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Author Topic: CMT RETURNS! New project and team details inside! (10646 messages, Page 158 of 305)
Moderators: Dennis

Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 9, 2013 09:59 PM    Msg. 5496 of 10646       
Quote: --- Original message by: Destroyer50

HERE IS A CMT PLASMA PISTOL CONCEPT ANIMATION I FOUGHT I SHOULD DUMP MY HALO 3 TAGS AND WORK ON SOME ANIMS FOR CMT
http://www.youtube.com/watch?v=GTrslGjmVic&feature=youtu.be

tho the problems mainly are wen he dodges he kinda appears all over
Edited by Destroyer50 on Nov 9, 2013 at 06:03 PM

Tone down teh recoil!


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Nov 10, 2013 01:35 AM    Msg. 5497 of 10646       
Quote: --- Original message by: Destroyer50
i did another time ill fix other stuff it uses the assault rifle anims with a mix of custom and it also has the kick anims and all other wise it doesnt work as cmt
http://www.youtube.com/watch?v=seA0Y51vNWo&feature=youtu.be

You should probably make a new thread for these. But my advice would be to slow down the recovery from the shots and separate the back and up (I know you have it going down, but it should be going up) so that the up comes at the end of the recoil/beginning of the recovery.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 10, 2013 04:04 AM    Msg. 5498 of 10646       
I haven't checked if the current CMT biped has PP animations... I'll check when I get home. Anyway, why are you making those? We have teh lag for 3p animations. Try showing something a little more significant than a firing animation, see how you do.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Nov 11, 2013 09:31 PM    Msg. 5499 of 10646       
lol I love having my bloom set to 5 and my motion blur set to 2


Danger_zone_98
Joined: Nov 26, 2012


Posted: Nov 11, 2013 09:44 PM    Msg. 5500 of 10646       
I really like OS bloom. It has way more quality than ENB Series, but it sucks when it comes to adapting/fading. You can't play a day-time and icy map with the same bloom config you use in a night time map...


Danger_zone_98
Joined: Nov 26, 2012


Posted: Nov 11, 2013 09:49 PM    Msg. 5501 of 10646       
Quote: --- Original message by: Lolman
Quote: --- Original message by: rcghalohell
lol I love having my bloom set to 5 and my motion blur set to 2

all da pros put motion blur at 1000.

and fov to 160° for a 100% MLG exprience!


Danger_zone_98
Joined: Nov 26, 2012


Posted: Nov 11, 2013 09:58 PM    Msg. 5502 of 10646       
Quote: --- Original message by: Lolman
Quote: --- Original message by: Danger_zone_98
Quote: --- Original message by: Lolman
Quote: --- Original message by: rcghalohell
lol I love having my bloom set to 5 and my motion blur set to 2

all da pros put motion blur at 1000.

and fov to 160° for a 100% MLG exprience!

YEAH... >:D

tihs is real MLG qualty!!


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 12, 2013 04:27 AM    Msg. 5503 of 10646       
Quote: --- Original message by: Lolman

Quote: --- Original message by: Jesse
I haven't checked if the current CMT biped has PP animations... I'll check when I get home. Anyway, why are you making those? We have teh lag for 3p animations. Try showing something a little more significant than a firing animation, see how you do.

He showed me a pretty neat looking AR reload. :/
Also, i found this really neat cmt screen on my pc.
http://fc00.deviantart.net/fs70/i/2013/315/a/c/a_really_awesome_cmt_screenshot_i_found_on_my_pc__by_megasean2812-d6tx57i.jpg
Edited by Lolman on Nov 11, 2013 at 09:21 PM


Dang, that pic is old.

