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Author Topic: CMT RETURNS! New project and team details inside! (10646 messages, Page 252 of 305)
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Unethical Nightmare
Joined: Jun 15, 2014

Think first before acting


Posted: Dec 3, 2014 06:03 PM    Msg. 8786 of 10646       
So we have to wait longer for this?


Navarro
Joined: Dec 2, 2014


Posted: Dec 3, 2014 06:18 PM    Msg. 8787 of 10646       
I hope TSCE will see release before this Christmas, and I'm very sure it will. With so little left to do, there's hardly any excuse for it to be delayed any longer.


Unethical Nightmare
Joined: Jun 15, 2014

Think first before acting


Posted: Dec 3, 2014 06:20 PM    Msg. 8788 of 10646       
I think it's bogus that we had to wait this long to begin with. I'm starting to doubt the reasons they listed for taking so long tbh.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 3, 2014 06:23 PM    Msg. 8789 of 10646       
Quote: --- Original message by: Unethical Nightmare
I think it's bogus that we had to wait this long to begin with. I'm starting to doubt the reasons they listed for taking so long tbh.

"Pls release unfinished product nao so we can complain about bugs/flaws/missing features."


Unethical Nightmare
Joined: Jun 15, 2014

Think first before acting


Posted: Dec 3, 2014 06:27 PM    Msg. 8790 of 10646       
Quote: --- Original message by: Echo77
"Pls release unfinished product nao so we can complain about bugs/flaws/missing features."


I'm not going to complain about that, genius. Other people with brains in their heads wouldn't either because some people actually have lives so of course they won't be able to solve those problems. I'd rather have an unfinished product instead of no product at all because at least I'd get to enjoy something. Did that ever occur to you?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 3, 2014 06:32 PM    Msg. 8791 of 10646       
Quote: --- Original message by: Unethical Nightmare
Quote: --- Original message by: Echo77
"Pls release unfinished product nao so we can complain about bugs/flaws/missing features."


I'm not going to complain about that, genius. Other people with brains in their heads wouldn't either because some people actually have lives so of course they won't be able to solve those problems. I'd rather have an unfinished product instead of no product at all because at least I'd get to enjoy something. Did that ever occur to you?

You're going to get something. No product now does not equate to no product ever. The project is not cancelled. It is delayed.

The only thing that occured to me is that you are impatient and assume that no one will complain about problems CMT wasn't "able to solve" in the event of a hypothetical early release, when in fact they are currently working on solving those problems as we speak. Hence the delay.

People most definitely will complain about an unfinished product. People complain about finished products. If you're going to do something, do it right, instead of just rushing it out the door in an effort to meet a deadline,
Edited by Echo77 on Dec 3, 2014 at 06:35 PM


Unethical Nightmare
Joined: Jun 15, 2014

Think first before acting


Posted: Dec 3, 2014 06:37 PM    Msg. 8792 of 10646       
Quote: --- Original message by: Echo77
You're going to get something. No product now does not equate to no product ever. The project is not cancelled. It is delayed.

The only thing that occured to me is that you are impatient and assume that no one will complain about problems CMT wasn't "able to solve" in the event of a hypothetical early release, when in fact they are currently working on solving those problems as we speak. Hence the delay.

People most definitely will complain about an unfinished product. People complain about finished products. If you're going to do something, do it right, instead of just rushing it out the door in an effort to meet a deadline,
Edited by Echo77 on Dec 3, 2014 at 06:35 PM


You could have just said that rather than flat out insult people who'd prefer to have it now if finishing it wasn't going to occur.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 3, 2014 06:41 PM    Msg. 8793 of 10646       
Quote: --- Original message by: Unethical Nightmare
Quote: --- Original message by: Echo77
You're going to get something. No product now does not equate to no product ever. The project is not cancelled. It is delayed.

The only thing that occured to me is that you are impatient and assume that no one will complain about problems CMT wasn't "able to solve" in the event of a hypothetical early release, when in fact they are currently working on solving those problems as we speak. Hence the delay.

