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Sel
May 4th, 2009, 09:44 PM
started a flame war
1.08 fo lyfe :smug:
teh lag
May 4th, 2009, 09:52 PM
oOHjU5gtvCg
give it time to processssssssss
Sel
May 4th, 2009, 09:54 PM
so he closes it instead of getting in?
lol
AAA
May 4th, 2009, 09:56 PM
Yeah, remind us why he doesn't jump in there?
p0lar_bear
May 4th, 2009, 09:58 PM
Sky control by player in most maps would break the map flow.
jcap
May 4th, 2009, 10:03 PM
What happens after the pilot is killed? Does he ride it to the ground, or does it jump off and go back into first person with you falling down to the ground (please be that).
Hotrod
May 4th, 2009, 10:05 PM
Well, that new one is much better than the old one, glad to see it coming along.
Masterz1337
May 4th, 2009, 10:06 PM
He's going to have to ride it down into the ground. When that happens either the banshee will explode from the impact, the player will fall out of the seat and the script will cause the banshee to explode, or the player will still be in the seat and when he jumps off it it will explode. That 3rd scenario is unlikely to actually happen.
jcap
May 4th, 2009, 10:12 PM
Why can't it just be that the pilot dies and falls out in the air, there's a small explosion, the player jumps off, and then when it hits the ground it blows up?
thehoodedsmack
May 4th, 2009, 10:12 PM
Will he be able to maneuver it while falling? So as to avoid landing in an unwanted location? (Also could be fun to steer an exploding banshee into some enemies)
Amit
May 4th, 2009, 10:15 PM
He's going to have to ride it down into the ground. When that happens either the banshee will explode from the impact, the player will fall out of the seat and the script will cause the banshee to explode, or the player will still be in the seat and when he jumps off it it will explode. That 3rd scenario is unlikely to actually happen.
Riding it to the ground would be cooler and more practical realistically. Is it possible that you could have MC ejected maybe 5-10 meters from the ground? It'd give a better sense of what would happen in real life: You better get the fuck off at a safe distance before that thing hits the ground and blows up with you on it.
Masterz1337
May 4th, 2009, 10:16 PM
I don't think so. Even if I can get the player to "drive", we'd have to figure a way for it to lose altitude as soon as the player gained control.
Riding it to the ground would be cooler and more practical realistically. Is it possible that you could have MC ejected maybe 5-10 meters from the ground? It'd give a better sense of what would happen in real life: You better get the fuck off at a safe distance before that thing hits the ground and blows up with you on it.
That'll have to be the players choice. If you see your banshee is smoking and know it's taken heavy damage, you will have to jump in order to survive because it's not good when you in a seat of a vehicle that explodes.
AAA
May 4th, 2009, 10:18 PM
...Why not just kick the person, damaging them a lot (due to the fact that it sounds like the kick fucked their back up), they fall out and would most likely die anyway due to the impact such heights along with the combined damage taken after the kick,
1. and you go on with life taking control of that banshee totally being god.
or
2. Do something for them that gives them the option to jump off or take control
or
3. Just ditch the shit after all is done.
But hey, it's all up to you.
jcap
May 4th, 2009, 10:19 PM
Oh, so you can bail out at any time?
Masterz1337
May 4th, 2009, 10:20 PM
That would break the gameplay, since there's many missions where your not suppose to be able to be in the air. Also, the only way for us to make an AI exit a boardable vehicle now is to either kill or flip them, the exit animations had to be removed.
Oh, so you can bail out at any time?
It's just a seat, not that different from a hog passenger seat.
Reaper Man
May 4th, 2009, 10:31 PM
Well this is what I was considering in one of my first posts in this debate.
I was saying that we can release an installer to simplify installation. What if we just provide a gigantic installer with options on what maps they'd like to install (all by default) and it installs the update with the game (along with hijacking and all that shit). That would be the main download. Individual map files could be hosted on rapidshit or some other gay-ass filesharing site so they have the option to be a faggot.
THIS, OR, instead of a massive installer, do it H2CE style (I'm sure some of you remember this) where you download a relatively small program that connects to a server and downloads everything for you - this would be much easier as you could start the process of obtaining the maps much sooner than waiting for a massive file to be downloaded, otherwise the same concept as jcap suggested applies.
Advancebo
May 4th, 2009, 10:37 PM
Make him snap off some parts of the banshee as boarding animations
n00b1n8R
May 4th, 2009, 10:45 PM
So there's no reduced fall damage or anything? (does getting out of the seat remove any momentum you had in the vehicle? I can't remember).
Also, couldn't you just increase the size of the banshee's "press E to enter" getting-in-the-vehicle thing? (There's probably a few reasons this would be a bad idea, but I'm just putting it out there for levels where the player shouldn't be able to fly).
Heathen
May 4th, 2009, 11:07 PM
...Why not just kick the person, damaging them a lot (due to the fact that it sounds like the kick fucked their back up), they fall out and would most likely die anyway due to the impact such heights along with the combined damage taken after the kick,
1. and you go on with life taking control of that banshee totally being god.
or
2. Do something for them that gives them the option to jump off or take control
or
3. Just ditch the shit after all is done.
But hey, it's all up to you.
Read back, that would mean you would have flying abilities on a30. Then you could bypass a lot of shit that way.
jcap
May 4th, 2009, 11:42 PM
THIS, OR, instead of a massive installer, do it H2CE style (I'm sure some of you remember this) where you download a relatively small program that connects to a server and downloads everything for you - this would be much easier as you could start the process of obtaining the maps much sooner than waiting for a massive file to be downloaded, otherwise the same concept as jcap suggested applies.
Yeah, I've been giving this some more thought, and that's what I was beginning to lean more towards. The installer would be like a 1 MB file that would just contain the instructions for installing the mod. The installer could be configured so it would detect if CE is installed, then detect if it is up date, download any files necessary (whether you need HCE, the update, or just the maps), and then put the maps and the UI in the game.
SMASH
May 5th, 2009, 12:02 AM
In distribution mb you should upload it somewhere for about 20 (TRUSTED) people to get, then make a torrent to have everyone else DL from. I remember back in SPV1 how we effed up whoever hosted it's hosting and he got charged out the ASS cause so many people downloaded it.
Edit: Or am I way too early to be thinking about this?
Amit
May 5th, 2009, 12:33 AM
In distribution mb you should upload it somewhere for about 20 (TRUSTED) people to get, then make a torrent to have everyone else DL from. I remember back in SPV1 how we effed up whoever hosted it's hosting and he got charged out the ASS cause so many people downloaded it.
Edit: Or am I way too early to be thinking about this?
Let's just not get ahead of ourselves. Let's keep the current discussion to the development of the mod.
So hijacking what the subject of choice at this period in time. Will the AI be able to jack us?
BobtheGreatII
May 5th, 2009, 12:39 AM
Let's just not get ahead of ourselves. Let's keep the current discussion to the development of the mod.
So hijacking what the subject of choice at this period in time. Will the AI be able to jack us?
Unless it happened more than it does in halo 2... I wouldn't see much point in putting such a thing in.
Masterz1337
May 5th, 2009, 02:15 AM
AI won't hijack.
Rhydgaled
May 5th, 2009, 04:17 AM
oOHjU5gtvCg
give it time to processssssssss
That's much better than the first one (where he just hits the front a few times) in my opinon. If the kick to the driver was angled down and backwards more, so it looks more like he's kicking the driver out (assuming that's when the driver would fall out) it might look even better.
the exit animations had to be removed.
Why? tagspace? I didn't realise you where running THAT low.
Yeah, I've been giving this some more thought, and that's what I was beginning to lean more towards. The installer would be like a 1 MB file that would just contain the instructions for installing the mod. The installer could be configured so it would detect if CE is installed, then detect if it is up date, download any files necessary (whether you need HCE, the update, or just the maps), and then put the maps and the UI in the game.
If you do run a check to see if HALO CE is installed make sure it checks everywhere, I had to move my HALO CE from my C:/ drive to my second hard drive when C:/ got full and I have a program (Halo Easy Scripter 2 I think) that won't detect my HALO CE folder now. Of course I could just download the maps individually from Halomaps, just I would have to wait for one to finish downloading before starting the next one, I'm ok with that but others might not be.
English Mobster
May 5th, 2009, 09:32 AM
Agreed, I cut and pasted my CE from my C drive to my K drive (portable drive) for space reasons. I didn't install it the way it was SUPPOSED to be installed, I literally just ripped the CE folder from Program Files and stuck it on the portable drive.
Daishi
May 5th, 2009, 12:35 PM
In that case, you'd probably just tell the installer where your base Halo Custom Edition directory is, and it would install there instead of the default.
teh lag
May 5th, 2009, 01:14 PM
-The canopy is closed at the end because I don't want to deal with finding out how to make the board anim not interfere with the canopy's normal motion when the vehicle is occupied/unoccupied. It might look a bit strange now, but I think it would be even stranger if when you got out the canopy suddenly snapped back to its original position and opened.
