Masters1337 has contributed to 5891 posts out of 464918 total posts
(1.27%) in 5,245 days (1.12 posts per day).
20 Most recent posts:
Quote: --- Original message by: Tachikoma
His reasoning literally boils down to one particular person on one discord server openly supporting a certain movement sweeping the US, to which he has the right to voice his support for. Of course one persons actions totally reflect everyone outside of that server and on here, it really sure makes a lot of sense. He's been spamming a lot of us gore and other shock content on discord and most of us have already done trust and safety reports on him.
Some people are truly zany characters nowadays.
It actually has nothing to do with ME making that decision, the team as a whole decided to do it, which we all support. He's outraged because he's a raging racist and anti semite as evident by everything he's done.
If you are using MEK, it should have an option to decompress them in Mozz.
Quote: --- Original message by: MatthewDratt
Thanks everyone for their feedback. Everyone is seeming to enjoy it so I couldn't be happier!
Quote: --- Original message by: Pepzee
So, what's your next project? ;)
Haven't decided yet. Seeing if I can invest enough time into learning something else. Probably won't say until I either need help or closer to release. Don't need a repeat of a 6 year wait for a project.
Legacies needs you!!!
Working on getting my review video out, all I can tell you guys is this is easily one of the best and most interesting things you will ever see in CE.
Lumoria is great, sure the VA and cinematics have problems, as does parts of the story but it's damn fun and blew me away when I first played it. It's part of what got me back into working with CE after I had quit.
I don't think most the devs would like it much if it got a refined treatment, just because they went out of their way to make some of the visuals look old timey and different. I it was done though, the one thing I absolutely would like to see is the old AI returned, I hate how they changed it and made it more pop and shooty than the original game, and I think it is really detrimental.
As far as the Lumoria hate, I think a lot of it was what Matt said about it being popular, but Lodex really rubbed some people the wrong way for a while, and people decided to crap on Lumoria as a way to get back at him, eventually with it just becoming the popular thing.
This may be the only time people will wish I were listened to.
We'll be handing it out in the discord and getting as many more people into testing as we can tomorrow.
Hypothetically, a SPV4 would be a whole new project. I debated calling whatever MCC rebalancing shenanigans we get into SPV4, but a hypothetical name of Masterz Chief Collection has been bounced around too, although I don't like the project being solely attached to me. But calling it SPV4 would set an expectation it would be like this, which I don't think could ever be really replicated in scope and scale.
Thanks for all the feedback guys, incorperated it into the readme for tomorrows launch.
Quote: --- Original message by: HandofGod
From the size/scope of this update it really sounds like you should've called it SPV4. Not trying to troll or anything but from the looks of it you and the team really changed up alot of things compared to SPV3.1
Yeah, but we sort of solidified on the naming system using a 3.X.Y system where X designates a total cache rebuild, and the Y indicates a change to the individual map files. Then a letter indicates launcher/installer version. We were discussing how this is going to change today, as we now can push updates via the launcher and can update maps whenever we want with the click of a button, as well as the launcher version to add new features, and later new versions of Chimera and LUA script support.
I am currently putting together the SPV3.2 credits. As a project that has gone on so many years and had so many people contribute in some way or form, we don't want to be excluded. Please review the following, and let us know if we have forgotten you, something you have contributed, or someone you know.
-The Lag (Former, TSC:E)
Installer and Launcher
-Emilian Roman // Yumiris
-Random Recon (Christian Blanche)
-Slappy The Pirate
UI and HUD Design
-Daniel Calibyrnes Baylis
-Wort Wort Wort
-Bungie & 343
-Crazy Greg ?????
-Old scarecrow guy
-Robbie Scias Johnson
-Marty O'Donnel & Michael Salvatori
Terminal Team (Writers)
-Daniel Calibyrnes Baylis
Addition Tool support
-The Lag (TSC:E)
-Lucas Gavatos (Lumoria)
-Kevin Lodeman (Lumoria)
Sandbox and Gameplay Designer
Kavawuvi (60 FPS support and debugging tools)
-SBB Michelle (Environmental Artist, Tool designer, Open Sauce development, consultant)
-Sins of the Prophets dev team, for some assets from their Halo Space RTS.
