A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
Viewing User Profile for: R93_Sniper
About Contact
Joined: Feb 13, 2011 06:24 PM
Last Post: Yesterday @ 03:23 AM
Last Visit: Yesterday @ 11:35 PM
Location: Somewhere or other
Occupation: Animator, Modeler, Rigger, bunch of stuff
Interests: Gaming, creating and playing
Your Age: Not for you to know.....
What Games do you play: Halo, Crysis, Minecraft, Half Life, L4D, bunch of FPS games
When in Doubt, RUN!

Send Private Message
Post Statistics
R93_Sniper has contributed to 1915 posts out of 461531 total posts (.41%) in 2,236 days (.86 posts per day).

20 Most recent posts:
Halo CE General Discussion » Semi-Official Gallery [WIPS] Yesterday @ 03:23 AM (Total replies: 11204)

Quote: --- Original message by: Halonimator
First ingame test "stfu flankers, i know what you are going to comment about the textures."

I have a stable framerate,the reason of why it looks bad: im still learning how to record videos.

>Bad looking Geom
>Worse looking textures
>Distorted audio
>Garbage "encounter design"
>Using CMT assets
>Using Halo Rips
>Not really making your own content.

If you really want to be up to Masterz' or Flanker's level, you seriously need to step up your game.

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Yesterday @ 03:20 AM (Total replies: 14952)

Quote: --- Original message by: Super Flanker
However I'm going to take a few days hiatus to work on some other stuff that was sent my way (nothing to do with dreamtrap)

You didnt help me out with dreamtrap though

Halo CE General Discussion » Installation 01 (Halo Fan Game) Thread Yesterday @ 03:16 AM (Total replies: 483)

Quote: --- Original message by: EtchyaSketch
Quote: --- Original message by: R93_Sniper
Quote: --- Original message by: MS14A
So we ever gonna get a way to port stuff from HCE into your mod? forget forge the focus should be on map authoring tools like HEK

I dont think you understand what kind of legal implications that has on fan games. Allowing people to port stuff is a direct violation on microsoft's Game Content Usage Rules, and could instantly cause any fangame to get shut down.

Well adding modding support to your free release fan game isn't illegal per-se.

But having a tool that directly ports assets from CE would definitely be a big legal no no.

If the people who are using your mod tools to port assets, the devs can get shut down for allowing their users to violate the rules. Thats how it works

Also, its a pretty big dirtbag move to ask a developer to add tools for the explicit purpose of porting stuff over to replace whats theirs. You're basically saying that they're not good enough and you're more interested in using them as a stepping stone. I've had this discussion with somebody on the contingency forums a while back and i still stand by saying this.

Halo CE General Discussion » Installation 01 (Halo Fan Game) Thread Mar 26, 2017 11:10 PM (Total replies: 483)

Quote: --- Original message by: MS14A
So we ever gonna get a way to port stuff from HCE into your mod? forget forge the focus should be on map authoring tools like HEK

I dont think you understand what kind of legal implications that has on fan games. Allowing people to port stuff is a direct violation on microsoft's Game Content Usage Rules, and could instantly cause any fangame to get shut down.

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Mar 24, 2017 03:19 AM (Total replies: 70)

Quote: --- Original message by: Nickster5000

What I mean is that if the project doesn't play very well, what is the point in trying to implement 60 fps?

For instance, I know that Sector 09 could have been a lot more that it is. I know that there is things that could / should be fixed, and I have a whole list of features that I wanted to implement. I also know that Sector 09 could handle the 60 fps and look amazing with a few tweaks to its model and light maps... but if I were to come back and revisit Sector 09, I would focus on fixing the smaller things and implementing the fun features to make it more fun to play. What I am getting at is that 60 fps isn't worth implementing if the thing you're building isn't fun. There are many projects that should focus on re-evaluating their game play and not trying to implement 60 fps.
Edited by Nickster5000 on Mar 24, 2017 at 01:29 AM

So basically you're trying to reiterate what is literal common sense to the people who actively work on projects with the ideology of having some semblance of balance. More accurately, you're trying to insinuate that everyone is stupid and will be more focused on presentation.

Its a method that you can implement if you want the game to play proper at higher framerates, which is completely optional. Your logic is so backwards that using it, i could argue that you should only use a single texture on the entirity of your map, and all your models be presented as boxes with words on them to tell you what they are. It'll push you to 100% focus on gameplay.