-He doesn't get in because more often than not the player will encounter shees they're not supposed to use. It just makes more sense to me to build the anim around that case. If (IF IF IF IF IF IF IF IF IF IF IF IF IF IF IF IF IF IF IF IF IF IF IF IF YOU FUCKING RETARDS IT'S IF) someone finds a solution to our tagspace problems (which I assure you, we would use if it proved usable, regardless of version number since boarding isn't the only thing being cramped by it) I'd be up for making a version where he does get in, but until then we wouldn't be able to cram in two versions of this anim. I don't even know if we can fit this one.
-I'll consider revising parts of the anim, but nothing major. I don't really know how I'd angle the kick down from that position... besides, it's just designed to kill the pilot, not kick them out (for the reasons explained above).
Hunter
May 5th, 2009, 01:28 PM
That animation looks amazing, so realistic.
BobtheGreatII
May 5th, 2009, 02:41 PM
I just love the slamming of the canopy... looks like it would hurt.
jcap
May 5th, 2009, 02:54 PM
In that case, you'd probably just tell the installer where your base Halo Custom Edition directory is, and it would install there instead of the default.
It would basically do the same thing as the CD key recovery tool.
It could be setup so it searches for a registry key containing the CD key, and as an added bonus it can check against a list of all known illegal CD keys to keep pirates from getting their hands on the Halo campaign (otherwise you're contributing to piracy).
AAA
May 5th, 2009, 03:02 PM
(otherwise you're contributing to piracy).
Lets pretend we didn't think about it....
Kornman00
May 5th, 2009, 05:04 PM
If CMT would agree to make this a 1.08 only release, I'll work on an update to OS where it gives the game and the tools more available memory for tag data.
Advancebo
May 5th, 2009, 05:07 PM
If CMT would agree to make this a 1.08 only release, I'll work on an update to OS where it gives the game and the tools more available memory for tag data.
You mean tag space? That would be beneficial to the mod.
Rhydgaled
May 5th, 2009, 05:14 PM
it's just designed to kill the pilot, not kick them out (for the reasons explained above).
So the driver's body stays in the banshee after that? If so I'm happy with the animation I think (haven't seen it with a driver in, but it should be fine).
Masterz1337
May 5th, 2009, 05:59 PM
You mean tag space? That would be beneficial to the mod.
Not as much as it would seem, since a30, b30, b40, c40, and d40 are already at the max amount of tagslots. A30 and B30 are the only levels that would really benefit from more tagspace, but I don't even have enough tagslot room to drop a single SMG in either one.
Masterz1337
May 5th, 2009, 06:11 PM
On another note, L283023 from halomaps is going to be overhauling the CMT Extras section of the UI. So if you have any ideas and requests, this is one of the few time's we're going to be actually open to them. For those of you that don't know, CMT EXtras is a menu in the UI that will allow dev comands to be used via a user interface.
Edit: Right now we have
-
create checkpoint
feeze/unfreeze time
clear decals
enable/disable dynamic lights
enable/disable sounds
display fps
collect unseen garbage
enable/disable HUD
flycam
How to use CMT extras Readme
AAA
May 5th, 2009, 06:29 PM
On another note, L283023 from halomaps is going to be overhauling the CMT Extras section of the UI. So if you have any ideas and requests, this is one of the few time's we're going to be actually open to them. For those of you that don't know, CMT EXtras is a menu in the UI that will allow dev comands to be used via a user interface.
Well what were you already thinking about adding to that menu?
L0d3x
May 5th, 2009, 06:31 PM
Viking Metal MUST be in, or the world shall fall into tears.
Heathen
May 5th, 2009, 06:59 PM
On another note, L283023 from halomaps is going to be overhauling the CMT Extras section of the UI. So if you have any ideas and requests, this is one of the few time's we're going to be actually open to them. For those of you that don't know, CMT EXtras is a menu in the UI that will allow dev comands to be used via a user interface.
Edit: Right now we have
-
create checkpoint
feeze/unfreeze time
clear decals
enable/disable dynamic lights
enable/disable sounds
display fps
collect unseen garbage
enable/disable HUD
flycam
How to use CMT extras Readme
Sort of like skulls or deathcards?
Ki11a_FTW
May 5th, 2009, 07:18 PM
suggestion for banshee boarding:
How about when you have the player board, kill the ai in the driver seat, make some small explosion, and have the player go into the hatch, but disable the driver flag for that seat, just enable third person and the banshee gun. Causing the banshee to go down since no one is controlling the driver seat. ( he actually is where the driver is suppost to be, but the image here is to think the banshee is broken)
E: then after a certain amount of time, have it explode.
n00b1n8R
May 5th, 2009, 07:25 PM
On another note, L283023 from halomaps is going to be overhauling the CMT Extras section of the UI. So if you have any ideas and requests, this is one of the few time's we're going to be actually open to them. For those of you that don't know, CMT EXtras is a menu in the UI that will allow dev comands to be used via a user interface.
Edit: Right now we have
-
create checkpoint
feeze/unfreeze time
clear decals
enable/disable dynamic lights
enable/disable sounds
display fps
collect unseen garbage
enable/disable HUD
flycam
How to use CMT extras Readme
3rd weapon slot (no idea if you can script it, but we all know the glitch on the PoA-do something like that)
itszutak
May 5th, 2009, 07:45 PM
3rd weapon slot (no idea if you can script it, but we all know the glitch on the PoA-do something like that)
That just forces another weapon into your inventory (pistol), at least as far as I know. Still would be useful if there is a command to do that.
Syuusuke
May 5th, 2009, 08:18 PM
Play-in-a-tuxedo mode.
AAA
May 5th, 2009, 09:00 PM
How about 3rd Person Mode and Infinite Ammo?
Masterz1337
May 5th, 2009, 09:05 PM
If it's possible to script in 3p mode we'll do that.
Inferno
May 5th, 2009, 09:07 PM
Create one of those equipment... things or whatever and make it have 3 guns.
I can't remember but somewhere in the scenario there is a way to create equipment profiles and script them onto players.
It's been a while since I've messed with that so I may be wrong.
Masterz1337
May 5th, 2009, 09:12 PM
Player profiles can only have 2 weapons. 3P view wouldn't be done by adding an extra weapon either.
Needles
May 5th, 2009, 09:17 PM
Maybe in extras a laser add-on for some weapons, micillaneous minor extra parts, such as bigger clips, or some scope-add ons, etc., which can add accuracy (such as more steady aim, less kickback, just more fire focused into one area, more range, etc.) or damage bonuses (small ones, and maybe a few accuracy hits to balance it out but still make it useful)?
You could make those rewards for completing the game in higher difficulties, if it isn't too hard (or possible at all, I don't know if halo can do someone do unlockables or something similar) it'd be cool.
Advancebo
May 5th, 2009, 10:17 PM
What about a rick roll song? lol.
Masterz1337
May 5th, 2009, 10:21 PM
No and No.
Keep things serious, no one in this thread is reading it for "lulz". And while I do respect people for having an idea, if you don't know what you're talking about in regards to dev commands and CMT Extras, there isn't really a reason to post. Either it's going to get ignored, shot down, and create some sort of drama or debate that has nothing to do with the mod.
Advancebo
May 5th, 2009, 10:25 PM
Sorry then.
Mr Buckshot
May 5th, 2009, 10:43 PM
Maybe in extras a laser add-on for some weapons, micillaneous minor extra parts, such as bigger clips, or some scope-add ons, etc., which can add accuracy (such as more steady aim, less kickback, just more fire focused into one area, more range, etc.) or damage bonuses (small ones, and maybe a few accuracy hits to balance it out but still make it useful)?
You could make those rewards for completing the game in higher difficulties, if it isn't too hard (or possible at all, I don't know if halo can do someone do unlockables or something similar) it'd be cool.
protip: the halo 1 engine is not exactly the most mod-friendly out there. afaik no one so far has done a scoring system like that.
Did anyone see how vehicle boarding works in spv2? I didn't have time to watch any more live videos.
How about 3rd Person Mode and Infinite Ammo?
I'm not sure, but I believe there was some external app that you could run to enable 3rd person FOV in halo pc and CE but it might not work anymore. As for infinite ammo, assuming the SP maps allows us to enable dev mode, just use cheat codes (which can also let you have super jumps and god mode and so on, useful for those moments where you want to explore areas you aren't meant to go to).
From the only live video I watched (end of TSC), I noticed something resembling a Halo 3 hornet. I assume that's a drivable vehicle right?
ShadowSpartan
May 5th, 2009, 10:53 PM
I'm not sure, but I believe there was some external app that you could run to enable 3rd person FOV in halo pc and CE but it might not work anymore.
It was created for version 1.07, so it no longer works with the latest version, 1.08.
AAA
May 5th, 2009, 11:00 PM
That program "Sky's The Limit" works for 1.08
Just gotta get it out there. Changes FOV, creates a 3P view, and more.
That's what I use. Only works for 32 bit from what I've been able to test.
itszutak
May 5th, 2009, 11:19 PM
Works in vista 64. I use it all the time.
