It's amazing how a bit of modifications and quality work can bring out the best of things. Good job CMT!
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It's amazing how a bit of modifications and quality work can bring out the best of things. Good job CMT!
regarding multiplayer, Me and Dane have been discussing making a (few?) HD Multiplayer map(s).
Rails don't make things tacti-cool.
Just saying, you don't want tacti-cool in Halo. The rails on the shotgun and all are fine.
Alright guys, it was just a suggestion followed by a comment. Don't overdo it now or we'll all get infractions.
I'm not talking about rails of the conventional sense:
Something like that makes much more sense for mounting things on a helmet than using proprietary hard mounts, like I said already.
@neuro: If you guys make some HD multiplayer maps using OS (please include MTV), just let me know. It would probably be easiest if you guys include an installer for the noob clients out there so they can connect to the OS-running servers.
I know that. But really, that's a tiny detail that makes little sense to fuss over when A.) the ODSTs are going to die in thirty seconds (yay Marine AI) and B.) it's not on the Chief's helmet. I'd rather they spend time making the stuff I'm going to use and pay attention to look good than redo the ODST's head to add a side mount.
Yeah well, just a suggestion to make the mod better! It's all in the details after-all.
Well, better get working on the environment then, haha.
Seriously. Environments first from here on out, preferably. Get environments polished and looking as good as the 'hog, then start on other stuff.
Noticing the up-to-date screenshots still have ugly-hud :|
Freelancer, shut it. We won't be using your servers, especially after how last time you held it over our heads we "owed you" for it.
MP is up in the air as always, I have finally figured out how to perfect the destroyable vehicles though, with effects and respawning and no exceptions. It still has to be tested of course. MP will REQUIRE OS IF we do it.
I hate the HUD too, but we need something for release. Other options are being worked on. There's some very cool and unique stuff going on.
Environments are being worked on, unfortunately theres no OS shaders for BSPs.
I say OS required for the whole thing. It's so stupid easy to install, any CE player who knows enough to download custom maps and install them can do it. Hell, make an installer that just installs both the campaign and OS at once. Tada, no more issues of people not knowing how to install OpenSauce.
What the FUCK are you talking about? Would you please explain this whole situation to me please? It seems to be your biggest hostility against me yet I have no recollection what-so-ever of whatever incident you're talking about at all. I've never tried to tender profit from my Halo CE servers, I only run them to provide some decent servers for the community.
Seriously, what the fuck are you on about? I don't recall EVER actually hosting CE servers for CMT. Ever. The only thing I ever hosted for you guys was a mirror of SPV1 on Haloimpulse, which I stayed up ALL NIGHT to upload on on release day since you guys were behind schedule and couldn't get it to me until the next day.
Check your PMs Freelancer
I'm on no ones side, but if you brought up something that involved PM's in the first place, why would you bring them in a public forum? Stirring up hostality like that is going to make this thread go to the dumps. If it's personal between you guys, then keep it private. I just want to enjoy the positivity in this thread.
I decided to poke my head in these forums after probably a good year or so of inactivity and it's nice to see stuff still chugging along on this mod!
Truth and Reconciliation is supposed to be in a little over 24 hours. Is this still true?
Impossibru.
Impossible!?!? JUST WHO THE HELL DO YOU THINK I AM!?!?!?!?!?
Also I doubt it. Tune in next February etc.
You guys made me install hce once again
I'll keep my eyes on the obituary section of the newspaper until the map is released. You know, just in case.
Well shit, I joined the team just in time to be jinxed and die. *hides inside for next day or so*
hey if you're doubtful here's some screens:
Thanks to SlappyThePirate and Siliconmaster, we've remodeled and revamped both the BSP and its lightmaps
...adding nice touches like ice pools with dynamic reflections
http://dl.dropbox.com/u/10778064/mis...9-58-11-45.png
for reference, this is what a50 looked like a few months ago:
Oh and here's the new BR, courtesy of BobTheGreatII and Dano:
(Scope has since been changed to match ammo display's color, and overall shaders may change between now and tomorrow)
The BR's texture in this picture is only half-res, because: Some of the new features rely on OS scripting that breaks when we compile backwards-compatible, so we'll have to distribute two different maps with the release; a .map for everybody and an OS-only .yelo for OS users. For the .map, we have to cut down on texture res and such to keep under tagspace/map size limits, but the good part is that having the .yelo available means, for that build, we can ignore those limits, using as many super-hires textures and such as we want. Consider it another extra perk for hopping on the OS-wagon
(oh and if you're worried about us drowning in wannabe-tacticool, the red/silenced BR is an a50-only thing (maybe c10 too maybe) since it's sort of a stealth-ish mission)
omgwtfhax
BR looks impossibly awesome. Even at half res.
