? And just generally big battles on high and dangerous areas?

teh lag
February 1st, 2009, 06:44 PM
Just wondering, will there be many battles on cliffs, and bridge battles too? And just generally big battles on high and dangerous areas?

In short, yes.

However, we still haven't decided what the balance will be between air/ground yet, nor the balance between cliff/bridge.

Needles
February 1st, 2009, 07:08 PM
In short, yes.

:awesome:

Amit
February 1st, 2009, 07:39 PM
Covie drop-pods (like those at the end of the original Halo 2 demo).

Just a suggestion.

Killa_ftw has been working on the drop pod thing for a while. At this point, it doesn't look like it'd be a viable option.

Masterz1337
February 1st, 2009, 07:40 PM
They weren't a viable option.

p0lar_bear
February 1st, 2009, 07:51 PM
So you make athe pod that, when it hits the ground, it gets "destroyed," creates a big cloud of dust around it, spawns a garbage item shaped in the form of the front of pod, and spawns an elite in the dustcloud. :v:

(Though it will look like crap for people without particles turned on.)

SnaFuBAR
February 1st, 2009, 08:18 PM
I'm totally fine with that. Hey, Masters, can you explain why they're not a viable option?

Advancebo
February 1st, 2009, 08:26 PM
I'm totally fine with that. Hey, Masters, can you explain why they're not a viable option?

tag space?

Needles
February 1st, 2009, 08:32 PM
So you make athe pod that, when it hits the ground, it gets "destroyed," creates a big cloud of dust around it, spawns a garbage item shaped in the form of the front of pod, and spawns an elite in the dustcloud. :v:

(Though it will look like crap for people without particles turned on.)

That's a good idea.
But what if the pot just hit the ground, got "destroyed", would have a cloud of dust around, then an angry elite would just jump out of the cloud at you.

DarkHalo003
February 1st, 2009, 08:36 PM
I don't think it'd look very good IMO. You wouldn't want to put something in a mod that looks completely out of character compared to everything else as well. Plus, we've only seen part of the BSP. The entire other section may make this idea complete foobar.

ICEE
February 1st, 2009, 08:39 PM
That's a good idea.
But what if the pot just hit the ground, got "destroyed", would have a cloud of dust around, then an angry elite would just jump out of the cloud at you.

He explained the flaw with that too. If players have particles turned off, which many may need to to play the mod, then the cloud of dust wont appear and the elite will look like a jackass appearing out of nothing.

Inferno
February 1st, 2009, 08:41 PM
That's not really a flaw that's a side effect of not having particles on.

That's like saying the frag grenade is flawed because you can't see it explode because your computer sucks.

DarkHalo003
February 1st, 2009, 08:50 PM
That's not really a flaw that's a side effect of not having particles on.

That's like saying the frag grenade is flawed because you can't see it explode because your computer sucks.
I remember when I used to turn particles off. It was ridiculously hilarious. I would die from a frag explosion that I thought was nothing.lol. Of course, my computer was infected with Trojans back then...

Advancebo
February 1st, 2009, 08:57 PM
What about the elite is always in the pod as he falls, somehow. Then when he hits the ground, the exit animation is the hatch opening and the elite jumping out.

DarkHalo003
February 1st, 2009, 09:40 PM
How about a command list and the elites are in pod vehicles? I'm sure that would take some serious tag working, but it was just a thought. The door flying open would be part of the model and animation, sort of like the clip is ejected from the gun maybe?

sdavis117
February 1st, 2009, 10:10 PM
How about you never see the pods drop, you just see a battlefield with pods scattered on it, and the Elites jump out at random times.

DrunkenSamus
February 1st, 2009, 10:16 PM
How about you never see the pods drop, you just see a battlefield with pods scattered on it, and the Elites jump out at random times.

Hey, Elites need to sleep too, but they gotta pay. :v:

Masterz1337
February 1st, 2009, 10:33 PM
You guys can just..... stop talking about it? We've had working droppods in the past, and we cut them for a specific reason which doesn't apply anymore.

Heathen
February 2nd, 2009, 12:00 AM
You guys can just..... stop talking about it?
I was about to say :lol:



And the airfight...... Halo 3's Covenant has nothing on this.
Thats a bold statement...

