I was about to say something about that Heathen, but I thought a bump would be dangerous.
:tinfoil:
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I was about to say something about that Heathen, but I thought a bump would be dangerous.
:tinfoil:
because masterz am retard lolololol
dude are the covie crates still movable vehicles or did you guys kill those? movable crates = replayability value++++, if they are gone i will be very sad
you don't want to know how much time i spent killing enemies in creative ways and setting up my own little encounters. and, mind you, it paid off. to me at least.
(don't forget, you can melee them too.)
edit:
dude, not cool.Quote:
Maybe they should just make the crates a part of the BSP to help save space.
then again if they're gonna make them stationary anyway....:(
Maybe they should just make the crates a part of the BSP to help save space.
or some of the scenery...save as much on object memory as I did by switching to Gieco
Doesn't work that way. The space saved would be so minor it wouldn't make a noticeable difference.
We have the movable crates in some parts of a50 and b30.Quote:
agspace
Tagspace is the amount of tags allowed to occupy memory in a map. A map can only have certain amount of data in it. It's easiest to think of this like a bathtub which you can't allow to overflow. The water represents the non bsp tags. This includes EVERYTHING that is not bsp, unless it is a SP map in which case bitmaps and sounds (and I suppose strings too) don't matter. Now picture the person getting in to the tub (the BSP). If the person is large, the water will be displaced and overflow. In SP maps, this can be solved by cutting that person or bsp in two, and then loading it. Less space occupied by the BSP or person, less water displaced, no overflow. Tool will not allow this water to overflow. There is a varient of tool Kornman has made called tool_pro. While it allows maps to compile regardless, with the exception of UI maps (I assume since the bitmaps don't actually matter despite normal tools warnings) they will exception when the bsp is loaded into the tub and overflows it. Tool_pro is usefull for SP maps builders, as they can compile and check their tag_dump.txt or view the unstable map in HEK+ or HTC to view for dubplicate data.
It's important to note, that the data can be refed any amount of times, long as that tag is being loaded, no matter how many times or by how many tags, long as it is loaded once it won't effect the game.
Good ways to combat this as we have done in CMT SPV2 is to
-Use color change for anything that is going to have multiple colors, to save on model space
-use low poly coli models (share them with as many things as you can, CMT has discussed a shared weapon coli model that will cut down on tagspace and tagslots)
-not use LODs for things you know will always be center screen (warthogs for example
-using tags that will use the same data
-use scripts to call on things that you don't want compiled in every map
Tagslots
This is a much trickier and more is actually a more serious problem. Tagslots is the amount of slots the game has allowed for tags, both in tool, sapien, and ingame. The only solution CMT uses for this is cutting content from specific levels, making units like jackas/grunts brutes/elites cyborg/marines flood forms human/elite use the same footstep sounds, and making tags rely on some of the same dependancies. In short, the only way to get around tagslots is less tags.
An early warning to a tagslots problem is shown by sapien, as sapien loads your whole globals tag into sapien, regardless if you're working on SP or MP or UI maps. CMT uses a cut down globals.globals that allows sapien acess to new tagslots, but it also stops us from running rad using the master tagset, which is mine. For those interested, I'm attaching my globals that I use.
Scriptspace
This is actually something we haven't run into a lot, other than in A10 due to the massive amounts of scripts used in the hanger cutscene, opening tutorial, and some of the drastic changes compared to easy/normal and hard/legendary.
I'm far from a scripting expert, but each time you open and close (script inhere that does such), it adds to the total you can have. Sapien gives you an error about a parsing error IIRC, I don't have the debug with it or any maps anymore to recreate the exact error
Haha, like on that one part on TSC
Movable crates, hell yeah. Grande + Crate = Flying crate of crush. :D If your lucky enough for it to hit someone.
I love movable crates, but I don't recall seeing them anywhere in SPv2.
It was I think.
there are only 2 possibilities:
1. he is a team member and is testing out a WIP.
2. He didn't play it, he just saw some SPV2 gameplay video released to the public.
Not sure which it is, but it might be #1.
e: yeah confirmed, it is #1, Arteen has been a CMT member for ages
I'd be surprised if a team member wasn't able to test SPv2.
Well, he is an oppressed (or is that depressed, that's either an O or a shitty D) CMT member.