People most definitely will complain about an unfinished product. People complain about finished products. If you're going to do something, do it right, instead of just rushing it out the door in an effort to meet a deadline,
Edited by Echo77 on Dec 3, 2014 at 06:35 PM


You could have just said that rather than flat out insult people who'd prefer to have it now if finishing it wasn't going to occur.

I meant no offense, but no member of CMT has said that the project was cancelled because it didn't meet the original release date, so I had no idea that anyone would think that it had been cancelled, especially when the last several pages seem to have been people discussing the delay and the things that are left to do before releasing the map.
Edited by Echo77 on Dec 3, 2014 at 07:19 PM


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Dec 3, 2014 07:09 PM    Msg. 8794 of 10646       
Oooh-kay, you guys should calm down and stop throwing rocks at each other.
Echo77 is right tho

Anyway, question time. Will the first SPV3 tag pack be released with A10 and only feature the tags used in A10 or will they/it be released after everything is out in a "SPV3 Part 1" tag pack?


YSlayer12
Joined: Aug 31, 2014

"We are made of MLG Qwikscopes"


Posted: Dec 3, 2014 07:40 PM    Msg. 8795 of 10646       
I hope it's released before the 18th. Going on vacation NO INTERNET NOES!


Canadia FTW!
Edited by YSlayer12 on Dec 3, 2014 at 07:41 PM


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Dec 3, 2014 07:43 PM    Msg. 8796 of 10646       
Nooope, definitely not cancelled. Not even close. We're trying to be as transparent as possible with what we're doing without spoiling everything for you all. Hence Masterz's posts about work slowing on SPv3 whilst the Evolved dudes race to the finish line.

UnethicalNightmare - What most of the team are trying to accomplish with the tools at hand is hugely ambitious. A lot of it has never even been attempted before in Halo CE, and only possible thanks to the ongoing development of OpenSauce. It might seem like a disproportionate amount of time to anybody who isn't involved in the development process, but I guarantee there's a LOT going on.

RabbitFood - I'm unsure on the release date for the finished tag-pack, but the way we're working, it'll make sense for us to release them all in one go, as the finished tagset should be consistent from map to map, unless there's some unbending technical requirement to do otherwise.


YSlayer12
Joined: Aug 31, 2014

"We are made of MLG Qwikscopes"


Posted: Dec 3, 2014 07:50 PM    Msg. 8797 of 10646       
Quote: --- Original message by: beaucephal
Nooope, definitely not cancelled. Not even close. We're trying to be as transparent as possible with what we're doing without spoiling everything for you all. Hence Masterz's posts about work slowing on SPv3 whilst the Evolved dudes race to the finish line.

UnethicalNightmare - What most of the team are trying to accomplish with the tools at hand is hugely ambitious. A lot of it has never even been attempted before in Halo CE, and only possible thanks to the ongoing development of OpenSauce. It might seem like a disproportionate amount of time to anybody who isn't involved in the development process, but I guarantee there's a LOT going on.

RabbitFood - I'm unsure on the release date for the finished tag-pack, but the way we're working, it'll make sense for us to release them all in one go, as the finished tagset should be consistent from map to map, unless there's some unbending technical requirement to do otherwise.


YSlayer12 - TSC:E Should be released by then. Have a nice vaction.




Thanks beaucephal! Your a beuacephal


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 3, 2014 08:24 PM    Msg. 8798 of 10646       
Quote: --- Original message by: RabbitFood
Oooh-kay, you guys should calm down and stop throwing rocks at each other.
Echo77 is right tho

Anyway, question time. Will the first SPV3 tag pack be released with A10 and only feature the tags used in A10 or will they/it be released after everything is out in a "SPV3 Part 1" tag pack?


It's currently undecided how it will be done. We will want to make everything available to the users though. The CMT tagset has all the normal subcatagories you'd expect (charaters, weapons, vehicles etc...) with some of them being sub divided into evolved, spv3, and _shared. _shared holds all tags that are not tagset specific. So we will probably release _shared and evolved folders after TSC:E (that is up to that team how and when they do it) and when all of part 1 is released. the SPV3 tags will be released.

