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Author Topic: CMT RETURNS! New project and team details inside! (10646 messages, Page 93 of 305)
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Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 13, 2012 07:25 AM    Msg. 3221 of 10646       
Quote: --- Original message by: l283023
Quote: --- Original message by: Kozakuu
Quote: --- Original message by: l283023
Who's in The A-Team?

http://img543.imageshack.us/img543/4581/theateamz.jpg
CMT irl

I assume Masterz is the one with the cigar in his mouth.


He loves it when a plan comes together.


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Sep 13, 2012 12:11 PM    Msg. 3222 of 10646       
Quote: --- Original message by: l283023
Quote: --- Original message by: Kozakuu
Quote: --- Original message by: l283023
Who's in The A-Team?

http://img543.imageshack.us/img543/4581/theateamz.jpg
CMT irl

I assume Masterz is the one with the cigar in his mouth.

He honostly looks more like the guy above the one with the cigar. Haha


Ifafudafi
Joined: Jun 23, 2010


Posted: Sep 13, 2012 07:18 PM    Msg. 3223 of 10646       
It's not so much a clear, solid bold-line division in personnel as it is just two separate projects; nearly all visual assets (models, textures, particles, etc.) are shared between both SPv3 and the Evolved project, so relevant team members aren't really "on" one half-team and "off" the other, and while BSP modelers do prioritize what they're working on they can and have hopped between projects depending on which one needs more attention.

The difference is mostly in encounter and weapon design. There's still considerable parity between the two; both projects are using the same weapons and units which all do the same general thing, but with specific elements (weapon balance, enemy composition, etc.) diverging as such:

-Building off existing campaign maps allows Masterz the freedom to inject lots of experimental fun, preserving the variety and broad weapon roles characteristic of earlier SPvX projects, so he has pretty much complete reign over that aspect for the B-Team's map output.

-TSC:E's gameplay sandbox is more of an extension of the trimmed and polished approach taken in February's a50 release, since the from-scratch rebuild is requiring a lot more time and effort in and of itself; I'm handling the weapon balance and broad-scale design for this one, while sharing encounter design with teh lag (who really does most of the work on that end).

E: well I guess at this precise moment in time the TSC:E staff is more or less:



And then Masterz is roughly equivalent to Doc Brown with our testers taking the place of Marty McFly
Edited by Ifafudafi on Sep 13, 2012 at 07:35 PM


Choclate Thunda
Joined: Aug 2, 2010

My BS meter agrees... -Hud Artist/Creator-


Posted: Sep 13, 2012 09:51 PM    Msg. 3224 of 10646       
what about me ;C


Ifafudafi
Joined: Jun 23, 2010


Posted: Sep 13, 2012 10:14 PM    Msg. 3225 of 10646       
Quote: --- Original message by: Choclate Thunda
what about me ;C

you're with the asset people whose stuff goes to both teams !!

best described as:



well I guess it's not completely accurate, see I don't have a six-pack


Bobblehob
Joined: Aug 29, 2010


Posted: Sep 14, 2012 01:34 AM    Msg. 3226 of 10646       
Quote: --- Original message by: Ifafudafi
Quote: --- Original message by: Choclate Thunda
what about me ;C

you're with the asset people whose stuff goes to both teams !!

best described as:

http://imageshack.us/a/img689/8900/dsdde.jpg

well I guess it's not completely accurate, see I don't have a six-pack


No, I'm fairly certain that you do :3

Speaking of which, do you have a particle effect video possibly, maybe, hopefully, please?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 19, 2012 04:05 PM    Msg. 3227 of 10646       
So not much to show or talk about, but a few things that have been going on.

1. Lots of OS development for things such as in game sky and lightmap switching (used in A10 for flickering lights and atmospheric smoke and a cool encounter involving cryotubes), script loaded UI elements (for more robust loadout systems), more tagslots and scriptspace, and a few MP addons which Firescythe and Korn will want to talk about on their own. Unfortunately while everything is being merged, it means some development on A30 and A10 had to stop, B30: Evolved is still progressing nicely.

2. It's been decided that B40 and C40 will be co-developed together as the last 2 maps for SPV3, meaning that we will be moving onto the Flood as soon as the current batch of maps are done.

