Masters1337 has contributed to 5674 posts out of 461429 total posts
(1.23%) in 4,038 days (1.41 posts per day).
20 Most recent posts:
use your smartphone like a real artist.
Sort of a dumb argument, the game will feel more responsive when running at 60 FPS, even if you have eyes like mine where you don't find 30 FPS upsetting. With 60 FPS you can open the AI up to becoming more responsive and having the ability to be able to react to things they might miss, and also opens up new abilities with the weapons such as new fire rates. In this day and age there isn't much of a reason to not be able to handle 60 FPS on most maps, unless you are playing SPV3 on integrated graphics.
Quote: --- Original message by: CLASSIFIED
There is mod for H2V that allows for splitscreen coop. Is it possible to do this for Spv3?
Probably not, but got a link?
Do you think you can post the tags as well? Some people have been saying the UUI doesn't rip it's tags correctly.
What be even cooler is if you added some new shaders in that showed the metal still glowing red hot from whatever plasma weapon punched a hole in it. You could probably pull it from the CMT spiker for when it heats up. Love where the map is going.
nope, but I did forget to post here we now have a discord for anyone who wants to join. https://discord.gg/2UbwXev
At this point I wonder if he is just a troll and not really an idiot.
Second game more than the first. Especially with some of the more unique missions like the sniper one, alice making it back to the ship, and even the first mission.
Quote: --- Original message by: rcghalohell
i could do that too! just type game_speed 2
im a genius lol
Apparently not, since there is more going on here than that.
Yeah, that probably be the only thing missing.
I prefer to look at things objectively. It's got everything the first game had and more... I fail to see why it's not worth 60$. Unless you feel the first game wasn't either.
That's silly. It's got a standard length campaign, plenty of multiplayer modes. It's worth 60$ if you like RTS games or the first halowars from purely a content time standpoint.
Quote: --- Original message by: General_101 Quote: --- Original message by: SBB_Michelle
Quote: --- Original message by: General_101
I hate to be that guy but what exactly am I supposed to be looking at? It looks the same but just sped up.
Edited by General_101 on Mar 16, 2017 at 02:06 AM
Literally the reason I posted my version, because mine isn't that.
Yep, the first thing I noticed when I clicked your link.
It is and it's not. You are getting everything going at 60 fps, just the way it is rendering the animation isn't as good as micheles method which is preferable, just expensive and more difficult to impliment.
Quote: --- Original message by: Storm
This is an interesting concept. Good work throwing it together and demonstrating it can work for the system! I'm just concerned that you might have to modify your entire tagset purely to create a custom SP.
The great thing about this method is that the only thing you need to edit in your tags is your weapon tags, some things in the globals, and some minor changes in the scripts, which once a template is set up is easily applyable to any map. The biggest problem, and this is pretty much unavoidable with this method, is you do need to duplicate the frames of the fp animations. The increased bloat means this may not work for SPV3, but once your FP weapon is done a map can be made 60 FPS in a matter of minutes (theoretically) and switched back to a 30 FPs map again, in a matter of minutes.
Quote: --- Original message by: SBB_Michelle
Here is a proof of concept 60fps thing I did which in my opinion shows the 60fps possibility way better. https://www.youtube.com/watch?v=j9yCZyiEMWQ
Just so people can see that 60fps isn't just double speed madness.
While your method does look better and is a more real 60 FPS, it does bloat the map, and doubling the frames of every animation could lead to multiple points of failure. Nevermind the incredibly tedious work which I image would take weeks to complete. It does look noticeably better though.
Quote: --- Original message by: Spartan314
This is very cool.
On a side note, those aren't the final textures for the sparrowhawk or whatever they're called, are they?
They look like they could use some work to escape the SPV2 style and into the SPV3 style.
Quote: --- Original message by: EtchyaSketch
How is CE in ultra wide? Does it enhance the experience?
Edited by EtchyaSketch on Mar 15, 2017 at 11:07 PM
It plays like you'd expect it to... more stuff on each side. I don't think it makes a huge difference overall..