What I haven't decided is if we will protect the maps or not. On one hand, there are so many tags that have been changed structurally and won't be rippable, it may lead people to more headache than just downloading the rar. On the other hand, it kinda sucks having to download the entire _shared and spv3 tagset rars just to get one piece of content. But our weapons are designed to all work together and not the original games or other peoples custom weapons... so perhaps that is best?

The whole tag release isn't something I've thought of to deeply and and open to all of your ideas.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 3, 2014 08:52 PM    Msg. 8799 of 10646       
people mix-match tags all the time. Look at any of Nick's maps for example, or any of the most commonly played maps. There's nothing really consistent about those maps' tagsets. They just slap together what they want. Protecting it seems a bit dumb if you take that into account, considering your other rebuttal seems to be "They're meant to work together"

I could be just blowing out hot air, but if I read what you said right, I think that'd probably work.


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Dec 3, 2014 09:35 PM    Msg. 8800 of 10646       
Quote: --- Original message by: R93_Sniper
people mix-match tags all the time. Look at any of Nick's maps for example, or any of the most commonly played maps. There's nothing really consistent about those maps' tagsets. They just slap together what they want. Protecting it seems a bit dumb if you take that into account, considering your other rebuttal seems to be "They're meant to work together"

I could be just blowing out hot air, but if I read what you said right, I think that'd probably work.


Interesting way of looking at it, and I think I agree. Well, maybe not the bit about your skepticism of Masterz's second point. The SPV3 tagset from what we've heard is balanced with SPV3 Legendary in mind, and that might not translate well to other maps, especially Multiplayer.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 3, 2014 11:27 PM    Msg. 8801 of 10646       
If I may input my own opinion, I think maybe breaking some of the rar releases into subcategories could help curb the issue of people having to download entire tagsets fort only a few tags. For instance, I think a release containing only CMT's new effects and particles would be very useful. Individual files containing only weapons, characters, etc. would be much more appealing than releasing pretty much everything in one fell swoop. (you could even go as far as releasing tagsets containing only human weapons or covenant weapons, if you were willing to exert the effort required to organize such a specific tagset). I feel that it'd be a happy medium between having to rip tags that might not even work correctly after extracted, and downloading a hugeass file containing nearly all of cmt's tags. It'd require a bit more effort, but I feel people would really appreciate the organization and ease of access that individual sub-tagsets could provide.


boogerlad
Joined: Jun 18, 2009


Posted: Dec 3, 2014 11:29 PM    Msg. 8802 of 10646       
I don't know much about tags, but how about having a git/svn repository of some sort? Or just use the folder feature of mega.co.nz. Then people can browse for individual tags and get what they want.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 4, 2014 12:39 AM    Msg. 8803 of 10646       
Quote: --- Original message by: R93_Sniper
people mix-match tags all the time. Look at any of Nick's maps for example, or any of the most commonly played maps. There's nothing really consistent about those maps' tagsets. They just slap together what they want. Protecting it seems a bit dumb if you take that into account, considering your other rebuttal seems to be "They're meant to work together"

I could be just blowing out hot air, but if I read what you said right, I think that'd probably work.


I'll have to check out mega.

The problem isn't really with people wanting to mix and match things if we make the maps extractable, they can do that anyway with a full tagset release anyway. The problem is that things like particles, shaders, and an assortment of other tags will become corrupted when extracted given the OS enhancements to them. Then we have to deal with people whos tagsets suddenly stop working because they treated a .yelo map like any other.


Megatron
Joined: Sep 16, 2011

Working on something good.


Posted: Dec 4, 2014 01:17 AM    Msg. 8804 of 10646       
Quote: --- Original message by: Masters1337
The problem isn't really with people wanting to mix and match things if we make the maps extractable, they can do that anyway with a full tagset release anyway. The problem is that things like particles, shaders, and an assortment of other tags will become corrupted when extracted given the OS enhancements to them. Then we have to deal with people whos tagsets suddenly stop working because they treated a .yelo map like any other.