Suggestion: Cheat_all_weapons-ish command. And cheat_all_powerups
Masterz1337
May 5th, 2009, 11:50 PM
We're not going to add in any cheats. Besides, cheat_all_weapons\vehicles\powerups doesn't work in SP. Weapons only works to an extent.
Pooky
May 5th, 2009, 11:58 PM
On another note, L283023 from halomaps is going to be overhauling the CMT Extras section of the UI. So if you have any ideas and requests, this is one of the few time's we're going to be actually open to them. For those of you that don't know, CMT EXtras is a menu in the UI that will allow dev comands to be used via a user interface.
Edit: Right now we have
-
create checkpoint
feeze/unfreeze time
clear decals
enable/disable dynamic lights
enable/disable sounds
display fps
collect unseen garbage
enable/disable HUD
flycam
How to use CMT extras Readme
I like the ones you already have there. Deathless player would be nice for dicking around with, but you seem to have a thing against cheats sooooo :eyesroll:
ICEE
May 6th, 2009, 12:01 AM
That program "Sky's The Limit" works for 1.08
Just gotta get it out there. Changes FOV, creates a 3P view, and more.
That's what I use. Only works for 32 bit from what I've been able to test.
Whenever I use that it doesnt change the FOV. The option is there, it just doesnt work, and thats exactly what I need it for.
p0lar_bear
May 6th, 2009, 12:03 AM
HEY, MASTERZ:
If CMT would agree to make this a 1.08 only release, I'll work on an update to OS where it gives the game and the tools more available memory for tag data.
Just pointing out that Kornman is offering to give you (and hell, the whole community) more cookies if you ditch the 1.0(4)tards.
You would be a colossal retard to pass this offer up, hth. Especially after bitching to everyone and everything about how you're constantly out of tag space and tag slots.
Either limit your mod still to accommodate every player under the sun, or sacrifice some players to crank it up a notch. Your call.
Masterz1337
May 6th, 2009, 12:15 AM
I already responded to his request, it's not a matter of tagspace, it's a matter of tagslots. Tagspace is an annoying error, tagslots is the one that is a show stopper. I don't really bitch about either, except when someone wants to know why we don't do this or that.
Even then, I don't know what I personally want to do. Most of the team doesn't give 2 shits about 1.08 or it's playerbase, and frankly I don't either. The idea of being free of those restrictions (if korn can do it) would be nice, but I am immensely proud of how what we've been able to do all within the games own rules. I don't count boarding as part of this, since it's an option and not a requirement. Even if we do go with OS, we're not going to add anything extra into the mod that isn't there.
Personally, I think the online playing community is fine, it has plenty of players IMO, and it doesn't need any saving.
jcap
May 6th, 2009, 12:24 AM
So...you're a complete moron.
Masterz1337
May 6th, 2009, 12:27 AM
Yeah, pretty much. Even though I didn't say we wouldn't do it.
jcap
May 6th, 2009, 12:29 AM
And if it wasn't the matter of tagspace, then what was with all those times where you shot down and chopped off things from the mod because of tagspace limits?
The Snow Grove and Tensity loading screens?
Masterz1337: we can't exactly do, that alrge spaces
Masterz1337: cause of tagspace limits
Masterz1337: i have to ry to cut all teh amsp down again sometime soon
Masterz1337: once we have brute dialouge
Masterz1337: aot is right now
Masterz1337: .01 free
Masterz1337: and poa is 0.00 free
Masterz1337: :X
M4573R51337: the problem isnt portals with teh size of bsps
M4573R51337: its the effects of tagspace
M4573R51337: which can be very strange
AAA
May 6th, 2009, 12:34 AM
Whenever I use that it doesnt change the FOV. The option is there, it just doesnt work, and thats exactly what I need it for.
Yeah, I noticed it doesn't work for some people, or even me sometimes, it's like it has to be under a certain situation or something to work, either way, it works half the time. it would be nice if someone made one that's more reliable...or build off the one that's already made... :eyesroll:
EDIT:
WHAT THE FUCK IS THIS WHOLE 1.08 VERSION SHIT ABOUT??? DOES IT FUCKING MATTER??? CAN'T WE LEAVE THE SUBJECT AS IS TO BUILD ON 1.08?????????? :gonk:
Masterz1337
May 6th, 2009, 12:43 AM
In SP bitmap size doesn't matter, nor sound size.
It's why you get those loading messages and sudden pauses. In MP every texture and sound needs to be in memory, because if not, and the game needed to pause the game to load that data, you'd be frozen in combat in MP, since anything can happen anywhere at anytime.
We have a much better understanding of tagspace than we previously did, such as using low poly coli models (something we havent done with our hogs yet actually I don't think), splitting bsps (which we used in a10 a30, and d40, even though sometimes large bsps have have very odd behavior), using color change, (the ability to have PR, wraith, sentiniel and PP varients), sharing resources (flood bloods to control vehicles, the flentinel idea that got leaked on halomaps, and hunter guns), and using script referances so certain things will only be included in certain maps (something that our boarding uses).
Some requests though, that I can't really name off the top of my head, are things that would take a lot of work to do and may not be things we really want to do. Never the less, the first thing we always look at when talking about adding something is the tagspace/slots. So even if it's something I don't want to include or do and know I should consider anyway, the first thing I look at is the tagslot/tagspace.
Edit: I'm going to make a seperate topic for version numbers, tagspace, and CMT. It'll be best if we leave this as a simple update/minor discussion thread, seeing as the casual person is probably watching this thread for updates and news. If you want to give me section mod powers for tonight I'll help move some of the posts in here in that.
SnaFuBAR
May 6th, 2009, 01:05 AM
If you want to give me section mod powers for tonight I'll help move some of the posts in here in that.
p sure they're capable of doing that without you, as they always have been lol.
paladin
May 6th, 2009, 01:24 AM
p sure they're capable of doing that without you, as they always have been lol.
idts snafutron
Masterz1337
May 6th, 2009, 01:45 AM
p sure they're capable of doing that without you, as they always have been lol.
Well I'm offering to do it as they probably don't want to waste their time moving all those posts, and I have no problem doing it myself and spare them their time, since it's going to be my thread anyway.
Edit: It doesn't even matter anymore really, best to start that thread off fresh.
Needles
May 6th, 2009, 07:35 AM
Yeah, I noticed it doesn't work for some people, or even me sometimes, it's like it has to be under a certain situation or something to work, either way, it works half the time. it would be nice if someone made one that's more reliable...or build off the one that's already made... :eyesroll:
EDIT:
WHAT THE FUCK IS THIS WHOLE 1.08 VERSION SHIT ABOUT??? DOES IT FUCKING MATTER??? CAN'T WE LEAVE THE SUBJECT AS IS TO BUILD ON 1.08?????????? :gonk:
It only works for me on the map bloodgulch.
jcap
May 6th, 2009, 02:50 PM
p sure they're capable of doing that without you, as they always have been lol.
Nah, it was generous of him to volunteer. I was about to do it last night but I had trouble adding him as a forum moderator. :-/
I'll go through and do it myself, though.
EDIT: See http://www.modacity.net/forums/showthread.php?t=15759 for an archive of all posts discussing the version topic. Top discuss this, see http://www.modacity.net/forums/showthread.php?t=15752
teh lag
May 6th, 2009, 04:19 PM
oh god whats this i dont even
http://tehlag.modacity.net/one/pix/gallery/enforcer-a-color.png
http://tehlag.modacity.net/one/pix/gallery/enforcer-b-color.png
http://tehlag.modacity.net/one/pix/gallery/enforcer-c-color.png
almost 2.5 years in the making, <3 u dane
...fuck that lighting came out weird. ignore the cyan spots.
there we go.
CodeBrain
May 6th, 2009, 04:26 PM
Excuse me
But I prefer the Sentinel Enforcer from Halo 2 rather than yours.
I am sorry :(
Advancebo
May 6th, 2009, 04:30 PM
I only really like the shields, the rest look a bit much.
And I think you dont like the enforcer, codebrain, because of the render.
Inferno
May 6th, 2009, 04:30 PM
Shield is not exactly... Round... Needs to be more round and a higher rez texture and its cool.
teh lag
May 6th, 2009, 04:37 PM
Excuse me
But I prefer the Sentinel Enforcer from Halo 2 rather than yours.
I am sorry :(
Uh.... would you care to elaborate?
I only really like the shields, the rest look a bit much.
I...
I don't know what that means.
Shield is not exactly... Round... Needs to be more round and a higher rez texture and its cool.
Yeah, I rendered with my meshsmooth modifier off by accident. (I've kept it a modifier to allow for easy tweaking of the shape without getting a mess of verts).
E : There, it's back on.
CodeBrain
May 6th, 2009, 04:53 PM
Uh.... would you care to elaborate?
Alright then.
1. Normally most H2 models use normal maps in order to bring out the model. Since Halo CE doesnt allow the use of normal mapping, this can be passed.