-Jared Harris for Lumoria/Commander Covenant ship asset, Endless Horizon.
-??? for POA textures.
-Unikraken for various advice and help.
-Moses (Content Optimizations and tools)
-Perla 117 (Environmental Artist, Lighting)
-Master Noob (3D Art)
-Mike Belousov (3D Art)
-Wave of Lag (3D Art)
-NeurologicalDisorder (3D and Texture Art)
-Rob Oplawar (3D Art)
-Hunter/MartynLeeBall (3D Art)
-NuggetWarmer (3D Art)
-Flyinrooster/Roostervier (3D and Texture Art)
-Boba (2D Art)
-aLtis (Physics, LUA scripting research and dev)
-Axial (TSC:E Concept)
-Zteam (Tag references)
-Hokiebird428 (Gameplay advisor)
-MattDratt (Environmental Artist, Audio Consultant)
-Koo294 (3D Artist)
-masterchief117 (HCEA Sounds)
-Vaporeon, for maintaining and providing DSOAL for sound card emulation
-Plain Ben for some concept art and visual idea exploration.
-Megasean for animating older sprint system, in which has been removed but made the current one possible.
-All those countless people who have tested and supported us through the years.
Kornner Studios & the Open-Sauce people:
Original Lumoria Development Team
Isaac "Postmortem" Frankel
CINEMATICS & ANIMATIONS ON PART C & D:
Matthew "MattDratt" McCracken
ANIMATIONS ON PART A & B:
Conscars (Skybox, Multiplayer and other content)
Sheer (Multiplayer BSP creation)
Elle - May, Spartan 073
David Edwards - Sergeant Brandon Keiffer
L0d3x - Scarecrow, pilot of Delta 137
Skilit - Marines
Higuy - Fighter Pilots Dennis Powers - The Scientist
Brad Philippe - Captain of "The Endless Horizon"
KID - Major Kallis
Teekup - 734 Antecedent Sage
SPECIAL THANKS GOES TO:
John Powell for one of his tracks from "The Bourne Supremacy"
Il Duce Primo
Da Pimp Pope
Halo CE3 Live
We also would like to credit the people at Bungie Studios (past and present) for Halo 1, 2, 3, ODST and Reach; Gearbox Software for Halo Custom
Edition; and 343 Industries for their continued stewardship of the franchise. Our mod would not exist without them!
It's pretty neat to see so much of this reflective of where we started in SPV1, with basic ideas like adding pistols to T&R, Rocket Hogs instead of Chaingun hogs, finding a role for the BR. Looking forward to seeing what you do in the future with this.
Ah, well if you are interested, I am sure KillaFTW would be able to donate some files from his cancelled city map to replace that ripped scenery. I'd love to let the map live on as part of our firefight set of maps we are releasing, and would love to work with you on that to make sure it's done respectfully to your original content.
Question! How much of the map is using ripped content? As we start working on SPV3 firefight, I'd love to do a version of this with custom assets and stuff we had from Oddball, with your permission. Would we be looking at just needing to replace textures, or is geometry extracted as well outside of scenery.
Quote: --- Original message by: the4ofusaredying
I just realized you are the first person to introduce the concept of elites using human weapons once the flood outbreak has happened. That really underscores how Halo is in disarray and everyone is scrambling to get off. I think that's a really novel idea, and actually I think the SPV3 team ripped that off their upcoming map, "None left behind".
Sorry people are being negative on the imgur forums man. Every negative comment is probably an alias of Masterz, who seems to poop on any Halo fan content he isn't involved with. Great work as always and looking forward to the finished product!
