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Joined: Mar 5, 2006 02:46 PM
Last Post: Apr 11, 2018 02:22 AM
Last Visit: Yesterday @ 01:37 PM
Website: reddit.com/r/halospv3
Your Age: 25
What Games do you play: Halo, Gears of War, Infinity Blade, Nothing else
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Masters1337 has contributed to 5813 posts out of 466538 total posts (1.25%) in 4,436 days (1.31 posts per day).

20 Most recent posts:
Halo CE General Discussion » [RELEASE]: New Mombasa Beta Apr 11, 2018 02:22 AM (Total replies: 182)

Quote: --- Original message by: DeadHamster
After reviewing the cityscape BSP everyone was talking about, I can confirm it's a 90% accurate representation of the geometry from the E3 beta. It's already been added to the geometry; you can see in the above picture it's added at the far end of the bridge.

Watching the E3 beta footage alongside the map, the geometry matches in nearly all places. The reason it isn't perfectly matching is that it isn't a showcase; the E3 map wasn't finished or proper in any way. It had an entire section that didn't have an exterior wall and was just open skybox. The person controlling the player looks that way momentarily before turning away so the audience wouldn't notice it. There are other sections of the level that are similarly incomplete, but that can't be noticed because of the actions of the person running the demonstration.

Somebody please post here saying "wow that's interesting", so that I can bump my topic later with updates. Dennis needs to allow double posting.

Praise beebo for whoever pointed this out to you and insisted you check it out even when you thought it wasn't that accurate :p.

Silly children.... 2002 or 2003 for me if you count halo pc.

Halo CE General Discussion » Lumoria Feedback Mar 20, 2018 01:22 AM (Total replies: 68)


Halo CE General Discussion » Lumoria Feedback Mar 20, 2018 12:10 AM (Total replies: 68)

You shouldn't have that issue, as SPV3 will not properly run if installed in the Halo Custom Edition folder.

Halo CE General Discussion » Lumoria Feedback Mar 19, 2018 06:20 PM (Total replies: 68)

The stuff in maw is working correctly, what are you seeing is just the different sky fog settings. Everything in that area is BSP.

With the large lumoria objects, what you are seeing happen is the result of large objects using shader models in conjunction with fog stuff that open sauce broke.

Halo CE Technical / Map Design » Reinstalling HEK Mar 19, 2018 11:58 AM (Total replies: 3)

just right click the installer and select open with winrar. All the files in there can just be copied to where ever you need

Halo CE General Discussion » [RELEASE] Mo's Editing Kit Essentials (MEKE) Mar 18, 2018 04:18 AM (Total replies: 29)

there are a few things out there. No beta's other than 2247 as far as I am aware.

Official Xbox magazine had a demo of it, which I played over and over until I bought the original game. It has an extra cinematic of Johnson at the end.

Not sure what the PC demo has in it, but I imagine it was the same as both had TSC.

Halo CE General Discussion » [RELEASE] Mo's Editing Kit Essentials (MEKE) Mar 16, 2018 02:04 AM (Total replies: 29)

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
File "C:\Python35\lib\site-packages\binilla\field_widgets.py", line 519, in export_node
File "C:\Python35\lib\site-packages\supyr_struct\blocks\block.py", line 733, in serialize
OSError: Output filepath for serializing Block was invalid or the file could not be created.

Could not export 'material_responses' node.

Halo CE General Discussion » Lumoria Feedback Mar 13, 2018 05:06 PM (Total replies: 68)

Universal UI is not something I work on, there will be an updated SPV# install for everyone for the 3.2 patch which will include the spv3 lumoria, and any other maps we add in. We also may have an archive menu in it so people via the UI can access the SPV1, SPV2, and SPV3 alphas and betas.

Halo CE General Discussion » Lumoria Feedback Mar 13, 2018 01:50 PM (Total replies: 68)

Quote: --- Original message by: DaLode
The project is open source so people can do as they please.
Though I am concerned with some of the plans here. I didn't like the SPv3 visual style, and would prefer not to see it in Lumoria. As others have mentioned, this project was meant to be more vibrant in style. Changing up the story - especially linking it to Halo 5 - is also a big nono, and I am also definitely not interested in seeing any new episodes that weren't devised by us.

Last but not least, definitely don't call the project "Lumoria Remastered", as the term remastered is only applicable when the original creators agree that the updates and changes are in line with the lovingly created vision of the original project.

If I had the time and motivation to undertake an actual remastered version, I would just like to see some upgraded visuals and tags (but not a change in style). Most of the encounters are fine as they are (indeed the original tagset was adjusted to expand the range of certain enemies), there's just a few bugs and tidbits I would still tweak (such as adding in a few nav-points here to clarify objectives).

