I had a bunch of gameplay videos and I was messing with a WAV editor.This is the product, and somewhat a trailer for HEADLONG.
before you ask, it should be comming out this week. I have a growing list of minor problems and not the time to fix them.
September 17th, 2007, 11:25 PM
Sever
Re: Headlong Teaser Trailer (sorta)
Nicely done. Now stop promoting it and get to work! lol jk videos like this are always worth the wait.
September 17th, 2007, 11:25 PM
Teh Ganon
Re: Headlong Teaser Trailer (sorta)
Where are the girly nade throwing anims D:! lol.. very nice!
September 17th, 2007, 11:27 PM
CtrlAltDestroy
Re: Headlong Teaser Trailer (sorta)
You really need to fix your hud.
September 17th, 2007, 11:30 PM
kenney001
Re: Headlong Teaser Trailer (sorta)
^^I would but I have just about had it with this level. I want to release it when my bug list is gone, and not worry about the stuff that already looks ok. If you WANT to find me a better h2 HUD go for it.....
Its not really promoting, its aggrivating :lol:
this video was my "break" from actually working on it. I need breaks you know.
September 18th, 2007, 12:46 AM
Jay2645
Re: Headlong Teaser Trailer (sorta)
Nah, that HUD is fine. My only suggestion would be to space out the icons at the top right of the screen a little from each other.
As I keep saying, post your bug list here, and maybe we can help whittle it down.
And you are still using that Anti-Aimbot script, right? Because I now have a more effective one, PM me if you still want it. Same setup as the previous one, this one just adds a couple commands to make the aimbots lock on more often.
September 18th, 2007, 07:37 AM
kenney001
Re: Headlong Teaser Trailer (sorta)
you see? Its just stuff that needs to be done, not stuff I am having problems figuring out. This is why I say it should be out soon, but then I can't get anything done because of homework, extra curricular activities, etc....
shotgun is to accurate/powerful
SMG Reload Empty sound is wrong
Rocket has 2 zoom levels
Shotgun has invinate zooms (crashes)
Carbine pickup icon
Needler Projectile speed
Nade throwing distance
Put the SUn lens flare back into the sky
Anti-aimbot script (yes jay an updated version would be wonderful)
purple carbine muzzle-flash
-and then theres this invisible wall that i cant for the life of my get rid of, that basically extends the wart-hog side of the building the headlong is attatched to, to where you cant shoot people in the street below, unless they are past the place where the streets merge.
September 18th, 2007, 08:32 AM
OmegaDragon
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by kenney001
Anti-aimbot script (yes jay an updated version would be wonderful)
This bullet point interests OmegaDragon, please explain what it does, how it works, and is it effective. Good job so far.
September 18th, 2007, 09:54 AM
Funions
Re: Headlong Teaser Trailer (sorta)
I don't think that the people that play ce will care about your hud, it's looking great so far keep up the good work.
September 18th, 2007, 11:50 AM
Sunray
Re: Headlong Teaser Trailer (sorta)
About the HUD.
I realise that you have spent a lot of time on this map and it is your project, but when you have spent this long on a map, making it suitable for release, it seems a real shame not to make it perfect. IMHO if you know the problem is there and the feature it is not as it should be, you should fix it to make the release as perfect as possible. Like I say, it's your map and you're the one who's had to slave over it, but to me it seems a shame to leave it.
Otherwise, looks great! Looking forward to release. Thanks for all the work you've put in so far to get a good H2 map into CE.
September 18th, 2007, 03:50 PM
p0lar_bear
Re: Headlong Teaser Trailer (sorta)
You're using half of my awesome HUD and half of Se7en Numbers's old crappy HUD. Your problem lies in each weapon hud interface tag; you need change the bitmap references.
September 18th, 2007, 04:35 PM
kenney001
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by p0lar_bear
You're using half of my awesome HUD and half of Se7en Numbers's old crappy HUD. Your problem lies in each weapon hud interface tag; you need change the bitmap references.