Oh dear, now I truly have no reason not to download this :iamafag:
But I'd hate to jinx it :ohdear:
How big will the file be in terms of compression and actual map file? Compression part is what I'm most curious about.
As of last night, the .map itself is 390MB, 166MB compressed in a .rar
the .yelo is 392MB, 167MB compressed
Very nice. I was worried about it being too large. Can't believe it will have about a days worth of gameplay. That is very impressive. I can't wait to see how exactly you guys made the level that long with gameplay being original for each area. (Or so I hope). But seeing how much time and effort was put into this mod, I shouldn't be disappointed.
a third of a gig is pretty fucking huge, but that's not really anything that can be helped
This is only the level "Truth and Reconciliation". At average we were getting playthroughs of about an hour.
The file size is obviously all of the new tag sets and other bits and things that never existed in the original game. And remember. You have the choice of playing with either the .map or the .yelo. The .yelo will act just like a .map file but you must have OS installed (and I mean really, why wouldn't you?) in order to play it.
the .map version will be limited in some areas, most notable would be not having the VISR in .map but instead you would have the original flashlight. This is because Open Sauce allows us to do many new things that the original system couldn't do.
Installing Open Sauce is painless and opens up a world of new features. I highly recommend that you use it when you go to play this level for the full effect.
I assumed people would have atleast 250GB HDDs these days...Or even 500GB..That is why I said: "It doesn't seem that bad.."
:mech:
1. Format HDD as NTFS
2. Enable file compression on your maps folder
3. ???
4. Megabytes!
Though I have considered adding compression support to future .yelo maps...
Why, why will no one fix that HUD...
Who said nobody was fixing it? Hell, that's not even the same HUD we've been seeing, only the vitality area and motion tracker. The rest is Halo 2-ish.
I think a lot of it has come down to time constraints. We're working as hard as we can to please everyone (even those inside the team) so that we can have the best possible experience. Personally I like the HUD a lot, it's functional, clean, and looks like it fits. Obviously not everyone agrees.
We are always welcome to suggestions, but not really in to fighting over it. If you have an idea, feel free to submit it to someone on the team so we can look it over.
There's also a thread here that you can discuss it:
http://www.halomods.com/ips/index.ph...v3-hud-design/
I love the new HUD but nobody gives a fuck about what I think.
I think the HUD is fine. It's simple and not in the way of the gameplay. Adding more to the HUD will just add more distractions.
Protip: this isn't a new HUD. It's made of pieces of old HUDs thrown together into something that works (better than the original SPv3 HUD). Hopefully, though, there will be a sleek, new HUD before the mod is completely finished. As it stands, the HUD wasn't a primary concern for this release; what is there works for now, and it's not as "lolhuge" as it used to be.
:D
you can't "fix" liberties and decisions made by artists
If the hud had misaligned numbers and inconsitencies that'd be one thing
But just because you don't like it doesn't mean there's anything wrong
Learn the difference between bugs and design
Um...who was that directed at? I don't see anybody calling this one buggy. Everybody has been talking about the aesthetics...
But it's also largely a rip from an official game. I don't really buy into the whole "CMT Way" thing, but come on, we can do better than just lifting Halo 2's HUD.
The H2 resemblence was a complete accident, oddly enough
The objective was to remove the clunky and redundant bits of the initial draft (helmet icon, duplicate grenade icon, and ammo-in-clip counter specifically, with the backgrounds reshaped accordingly) and replace the glitchy all-purpose ammo meter with individualized meters for each gun. Turns out (and this was not realized until the thing was already done) that's pretty much like H2; go figure
It's not changing for tomorrow of course but future releases are definitely open to a replacement if we manage to come up with something that's widely considered to be a better option
But hey, until we do get something better, it works for now.
It is not Friday the 24th...
GIVE US THE MAPPPPPPZZZZZZZZZZZZZZZZZZZZZ
The content looks great, but the Blocky old covenant interior BSP kinda looks awkward compared to the scenery and tags used it it. It would be really sweet looking if someone could go in and make it look like a covenant ship from one of the newer halo games (just by refining the old geometry, not creating anything new). Would take a tremendous amount of time though. I think the new covenant stlye is a lot more complicated then any of the other styles in the halo universe.
When I was talking to Lag about it. It sounded like we were going to do releases all the way up to the final map and then re-release everything with all of the updated tags and what not.
I can second that, that's what he told me, too. Actually, him and Ifafudafi both said that. Consider it a rolling release.