Anyway, I'd love to show some screenshots of the new AR, but I don't think I'm authorized to, which is a shame since the AR looks kick ass.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Nov 12, 2013 09:14 AM    Msg. 5504 of 10646       


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 12, 2013 10:27 AM    Msg. 5505 of 10646       
Quote: --- Original message by: Jesse
Quote: --- Original message by: Lolman

Quote: --- Original message by: Jesse
I haven't checked if the current CMT biped has PP animations... I'll check when I get home. Anyway, why are you making those? We have teh lag for 3p animations. Try showing something a little more significant than a firing animation, see how you do.

He showed me a pretty neat looking AR reload. :/
Also, i found this really neat cmt screen on my pc.
http://fc00.deviantart.net/fs70/i/2013/315/a/c/a_really_awesome_cmt_screenshot_i_found_on_my_pc__by_megasean2812-d6tx57i.jpg
Edited by Lolman on Nov 11, 2013 at 09:21 PM


Dang, that pic is old.

Anyway, I'd love to show some screenshots of the new AR, but I don't think I'm authorized to, which is a shame since the AR looks kick ass.

Haven't we seen it already, in some form or another?


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Nov 12, 2013 04:00 PM    Msg. 5506 of 10646       
Quote: --- Original message by: Danger_zone_98
Quote: --- Original message by: Lolman
Quote: --- Original message by: Danger_zone_98
Quote: --- Original message by: Lolman
Quote: --- Original message by: rcghalohell
lol I love having my bloom set to 5 and my motion blur set to 2

all da pros put motion blur at 1000.

and fov to 160° for a 100% MLG exprience!

YEAH... >:D

tihs is real MLG qualty!!
http://i.imgur.com/bBqvnOd.jpg


I wish, but its gonna lag without a good power source. that's why its always good to do this at motion blur at 1000000 and bloom at 1000 flat


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 13, 2013 12:04 AM    Msg. 5507 of 10646       
Yeah, If I had the modeling skills I have now back when I was making Foundry, it would be twice as good looking.

I hope that The Pit sets an even higher standard, and I've yet to see any H3 maps come anywhere near Foundry in terms of quality.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 13, 2013 05:06 PM    Msg. 5508 of 10646       
CMT is chugging along.


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Nov 13, 2013 08:08 PM    Msg. 5509 of 10646       
Quote: --- Original message by: Jesse
CMT is chugging along.


that's what I'm thinking?

*flashback*

a map much better looks like Anniversary and interior more futuristic ?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Nov 14, 2013 01:23 AM    Msg. 5510 of 10646       
So I realize it’s been quite some time since we’ve talked about SPV3 in public, and while I don’t have anything quite yet to show, I figure you all deserve an update on where things stand since our showing at CE3. If you haven’t been following the past several months, heres the highlights of what’s been going on.

1. B40 (AOTCR) will be featured in our first set of maps we release, alongside A10, A30, A50 (re-release) and SPV3 edition of B30:E..

2. There will be armor abilities like Halo Reach and Halo 4. We have currently announced that Sprint, Health Regen, Active Camo, VISR, Flashlight will all be available in the first half of campaign.

3. The weekly vidoc series was put on hold due to my main computer crapping out. Now that I have a new computer, we hope to resume those in coming weeks.

4. In released videos, some grunts held a carbine like weapon. This was our carbine based boltshot, but it has since been removed from the mod and will not be returning for multiple reasons.

5. At CE3 we also announced two new Covenant carbine class weapons. The first is the Particle Carbine, which functions much like the H4 Carbine, but fires beam rifle like shots rather than physical rounds. It also has a heat meter, like most other covenant weapons. The second is the Focus Carbine, which resembles the Focus Rifle from Reach. It has to focus it’s beam when fired, and is more effective vs shields than flesh, making it a useful long range shield stripping weapon.

6. We have Skirmishers.

7. We have a working mantis prototype.

So what actual new news do I bring to you? Well, I figure it be best to recap what’s going on with each level so far.