To be decided. It's yet to really go through a full overhaul pass.
Edited by Masters1337 on Mar 16, 2017 at 12:40 AM
Edited by Masters1337 on Mar 16, 2017 at 12:40 AM
Edited by Masters1337 on Mar 16, 2017 at 12:43 AM
finger to my haters ya'll.
Make sure you set it to view at 1080p 60 FPS. Still some work to do, but nothing that can't be done. This may not be useable for SPV3, but other future SP projects may be able to take advantage of it. It likely will work best with open sauce.... will keep you updated as I develop this further.
Edited by Masters1337 on Mar 15, 2017 at 10:11 PM
Edited by Masters1337 on Mar 15, 2017 at 11:55 PM
Yeah sorry, don't really remember the details of it all. But we did release those tags back in 2009ish I believe.
0 of what you said about whatever type of gun it uses means nothing when players can't easily identify what they are shooting.
We see the ghost as more of a mobile weapons platform, and the goose is more for doing quick strikes and speeding away. On high difficulties you do have to use the 2 very differently. Basically, the ghost is nimble and has weak damage, where the goose is clunky and does high damage, with both not giving you much protection .
If you check the most recent youtube video on my channel I answer all that, but the short answer is we are aiming for another June 25th release, but that may change due to some difficulties we had with our flood pod system that cost us more time than it should have.
The Evolved mission was pretty controversial in the team, with the majority of remaining members having an overall pretty negative feelings towards it. So there won't be anymore Evolved missions and instead we are working to complete the project so a new one can begin.
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: Masters1337
It's brings a different type of movement to vehicle combat and other vehicles.
Not really, it's the same idea as the ghost, a small li ht vehicle that can do some damage while being very quick
Quote: The decision to have the ARG attached to it was to communicate how powerful its weapons are, something h2a and h5 both failed to communicate.
An AR vs an SAW? Because having the grenade launcher doesn't really seem to make sense based off the statement.
Quote: We could have done it better visually I suppose, but on a project this size you have to do things and move onto the next task quickly and do the next thing better if you messed up on the previous, unless that failure is particularly egregious.
And yet, I would imagine something other than just welding it on there with like 12 supporting polygons is just... overwhelming? It's a large project as you say, I would have imagined you would have dedicated people for vehicle design and modelling.
The ghost can strafe and is far more mobile, the thing that convinced me to include it was that every time you go into battle with it feels like a high stakes game of chicken. The only way you can fire is if you are charging at the enemy.
The fact you think the gungoose in h2a had a SAW... kind of shows that no one clearly knows wtf it is on the gungoose, because I was pretty sure it was the turret bullets but they look like SMGs? With the AR you get the distinctive 5 star fire effect, sounds, visuals, and a clear idea of how much damage you do since you can use it in first person as well, for both the bullets and the grenades.
You'd have to ask SOI as to why he chose to go that route, when he showed it to me. IIRC he had a reason for doing it that way specifically. We tend to designate assets into tiers, with weapons in FP getting the most attention, while third person objects generally getting quicker and dirtier treatment.
It's increasingly difficult to keep producing assets of a certain caliber, especially over long periods of time on a project and also when the game can't do the artist justice. It's for this reason CMT is being disbanded with the release of SPV3, although my next and final project is still planned and will be using ripped content from H:O, H4 and Reach primarily.
Quote: --- Original message by: BravoLimeTaco
Are CMT maps still protected?
No, I was never a big believer of the protection and it was something that we mainly did for Dano and Wave of Lag and some other individuals back in the day iirc. But the changes to the maps from Open Sauce means many tags aren't rippable. For those who have experience with the HEK, we do have a version of the tagset to hand out. We were going to make it public, but we need to document everything inside it so people understand what everything is and that will take quite a while to complete, so it will likely be released with the full part 2 tags as well.
Edited by Masters1337 on Mar 14, 2017 at 07:47 AM