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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »CMT RETURNS! New project and team details inside!

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Author Topic: CMT RETURNS! New project and team details inside! (10649 messages, Page 6 of 305)
Moderators: Dennis

teh lag
Joined: May 6, 2008


Posted: Aug 3, 2011 01:26 PM    Msg. 176 of 10649       
Hot off the press: new Plasma Pistol animations!

Quote: In this set I wanted to mimic my earlier PR set from this Winter, which had extr animation on the jaws and heat wings, in hopes of maybe adding some consistency in the miscellaneous changes to plasma weapons in the mod. I hope this works with the existing content well.

Also I missed the Halo 1 right-handed melee so I brought it back. Even though it can't match up in third-person, I think it's kind of cool. Gotta mix stuff up and all that.


Ifafudafi
Joined: Jun 23, 2010


Posted: Aug 3, 2011 05:38 PM    Msg. 177 of 10649       
There's another video up for you guys, showing off some new sounds. Check the Halomods thread:

http://www.halomods.com/ips/index.php?app=forums&module=forums§ion=findpost&pid=3091

I'd like to remind everyone that there's a wealth of extra information over in our Halomods forum, and that we'll be looking mostly over there to answer and respond to questions and comments, so if you're wanting to ask something, make a suggestion, or just tell us how great things look (we love it when you do that), head over to the CMT forum on Halomods.com.


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Aug 5, 2011 09:57 AM    Msg. 178 of 10649       
I decided to get into SPV2 and it is friggin awesome. Only problem is it freezes at A30 on the big building bit... Bugger.


ODX
Joined: Jul 26, 2007


Posted: Aug 5, 2011 12:23 PM    Msg. 179 of 10649       
After you finish the big encounter at the giant custom structure, type in "object_destroy_all" and it should give you a checkpoint. Then you go go into the tunnel/hole in the building and continue the level.


RevolutionaryCaptain
Joined: Mar 20, 2010

Preparing to continue the overmind's plans


Posted: Aug 5, 2011 11:56 PM    Msg. 180 of 10649       
Updates?


Ifafudafi
Joined: Jun 23, 2010


Posted: Aug 6, 2011 12:16 AM    Msg. 181 of 10649       
Quote: --- Original message by: RevolutionaryCaptain
Updates?


Check our Halomods forum at http://www.halomods.com/ips/index.php?/forum/19-custom-map-team/; a number of members have personal threads in which they post various works in progress and other bits of media, and we check these threads for questions much more often.

Pretty much anything that's not a release or major announcement will be done on Halomods, so if you want the most and latest information, you'll want to head over there.


roviet1337
Joined: Feb 6, 2011

Lord of Admirals


Posted: Aug 6, 2011 12:38 AM    Msg. 182 of 10649       
i can haz question plox; will the os version of the map work with .map version changers? i have delusions of someday porting the maps over to my sexbox360...


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Aug 6, 2011 01:25 AM    Msg. 183 of 10649       
Quote: --- Original message by: roviet1337
i can haz question plox; will the os version of the map work with .map version changers? i have delusions of someday porting the maps over to my sexbox360...


I don't think the emulator would like that. They already cut off support for xbox-live for those games.
-Zekilk


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 6, 2011 01:33 AM    Msg. 184 of 10649       
Thats a question for korn, not us really. SPV3 still has all the underpinnings for Co-Op of course.


RevolutionaryCaptain
Joined: Mar 20, 2010

Preparing to continue the overmind's plans


Posted: Aug 6, 2011 01:48 AM    Msg. 185 of 10649       
Quote: --- Original message by: Masters1337
Thats a question for korn, not us really. SPV3 still has all the underpinnings for Co-Op of course.


0.o actually working Co-op like or similar to Halo 3/Halo Reach?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 6, 2011 01:58 AM    Msg. 186 of 10649       
We never removed the scripts required for co-op or game settings in the scenario for it. If magically CE could do split screen co-op tomorrow, our builds would support it.


Pepzee
Joined: Sep 9, 2010

I wish I could grow young.


Posted: Aug 6, 2011 02:35 AM    Msg. 187 of 10649       
Quote: --- Original message by: RevolutionaryCaptain
0.o actually working Co-op like or similar to Halo 3/Halo Reach?

Not sure if you've read the standard campaign scripts, but gearbox must of done a direct port from xbox to PC. Because all of the scripts for co-op are compiled into the maps, just never used, because they can't be used. Here's an example from b30;

(recording_time extraction_pelican))
(sleep_until
(or
(vehicle_test_seat_list extraction_pelican p-riderlf
(players))
(vehicle_test_seat_list extraction_pelican p-riderrf
(players))) 1)
(if
(game_is_cooperative)
(sleep_until
(and
(vehicle_test_seat_list extraction_pelican p-riderlf
(players))
(vehicle_test_seat_list extraction_pelican p-riderrf
(players))) 1))
(set play_music_b30_06 false)
(player_enable_input false)
(ai_braindead shafta_entrance_inv true)
(object_destroy shafta_inv_cship)
(object_destroy lid_cship)
(if obj_shafta_goal obj_shafta_goal)
(game_won)))

See? It's just sitting there for some reason. I don't know why gearbox would even bother to to put that command in there, or some the commands after it, as they serve no function.

P.S. In case you don't know that script is for the end of b30 saying "if the game is co-op make sure both players are in the pelican before animation plays."
Edited by Pepzee on Aug 6, 2011 at 02:37 AM


RevolutionaryCaptain
Joined: Mar 20, 2010

Preparing to continue the overmind's plans


Posted: Aug 6, 2011 02:46 AM    Msg. 188 of 10649       
^I actually I've seen the scripts but its been a while since i seen one thought, so i probably won't remember most of it.


Pepzee
Joined: Sep 9, 2010

I wish I could grow young.


