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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »RPG_Beta6 Released

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Author Topic: RPG_Beta6 Released (90 messages, Page 1 of 3)
Moderators: Dennis

OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Mar 27, 2009 10:39 AM    Msg. 1 of 90       
Hey guys, I'm back with my second map, technically 6th but really 4th iteration of the RPG_Beta Series. I spent about 2 months working on this and had to cut corners short to meet a friday march 27th deadline but in the end, testers and I were satisfied with yesterday's result with the map even tho I would have appreciated an additional month to refine all the stuff I laid there... Worth to note also that the map will get laggy for people with lower end computers( Bsp is about 50 000 polies, AHMF is 20 000 and space elevator is another 20 000) but personally with my AMD 5000+ I get 25FPS with an integrated graphic card.


As again, this map is a Role Play map rather than a gameplay centered one, it supports CTF( which may be fun), Race( not terrible) and ball as well as of course regular teamslayer. Anything else will cause exceptions.


Thanks to Clan RPC for the testing, IGM for the AHMF crash site and Me_Ks for the lift syncing script








Temporary download link until dennis updates:
http://www.megaupload.com/?d=56Y945NF






P.S: No flaming allowed, I know my errors and I know what looks bad thank you I don't need help finding nor do I need useless bashing on it.
Edited by OpsY on Mar 27, 2009 at 11:04 AM


UnevenElefant5
Joined: May 3, 2008

she/her this fag bashes back


Posted: Mar 27, 2009 11:01 AM    Msg. 2 of 90       
I think you mean Me Ks not Ke Ks. Anyway, I'll download.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Mar 27, 2009 11:05 AM    Msg. 3 of 90       
Thanks for pointing typo


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Mar 27, 2009 01:20 PM    Msg. 4 of 90       
Looks very nice. I like the space elevator.


Tuaha
Joined: Aug 1, 2008


Posted: Mar 27, 2009 02:25 PM    Msg. 5 of 90       
Operating System: Windows Vista™ Home Premium (6.0, Build 6001) Service Pack 1 (6001.vistasp1_gdr.080917-1612)

System Manufacturer: Hewlett-Packard

Processor: Intel(R) Core(TM)2 Duo CPU T5450 @ 1.66GHz (2 CPUs), ~1.7GHz

Memory: 2038MB RAM

Mobile Intel(R) 965 Express Chipset Family

Display Memory: 358 MB

Okay for good frames?


CAptDumB
Joined: Aug 7, 2008

Iceman


Posted: Mar 27, 2009 06:24 PM    Msg. 6 of 90       
Did you yourself apply a deadline or something, because indeed yes there should have been another month.


Gh0st_Elit3
Joined: Feb 20, 2008

I smell food.


Posted: Mar 27, 2009 06:38 PM    Msg. 7 of 90       
Eh, I wanted to see that base ingame. So I will. :)


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Mar 27, 2009 06:53 PM    Msg. 8 of 90       
Quote: --- Original message by: OpsY

Hey guys, I'm back with my second map, technically 6th but really 4th iteration of the RPG_Beta Series. I spent about 2 months working on this and had to cut corners short to meet a friday march 27th deadline but in the end, testers and I were satisfied with yesterday's result with the map even tho I would have appreciated an additional month to refine all the stuff I laid there... Worth to note also that the map will get laggy for people with lower end computers( Bsp is about 50 000 polies, AHMF is 20 000 and space elevator is another 20 000) but personally with my AMD 5000+ I get 25FPS with an integrated graphic card.


As again, this map is a Role Play map rather than a gameplay centered one, it supports CTF( which may be fun), Race( not terrible) and ball as well as of course regular teamslayer. Anything else will cause exceptions.


Thanks to Clan RPC for the testing, IGM for the AHMF crash site and Me_Ks for the lift syncing script








Temporary download link until dennis updates:
http://www.megaupload.com/?d=56Y945NF






P.S: No flaming allowed, I know my errors and I know what looks bad thank you I don't need help finding nor do I need useless bashing on it.
Edited by OpsY on Mar 27, 2009 at 11:04 AM


I remember that outpost :) Some earlier page of the wip page. Looks nice, but the walls and the ground have the same texture..


