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Viewing User Profile for: FtDSpartn
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Joined: May 1, 2009 09:51 PM
Last Post: Jul 12, 2017 04:32 AM
Last Visit: Jul 18, 2017 09:53 PM
Website: http://steamcommunity.com/id/FtDLulz/
Location: Earth, Sol, Milky Way
Occupation: Gamer, college student.
Interests: Programming, gaming. Wondering what a 'life' is.
Your Age: 18
What Games do you play: Halo and Source Engine Games. Exactly 3000.6 hours of Garry's Mod played.
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FtDSpartn has contributed to 642 posts out of 463683 total posts (.14%) in 3,005 days (.21 posts per day).

20 Most recent posts:

This is definitely going to be something I can't go without once it's out. I'm assuming this works just as well for higher frame and refresh rates?


Magnificent.

Halo CE General Discussion » I have returned Jun 29, 2017 04:32 PM (Total replies: 73)

Quote: --- Original message by: MatthewDratt
I still hate you all

don't worry we all do

Halo CE General Discussion » I have returned Jun 26, 2017 01:58 PM (Total replies: 73)

Definitely doesn't feel as long as it has been. I didn't post or do much anyway, except for that one long tutorial post I did.

Halo CE General Discussion » I have returned Jun 21, 2017 03:12 PM (Total replies: 73)

Hmm, what about UnevenElefant? I used to see them a lot a few years back.


Quote: --- Original message by: not giraffe
Quote: --- Original message by: MatthewDratt

I believe there is an issue with firing positions in scenarios as well


Probably issues with recorded animations as well. I remember that pelican in the Silent Cartographer flying drunk.

I believe that it's actually an issue with the .physics tags that get extracted.

Halo CE General Discussion » Does anyone need AI sync May 15, 2017 03:51 PM (Total replies: 17)

Quote: --- Original message by: altis94
If you know how to add AI to a map then you can learn how to set it up to be synced. It's not hard, just takes a lot of time because you need to create a vehicle for each animation that you want to sync and stuff.


Sounds like something that could be automated using a tool.

Halo CE Technical / Map Design » Custom Sound Issue Mar 25, 2017 01:07 AM (Total replies: 12)

The m16a3 sound compiled fine for me.

You do have the sounds in your data folder and not the tags folder, right? That's usually what that error means, and that's how I messed up when I tried my first sound compiling a while back.

When you point to a non-existent file, tool will seem to compile right, but when you compile again, it will throw that error.
Edited by FtDSpartn on Mar 25, 2017 at 01:09 AM


Quote: --- Original message by: Banshee64
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Banshee64
Those are some seriously ugly cars you have there, well of the 2 images that aren't broken, I'm assuming the broken image is another ugly car.

Might as well make a Nissan Leaf and put it in halo.


Woah, woah the zonda I could understand being labeled as "striking" but ugly???

And as for thr CLK GTR you just deserve a backhander.


They're extremely busy, the headlights look silly, the doors are ridiculous, the mirrors look like they want to snap off, there's a single windshield wiper which looks just wrong, the spoiler makes the car look like it has brain damage, the scoop on the roof doesn't make any sense and just makes it uglier, and finally the hood ornament looks extremely out of place. I wouldn't be caught dead in one of these let alone driving one.

Why does this belong in halo? That makes 0 sense. An ugly car that's not even a popular style or model in a futuristic military game where you fight aliens that no one plays anymore? Why? for what purpose?


Hope you realize this was ten years ago this was posted. More people played back then.

As for the reason for wanting this in Halo? For a map such as Chronopolis, I would guess.

Halo CE General Discussion » Post your Top 10 HCE mappers/modders Mar 4, 2017 05:36 AM (Total replies: 95)

I'd list people but I usually lurked and modified stock maps for AI battles for personal use instead of actually playing custom content.

Lumoria's probably my favorite piece of community-created content, with SPv3 + TSC:E being close seconds with their delicious tagset.


Quote: --- Original message by: Bugnotnotthegreat
You will probably never see this but there are halo maps that try to be like racing games.

Could you stop bumping months/years old posts?

Halo CE General Discussion » flashlights on marines Mar 2, 2017 12:12 AM (Total replies: 11)

Quote: --- Original message by: Tucker933
The method I showed works for me.

Even when I change lower bound in guerilla it doesn't work for me, which is odd.

Scripting them on works fine for me as well, so I'm not sure why the bounds method isn't working.
Edited by FtDSpartn on Mar 2, 2017 at 12:16 AM

Halo CE General Discussion » flashlights on marines Mar 1, 2017 11:59 PM (Total replies: 11)

Quote: --- Original message by: KasperZERO
Could you please go into some more detail about this? I don't know where that is you got that screenshot from


You should be able to check this box here in the .biped tag under the 'integrated light power' function, though it doesn't want to work for me.

http://i.imgur.com/Zk2fTXu.png

Halo CE General Discussion » flashlights on marines Mar 1, 2017 05:48 AM (Total replies: 11)

To get an encounter of marines to activate their flashlights, you'd script something like this.

(units_set_desired_flashlight_state (ai_actors enc_marines) 1)


'enc_marines' is the encounter name, while 1 is the boolean (0 = false, 1 = true).
Edited by FtDSpartn on Mar 1, 2017 at 05:48 AM

Halo CE General Discussion » Syncing AI components. Feb 20, 2017 04:15 AM (Total replies: 27)

Quote: --- Original message by: lolslayer
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Spartan314
Didn't you like
leave forever
or something


I think if anything this goes to show that you can never truly leave HMF.


Can confirm, am still here.

I remember when there were so many posts on this subject it wasn't even funny.


Pretty sure Dennis can't appoint new moderators due to some sort of rule with UXB Internet. New traffic might just overwhelm the site, though it would be nice to see some new people around here and have the place revitalized (at least for a bit).

Halo CE General Discussion » Seige Gametype Mar 21, 2016 01:45 AM (Total replies: 41)

Looks like it'd be fun to play as long as the AI don't have any major issues in MP.

Edit: Just took a look at your other post, this is some impressive work here. Outstanding job so far!
Edited by FtDSpartn on Mar 21, 2016 at 01:55 AM

Halo CE General Discussion » Halo CE is not dying! Dec 27, 2015 08:40 PM (Total replies: 67)

I'm still here after... what, five or six years? I joined the Halo: Online hype when they first cracked it and helped fix a few bugs and quickly grew bored as currently Halo: Online simply doesn't have the customization of Halo CE. Once (if) H:O has the ability to edit/create maps and place AI and such, then I believe more people will migrate over.

For now, it's not as good as Halo Custom Edition. There's not really any argument to be made over it imo.


Quote: --- Original message by: ScarFOx
Every I add a gun or a pelican I keep getting a error like tag is too large, tag is corrupted or no free tag space

Make sure you're using the Open Sauce version of Sapien.

Halo CE General Discussion » Another AI syncing thread! Whoo-hoo! Aug 20, 2015 01:00 AM (Total replies: 30)

It would be pretty amazing if you got this to work completely. Good to see the community's still gaining some new members after all this time. (Unless, of course, you're an older member on a newer account.)


Time: Sat July 22, 2017 10:40 PM 250 ms.
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