Thanks to my own maps getting messed up themselves, I can say that your decisions here are valid and I wouldn't cave to the people making demands for potentionally problematic tags. I lost my entire set once due to problems like these.

Regardless of feedback, do what you desire and you have the support of me and many others.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 4, 2014 03:22 AM    Msg. 8805 of 10646       
Quote: --- Original message by: Masters1337
I'll have to check out mega.

The problem isn't really with people wanting to mix and match things if we make the maps extractable, they can do that anyway with a full tagset release anyway. The problem is that things like particles, shaders, and an assortment of other tags will become corrupted when extracted given the OS enhancements to them. Then we have to deal with people whos tagsets suddenly stop working because they treated a .yelo map like any other.


Fair enough. However, if that's really the case, then put up multiple uploads so people can grab specific assets (upload for weapons, bipeds, vehicles, bsp, and full release).

I think that might settle both issues


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 4, 2014 05:14 AM    Msg. 8806 of 10646       
Well then you have the issue that some things require things from folders that are not isolated to their respected type of folder.

Ie. Gungoose in the vehicles folder uses tags from the AR in the weapons folder, Br, DMR, AR all use things in cmt\textures\displays and many other things use things in cmt\textures\detail_maps or cubemaps. Then everything sound related is isolated in the cmt\sounds directory. Also everything is dependent on things in cmt\effects as well.

We probably will have to look at a way to protect tags that are problematic, or just lock the whole map down with the full tagset downloadable.


raphaelBLOOD WAR
Joined: Dec 4, 2012

I wipe your maps with your own blood!


Posted: Dec 4, 2014 06:03 AM    Msg. 8807 of 10646       
Okay time to see a screenshot of the bsp progress today :D


RabbitFood
Joined: Aug 9, 2014

tripping a path through an internship


Posted: Dec 4, 2014 07:58 AM    Msg. 8808 of 10646       
Quote: --- Original message by: raphaelBLOOD WAR
Okay time to see a screenshot of the bsp progress today :D


Rendering the Lightmaps can take days, I doubt there's anything new.


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Dec 4, 2014 11:13 AM    Msg. 8809 of 10646       
Hosting everything via git / svn seems like a pretty good idea. That way it's easy to get the whole tagset by cloning the repo. And it would make it easy for us to come in and make changes to the tags if bugs or glitches are found by the community. So I'm all in favour of that.
In regards to protecting the maps, IMO it's definitely a good idea, but it may be wise to go a step further, and put some kind of note in the readme stating that if users attempt to extract tags from the .yelo files, they risk having corrupted tags, and that they should download from the repo instead.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 4, 2014 04:53 PM    Msg. 8810 of 10646       
Off topic but that wouldn't happen to be one of the chuckle brothers would it?


beaucephal
Joined: Sep 2, 2014

CMT SPv3 audio dude


Posted: Dec 4, 2014 07:50 PM    Msg. 8811 of 10646       
Quote: --- Original message by: SS Flanker
Off topic but that wouldn't happen to be one of the chuckle brothers would it?


Yes. Yes it would. Yes I am a dirty British.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 4, 2014 09:38 PM    Msg. 8812 of 10646       
Hmm, sshers4, beauce, maniac, btcc......The british are coming!


Megatron
Joined: Sep 16, 2011

Working on something good.


Posted: Dec 4, 2014 10:56 PM    Msg. 8813 of 10646       
Hey guys, I got one somewhat important question (that I probably asked before but forgot), will the Flood have different designs in SPV3 that have some resemblance to their most recent canon counterparts?


