Ifafudafi has contributed to 60 posts out of 439545 total posts
(.01%) in 1,068 days (.06 posts per day).
20 Most recent posts:
Quote: --- Original message by: The Lodeman
Iffy, it's more about a feeling than it is about charts. How do you want a gun to feel when you fire it, how much damage should a gun of this caliber do on an enemy? Not: statistical analysis shows that the perfect experience would be to have x amount of damage over y amount of time.
I agree completely. That's why we have testers who constantly evaluate every change and every tweak to ensure that things fall into place on the subjective side, becuase what I might think is a supersweet set of weapon stats may not necessarily be what other people think.
Both sets have diverged significantly from what was in a50; I wouldn't consider that in any way an accurate representation of what the set will play or feel like in future maps. Again, I don't want to start delving into specifics because there are still a lot of major changes underway even now -- there's no point in detailing all the reasoning behind a major weapon change when that weapon may not have the same behavior or may not even be in the weapon set as soon as next week.
Quote: --- Original message by: Masters1337
right now we have 2 tagsets, we have one designed by Iffy where all weapons are completely independent from their H1 tag values (think of how H2 did it's weapon behaviors), and we have mine where everything is built to retain what I believe people love and want from Halo CE.
I don't want to start something here but one could draw a couple of misleading conclusions from this, so I'd like to try and clarify a bit
Several different variations on weapon stats, behavior, etc. are being presented to testers simultaneously, mostly along the lines of a varation crafted by myself in our b30 test-builds and another by Masterz in his SPv3 test-builds, with the idea that the good bits and the bad bits of each will be able to be more easily identified (and then be converged or eliminated) by comparison and contrast. In combining the theoretical high points of two seperate methodoligies while removing the disadvantages, the end product would ideally then be a deliciously marbled gameplay cake.
However, in both cases, the goal is to "retain what [whoever] believe[s] people love and want from Halo CE;" the difference is how "what makes Halo 1 Halo 1" is interpreted -- and believe me there are differences. It's easy to see why 343 left the gameplay completely untouched for Anniversary.
This is still a very ongoing and very not-finished process, though, so I don't want to get too into detail until we've got things more solidified on our end
Quote: --- Original message by: Masters0
If SPv3 is simply SPv2 recycled with OS and a few modifications
oh man I wish it was that simple, we'd have been done months ago
I guess the world will never know
the big question, of course, is what are we going to do with it? right now it behaves like something you don't see often in Halo...
Quote: --- Original message by: Choclate Thunda
what about me ;C
you're with the asset people whose stuff goes to both teams !!
best described as:
well I guess it's not completely accurate, see I don't have a six-pack
It's not so much a clear, solid bold-line division in personnel as it is just two separate projects; nearly all visual assets (models, textures, particles, etc.) are shared between both SPv3 and the Evolved project, so relevant team members aren't really "on" one half-team and "off" the other, and while BSP modelers do prioritize what they're working on they can and have hopped between projects depending on which one needs more attention.
The difference is mostly in encounter and weapon design. There's still considerable parity between the two; both projects are using the same weapons and units which all do the same general thing, but with specific elements (weapon balance, enemy composition, etc.) diverging as such:
-Building off existing campaign maps allows Masterz the freedom to inject lots of experimental fun, preserving the variety and broad weapon roles characteristic of earlier SPvX projects, so he has pretty much complete reign over that aspect for the B-Team's map output.
-TSC:E's gameplay sandbox is more of an extension of the trimmed and polished approach taken in February's a50 release, since the from-scratch rebuild is requiring a lot more time and effort in and of itself; I'm handling the weapon balance and broad-scale design for this one, while sharing encounter design with teh lag (who really does most of the work on that end).
E: well I guess at this precise moment in time the TSC:E staff is more or less:
And then Masterz is roughly equivalent to Doc Brown with our testers taking the place of Marty McFly
Edited by Ifafudafi on Sep 13, 2012 at 07:35 PM
Quote: --- Original message by: Jaz
Anyway, CMT, is this the final bsp design or will you be making minor/major changes before release?
To quote the video: "Much of the content in this video is of early works in progress and placeholders. Nothing is necessarily representative of content included in the final product."
E: well techinically I typo'd "placeholders" in the vid but shh don't tell anybody okay
Edited by Ifafudafi on Jul 1, 2012 at 02:42 PM
After several months of deliberation and experimentation, we at CMT are ready (and happy) to reveal our next big project - The Silent Cartographer: Evolved.
What exactly is TSC: Evolved?
Unlike CMT's previous SPv1/2/3 mods, which refined and added to existing campaign maps, TSC: Evolved is a complete, from-the-ground-up reconstruction of b30. While the dialogue and story will remain unaltered, the BSP and all encounters will be rebuilt from scratch, both providing a fresh perspective on the classic Halo 1 campaign and allowing us to take full advantage of the expanded range of gameplay options our improved and augmented sandbox provides.
Why not do a fully custom map?