25/02 here, where's the maps?
It's only 6pm on Feb. 24th Eastern Time, I'm sure it will be out by midnight.
Lag said 3-4 hours. That was about 2 hours ago.
There are two different maps you can download - which one you want depends on whether or not you plan on installing Open Sauce.Quote:
Originally Posted by The Manual
The .map can be played with or without Open Sauce, but is missing several secondary visual and gameplay features that rely on OS scripting.
The .yelo can only be played with Open Sauce, but contains the complete experience. Specifically:
http://img718.imageshack.us/img718/9198/chartbr.png
If you have any questions or issues, make sure you read the included CMT Manual first!
----------------------------------------------------
To install:
The latest Open Sauce installer can be found off the OS Google Code Page. We highly recommend you install OS - the process incredibly simple and non-intrusive, and the benefits are immense. The only requirement is that you update a properly installed copy of Halo Custom Edition to 1.09 and do not use XFire while you are playing the game (seriously, even having the XFire process running can make Open Sauce crash, so make sure that you’ve completely ended the program!)Quote:
Originally Posted by The Manual
----------------------------------------------------
LINKS!!!!
.Map version (Backwards compatible)
[Mediafire mirror] [Halomaps.org mirror coming soon]
.Yelo version (Requires Open Sauce)
[Mediafire mirror] [Halomaps.org mirror coming soon]
Again, if you're downloading the .yelo, make sure you DO NOT have an a50.map file inside your HCE/maps folder!
----------------------------------------------------
Credits:
CMT SPv3 Team Members:
Teh Lag - Team Leader and HCE polymath
Masterz1337 - Co-Lead, gameplay balance, and encounter design
Ifafudafi - Co-Lead, gameplay balance, and effects
Arteen - Encounter & level design
Boba – Concept, 3D & texture art
BobtheGreatII - 3D art
ChokingVictim - Programming
Conscars - 2D art
Dano - 3D & texture art
Flyinrooster/Roostervier - 3D art
H3freak - HUD design
Kirby422 - Scripting, encounter & level design
NuggetWarmer - 3D art
ODX – Animation
Shadowspartan - Programming & Tools; Tag references
Siliconmaster – Lighting
SlappyThePirate – 3D art
Warsaw – Gameplay balance
Xalener - Sound design
Additional Contributors:
CtrlAltDestroy – Tag references
Hunter/MartynLeeBall – 3D art (Shotgun high-poly model; publicly released on Halomaps.org)
Neodos – Concept & 3D art
NeurologicalDisorder – 3D art (Warthog model; not present in this release)
Sin0w - Scripting, encounter & level design
Yoko/Mendicant Bias – 2D & 3D art
Kornner Studios & the Open-Sauce people:
Kornman00, TheFieryScythe, Choking Victim and Shadowspartan
We also would like to credit the people at Bungie Studios (past and present) for Halo 1, 2, 3, ODST and Reach, upon whom our mod relies so heavily!
----------------------------------------------------
Testing & Feedback:
Amit
BobtheGreatII
Hotrod
ICEE
Itszutak
Limited
Reaper Man
TeeKup
Timo
Warsaw
----------------------------------------------------
Lastly, we would also like to re-credit those who were credited for SPv2, as this project draws on their hard work even if they were not active CMT members for SPv3:
Masterz1337
Teh Lag
Arteen
Boba
Conscars
Dano
Doom/Sneeze
FlyinRooster/Roostervier
HDoan
ICEE
Il Duce Primo
Kirby
Lightning
Lodex
Moses/Play4Phlx
NuggetWarmer
Phopojijo
P0lar Bear
Scooby Doo
Selentic
Wave of Lag
ZTeam
-CtrlAltDestroy
-Choking Victim
-ShadowSpartan
----------------------------------------------------
As always, an enourmous debt of gratitude is owed to Bungie, Microsoft and especially Gearbox Software for allowing this community exist, thrive and continue to do what we love for a game we love. Thanks for letting us stay around and thanks for giving us the tools to do this!
We also owe our friends at Modacity.net and Halomaps.org for being great platforms for this humble community to stand on.
The “Halo” franchise and all related IP is © 2001-2012 Microsoft Corporation/343 Industries.
:awesome:
I never thought I'd live to see this happen...
Will have sex with this when it's done downloading, but why no DarkHalo003 for emotional support? :(
DOWNLOADING
Would anyone watch a livestream if I put one up?
Hey, why is my name still on HUD design...I had nothing to do with this HUD...