TLDR: If you dont want to use it, dont. Your ideology is backwards as hell.

Halo CE General Discussion » Semi-Official Gallery [WIPS] Mar 21, 2017 10:46 PM (Total replies: 11204)

those proportions are absolutely garbage. In your own words:

Quote: --- Original message by: Halonimator
learn anatomy or stop modeling. the only type of animations i see will come one day from you will be 3xhentai or poorquality fanfictions with some weird p#rn.

Since you refuse, maybe it's time to quit.

Halo CE General Discussion » Thoughts on a reworked shield concept? Mar 20, 2017 05:30 PM (Total replies: 13)

Watchers didnt have their own shields, only health, but yes they'd protect the knights with basically larger jackal shields.

Sentinel enforcers were also just tanky as [Wristwatches], with the sheer amount of health they had masked by the forward facing shield. Beyond that there was nothing

What you're aiming for is sort of a variable damage input shield that forces the user to limit where they can get hit within a certain timeframe if they wish to stay alive. Having a large area to cover would be a good use for conveying that (a-la large bosses, or say a covenant cruiser)

Halo CE General Discussion » [RELEASE] Mo's Editing Kit (MEK) Mar 20, 2017 05:27 PM (Total replies: 24)

OG DXTBMP also did the trick back in the Halo Trial / Halo PC modding days

Halo CE General Discussion » Thoughts on a reworked shield concept? Mar 20, 2017 03:00 AM (Total replies: 13)

Dont let it discourage you though. Would be a great concept for a large boss-type enemy whose shielding can only be either weakened or pierced. Look into other avenues in which to utilize the idea or refine it into something a bit more user friendly.

Halo CE General Discussion » Thoughts on a reworked shield concept? Mar 19, 2017 02:53 PM (Total replies: 13)

from a gameplay perspective that makes damage very inconsistent, and would be frustrating for a user as they would be completely incapable of knowing when and where those plates are downed. Visually it'd be cool, but it'd be a pain otherwise for all parties.

Quote: --- Original message by: lolslayer
I Always liked the idea of having a game based on the grunt rebellion

This isn't a joke, I would love to see a huge siege with countless grunts in high charity

Dont think high charity was established during the grunt rebellion.

Though, the taming of the hunters would also be an interesting idea. Generally, anything the arbiters had to do would be interesting tidbits of lore to chew through

Halo CE General Discussion » lost, need directions Mar 17, 2017 05:57 PM (Total replies: 9)

There's a folder called "redist", which contains a file called something along the lines of mxslmenu. Installing that should fix your chat

Halo CE General Discussion » lost, need directions Mar 12, 2017 08:30 PM (Total replies: 9)

Im waiting for sparky or his disciples to start a whole lost little lamb speech here.

Tldr here
Halo PC: Stock halo single/multiplayer
Halo CE: Custom maps, campaigns, etc, as well as the stock experience.
OpenSauce (OS): A visual expansion of halo CE's capabilities as well as some interesting gameplay allteration capabilities. Additional addon for CE.
HaloAntiCheat2 (HAC2): a set of utilities that make the multiplayer experience a lot more manageable. Works with HPC and HCE

Quote: --- Original message by: Masters1337
By definition, you can't use our visual and make it consistent with your visuals. People expect a certain behavior from what they have seen before. If you tightened up the spread on the H1 AR, and put in it a map, no one would know that it is different. The same goes for our content. You are best off just using the reach assets, if you want things to play like reach.

I would disagree with this. There's also a reason why your weapons by default are terrible in a multiplayer environment, as they're not balanced with that in mind. I also would expect that a non-CMT map that features CMT tags would try to mess with the functionality and values of weapons/vehicles/AI to suit their needs rather than simply using them as is.

Does that mean that he should keep your functionality? Not necessarily. Does it mean he should try to implement is own? Maybe. If it suits the needs of the project, people won't notice, or rather care, for the difference.

And now you're copy pasting your response. If you read our replies, you would know that we're trying to help you out with advice we've learned over time. You seem far too keen on doing nothing and taking credit for everything. Git gud before you ask for help kthnxbai

Halo CE General Discussion » actor colors in single player Mar 6, 2017 12:36 AM (Total replies: 5)

I mean, its more or less the same deal, just needing to pick one of the variants unless you're setting up your own actor variant

Halo CE General Discussion » actor colors in single player Mar 5, 2017 11:11 PM (Total replies: 5)

Quote: --- Original message by: CHRISPOCALYP5E
Funny when I found out how to change the grunt's colour I went crazy making around 20 unique bipeds with various colours. I tried to figure out giving each of them unique abilities. I ran out of ideas after the 5th one.

