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Author Topic: [RELEASE] BioGoji's Campaign Mod Version 1.0 (22 messages, Page 1 of 1)
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BioGoji1989
Joined: Dec 24, 2017


Posted: Feb 4, 2018 10:48 PM    Msg. 1 of 22       
Yippee-Kai-Yay! Here be the posting of my campaign mod, Version 1.0!

After several weeks of learning how to extract tags, edit them, and properly compile tags into map files with Tool, through several painful lessons on the importance of dependencies, I bring unto you all my campaign mod. As this is my first mod, it will be rather simplistic in terms of changes made to the game, with only a few new weapons, bipeds, and sound effects.

All textures and bitmaps have been replaced with those from MosesofEgypt's Refined Campaign Replacement Tag pack wherever possible, for the best looking weapons, characters, and vehicles.

The mod uses mostly basic vanilla tags, with no OpenSauce files. I don't plan on experimenting with OpenSauce until I've become more intimately familiar with all of the tools used for modding, and that may take a while.

Changes:

The Assault Rifle is more accurate, has a smaller targeting reticle, slightly slower firing rate at 13 rounds per second instead of 15, and the firing sound has been replaced with the Anniversary firing sound. The rifle features a visor zoom function, and it is headshot capable, although it is not a precision weapon, nor is it intended to be one. I just think that a weapon designated as a rifle should be capable of delivering headshots. Granted, you won't get headshots on anything other than a Grunt most of the time, but this does make the Marines far more useful on Legendary.

The Pistol has a faster firing rate, at 6 rounds per second instead of 3.5, and the damage per bullet has been reduced from 25 points to 15, for balancing purposes. It also features the Anniversary firing sound. It remains unchanged otherwise.

The Frag Grenade now uses the Anniversary sound effects for the explosion and whenever it bounces on a metal surface. It is otherwise unchanged.

The Plasma Rifle and Plasma Pistol have been given visor zoom functionality, but otherwise remain unchanged.

The plasma grenade remains the only weapon untouched in any capacity for the first level.

The SMG has been added, featuring the targeting reticle of the Assault Rifle at its original size. The SMG has a nearly identical firing rate and very close identical error angles to that of the default Assault Rifle. Marines and Crewmen now wield the SMG at various points in the game, although crewmen wield it the most... not that it does them any good. I believe that the SMG model I used in this mod is a CMT model, although since I couldn't find it in the CMT folder of the map I ripped it from, I'm not 100% certain. The SMg itself was taken from Ifafudafi's ASCM, where I found several other tags that I ended up using in later levels.

Marines now have more health than before, and the Master Chief now has a shiny new armor, courtesy of Jahrain's Shiny New Armor shaders.

As of Level 2, new weapons include the Battle Rifle, Needle Carbine, and... that's it.

The Needle Carbine is the Impaler from Ifafudafi's ASCM, but with some alterations made to my liking. It has a greatly reduced kickback, is more accurate, and the supercombine now resembles that of the Needler, and if you are too close to someone or something that experiences a supercombine... your shields get taken down and you'd better pray there aren't any explosives nearby. The Needle Carbine has an 18 round magazine, and is capable of automatic fire, but only fires 6 rounds per second.

The Battle Rifle has been greatly changed from my initial version of a50, now sporting its traditional targeting reticle, along with less kickback. As before, the Battle Rifle features fully automatic fire, but it only fires 4-rounds per second, and features a 15-round magazine, as befitting of the weapon that now fills the M6D pistol's original spot. The pistol has not been replaced, but with the changes made to it, the Battle Rifle now fills the role that the pistol originally had.

Marines also wield the Battle Rifle, and on higher difficulties, keeping BR wielding Marines alive is highly advisable, as they can take down unshielded enemies with headshots quite nicely.

Another major change, and one that is actually quite subtle, is the vehicle collision damage. I've modified the vehicle collision damage so that getting tapped by a warthog or a banshee is no longer and instant kill. That's right, you can now flip a warthog, get hit by the bumper, and not die. Of course, you can still run enemies over, you just need to be going at full speed, and shielded enemies may require two or more hits from a vehicle to bring them down. This also means that killing your Marines by accident is now much more difficult.

Isn't that nice?

Oh, and I've given the Needler a visor zoom function. It remains otherwise unchanged.