2. It might be the render doing it, but it doesnt look right. Heres a pic:
http://images2.wikia.nocookie.net/halo/images/4/4e/Enforcer01.jpg
And here is yours (Dane's texture)
http://tehlag.modacity.net/one/pix/gallery/enforcer-a-color.png
One thing if you going for accuracy is the texture itself. Sure, the blue lights on it make it look realistic, but do you see anything like that on H2's textures? No. It also seems to look better that way, since I think the Sentinels never had lights like that, even in Halo 1. The only thing they had was their head sensor.
3. The shield. I like the blue shield idea bungie had rather than the blue-green combo, due to it looking more natural to the Halo environment. Have you even seen a sentinel with green anywhere? I believe not.
Remember, dont take my crit in the wrong way (T3h Lag and Dane)
teh lag
May 6th, 2009, 05:02 PM
actually there's a pretty big blue light on it in the pic you posted :lol:
Also the lights I'm using aren't even the right ones; dano forgot to include the lights in his rar and I faked them using the self-illum channel of the multi he gave me.
http://tehlag.modacity.net/one/pix/gallery/4.jpg
http://tehlag.modacity.net/one/pix/gallery/3.jpg
http://tehlag.modacity.net/one/pix/gallery/2.jpg
http://tehlag.modacity.net/one/pix/gallery/1.jpg
That's what it "actually" looks like. (I suppose my render materials are in order of revising now that I know how dano wanted it to look.)
Disaster
May 6th, 2009, 05:05 PM
There is also a little thing called creativity ;)
Why should it be exactly like h2? Its not like we are recreating halo 2. They took a few ideas and expanded on them
NuggetWarmer
May 6th, 2009, 05:06 PM
Why does it matter if it's accurate or not? We're not H3MT or H2CE/H2MT. We're CMT.
Advancebo
May 6th, 2009, 05:34 PM
Then it needs a custom model :P, or a least edited with a little more detail.
CodeBrain
May 6th, 2009, 05:35 PM
If it really is custom then you dont need the Sentinel Enforcer at all, make a entirely new sentinel :P
But in all seriousness, yes, I know CMT isnt going for accuracy.
However, the new pictures look better than before.
Edit:
actually there's a pretty big blue light on it in the pic you posted :lol:
Blue lights on the Enforcer were for Shields.
teh lag
May 6th, 2009, 05:38 PM
I'm pretty sure the shield isn't generated by its legs.
Hotrod
May 6th, 2009, 05:42 PM
Why does it matter if it's accurate or not? We're not H3MT or H2CE/H2MT. We're CMT.
It doesn't matter. As a matter of fact, I actually prefer that it's different rather than being an accurate replica of Halo 2's, gives a better feeling to it.
Advancebo
May 6th, 2009, 05:55 PM
I'm pretty sure the shield isn't generated by its legs.
I think its generated by those 2 bottom eyes.
Roostervier
May 6th, 2009, 06:05 PM
Um, what the fuck are you guys talking about? They wanted to make a sentinel, so they did. Besides, it looks good.
n00b1n8R
May 6th, 2009, 06:46 PM
Will it pick vehicles up?
Syuusuke
May 6th, 2009, 06:54 PM
Alright seriously for the Extras:
Easter egg of some sort =S (betcha have loads of those already)
Increase/Double health and/or shields?
Hunter
May 6th, 2009, 07:01 PM
actually there's a pretty big blue light on it in the pic you posted :lol:
Also the lights I'm using aren't even the right ones; dano forgot to include the lights in his rar and I faked them using the self-illum channel of the multi he gave me.
http://tehlag.modacity.net/one/pix/gallery/4.jpg
http://tehlag.modacity.net/one/pix/gallery/3.jpg
http://tehlag.modacity.net/one/pix/gallery/2.jpg
http://tehlag.modacity.net/one/pix/gallery/1.jpg
That's what it "actually" looks like. (I suppose my render materials are in order of revising now that I know how dano wanted it to look.)
Looks very nice, and are they Dane's renders?
teh lag
May 6th, 2009, 07:05 PM
I think its generated by those 2 bottom eyes.
*Sigh*. I was just pointing out that in the picture he posted, there are lights on the Enforcer besides the ones that generate the shields. Yes, I know that the shields are generated by the front arms. It was a joke.
Will it pick vehicles up?
Sadly, no. We couldn't figure out a way to make that happen (it's not quite as easy as "make it find a vehicle and if it's close enough have it crush it").
Looks very nice, and are they Dane's renders?
Yes, they are. I never end up getting the AO/Colored spec/normal/any of the fancy maps he makes with his skins - just the final product set up for CE, which is why my renders are often inferior :(.
ICEE
May 6th, 2009, 07:08 PM
looks cool. Now make it hijackable. Would be really interesting to hijack the enforcer, then it shoots its needle projectiles at a rapid pace as it spins and falls out of the air. I have no idea if that can be done with your current setup though
teh lag
May 6th, 2009, 07:09 PM
looks cool. Now make it hijackable. Would be really interesting to hijack the enforcer, then it shoots its needle projectiles at a rapid pace as it spins and falls out of the air. I have no idea if that can be done with your current setup though
We were actually thinking of doing that...... but since it's a biped I don't really know how it'd work or if you'd ever get a chance to effectively use it (they're not exactly low fliers after all).
ICEE
May 6th, 2009, 07:14 PM
well, (provided it is worth the effort, no idea how you guys are implementing that) it could be done as a vehicle with an invisible AI. The damage transfer would be 100%, so you could still destroy it easily while killing the enemy. I don't know all the details, this isn't really my cup of tea but thats probably how i'd approach it.
UnevenElefant5
May 6th, 2009, 08:01 PM
Make the Enforcer a vehicle, and attach an AI to it.
itszutak
May 6th, 2009, 08:05 PM
Vehicles can't maneuver like the Enforcer does.
n00b1n8R
May 6th, 2009, 08:51 PM
Sadly, no. We couldn't figure out a way to make that happen (it's not quite as easy as "make it find a vehicle and if it's close enough have it crush it").
Why couldn't you set it up to board it?
(even if it can't pick it up, it could still blow it up which would be cool).
Ki11a_FTW
May 6th, 2009, 08:55 PM
Why couldn't you set it up to board it?
(even if it can't pick it up, it could still blow it up which would be cool).
I imagine that the animation would look snap to much for it to look good, like when its moving towards it, it could be facing one way, but the enter animation could be facing the other direction
Advancebo
May 6th, 2009, 10:21 PM
Sadly, no. We couldn't figure out a way to make that happen (it's not quite as easy as "make it find a vehicle and if it's close enough have it crush it")
What about, when it gets near an enemy, it fires a stream of energy down towards the ground.
Masterz1337
May 6th, 2009, 10:24 PM
2 triggers for a weapon. It has the red needles and laser beams.
Advancebo
May 6th, 2009, 10:25 PM
What about a constant attached damage effect and particles?
Masterz1337
May 6th, 2009, 10:37 PM
Nope.
AAA
May 7th, 2009, 03:35 AM
For the extras:
Why not add a slow Motion? 1-10 speeds and all optional throughout the campaign if unlocked (I mean optional by, you can slow it down or speed it up any moment during the game)
I know it's capable in dev mode, so there's no reason why not, right?
Timo
May 7th, 2009, 04:07 AM
If there's a way to set a script up to check what difficulty has been completed, that'd be possible. I don't think there's any UI event function that checks to see what difficulty has been completed :\
n00b1n8R
May 7th, 2009, 04:07 AM
For the extras:
Why not add a slow Motion? 1-10 speeds and all optional throughout the campaign if unlocked (I mean optional by, you can slow it down or speed it up any moment during the game)
I know it's capable in dev mode, so there's no reason why not, right?
Why would you play a slowed down game :S
SnaFuBAR
May 7th, 2009, 04:12 AM
bullet time for headshot goodiness?
t3h m00kz
May 7th, 2009, 04:50 AM
max payneeee <3
hry
May 7th, 2009, 05:09 AM
max payneeee <3
lolz
Advancebo
May 7th, 2009, 07:09 AM
Wont that mess with the effects of a double speed powerup?
sevlag
May 7th, 2009, 08:46 AM
9KmbsYobyVI
yes yes the hatch movement isn't that great why dont you cry about it
i have to admit the boarding animation puts the halo2 &3 ani to shame, it makes the chief seem more badass
halo2& 3: chief punches the shit out of the canopy hatch
you: he punches it, then stomps on the damn thing
FRain
May 7th, 2009, 09:10 AM
Yeah, he probably ended up bashing the brute's head in.
Pooky
May 7th, 2009, 11:51 AM
If there's a way to set a script up to check what difficulty has been completed, that'd be possible. I don't think there's any UI event function that checks to see what difficulty has been completed :\
What about the Campaign skulls on the mission select menu?
BobtheGreatII
May 7th, 2009, 03:23 PM
What about the Campaign skulls on the mission select menu?
In Halo 1? What?
Am I off base here... or are you talking about Halo 2 and 3... in which case of course they keep track of that stuff...
CodeBrain
May 7th, 2009, 03:56 PM
What Pooky is suggesting is that CMT would put a skull in each map, and when they are found they activate a script in the UI. Then the UI would activate the "skull menu" and place the picked up skull. (Something among those lines)
I recall CMT saying that they wouldnt put skulls on their maps, since of either not wanting to or UI issues.