(arteen is one of the oldest CMT members, hth)
I was about to say.
Poor Arteen.
http://tbn0.google.com/images?q=tbn:...ngerfield1.jpg
Didn't find the movable crates useful in SPV1, they were set as vehicles I think so they requires too much effort to budge (melees only inch them forward, vehicles push them a long way but too troublesome). Might as well just use a regular vehicle for cover.
Do the Halo 1 engine physics support simple pushable crates, sort of like those you frequently encounter in Half-Life 1?
No, only vehicles can have physics. That's why the crates were actually vehicles.
Yeah, the "movable crates" can go, as they really aren't useful, unless there's a way to make it such that you can push them around simply by walking into them. But as UnevenElefant5 pointed out, that doesn't seem to be the case. Removing the "movable crates" would free up some tag space, right?
And if the crate touches you moving at 1mph it will instantly kill you.
Think about how much they would free though, what can be replaced by it? Not much tbh, because they dont take up much room. And I thought there was no space issues any more... Because the UI has been removed.
I didnt know that Lmao.
rofl
any progress on this?
This needs its own homepage
because that worked so well last time
http://www.moddb.com/mods/custom-mapping-team
I don't pay much attention to the site, though.
The enforcer from those screenshots are the most beautifull thing i ever saw.
IIRC, dane had them skinned and they were ingame well over a year (or two?) ago.
Shot tags, please.
cool
Very interesting. When I was watching the broadcast the Spartan Laser looked pretty badass/powerful.
I still can't get over how sexy that AR is.
Edit: Although looking a little more, seems as if it's missing backfaces near the base origin. Down near the bottom right, you can see right through it.
Cause you eyes suck.
Edit: actually, seems like duce plays with textures on low, and it isn't the highest res pic either. It's still the same res skin as you've seen previously.
http://screenshot.xfire.com/screensh...4a5586b89e.jpg
l283023 has been busy <3
:O!!
I'd still like FP vehicles, even if they were buggy. :saddowns:
out of curiosity, how can we have dynamic lights? and what is the time button for? other than that -looks great and easy to use. looking forward to it!
edits for the fourth time to fix formatting...
Don't think it's possible, we also wanted to see if we could incorporate a 3p mode, but I haven't talked to sonic about how we could do it.
I actually don't know what the time button does, but the dynamic lights button will disable lights from being dynamic, so you can boost your FPS if you have a low end computer.
that makes more sense now, and could the time button be used to track how long you have been playing?
I don't know, but if it doesn't, I don't see why that can't be implemented. Sure would be interesting for speed runners and people who just want to track how long they've been playing.
Set up a script that resets the level, and activates a timer - what was used for the final run in The Maw. Since I think it can only count down, have someone speed run through the levels and get peopl to post the amount of time they had left :3
e:
The HUD Timer.
Hud_set_timer_time <minutes> <seconds> - Typing Hud_set_timer_time 10 05 will make the timer appear in
the top corner, counting down from 10 minutes and five seconds. You get the idea.
Hud_set_timer_position <x-axis> <y-axis> <HUD corner> - Typing in Hud_set_timer_position 0 0
top_right, will put the timer snug in the top right corner. Same goes for the bottom_right, bottom_left and
top_left. Fiddle around with the x & y settings for a more precise setting.
Use Hud_set_timer_position 250 280 top_right to set the timer underneath your crosshair.
Hud_set_timer_warning_time <minutes> <seconds> - This set the timer to flash red when told to. So putting
in Hud_set_timer_warning_time 1 00, will make the time flash red when the time reaches 1 minute to go.
wewt, from that devmode tutorial I made 3 and a half years ago now :x
There you go.Quote:
[17:32] CodeBrain: What does the time button do on the CMT Extra UI?
[17:32] Mr. L28-Colder: for freezing and unfreezing time
[17:32] Mr. L28-Colder: it will give you those options when you click the button
I losted everything.Quote:
Masterz1337
On another note, L283023 from halomaps is going to be overhauling the CMT Extras section of the UI. So if you have any ideas and requests, this is one of the few time's we're going to be actually open to them. For those of you that don't know, CMT EXtras is a menu in the UI that will allow dev comands to be used via a user interface.