As of Level 3, or Truth And Reconciliation 1.5, Grunt Ultras have now made their appearance. Unlike Major and Minor Grunts, Grunt Ultras prominently wield plasma rifles and needlers. They are white/silver in color, and have more health than Grunt Majors. However, what makes Grunt Ultras special when compared to other Grunts is that they do not panic when their team mates are killed, and the chances of them panicking after an Elite is killed are minimal. That's right, you can kill an Elite in front of these guys and they'll just keep shooting at you, so watch out!

Also, for Level a50, the Sniper Rifle has had its firing sound replaced with the Anniversary firing sound, due to the weapon being the star of this particular level. Other changes to the weapon, which I actually made in the previous level, include an increased spare ammo capacity, being able to hold up to 40 spare rounds now, as per the standard practice of ten spare magazines per weapon... aside from the Needler, which only gets 100 spare rounds instead of 200.

Jackals now use Lumoria tags, so they have blue and yellow shields. Major Jackals also wield plasma rifles, while Minors only wield plasma pistols. Also, I didn't mention this before, but human weapons now do more damage per bullet to the Jackals bodies (their shields remain invincible against anything that isn't a rocket or grenade). Why? Because screw those plasma pistol overcharge-shooting shield-draining space chickens, that's why.

One new enemy that I've introduced is the Storm Elite. These guys are CMT stealth elites, but without active camo. They wield 2-handed weapons, such as the Needle Carbine, and in levels that feature the Flood... they'll use whatever they can get their hands on, including UNSC weaponry. Storm Elites come in purple for Minors, and Turquoise for Majors. Storm Elites only appear once or twice on Normal difficulty during the 2nd level, but on higher difficulties, they appear more frequently.

As of Level b30, Elite Ultras, Fuel Rod Elites, Rocket Warthogs, and Fuel Rod Guns have now made their appearance.

-Fuel Rod Elites - These guys are green in color and are taken directly from Project Lumoria. They appear only during the opening beach assault, because play-testing on Legendary showed me that having them appear elsewhere made things way too hectic, and with Hunters already appearing in numerous spots, I didn't need to add these guys to too many places, so I cut out most of their planned appearances.

-Elite Ultras - These guys make their debut in this level, and appear mostly on the higher difficulties, although one of them is present on Normal and Easy if you go to the Cartographer before heading to the security station. Elite Ultras are whitish, pearl colored, and they wield plasma rifles and needlers.

-Rocket Warthog - Oh... baby.

-Fuel Rod Gun\Plasma Cannon - Finally usable in this campaign, the plasma cannon can be aquired by killing a fuel rod Elite on the beach. It is battery powered, so once it runs out of juice, you'll need to swap out for another weapon.

As of Level b40, Fuel Rod Elites now come in Minor and Major varieties. Major Fuel Rod Elites are a yellowish orange color, and are tougher and more accurate than their green minor counterparts. Also, please note that since this is the only level to feature the Scorpion Tank, the Rocket Warthog will not be present.

-Scoprion Tank - slightly more accurate now, although the minigun is still as wild as ever.

I have also made available an alternate version of level b40, which contains several differences from the final version. The biggest difference is that nearly every weapon has had its Classic firing and effect sound replaced with an Anniversary sound effect. Also, this version has a Shield Elite from Project Lumoria.

As of 343 Guilty Spark, or level c10, the Flamethrower and Shotgun are now available.

The shotgun remains nearly unchanged, save for a slightly smaller targeting reticle, slightly reduced error angles, visor zoom, and the replacement of its classic firing sound with Anniversary firing sounds.

The flamethrower is taken from Project Lumoria, and it has visor zoom and a maximum reserve fuel load of either 600 rounds or 900.

Flood now use the SMG and Battle Rifle. The Battle Rifle is used by both Human and Elite Combat Forms, while the SMG is used only by Human combat forms.

Since c10 is also the final mission to feature living Marines, I have boosted their health and improved their aim dramatically. Ooh-Rah.

As of level c20, there really aren't any more major changes to the game, although the SMG has had its spare ammo capacity increased for this particular level. Oh, and Flamethrower Flood make their first appearance in this level.

As of level c40, or Two Betrayals, I have finally lost my mind. I have included Elites with UNSC weaponry, Flood with flamethrowers, Flood with rockets that home in on targets, a beam rifle, and anything else I could fit into the map without exceeding its size limit.

Full details on your newest enemies are included in the readme for the level, but as a brief warning, there are Elites with assault rifle, Elites with shotguns (the deadliest new enemy in the game), Elites with pistols, Elites with fuel rod guns, Elites with beam rifles, Elites with battle rifles, and Grunts with green armor.

