Pepzee has contributed to 1128 posts out of 438864 total posts
(.26%) in 986 days (1.14 posts per day).
20 Most recent posts:
Well I might as well tell you what I plan, considering (to my knowledge) that MoooseGuy is gone forever. The future of the map isn't just grim, but almost nonexistent. That doesn't mean it won't get released though. There are 4 simple points to consider:
Firstly I'm busy until summer starts so there won't be any work on anything until early June.
Secondly, there are massive problems in FIrefight Portent II that I'm not entirely sure how to fix, and without MoooseGuy, things I cannot do (such as animations or UI widgets)
Thirdly, because I cannot complete the map alone (as stated above) I'd have to find someone else or form a small team in order to complete this.
Finally, during the summer I may choose to work on a different project to release instead of Firefight Portent II, Me and MoooseGuy were working on 2 you know ;).
(MoooseGuy, if you're reading this, I sent a beta of the map to Gamma927 and exceptioned around wave 8. I have no idea what causes this but it has to be the same problem that caused the exception in Firefight Descent)
Quote: --- Original message by: Lestat
However, after looking over your script, I have one major concern. As stated earlier, if your display update script takes too long to cycle through (because of too many lines of code, because of so many many IF statements) your points display may lag behind what's really happening. This is all speculation because I had this problem with much much fewer lines of code in the update display script, and I haven't played the level to see myself. In short, we'll just have to see how well this works when the level is released.
Yea, we're still in an early beta stage and all scripts are still subject to change for better optimization.
As for all the credits lists and stuff we have yet to compile one yet but will later as we get closer to map release.
As the sole developer of the points system in Firefight Portent II I'll explain where it came from and how it got to be.
A long time ago when Gamma927 was still active in the community, he wanted to create a small mapping team, one final attempt to make a good map and do something for the community. Back then before my experience with Firefight Descent, I just wanted to join a team with the well known people, and Gamma927 was one of the most well known out there. The reason this is important is because when the team first formed in November of 2011 we were figuring what project to do, and among many of Gamma927's unfinished projects one stood out. Firefight Portent, left unfinished and as a beta. He gave me the source for the original Firefight Portent and hence the idea for Firefight Portent II was born.
But how does this relate to the points system?
When I looked through the original Firefight Portent script there was a massive problem with it and that was the usage of the HUD timer. I'm sure those of you familiar with the original Firefight Portent know of it's problem, it being a timer it counts to 59 00 and then goes to 1 00 00. When the team Gamma927 was still active I asked him if there was a better way to do this. He gave me this picture. From that I learned how to script my first points system and is similar to the script in Firefight Portent II today.
But what does this have to do with the current scripts in Firefight Portent II?
As a year passed by I forgot about the points system, and I gained experience with Firefight Descent. After Firefight Descent was done and complete it was time to decide what to do next. I remembered how in the last year in Gamma927's team that redoing Firefight Portent was an option and I still had the source code for it. I knew at first that if I just started asking people for help at random for this project it would be met with much skepticism, and that when starting you always have to have something to show other than words. To show that it's not all just talk and that it's an actual serious project. And I knew that the basis of Firefight Portent was the points system so that's where I started.
Enough of the story time, what about the scripts?
Since it was a year after Gamma927 taught me how to make a points system and I didn't have the source code for it I had to go off of memory to create it. I made a fatal error too, but the points system still works. I forgot about the division. This made the script extremely long, the way I did it is the script detects your points, and looks at every number between 0 and 999 to see what the ones place is, that's just for the ones digit place though. The tens were found out by detecting if the number was between say 720 and 729. Then it would display a 2 for the tens place. I did the same thing for the hundreds, I detected if the number was between 500 and 599 and the script would display a 5 as the hundreds place. I'll place the whole script for everyone's viewing pleasure in the link at the bottom of the post.
Cut to the chase already, was this script copied or not?
I can't answer for certainty, and if it was copied then it was unintentional. I asked Gamma927 recently where he had gotten his script from and he said that he made that concept up himself. I made an error when copying his script as well, so that changed how the script functions as well.
In the end the points system could very well include concepts or look very similar to other scripts out there, and I apologize if some scripts do look very similar. I try to give everybody credit where credit is due, but this is a hard one as I have no idea where the origin of the points system came from to begin with.
In the end though regardless of script or tag, I'm here to make the best maps Halomaps has ever seen, and I will never stop at any lengths to make them. I'll be damned if I stop trying to make them either.