Edited by the4ofusaredying on Jun 3, 2019 at 02:27 PM
Despite you already putting your foot in your mouth accusing us of "stealing" his ideas when he has already pointed out to you we did it first (and by extension, pointing out you haven't even played project you choose to downplay), let me clear a few things up here.
I don't have any alternative accounts, and I don't ask people to post on my behalf to "put others down" or "insult their work". I to see what other people work on, and I like to contribute when I can. I've always tried my best to build up other peoples projects, and generally adhere to a "if you don't have anything nice to say about it, don't say anything". That said, I tend not to look to deeply at any singleplayer campaign mod projects, including SPV3's co-lead dev SOI simply because if I see something I like, I'll want to use it and I don't want to trample on someone else's good ideas and innovations. My lack of comments here have nothing to do with not wanting to see this project succeed, and more to do with not wanting to be influenced or seem disparaging in any remarks on decisions I disagree with. I think what's been done here by Biogoji is great, and messing with the campaign is obviously something I approve of.
As far as me "pooping on projects I am not involved with," it's just untrue. In the past years, I have offered help, assistance, assets, promoted or co-developed things ranging from the UUI, Fall of Mombassa, Takedown, VKMT's work (despite a rocky relationship with Megasean), Chimera, Tempera, Open Sauce, and MEK. We've also at various stages helped contribute assets (or offered) to projects to i01, Contingency, and Iron Hammer. The R&D we did with Moses on MEK also contributed greatly to community wide features and projects, such as compressed animation extraction and xbox bsp conversion (used in HCE Refined). And if you really want to go back into the past, HEK+, the open sourcing of SPV2 content (both tags and max files, the later which were used in Lumoria, and Operation Purgepoint) and I advocated strongly for HEK+ to have Halo CE map support upon when the community was strongly against it.
On top of this, we have encouraged use of our SPV3 release content and byproducts of it (HXE, Placien) and soon hopefully built in map post processing for all open sauce based maps. While my involvement in these projects varies from "essential" to "testing" to "promotion" it's disengenous to think I poop on anything that isn't my own SPV3 or Oddball projects.
While you might want to point fingers at me in regards with El Dewrito, it is a much more complex issue that involved legal issues and concern of guilt by association, as well as dislike not for the game itself, but the attitudes surrounding it.
I should probably also point out if you are active in any halo discords, I've always offered my assistance to anyone with an issue that I can help with, granted it does not become a multi hour project in itself.
Biogoji keep up the great work, and if you ever plan to make this use open sauce, feel free to DM me or shoot me a message on discord in regards to any open sauce issues or if you'd want to add some of our new post processing systems. Also if I may suggest, I'd just post when there are updates here in the thread, people tend to just jump to the last page and don't seem to realize when you update the OP with new info.
Relax about the source code guys. LaikaGlove and I have each others cell phone numbers, so if he ever disappears you have me to annoy him about the source code. It's not like he will one day disappear and be unreachable.
Good to see you back! Awesome work!
You can always change it to not instant kill :X
snowtorn cove is GOAT
you are looking at it the wrong way. Think of it as a bathtub. The tags are the water, and the BSPs are the person getting in at the time. A skinny person will fit in fine, a fat person will cause the water to be displaced and overflow. That's when your game crashes. By removing sound tags, you are essentially removing bubbles from soap. Removing the biped, is a much larger collection of data as it calls on animation, collision, and model geometry.
What you should do is first make sure any collision models you have, are not made with the high poly render geometry model. Then also look if any uneeded animations are in the map. Following that, look for any models that are not being used but included in the map.
Sounds, Bitmaps are not included in the tagspace shenanigans, as they can be loaded in on a case by case basis
It's a known issue that has been a problem with all the maps in SPV3 based on TSCE. Unfortunately, you just need to look at ways to reduce data clutter and get it under the limit. I can't imagine why you are hitting it, the stuff in TSC:E and SPV3 combined is a hard thing to match in terms of sheer data content.
It uses a different set of data resources.