Since now l28 from Halomaps is on CMT due to him knowing UI very well (See his RED UI), I believe it COULD be possible.
p0lar_bear
May 7th, 2009, 05:03 PM
I remember kornman pointing out that there are only five or so unused global variables that do not change value when a new map is loaded. Adding in points or skulls to the campaign would be needlessly difficult, given that CMT might be using those globals for something else.
And you know what? I'm getting a tad sick of people suggesting Halo 3-based content to be added into Halo. Yes, Halo 3 had some great things, but you people need to keep in mind that this is not Halo 3. The engine was not built for these sorts of things, and CMT is already pushing the envelope and has hit limits on what they can and cannot do.
Heathen
May 7th, 2009, 05:22 PM
But, assuming you are speaking about things such as hijacking, those arent just halo 3 or 2 things...those are halo things. That has become very much a part of halo's gameplay.
I do agree with you however, but its not just that its halo 3.
Hunter
May 7th, 2009, 05:32 PM
I think people relate to Halo 3 because it looks good, although it is not always exactly like Halo 3, but moded a bit.
Timo
May 7th, 2009, 06:20 PM
What Pooky is suggesting is that CMT would put a skull in each map, and when they are found they activate a script in the UI. Then the UI would activate the "skull menu" and place the picked up skull. (Something among those lines)
I recall CMT saying that they wouldnt put skulls on their maps, since of either not wanting to or UI issues.
Since now l28 from Halomaps is on CMT due to him knowing UI very well (See his RED UI), I believe it COULD be possible.
From what I know, you'd need to be able to reference a script when a widget is opened, in order to have this happen. But since you can't create new scripts after the map is compiled, it wouldn't be possible.
Advancebo
May 7th, 2009, 06:20 PM
I think people relate to Halo 3 because it looks good, although it is not always exactly like Halo 3, but moded a bit.
You cant "mod" Halo 3.
CodeBrain
May 7th, 2009, 06:26 PM
From what I know, you'd need to be able to reference a script when a widget is opened, in order to have this happen. But since you can't create new scripts after the map is compiled, it wouldn't be possible.
Yes, that is the case.
But what IF HYPOTHETICALLY (I say the term lightly) the scripts were already made? In the A30 script, for example, you could add the skull script there, and proceed to activate a widget. Then the UI script would "sleep" until the skull widget was activated, and proceed to run a script of it's own.
I am guessing that is not how it goes though.
Timo
May 7th, 2009, 06:29 PM
I *think* you can have a script check for something, and if it comes up true, it will run a widget. I've never really played around with scripts in widgets, but that might work. However, as soon as the player leaves the game the script would reset, so it'd work like Halo 2 skulls, not Halo 3.
Delta4907
May 7th, 2009, 06:34 PM
If there's a way to set a script up to check what difficulty has been completed, that'd be possible. I don't think there's any UI event function that checks to see what difficulty has been completed :\
I'm no scripting expert or anything of the nature, but what about when you beat a level on normal, heroic, or legendary, the icon for that difficulty appears under the level selected. Doesn't something check to see what difficulty it was completed on, and then make the icon appear? Or am I way off with this theory?
=sw=warlord
May 7th, 2009, 06:39 PM
You cant "mod" Halo 3.
Wrong.
Timo
May 7th, 2009, 06:51 PM
I'm no scripting expert or anything of the nature, but what about when you beat a level on normal, heroic, or legendary, the icon for that difficulty appears under the level selected. Doesn't something check to see what difficulty it was completed on, and then make the icon appear? Or am I way off with this theory?
When a widget opens, there's a bunch of functions it can run. Checking for updates, saving the colour biped you chose, refreshing the server list, etc. I just checked the widget which loads the difficulty symbols in the campaign menu, but it doesn't reference any functions - neither does the list widgets that you click on, or the menu where you select your difficulty. So you're correct, but from what I can see the widget doesn't reference anything to get it to happen, it just happens (globals?).
p0lar_bear
May 7th, 2009, 08:29 PM
Working with widgets is a very limited process. All you can really do is rearrange the existing menus and reskin them.
Though you CAN make like a manual or something with them, but that's about it. The stock UI uses all widget functions to their fullest.
Advancebo
May 7th, 2009, 08:40 PM
Wrong.
You cant mod a map file, only people with devkits and knowledge on how to use it and mod Halo 3 can resign map files.
You can user map mod, which just basically mods a forge map data to change what appears and such. Its like Forge with a bunch of other objects to place.
And, I havent seen the pistol in any pictures, videos, or broadcasts. What happened to it? Is it removed or replaced by some other weapon?
Masterz1337
May 7th, 2009, 08:43 PM
We've shown in a number of times in the broadcasts.
AAA
May 7th, 2009, 08:44 PM
..... So, slow-mo is going to be considered? or is that out of the picture?
Advancebo
May 7th, 2009, 08:45 PM
Well I've only seen 2 broadcasts, that one, two saturdays ago, and the one where you were testing the dropships.
Masterz1337
May 7th, 2009, 08:55 PM
..... So, slow-mo is going to be considered? or is that out of the picture?
Don't know yet, haven't fiddled for a value that doesn't make it look choppy.
FRain
May 7th, 2009, 09:25 PM
I'm really behind, but is DoubleSpeed still in?
Masterz1337
May 7th, 2009, 09:30 PM
Yes, going to be broadcasting for a bit, the link is http://www.xfire.com/live_video/masters1337/
Since we have unveiled the enforcers I'm going to be playing some c40.
And yeah, double speed is still in.
Heathen
May 7th, 2009, 10:33 PM
pretty cool stuff.
English Mobster
May 7th, 2009, 10:58 PM
I thought SpecOps Hunters shot beams, you have them shooting a bunch of fuel rods rapidly.
E: Also, are the Brutes throwing frags? It's not plasmas, that's for sure.
And I don't like the Brute's shield damage effect, (for those who missed it, it looks a LOT like TF2's ubercharge effect), and it just doesn't look right in Halo.
ICEE
May 7th, 2009, 11:09 PM
the spec hunters shoot turret projectiles
Pooky
May 7th, 2009, 11:16 PM
AR firing anim has practically no kick to it :|
and the scope still looks dumb on the SMG
encounters look fun as hell though
e: sure wish you would use some of the Covenant weapons <_<
StankBacon
May 8th, 2009, 04:13 AM
CMT RIPS LOL
:cool:
NO REALLY, YOUR ALL ASSHOLES.
Daishi
May 8th, 2009, 06:10 PM
Is there any way to get advance warning about the broadcasts? I never seem to be on whenever they occur. >.<
ThePlague
May 8th, 2009, 06:20 PM
Is there any way to get advance warning about the broadcasts? I never seem to be on whenever they occur. >.<
He usually just does it when he's bored, so I doubt it.
Daishi
May 8th, 2009, 08:06 PM
Well that kinda sucks. I guess I'll have to pay more attention to the thread. :/
Sel
May 8th, 2009, 10:01 PM
Why not just save them to videos :X
sdavis117
May 8th, 2009, 10:12 PM
Because streaming doesn't take up half a hard drive in one play through.
If I remember right Xfire saves to uncompressed AVI's, which can become large in size.
ThePlague
May 8th, 2009, 10:13 PM
Because streaming doesn't take up half a hard drive in one play through.
If I remember right Xfire saves to uncompressed AVI's, which can become large in size.
More like extremely large.
English Mobster
May 10th, 2009, 03:09 AM
How about you guys put the command to enable dev mode at the end of the ending credits? That way, people have to play through the mod at least once before they can get the code.
I'm pretty sure you can change the credits, but that's not something I've dabbled in, so I don't know.
n00b1n8R
May 10th, 2009, 03:44 AM
Doesn't the credits just take you to the credits part of the main UI?
(or does it work differently?)
Cortexian
May 10th, 2009, 03:48 AM
Is there any way to get advance warning about the broadcasts? I never seem to be on whenever they occur. >.<
I told Masters to send me a build to broadcast, my PC rapes Xfire broadcasting.
jcap
May 10th, 2009, 10:48 AM
You could probably write an extension for OS to have it do this. Check for whatever would present that heroic icon, and if is there, then it allows devmode.
...but you've already considered dropping it.
Masterz1337
May 10th, 2009, 10:54 AM
We never said we were dropping it. Halt doesn't mean no. And go open up another thread if you want to make a shitstorm.
Besides, when we agreed to OS we decided that we would not be adding anything, and it would be strictly for making dev easier.
teh lag
May 10th, 2009, 10:59 AM
Besides, when we agreed to OS we decided that we would not be adding anything, and it would be strictly for making dev easier.
Indeed. Any other additions would be reserved for after the rest of the mod is completed. We don't want to be working on this through 2010.
Masterz1337
May 10th, 2009, 11:04 AM
And since I can tell on AIM Jcap's going to try to shit this thread up, I'm locking it.
Heathen
May 12th, 2009, 09:30 AM
So why the unlock?
sdavis117
May 12th, 2009, 11:22 AM
I was about to say something about that Heathen, but I thought a bump would be dangerous.
