Fucking nice, really awesome work; the weapons seem to be as close to the originals as you could get on this engine.
Just give the BR some more volume and it'll be all gravy >D
Also: How did you get the battle rifle to fire three burst every time without being full auto? That's all I want to know.
If you use full auto bullets with overheating, it keeps firing. If you make it fire a burst after a charge and then overheat, it'll fire a stray round.
HOW DID YOU DO IT OMG?
December 31st, 2007, 06:37 PM
Syuusuke
Re: HEADLONG PB2
Ok a few things:
-Looking down with the turret, aiming becomes off, but you can compensate for that by not aiming with the reticle.
-Beam Rifle Overheat time, it is a bit longer then it should be
-Tank shells: I think the grace period between each shot is too short...I'm not too sure.
At least the beam works =D
December 31st, 2007, 09:07 PM
t3h m00kz
Re: HEADLONG PB2
Upon playing the level a bit more, I've got to say a few things.
1. EXCELLENT tagging work on the weapons; they act almost exactly like the ones in Halo 2. Again, the BR is great, the Brute Shot acts pretty much just like it should, pistol, needler, etc.
Few things though: The shotgun's pellet range should not be as insane as it is; I'd say they should dissapate at about, say, 15, 20 world units? Beam rifle's overheating recovery should be set to 0.01 so it doesn't fire before it's fully recovered, and the recovery time should be shorter. Some of the plasma projectiles seem to move too fast, but it may be due to Halo 1's FOV.
And off of the non-tagging topic, the turrets are really REALLY wierd camera-wise (I think they're too far away from the player), and the Beam Rifle's crosshair needs a makeover, as well as the Brute Shot's :p
Excellent work overall, I'm suprised there's no servers up playing this map yet.
January 1st, 2008, 02:54 AM
Jay2645
Re: HEADLONG PB2
OH HAI THERE HEADLONG!
About time. Glad to see you finally pulled through, Kenney.
January 1st, 2008, 03:57 AM
Jay2645
Re: HEADLONG PB2
OK, my list of bugs I found:
About the water/Skybox meeting: WTF? Where the water meets the skybox, it looks horrible, no offense.
About the guns: What everyone else said.
About the Flags: The H2 flags look slightly different, I'm getting good at Flags, I can make and tag a perfect replica for you. Also, when you pick them up, it says "Picked up a Shotgun". This is a common error when using custom string lists, as you need to change the index for the flag, which hardly anyone does.
Finally, I have a syncing destructible vehicles script, just give me a list of what vehicles are in Headlong, and I can change the script to fit your needs.
But overall, good job.
EDIT: Also, you forgot the golden hog. Possible, but would require a long script. Here's how to get it (I've done it before, it works):
January 1st, 2008, 04:07 AM
DrunkenSamus
Re: HEADLONG PB2
I loved the Battle Rifle and Shotgun because you could actually see the casings flying out of the ejection port! Awesomeness.
And, before you ask, yes, H2's flags ARE in pristine condition, look at them.
January 1st, 2008, 05:04 AM
p0lar_bear
Re: HEADLONG PB2
I have screenshots, but at the moment I can't be assed to convert them from TGA to PNG and then upload. :v
So, text descriptions until I do:
Your weapon HUD interfaces are inconsistent and sometimes borked. Some use knave's ammo meters, some use my meters, some use stock meters. Also, the battle rifle ammo meter is missing two bullets on a full clip. And one more thing: the icons you're using for the spot next to the ammo counter aren't the right type of icon.
Some weapon icons look incredibly ugly.
Picking up a Beam Rifle results in no HUD text.
The thirdperson SMG model is lolhueg.
The sniper rifle and battle rifle spawn halfway into the ground; they need collision models, and the ground point needs to be on the side of the gun; not inside the gun.
The needler's thirdperson model has no needles, rather, the shader used is just the wavy plasma with no pink on them at all.
Various sounds are too loud and a couple overload the engine; namely the active camo pickup sound. Doublecheck your source sound WAVs and make sure that they are the correct format; 22Khz, Mono, 8bit PCM.