Megaguirus
Joined: Feb 26, 2009

Om nom nom


Posted: Mar 27, 2009 06:59 PM    Msg. 9 of 90       
so will this map be designed for gameplay or will it just be a get in pelican and fly about dropping people off map like all the others


OMGWTHBBQHAXZORZ XD
Joined: Aug 19, 2008


Posted: Mar 27, 2009 07:06 PM    Msg. 10 of 90       
right, nice I ahve been waiting but man you realy should have taken another month, maybe fixing the exceptions, getting better performence(not like I couldn't run it...), more/better content, and ect, maybe in the end you could possibly make a RPG beta 6.5? perhaps idk but its your choice if it were up to me I would decide for it to take more time


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Mar 27, 2009 08:08 PM    Msg. 11 of 90       
hard deadline was set because I move to a new house today and am unplugging computer as we speak


pwner5889
Joined: Jun 13, 2008


Posted: Mar 27, 2009 09:03 PM    Msg. 12 of 90       
I have a great idea. Why don't you make a Single player level out of this. Kind of like a training level with a small story line. That would be kind of nice.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 27, 2009 11:02 PM    Msg. 13 of 90       
Wow. I contributed a script to Rpg_Beta6 without even knowing that RPG_Beta6 was in development. Sweet. Glad to help out. Very nice map. Thanks for the credits.

Some bad news though. I tested the map to see how the script was working...

And I found a couple problems with it. I know it seems stupid to mention them now that you've already released the map, but they both have easy solutions just in the game type setup, and it's better late than never. Maybe you can get Dennis to update your readme with the solutions? Or, you could release a fixed version later on? I just hate to see a good map released with a few small bugs because of me. If I knew you were going to use the script for a map soon to be released, especially this one, I would've made sure this all went perfectly.

Either way, there's only 2 problems, and they both have solutions with game type settings.

1. I should have been more specific when I said to "not let the syncing hogs spawn by default under any circumstances." That also means unchecking the "allowed" checkboxes in addition to the "default" in the vehicle properties, which you didn't. Again, had I known you were doing this for a map soon to be released, I would have been more clear. I assumed you knew what I meant. I don't blame you.

The result is that if the game type has a "custom" vehicle setup with all vehicles set to maximum, then the "host_check" hog doesn't spawn by default because one of the sync hogs does spawn by default. This totally screws up the script, as the script thinks that the server is just another client. This means that the script actually doesn't work at all when the game type is set up like this.

The solution is easy though: just always use "Default" in the vehicles settings of the game type. Since most of your vehicles are set to spawn by default, it doesn't affect vehicles already meant to be spawned. No problems there.

2. This one is my problem. In making your script, I tried out a new syncing method that helps with players who just joined while the elevator is on the top floor. That's why I have four sync bipeds instead of just two. It instantly re-positions the elevator on the top or bottom depending where it is on server-side so that a player who just joined doesn't have to wait for someone to hit the control to have the sync lock into place again. To do this, I just spawned a hog once the elevator was finished moving on top of one of the two bipeds, one for up and one for down. I then just let it sit there so that joined players would have their bipeds killed for it to re-position on their side.

Of course, I forgot about respawn. If respawn is on, the hog just respawns uselessly to the 3 hogs sitting near the elevator, and keeps doing that until it is destroyed when someone hits the control again. That defeats the whole point of that part of the script, as no hog will be there to kill the biped for the joined player. If I had remembered that, I would've set up a continuous script that respawns it constantly once spawned.

Although the script will still work without that section of it working properly, it's best to have it work as I intended.

Again, an easy fix, although kind of a sacrifice: just set vehicle respawn time to Never.


Gh0st_Elit3
Joined: Feb 20, 2008

I smell food.


Posted: Mar 27, 2009 11:32 PM    Msg. 14 of 90       
Get new textures and I might play it more. :)


Tuaha
Joined: Aug 1, 2008


Posted: Mar 28, 2009 05:55 AM    Msg. 15 of 90       
I hate Megaupload >:0


zanghfei mac
Joined: Aug 2, 2008

Transfer the Halo Custom Package to Mac users


Posted: Mar 28, 2009 08:05 PM    Msg. 16 of 90       
PLz unprotected i want convert to Pc PLZ


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 28, 2009 08:11 PM    Msg. 17 of 90       
Why do you want to convert it to PC? It runs perfectly on CE.