Edit: Right now we have
-
create checkpoint
feeze/unfreeze time
clear decals
enable/disable dynamic lights
enable/disable sounds
display fps
collect unseen garbage
enable/disable HUD
flycam
How to use CMT extras Readme
So I had to start from scratch.
And this is the list that I found, so meh.
If by some chance you learn how to read, then you can go back to Masterz post and learn that he couldn't remember what the time button was for.
No, I don't think you read it because if you had, you'd know this is the guy working on the UI you're praising ._.
What's with the 'shut up' shit also? Just because he's a 'new member' of the forums, doesn't mean he doesn't deserve the same rights and respects you do.
Heathen thinks he is cool becuase he has all green and light green bars and he joined early 2008? bawwwwwwwww grow up and atleast and dont pick on the poor new kid, give him room to get settled in with the community, dont bring his self-esteem down just to boost your own ego.
It's up to Masterz, if he still wants to add stuff to the menu.
I was merely wondering why there was confusion over the "Time" command. It seems pretty self explanatory.
Kudos for figuring out how to do it though.
And is there any way to incorporate a triggered invisibility sort of thing?
E: and ODX you just missed my +rep. I gotta wait till tmrw.
Another E: HAHA :lmao: apparently I am an elitest too now. Oh the irony.
Can you guys like... not shit up the thread?
... to late people just get offended to easily now a days...
btw... Delta UI would've been nice but this one is good too.
si si, me and heathen got something in common, were being elitism :) i laugh at you people -repping me like i really care, that title is old
I still dont get how the UI will work, ill read the few last pages
CMT's Extras are almost complete.
http://www.xfire.com/video/c33d1/
just 3rd P left.
Waiting for Masterz to get me that script.
:/
Looks hawt, what does collect unseen garbage do?
(garbage_collect_now)
causes all garbage objects except those visible to a player to be collected immediately
Meaning?
I still haven't been able to think of a way to do 3p. If anyone has idea, please do share, assuming you know what you're talking about.
There are 3rd Person apps out there for 1.08. You could just cut it out of the CMT extras and maybe put a link to one of them in your Readme.
Skys the Limit works just fine. No need for CMT to waste time one something that we can already do using an already existing app.
I think it's cool to have it built-in and accessible through a simple menu. I'm excited for it!
I already got a script for 3p view.
But it is really ghetto.
It makes the camera go out (as if you were dieing).
The camera follows you, but it probably would be very hard to aim.
Did you use the method of having the player be forced to enter a seat of another biped? That has the third person flag checked
E: If you did not, do so.
Hey that would work eh?
I'm not sure, I'm going to try it later tonight.
you could have a biped already set in 3p and a script teleports you above it and enables bump_possession very briefly, then it teleports you back to where you were
not sure about weapons carrying through......can a biped be spawn from the player's nodes/markers?
ah well, that was a concept idea from a while back, i thought it might be of some use
Continuing this trend.
Hey uh, any chance of publicly releasing a working Hawk? The thing is so god damn hot.
i think that will remain CMT private property for some time yet, be patient (although it might never arrive...)
speakin g of CMT vehicles, will the apparition tags become public i loved that thing despite the cons, was a fun little vehicle, shame it didnt see much use outside of AoTCR and TB
anyways as for 3rd person i suggest trying to duplicate what was done with the app made by bitter banana and that other guy, the 3rd person and FoV changer, no offense, but the skys the limit sometimes fucks up and zooms the camera so far away its not even worth it
hit me up on AIM later Sevlag if you want the apparition. Leet and I were talking about the 3p mode earlier today (morning) and its still up in the air. As far as hawk tags being released, if Scooby is ok with releasing it, I don't have one either, this after SPV2 is out of course.
could be a maybe, because isee alot of potential for the apparition, it was slightly faster than the ghost (or it did feel faster) makes it a nifty recon style vehicle for scouting ahead and for getting the flag out of there as fast as possible or provide light support.
I myself really dont care about the sparrow hawk tags, just the poor apparition, maybe someday it will return to a campaign
Could you possibly add the code from skys the limit into open sauce to enable 3p?
Or possibly have it so that when you click the 3p button it runs skys the limit into the background *without alt-tabbing* to enable third person?
Lol @ tags