altis94 has contributed to 3294 posts out of 461439 total posts
(.71%) in 1,632 days (2.02 posts per day).
20 Most recent posts:
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A dating sim based on the legendary ending of Halo CE. You'd play as an elite and you would try to date Johnson before the Halo explodes.
I hope Dennis will ban you for that joke.
I prefer them facing the same direction.
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: CLASSIFIED
I think i found a bug: the grenade version of the assault rifle cant pick up ammo from a standard assault rifle.
Those are two different weapons. In Halo CE you can only pick up ammo from the same type of weapon, doesn't matter if they are identical.
I'm nearly done with my AI synchronization script and setting up a biped to work with this script is a lot of busywork because each animation has to be a separate vehicle. It would be really cool if I had a tool that automatically did all of this work automatically. I know I'm asking for a lot here but someone with experience could do this a lot faster than I could if I tried.
Here's a basic explanation of what the tool should do.
*source animations tag - biped animation tag
*source animation tag - a template animations tag with only one unit and possibly a few animations already applied to it (s-ping)
*source vehicle tag - a template vehicle tag with model, physics and collision already applied
*vehicle directory - where vehicle tags will be exported
* animation directory - where animation tags will be exported
*weapon - which weapon's animations will be exported (pistol, rifle, sword, unarmed etc.)
*animation tags - Each base animation exported as a separate animations tag, only replacing the first animation of the source animation tag and keeping the rest unchanged.
*vehicle tags - For each unit that has the weapon type we picked, it would go through all animations and if animation exists, then use that animations tag for this vehicle. The tag would be exported to "vehicle directory/unit index/animation name.vehicle" (animation name would be the last word without permutation index). Everything else in the vehicle tag would stay as it was in the source vehicle tag, only animation dependency changes.
*text output - list of created tags
I pick halo 1 elite model animations tag, source vehicle and animation tags which I made, "tags/AI/elite/plasma rifle/" as vehicle directory, "tags/AI/elite/animations" as animation directory and "rifle" as weapon.
Let's say animations tag had four animations: "stand idle%0", "stand rifle move-front", "stand sword idle"and "stand aim-still".
The tool creates three animations tags "AI/elite/animations/stand idle", "AI/elite/animations/stand move-front" and "AI/elite/animations/stand sword idle". Aim-still gets ignored because it's an overlay animation.
The tool creates two vehicles "AI/elite/plasma rifle/4/move-front" and "AI/elite/plasma rifle/4/idle" which have the animations already applied to them (4 is index of stand unit). Sword vehicle doesn't get created because we chose "rifle" as weapon type.
Quote: --- Original message by: DeadHamster
in Custom Edition they must be identical files.
Custom Edition offers some more features like displaying teammate names and F2 menu. Other than that they're pretty much the same now since Combat Evolved also supports HAC2.
Edited by altis94 on Mar 9, 2017 at 06:16 PM
Complaining about rips -20pts
Complaining about mods of classic maps -100pts
Complaining about OS shader extensions -1pts
Complaining about modding an old game -69pts
Complaining about small player base -1000pts
Complaining about Spanish speaking player base +1
Cheapest and laziest way to use LODs
This way objects derender in longer distance.
I think you should discuss this on their reddit instead.
Quote: --- Original message by: not m00kz
You can add it by right clicking halo's shortcut, going to properties and writing -no_os-gfx after target. (I think)
Try elvira_city. It doesn't get much weirder than that...
Quote: --- Original message by: HaloAU
There's also talk of bringing in boost using the old fashioned method that would "hurt" you so it will stay stable, unlike the open sauce method.
What. The old fashioned method was a mess and Open Sauce method works perfectly fine so I'm not sure what you're even talking about here.
Don't care about the rest.
I don't see how that would work.