Posted: Aug 6, 2011 03:05 AM    Msg. 189 of 10649       
Oh. Well, you should read the campaign scripts once in awhile, it's a good read.

It's always alluded me on why gearbox would leave those commands compiled into the maps. There are very few excuses to why they would do so. Unless:

1. They planned for co-op on the PC. (What? How on earth would you do that with a PC?)
2. They planned for the maps to be ported to xbox, which supports Co-op. (Which requires a modded xbox, which is against the end user licence agreement. So gearbox wouldn't do that)
3. They predicted open sauce would be created and one of it's features would be co-op. (They own a time machine!)
4. They were too lazy and did a direct port of the scripts and didn't care about the co-op scripts.

Number four seems the most plausible, considering there is a quite a bit of minor stuff gearbox didn't port to the PC properly. Therefore it would seem likely for gearbox to ignore the extra commands in the script and not care, as it doesn't effect the game.

It's an interesting topic for sure, but we should get back to the CMT stuff.
Edited by Pepzee on Aug 6, 2011 at 03:14 AM


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 6, 2011 03:18 AM    Msg. 190 of 10649       
Quote: 3. They predicted open sauce would be created and one of it's features would be co-op. (They own a time machine!)
4. They were too lazy and did a direct port of the scripts and didn't care about the co-op scripts.


Most likely one of these two.^^

ontopic: I really like ODX's weapon animations he's doing, they're looking great.


Arteen
Joined: Mar 8, 2008

...


Posted: Aug 6, 2011 09:53 AM    Msg. 191 of 10649       
Or option 5. They were smart and chose not to touch something they didn't need to touch.



Masters, do the doors still look like the first pic, or do they look like more like the second pic?
Edited by Arteen on Aug 6, 2011 at 10:06 AM


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 6, 2011 11:23 AM    Msg. 192 of 10649       
Is it me, or do them pictures look identical?


teh lag
Joined: May 6, 2008


Posted: Aug 6, 2011 11:25 AM    Msg. 193 of 10649       
Quote: --- Original message by: anonymous_2009
Is it me, or do them pictures look identical?


It's you, the top one has an angle at the top while the second does not.

e: VVVV no, it's just the angle. Otherwise the pictures are identical.
Edited by teh lag on Aug 6, 2011 at 11:26 AM


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Aug 6, 2011 11:25 AM    Msg. 194 of 10649       
Quote: --- Original message by: anonymous_2009
Is it me, or do them pictures look identical?


top one is darker


Dark Neon
Joined: Jun 8, 2009


Posted: Aug 6, 2011 11:27 AM    Msg. 195 of 10649       
...the top of the doors are different.


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 6, 2011 12:55 PM    Msg. 196 of 10649       
Ah I see it now, my bad :P


1 10
Joined: Apr 4, 2010

I can't Mod, Suck's for me


Posted: Aug 6, 2011 06:37 PM    Msg. 197 of 10649       
I have a Question, will this have the same impassable barriers, as SPv2 did?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 6, 2011 07:48 PM    Msg. 198 of 10649       
What do you mean?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Aug 6, 2011 07:54 PM    Msg. 199 of 10649       
Quote: --- Original message by: Masters1337
What do you mean?


Quote: --- Original message by: CMT A30 SPV2 ReadMe
This is an old build of CMT's SPv2 a30 single player level. It features new bsps, new enemies, new encounters, and so forth. Enjoy!

Note: There is an invisble wall in one of the earlier areas. You can pass through it by driving along the left side of the wall (or using dev mode).


1 10
Joined: Apr 4, 2010

I can't Mod, Suck's for me


Posted: Aug 6, 2011 08:33 PM    Msg. 200 of 10649       
I meant on D40


SeL
Joined: Dec 15, 2010

Born perfect, Born different, Born better.


Posted: Aug 6, 2011 08:59 PM    Msg. 201 of 10649       
while we're talking about doors

thoughts



Loy
Joined: Aug 1, 2010

HooRa!


Posted: Aug 6, 2011 09:04 PM    Msg. 202 of 10649       
no need for halo: cea now


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 6, 2011 09:13 PM    Msg. 203 of 10649       
I honestly have no recollection of their being invisible walls in a30. I don't like invisible walls.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Aug 6, 2011 09:30 PM    Msg. 204 of 10649       
I think it was more of a phantom bsp issue that showed up on the ramp of one of the newer bsp's.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 6, 2011 09:33 PM    Msg. 205 of 10649       
Oh in the tunnel? That was due to the light bridge iirc.


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 6, 2011 09:50 PM    Msg. 206 of 10649       
@SeL: I like that door :) Give it some nice textures!


SeL
Joined: Dec 15, 2010

Born perfect, Born different, Born better.


Posted: Aug 6, 2011 09:55 PM    Msg. 207 of 10649       
Quote: --- Original message by: anonymous_2009
@SeL: I like that door :) Give it some nice textures!


We'll see, my texturing abilities are nowhere near my modeling ability though :s


anonymous_2009
Joined: Jun 13, 2009


Posted: Aug 6, 2011 10:29 PM    Msg. 208 of 10649       
Quote: --- Original message by: SeL
Quote: --- Original message by: anonymous_2009
@SeL: I like that door :) Give it some nice textures!


We'll see, my texturing abilities are nowhere near my modeling ability though :s


Join the club, ive chosen a module at Uni for games texturing to see it helps, will find out when i start back Uni :L


Advancebo
Joined: Jan 14, 2008


Posted: Aug 7, 2011 01:26 AM    Msg. 209 of 10649       
Why are there steps/stairs?


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Aug 7, 2011 01:43 AM    Msg. 210 of 10649       
what bo said
Edited by Hydrogen on Aug 7, 2011 at 01:44 AM

 
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