Warsaw
February 2nd, 2009, 12:44 AM
Not really, because Halo 3's Covenant had nothing on Halo 2's Covenant. Halo 1 and 3 were the easiest to beat, even on higher difficulties. Halo 2 was just "FFFFFFFUUUUU" the whole way through on Heroic and/or Legendary.

Anywho, after reading through the thread since my last post, I love the way this is turning out. It looks so much better than SPv1, which by relative comparison might as well be considered a technology test bed for SPv2.

Heathen
February 2nd, 2009, 01:06 AM
Not really, because Halo 3's Covenant had nothing on Halo 2's Covenant. Halo 1 and 3 were the easiest to beat, even on higher difficulties. Halo 2 was just "FFFFFFFUUUUU" the whole way through on Heroic and/or Legendary.

Anywho, after reading through the thread since my last post, I love the way this is turning out. It looks so much better than SPv1, which by relative comparison might as well be considered a technology test bed for SPv2.
Covenant (http://halo.wikia.com/wiki/The_Covenant_%28Level%29)

Warsaw
February 2nd, 2009, 02:16 AM
Ick, my bad. Still, that level wasn't atrociously hard, even on the higher difficulties. The worst part was the two Scarabs, and that's only because I take them down by jumping on top of them with a mongoose. :haw:

EX12693
February 2nd, 2009, 01:20 PM
A Mongoose??? wow
I just use a Wraith...

Advancebo
February 2nd, 2009, 04:37 PM
I liked The Covenant for that fact you can hijack the AA Wraith and pwn the covenant up to the first tower :D

Amit
February 2nd, 2009, 05:21 PM
I liked The Covenant for that fact you can hijack the AA Wraith and pwn the covenant up to the first tower :D

This has what to do with mod discussion?

DarkHalo003
February 2nd, 2009, 05:33 PM
I liked The Covenant for that fact you can hijack the AA Wraith and pwn the covenant up to the first tower :D
You could actually hijack all of the other ones too. It's a little weird to use on the storm though.

What changes have gone to the FRG? Just thought I'd ask while we're somewhat on the topic.

Heathen
February 2nd, 2009, 05:57 PM
This has what to do with mod discussion?
Dont be a cock, it was just a light statement.

That level was one of my most favourite in the whole game.

EX12693
February 2nd, 2009, 06:40 PM
Mine too...
And since "pardon our dust" has to do with halo 3, not to mention Halo 3:ODST, I wonder if there will be any more new vehicles... if not... an AA wraith will do...:lol:

teh lag
February 2nd, 2009, 06:45 PM
Mine too...
And since "pardon our dust" has to do with halo 3, not to mention Halo 3:ODST, I wonder if there will be any more new vehicles... if not... an AA wraith will do...:lol:

We currently have :

Warthog (Chaingun, Gauss, Rocket)
Scorpion
Sparrowhawk
Pelican
Ghost
Wraith (Mortar, AA)
Banshee
Spirit Dropship (Default H1 + Minor adjustments)

We do not plan on adding any more vehicles at this point.

E : Before any of you ask, you will not be able to operate dropships in the mod. Period.

Hotrod
February 2nd, 2009, 06:51 PM
That makes 4 new vehicles, not counting changes done to the Spirit. More than good enough for me.

DarkHalo003
February 2nd, 2009, 07:29 PM
How fast is the ROF of the Anti-Air Wraith precisely? Is it as fast as that shown in the ViDoc still or have there been adjustments?

343guiltymc
February 2nd, 2009, 08:31 PM
We currently have :

Warthog (Chaingun, Gauss, Rocket)
Scorpion
Sparrowhawk
Pelican
Ghost
Wraith (Mortar, AA)
Banshee
Spirit Dropship (Default H1 + Minor adjustments)

We do not plan on adding any more vehicles at this point.

E : Before any of you ask, you will not be able to operate dropships in the mod. Period.

At which point will the Sparrowhawk be used? and is there adjusment to the Banshee (boost, FRC ect).

Amit
February 2nd, 2009, 09:10 PM
At which point will the Sparrowhawk be used? and is there adjusment to the Banshee (boost, FRC ect).

oh come now, that would be ruining the suspense of when you get to use it. Most likely on B30, B40, and C40.

Mr Buckshot
February 2nd, 2009, 09:13 PM
How many of you actually liked the rocket Warthog? Whether it was in CMT spv1 or the regular Halo PC multiplayer one, I hated it.

The worst part of the rocket hog in SP is that when you're trying to make roadkill out of an enemy, your gunner will also try to "help" kill that enemy, which can result in death or major damage to you and your occupants.