Again though, in the end it's completely open source so go nuts. Just give proper credit. But it doesn't mean I like to see our baby treated like this

Well, I wouldn't be worried about the visual style being changed, outside of weapons and assets, I don't plan on doing anything that desaturates it like we did with A30. The only thing I do want to do is since we are having it be 3 missions (episode 2 is now umoria_b and lumoria_cd) is to have the time of day change as you go through the maps.

Unfortunately, the story was one of the things most criticized by people when it came out. I can go over my proposed changes for it in discord with you, but it's all largely staying the same. Same characters, same events. Some slight different motivations behind the characters as it takes place as they fled reach, but I'd say 95% of the story is staying the same.

For better or worse, when you guys wrote this you dropped all sorts of hints to things that became intrgal to 343's story, especially Halo 5 with mentions of precursors, the librarian and the mantle. This is all stuff I plan to remove as well as what once seemed like cool allusions to bungie's mysteries now feels like fan service to 343 without any sort of payoff. What I essentially want to do, is make Sage a bungie styled looking guardian, who suffered from the same corruption as Mecidant Bias which was the forerunner AI the gravemind turned against the forerunners in Bungie's H3 terminals. Then we can do some cool gameplay sequences with the effects of it's EMP pulses going off as you proceed through parts of the final level.

Definitely not calling it Lumoria Remastered, the current plan is to have in the UI as Lumoria Campaign under the button for the regular campaign (which may be renamed to something else) I've also considered having it in the UI as May's Camaign, and then having the classic one being Chiefs Campaign. Or when you click the campaign button it will give you the option then to select one of the two. It's really undecided and I don't have any strong opinion one way or the other.

The encounter changes I have planned are relatively minor, the biggest ones are just picking up the pace of the game. In E1 you fight up the hill before the rocket warthog, rather than hold off the same saves of dropships from the same spot over and over again, and in E2 I have that other tower defense version set to let you use vehicles for the first part, and then once you go indoors you have to do it on foot. There's only so many times that the player has to prove they can do the same thing over and over again in the same environments

If you have a list of things you wanted to go back and tweak, I can take a look at them. We also have a professional audio guy working on a lot of the audio for it, so waypoints are something I'd hope to get rid of and add new dialog instead. You'll be happy to know that brandon now has all new dialog, including conditional so he doesn't switch to being one of the random marines as you play.

In the end, this is your baby and I got no intentions of distorting it into something unrecognizable. It was Lumoria that got me inspired to even bother coming back to the halo ce scene in the first place, and this will be my last project so I intend to give it the justice it deserves. And of course, everyone who contributed to the original will be credited.

Halo CE General Discussion » The Thros' Alsthetic Two Betrayals Released! Mar 13, 2018 01:54 AM (Total replies: 31)

It shouldn't break your SPV3 install, since that is now something separate from CE,

The Revengers

Halo CE General Discussion » Lumoria Feedback Mar 10, 2018 02:00 PM (Total replies: 68)

In other news, we've successfully merged some of the episode 2 maps. So now there will be episode 1, episode 2, and episode 3. Lumoria parts 3 and 4 are now just episode 3, and the plan is to give them their own story arch, where as episode 1 and 2 have each of their own.

Also have been debating giving the missions actually names, rather than Episode 1 2 and 3.

Halo CE General Discussion » Halo Custom Edition features in MCC Mar 8, 2018 03:54 PM (Total replies: 23)

Crates I believe.

Halo CE General Discussion » Halo Custom Edition features in MCC Mar 8, 2018 03:34 PM (Total replies: 23)

That was Ms Doubtfire, he ended up doing some of the scenery objects for H2. Mothergoat also had a job in the industry, I forget where though.

Nitro unfortunately ended up working on H2V with hired gun.

Halo CE General Discussion » HaloCE save issue Mar 7, 2018 11:49 PM (Total replies: 9)

Yeah those maps were busted due to old map protection back in the day. Just download SPV3 off the subreddit or the SPV2 beta via the discord.

Halo CE General Discussion » HaloCE save issue Mar 7, 2018 10:33 PM (Total replies: 9)

Yeah those maps were busted due to old map protection back in the day. Just download SPV3 off the subreddit or the SPV2 beta via the discord.

Quote: --- Original message by: Echo77
Quote: --- Original message by: Masters1337
Where's that coming from? And there never was any forerunner tank vehicle, the only forerunner tank was the mission, and the only thing we have of that is from part of the gravemind cutscene.

It looks like a still from Evolution Of HALO [Beta Pre-XBOX] RTS & 3rd Person version, but the quality seems higher. It was amongst some files Michelle had bundled together. I'm not sure where it originated from initially.

Halopedia's page for the Forerunner Tank has a sketch that matches up very closely to the model in the screenshot, but this may be distinct from the one that was planned for Halo 2.