A10 (POA): This level has become quite the thorn in our side. This and T&R are the only levels that are built off of their SPV2 maps, which you can imagine has led to some problems. In SPV2’s public beta, we included several new BSPS, NA-NL. Most of these as you know, were BORING. So here is where the level stands. BSPs, NB, NI, NK, and NL have all been removed and replaced. NB and NI have gained new areas built from Mousetrap, which was a POA styled remake built by Arteen. NK and NL have been removed, and will be replaced by the Engine room from The Maw. BSPs NE, NF, NG, and NH are completely removed. Lastly, BSP ND, which was the second Boarding Action room, has been revised and edited.

A30 (Halo): We spoke a lot about this map when we announced SPV3, and the “Alpha Base” area has undergone several changes since then. We also have added a second new BSP, which has some cool alpine combat, and plays out like a mini version of the last section of A30, where you can take several paths to save some marines who have been taken prisoners by the Brutes. We’ve added a fair amount of vehicle combat to it, as well as some longer range combat with our new covenant carbine weapons, in addition to the Skirmishers from Halo Reach. And yes, they do know how to jump up onto the towers.

A50 (Truth and Reconciliation): The public release was quite… disappointing to say the least, with very few changes in combat compared to the SPV2 version or even stock. This level now contains several AA’s, allowing you to tackle encounters differently than you ever have before using Sprint and Active Camo, which are actually usable since we’ve brightened the level to the point where VISR is no longer a requirement. We’ve also done some work to improve performance in the exterior, although we’ve yet to get it back to the performance the stock level had. The level is planned to feature the Mantis in an all new fight at the gravity life, as well as our long range Jackal variants so the Covenant can finally counter your Sniper Rifle. It is also the first level to feature our 4 preset Loadouts, which will let you approach the level differently on subsequent play throughs.

B40 (AOTCR): Still early in development, we plan to keep the most interesting BSPs from SPV2. We actually hit a limit in the SPV2 version where we had more than 1024 AI squads… oops! So things have to be toned down here again. In addition to new exterior locations.. we are looking into replacing some of the copy and pasted rooms bungie did in the original. Lastly, we have made the last elevator rooms optional, and have given the player an alternate path down to the control room if they do not hijack the banshee’s on the bridge. These rooms may simply be removed if we find we need the squad space in the map. In the event the player does take a banshee, we have scripted extra events to happen so that the enemies on the pyramid do spawn.

So that’s all we have to say on SPV3 at the moment, but I do hope to get you some pictures and videos of content soon! I know people have been wanting DMR, AR, and Brute vidocs, so those are all up next on the list!
Edited by Masters1337 on Nov 14, 2013 at 01:24 AM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 14, 2013 01:48 AM    Msg. 5511 of 10646       
+rep


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Nov 14, 2013 03:44 AM    Msg. 5512 of 10646       
sweet keep it coming
and also never saw this video till now http://www.youtube.com/watch?v=khELucJsDNY
the plasma rifle looks awesome it looks more alien like.
Edited by savinpvtmike on Nov 14, 2013 at 03:53 AM


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Nov 14, 2013 01:32 PM    Msg. 5513 of 10646       
if you are gonna make a sound for the carbines or weapons, please don't use the h4 guns in your audio mix, and the carbine from h3 sounded strong, keep that in consideration


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 14, 2013 07:13 PM    Msg. 5514 of 10646       
Quote: --- Original message by: rcghalohell
if you are gonna make a sound for the carbines or weapons, please don't use the h4 guns in your audio mix, and the carbine from h3 sounded strong, keep that in consideration

Most of their sounds come from other sources, to say the least.


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Nov 14, 2013 07:32 PM    Msg. 5515 of 10646       
Quote: --- Original message by: Masters1337

1. B40 (AOTCR) will be featured in our first set of maps we release, alongside A10, A30, A50 (re-release) and SPV3 edition of B30:E..

2. There will be armor abilities like Halo Reach and Halo 4. We have currently announced that Sprint, Health Regen, Active Camo, VISR, Flashlight will all be available in the first half of campaign.