The Gauss one is much better, the chaingun is still the most balanced.

Warsaw
February 2nd, 2009, 09:26 PM
Rocket took skill. If you knew what you were doing, you could easily take out other 'Hogs with it, even Ghosts.

Inferno
February 2nd, 2009, 09:27 PM
Gauss was fucking butt rape in halo 3. It killed EVERYTHING.

Advancebo
February 2nd, 2009, 09:38 PM
Gauss was fucking butt rape in halo 3. It killed EVERYTHING.

Only if you actually aim at something :V

Mr Buckshot
February 2nd, 2009, 10:02 PM
Rocket took skill. If you knew what you were doing, you could easily take out other 'Hogs with it, even Ghosts.

That’s assuming you’re the one in the gunner seat. The rocket hog is tolerable in multiplayer, so long as I’m driving and not shooting, as most human players will know the proper way to handle the rocket hog. But in SP, the AI isn’t smart enough to know that attempting to shoot something at close range with the rocket turret is ill-advised.

Warsaw
February 2nd, 2009, 11:07 PM
The funny thing about Halo is that, with the exception of maybe air vehicles, hoofing it is the safest way to travel.

itszutak
February 2nd, 2009, 11:09 PM
The funny thing about Halo is that, with the exception of maybe air vehicles, hoofing it is the safest way to travel.
Scorpion was pretty damn safe in halo 1, and the ghost boost is great in H2.

E: Not vista, because you can't turn :<

Heathen
February 2nd, 2009, 11:17 PM
Scorpion was pretty damn safe in halo 1, and the ghost boost is great in H2.

E: Not vista, because you can't turn :<
wha?

Why not?

Inferno
February 2nd, 2009, 11:21 PM
Because driving a vehicle in H2V is impossible due too shitty controls.

Warsaw
February 2nd, 2009, 11:22 PM
Unless you are using a 360 controller...

Also, overcharge bolts + Scorpion = very bad things in Halo 1. If you keep an eye peeled though, you're golden.

DarkHalo003
February 2nd, 2009, 11:37 PM
Unless you are using a 360 controller...

Also, overcharge bolts + Scorpion = very bad things in Halo 1. If you keep an eye peeled though, you're golden.
I think that can be solved by changing the Collision Material. I believe you should try Hunter Shield or Metal Thick.

Warsaw
February 2nd, 2009, 11:49 PM
Hunter armour doesn't stop plasma rounds in Halo 1, at all, not even the shields.

Mr Buckshot
February 3rd, 2009, 12:20 AM
Correct Warsaw, they can be killed by pretty much any gun, it just takes a while.

But actually, due to automatic fire tending to have spread, chances are that the plasma round didn't actually burn through the Hunter armor, it just found its way to an orange spot.

itszutak
February 3rd, 2009, 02:10 AM
The hunter arm shields don't take damage AFAIK

p0lar_bear
February 3rd, 2009, 04:51 AM
But in SP, the AI isn’t smart enough to know that attempting to shoot something at close range with the rocket turret is ill-advised.

Only because the actor variant tied to the gunner seat is set up for the chaingun. I'm pretty sure there's a setting in the actv tag that defines minimum safe distance/preferred distance before laying on the trigger.

Pooky
February 3rd, 2009, 09:13 AM
The worst part of the rocket hog in SP is that when you're trying to make roadkill out of an enemy, your gunner will also try to "help" kill that enemy, which can result in death or major damage to you and your occupants.

I like the rhog. With a good gunner in MP, there's nothing you can't take on. The rhog gunner in spv1 never bothered me. The rocket marines in Halo 2 were worse. I never once gave an ODST a RL on Delta Halo where he didn't immediately blow himself up on a rock or something.

sevlag
February 3rd, 2009, 10:54 AM
I like the rhog. With a good gunner in MP, there's nothing you can't take on. The rhog gunner in spv1 never bothered me. The rocket marines in Halo 2 were worse. I never once gave an ODST a RL on Delta Halo where he didn't immediately blow himself up on a rock or something.had that problem as well on DH. the ODSTs normally blew themselves up with the RL, the ones with SMGs I gave a BR, which helped somewhat.

343guiltymc
February 3rd, 2009, 06:15 PM
Hopefully the AI will be adjusted if the rocket hog is going to be in.