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Mar 28, 2009 08:13 PM    Msg. 18 of 90       
Quite nice little map.
I don't mind the textures.
Excellent work.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Mar 28, 2009 08:21 PM    Msg. 19 of 90       
I'm suprised. It runs quite well on my PC. I had fun with IG Brainz and extra speed. Good job.


zanghfei mac
Joined: Aug 2, 2008

Transfer the Halo Custom Package to Mac users


Posted: Mar 28, 2009 08:23 PM    Msg. 20 of 90       
But i can convert if is not protected.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Mar 28, 2009 08:33 PM    Msg. 21 of 90       
^But why do you want to convert in the first place.


pakar45
Joined: Sep 21, 2008

Hi


Posted: Mar 28, 2009 08:35 PM    Msg. 22 of 90       
-_- your on a mac you can't play it if it is protected so there. he wants to convert it to halo demo on mac :|


zanghfei mac
Joined: Aug 2, 2008

Transfer the Halo Custom Package to Mac users


Posted: Mar 28, 2009 08:37 PM    Msg. 23 of 90       
luwl Not demo full.
But Ce can run 1998 window?
Edited by zanghfei mac on Mar 28, 2009 at 08:38 PM


Enzo03
-
Screenshot Guru
-
Joined: Aug 3, 2007

I'd rather go without than take what you'd bring.


Posted: Mar 28, 2009 09:33 PM    Msg. 24 of 90       
Opsy, did you portal the map?


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Mar 29, 2009 12:23 AM    Msg. 25 of 90       
Sweet now this looks like somthing i can play with! looks great guys!


someone not important
Joined: Sep 2, 2007


Posted: Mar 29, 2009 01:17 AM    Msg. 26 of 90       
Is there anything inside the elevator, or is it just there for eye candy?


NeiaG
Joined: May 18, 2008

Ohai Mark


Posted: Mar 29, 2009 01:28 AM    Msg. 27 of 90       
Eye candy. Very tall eye candy.


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Mar 29, 2009 01:33 AM    Msg. 28 of 90       
*Searches for easter eggs


Roflcopter
Joined: Jan 30, 2009


Posted: Mar 29, 2009 01:44 AM    Msg. 29 of 90       
Quote: --- Original message by: pakar45
-_- your on a mac you can't play it if it is protected so there. he wants to convert it to halo demo on mac :|

Actually, it IS possible to convert it to Mac. Even if it's protected.


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Mar 29, 2009 01:52 AM    Msg. 30 of 90       
Actually, you can play Halo ce on a mac.
Things you will need-
1)Darwine/Crossover games
2)a copy of msxml setup
3)A no cd crack
Not going to elaborate on the instructions, google it :P


zanghfei mac
Joined: Aug 2, 2008

Transfer the Halo Custom Package to Mac users


Posted: Mar 29, 2009 08:45 AM    Msg. 31 of 90       
If is protected and convert will be won't work anything
Edited by zanghfei mac on Mar 29, 2009 at 08:50 AM


electricSquid
Joined: Sep 17, 2008

Get ready for some chocolate pain...


Posted: Mar 29, 2009 09:09 AM    Msg. 32 of 90       
Hey Opsy, in the next RPG Beta map, can we have random biped permutations (Like on Ambush) so that people can play as Elites and Spartans?


Roflcopter
Joined: Jan 30, 2009


Posted: Mar 29, 2009 10:30 AM    Msg. 33 of 90       
Quote: --- Original message by: jacknme
Actually, you can play Halo ce on a mac.
Things you will need-
1)Darwine/Crossover games
2)a copy of msxml setup
3)A no cd crack
Not going to elaborate on the instructions, google it :P

It wouldn't work. I've tried it before.

@Zanghfei: You've obviously never tried converting protected maps then.


AlwinRoth
Joined: Jan 4, 2008


Posted: Mar 29, 2009 10:39 AM    Msg. 34 of 90       
RPG, i really don't see how it works, someone mind giving an example???

Oh, and i really like that base, looks nice, would be actually nicer if you added some barrels or cranes, etc. in it, some color.


zanghfei mac
Joined: Aug 2, 2008

Transfer the Halo Custom Package to Mac users


Posted: Mar 29, 2009 11:40 AM    Msg. 35 of 90       
When i convert the Protect all tags is screwed.
If is non protected will be fines.

 
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