A lot of your thirdperson models have no LODs. This can cause performance hits in populated games.
Some scenery objects' collision models are made of dirt; blowing up the crashed bus with a tank shell results in a huge sand cloud. O_o
All in all, you're getting there, but right now a the quality of a lot of objects are only just above that of h2_coagulation. The map itself is done well; the content just needs more polishing.
January 1st, 2008, 03:14 PM
Patrickssj6
Re: HEADLONG PB2
Amazing. :awesome:
January 1st, 2008, 03:32 PM
Ifafudafi
Re: HEADLONG PB2
Alright, I tried posting this last night before I went to bed, but my internets crashed on me before I could say anything.
Anyway, after a nice threesome between me, the map, and devmode, here's what I think can be improved weapon-wise.
Pistol
For the sake of H2 replication, the magazine should be ejected to the left, not to the right, and the grenade throwing animation is off. Also, its accuracy is higher than that of an (unzoomed) Battle Rifle, which needs to be changed.
SMG
The third person model is about as big as Chief himself, and (if the Halo engine can support this) the upward crawl needs to start a half-second after firing. Oh, and see if you can h4x an empty clip to appear after reloading.
Battle Rifle
The HUD ammo cunter starts with two bullets missing and goes through some weird stuff after that. Also, it needs to be much more accurate unzoomed; swtich this accuracy with that of the pistol.
Shotgun
No complaints here, actually, except maybe to make the bullets dissipate sooner.
Sniper Rifle
The reloading and melee animations are strange.
Rocket Lawn Chair
It's still got the old Halo 1 animations, and there's no lock-on. I know this is possible, as proved with CMT's old SPv1.
Plasma Pistol
WHAT DID YOU DO TO THE CHARGING EFFECT D:
Halo 2's charging is the same as Halo 1's, except with some particles coming in. The lens flare you've put in is fugly. Also, see if you can get some H2 animations in there.
Plasma Rifle
I can hear the old H1 firing sound underneath the new one, and why is it slanted like that? Just move the original idle position up and to the left a bit. Oh, and see if you can get some H2 bitmaps over the little blue tips at the end. New animations would also be nice.
Needler
I can tell it's precisely the same one that's available for download on Halomaps, next to the rate of fire. As a result, the third-person model's needles are simply a shader_transparent_plasma with no background color. Halo 2 animations would also be good.
Carbine
For replication, the contrail needs to be thicker, and have a yellow-green center with a green outline. Also, the third-person model has the flashlight attached to it in the on position. The recitle is much fatter than it needs to be, and why is there no HUD icon?
Beam Rifle
The heat needs to dissipate about twice as fast as it currently does, and make it so that it can only fire after all the heat has gone. Also, you need to get a shader_transparent_plasma over those little purple bits on the side of the gun, and the two ends of the recitle need to be closer together.
Brute Shot
The reticle is very wrong. Go look at a Zteam map or something. There's also no new HUD ammo counter bitmaps.
Frag Grenade
Less dirt.
Plasma Grenade
The white smoke after the explosion needs to dissipate more gradually, rather than instantly vanishing, and you need a lens flare that grows in size attached to the projectile once it comes to rest.
Other
Most of your HUD weapon icons are nasty and have inconsistent styles. The Banshee has no boost or fuel rod cannon, and makes a bunch of ghost anti-grav particles when it touches the ground. The Ghost's anti-grav particles need to be constrained to the vehicle, instead of flying around everywhere, and the Scorpion needs to have a slightly decreased rate of fire. Most of the weapon readying animations are weird, and the moving animations give the weapons a "floaty" feel to them. Cut down on the sway there.
Of course, don't let this discourage you. The shaders are about as close as we're ever going to get to Halo 2 without h4xing in real bump-mapping, the map itself is very well constructed, and your new blood textures are sexy.
I know I spent much more time criticizing the map, but believe me, it's a standout in the thousands of H2 replication attempts out there. And remember that the above are all just my perspective. The point of making a map is to have the author's dream map, not the fan's dream map.
Overall opinion: It ain't perfect, but it's still plain :awesome:.