Invader Veex
February 3rd, 2009, 06:38 PM
http://www.youtube.com/watch?v=0HIYVrudtts

about 3:38. The rocket hogs are smarter.

Heathen
February 3rd, 2009, 06:51 PM
I just hated the first level. In the hallway encounter with the Spartan allies and the BRG.

FFFFUCKERS always killed me.

Advancebo
February 3rd, 2009, 07:53 PM
http://www.youtube.com/watch?v=0HIYVrudtts

about 3:38. The rocket hogs are smarter.

Its not the rocket hogs that are smart, its the AI controlling it :V

Mr Buckshot
February 3rd, 2009, 08:14 PM
I just hated the first level. In the hallway encounter with the Spartan allies and the BRG.

FFFFUCKERS always killed me.

I think spv2 either removed their ability to fire the BRG or made them smarter when handling the BRG.

Yeah it was so annoying how they would launch the grenades at close range.

Also, the flamethrower didn't have a significant appearance if I remember, it was more or less ignored in SPV1, appearing very rarely. Oh well, I didn't really care but others might.

Masterz1337
February 3rd, 2009, 08:20 PM
Its not the rocket hogs that are smart, its the AI controlling it :V

Actually, vehicles have their own actor variants so when one AI gets in the aiming and behavior of the vehicle is influenced in a way unrelated of the AI in it.
There's less BRG marines in SPv2, and they fire less frequently. There is no way to make them smarter when firing their brgs.

Mr Buckshot
February 3rd, 2009, 08:29 PM
Actually, vehicles have their own actor variants so when one AI gets in the aiming and behavior of the vehicle is influenced in a way unrelated of the AI in it.
There's less BRG marines in SPv2, and they fire less frequently. There is no way to make them smarter when firing their brgs.

Good enough for me :)

Just for the effect, have some Covenant-weapon-carrying marines too, like in the original Halo 1, a few times you'd see one with a PR or a needler :P.

Heathen
February 3rd, 2009, 08:53 PM
Why wouldn't they?

Advancebo
February 3rd, 2009, 09:06 PM
Actually, vehicles have their own actor variants so when one AI gets in the aiming and behavior of the vehicle is influenced in a way unrelated of the AI in it.
There's less BRG marines in SPv2, and they fire less frequently. There is no way to make them smarter when firing their brgs.

Does that explain the actor firing parameters in the vehicle tag?

DrunkenSamus
February 4th, 2009, 12:26 AM
Good enough for me :)

Just for the effect, have some Covenant-weapon-carrying marines too, like in the original Halo 1, a few times you'd see one with a PR or a needler :P.

When you release the prisoners in T&R, the only weapons around are Covenant weapons soooooo....ballsacks. :v:

Heathen
February 4th, 2009, 12:54 AM
I'd always bump possess keyes and give him a camo and a shotty.

Masterz1337
February 4th, 2009, 12:57 AM
Keye's has an AR now. And infinite health.

Yes you can thank God.

Mr Buckshot
February 4th, 2009, 02:31 AM
Keye's has an AR now. And infinite health.

Yes you can thank God.

Awesome job. Out of curiosity though, why does he get an AR after being freed? He should be picking up a Covenant gun (I was a bit bewildered in spv1 when he got a shotgun). I guess you could argue that MC has a spare one and passes it to him...

Will the "backpack weapons" mod be implemented? It's not necessary, the mod wouldn't really be different with or without it, but it's cool.

One more question, how useful is a silenced gun in the campaign? A lot of users said the silenced SMG made a difference against the AI, but for some reason I didn't see it, a silenced shot still alerted foes.

Haha, I remember in the old days we did "debate" over the usefulness of the rocket Warthog Masters, you were defending the rocket hog over the fact that it takes skillz to use.

n00b1n8R
February 4th, 2009, 03:53 AM
Keyes with an... assault rifle?
You're not trying to do something crazy like making him almost effective in a fire fight, right?

You best be joking, nigga.

Pooky
February 4th, 2009, 10:24 AM
Will the "backpack weapons" mod be implemented?

It's single player... AI don't carry secondary weapons <_<

Lateksi
February 4th, 2009, 01:00 PM
I'm pretty sure he meant the mod for only MC if it's possible. Also, why is Keyes invincible? I mean I wan't something to fight for.

sevlag
February 4th, 2009, 01:03 PM
I'm pretty sure he meant the mod for only MC if it's possible. Also, why is Keyes invincible? I mean I wan't something to fight for.
I think its been said they cut the backpack thing due to tag space reasons if I remember correctly. I understand why since each permutation for a back packed weapon would take up tag space that may be needed for something more important than back packed weapons.

