Damn, missed it again. It was early morning before I even got wind of this.
Timezones :(
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Damn, missed it again. It was early morning before I even got wind of this.
Timezones :(
What's all the crap somebody make a video, fuck D:
'init', skip the LIVE shit get a video doc goin on.
Aww, didn't know about the broadcast. Any progress on a posted video, or are we just going to have to wait until it's done?
All I saw some gameplay of the 2nd level, and I think AOTCR, maybe.
It was just showing the ghost, wraith, how marines wield spartan lasers, the new fuel rod cannon, and a marine boarding the ghost sideway in front of it having his head an legs stick out as his back was stuck in the engine.
I use default, but i switch Y to chat, U to team chat, I switch Q to Swap Weapons and Tab to flashlight
Yeah, I play cs :S
Looked it would be better if we were the ones playing it tbh. And I didn't see enough use of covenant weaponry.
because if is meele duh!
I got tired of Masterz telling me we couldn't see the Sparrowhawk ingame yet because its physics were messed up and it couldn't fly.
So I made him give me the tags, and I fixed it.
Holy shit, guys, I think this is the best part of SPV2. I already love this thing way more than that crummy old Hornet.
oh my god you fixed it i love you
diggin the contrails too, idk why i didn't have them on before
did you get my engine sounds working too? :-3
There are engine sounds? :O
I'll keep working on this when I get back from class in a couple of hours.
Very nice. I drooled a little when I saw it.
Pretty sure those arn't loops (he's just been going up and turning at the same time).
master chief doesn't look like he's sleeping,
more like he's leaning for the speed of the sparrowhawk,
happens when your in a jet, when you turn really fast, your whole body goes to one side.
plus, he isn't doing a flip... more like a dive.
Awesome job dude, I really like where this is going.
On a sort of side note, does anyone think they would like to help by contributing or making a custom sky for some new maps I'll be working on this summer?
Full disclosure: my entire contribution to the Sparrowhawk is small modifications to the .vehicle and .physics tags. The think looks so awesome because of Scooby's awesome modeling and skinning.
Someone at halomaps did a 20 minute recording of what was played last night. It starts off with some rough alpha footage of A50, a mishap on B30, and then some of B40.
http://www.veoh.com/browse/videos/ca...354225fgm2a2fc
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All the best,
il Duce Primo
your on drugs
Thanks for posting that Masterz, I didn't get to see it.
yeah, i was watching you play for a while :D
e: damn conscars >_>
Does this mod have Halo 3?
i saw the broadcast,but you were on SC and had the command line saying "back in 30 min" so I decided to just go watch my friends broadcast of Gmod as he welded an assload of rocket boosters to one small nuke
still I saw the AA wraith...this is gonna be so fun to play when it goes GOLD
Does the hawk have a secondary fire? It's supposed to be able to shoot a laser beam every 4-6 seconds.
I still think that SMG would look better with a different scope...
I didn't think it looked that bad... I don't know. Sometimes I have hard time judging models in game when they don't have decent textures. The scope just seems out of place in the halo universe.
And if I had my opinion, I would have added some details to the pistol, but left it's colors. The blue lights kind of bug me...
The reason the sparrow has not been demoed yet:
Goddamn, vehicle physics are harder than I thought!
Lol, nice. I particularly like the MC spazz body at the end.
Why not overwrite another vehicles physics and change the values? Or maybe it didn't work like that... I haven't dealt with vehicles in a long while.
Add a 3rd weapon with q. Maybe a bomb?
Yeah, we're keeping it at 2, besides Q doesn't work that way anyway. We were going to give it a nose mounted flashlight that would be AI controlled and spot targets on the ground for two betrayals, but it's just not that practical and we don't need to lag the game with dynamic lights.
I thought I read somewhere that it was going to have gauss cannons?
Just being the key word. Even if we could, we wouldn't. The sparrow is plenty powerful enough and it doesn't need something extra to upset the balance.
how did you get that model?
No, he's asking because he made it. (or so i think)
I'll take you up on that disaster. I'm going to show off boarding for a bit, if anyone wants to come and watch.
How do real men take down banshees?
since when did you get that working :?
roboplawar (11:02:34 PM): I don't like the anim
roboplawar (11:02:46 PM): he just punches the front and it eventually explodes?
roboplawar (11:02:48 PM): lame
roboplawar (11:02:52 PM): you know what it should do
roboplawar (11:03:10 PM): the cheif should pry open the canopy
roboplawar (11:04:03 PM): you could have the banshee do exactly the same thing with the canopy opening, just have the chief stick his arms in the gap between the canopy and the body and flex for a couple of seconds before the canopy snaps open
roboplawar (11:04:07 PM): now that would be cool
Masterz1337 (11:04:19 PM): so you do it
roboplawar (11:04:36 PM): hey, I'm not an animator
roboplawar (11:04:40 PM): tell lag to do it
roboplawar (11:05:20 PM): awesome sandbox map, btw
It would be a lot cooler/more original to have the chief hanging from the wing or something. Is it necessary for the animation to be repetitive? does the player control the punching or is it automatic?