3. The weekly vidoc series was put on hold due to my main computer crapping out. Now that I have a new computer, we hope to resume those in coming weeks.

4. In released videos, some grunts held a carbine like weapon. This was our carbine based boltshot, but it has since been removed from the mod and will not be returning for multiple reasons.

5. At CE3 we also announced two new Covenant carbine class weapons. The first is the Particle Carbine, which functions much like the H4 Carbine, but fires beam rifle like shots rather than physical rounds. It also has a heat meter, like most other covenant weapons. The second is the Focus Carbine, which resembles the Focus Rifle from Reach. It has to focus it’s beam when fired, and is more effective vs shields than flesh, making it a useful long range shield stripping weapon.

6. We have Skirmishers.

7. We have a working mantis prototype.

So what actual new news do I bring to you? Well, I figure it be best to recap what’s going on with each level so far.

A10 (POA): This level has become quite the thorn in our side. This and T&R are the only levels that are built off of their SPV2 maps, which you can imagine has led to some problems. In SPV2’s public beta, we included several new BSPS, NA-NL. Most of these as you know, were BORING. So here is where the level stands. BSPs, NB, NI, NK, and NL have all been removed and replaced. NB and NI have gained new areas built from Mousetrap, which was a POA styled remake built by Arteen. NK and NL have been removed, and will be replaced by the Engine room from The Maw. BSPs NE, NF, NG, and NH are completely removed. Lastly, BSP ND, which was the second Boarding Action room, has been revised and edited.

A30 (Halo): We spoke a lot about this map when we announced SPV3, and the “Alpha Base” area has undergone several changes since then. We also have added a second new BSP, which has some cool alpine combat, and plays out like a mini version of the last section of A30, where you can take several paths to save some marines who have been taken prisoners by the Brutes. We’ve added a fair amount of vehicle combat to it, as well as some longer range combat with our new covenant carbine weapons, in addition to the Skirmishers from Halo Reach. And yes, they do know how to jump up onto the towers.

A50 (Truth and Reconciliation): The public release was quite… disappointing to say the least, with very few changes in combat compared to the SPV2 version or even stock. This level now contains several AA’s, allowing you to tackle encounters differently than you ever have before using Sprint and Active Camo, which are actually usable since we’ve brightened the level to the point where VISR is no longer a requirement. We’ve also done some work to improve performance in the exterior, although we’ve yet to get it back to the performance the stock level had. The level is planned to feature the Mantis in an all new fight at the gravity life, as well as our long range Jackal variants so the Covenant can finally counter your Sniper Rifle. It is also the first level to feature our 4 preset Loadouts, which will let you approach the level differently on subsequent play throughs.

B40 (AOTCR): Still early in development, we plan to keep the most interesting BSPs from SPV2. We actually hit a limit in the SPV2 version where we had more than 1024 AI squads… oops! So things have to be toned down here again. In addition to new exterior locations.. we are looking into replacing some of the copy and pasted rooms bungie did in the original. Lastly, we have made the last elevator rooms optional, and have given the player an alternate path down to the control room if they do not hijack the banshee’s on the bridge. These rooms may simply be removed if we find we need the squad space in the map. In the event the player does take a banshee, we have scripted extra events to happen so that the enemies on the pyramid do spawn.

So that’s all we have to say on SPV3 at the moment, but I do hope to get you some pictures and videos of content soon! I know people have been wanting DMR, AR, and Brute vidocs....
Edited by Masters1337 on Nov 14, 2013 at 01:24 AM


now I can die happy....




Wait... no..