Keyes invincible takes away the point of protecting him as he is invincible and therefore could take an assload of abuse without going down for the count.

just make keyes a wee bit tougher to kill.

Pooky
February 4th, 2009, 01:22 PM
Keyes invincible takes away the point of protecting him as he is invincible and therefore could take an assload of abuse without going down for the count.

just make keyes a wee bit tougher to kill.

Do you really like loading the last checkpoint when keyes charges into fire?

NuggetWarmer
February 4th, 2009, 01:34 PM
Trust me people, you'll understand why he's invincible once you play spv2. The AI aren't just your usual, "blah shoot run die". They will kill you, your family, and your great uncle Sam before having a Red Bull.

SnaFuBAR
February 4th, 2009, 03:23 PM
Yeah, SPV2 is substantially more difficult than the original campaign.

Delta4907
February 4th, 2009, 04:42 PM
Speaking of difficulty, what difficulty (Easy, Normal, Heroic, Legendary) is the mod compared to the original campaign? Like would it be Heroic, compared to the original campaign's Normal?

SnaFuBAR
February 4th, 2009, 05:18 PM
IMO hard is harder than the original legendary.

Hunter
February 4th, 2009, 05:28 PM
Ohhh shizen. We are all going to DIE!!

DarkHalo003
February 4th, 2009, 05:37 PM
Trust me people, you'll understand why he's invincible once you play spv2. The AI aren't just your usual, "blah shoot run die". They will kill you, your family, and your great uncle Sam before having a Red Bull.
Oshi! What if we drink redbull first? :puke:


Ohhh shizen. We are all going to DIE!!
Not if you have a BRGL and a Carbine. :awesome:

PlasbianX
February 4th, 2009, 06:42 PM
Oshi! What if we drink redbull first? :puke:


Not if you have a BRGL and a Carbine. :awesome:

Yeah :awesome: then only 95% of us die :awesome:

DarkHalo003
February 4th, 2009, 06:45 PM
Yeah :awesome: then only 95% of us die :awesome:
What if we have infinite ammo and a bottomless clip? Then only 90% of us will die within 10 seconds of playing. :awesome:

343guiltymc
February 4th, 2009, 07:32 PM
I don't suppose there still are energy sword wielding elites in SPV2?

Amit
February 4th, 2009, 07:32 PM
What if we have infinite ammo and a bottomless clip? Then only 90% of us will die within 10 seconds of playing. :awesome:

That's cheating.

DarkHalo003
February 4th, 2009, 07:36 PM
That's cheating.
And cheaters never win.....I get it.....:(

Masterz1337
February 4th, 2009, 07:37 PM
What if we have infinite ammo and a bottomless clip? Then only 90% of us will die within 10 seconds of playing. :awesome:

That's why we're not letting you people use dev. WE put hard work into balancing the weapons and the encounters, as well as creating an experience , and you want to just cheat your way past it? That's a major "fuck you" to the team.

DarkHalo003
February 4th, 2009, 07:40 PM
That's why we're not letting you people use dev. WE put hard work into balancing the weapons and the encounters, as well as creating an experience , and you want to just cheat your way past it? That's a major "fuck you" to the team.
No, I wasn't sending a "fuck you" to the team. If the AI are so damn hard, then I was making a comic statement and went for the combo. I also fail at using dev on anything, so that further proves my comedic standing on this.

I'm glad you are balancing the game.

Huero
February 4th, 2009, 07:42 PM
But Masterz, what if I've already beaten the game and want to just have some fun and turn on invincibility? You know, just for fun. I don't see any issue with that. Just because people can use dev doesn't necessarily mean they will, nor does it mean people that do will use it to exploit the game. Your main goal is to change the game experience yet maintain the fun right? It can be fun to do stuff like that.

itszutak
February 4th, 2009, 08:16 PM
But Masterz, what if I've already beaten the game and want to just have some fun and turn on invincibility? You know, just for fun. I don't see any issue with that. Just because people can use dev doesn't necessarily mean they will, nor does it mean people that do will use it to exploit the game. Your main goal is to change the game experience yet maintain the fun right? It can be fun to do stuff like that.
Agreed. I love going through campaigns with godmode on and a 0/100 plasma pistol with bottomless clip just for the sheer satisfaction of blowing through entire armies by yourself.