Yeah, the anim was pretty lame (could you make each hit shake the banshee or something? :O)
Does the anim automatically initiate when you board the banshee or what? And are you planning on creating an enter option for when the pilot is dead, or is that impossible (I really have no idea vOv)
We started working around 12 in the afternoon, the anim automaticly plays when you board the banshee, it's the same anim looped 6 times. We needed the banshee to have time to try to get away from the ground, and get high enough so that when the player hits the ground,a n the reason it loops is to save tagspace.
We decided we couldn't really have the player pilot it, as it would break almost any part of the maps if the player had control over the skies, so we decided to allow them to jump on halo wars style, and beat it until the aircraft was damaged to the point it would crash land and explode. We've on'y been working on it a day so far (not even) so hopefully by the end of the weekend it will have all sorts of cool effects for each hit and we'll amp up the sounds so you can actually hear the metal giving in under the punches.
does it really save tagspace to have one short animation that repeats rather than one longer animation that looks cool?
So what sort of range does the boaring have?
Do you need to get the poor idiot to fly right up to you or what?
(and you'll be able to jack other vehicles like ghosts and wraiths and shit, right?)
Yeah, adding boarding really hit the tagspace hard as it is. I don't know how we're going to put eh sparrow into b40, or the tank for that matter, and b30 lost the shotty and the porta turret. B30 is going to play better without either, but it does take up ALOT of space.
Ghosts and wraiths are boardable, and we may do human tanks as well, tagspace is looking grim though.
As far as range, we knew when we were doing it there wouldn't be a way to increase the radius of the seat, but I have some ideas to range it which will put a toll on laggy's poor little fingers :(. Ghost is really good though as far as boarding goes, if your good enough you can catch it at full speed.
i like the animation, also you did a good job of thinking ahead on the boarding part...most kiddies would have normally boarded it then tried to get in after it landed, so it makes sense...regardless if it is a repeating animation saving tagspace for more things is something good
Is there a way to use Open Sauce to increase the Max tag space? I mean, computers are much better than when they originally released this so it should still work fine if it was possible.
it doesn't work that way. Plus making OS a requirement alienates 9/10th of the CE population
And the animations look boring.
It looks like he just kinda flicks it a few times and it just kinda falls down. I'm sure that's just temporary, though.
E: Although, that is a pretty interesting idea to take down a banshee.
What the fuck are you saying?
Open Sauce works just fine. It compiles with 1.08 and there shouldn't be a problem. Having to copy a file into your CE directory is no different than having to copy a file and run an app. In fact, it's probably easier because you never have to manually execute anything. Also, I was thinking of including an installer with the release to make everything compatible, so there's nothing to worry there.
But, according to Masterz, increasing the tag space through OS wouldn't work anyways... mb talk to Kornman about it, he might be more help.
OS is used to extend the capabilities of tags and add new script commands. Tagspa e has to do with the hard coded restrictions on the maps. And it's just not the game that would have to take the changes, so would sapien and tool.
Also, if we make spv2 require OS (or anyother add on app), then we alienate anyone not on 1.08, wich is the majority of the playerbase.
http://img16.imageshack.us/img16/1967/bansheeboard.gif
This is what I imagined the banshee board would look like.
Will you make it so that the banshee gets phyiscally damaged during the boarding animation? (eg, dents, holes etc)
I think I wasn't paying attention but it seems like the brutes don't have any sound effects yet. How are they coming along?
Uh... that's what it is. I'm getting a little tired of hearing about how boring that anim is; we don't exactly have the space to make every vehicle have an over-the-top action sequence. It gets the job done and isn't horrendous, not to mention there will be effects accompanying it later as well as revisions to the anim itself. We've had this stuff for less than a day, people.
that sounds easy to keep track of
Because we're self-contradictory when it suits our purposes. Masterz wants to get this to a lot of people, and so he doesn't want to do something that forces them (note that vehicle boarding isn't an integral part of the mod, just an addon) upgrade just to play it. I don't agree with that line of reasoning, but vOv
...They do have sound effects?
And now,
yes yes the hatch movement isn't that great why dont you cry about it
Fuck them. They CHOOSE to not play the updated version. You should absolutely not cater to them. That would be like Microsoft helping people run Halo on Windows 95 because they are stubborn assholes.
All you are doing is further ENCOURAGING them to stay on the outdated versions. If you have something they want to play, they will update their game. You'd also be helping the 1.08 community because they'd now have a larger playerbase.
Sorry I haven't been able to see any live videos besides the ending section of TSC (where the player has activated the map room and is leaving). How does boarding work under the constraints of CE, exactly? Does it involve simply ejecting the driver without any fancy moves, or are there fancy anims to show the player throwing out the driver?