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Dec 5, 2014 02:23 PM    Msg. 8814 of 10646       
Quote: --- Original message by: Megatron
Hey guys, I got one somewhat important question (that I probably asked before but forgot), will the Flood have different designs in SPV3 that have some resemblance to their most recent canon counterparts?


sexy h3/SPV1 flood :>


Juzo
Joined: Jul 1, 2014


Posted: Dec 5, 2014 02:31 PM    Msg. 8815 of 10646       
The flood for SPV3 should look more gruesome for a start. Also I had an idea where in one of the flood levels a Sentinel Wall could be added, just not sure which level though.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 5, 2014 07:24 PM    Msg. 8816 of 10646       
I think Masterz stated in the past that he wanted to go more along the lines of what Bungie had envisioned for the flood faction before/during Halo 1's development, rather than making the flood look, feel, and play like the flood as it came to be in later, more modern halo games. He also said he'd rather have the flood be enjoyable to fight from a gameplay stand point rather than trying to make them scary. Not completely the road I'd take if I were at the helm of this mod, but that's just me.

Besides, considering CMT is remodeling everything from scratch, I imagine regardless of their design focus pertaining to the flood, they'll probably come out looking absolutely badass no matter what (and one can hope they will utilize the multiple damage permutations that OS allows for to make flood a lot more destructible)


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 5, 2014 09:10 PM    Msg. 8817 of 10646       
Alexis did some prototypes of our flood materials on the carrier form a while back, I don't have the link but I can ask her for hers tomorrow (or she can post it here if she sees this before talking to me).

We're pretty much sticking to a mix of hand painted normals with a mix of new and old geometry for our flood. The Elite model is likely to stay the same, while we will make new human and brute models using our new marine, and brute geometry. The carrier forms will be re-invented to use part of the grunt geometry and we have something special planned for the jackals. No other forms are planned outside of the main covenant infected forms, and the infection forms of course.


raphaelBLOOD WAR
Joined: Dec 4, 2012

I wipe your maps with your own blood!


Posted: Dec 6, 2014 06:23 AM    Msg. 8818 of 10646       
Quote: --- Original message by: Masters1337
Alexis did some prototypes of our flood materials on the carrier form a while back, I don't have the link but I can ask her for hers tomorrow (or she can post it here if she sees this before talking to me).

We're pretty much sticking to a mix of hand painted normals with a mix of new and old geometry for our flood. The Elite model is likely to stay the same, while we will make new human and brute models using our new marine, and brute geometry. The carrier forms will be re-invented to use part of the grunt geometry and we have something special planned for the jackals. No other forms are planned outside of the main covenant infected forms, and the infection forms of course.

New human models as in the survivors and marines (normal and odst). Any changes being made to their faces and cortana?


Juzo
Joined: Jul 1, 2014


Posted: Dec 6, 2014 10:54 AM    Msg. 8819 of 10646       
The Flood Elites should have the armor of each elite rank that got infected, each rank infected will on how tough they will be.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Dec 6, 2014 12:08 PM    Msg. 8820 of 10646       
Quote: --- Original message by: raphaelBLOOD WAR
Quote: --- Original message by: Masters1337
Alexis did some prototypes of our flood materials on the carrier form a while back, I don't have the link but I can ask her for hers tomorrow (or she can post it here if she sees this before talking to me).

We're pretty much sticking to a mix of hand painted normals with a mix of new and old geometry for our flood. The Elite model is likely to stay the same, while we will make new human and brute models using our new marine, and brute geometry. The carrier forms will be re-invented to use part of the grunt geometry and we have something special planned for the jackals. No other forms are planned outside of the main covenant infected forms, and the infection forms of course.

New human models as in the survivors and marines (normal and odst). Any changes being made to their faces and cortana?

Undecided as of now. Marines are one of the things I hope us to have completed in the near future once we fix the destroyable phantom (it is indestructible in TSC:E).

Quote: --- Original message by: Infinite Guardian
The Flood Elites should have the armor of each elite rank that got infected, each rank infected will on how tough they will be.


Unfortunately, for flood missions we are already low on actor variant slots, so we will likely stick to blue amored flood, but if we feel one needs a boost in the difficulty we can always adjust the shields and behaviors in accordance to color. Maybe I will throw in some gold sword infected elite flood.

As far as the regular upgrade path of an actor variant, I have some other ideas I'd like to try for that.
Edited by Masters1337 on Dec 6, 2014 at 12:13 PM

 
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