I tried using all of one, but they were missing half the weapons, so i mixed and matched. The tags I used used both yours and his, and its a real pain to fix and isnt worth the effort.
The time it takes to fix the HUD greatly overwhealms the miniscule effect it would have. The HUD I am using works, and looks fine as it is.....
September 18th, 2007, 05:53 PM
Jay2645
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by kenney001
you see? Its just stuff that needs to be done, not stuff I am having problems figuring out. This is why I say it should be out soon, but then I can't get anything done because of homework, extra curricular activities, etc....
shotgun is to accurate/powerful
SMG Reload Empty sound is wrong
Rocket has 2 zoom levels
Shotgun has invinate zooms (crashes)
Carbine pickup icon
Needler Projectile speed
Nade throwing distance
Put the SUn lens flare back into the sky
Anti-aimbot script (yes jay an updated version would be wonderful)
purple carbine muzzle-flash
-and then theres this invisible wall that i cant for the life of my get rid of, that basically extends the wart-hog side of the building the headlong is attatched to, to where you cant shoot people in the street below, unless they are past the place where the streets merge.
Well, for the anti-aimbot script, this should do the trick (Please be reminded that since H2V hates the tab key and replaces any references to it with spaces, you should replace the random spaces with the tab key):
To set up, simply make 16 invisible bipeds with no collision, name them biped1-biped16, and it should work.
What this does is it makes the aimbot spin like a top, trying to chase an invisible biped to the left of it. The old version worked about 75-85% of the time, but this one works 99% of the time. I can't say 100% due to the fact that I can never be sure it would ALWAYS work, but this should nail them almost always.
I threw in an objects_detach command because the aimbot was reassigning itself to target the correct target after falling for the trick once, making it able to be used as normal, as long as no one joins or leaves. This one makes the aimbot's strategy useless, as every time the biped detaches again, the aimbot has to reset.
Anyway, enjoy!
Oh, and this wasn't just for Kenney, I figured the community would want this, too, since I saw some interest. If anyone does use it in one of their maps, I would like just a tiny mention in the credits.
Anyway, back to Headlong. I take it you should know how to get rid of the zoom problem, as it's a simple, 10 second fix.
As for the real only MAJOR problem, the invisible wall, I'm not too sure how to get rid of it. Just double-check the Max model for any flipped normals around that area, I did that once. I extruded and flipped the normals, rendering that part invisible, and I couldn't for the life of me figure out why that invisible wall was there.
It could be Max bugging out on you for some reason, I don't know.
Like I said, I have no idea why.
But take your time and make it good!
September 18th, 2007, 06:00 PM
CtrlAltDestroy
Re: Headlong Teaser Trailer (sorta)
Typing "sleep -1 antiaimbot1" through "antiaimbot16" will just negate your antiaimbot script
Throw in a ~ or ` into the names to prevent this. (The reason for this is that when either of those characters are typed, the console closes)
September 18th, 2007, 06:15 PM
kenney001
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by CtrlAltDestroy
Typing "sleep -1 antiaimbot1" through "antiaimbot16" will just negate your antiaimbot script
Throw in a ~ or ` into the names to prevent this. (The reason for this is that when either of those characters are typed, the console closes)
never thought of that before......
besides, the server would have to disable the script anyway.....
September 18th, 2007, 06:24 PM
Masterz1337
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by p0lar_bear
You're using half of my awesome HUD and half of Se7en Numbers's old crappy HUD. Your problem lies in each weapon hud interface tag; you need change the bitmap references.
CMT*
And yes, do get rid of that old thing. It's uuuuglllllyyyy
September 18th, 2007, 06:36 PM
kenney001
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by Masterz1337
CMT*
And yes, do get rid of that old thing. It's uuuuglllllyyyy
your ugly.......
jk
September 18th, 2007, 09:30 PM
Jay2645
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by kenney001
your ugly.......
jk
How dare you talk to your leader that way!
Just kidding.
Thanks for the tip CAD, I have an updated one with your idea implemented.
1. easy to fix its just a corrupted extracted tag. just gointo the zoom and change the zoom levels and stuff to zero.