:tinfoil:
Stormwing
May 12th, 2009, 11:37 AM
because masterz am retard lolololol
dude are the covie crates still movable vehicles or did you guys kill those? movable crates = replayability value++++, if they are gone i will be very sad
ShadowSpartan
May 12th, 2009, 11:57 AM
because masterz am retard lolololol
dude are the covie crates still movable vehicles or did you guys kill those? movable crates = replayability value++++, if they are gone i will be very sad
How does having movable crates add to the replayability value? They have nothing to do with playing, unless you plan on shooting them and somehow crushing an enemy with one, which is highly unlikely.
Stormwing
May 12th, 2009, 01:17 PM
How does having movable crates add to the replayability value? They have nothing to do with playing, unless you plan on shooting them and somehow crushing an enemy with one, which is highly unlikely.
you don't want to know how much time i spent killing enemies in creative ways and setting up my own little encounters. and, mind you, it paid off. to me at least.
(don't forget, you can melee them too.)
edit:
Maybe they should just make the crates a part of the BSP to help save space.
dude, not cool.
then again if they're gonna make them stationary anyway....:(
sdavis117
May 12th, 2009, 01:18 PM
Maybe they should just make the crates a part of the BSP to help save space.
Kornman00
May 12th, 2009, 01:28 PM
or some of the scenery...save as much on object memory as I did by switching to Gieco
Masterz1337
May 12th, 2009, 01:30 PM
Maybe they should just make the crates a part of the BSP to help save space.
Doesn't work that way. The space saved would be so minor it wouldn't make a noticeable difference.
agspace
Tagspace is the amount of tags allowed to occupy memory in a map. A map can only have certain amount of data in it. It's easiest to think of this like a bathtub which you can't allow to overflow. The water represents the non bsp tags. This includes EVERYTHING that is not bsp, unless it is a SP map in which case bitmaps and sounds (and I suppose strings too) don't matter. Now picture the person getting in to the tub (the BSP). If the person is large, the water will be displaced and overflow. In SP maps, this can be solved by cutting that person or bsp in two, and then loading it. Less space occupied by the BSP or person, less water displaced, no overflow. Tool will not allow this water to overflow. There is a varient of tool Kornman has made called tool_pro. While it allows maps to compile regardless, with the exception of UI maps (I assume since the bitmaps don't actually matter despite normal tools warnings) they will exception when the bsp is loaded into the tub and overflows it. Tool_pro is usefull for SP maps builders, as they can compile and check their tag_dump.txt or view the unstable map in HEK+ or HTC to view for dubplicate data.
It's important to note, that the data can be refed any amount of times, long as that tag is being loaded, no matter how many times or by how many tags, long as it is loaded once it won't effect the game.
Good ways to combat this as we have done in CMT SPV2 is to
-Use color change for anything that is going to have multiple colors, to save on model space
-use low poly coli models (share them with as many things as you can, CMT has discussed a shared weapon coli model that will cut down on tagspace and tagslots)
-not use LODs for things you know will always be center screen (warthogs for example
-using tags that will use the same data
-use scripts to call on things that you don't want compiled in every map
Tagslots
This is a much trickier and more is actually a more serious problem. Tagslots is the amount of slots the game has allowed for tags, both in tool, sapien, and ingame. The only solution CMT uses for this is cutting content from specific levels, making units like jackas/grunts brutes/elites cyborg/marines flood forms human/elite use the same footstep sounds, and making tags rely on some of the same dependancies. In short, the only way to get around tagslots is less tags.
An early warning to a tagslots problem is shown by sapien, as sapien loads your whole globals tag into sapien, regardless if you're working on SP or MP or UI maps. CMT uses a cut down globals.globals that allows sapien acess to new tagslots, but it also stops us from running rad using the master tagset, which is mine. For those interested, I'm attaching my globals that I use.
Scriptspace
This is actually something we haven't run into a lot, other than in A10 due to the massive amounts of scripts used in the hanger cutscene, opening tutorial, and some of the drastic changes compared to easy/normal and hard/legendary.
I'm far from a scripting expert, but each time you open and close (script inhere that does such), it adds to the total you can have. Sapien gives you an error about a parsing error IIRC, I don't have the debug with it or any maps anymore to recreate the exact error
We have the movable crates in some parts of a50 and b30.
MacPanama
May 15th, 2009, 12:26 AM
Doesn't work that way. The space saved would be so minor it wouldn't make a noticeable difference.
We have the movable crates in some parts of a50 and b30.
movable crates ftw they helped alot with the hunters.
Heathen
May 15th, 2009, 08:08 AM
Haha, like on that one part on TSC
Hunter
May 15th, 2009, 08:27 AM
Movable crates, hell yeah. Grande + Crate = Flying crate of crush. :D If your lucky enough for it to hit someone.
Arteen
May 15th, 2009, 11:22 AM
I love movable crates, but I don't recall seeing them anywhere in SPv2.
Heathen
May 15th, 2009, 04:21 PM
It was I think.
MacPanama
May 15th, 2009, 04:47 PM
I love movable crates, but I don't recall seeing them anywhere in SPv2.
pardon my ignorance, how did you play it! me wants it!
Mr Buckshot
May 15th, 2009, 04:52 PM
pardon my ignorance, how did you play it! me wants it!
there are only 2 possibilities:
1. he is a team member and is testing out a WIP.
2. He didn't play it, he just saw some SPV2 gameplay video released to the public.
Not sure which it is, but it might be #1.
e: yeah confirmed, it is #1, Arteen has been a CMT member for ages
sdavis117
May 15th, 2009, 04:53 PM
I'd be surprised if a team member wasn't able to test SPv2.
FRain
May 15th, 2009, 07:23 PM
Well, he is an oppressed (or is that depressed, that's either an O or a shitty D) CMT member.
n00b1n8R
May 15th, 2009, 07:49 PM
(arteen is one of the oldest CMT members, hth)
Heathen
May 16th, 2009, 12:03 PM
(arteen is one of the oldest CMT members, hth)
I was about to say.
Poor Arteen.
http://tbn0.google.com/images?q=tbn:Z1LwQm4HkrtqrM:http://sturdyroots.files.wordpress.com/2009/01/rodneydangerfield1.jpg
Mr Buckshot
May 16th, 2009, 01:23 PM
I love movable crates, but I don't recall seeing them anywhere in SPv2.
Didn't find the movable crates useful in SPV1, they were set as vehicles I think so they requires too much effort to budge (melees only inch them forward, vehicles push them a long way but too troublesome). Might as well just use a regular vehicle for cover.
Do the Halo 1 engine physics support simple pushable crates, sort of like those you frequently encounter in Half-Life 1?
UnevenElefant5
May 16th, 2009, 02:34 PM
No, only vehicles can have physics. That's why the crates were actually vehicles.
Kornman00
May 16th, 2009, 02:43 PM
That's why the crates were actually vehicles.
Masters never brought up the fact that he was implementing crates as vehicles when I was talking to him on how to solve his limit problems. Must be why he didn't want to stick with the game's vehicle limit
Mr Buckshot
May 16th, 2009, 02:51 PM
Yeah, the "movable crates" can go, as they really aren't useful, unless there's a way to make it such that you can push them around simply by walking into them. But as UnevenElefant5 pointed out, that doesn't seem to be the case. Removing the "movable crates" would free up some tag space, right?
Inferno
May 16th, 2009, 02:55 PM
And if the crate touches you moving at 1mph it will instantly kill you.
Hunter
May 16th, 2009, 03:43 PM
Think about how much they would free though, what can be replaced by it? Not much tbh, because they dont take up much room. And I thought there was no space issues any more... Because the UI has been removed.
Kornman00
May 16th, 2009, 06:15 PM
Think about how much they would free though, what can be replaced by it? Not much tbh, because they dont take up much room. And I thought there was no space issues any more... Because the UI has been removed.
A vehicle object consumes more object memory than a scenery object does. Not only that but processing a vehicle would take up more CPU as well. I'm beginning to think the only reason they surpassed the 80 vehicle limit was due to these movable crates...
Hunter
May 16th, 2009, 06:21 PM
I didnt know that Lmao.
Amit
May 17th, 2009, 10:36 AM
rofl
MacPanama
May 17th, 2009, 05:54 PM
any progress on this?
teh lag
May 17th, 2009, 06:01 PM
any progress on this?
Yes.
However, we don't feel that much would come from posting it.
You know, the same it's always been when we go a while (and it's barely been 2 weeks ffs) without posting anything?
Kill001
May 17th, 2009, 09:04 PM
This needs its own homepage
ICEE
May 18th, 2009, 11:38 AM
because that worked so well last time
Arteen
May 18th, 2009, 12:23 PM
http://www.moddb.com/mods/custom-mapping-team
I don't pay much attention to the site, though.
MacPanama
May 18th, 2009, 06:17 PM
The enforcer from those screenshots are the most beautifull thing i ever saw.
n00b1n8R
May 18th, 2009, 06:41 PM
IIRC, dane had them skinned and they were ingame well over a year (or two?) ago.