Why restrict us from using the devmode at all? Most people will go through it honestly, and in any case, devmode is a useful tool for dealing with any bugs that get in the way of normal gameplay.


That's why we're not letting you people use dev. WE put hard work into balancing the weapons and the encounters, as well as creating an experience , and you want to just cheat your way past it? That's a major "fuck you" to the team. No it isn't. We all play games differently, and if every game developer took cheating so personally I doubt any game creation/modification tools (Including halo CE) would even exist.

"Cheating" is what separates console from PC games. With a console game, you are restricted by what the developers wanted, and I find myself almost never picking up an xbox game again once I've beaten it. Cheat codes make a game fun after you've beaten it the normal way front and back. One of the things that brings me back to many valve games is the cheats that serve no developing value (Including activating the super gravity gun at any time) but make the game worthwhile to play for fun.

Some people enjoy a challenge, including me. But some people play games simply for fun and for that ability to breeze through, so why should you stop those people from playing the way they want to?

jcap
February 4th, 2009, 08:43 PM
That's why we're not letting you people use dev. WE put hard work into balancing the weapons and the encounters, as well as creating an experience , and you want to just cheat your way past it? That's a major "fuck you" to the team.
You're fucking joking, right?

So the cheat codes for GTA are a "FUCK YOU" to the developers because people want to screw around more?

So the Konami Code was a "FUCK YOU" to the developers because they find a certain part too difficult and they want to have more fun?

So Halo Custom Edition and all custom content in general is a big "FUCK YOU" to all developers because the game wasn't enough to satisfy them? Even though custom content isn't "cheating," your logic still stands for this analogy. The developers put a lot of work into making the game balanced and fun, and creating an experience, and you just want to change it?

People like to have fun in different ways. If you limit people, they'll just get a trainer to do the same thing. If someone's not willing to cheat and they can't get past a point in a game, they'll just put it down and say "FUCK IT" and won't pick it up again. THEN what is a bigger "FUCK YOU" do the developers?

Roostervier
February 4th, 2009, 08:47 PM
Tbh, I see it the other way around. Not allowing cheating is more like a "fuck you," to the guys who download your maps. Not everyone wants to play seriously; sometimes it's more fun to just kill every thing in sight without worry about your health.

Heathen
February 4th, 2009, 08:51 PM
I was with the no dev thing, but I find myself agreeing with you guys.

Hotrod
February 4th, 2009, 10:08 PM
I was with the no dev thing, but I find myself agreeing with you guys.
Same here, then again, both sides to have their valid points...

markopolo
February 4th, 2009, 11:11 PM
How bout make it so that the only dev cheat people can use are deathless, bottomless clip, infinite ammo, jump pack, and super jump? That way they won't be able to spawn weapons/vehicles and use them.

Invader Veex
February 4th, 2009, 11:26 PM
I suppose with all the editing, most of the original encounters wont be the same? And also with dev turned off, this means no encounter wars for Veexie :saddowns:

paladin
February 4th, 2009, 11:26 PM
OR, how about you don't use them at all....

Mr Buckshot
February 5th, 2009, 12:35 AM
I agree with jcap.

I don't use devmode for unfair advantages. On all PC games I play, I beat the campaign the honest way on hardest difficulty. Then I come back with cheat codes for a funny way to play. e.g. using nothing but the crowbar in Half-Life, blowing through Covenant using a bottomless plasma gun, jumping to places I'm not supposed to go, etc - you can't deny it's fun after you've beaten the game!

English Mobster
February 5th, 2009, 12:53 AM
Damn, I liked spawning new encounters and watching them kill each other.
No dev makes me sad-face. :smithicide:

Mr Buckshot
February 5th, 2009, 02:06 AM
That's why we're not letting you people use dev. WE put hard work into balancing the weapons and the encounters, as well as creating an experience , and you want to just cheat your way past it? That's a major "fuck you" to the team.

No it's far from it, it's called "I beat the game already, I want to replay it in a totally nonsensical yet hilarious manner." In spv1 I loved using the deathless player cheat in order to get enemies to follow me everywhere in Two Betrayals. The high jump cheat was a great way to access forbidden areas too and try out funny things. A lot of console games have no cheat codes, especially those with online modes, which is what I dislike.