3. This goes with 1, but it's important enough to get its own point, there will be a line you can add to the end of your HCE.exe, which will disable anything in OS that will impact your FPS.
Edited by Masters1337 on Sep 19, 2012 at 04:07 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Sep 19, 2012 04:11 PM    Msg. 3228 of 10646       
As for the flood, are you going to make them in the style of (relatively clean) bodily mutation of H3, or more towards the gory, torn-up bodies of HCEA?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 19, 2012 04:24 PM    Msg. 3229 of 10646       
We have ideas, but we're not going to publicly talk about them until we finish the Covie maps. (A10-B30)


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Sep 19, 2012 04:29 PM    Msg. 3230 of 10646       
good luck. also, If I may, I think that you should look into adding extra detail towards reworking the cliffs and foliage (and water, water is a big one, s'pecially the areas where the water line meets the ground)


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 19, 2012 04:42 PM    Msg. 3231 of 10646       
Quote: --- Original message by: Masters1337

So not much to show or talk about, but a few things that have been going on.

1. Lots of OS development for things such as in game sky and lightmap switching (used in A10 for flickering lights and atmospheric smoke and a cool encounter involving cryotubes), script loaded UI elements (for more robust loadout systems), more tagslots and scriptspace, and a few MP addons which Firescythe and Korn will want to talk about on their own. Unfortunately while everything is being merged, it means some development on A30 and A10 had to stop, B30: Evolved is still progressing nicely.

2. It's been decided that B40 and C40 will be co-developed together as the last 2 maps for SPV3, meaning that we will be moving onto the Flood as soon as the current batch of maps are done.

3. This goes with 1, but it's important enough to get its own point, there will be a line you can add to the end of your HCE.exe, which will disable anything in OS that will impact your FPS.
Edited by Masters1337 on Sep 19, 2012 at 04:07 PM


*salivates uncontrollably*


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Sep 19, 2012 04:47 PM    Msg. 3232 of 10646       
Quote: --- Original message by: Masters1337

So not much to show or talk about, but a few things that have been going on.

1. Lots of OS development for things such as in game sky and lightmap switching (used in A10 for flickering lights and atmospheric smoke and a cool encounter involving cryotubes), script loaded UI elements (for more robust loadout systems), more tagslots and scriptspace, and a few MP addons which Firescythe and Korn will want to talk about on their own.Unfortunately while everything is being merged, it means some development on A30 and A10 had to stop, B30: Evolved is still progressing nicely.

2. It's been decided that B40 and C40 will be co-developed together as the last 2 maps for SPV3, meaning that we will be moving onto the Flood as soon as the current batch of maps are done.

3. This goes with 1, but it's important enough to get its own point, there will be a line you can add to the end of your HCE.exe, which will disable anything in OS that will impact your FPS.
Edited by Masters1337 on Sep 19, 2012 at 04:07 PM


Awesome. Was wondering when OS would be further developed.


Kal825B
Joined: Jan 16, 2012

Last son of Krypt... Oh wait, i'm a clone.


Posted: Sep 19, 2012 10:04 PM    Msg. 3233 of 10646       
Is it just me or does the Halo 4 needler hud look oddly familiar?

http://www.youtube.com/watch?v=R13kQELNvgI&feature=g-all-u

Edited by Caboose 14 on Sep 20, 2012 at 07:11 AM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Sep 19, 2012 11:12 PM    Msg. 3234 of 10646       
Looks like Reach HUD v2 to me.


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Sep 20, 2012 03:45 AM    Msg. 3235 of 10646       
I find it funny how they say 'Fuel Rod Cannon,' and yet everybody I know says Fuel Rod Gun.

Fuel Rod Cannon doesn't sound as cool.


Kureha
Joined: Sep 1, 2012

SUBARUUU!~~~


Posted: Sep 20, 2012 08:03 AM    Msg. 3236 of 10646       
Quote: --- Original message by: LegionofShadows
I find it funny how they say 'Fuel Rod Cannon,' and yet everybody I know says Fuel Rod Gun.

Fuel Rod Cannon doesn't sound as cool.


Yeah, it doesn't sound as cool because it sounds MUCH cooler.