:mech:
I wish the guys liked my hud instead of boxmcnugget :(
I think a more streamlined crysis ripoff hud sitting at the bottom of the screen would work better though, in terms of general visibility.
Contributors to project: Everyone except TVTyrant
Lol
Anyways its unplayable on my machine at any setting. My PC is a POS so yeah, its not your fault. When my bro comes home this Spring I will play it on his machine.
I saw your HUD, and I like the ideas (except your motion tracker's perspective is backwards). I think a more UNSC-looking version could work really well; I think you've already heard that yours looks a bit too Covenant-themed. :p
However, a Crysis-like HUD would look bad without HUD-bob, in my opinion. I also think that if we wanted to get really creative, we could move ammo-remaining-in-magazine and battery information onto each gun itself, and simply have a magazine count instead of a "32 x 320" deal. That would be neat. If you want, we can talk about it over AIM. You know where to go for contact info.
This stuff knocks the sox off of Anniversary. I haven't felt so happy about Halo 1 in two years.
Things I anticipate happily for the next release:
-New grunts!
-More weapons!
-Vehicles!
-Potentially more level segments!
-Is it possible for us to see a 3ds Max render of the Brutes?
Keep it up CMT, this stuff brings it all back to life.
Wowwww! I can barely believe this is still Halo CE! Great Job! D:
Played it. Beat it. General reaction:
eeeeeehh
Though to be fair, I think a lot of that has to do with the difficulty, which was way too easy for me on Normal. To any series veterans picking this up for the first time, I recommend starting on Heroic instead.
A good point is definitely the graphics. And this is coming from a person who normally gives no fucks about graphics. Hell, I turned most of the OS enhancements off.
VISR blew me away when I first turned it on. Far and away superior to ODST's version. That said, I feel like there's a little too much dependance on it. Seriously, the map is fucking dark. The original was too, but I never felt like it was impossible to see my enemies without changing everything to crayon-vision.
As for weapons, silencing the BR is a cool idea but the sound effects just make it feel really weak and ineffective. Same goes for the Needler. The hilarious destructiveness of the Halo 1 supercombine is the biggest thing that separates it from its successors, but I'm just not feeling it with this one.
Overall it was a neat level and I'm looking forward to playing more, especially vehicle sections.
lol managed to help for like one or two builds before IRL shit got in the way. Fuck you 40+ hour work weeks.
My shitty review;
I liked all weapons I used (and I used quite a lot :ohdear:)
Graphically, it's great, but the bloom is quite painful on my eyes (thanks for the option to turn it down)
But the AI... have the same problems they did in SPV1 and SPV2... GRENADES. PLEASE tone down the grenade throwing parameters, it's ridiculous.
I also liked the weapon drop outside the gravlift.
And;
91/96
Good job, but PLEASE fix the grenade throwing.
Grenades is a tough one for us, it all had to be done by hand rather than converted, as HEK+ breaks the values (that's why spv1 had no grenade throwing) but we will be toning it down.
Also fun fact, the weapon drop capsules were the first textures Dano did for CMT when he joined. In fact, it was his test to see if he could make the cut for the team.
For those interested in vehicles:
Attachment 2649
Attachment 2647
Attachment 2648
Once all the tags are done and up to the standard (or nearabouts) of the above, shit will be very cash.
Anyone else having trouble playing this? Can't even get it to work with/without OS, just simply crashes when trying to play it, and it dosent even recognized the .yelo map. I'm using the latest Open Sauce too.
Speaking of grenades, the throwing arc seems really weird. What's up with that?
Uninstall OS before upgrading to what the map says to use.
Disable any programs that have overlays (overlclockers with fps counts, fraps, xfire etc)
Make sure nvidia/ati doesn't have any enhancements (namely anti aliasing, even if it doesn't work) for halo ce.exe.
Make sure Halo CE is installed to the default path of C:Programfucks (not sure if this is still relevent
Yeah, we're working on difficulty. Although it's built for Normal and Heroic, it's even too easy on Heroic. The problem with playing it on Legendary, though, is that it's inconsistent; sometimes it's too easy, some times it's frustratingly painful. There are a lot of variables that influence that (Brutes vs. Elites is a big one), and we're going to be tweaking it.
I just used the console command (map_name a50). Maybe you're using a UI to load it through campaign menu?
.
While we only accept bug reports via our Issues system on the project's site, it helps to post the exception information when saying 'CE crashes with OS' in the event of obvious problems (which aren't so obvious to avg joes...or guy).
I think I'll pass on this download, I've gotten sick of playing a50 by now...
Fun to take a look at all the effects of OS, but like hotrod said, ive played the campaign so many times that it couldent really keep my intrest.