Also of note is that the Rocket Launcher now holds 12 spare rounds instead of eight. Also also, the rockets home in on everything except Wraiths, and I don't know why. Well, the player's rockets home in on everything except Wraiths. So, have fun.

As of Level d20, or Keyes, I have become a little bit more experimental. I have retained most of the Storm Elites found in c40, and I have added a few new little goodies as well. This particular level introduces the Specops Elites, and I have added Specops Plasma Rifle Grunts to their ranks.

The Beam Rifle replaces the Sniper Rifle in this version of d20, because the Beam Rifle can take down Jackal Shields, while the Sniper Rifle can not. Also, this level now features Jackals with pistols, Grunts with Pistols and SMG's, Elites with SMGs, and slightly less deadly Shotgun Storm Elites. Be advised, however, than they can still kill you in one shot if you get too close to them on Heroic and Legendary.

As of Level d40, there aren't really any more major changes to the game. The vehicle collision damage has been modified again so that Flood are splattered more easily than other units, due to how numerous they are during the Warthog Run, but... yeah, not much else to see here. Storm Elites make their final appearance, and the only new Grunt type to appear is the Plasma Rifle Specops Grunt that I introduced in the previous level.

No Jackals, no plasma cannon, no sniper rifle, no beam rifle. I wanted to include all of these things, but due to the limited tag space... I had to cut them. Besides, the two sniper weapons don't even appear in this level's vanilla counterpart either, so that's no big loss.

Anyway, I hope that everyone enjoys this level and the rest of the mod. I'll begin working on either Version 2.0 soon, or a difference campaign mod, which I shall deem... Combat De-Evolved. But I won't have anything for either of those released for at least a couple of weeks, if not longer. So, have fun!

The download links are below.

For The Pillar of Autumn
http://www.mediafire.com/file/1w79l0urfcoomue/biogoji_a10.zip

Image Links: https://imgur.com/a/9mHF4

For Halo
http://www.mediafire.com/file/dmtjg6lptafupkd/biogoji_a30.zip

Image Links: https://imgur.com/a/IbcL8

For Truth and Reconciliation 1.5
http://www.mediafire.com/file/6oajjhh9682ji7c/biogoji_a50.zip

Image Links: https://imgur.com/a/zzsCE

For The Silent Cartographer
http://www.mediafire.com/file/zbexa1zifbz5xmb/biogoji_b30.zip

Image Links: https://imgur.com/a/j4w4I

For Assault on the Control Room
http://www.mediafire.com/file/8x7k1nhr914zpe8/biogoji_b40.zip

Image Links: https://imgur.com/a/c7ZJE

For An Alternate Version of Assault on the Control Room
http://www.mediafire.com/file/cxz1f8zhx8cnack/biogoji_alternate_b40.zip

Image Links: https://imgur.com/a/namEI

For 343 Guilty Spark
http://www.mediafire.com/file/jt5t7dj9cd0g12c/biogoji_c10.zip

Image Links: https://imgur.com/a/BHOEN

For The Library
http://www.mediafire.com/file/0dsp294d631hkqe/biogoji_c20.zip

Image Links: https://imgur.com/a/1ASkg

For Two Betrayals
http://www.mediafire.com/file/9ow9e6c9t3d57t0/biogoji_c40.zip

Image Links: https://imgur.com/a/a63ni

For Keyes
http://www.mediafire.com/file/3wixd4sk1ibg3g8/biogoji_d20.zip

Image Links: https://imgur.com/a/lyxKC

For The Maw
http://www.mediafire.com/file/1odat3ijaz7m14r/biogoji_d40.zip

Image Links: https://imgur.com/a/RrIZX

IT. IS. DONE!

Please be sure to let me know what you think of the mod and how I can improve upon things when I eventually begin work on Version 2.0. Please use constructive criticism, pointing out the good and the bad, and whatever is in between.

I hope everyone has fun playing this.
Edited by BioGoji1989 on Feb 4, 2018 at 10:50 PM
Edited by BioGoji1989 on Feb 5, 2018 at 10:36 AM
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DeadHamster
Joined: Jun 8, 2014


Posted: Feb 4, 2018 11:35 PM    Msg. 2 of 22       
Descriptions and Screenshots!