I can not because I want to play it
Edited by UHWArby on Nov 15, 2013 at 01:50 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 15, 2013 12:30 AM    Msg. 5516 of 10646       
Did you really have to quote the whole thing? :\


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Nov 15, 2013 01:03 AM    Msg. 5517 of 10646       
Quote: --- Original message by: Jesse
Quote: --- Original message by: UHWArby
Quote: --- Original message by: Masters1337

So I realize it’s been quite some time since we’ve talked about SPV3 in public, and while I don’t have anything quite yet to show, I figure you all deserve an update on where things stand since our showing at CE3. If you haven’t been following the past several months, heres the highlights of what’s been going on.

1. B40 (AOTCR) will be featured in our first set of maps we release, alongside A10, A30, A50 (re-release) and SPV3 edition of B30:E..

2. There will be armor abilities like Halo Reach and Halo 4. We have currently announced that Sprint, Health Regen, Active Camo, VISR, Flashlight will all be available in the first half of campaign.

3. The weekly vidoc series was put on hold due to my main computer crapping out. Now that I have a new computer, we hope to resume those in coming weeks.

4. In released videos, some grunts held a carbine like weapon. This was our carbine based boltshot, but it has since been removed from the mod and will not be returning for multiple reasons.

5. At CE3 we also announced two new Covenant carbine class weapons. The first is the Particle Carbine, which functions much like the H4 Carbine, but fires beam rifle like shots rather than physical rounds. It also has a heat meter, like most other covenant weapons. The second is the Focus Carbine, which resembles the Focus Rifle from Reach. It has to focus it’s beam when fired, and is more effective vs shields than flesh, making it a useful long range shield stripping weapon.

6. We have Skirmishers.

7. We have a working mantis prototype.

So what actual new news do I bring to you? Well, I figure it be best to recap what’s going on with each level so far.

A10 (POA): This level has become quite the thorn in our side. This and T&R are the only levels that are built off of their SPV2 maps, which you can imagine has led to some problems. In SPV2’s public beta, we included several new BSPS, NA-NL. Most of these as you know, were BORING. So here is where the level stands. BSPs, NB, NI, NK, and NL have all been removed and replaced. NB and NI have gained new areas built from Mousetrap, which was a POA styled remake built by Arteen. NK and NL have been removed, and will be replaced by the Engine room from The Maw. BSPs NE, NF, NG, and NH are completely removed. Lastly, BSP ND, which was the second Boarding Action room, has been revised and edited.

A30 (Halo): We spoke a lot about this map when we announced SPV3, and the “Alpha Base” area has undergone several changes since then. We also have added a second new BSP, which has some cool alpine combat, and plays out like a mini version of the last section of A30, where you can take several paths to save some marines who have been taken prisoners by the Brutes. We’ve added a fair amount of vehicle combat to it, as well as some longer range combat with our new covenant carbine weapons, in addition to the Skirmishers from Halo Reach. And yes, they do know how to jump up onto the towers.

A50 (Truth and Reconciliation): The public release was quite… disappointing to say the least, with very few changes in combat compared to the SPV2 version or even stock. This level now contains several AA’s, allowing you to tackle encounters differently than you ever have before using Sprint and Active Camo, which are actually usable since we’ve brightened the level to the point where VISR is no longer a requirement. We’ve also done some work to improve performance in the exterior, although we’ve yet to get it back to the performance the stock level had. The level is planned to feature the Mantis in an all new fight at the gravity life, as well as our long range Jackal variants so the Covenant can finally counter your Sniper Rifle. It is also the first level to feature our 4 preset Loadouts, which will let you approach the level differently on subsequent play throughs.

B40 (AOTCR): Still early in development, we plan to keep the most interesting BSPs from SPV2. We actually hit a limit in the SPV2 version where we had more than 1024 AI squads… oops! So things have to be toned down here again. In addition to new exterior locations.. we are looking into replacing some of the copy and pasted rooms bungie did in the original. Lastly, we have made the last elevator rooms optional, and have given the player an alternate path down to the control room if they do not hijack the banshee’s on the bridge. These rooms may simply be removed if we find we need the squad space in the map. In the event the player does take a banshee, we have scripted extra events to happen so that the enemies on the pyramid do spawn.

