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Thread: Pardon Our Dust.

  1. #91
    and Masterz1337 too! Advancebo's Avatar
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    Re: Pardon Our Dust.

    Quote Originally Posted by Masterz1337 View Post
    I wouldn't mind splitting maps, but then you have to consider how easy it will be for people to acess the maps they want, how will unlocking work, ui retooling, and theres no way to transfer your state over to the next map. On maps like a30, where the entire center of the bsps is focused around vehicles, it would be a mess. Also think about the bandwith, 10 maps and a UI is bad enough.
    So you already considered the a10, a20, a30, a40, etc stuff?

  2. #92
    Amit's Avatar
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    Re: Pardon Our Dust.

    Quote Originally Posted by CodeBrain View Post
    ^^^NOT INTENDED AS AN OFFENSE^^^

    I don't blame him as anyone who hasn't looked into the maps folder of H2 even once would probably assume the same. The Halo 2 maps are two whole different levels only their labeled as "01a_spacestation.map" or "01b_spacestation.map."Although, he was wrong to state false information. Even if this were true, in H2, it would be one map split into two levels...we want to combine two maps into one level. That doesn't work so let's not go further since it's not supported by the H1 engine.
    Last edited by Amit; November 2nd, 2008 at 12:21 AM.

  3. #93
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Pardon Our Dust.

    IIRC, how it determines what map loads when the (game_won) function is run is hardcoded. If you have an a10.map, a20.map, and a30.map, it will skip right over a20.map and load a30.map.

    That also means that it can't track what levels you've unlocked in the main menu if you were to add more maps and then just change them with (map_name) instead of (game_won).

  4. #94
    Kid in the Hall Kornman00's Avatar
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    Re: Pardon Our Dust.

    Actually, there are ways to "remember" some states...
    Quote Originally Posted by p0lar_bear View Post
    IIRC, how it determines what map loads when the (game_won) function is run is hardcoded
    but can easily be changed (along with what level was last played)

    oh and dont forget it can always be cheated with "profile_unlock_solo_levels"
    Last edited by Kornman00; November 2nd, 2008 at 01:50 AM.

  5. #95
    Chasing Meteors Sever's Avatar
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    Re: Pardon Our Dust.

    Quote Originally Posted by Kornman00 View Post
    Actually, there are ways to "remember" some states...
    Yep. Masterz, talk to Rob about that, since I know he was looking for a way to retain certain variables from one level to another. I forget who told him about how to do it initially, though, so... yeah. Hell, it could have even been KM00.

  6. #96

    Re: Pardon Our Dust.

    You can (kind of) through the use of global variables already defined in the engine.

    IE: If the player has a rocket launcher at the end of a level, set "cheat_deathless_player" to true. When the next level loads, if "cheat_deathless_player" is true, give the player a rocket launcher and set "cheat_deathless_player" to false.

  7. #97
    Kid in the Hall Kornman00's Avatar
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    Re: Pardon Our Dust.

    or as I suggested in Rob's thread a few pages back, use f0-f5 since they are floating point values. You can then use f0 for what weapon the player had (ie, if they had an AR, set to 1.0, RL, 5.0, etc, and just use 0.0 to default to map's starting weapons). Then after setting the player back up to his shit, perform a checkpoint and reset f0-f5 to zero to avoid any problems.

  8. #98
    State your identity! Hotrod's Avatar
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    Re: Pardon Our Dust.

    That'd be interesting to see in the mod, but not in between every level. I'm thinking that you should have that for all of them except a50, b30 and c10.

  9. #99

    Re: Pardon Our Dust.

    Quote Originally Posted by Hotrod View Post
    That'd be interesting to see in the mod, but not in between every level. I'm thinking that you should have that for all of them except a50, b30 and c10.
    It's not for show, its to make space. They'll have it on any level they need more tag space for. Also, mc's eyes seem rather low in those visor shots, his forehead looks massive.

  10. #100
    Senior Member Hunter's Avatar
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    Re: Pardon Our Dust.

    I really don't like the visor. Its just to plain, I think it needs a shape in it like Halo 3 one does. It would look a lot better. Imo.

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