What am I downloading? What makes this different than stock A10? What did you change, what should I look for? What does it look like, are there new weapons? Do they fire differently? Which ones and how so?



Create a shortcut to Halo, and at the end of the target line add -screenshot. It'll save a screenshot everytime you press PrintScreen to a folder called "Screenshots" inside your main Halo folder. Open and resave those as jpegs and then upload them to a website, post the links here. Entice people to download your mod, otherwise we have no interest in it.


BioGoji1989
Joined: Dec 24, 2017


Posted: Feb 5, 2018 12:10 AM    Msg. 3 of 22       
Quote: --- Original message by: DeadHamster
Descriptions and Screenshots!

What am I downloading? What makes this different than stock A10? What did you change, what should I look for? What does it look like, are there new weapons? Do they fire differently? Which ones and how so?



Create a shortcut to Halo, and at the end of the target line add -screenshot. It'll save a screenshot everytime you press PrintScreen to a folder called "Screenshots" inside your main Halo folder. Open and resave those as jpegs and then upload them to a website, post the links here. Entice people to download your mod, otherwise we have no interest in it.


Alright, but what program should I use to change the file into JPEG? When I do printscreen, it saves it as a Truevision TGA Image file. How do I change TGA into JPEG without corrupting the file, because whenever I try to create a copy of the image and change the file extension of the copy, it becomes unusable.


DeadHamster
Joined: Jun 8, 2014


Posted: Feb 5, 2018 12:19 AM    Msg. 4 of 22       
Quote:

TGA files can be opened with Adobe Photoshop, GIMP, Paint.NET, Corel PaintShop Pro, TGA Viewer and probably some other popular photo and graphics tools as well.



Also

Google Search Result for Online Image Converter, not sure if the site does watermarks or has quality issues

I would recommend getting photoshop, or downloading GIMP for free if you have difficulty getting photoshop.
Edited by DeadHamster on Feb 5, 2018 at 12:20 AM


BioGoji1989
Joined: Dec 24, 2017


Posted: Feb 5, 2018 12:51 AM    Msg. 5 of 22       
I have GIMP 2.8, and I used the online image converter... but something seems to be going horribly wrong, as every conversion gives me a blank white static image. When I use GIMP to view the TGA file, I only get some gray and white blocks criss-crossed together. Am I doing something wrong when using Printscreen? Do I have to have some other setting applied to the program for screenshot to work? Are there some other commands I need to add to the Halo CE shortcut properties?


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Feb 5, 2018 01:40 AM    Msg. 6 of 22       
Press PrintScreen, paste it into MS Paint, save as (do the world a favor) .png.

If you cannot use printscreen use something like Shadowplay or set the game into windowed mode then take screenshot of the game window only by pressing ALT+PrintScreen. Then do the following steps as mentioned above. If all else fails I think you can just use the trial version of FRAPS and take screenshots with that.
Edited by 1bobsam1 on Feb 5, 2018 at 01:43 AM


DeadHamster
Joined: Jun 8, 2014


Posted: Feb 5, 2018 02:30 AM    Msg. 7 of 22       
Try to do what 1bobsam1 said. For me when I use print screen ingame, it doesn't copy to the clipboard and when I paste into paint it shows up black. It worked in XP but not my copy of 7 as is, might work for you.

If that doesn't work, and you're on windows 7, run the game in windowed mode by adding -windowed to the shortcut, and then use the Snipping Tool that's installed automatically. Hit the windows button, type "Snipping Tool" into the search bar, and select the "Window" option under new.

Make sure you're Halo windowed resolution is halfway decent, as that's the size in pixels the screenshot will end up being. Try to fill as much of your screen as you can.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 5, 2018 09:56 AM    Msg. 8 of 22       
Just download Xsplit, it's free and easiest way to do screenshots


BioGoji1989
Joined: Dec 24, 2017


Posted: Feb 5, 2018 10:35 AM    Msg. 9 of 22       
Quote: --- Original message by: 1bobsam1

Press PrintScreen, paste it into MS Paint, save as (do the world a favor) .png.

If you cannot use printscreen use something like Shadowplay or set the game into windowed mode then take screenshot of the game window only by pressing ALT+PrintScreen. Then do the following steps as mentioned above. If all else fails I think you can just use the trial version of FRAPS and take screenshots with that.
Edited by 1bobsam1 on Feb 5, 2018 at 01:43 AM


I decided to use the free version of FRAPS.