Stormwing
May 19th, 2009, 04:21 PM
Yeah, the "movable crates" can go, as they really aren't useful
but it's so much fun on maps like TSC and maybe AotCR! have some on those maps, please?
:( haters
Heathen
May 19th, 2009, 04:41 PM
but it's so much fun on maps like TSC and maybe AotCR! have some on those maps, please?
:( haters
I agree with the haters now.
TVTyrant
May 25th, 2009, 05:22 PM
Wtf is dis shit?
We were playing some CMT MP on a snowy version of Augerer. Fun stuff.
Pic from Il Duce:
http://screenshot.xfire.com/screenshot/natural/dab7bbc0e7135d053d5e18048ed820b4c34e38f7.png
FRain
May 25th, 2009, 06:05 PM
Shot tags, please.
Heathen
May 25th, 2009, 06:10 PM
cool
ThePlague
May 25th, 2009, 06:31 PM
Very interesting. When I was watching the broadcast the Spartan Laser looked pretty badass/powerful.
Daishi
May 25th, 2009, 09:48 PM
I still can't get over how sexy that AR is.
Edit: Although looking a little more, seems as if it's missing backfaces near the base origin. Down near the bottom right, you can see right through it.
Amit
May 25th, 2009, 10:54 PM
Wtf is dis shit?
Pic from Il Duce:
http://screenshot.xfire.com/screenshot/natural/dab7bbc0e7135d053d5e18048ed820b4c34e38f7.png
Why does it seem like that AR skin is low-res?
Masterz1337
May 26th, 2009, 02:59 AM
Cause you eyes suck.
Edit: actually, seems like duce plays with textures on low, and it isn't the highest res pic either. It's still the same res skin as you've seen previously.
http://screenshot.xfire.com/screenshot/large/730c420020eef4cd1ad73e56dd04c14a5586b89e.jpg
l283023 has been busy <3
n00b1n8R
May 26th, 2009, 03:16 AM
:O!!
I'd still like FP vehicles, even if they were buggy. :saddowns:
MissingSpartan7
May 26th, 2009, 03:18 AM
out of curiosity, how can we have dynamic lights? and what is the time button for? other than that -looks great and easy to use. looking forward to it!
edits for the fourth time to fix formatting...
Masterz1337
May 26th, 2009, 03:19 AM
:O!!
I'd still like FP vehicles, even if they were buggy. :saddowns:
Don't think it's possible, we also wanted to see if we could incorporate a 3p mode, but I haven't talked to sonic about how we could do it.
out of curiosity, how can we have dynamic lights? and what is the time button for? other than that -looks great and easy to use looking forward to it!
I actually don't know what the time button does, but the dynamic lights button will disable lights from being dynamic, so you can boost your FPS if you have a low end computer.
MissingSpartan7
May 26th, 2009, 03:23 AM
that makes more sense now, and could the time button be used to track how long you have been playing?
Masterz1337
May 26th, 2009, 03:26 AM
I don't know, but if it doesn't, I don't see why that can't be implemented. Sure would be interesting for speed runners and people who just want to track how long they've been playing.
MissingSpartan7
May 26th, 2009, 03:31 AM
I don't know, but if it doesn't, I don't see why that can't be implemented. Sure would be interesting for speed runners and people who just want to track how long they've been playing.
just putting in my two cents..and trying to contribute to something all at once
Timo
May 26th, 2009, 03:32 AM
Set up a script that resets the level, and activates a timer - what was used for the final run in The Maw. Since I think it can only count down, have someone speed run through the levels and get peopl to post the amount of time they had left :3
e:
The HUD Timer.
Hud_set_timer_time <minutes> <seconds> - Typing Hud_set_timer_time 10 05 will make the timer appear in
the top corner, counting down from 10 minutes and five seconds. You get the idea.
Hud_set_timer_position <x-axis> <y-axis> <HUD corner> - Typing in Hud_set_timer_position 0 0
top_right, will put the timer snug in the top right corner. Same goes for the bottom_right, bottom_left and
top_left. Fiddle around with the x & y settings for a more precise setting.
Use Hud_set_timer_position 250 280 top_right to set the timer underneath your crosshair.
Hud_set_timer_warning_time <minutes> <seconds> - This set the timer to flash red when told to. So putting
in Hud_set_timer_warning_time 1 00, will make the time flash red when the time reaches 1 minute to go.
wewt, from that devmode tutorial I made 3 and a half years ago now :x
CodeBrain
May 26th, 2009, 05:35 PM
Cause you eyes suck.
Edit: actually, seems like duce plays with textures on low, and it isn't the highest res pic either. It's still the same res skin as you've seen previously.
http://screenshot.xfire.com/screenshot/large/730c420020eef4cd1ad73e56dd04c14a5586b89e.jpg
l283023 has been busy <3
I actually don't know what the time button does
[17:32] CodeBrain: What does the time button do on the CMT Extra UI?
[17:32] Mr. L28-Colder: for freezing and unfreezing time
[17:32] Mr. L28-Colder: it will give you those options when you click the button
There you go.
L283023
May 26th, 2009, 05:52 PM
Masterz1337
On another note, L283023 from halomaps is going to be overhauling the CMT Extras section of the UI. So if you have any ideas and requests, this is one of the few time's we're going to be actually open to them. For those of you that don't know, CMT EXtras is a menu in the UI that will allow dev comands to be used via a user interface.
Edit: Right now we have
-
create checkpoint
feeze/unfreeze time
clear decals
enable/disable dynamic lights
enable/disable sounds
display fps
collect unseen garbage
enable/disable HUD
flycam
How to use CMT extras Readme
I losted everything.
So I had to start from scratch.
And this is the list that I found, so meh.
Heathen
May 26th, 2009, 06:00 PM
There you go.
Uh...duh?
there was confusion?
L283023
May 26th, 2009, 06:20 PM
If by some chance you learn how to read, then you can go back to Masterz post and learn that he couldn't remember what the time button was for.
Heathen
May 26th, 2009, 07:35 PM
If by some chance you learn how to read, then you can go back to Masterz post and learn that he couldn't remember what the time button was for.
You don't think I read it?
I don't know you so shut up.
Yeah, this is shaping up to be really cool, and if you include this awsumness in the UI I am in.
ODX
May 26th, 2009, 09:22 PM
You don't think I read it?
I don't know you so shut up.No, I don't think you read it because if you had, you'd know this is the guy working on the UI you're praising ._.
What's with the 'shut up' shit also? Just because he's a 'new member' of the forums, doesn't mean he doesn't deserve the same rights and respects you do.
=sw=warlord
May 26th, 2009, 09:30 PM
You don't think I read it?
I don't know you so shut up.
Yeah, this is shaping up to be really cool, and if you include this awsumness in the UI I am in.
Few of us here truely know each does that mean we should all shut up including yourself?
E:
@spartan094
Heathen thinks he is cool becuase he has all green and light green bars and he joined early 2008? bawwwwwwwww grow up and atleast and dont pick on the poor new kid, give him room to get settled in with the community, dont bring his self-as-stem down just to boost your own ego.
For the longest time i thought heathen was a woman due to the periodic mood swings plus heather is a common girls name it wasnt untill a few weeks back i realized she was actualy a he...
Spartan094
May 26th, 2009, 09:30 PM
Heathen thinks he is cool becuase he has all green and light green bars and he joined early 2008? bawwwwwwwww grow up and atleast and dont pick on the poor new kid, give him room to get settled in with the community, dont bring his self-esteem down just to boost your own ego.
AAA
May 26th, 2009, 09:31 PM
You don't think I read it?
I don't know you so shut up.
Yeah, not cool, he didn't say anything to offend.
I like this UI and I LOVE the cheats you put into it. Kind of dissapointed about the Slow Motion not making the cut (yet?), but all-in-all, it's impressive.
L283023
May 26th, 2009, 10:37 PM
It's up to Masterz, if he still wants to add stuff to the menu.
Heathen
May 26th, 2009, 11:13 PM
No, I don't think you read it because if you had, you'd know this is the guy working on the UI you're praising ._.
What's with the 'shut up' shit also? Just because he's a 'new member' of the forums, doesn't mean he doesn't deserve the same rights and respects you do.
Did I pull your string?
Few of us here truely know each does that mean we should all shut up including yourself?
E:
@spartan094
For the longest time i thought heathen was a woman due to the periodic mood swings plus heather is a common girls name it wasnt untill a few weeks back i realized she was actualy a he...
I cant even read your posts.
Heathen thinks he is cool becuase he has all green and light green bars and he joined early 2008? bawwwwwwwww grow up and atleast and dont pick on the poor new kid, give him room to get settled in with the community, dont bring his self-esteem down just to boost your own ego.
Oh snap, I didn't even notice my reps. I knew I was high, but I got all bars haha.
What does join date have to do with anything?
I didn't even realize HE was new.
its mostly the people like you that notice those things that even care about rep and join dates.
And if he wanted to settle with the community he could have avoided saying I couldn't read.
I respect him but he was disrespectful to me.