When a50 was released, it was made very clear to us that after almost decade, playing through the stock campaign for the six-hundredth time simply wasn't going to cut it for most people. However, while the idea of moving to a completely custom map was on the table, it'd have meant committing ourselves to many more unknowns - original script, voice acting, and such - than we thought would be worth gambling the team's future on. Doing a full-level-remake, we believe, hits a happy medium, allowing us to create a much newer experience without banking on too many uncertainties.
Will I need Open Sauce?
This will be a tough pill for many to swallow, so we'll put it as bluntly as possible:
TSC: Evolved will ONLY be distributed as a .yelo. You will be REQUIRED to use Open Sauce.
Our plans for the map are too large in scope and scale to accommodate the restrictions that retaining non-OS compatibility would place us under - by fully committing to Open Sauce, we can not only do more with the level, but we can get it done more quickly. Even if we did try to keep all our scripting and tagging vanilla-friendly, squeezing under the .map limits would mean cutting far more than would be worth the time investment.
What about SPv3?
The majority of the team are pouring their effort into the new level, but Masterz1337, Arteen, and Kirby continue to augment stock maps under the original goal of "completing" the SPv2 vision. More detailed information on what they're doing and when you'll get to play it will come at their pace and discretion.
So are you just putting the SPv3 Truth & Reconciliation stuff into a new map?
While the existing assets are used a baseline - throwing out all our models and weapons is hardly practical - we've had several months' time to iterate and improve. Objects which hadn't yet received a proper visual overhaul, such as the Plasma Rifle and Rocket Launcher, sport brand new models and skins; the vast majority of particle effects have been treated to another huge revision; and the weapon set, as well as having undergone dozens of changes and tweaks, has been expanded with, among other things, a new take on the Pistol and the return of the BRG.
Are you going to "evolve" the rest of the campaign?
What we do after TSC: Evolved will hinge on how smoothly the development process does (or doesn't) go, and how well it is (or isn't) received on release.
When do we get to play?
Things have not yet crystallized to the point where we can offer a solid release date. As soon as the end is in sight, we'll let you guys know.
Edited by Ifafudafi on Jun 30, 2012 at 11:38 PM
Quote: Since CMT is quite literally the only thing still tethering me to Halo Custom Edition, I figured I'd better take the time to compile and record everything I've learned about its particle engine while I'm still working with it, especially considering the apparent dearth of decent tutorials and references on the subject. While I find it to be fairly intuitive and well-featured (at least compared to its contemporaries), there are enough inconsistencies, obscure in-jokes, and outright lies peppered around HCE's particle system (wait until you see the "Marty traded his kids for this" option) that I'm still regularly discovering new things I can and (more often) can't do even after nearly six years of effect artistry.
It's less of a tutorial and more of a "here's what the things in the tags do," but in theory, that should be all you need other than practice and diligence to make pretty lights go around the screen.
Enjoy, and feel free to PM me if anything seems unclear or shallow.
Quote: --- Original message by: Higuy
Looks great, but is it supposed to shoot that fast? I'm not sure if your going for something similar to Halo 3 or Reach but both had a slightly slower cannon in terms of when going rapid.
H2/3/R fire-rates were not taken into account
Right now, the high RoF (2 rounds/sec) and damage (5 shots to blow up a Ghost on Normal) is counterbalanced with an overheat system (8-9 rounds at max fire-rate, ~3.5 secs to cool down); the AI will be adjusted accordingly so that they don't overheat every time
E: should of course mention that it's designed for heavy vehicle combat; the player will be handed a chaingun Hog for light encounters with ex. only a couple of Ghosts
EE: and that this may change if testing finds it to be too strong/weak/cumbersome/etc.
Edited by Ifafudafi on May 17, 2012 at 08:09 PM
don't look over here
oh you just had to go and
Quote: --- Original message by: eliteslasher
LOL! We wish!
I know right
I can answer one of those
Quote: --- Original message by: P3Are you dead? :(
What you're seeing is the HUD Scaling feature included in Open Sauce. Since it can't move HUD elements around depending on the resolution, vanilla HCE will stretch the HUD, like this:
In this case, the HUD still fills the screen in widescreen resolutions, but the stretching can make it a bit less attractive. With OS, the HUD can be rescaled back to its orginal proportions independent of the aspect ratio, which is what we're showing in official screens, but if you prefer it stretched, you can toggle HUD Scaling on or off in-game, as shown above. If you don't have OS, it'll always be stretched.
If you're on a 4:3 display (like 1024x768 or 1600x1200) this won't apply to you
As you may or may not remember, the last time we updated, we said:
Quote: ...our plan is to release A50 in its entirety - Brutes, new BSPs, and all - around late January/early February.
Internal issues and misfortunes have forced us remove part of that statement. Our new BSPs are not ready and a few of our updated art assets are not done – and we do not foresee them being done within the next few weeks. We could delay the mod again, indefinitely, until those things are implemented. Or, we could sack them and push towards coming in at least somewhat close to our scheduled release.
After careful deliberation, we've decided to go ahead and, for the first time in a few years, release relatively on-time.