Source for the points script: http://pastebin.com/Jp8xyd0u
Hey guys. Have any of you scripters out there ever wondered how many globals you could put in a map before running out?
How did I find that out? Me and MoooseGuy went over it and our scripts failed to compile.
Don't worry me and MoooseGuy are re-scripting the whole system to fix it and make it better.
Hopefully we'll have some better updates soon!
Edit: and to respond to some of your questions on the inner structure, it's still undecided if we'll have gameplay in there or not.
Edited by Pepzee on Feb 3, 2013 at 08:28 PM
Hello, Halomaps community! Throughout the course of Halo CE's life, there have always been those occasional releases that break the mold, that innovate and change the way we think about mapmaking. One of those projects is a level from Gamma927 in 2010, named Firefight Portent. It is a map that has inspired multiple people to use scripting to create something outside of the box.
Today, we honor that inspiration by announcing a follow-up to that level, something that takes the core elements of the original and puts it into the modern day. Today, we are announcing Firefight Portent II.
This project is currently a WIP, and we will keep you guys posted with periodic updates!
-MoooseGuy & Pepzee
Edited by Pepzee on Feb 2, 2013 at 06:37 PM
... and it's coming soon.
Quote: --- Original message by: MoooseGuy
Why do you say that?
It kind of looks similar, but then again Delicon20 could be right.
Edited by Pepzee on Jan 23, 2013 at 09:59 AM
Quote: --- Original message by: Dumb AI
Go play Firefight Portent.Isn't the playing area really similar to the BSP in the pic?
You're right. I just went back and played Firefight Portent and it does look extremely similar.
This probably belongs in the Halo 2 Vista section but I thought I'd post the source so people don't have to go clicking links. It's at the bottom of the article.
To switch gears ever so slightly, we’re sad to report that the service end-date for Halo 2 PC Multiplayer will be February 15, 2013. We’ve been monitoring the population for months, and it’s been peaking consistently at approximately 20 players or less. Those that own this game can continue to enjoy Multiplayer over LAN after that date; however our network services will be turned off at that time. We love you, Halo 2 PC, and you will live forever in our hearts.
Hopefully this never happens to Halo CE.
Edited by Pepzee on Jan 17, 2013 at 10:39 AM
Quote: --- Original message by: MoooseGuy
It will be released sometime this year,
I can't tell you how many times I've heard you say that about the stuff you make ;).
Hopefully it will be released sooner rather then later.
Just thought I'd quickly point out that the description for that map is incorrect. A earlier single player map called Desertplat was uploaded on 11/8/2004 compared to BioHalo which was uploaded on 12/14/2005.
I think CMT should come out with their own version of system requirements, that way we all have a feeling of how well it perform on our systems. I mean Halo: CE only require a 733 MHz processor and a graphics card with 32 Mb. It would be nice to have a recommended system requirements for SPv3.
Awesome, I like the new design.
The Minecraft Maps link at the top doesn't work though.
Sounds like a good idea. Might have better luck with terrain if you did the Grand Canyon or some other magnificent structure.
Actually I take it back, the Grand Canyon would be too huge for Halo, like playing Hugeass, but you get the idea, choose a location with lots of stuff in it.
Edited by Pepzee on Dec 27, 2012 at 02:52 PM
Quote: --- Original message by: Dennis
Because I looked into reselling the game through this website
I actually think that's a good idea, buy a lot of them cheap, raise the price by a few dollars, but to where it's still a good, reasonable price, and you're making money. And people who didn't own the game would be able to buy them right there.
Map looks like fun, good luck with it!
Don't forget to wish him a happy birthday too.
Happy holidays everyone!
Even if multiplayer disappears, there is single player, and potential of emulating a multiplayer experience through AI bots. So saying that Halo: CE will die without multiplayer isn't necessarily true, but it would still be a huge blow to the community. Hopefully it doesn't happen any time soon.
Edited by Pepzee on Dec 8, 2012 at 08:18 PM
I say try dark for a week or so, it allows people get the feel of it. If they like it then keep it, and if not just change it back. Personally I think it might look cool, but I cannot make an opinion on something I haven't seen.
As the old saying goes:
"If you have nothing to lose, you can try everything." --Yiddish proverb
It seems like homing rockets should be a standard in the 26th century.
Nice rocket launcher though! Keep it up!