CorpseManTS
Joined: Nov 16, 2008

Sorry, I cant hear u with my bullet in your mouth!


Posted: Sep 20, 2012 09:10 AM    Msg. 3237 of 10646       
Plasma Cannon. nuff' said.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Sep 20, 2012 09:58 AM    Msg. 3238 of 10646       
Quote: --- Original message by: CorpseManTS
FRG. nuff' said.

FTFY


Bobblehob
Joined: Aug 29, 2010


Posted: Sep 20, 2012 12:03 PM    Msg. 3239 of 10646       
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: CorpseManTS
FRG. nuff' said.

FTFY


http://www.youtube.com/watch?v=oI3DlIrvoHg


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 20, 2012 01:44 PM    Msg. 3240 of 10646       
Quote: --- Original message by: LegionofShadows
I find it funny how they say 'Fuel Rod Cannon,' and yet everybody I know says Fuel Rod Gun.

Fuel Rod Cannon doesn't sound as cool.


My understanding is that the indirect-fire (Combat Evolved) model is referred to as a Fuel Rod Gun, while the direct-fire models (Halo 2, 3, Reach, 4) are referred to as Fuel Rod Cannons.


Ifafudafi
Joined: Jun 23, 2010


Posted: Sep 20, 2012 03:18 PM    Msg. 3241 of 10646       


I guess the world will never know

the big question, of course, is what are we going to do with it? right now it behaves like something you don't see often in Halo...


P3
Joined: Dec 2, 2011


Posted: Sep 20, 2012 04:53 PM    Msg. 3242 of 10646       
Destroyable environment from explosion? Weapons can be destroyed by explosion?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Sep 20, 2012 05:10 PM    Msg. 3243 of 10646       
Quote: --- Original message by: P3
Destroyable environment from explosion? Weapons can be destroyed by explosion?


Grenades in campaign can.
Edited by Echo77 on Sep 20, 2012 at 05:10 PM


teh lag
Joined: May 6, 2008


Posted: Sep 20, 2012 08:05 PM    Msg. 3244 of 10646       
Quote: --- Original message by: Private Caboose
CMT needs to do a Gangum Style easteregg in TSC:E


I would rather die.

I think the easter eggs that do go in will be most satisfactory though. A50 was just the beginning...

Oh yeah, here's a tiny new-esque tease of a thing http://www.youtube.com/watch?v=3lB4d4LBUSQ
Edited by teh lag on Sep 20, 2012 at 08:11 PM


teh lag
Joined: May 6, 2008


Posted: Sep 20, 2012 08:15 PM    Msg. 3245 of 10646       
Quote: --- Original message by: waffles
Wait, are there new sounds for the peli too?


Not "new" - just H2's. Maybe we will get some custom ones or go back to H1...
Edited by teh lag on Sep 20, 2012 at 08:15 PM


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 20, 2012 08:16 PM    Msg. 3246 of 10646       
While your the halo 2 sound porting spree, you should get the footstep sounds and melee impact sounds in there

Halo 2's environmental sounds were just bawss sauce


CRXxSkillzxXRC
Joined: Jul 1, 2012

Seriously, why look at MY quote of all people?


Posted: Sep 20, 2012 08:23 PM    Msg. 3247 of 10646       
Quote: --- Original message by: Delicon20
While your the halo 2 sound porting spree, you should get the footstep sounds and melee impact sounds in there

Agreed, the stock melee sounds are a little unfitting for what the project has become.
Change please?


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 20, 2012 08:33 PM    Msg. 3248 of 10646       
ooo that reminds me, while talking bout melee, are you guys planning on/considering rigging up a melee lunging system similar to other halo games? I've always wanted to see that system implemented in halo ce.


just getting out all my questions and suggestions at once :p


Kal825B
Joined: Jan 16, 2012

Last son of Krypt... Oh wait, i'm a clone.


Posted: Sep 20, 2012 08:34 PM    Msg. 3249 of 10646       
Quote: --- Original message by: teh lag

Quote: --- Original message by: Private Caboose
CMT needs to do a Gangum Style easteregg in TSC:E


I would rather die.

I think the easter eggs that do go in will be most satisfactory though. A50 was just the beginning...