The only issue you have in terms of the HEK is with tool; it bounds checks the resulting cache. It is very possible to do, you would just have to modify tool, haloce and haloceded to allocate more memory (among other things).
The only issue is that the "upgraded" maps would crash non "upgraded" games (who are not running OS).
Actually, if you were to investigate the OS code you would know that it is setup to compile for 1.00 and 1.08.
I think anyone not able to cough up like $10 for a legal HaloPC copy is a waste of space on this earth and I don't see why you would want to support them, but thats just me. You can either use a framework to upgrade the game to allow you to use higher content, or continue to want to spoon feed would-be bottom feeders.
There is no excuse for anyone to be on v1.00 now. Halo CE v1.08 does not check for a CD, so anyone saying that they need the no CD patch is either lying or stupid. Hell, anyone who said they needed the patch with v1.07 was either lying, stupid, or too lazy to look for Daemon Tools and the mini CD image.
If you're going to go the extra mile, pull out the stops and stop catering to the people who are going to bog the whole thing down. You'll lose audience, yes, but v1.08 will gain players. As elitist and douchebaggy as it may sound, why do people who can't be assed to pay for the game deserve to play your mod?
All this talk about 1.08, and I don't even know if I downloaded it. I'm sure the number in the bottom right would tell me, but its cut off at the 1. Is there any other way I can find out. (nooby question, I know, all my posts have them)
Also, I was watching the video of the live broadcasts and I noticed that the Jackals weren't shooting green plasma, was the green plasma rifle dropped or am I just seeing things. (or was it dropped a long time ago, and I didn't find out)
P.S. thats a really cool wraith animation
Edit: Did you ever decide what to do about the brute flood that teh lag made?
The animations on the wraith are INCREDIBLE actually.
Whats wrong with the hatch movement? I think its awesome.
Yes, correct me if I'm wrong, but I'm pretty sure the green plasma rifle was dropped a long time ago.
It was. I that text doc of everything cmt said in the halomaps topic somewhere...
You guys get way too but-hurt over some things, honestly, it's not even like it will affect your personal life. I wouldn't be surprised to see me get a -rep for this, but I don't care.
I love it. That has what the banshee anim lacks- it has strong feedback in the direction of force, making it really look like the chief is doing damage (ie, he really kicks the hatch in). The banshee anim just has the chief slapping the front of the banshee, and then the canopy just opens...
idk how possible it is to have the banshee actually take damage on the front when he punches it there, but I still like my alternative of him prying the canopy open. At least that has feedback in the direction of force.
^^^
Pretty much.
^and another good reason why I'm not going to let this be limited to 1.08.
We're the one's who working on this project, and we want it to be available for all versions. If anyone else on this forum worked on a large project (and actually released it or finished it) they wouldn't want the lose their player base by 90% either. I don't care if it doesn't make the 1.08 population grow, I player is a player for all I care. If someone wants to use vehicle boarding, they can go get 1.08. There's your new player right there. Even though I own the game, I only play 1.08 for the MTV, and the rest of the time I'm on 1.04. It wouldn't surprise me if a large amount of 1.04 players ended up cracking the game to be able to SPV1 back in the day.
You're as much of a fucking asshole as everyone on 1.00/1.04 is.
Fuck them. And you know what? Fuck you too.
Be nice Jcap.
Masters, I can see where your coming from, but don't pass up a chance to make the mod better so you can accommodate the shit eaters.
Thats like not bettering a town because the hobo's will have to move :/
When I create content, it's nice to know that people will be playing the mod. I don't want to limit the amount of people who will enjoy my work for people like you who seem to be the people who are complaining. The mod has already been modified to accommodate for the engine's limits so changing that now won't add much.
People on this forum think they make up the majority of CE's playerbase or atleast act like they do. In reality most of the people here rarely play CE and only make up a tiny fraction of the playerbase. We are not going to cater to you.
People like me? Haha, when did I complain?
I was just saying what would make more sense.
I don't disagree with you guys letting the mod have some faults if you want.
jcrap raging itt.
I can understand that you want a larger userbase which is great, but wouldn't it be better to try and get everyone together? If people don't migrate to 1.08, release a compatable version for them then?
That's 21 maps and scenarios that have to be worked on then (including UI). Then you have to worry about distributing them, and your going to have 2 separate maps, for 2 separate game versions, with the same name, and there's going to be 10 of those. To top that off, the OS "enhanced" version is going to have to be worked on and released while the 1.04/7 versions are going to be worked on.
+rep. If anything you all should be the ones playing 1.04, seeing as it has 8 times the amount of players as 1.04 as I write this since you are in the minority. .04,.07 and .08 are all the same other than the security fixes, and no one is taking advantage of those anymore.