2. *sigh* i guess you didnt read what i said earlyer about how putting the stuff that sucked (like the girly grenade throw) about h2 into h1 is NOT cool.
3. ill send you my nice carbine muzzle flash i made if you want.
map looks fun. ill play it probally. only thing im worreid about is if the BR is gonna suck for everyone but host. like it did in h2_coag and zlib_sanctuary.
September 19th, 2007, 04:41 PM
kenney001
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by wanksta(-=Inferno=-)
1. easy to fix its just a corrupted extracted tag. just gointo the zoom and change the zoom levels and stuff to zero.
2. *sigh* i guess you didnt read what i said earlyer about how putting the stuff that sucked (like the girly grenade throw) about h2 into h1 is NOT cool.
3. ill send you my nice carbine muzzle flash i made if you want.
map looks fun. ill play it probally. only thing im worreid about is if the BR is gonna suck for everyone but host. like it did in h2_coag and zlib_sanctuary.
I never said I cant fix them. Its a matter of DOING it. I haven't gotton around to it yet. The zooms i fixed on all but the shotgun, the nade throwing looks off in a H2 mod, and its the dynamic light flash, not the muzzle burst...
September 19th, 2007, 06:09 PM
Jay2645
Re: Headlong Teaser Trailer (sorta)
Keep the H1 throwing animations, MC isn't a girly-man.
September 19th, 2007, 07:23 PM
kenney001
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by Jay2645
Keep the H1 throwing animations, MC isn't a girly-man.
the halo 1 animations are fugly. They look like his shoulder is 3 feet from his body. I have yet to see a shaped, fluid nade throwing animation on anything that i like.......
September 21st, 2007, 08:30 PM
Chizzle110
Re: Headlong Teaser Trailer (sorta)
That looks sweet, I wonder when it will be released....
September 22nd, 2007, 03:19 PM
demonmaster3k
Re: Headlong Teaser Trailer (sorta)
first there was zteam and now this... that's awesome
something that i would totally play and way better than that other way outdated headlong
September 22nd, 2007, 04:41 PM
Inferno
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by kenney001
the halo 1 animations are fugly.
no.
September 22nd, 2007, 04:47 PM
Bad Waffle
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by Masterz1337
CMT*
And yes, do get rid of that old thing. It's uuuuglllllyyyy
umm, what? thats polar's hud. That he released.
September 22nd, 2007, 04:50 PM
Tweek
Re: Headlong Teaser Trailer (sorta)
lmfao
September 22nd, 2007, 04:59 PM
Masterz1337
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by Wave of Lag
umm, what? thats polar's hud. That he released.
Oh, I'm sorry. I didn't realize that p0lar did the H2 Coagulation HUD.
September 22nd, 2007, 05:02 PM
Pooky
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by kenney001
looks fine as it is.....
No... it really doesn't
September 22nd, 2007, 05:37 PM
kenney001
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by wanksta(-=Inferno=-)
no.
yes
September 22nd, 2007, 06:46 PM
SonicMaster326
Re: Headlong Teaser Trailer (sorta)
This week or not? Only a few hours left.
September 22nd, 2007, 10:48 PM
kenney001
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by SonicMaster326
This week or not? Only a few hours left.
I am honestly going to stop giving out dates.....My origional goal was July first..........
yeaaahh....that turned out well....
no i was shooting for sunday, but i have been doing other things and have gotten very little done....
September 24th, 2007, 01:24 AM
Bad Waffle
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by Masterz1337
Oh, I'm sorry. I didn't realize that p0lar did the H2 Coagulation HUD.
...wha? everybody knows that, but since he did it for you its now property of you?
i'm confused, and im not gonna take this any further because i know where this is leading.
September 24th, 2007, 11:47 AM
Rosco
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by Wave of Lag
...wha? everybody knows that, but since he did it for you its now property of you?
i'm confused, and im not gonna take this any further because i know where this is leading.
I don't.