It works! I now have some really beautiful screenshots. I guess that's one of the few programs that will work properly on Windows 10, huh?

So... prepare for some screenshots, baby! If I can get them loaded somewhere. Does anyone know any free image hosting websites I can upload them to?


SOI_7
Joined: Mar 23, 2012

Tatsumaki best waifu


Posted: Feb 5, 2018 11:47 AM    Msg. 10 of 22       
Imgur is your friend


BioGoji1989
Joined: Dec 24, 2017


Posted: Feb 5, 2018 07:56 PM    Msg. 11 of 22       
Indeed, Imgur is my friend. And, as of 7:40 pm Eastern time, I've uploaded links to Level a30, along with links to screenshots. The 1.5 version of level a50 will be available in a couple of days. Until then, cheers!


DeadHamster
Joined: Jun 8, 2014


Posted: Feb 5, 2018 08:15 PM    Msg. 12 of 22       
For the vehicle damage, adjust the damage multipliers at the bottom of the tag for cyborg shield, cyborg armor, human armor and human to be the percentage you decreased the damage by.

That way it still does the same damage to enemies, but wont kill you or your partners.


BioGoji1989
Joined: Dec 24, 2017


Posted: Feb 6, 2018 11:47 PM    Msg. 13 of 22       
And now, download and image links for Truth and Reconciliation 1.5 have been posted! Links for levels b30 and b40 will be made available by the end of this week and the middle of next week, respectively.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 7, 2018 12:15 AM    Msg. 14 of 22       
kill the SPV2 assets with fire


BioGoji1989
Joined: Dec 24, 2017


Posted: Feb 7, 2018 12:35 AM    Msg. 15 of 22       
Quote: --- Original message by: Masters1337
kill the SPV2 assets with fire


SPV2 Assets?

None of the tags used in this mod came directly from an SPV2 map. Every SPV2 public beta map I tried to rip from was protected, and Refinery wouldn't deprotect the tags for me. So, which assets are we talking about here?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 7, 2018 01:31 AM    Msg. 16 of 22       
SMG and carbine. The SPV2 maps that are real are all unprotected. The majority except 2 or 3 on halomaps are fake. http://www.mediafire.com/file/ne5xy9n1npm0li4/spv2_official_beta_builds.rar

Also your AR is not actually firing at 13 RPS. any ROF has to be evenly divisible by 30. The only valid integers are

1
2
3
5
6
10
15
30

This is because the game has to evenly distribute those rounds in each game second which consists of 30 frames. So

1 shot every 30 frames
1 shot every 15 frames
1 shot every 10 frames
1 every 6
1 every 5
1 every 2
1 ever frame


BioGoji1989
Joined: Dec 24, 2017


Posted: Feb 7, 2018 01:54 AM    Msg. 17 of 22       
Quote: --- Original message by: Masters1337
SMG and carbine. The SPV2 maps that are real are all unprotected. The majority except 2 or 3 on halomaps are fake. http://www.mediafire.com/file/ne5xy9n1npm0li4/spv2_official_beta_builds.rar


Oh. I... was not aware of that.

Quote: Also your AR is not actually firing at 13 RPS. any ROF has to be evenly divisible by 30. The only valid integers are

1
2
3
5
6
10
15
30

This is because the game has to evenly distribute those rounds in each game second which consists of 30 frames. So

1 shot every 30 frames
1 shot every 15 frames
1 shot every 10 frames
1 every 6
1 every 5
1 every 2
1 ever frame


Huh, well, that's... pretty interesting technical stuff. Although, the Anniversary firing sound is at its best/deepest sounding when the firing rate is lower than 15, but higher than 10. Oh well.

As for the SPV2 Assets? You can express your distaste for them all you want, but I'm not getting rid of the Carbine and SMG. I like the Carbine. It looks nice and it has a weapon hud interface that doesn't get all screwy. If I could replace another weapon's GBX model, it would be the battle rifle, because I'd honestly prefer to have the gbx model used in AltSierra117's Pre-Release mod, at least for first person viewing. It has a much more classic H1 feel to it than the one I ripped from Ifafudafi's ASCM. Problem is that the stupid thing messes up the size of the number and meter elements in the weapon hud interface for everything else whenever I try to add it to the map. I just wish I could figure out how to import it without having that problem.

Also, I probably would like to replace the SMG's firing sound with something less prone to cutting out at random times when firing. If you're okay with it, I'd like to use the firing sounds from your SPV2 builds for the SMG, even if you'd rather see it burned.

