||Mar 23, 2012 04:56 PM
||Feb 14, 2020 06:32 PM
||Yesterday @ 12:51 PM
||Everything except animating
||Game design, mods and Photoshop art
|What Games do you play:
||Halo, Gears Of War, Dead Space, Mass Effect
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SOI_7 has contributed to 744 posts out of 469799 total posts
(.16%) in 2,896 days (.26 posts per day).
20 Most recent posts:
Quote: --- Original message by: Echo77
Would you happen to have an alternate download source? MEGA fails every time I try to download something from it.
I don't have a Mediafire account so this link will expire in 14 days :/
First of all, thank you all for the positive comments about the mod, I really didn't expect them!
After hearing various people, I have improved some areas of the mod and released a new build, so I have updated the download link in the OP.
-Nerfed Plasma Pistol against bosses
-Added extra instructions about ammo stations, medkits and speed boost in the main menu guide
-Fixed a bug that caused the Hunter armor to be immune to explosives
-Fixed a bug that could cause Elites to T-pose when being stuck by grenades or Needler supercomines
-Fixed a bug that could lead the player to purchase infinite REQs pressing the action button multiple times
-Fixed a bug that could cause the Grunts shields to not disappear when you kill the Engineer
-Replaced legacy flames with newer ones for dead Sentinels
-Increased falling damage for AIs and removed it from the player, so that AIs don't survive if they fall inside the cliff
-Added visual feedback for when the Retriever is damaged
-Added extra behaviors to bosses in order to make them more interesting:
1) Brute Chieftain now has a temporary invincibility shield like in H3
2) Juggernaut can now spit Infection forms and leap
3) Silent Shadows should be more aggressive during the second phase and they should leap during the third phase
5) Giga Crawler now will spawn Watchers as support during the second phase
Again, thank you all for the kind words, hope you had/will have fun with this map!
Edited by SOI_7 on Feb 12, 2020 at 05:40 PM
Quote: --- Original message by: Spiral
Just beat the mod. Lots of fun! The slipperiness of the thrust pack made close combat very unique feeling compared to usual halo cqc. The new enemies was quite fun and kept me on my toes in a few instances.
Are you planning on making bug fixes? I ran into 1 or 2 game stopping bugs/issues.
I'll give it another go that doesn't involve playing with mostly the shotgun on normal difficulty. I might run into other bugs/issues that would be good for everyone to get a patch for.
Congrats on the release, I'm having fun!
Sure, shoot me the bugs and I'll try to fix them asap and upload a newer build
Welcome to Heir of The Lords, a new Firefight map based on EmmanuelCD's map "Hexzone". Fight formidable foes through 7 rounds of increasing difficulty and defeat bosses after each round to unlock REQs and increase your destructive power. How long will you last?
More about the mod
The tagset is based heavily on the vanilla assets, revamped with OS shaders and a touch of modern era influences. New weapons are in the party as well, and same goes for your enemies and their behaviour. Due to that, THIS MAP REQUIRES OPENSAUCE.
The map has also several influences from FromSoftware's phenomenal game Bloodborne, going from the music and the ingame sounds to the boss designs and behavior. The name itself, "Old Lords", is a Bloodborne reference, since it can refer to both the Old Lords of Yharnam (the Pthumerians) or of Halo (the Forerunners). You will also have a speed boost ability as a replacement for the flashlight. And, most of all, you'll be assisted in this journey by the best waifu (No, not Cortana) Exuberant Witness!
Adjutant team: Reach and H4 assets
Rododo: Some particles and other beauties
Mortis: Some particles and bitmaps, feedback and betatesting
Masterz: feedback, some scripting help and betatesting
martin.kosecky5: Some upscaled textures
DumbAI, MatthewDratt: Ripped dialogues
JadeUndead: Scripting trickeries
CMT: Some bitmaps, sounds and animations
Moses: H2 animations extractor
Delicious, Brad Cypy: Mass Effect sounds
Aegis Mind: H5 sounds, Excavator model
EmmanuelCD: BSP and Skybox
Altis: Bigass sun tags
Flanker: Fire particles
Spiral: Post-launch feedback
FromSoftware: Bloodborne sounds and music
Bungie/343i: Halo assets in general
After this small project, I'm gonna retire from CE modding. It's been 8 years since I joined the modding community, it has been a lot of fun and I'll always be grateful to this engine for all I've learned through it. Now, it's time to move to better places, where my creativity can spread without chains Ugh
Thank you all for all the support, see you on Unity or MCC!