September 24th, 2007, 12:05 PM
Patrickssj6
Re: Headlong Teaser Trailer (sorta)
+deserved rep because,
#1 Very nice vid, did you use my FlyCam? I <3 you :awesome:
#2 I had that anti-aimbot script the same way in the back of my head just a bit different also :awesome:
#3 Overall :awesome:
September 24th, 2007, 12:40 PM
p0lar_bear
Re: Headlong Teaser Trailer (sorta)
Wave, we're both talking about the ugly one with the distorted weapon icon and fugly white outline.
IIRC, that was Vinx's.
September 24th, 2007, 07:02 PM
Sunray
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by n00b1n8R
That was yours?
I looked on halomaps but couldn't find a flycam by you D:
I want it bad :awesome:
#2 I had that anti-aimbot script the same way in the back of my head just a bit different also :awesome:
That's my anti-aimbot script, not his, don't forget. He just has my permission to use it, and since so many people wanted it, I made it public.
But agreed on the other points.
September 24th, 2007, 07:50 PM
FRain
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by Masterz1337
Oh, I'm sorry. I didn't realize that p0lar did the H2 Coagulation HUD.
Please. Don't go fuck up again masters. You already fucked up once, don't do it again.
Also, kenney let me and HDoan beta test headlong, had a lot of fun gameplay wise. All of the anims (except magnum throw nade) should be redone.
September 24th, 2007, 10:38 PM
kenney001
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by FlamingRain
Also, kenney let me and HDoan beta test headlong, had a lot of fun gameplay wise. All of the anims (except magnum throw nade) should be redone.
What the hell are you talking about? You mean all the NADE THROWS except the magnum should be redone? That I know. My nade throws all suck, and they are on my list. My other animations are fine....
September 24th, 2007, 11:45 PM
Con
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by FlamingRain
Please. Don't go fuck up again masters. You already fucked up once, don't do it again.
Also, kenney let me and HDoan beta test headlong, had a lot of fun gameplay wise. All of the anims (except magnum throw nade) should be redone.
I wouldn't be lecturing people about fucking up if I were in your position.
September 25th, 2007, 08:15 AM
FRain
Re: Headlong Teaser Trailer (sorta)
Ah. K. So you're saying masters didn't pull a fail?
Let me make it obvious, masters started beating on kenney for a CMT HUD that was publicaly released, following that it is CMT's only.
September 25th, 2007, 12:10 PM
p0lar_bear
Re: Headlong Teaser Trailer (sorta)
...uh, no? Learn to read. We were all talking about how the old, shitty H2_Coagulation HUD elements were being mixed in with the one I made.
By the way, Kenney's fully aware of this, and I'm helping him get all of his weapon HUD interfaces fixed... that is, whenever he's ready for me to help him out.
September 25th, 2007, 03:09 PM
TeeKup
Re: Headlong Teaser Trailer (sorta)
I am thoroughly impressed.
September 25th, 2007, 10:43 PM
Bad Waffle
Re: Headlong Teaser Trailer (sorta)
Quote:
Originally Posted by FlamingRain
Ah. K. So you're saying masters didn't pull a fail?
Let me make it obvious, masters started beating on kenney for a CMT HUD that was publicaly released, following that it is CMT's only.
i think FR has the right to tell people to stop fucking up his topics, or other peoples topics.
Quote:
Originally Posted by p0lar_bear
...uh, no? Learn to read. We were all talking about how the old, shitty H2_Coagulation HUD elements were being mixed in with the one I made.
By the way, Kenney's fully aware of this, and I'm helping him get all of his weapon HUD interfaces fixed... that is, whenever he's ready for me to help him out.
oh, lawl, i got confused on the huds.
Quote:
Originally Posted by Conscars
I wouldn't be lecturing people about fucking up if I were in your position.
shush now, i think as soon as FR gets a new name and keeps up this new habit of being awesome that its forgiveable his past actions. And man, that means a lot coming from the guy who's hated CMT for crimes against humanity for years :awesome:
Guise, lets simmer down now. We're getting riled up over some wierdo over the internet who claimed he "breathed life" into these boards. Do we really deserve to be treating this guy seriously?