Still, thank you for the information... and link, regarding the actual SPV2 files. I hope that you don't mind if I decide to rip and use more things that you wish to see burnt.


Giro
Joined: Jul 30, 2017

someguy


Posted: Feb 7, 2018 10:50 AM    Msg. 18 of 22       
Quote: --- Original message by: Masters1337
The majority except 2 or 3 on halomaps are fake. http://www.mediafire.com/file/ne5xy9n1npm0li4/spv2_official_beta_builds.rar


I can confirm that 5 of the CMT maps on halomaps are the real deal (except of course, they are missing features in the latest version you linked, particularly B40).

A50 (the acid trip obvious fake level) and all the flood levels (C10 to D20, flood elites have no shields) with the exception of the Maw (D40) are all fakes on halomaps. Every 2011 "release" on halomaps is fake.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 7, 2018 05:03 PM    Msg. 19 of 22       
Quote: --- Original message by: BioGoji1989
Quote: --- Original message by: Masters1337
SMG and carbine. The SPV2 maps that are real are all unprotected. The majority except 2 or 3 on halomaps are fake. http://www.mediafire.com/file/ne5xy9n1npm0li4/spv2_official_beta_builds.rar


Oh. I... was not aware of that.

Quote: Also your AR is not actually firing at 13 RPS. any ROF has to be evenly divisible by 30. The only valid integers are

1
2
3
5
6
10
15
30

This is because the game has to evenly distribute those rounds in each game second which consists of 30 frames. So

1 shot every 30 frames
1 shot every 15 frames
1 shot every 10 frames
1 every 6
1 every 5
1 every 2
1 ever frame


Huh, well, that's... pretty interesting technical stuff. Although, the Anniversary firing sound is at its best/deepest sounding when the firing rate is lower than 15, but higher than 10. Oh well.

As for the SPV2 Assets? You can express your distaste for them all you want, but I'm not getting rid of the Carbine and SMG. I like the Carbine. It looks nice and it has a weapon hud interface that doesn't get all screwy. If I could replace another weapon's GBX model, it would be the battle rifle, because I'd honestly prefer to have the gbx model used in AltSierra117's Pre-Release mod, at least for first person viewing. It has a much more classic H1 feel to it than the one I ripped from Ifafudafi's ASCM. Problem is that the stupid thing messes up the size of the number and meter elements in the weapon hud interface for everything else whenever I try to add it to the map. I just wish I could figure out how to import it without having that problem.

Also, I probably would like to replace the SMG's firing sound with something less prone to cutting out at random times when firing. If you're okay with it, I'd like to use the firing sounds from your SPV2 builds for the SMG, even if you'd rather see it burned.

Still, thank you for the information... and link, regarding the actual SPV2 files. I hope that you don't mind if I decide to rip and use more things that you wish to see burnt.


It's just pointless to use the SPV2 assets when there are far better ones out there now. You can always swap in and out weapon interfaces.

Like I said there is no such thing as a fire rate between 10 and 15.


ChieftainSnipe
Joined: Jul 14, 2013

Flyin' High


Posted: Feb 8, 2018 11:35 PM    Msg. 20 of 22       
a50.map right? However, a30.map is in the a50 map archive, so you may wanna double check before compressing it into an archive.


HandofGod
Joined: Jan 10, 2014

Halo Mac/MD Player & Modder


Posted: Feb 9, 2018 12:01 AM    Msg. 21 of 22       
Quote: --- Original message by: Masters1337

It's just pointless to use the SPV2 assets when there are far better ones out there now. You can always swap in and out weapon interfaces.


Maybe he wants to have a more vanilla-ish look to his mod? I can respect that. And he is using Jahrain's master chief shaders from like 2007 (or earlier?)


BioGoji1989
Joined: Dec 24, 2017


Posted: Feb 9, 2018 10:10 AM    Msg. 22 of 22       
Quote: --- Original message by: ChieftainSnipe
a50.map right? However, a30.map is in the a50 map archive, so you may wanna double check before compressing it into an archive.


Thank you for pointing out my mistake. I was in a rush to get that one posted, so I must not have been paying attention. The download link will be changed to match the newly uploaded replacement file shortly.

[Edit] The replacement file has been uploaded to MediaFire, and the new download link has been added to replace the old one.
Edited by BioGoji1989 on Feb 9, 2018 at 10:12 AM

 

 
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