Yeah, not cool, he didn't say anything to offend.
I like this UI and I LOVE the cheats you put into it. Kind of dissapointed about the Slow Motion not making the cut (yet?), but all-in-all, it's impressive.
yeah, he did. He said
If by some chance you learn how to read
I like him and his work. But he didn't have to insult me.
Stop acting like I am in the wrong here.
I'm not trying to shit up the thread.
I was merely wondering why there was confusion over the "Time" command. It seems pretty self explanatory.
Kudos for figuring out how to do it though.
And is there any way to incorporate a triggered invisibility sort of thing?
E: and ODX you just missed my +rep. I gotta wait till tmrw.
Another E: HAHA :lmao: apparently I am an elitest too now. Oh the irony.
Masterz1337
May 26th, 2009, 11:44 PM
Can you guys like... not shit up the thread?
supersniper
May 26th, 2009, 11:49 PM
... to late people just get offended to easily now a days...
btw... Delta UI would've been nice but this one is good too.
Heathen
May 26th, 2009, 11:52 PM
... to late people just get offended to easily now a days...
btw... Delta UI would've been nice but this one is good too.
Si, hopefully this one wont let me down.
been waiting for that UI for a while and when I heard it might come coupled with this I was excited.
Rosco
May 27th, 2009, 06:46 AM
Heathen thinks he is cool becuase he has all green and light green bars and he joined early 2008? bawwwwwwwww grow up and atleast and dont pick on the poor new kid, give him room to get settled in with the community, dont bring his self-esteem down just to boost your own ego.
So the kid joined on 08? Who cares, I doubt he'd be that respected if he was doing something wrong, and it's clear now you're doing the wrong thing too.
Also Heathen's not his first account, lawl
Spartan094
May 27th, 2009, 07:59 PM
si si, me and heathen got something in common, were being elitism :) i laugh at you people -repping me like i really care, that title is old
I still dont get how the UI will work, ill read the few last pages
L283023
May 27th, 2009, 08:13 PM
CMT's Extras are almost complete.
http://www.xfire.com/video/c33d1/
Heathen
May 27th, 2009, 08:20 PM
just 3rd P left.
L283023
May 27th, 2009, 08:21 PM
Waiting for Masterz to get me that script.
:/
Napalm
May 27th, 2009, 08:22 PM
Looks hawt, what does collect unseen garbage do?
L283023
May 27th, 2009, 08:24 PM
(garbage_collect_now)
causes all garbage objects except those visible to a player to be collected immediately
Heathen
May 27th, 2009, 08:44 PM
Meaning?
Dwood
May 27th, 2009, 08:50 PM
Meaning?
Dead bodies wiped from memory, blood, debris etc.
Masterz1337
May 27th, 2009, 08:56 PM
I still haven't been able to think of a way to do 3p. If anyone has idea, please do share, assuming you know what you're talking about.
sdavis117
May 27th, 2009, 08:58 PM
There are 3rd Person apps out there for 1.08. You could just cut it out of the CMT extras and maybe put a link to one of them in your Readme.
Heathen
May 27th, 2009, 08:59 PM
Dead bodies wiped from memory, blood, debris etc.
ah
Heathen
May 27th, 2009, 08:59 PM
There are 3rd Person apps out there for 1.08. You could just cut it out of the CMT extras and maybe put a link to one of them in your Readme.
I dont like this idea.
sdavis117
May 27th, 2009, 09:06 PM
I dont like this idea.
Skys the Limit (http://hce.halomaps.org/index.cfm?fid=4049) works just fine. No need for CMT to waste time one something that we can already do using an already existing app.
Arteen
May 27th, 2009, 09:24 PM
I think it's cool to have it built-in and accessible through a simple menu. I'm excited for it!
L283023
May 27th, 2009, 09:28 PM
I already got a script for 3p view.
But it is really ghetto.
It makes the camera go out (as if you were dieing).
The camera follows you, but it probably would be very hard to aim.
Ki11a_FTW
May 27th, 2009, 09:37 PM
Did you use the method of having the player be forced to enter a seat of another biped? That has the third person flag checked
E: If you did not, do so.
Heathen
May 27th, 2009, 10:23 PM
Hey that would work eh?
Masterz1337
May 27th, 2009, 10:37 PM
I'm not sure, I'm going to try it later tonight.
MissingSpartan7
May 27th, 2009, 11:22 PM
you could have a biped already set in 3p and a script teleports you above it and enables bump_possession very briefly, then it teleports you back to where you were
not sure about weapons carrying through......can a biped be spawn from the player's nodes/markers?
Heathen
May 27th, 2009, 11:39 PM
you could have a biped already set in 3p and a script teleports you above it and enables bump_possession very briefly, then it teleports you back to where you were
not sure about weapons carrying through......can a biped be spawn from the player's nodes/markers?
thats...more complicated.
MissingSpartan7
May 28th, 2009, 04:25 AM
ah well, that was a concept idea from a while back, i thought it might be of some use
Cortexian
May 28th, 2009, 08:00 AM
Continuing this trend.
Hey uh, any chance of publicly releasing a working Hawk? The thing is so god damn hot.
MissingSpartan7
May 28th, 2009, 08:09 AM
i think that will remain CMT private property for some time yet, be patient (although it might never arrive...)
sevlag
May 28th, 2009, 08:29 AM
i think that will remain CMT private property for some time yet, be patient (although it might never arrive...)
speakin g of CMT vehicles, will the apparition tags become public i loved that thing despite the cons, was a fun little vehicle, shame it didnt see much use outside of AoTCR and TB
anyways as for 3rd person i suggest trying to duplicate what was done with the app made by bitter banana and that other guy, the 3rd person and FoV changer, no offense, but the skys the limit sometimes fucks up and zooms the camera so far away its not even worth it
Masterz1337
May 28th, 2009, 08:42 AM
hit me up on AIM later Sevlag if you want the apparition. Leet and I were talking about the 3p mode earlier today (morning) and its still up in the air. As far as hawk tags being released, if Scooby is ok with releasing it, I don't have one either, this after SPV2 is out of course.
Sabre
May 28th, 2009, 01:20 PM
hit me up on AIM later Sevlag if you want the apparition. Leet and I were talking about the 3p mode earlier today (morning) and its still up in the air. As far as hawk tags being released, if Scooby is ok with releasing it, I don't have one either, this after SPV2 is out of course.
So that's a no?
Rhydgaled
May 28th, 2009, 01:50 PM
As far as hawk tags being released, if Scooby is ok with releasing it, I don't have one either, this after SPV2 is out of course.So that's a no?
As I understood it, if Scooby wants it released then it will be, but after the release of SPv2. I don't know what is meant by the "I don't have one either" part though.
sevlag
May 28th, 2009, 01:51 PM
So that's a no?could be a maybe, because isee alot of potential for the apparition, it was slightly faster than the ghost (or it did feel faster) makes it a nifty recon style vehicle for scouting ahead and for getting the flag out of there as fast as possible or provide light support.
I myself really dont care about the sparrow hawk tags, just the poor apparition, maybe someday it will return to a campaign
SnaFuBAR
May 28th, 2009, 02:30 PM
hit me up on AIM later Sevlag if you want the apparition. Leet and I were talking about the 3p mode earlier today (morning) and its still up in the air. As far as hawk tags being released, if Scooby is ok with releasing it, I don't have one either, this after SPV2 is out of course.
I would rather my model not ever see the light of day ever again :|
Pyong Kawaguchi
May 28th, 2009, 02:48 PM
Could you possibly add the code from skys the limit into open sauce to enable 3p?
Or possibly have it so that when you click the 3p button it runs skys the limit into the background *without alt-tabbing* to enable third person?
CodeBrain
May 28th, 2009, 03:52 PM
As I understood it, if Scooby wants it released then it will be, but after the release of SPv2. I don't know what is meant by the "I don't have one either" part though.
It means this:
If Scooby doesnt have a problem releasing the Hawk, Masterz doesnt have a problem with it either.
[/choiceofwords]
Corndogman
May 28th, 2009, 10:55 PM
So that's a no?
I think that was supposed to be a joke because "SPV2 will never be released" as the old saying goes.
Or maybe not, but if it was then work on your delivery Sabre.:p
Heathen
May 28th, 2009, 11:13 PM
I think that was supposed to be a joke because "SPV2 will never be released" as the old saying goes.
Or maybe not, but if it was then work on your delivery Sabre.:p
clearly. I thought thats what he meant but everyone disregarded it so I was like "Hm...I must be wrong"
I see we think alike.
paladin
May 29th, 2009, 12:15 AM
Lol @ tags
.Wolf™
May 29th, 2009, 03:53 AM
speakin g of CMT vehicles, will the apparition tags become public i loved that thing despite the cons, was a fun little vehicle, shame it didnt see much use outside of AoTCR and TB
anyways as for 3rd person i suggest trying to duplicate what was done with the app made by bitter banana and that other guy, the 3rd person and FoV changer, no offense, but the skys the limit sometimes fucks up and zooms the camera so far away its not even worth it
With that other guy you mean Kornman right?
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