Edited by SOI_7 on Feb 14, 2020 at 06:31 PM
Quote: --- Original message by: R93_Sniper Quote: --- Original message by: Banshee64
Quote: --- Original message by: Devarture
I'm curious if there'll be support for Halo 4 animation extraction sometime this year? Reach animation support is good enough for me but I'm curious about it.
Please don't bother, Halo 4 is so ugly.
Halo 4 easily has some of the best animations around
Quote: --- Original message by: Pabeung
And most of Halo 4's animations are just recycled from Halo Reach.
IncorrectEdited by R93_Sniper on Jan 24, 2020 at 07:49 PM
Don't feed the trolls, it's useless
My jaw literally dropped after watching that water shader. Fantastic job
I'd say the site is barely alive to begin with, don't expect anything new
Quote: --- Original message by: FtDSpartn
os_tool has a command for this. Not sure how or if it works with non-OS scenarios.
os_tool compile-scripts <scenario-name>
Yeah, but if you run it, tool becomes edgy
My only complaint is that the Elite skin of the Reach Combat Forms should be yellow like the tentacles, for example you can see the right hand (which is naked) still grey/bluish
OOF. WHY DID YOU RESURRECT SUCH A BAD PAGE OF MY PORTFOLIO
All hail our emperor Lord Frieza
Funny enough, this is how we got the Hawk working in SPv3. Always nice to see someone pushing his limits to achieve something, no matter how complicated it is
You're a f-ing genius!
Quote: --- Original message by: The Gravemind
HOW DO I NEVER KNOW ABOUT THESE THINGS. I just spent the last month trying to reverse engineer stock collision models...
After testing it out, turns out I did a pretty great job on mines but I still don't understand how the game determines when to play hard ping animations.Edited by The Gravemind on Feb 6, 2019 at 09:53 PM
That's controlled by the biped tag, you should find a section like "hard ping threshold" or something like that
Bossfight. I rarely see bossfights at all in singleplayer maps
Also be sure that the encounter references the right BSP index
Quote: --- Original message by: Echo77
This was a good idea. I didn't even know we had Onyx Sentinels.
( ͡° ͜ʖ ͡°)
Quote: --- Original message by: Vuthakral
Quote: --- Original message by: Spartan314
I like moar hexagons on my covenant
Already got you covered, https://sketchfab.com/models/9a8f7f2c326b449db781e8082f593691
(Nothing else on my sketchfab account, while halo related, currently has anything to do with this tagset.)
Are you specialized into painting high-res versions of existing models textures? If so, PM me
Edited by SOI_7 on Dec 28, 2018 at 09:45 AM
Quote: --- Original message by: Pabeung
My flood brute's were just rigged to Halo 2 brute set because I couldn't find anything that would fit and don't refer it as Matt's animation as it was Kirby's port aswell as the other Halo 2 animations leaked. I love your flood elite I just wonder why you gave it that dark rubber under their armor and the H3 flood brute animations are actually out there but modified by teh lag for old the CMT flood brute which is located in SOI's campaign (Why is it in there?) and when I say modified It doesn't fit well in the original Halo 3 flood brute bones.
And the other bipeds are rigged to Halo 1 flood human animation set. https://media.discordapp.net/attachments/501403597108543488/520544877990248448/unknown.png?width=760&height=428
Wrong. My Flood Brutes are modified CMT SPv2 Brutes which use a modified version of Zteam's H3 Human Flood animations. I had no ripping tool back in the day, so my only option was to modify what already existed
Edited by SOI_7 on Dec 18, 2018 at 05:25 PM
Quote: --- Original message by: JadeMcLain
Quote: --- Original message by: SOI_7
B-but... how did you manage to get inside the boarding seat while the ghost is used by another AI? Iirc in stock Halo you can't do that unless you and the driver are on the same team
Just found this out, but you can attach the player with AI on the same team as the enemy, and then quickly detach the player and it will still let you inside the vehicle.
I updated the link:
Edit: Im not sure why the player freezes after killing the boarded enemy, but I'll find out soon enough.
Edit2: We can just attach the player to a blank encounter instead of detaching, that fixes it.
Edit3: The fixed map. https://mega.nz/#!EHIjRKCB!cMa_XXwfjLoQF6pIf_BEI8SpknBr_8ZRcMklIkAq3iA Edited by JadeMcLain on Dec 14, 2018 at 07:14 PM
Very interesting. For my mod I used to create a temporary allegiance between the player and the AIs, but the concept is the same. Which conditions are you using to perform the attach? Distance to object? I made a "portable trigger volume" with attached bipeds checking when they both see the player, but your method seems to be better