Why don't you pick up any PC shooter you've already beaten, enable a cheat code, and play through it in a spiced-up manner, you'll see why we're all against the blocking of dev commands.

itszutak
February 5th, 2009, 02:09 AM
No it's far from it, it's called "I beat the game already, I want to replay it in a totally nonsensical yet hilarious manner." In spv1 I loved using the deathless player cheat in order to get enemies to follow me everywhere in Two Betrayals. The high jump cheat was a great way to access forbidden areas too and try out funny things. A lot of console games have no cheat codes, especially those with online modes, which is what I dislike.

Why don't you pick up any PC shooter you've already beaten, enable a cheat code, and play through it in a spiced-up manner, you'll see why we're all against the blocking of dev commands.
Little bit off-topic: Ever tried firing an empty plasma pistol with bottomless clip enabled? Best weapon ever.

Mr Buckshot
February 5th, 2009, 02:14 AM
Little bit off-topic: Ever tried firing an empty plasma pistol with bottomless clip enabled? Best weapon ever.

Hell yeah. Also, god mode + needler-without-any-cheats = damned fun carnage.

More comments about CMT campaign:

1. Nice work on the graphics and new effects, yeah it's only SM2.0 but it's impressive. It's just too bad the Halo engine isn't the most mod-friendly out there.
2. Is the assault rifle melee still going to be that ridiculous slow-but-ultra-powerful thing in SPV1? I never used it, it was faster to just shoot or throw a grenade.
3. Deciding between the M6D and the BR can be hard sometimes...oh well.

sevlag
February 5th, 2009, 09:32 AM
Do you really like loading the last checkpoint when keyes charges into fire?yes, didn't bug me at all..truth be told he never did that with me as I hung back which made the marines hang back while I spammed the bridge with nades, only if I missed some sniper shots. other than that I hav no problem reverting to last checkpoint if keyes bites the dust....

also, dev mode is flat out stupid to use in campaign, I admit I abuse it to explore, like in SP v1 on AoTCR, I dev'd the cam so I could jack the fire team zulu pelican for fun, but after awhile restarted the level and turned off dev.

I have to admit, disabling dev is a pro/con thing:

Pro: you prevent people from cheating their way through campaign the first time around

Con: By disabling dev you take the fun away from people who want to play through again with a few things altered here and there.

an example (real thing BTW):

upon replaying SP v1, on T&R I decided "hey for kicks, why don't I make my team mates invisible and they all have snipers?"
I did not use god mode, or bottomless clip or infinite ammo, but I utilized dev mode to enhance the game play, I also took it upon myself to use a time freeze to bump possess elites and grutns and jackals to give them more powerful weapons, ex. grunts had PRs and a few with needelers, plasma pistol jackals packed PRs, some Elites came out swinging with heavy artilery and a few were cloaked for that added kick.

Dev mode has its ups and downs, but by removing the ability to utilize it decreases the replay value of the game itself. just consider allowing dev mode to be used, I know there are people who will abuse it, but there are people like me who use developer mode to make the game more challenging and fun.

Mr Buckshot
February 5th, 2009, 06:59 PM
Yep, sevlag is correct, devmode (or just simple cheat codes like GTA) really increases a single-player game's replay value. Most users here won't cheat through it the first time, I'm dead serious Masters, there's no fun in that.

itszutak
February 5th, 2009, 07:01 PM
Yep, sevlag is correct, devmode (or just simple cheat codes like GTA) really increases a single-player game's replay value. Most users here won't cheat through it the first time, I'm dead serious Masters, there's no fun in that.
Agreed. I always make a run through a campaign with no cheats, just for the atmosphere.

SonicXtreme
February 5th, 2009, 08:02 PM
aslong as theres still a fuction to control debug camera for machinima or just for recording with fraps i wont mind if you take out the cheats section.

DrunkenSamus
February 5th, 2009, 08:20 PM
IDGAF ABOUT DEVMODE. WE UNDERSTAND THE WHOLE PROS/CONS THING, NOW LET'S STOP TALKING ABOUT IT AND LET THE DEVS DECIDE.

Heathen
February 5th, 2009, 08:48 PM
IDGAF ABOUT DEVMODE. WE UNDERSTAND THE WHOLE PROS/CONS THING, NOW LET'S STOP TALKING ABOUT IT AND LET THE DEVS DECIDE.
:gonk:

I was about to do this...