So that’s all we have to say on SPV3 at the moment, but I do hope to get you some pictures and videos of content soon! I know people have been wanting DMR, AR, and Brute vidocs, so those are all up next on the list!
Edited by Masters1337 on Nov 14, 2013 at 01:24 AM


now I can die happy....




Wait... no..


I can not because I want to play it

Did you really have to quote the whole thing? :\

No.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Nov 15, 2013 03:49 PM    Msg. 5518 of 10646       
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: rcghalohell
if you are gonna make a sound for the carbines or weapons, please don't use the h4 guns in your audio mix, and the carbine from h3 sounded strong, keep that in consideration

Most of their sounds come from other sources, to say the least.


some of them anyways, ive notice the plasma rifle is a mix of h1/h2 prs, and the ar is the reach sound. but im sure those are "placeholders" lol I like my guns sounding like they are very very painful pounders


Kal825B
Joined: Jan 16, 2012

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


Posted: Nov 15, 2013 06:25 PM    Msg. 5519 of 10646       
Quote: --- Original message by: rcghalohell
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: rcghalohell
if you are gonna make a sound for the carbines or weapons, please don't use the h4 guns in your audio mix, and the carbine from h3 sounded strong, keep that in consideration

Most of their sounds come from other sources, to say the least.


some of them anyways, ive notice the plasma rifle is a mix of h1/h2 prs, and the ar is the reach sound. but im sure those are "placeholders" lol I like my guns sounding like they are very very painful pounders

Thats what makes an awesome gun...LOL


OrangeJuice
Joined: Jan 29, 2009

I hand-paint bumpmaps! ❤ desaturate is baad


Posted: Nov 15, 2013 07:39 PM    Msg. 5520 of 10646       
That is why NOTHING sounds beefier than the BIZ-2 from Syphon Filter 2. Just listen to it!


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Nov 15, 2013 08:56 PM    Msg. 5521 of 10646       
Quote: --- Original message by: Kal825B
Quote: --- Original message by: rcghalohell
Quote: --- Original message by: Dumb AI
Quote: --- Original message by: rcghalohell
if you are gonna make a sound for the carbines or weapons, please don't use the h4 guns in your audio mix, and the carbine from h3 sounded strong, keep that in consideration

Most of their sounds come from other sources, to say the least.


some of them anyways, ive notice the plasma rifle is a mix of h1/h2 prs, and the ar is the reach sound. but im sure those are "placeholders" lol I like my guns sounding like they are very very painful pounders

Thats what makes an awesome gun...LOL

masters has pretty much stated that he doesn't mind sounds that fill the job, but don't go above and beyond, he seems to find around an 8/10 for quality of awesomeness to be acceptable. i'd absolutely kill to get some more punchy sounds, but maybe if we get enough people to agree, it could happen. (personally i'd love to see similar the the saints row the third mcmanus 2015 for the suppressed sniper, or a nice sizzle sound on plasma, or even a nice set of melee sounds)


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Nov 15, 2013 09:09 PM    Msg. 5522 of 10646       
I've told you several times if you have suggestions for sounds you should PM me them, and I can take a look. I have nothing "against" reviewing better sounds, but none of us have the time to try to satisfy your subjective needs when we have other things to do.

Quote: --- Original message by: OrangeJuice
That is why NOTHING sounds beefier than the BIZ-2 from Syphon Filter 2. Just listen to it!


Syphon Filter 2 is one of the best games of all time, I have it on my PS3 but am still trying to rebeat the first one... can't say it's aged well.
Edited by Masters1337 on Nov 15, 2013 at 09:10 PM


AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: Nov 16, 2013 12:26 AM    Msg. 5523 of 10646       
Quote: --- Original message by: Masters1337

I've told you several times if you have suggestions for sounds you should PM me them, and I can take a look. I have nothing "against" reviewing better sounds, but none of us have the time to try to satisfy your subjective needs when we have other things to do.