Barring catastrophic failure or some other immediate emergency, The CMT SPv3 version of The Truth & Reconciliation will be released on Friday, February 24th.
Operating on a map-by-map release structure means that we can continue to add to and refine SPv3 between each release; consequently, rather than try and continually hammer away on the same map for months and months, we feel it'd be better to release more frequently and retroactively update older releases as new assets are made and gameplay elements improve. We're not treating A50 as "unfinished" - we're making it as best we can with what we have - but we're absolutely planning on revisiting and further revamping it down the line. Some models will not be as high-res as others and we won’t have all the gameplay additions that we had hoped to include, but we feel that this is preferable to keeping you guys waiting potentially forever for things that may or may not ever meet our initial goals. We cannot say for sure which features will make the cut and which will not - a much needeed upgrade to our aging Battle Rifle and an up-resing of the stock BSP are on the way, whereas new Grunt and Pelican models might not make it - but anything that doesn't make the cut by release will certainly be used later on.
In the meantime, feel free to satiate yourself with a batch of fresh screenshots taken from a near-final version of the map, and remember to check back on the 24th!!!
Head to the Halomods thread for more screenshots!
Hey, everyone, look over here! Good news and nice things!
So, the more discerning among you might have noticed that there's been something of a shortage of publicly shown content lately, and that's for a couple of reasons. The first is that our artists are close to finishing off the heavy-lifting for our first release (The Truth and Reconciliation), diverting our focus toward gameplay balance, encounter design, and other things that can't really be demonstrated with small, easy “here's-a-picture” updates. Not that we'll be cutting off the flow of information; there's a shiny new trailer at the bottom of this announcement (wait, don't leave yet!), and we've got some more concrete details on our first map release a little further down the post.
The second reason is that CMT has undergone a massive and fundamental internal shift in the past couple of months. The changes and reasons for them are numerous (and, to some, perhaps a bit obvious); it would take more time than it’s worth to explain them all - we've completely reworked the way we handle internal communication and testing, for one - but the two end results are that we've experienced a dramatic improvement in consistency, organization, and development speed, and that we've rebuilt the team's hierarchy to look something like this:
-Team & Content Lead
-Gameplay Balance & Direction
-Level Design Lead
-Gameplay Balance & Direction
-That Sexy Warthog
In case you missed it, this means that Masterz has stepped down as Team Leader and has handed the reins over to Teh Lag. Lag's guidance has been instrumental toward bringing both the team and the project to where they are today; the change is supported by every member of the team. Masterz has his own reasons for agreeing to step down, which he can share when/if he cares to (no need for all that in a formal update).
So now that we've got that out of the way, here are the details I promised about public release #1: our plan is to release A50 in its entirety - Brutes, new BSPs, and all - around late January/early February. Until then, a steady drip of new media and material will continue to be provided; now that many of the mod's core components are in place and functional, we can delve deeper into the elements, processes, and lines of thought behind SPv3's development, giving you guys in-depth looks into what makes the mod as unique and expansive as it is.
You can take a look at one such video over on the Halomods forum.
We'll have another formal announcement in about a month or so with more precise information on the upcoming release. Until then, enjoy the video, and keep your eyes trained on Halomods for the latest updates and information.
Edited by Ifafudafi on Dec 2, 2011 at 05:08 PM
Edited by Ifafudafi on Dec 3, 2011 at 04:03 PM
pretend you never saw that
(they're not new effects anyway)
Edited by Ifafudafi on Nov 19, 2011 at 09:07 PM
Quote: --- Original message by: Delicon20
When it comes to art assets, SPv3 has been very, very open; if you take all the videos, pictures, words, etc. that have been posted over on the Halomods forum and elsewhere, there is a ton of content that's been exposed and open to public for observation and critique; many of the things we're not showing are withheld simply because they're not finished, and many of the things we do are posted almost immediately after or even before they're fully implemented (75% of my particles, Lag's Hunter stuff, HUD stuff, etc.). It's not just about surprises; it's about making sure the things we publicly release are in a fashion that's representative of the mod's high quality bar.
Regarding gameplay, there is no way to accurately gather critique and feedback from the public without actually distributing builds; this is why we do regular and frequent internal testing to ensure everything is up to snuff. Inevitably, gameplay problems that are not discovered during internal testing will be found after public release, which is one of the reasons why we're adopting a one-map-at-a-time release policy.
Quote: --- Original message by: anonymous_2009
I don't know if you have this implanted at the moment, and it's not really to do with the actual mod it's self. But do you have some AA function in the post-processing?
Well, now that you mention it...
(you'll have to open these up full-size in another tab/window to see the benefit, as the scaled-down images will mask the jaggies in the no-AA pic)
Without OS-enabled FXAA:
With OS-enabled FXAA:
Because it's just a post-processing shader and not "true" anti-aliasing, it doesn't fix everything and it causes the overall image to be a bit blurry, but after a couple of minutes of playtime I hardly notice and, personally, think it's a net improvement.