Too bad changing elite colours isn't as simple...

It actually is. Elites in halo 1 have most of their armor's color values determined by the cubemap color. You change the color of the cubemap, the armor will change to that color as well (though generally you want to also change the base color to match too, else you'll get a sort of pseudo Fresnel effect going on).

I'm going to link you to a video, real quick, and then i'm going to outline a few things.

Video: https://www.youtube.com/watch?v=2xfxx27HbM4

So if you're too lazy to try to take away points from it, here's the big TLDR for you.

1. Keep it simple
- Its easy to think of something big you can do within a small amount of time. Take that big idea, peel back the big portions and simplify to its core.
- One idea well refined > many ideas done "ok"

2. Communication (This applies more to when you're working with a team)
- A team that doesn't communicate well, doesn't do well
- If you're having issues, ask your teammates. It's also alright to ask help from elsewhere if need be (just be courteous)
- If things are coming together / You're being bottlenecked by a person, talk to team members to sort out issues. You'll be happier and more organized in the end
- Compromise where required. You cant always do things your way

3. Don't spend TOO much time thinking
- You can easily think of the "perfect" idea before you start working, don't do that. It'll hurt you in the long run
- You'll learn your tools better as you're working with them, and you'll understand your limitations and find better exploits.
- Less time overthinking = More time working = More time getting used to your situation = the better your project can get.
- You may come up with better ideas from doing than just thinking! (Doom 2016's Glory Kill system spawned from that mentality, btw).

4. Compromise
- Make sure something is ABSOLUTELY required before setting it in stone
- If you cannot compromise, your project will die
- Passion is good, but don't let it get in the way
- If good ideas are being thought and discussed, don't shut it down, and instead try to see if you can work with it.

5. Know what to save
- You want to get things done in a reasonable amount of time. You'll be coming up with ideas as you work, save some for a later project
- Don't get distracted, focus on the core ideas, not the infinitely many mid-development
- Don't be afraid to cut stuff out, use it later.

As a forward notice, you can obviously take these with a grain of salt, but from an objective standpoint, most of these are pretty solid. I've adapted these a bit more to fit your situation over whats being said in the video but the point is there.

Generally speaking, your idea is pretty large and "idea people" who do nothing more than provide a narrative for workers to follow tend to be pretty useless and hated. Learn the tools and watch some tutorials, figure stuff out and just go from there. Instead of trying to do something like copy CMT (which by the way, for a starter like you is a terrible idea because of scope), do something a bit more unique and just go plot stuff out.

Going to self plug for a moment here, but its relevant and pretty much the epitome of this situation. When I was working on OSS, it was conceived as a spur of the moment idea, literally a full campaign mission being made as a birthday present for my friend (The birthday of which was about 10 days after). First thing I did was just draw up some map designs, core ideas, and sneakily asked some questions pertaining to the map. Got some voice actors, a person to help model the level, and someone to help me doing the tagwork. I did the animations, implementation, and encounters. It took me about 14 days before I gave it to said friend (namely because mixing first and third person animations is not fun, especially when you don't understand what local axis animating is), but most of the work was able to be finished within 4 days because everything was well coordinated. Through the process, I learned how to animate better, implement scripts, animations, figure out first person cutscenes and even how to implement custom music. I didn't understand how to do ANY of that before I started, but hell if I wasn't motivated to learn.

With that anecdote over, I HIGHLY suggest you go over your idea, cut it down, and take up a larger burden before you start trying to find people to hand tasks to. If you can prove yourself to be willing to learn and understand, I assure you that people will come to help.

Halo CE General Discussion » Arsenic won't run Mar 5, 2017 11:41 AM (Total replies: 2)

The exception is pretty self explanatory. You're missing an input file, thus FNF exception. What file that is? I cant tell you, but its worth a shot to reinstall it.

Halo CE General Discussion » Post your Top 10 worst HCE mappers/modders Mar 4, 2017 03:37 PM (Total replies: 13)

1. Halonimator
2. Halonimator
3. Halonimator
4. Halonimator
5. Halonimator
6. Halonimator
7. Halonimator
8. Halonimator
9. Halonimator
10. Johnlex2

Time: Tue March 28, 2017 12:13 AM 359 ms.
A Halo Maps Website