
Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 3, 2009 10:44 AM
Msg. 141 of 247
tool_pro is only usefull for getting a map compiled to view it in a HTC application, or to check the tag dump. Soon as you enter a bsp that sets the game over the hardcoded limit, it will crash.
It's not some magic tool that you guys blindly assume will make everything all better.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 3, 2009 10:52 AM
Msg. 142 of 247
Quote: --- Original message by: Masters1337 tool_pro is only usefull for getting a map compiled to view it in a HTC application, or to check the tag dump. Soon as you enter a bsp that sets the game over the hardcoded limit, it will crash.
It's not some magic tool that you guys blindly assume will make everything all better. I figured as much. I sort of laughed when I say the negative number of tagspace pop up in the prompt.lol. It's odd that a10 worked as well as it did though for a while.
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vmt
Joined: Jan 29, 2008
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Posted: Jan 3, 2009 10:54 AM
Msg. 143 of 247
no im saying it looks wierd seeing h2 styled weapons on h1 terrain so yes really
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black doom
Joined: Oct 4, 2008
we will never stop, we can win the "impossible"
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Posted: Jan 3, 2009 11:10 AM
Msg. 144 of 247
Quote: --- Original message by: Masters1337 tool_pro is only usefull for getting a map compiled to view it in a HTC application, or to check the tag dump. Soon as you enter a bsp that sets the game over the hardcoded limit, it will crash.
It's not some magic tool that you guys blindly assume will make everything all better. so how you managed to compile cmt A10 and cmt D40? both are more then 100 mbs in a ZIP file.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 3, 2009 11:15 AM
Msg. 145 of 247
Quote: --- Original message by: black doomQuote: --- Original message by: Masters1337 tool_pro is only usefull for getting a map compiled to view it in a HTC application, or to check the tag dump. Soon as you enter a bsp that sets the game over the hardcoded limit, it will crash.
It's not some magic tool that you guys blindly assume will make everything all better. so how you managed to compile cmt A10 and cmt D40? both are more then 100 mbs in a ZIP file. D40 is not hard at all to compile, mainly being it is such a large level with little cutscenes. A10 is hard to compile because it has a load of cutscenes and other junk. Getting it to compile correctly also relies on the scripting and placement work you've done, so I've heard. Either way, using the tool_pro, it'll probably cut stuff to compile the cachefile, which is pointless if the file doesn't even work straight.
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black doom
Joined: Oct 4, 2008
we will never stop, we can win the "impossible"
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Posted: Jan 3, 2009 11:20 AM
Msg. 146 of 247
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: black doomQuote: --- Original message by: Masters1337 tool_pro is only usefull for getting a map compiled to view it in a HTC application, or to check the tag dump. Soon as you enter a bsp that sets the game over the hardcoded limit, it will crash.
It's not some magic tool that you guys blindly assume will make everything all better. so how you managed to compile cmt A10 and cmt D40? both are more then 100 mbs in a ZIP file. D40 is not hard at all to compile, mainly being it is such a large level with little cutscenes. A10 is hard to compile because it has a load of cutscenes and other junk. Getting it to compile correctly also relies on the scripting and placement work you've done, so I've heard. Either way, using the tool_pro, it'll probably cut stuff to compile the cachefile, which is pointless if the file doesn't even work straight. bitmaps matter too. these are the main tag space wasters and i know cmt campign has hi res bitmaps.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 3, 2009 11:24 AM
Msg. 147 of 247
That still won't matter considering they compiled SPv1's A10 alright. At the most on my a10, there are new models for weapons, hardly anything more now. If what I believe about it is correct, the only reason it crashed when I played it was because of tool_pro cutting off the following segment or of an AI error, which happens in 343 GS later on in the level, where you find your first marines being harassed by flood.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 3, 2009 11:25 AM
Msg. 148 of 247
bitmaps and sounds are irrelevant when it comes to SP maps. MP maps is another story.