Oh yeah, here's a tiny new-esque tease of a thing http://www.youtube.com/watch?v=3lB4d4LBUSQ
Edited by teh lag on Sep 20, 2012 at 08:11 PM


Gangum(a city in South Korea, if i remember correctly) is basically South Korea's Beverly Hills. The song is annoying. My family members and friends won't stop playing it.... Korean and English all in one song,*Sarcastically* enjoyable...

Edited by Caboose 14 on Sep 20, 2012 at 08:49 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 20, 2012 08:36 PM    Msg. 3250 of 10646       
Quote: --- Original message by: Caboose 14
Quote: --- Original message by: teh lag

Quote: --- Original message by: Private Caboose
CMT needs to do a Gangum Style easteregg in TSC:E


I would rather die.

I think the easter eggs that do go in will be most satisfactory though. A50 was just the beginning...

Oh yeah, here's a tiny new-esque tease of a thing http://www.youtube.com/watch?v=3lB4d4LBUSQ
Edited by teh lag on Sep 20, 2012 at 08:11 PM


Gangnam (a city in South Korea, if i remember correctly) is basically Korea's Beverly Hills. The song is annoying. My family members and friends won't stop playing it.... Korean and English all in one song,*Sarcastically* enjoyable...


FTFY.

To be honest, it's not a bad song or video. The dance style is unique and you don't know how hard it took psy to make this video with a sh/t-ton of other people (watched the behind the scenes videos). However, I don't see how it would be relevant at all to be put into halo, not to mention it doesn't fit an easter egg at all. Just not CMT's style
Edited by XlzQwerty1 on Sep 20, 2012 at 08:38 PM


Kal825B
Joined: Jan 16, 2012

Last son of Krypt... Oh wait, i'm a clone.


Posted: Sep 20, 2012 08:46 PM    Msg. 3251 of 10646       
Quote: --- Original message by: XlzQwerty1

Quote: --- Original message by: Caboose 14
Quote: --- Original message by: teh lag

Quote: --- Original message by: Private Caboose
CMT needs to do a Gangum Style easteregg in TSC:E


I would rather die.

I think the easter eggs that do go in will be most satisfactory though. A50 was just the beginning...

Oh yeah, here's a tiny new-esque tease of a thing http://www.youtube.com/watch?v=3lB4d4LBUSQ
Edited by teh lag on Sep 20, 2012 at 08:11 PM


Gangnam (a city in South Korea, if i remember correctly) is basically Korea's Beverly Hills. The song is annoying. My family members and friends won't stop playing it.... Korean and English all in one song,*Sarcastically* enjoyable...


FTFY.

To be honest, it's not a bad song or video. The dance style is unique and you don't know how hard it took psy to make this video with a sh/t-ton of other people (watched the behind the scenes videos). However, I don't see how it would be relevant at all to be put into halo, not to mention it doesn't fit an easter egg at all. Just not CMT's style
Edited by XlzQwerty1 on Sep 20, 2012 at 08:38 PM


Thanks for pointing out my mistake, my bad. I fixed it.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 20, 2012 11:06 PM    Msg. 3252 of 10646       
Why do you find they are unfitting? I've always thought H1 has the best melee sounds tbh. Far better than Reach or Anniversary **shudders**


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 20, 2012 11:08 PM    Msg. 3253 of 10646       
The smack sound in H1 is fine, however along with the pinging noise whenever you hit something, it may sound odd together. You may want to change the pinging noise (hate that beep everytime I shoot something).


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 20, 2012 11:10 PM    Msg. 3254 of 10646       
That's MP only.... and it's necessary considering how bad the netcode is, even with the OS improvements (reduces lag on objects, but not so much on leading).


Bobblehob
Joined: Aug 29, 2010


Posted: Sep 20, 2012 11:15 PM    Msg. 3255 of 10646       
Quote: --- Original message by: Masters1337
Why do you find they are unfitting? I've always thought H1 has the best melee sounds tbh. Far better than Reach or Anniversary **shudders**


Im confused, what was wrong with Reach or Anniversary, as far as melee sounds are concerned? Anniversary's sounds actually made it sound like you are wearing a suit of armor :P

 
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