Pretty sure that article is wrong. I asked them where they got confirmation that the concept art was of an actual forerunner vehicle. It looks far more similar to the seraph if anything.

Where's that coming from? And there never was any forerunner tank vehicle, the only forerunner tank was the mission, and the only thing we have of that is from part of the gravemind cutscene.

Halo CE General Discussion » Lumoria Feedback Mar 5, 2018 06:40 PM (Total replies: 68)

Quote: --- Original message by: ItzMeFizzie
Nice! I would love to play lumoria with SPV3 tagset! The gunplay in SPV3 is increadible fun! It makes Halo CE so much better in my opinion.

Lumoria is a great campaign! Really fun and epic! But the problem is that i ain't too keen on the original Halo CE gunplay. It's outdated. But SPV3's combat is just so damn amazing!

Please make this happen Masterz, it would be amazing! I love your work with SPV3. And i think this and Oddball will be amazing as well! Keep it up! :)

You shouldn't be disappointed in this then.

Quote: --- Original message by: Dennis
Quote: --- Original message by: Halonimator
Sorry Dennis but that guy Masterz1337 isn't a good person and he shouldnt be making halo mods.
There is substantial evidence to the contrary.


Quote: --- Original message by: Pepzee
Quote: --- Original message by: Masters1337
The project is underway and we have been playing with SPV3 Lumoria for several days now.

First, I hope there is a better name than "SPV3 Lumoria". I mean SPV3 was a campaign series that has been completed right? Lumoria Remastered or something else would be somewhat better.

Higuy invited us to voice concern. So here is mine.

I would be very careful about breaking the Halo 1 feel that this series of maps was designed for. This map was released with the specific intent to use Halo 1 graphics and tagsets, even though there were many other options available when the map was released in 2010. Breaking the Halo 1 feel may make the map feel out of place.

Despite my concerns, I am sure that the map will be remastered wonderfully.

Good luck.

SPV3 Lumoria is what we are calling it internally, but the plan is to marry it into the SPV3 family with the next update (3.2). One of my biggest problems (while still loving Lumoria) was that it was focused on the wide and grand environments, but was based around a tagset that was really all about close range fighting rather than ranged, and there were several concessions made to it in order for it to work (ai firing at longer ranges, which like H5 creates a situation of more pop and shoot vs getting in with your AR).

Our tagset does offer a lot more in the ranged enemy variety, as well as units like the skirmisher who can take use of these massive environments. We want to give Lumoria the same treatment we gave the original campaign, and make it feel like a bonus add on to SPV3, just as Lumoria was designed to feel like a bonus add on to H1.

We really want to marry it closer to H1 as well, with the revised story sort of being connective tissue between Reach, H1, and oddly enough, H5. We're keeping the story 90% the same, but will be changing some of the lore around it to make it better fit into it being sort of an expansion pack to H1, but able to tap into some of the newer lore with the forunners and the flood.

Quote: --- Original message by: natepley

This sounds really awesome! I'm looking forward to it. If you want to extend the maps, maybe you could use some unused sections from SPV2. I love going back and playing SPV2 sometimes - especially Halo - since many of the extra areas don't show up in SPV3.

I'll also add my name to the list of people who definitely want to hear Blow Me Away in SPV3 Lumoria.

Adding wildlife to Lumoria would make sense since it's a planet, but I'm not sure if it would make sense for blind wolves to be there since they live on halo... Even if it didn't make sense I think they'd add some atmosphere and gameplay options to Lumoria.
Edited by natepley on Mar 5, 2018 at 11:09 AM

Wildlife is def something I wanted to add with our blind wolves. We haven't looked much into getting new areas into it, as things are already well defined and well paced. But I did want to try and replace that one AOTCR room in episode 1.

I like a lot of our old geometry too... there is probably enough of it to cobble together a potential Lumoria Episode 3 /4 (we have decided to make Lumoria parts c and d, one mission, and make a and b their own chapters) with the new story we have as a sort of epilogue, but there are no plans for that and it is far far to early to be making any decisions. If higuy has more geometry.. it could be a possibility.

Quote: --- Original message by: Higuy
Quote: --- Original message by: Echo77
Quote: --- Original message by: natepley
Adding wildlife to Lumoria would make sense since it's a planet, but I'm not sure if it would make sense for blind wolves to be there since they live on halo...

Given that the Halo rings are artificial, I don't think any wildlife found on them would be native to the construct. They'd probably be species that had been brought in from elsewhere. I agree that it'd be good to see more ambient wildlife on Lumoria.

We had planned on adding some blind wolves/larger dinosaur looking creatures from E3 2000 demo into Lumoria but never panned out. I think we had the models made for them though.

gimme files nao

Time: Thu April 26, 2018 12:00 AM 281 ms.
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