Quote: --- Original message by: OrangeJuice
That is why NOTHING sounds beefier than the BIZ-2 from Syphon Filter 2. Just listen to it!


Syphon Filter 2 is one of the best games of all time, I have it on my PS3 but am still trying to rebeat the first one... can't say it's aged well.
Edited by Masters1337 on Nov 15, 2013 at 09:10 PM



Yay, other people like Syphon filter (and know about it)!! I had Syphon filter 2, OMEGA STRAIN, Combat Ops and Logan's shadow.

Also, CMT is the means by which Spv3 is revealed. Only through a waved release can one not drown in the Opensauce. CMT is the means by which spv3 is revealed. Tags from Spv2 will be ported over to Spv3 because that's just how we do what we do. CMT is the means by which spv3 is revealed. Good graphics, good optimization and complex scripting is key to user satisfaction, yes, CMT is the means by which all is revealed. Your skepticism of Opensauce falls on deaf ears.


Hammad
Joined: Sep 18, 2013

Imagination is more important than knowledge


Posted: Nov 16, 2013 04:16 PM    Msg. 5524 of 10646       
So...how is.. TSC:E coming along..?...
ahem..
*Crawls back into dark corner*


slashrat
Joined: Aug 10, 2005

TSC:E Environment Art Lead


Posted: Nov 16, 2013 04:54 PM    Msg. 5525 of 10646       
TSC:E is coming along just fine, thanks for asking.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 16, 2013 06:16 PM    Msg. 5526 of 10646       
Quote: --- Original message by: slashrat
TSC:E is coming along just fine, thanks for asking.

Any specifics? :3


slashrat
Joined: Aug 10, 2005

TSC:E Environment Art Lead


Posted: Nov 16, 2013 06:32 PM    Msg. 5527 of 10646       
Nope, sorry.

Edit: I am actually authorized to say that it is going "well" and "nicely".
Edited by slashrat on Nov 16, 2013 at 06:34 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 16, 2013 06:50 PM    Msg. 5528 of 10646       
Quote: --- Original message by: slashrat

Nope, sorry.

Edit: I am actually authorized to say that it is going "well" and "nicely".
Edited by slashrat on Nov 16, 2013 at 06:34 PM

Good to hear.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Nov 16, 2013 07:01 PM    Msg. 5529 of 10646       
you should make a slender gun XD


AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: Nov 16, 2013 11:27 PM    Msg. 5530 of 10646       
Quote: --- Original message by: vampire_girl
Quote: --- Original message by: AllySuzumiya
Quote: --- Original message by: Masters1337

I've told you several times if you have suggestions for sounds you should PM me them, and I can take a look. I have nothing "against" reviewing better sounds, but none of us have the time to try to satisfy your subjective needs when we have other things to do.

Quote: --- Original message by: OrangeJuice
That is why NOTHING sounds beefier than the BIZ-2 from Syphon Filter 2. Just listen to it!


Syphon Filter 2 is one of the best games of all time, I have it on my PS3 but am still trying to rebeat the first one... can't say it's aged well.
Edited by Masters1337 on Nov 15, 2013 at 09:10 PM



How else would I have won by that big of a landslide?


Yay, other people like Syphon filter (and know about it)!! I had Syphon filter 2, OMEGA STRAIN, Combat Ops and Logan's shadow.

Also, CMT is the means by which Spv3 is revealed. Only through a waved release can one not drown in the Opensauce. CMT is the means by which spv3 is revealed. Tags from Spv2 will be ported over to Spv3 because that's just how we do what we do. CMT is the means by which spv3 is revealed. Good graphics, good optimization and complex scripting is key to user satisfaction, yes, CMT is the means by which all is revealed. Your skepticism of Opensauce falls on deaf ears.

I suppose my criticism of your skills as our brigade leader will also fall on deaf ears...

 
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