Mr Buckshot
February 5th, 2009, 09:32 PM
aslong as theres still a fuction to control debug camera for machinima or just for recording with fraps i wont mind if you take out the cheats section.

I believe they encourage that, don't worry.

Right, let's quit worrying about devmode.

One comment: For the tank, I recall that the Halo 2 reticule was put in for spv1 but the accuracy of the cannon was still Halo 1. Made shelling kinda tricky :(

sevlag
February 6th, 2009, 11:07 AM
aslong as theres still a fuction to control debug camera for machinima or just for recording with fraps i wont mind if you take out the cheats section.
agreed there

Masterz1337
February 6th, 2009, 11:57 PM
So I can add the after burn effect from the wraith tanks from Halowars to ours. basicly after a mortar blast hits, teh area it hits will burn for several seconds after, including vehicles and units if it hits.

markopolo
February 7th, 2009, 12:03 AM
So I can add the after burn effect from the wraith tanks from Halowars to ours. basicly after a mortar blast hits, teh area it hits will burn for several seconds after, including vehicles and units if it hits.

That sounds cool and now I'm thinking why bungie didn't put it in the normal halo games.

Rob Oplawar
February 7th, 2009, 12:03 AM
do it! I always loved that effect on the plasma pistol overcharge shots.

AAA
February 7th, 2009, 09:17 PM
So I was playing through the CMT Campaign v1 for old times sake, and I re-noticed that you guys had funny and cool extended audios.

Is this going to be re-presented in SPv2?

EDIT: Also, I can see where you're coming from about the whole cheating thing, Masterz.

But, why take away something that would make us enjoy your mod even more? I think you're stuck in the thoughts of yours and the rest of the team's work being corrupted or demeaned, that you've lost sight of where the gold really is; You guys made this mod for yourselves and the community to enjoy and when/if you complete this project, no one's going to be able to take that goal away from you.

Please, enable un-abridged cheating. Because we all like and want to have our own kind of fun with what's presented to us.

Inferno
February 7th, 2009, 10:00 PM
Completely agreed. I played through CMT spv1 without cheating but I did go back and do infinite ammo grenade launcher and stuff because its just fun.

Heathen
February 7th, 2009, 10:13 PM
Enough about the dev. If you say anything too much you risk the thread getting locked :/

Besides, I think they get the point.

Mr Buckshot
February 7th, 2009, 11:07 PM
Question: I remember that CMT servers can be problematic when hosting the SPV1 downloads (especially during first week of release).

Would the team be all right with using a torrent instead? It saves server cost, and the beauty is that more downloaders = faster speed. I am willing to seed a CMT SPV2 torrent by leaving my laptop turned on overnight while I sleep.

DarkHalo003
February 7th, 2009, 11:29 PM
No torrents. Torrents are annoying to DL for some people. It'd really be no different then DLing each level one by one.

Heathen
February 7th, 2009, 11:33 PM
That's already been discussed and is already decided I am sure.

Amit
February 7th, 2009, 11:55 PM
Get Freelancer to have it available on some random server to download lol. I would prefer a torrent for something like this. That or Rapidshare :D I've got a premium account so I'd be able to download the files quick time, however that is not an option for most other users.

TPE
February 8th, 2009, 12:34 AM
There should be downloads for individual maps and a huge ass torrent for all the maps together. With enough seeders you could probably get all the maps within a couple of hours.

Advancebo
February 8th, 2009, 12:44 AM
Or just send them via CD's or DVD's via postage.

Masterz1337
February 8th, 2009, 12:50 AM
There's going to be multiple ways to get the maps. Torrent will probably be the fastest and the first way to get it.

Corndogman
February 8th, 2009, 12:55 AM
I'll be willing to host it on my server when the time comes, if it is needed, just to let you know. I hardly ever use it anyways.

Bodzilla
February 8th, 2009, 01:26 AM
So whats the gameplay like? need any suggestions that way as in "put rock here, spawn fellas here" ect? that kind of stuff or are you all pretty good on the gameplay department?

n00b1n8R
February 8th, 2009, 01:45 AM
Have you guys got any areas where you really can't win without using your head?

I'm talking lots of (mostly short)corridors of fire with you and a few marines against 4 tons of covenant and plenty of opportunities for "FUCK RUN" moments.

HUNTERS ELITES FUELROD GRUNTS SWORDS FINAL DESTINATION