Edit: I already told you why a10 was exceptiong dark. Read my earlier post. You're reasoning for whats going on with it makes no sense. Tool compiles everythign into it, it doesn't leave anything out. Edited by Masters1337 on Jan 3, 2009 at 11:25 AM Edited by Masters1337 on Jan 3, 2009 at 11:26 AM Edited by Masters1337 on Jan 3, 2009 at 11:28 AM
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jan 4, 2009 02:58 PM
Msg. 149 of 247
If darkhalo ever gets on xfire I'll give him the double magged smg tags he said he might want to use for this. >.>
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 4, 2009 06:21 PM
Msg. 150 of 247
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Masters1337 tool_pro is only usefull for getting a map compiled to view it in a HTC application, or to check the tag dump. Soon as you enter a bsp that sets the game over the hardcoded limit, it will crash.
It's not some magic tool that you guys blindly assume will make everything all better. I figured as much. I sort of laughed when I say the negative number of tagspace pop up in the prompt.lol. It's odd that a10 worked as well as it did though for a while. It's not odd at all. they just saved one of the larger bsps towards the end of the level, could easily have been the first bsp. Quote: --- Original message by: DarkHalo003Quote: --- Original message by: black doomQuote: --- Original message by: Masters1337 tool_pro is only usefull for getting a map compiled to view it in a HTC application, or to check the tag dump. Soon as you enter a bsp that sets the game over the hardcoded limit, it will crash.
It's not some magic tool that you guys blindly assume will make everything all better. so how you managed to compile cmt A10 and cmt D40? both are more then 100 mbs in a ZIP file. D40 is not hard at all to compile, mainly being it is such a large level with little cutscenes. A10 is hard to compile because it has a load of cutscenes and other junk. Getting it to compile correctly also relies on the scripting and placement work you've done, so I've heard. Either way, using the tool_pro, it'll probably cut stuff to compile the cachefile, which is pointless if the file doesn't even work straight. Like I said earlier, tool bro just allows it to compile without it stopping, in no way shape or form is there data loss. And like i've said earlier, don't make statements about stuff that you don't understand. That's how rumors and misinformation is spread. And it makes you look like an idiot. Edited by Masters1337 on Jan 4, 2009 at 06:25 PM
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 4, 2009 06:22 PM
Msg. 151 of 247
Quote: --- Original message by: ICEE If darkhalo ever gets on xfire I'll give him the double magged smg tags he said he might want to use for this. >.> I was at a party. If I do use the SMG in this project, then it'll most likely make a debut in a50, disappear, and then return for c10, c20, and the rest of the levels. This also makes a good sense for a replacement for the ARGL for the Flood. I was contemplating a good automatic weapon for the Flood to use that wasn't the AR, but we'll see how it goes. Quote: --- Original message by: Masters1337Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Masters1337 tool_pro is only usefull for getting a map compiled to view it in a HTC application, or to check the tag dump. Soon as you enter a bsp that sets the game over the hardcoded limit, it will crash.
It's not some magic tool that you guys blindly assume will make everything all better. I figured as much. I sort of laughed when I say the negative number of tagspace pop up in the prompt.lol. It's odd that a10 worked as well as it did though for a while. It's not odd at all. they just saved one of the larger bsps towards the end of the level, could easily have been the first bsp. Can you help me rid the first cutscenes of the level successfully to where the level will compile? There isn't the need for the cutscenes if they're just going to inhibit the level's compiling/tagspace. Edited by DarkHalo003 on Jan 4, 2009 at 06:27 PM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 4, 2009 06:31 PM
Msg. 152 of 247
Quote: --- Original message by: black doomQuote: --- Original message by: Masters1337 tool_pro is only usefull for getting a map compiled to view it in a HTC application, or to check the tag dump. Soon as you enter a bsp that sets the game over the hardcoded limit, it will crash.
It's not some magic tool that you guys blindly assume will make everything all better. so how you managed to compile cmt A10 and cmt D40? both are more then 100 mbs in a ZIP file. Size is a relative term. As far as SP goes, I don't think anyone has yet hit a limit on hwo big the actual size of the map is. It's all about how the files are laoded and distributed through the game. Tagspace is how the tags are distributed across bsps, and how much data the game has to have loaded all the time, with the space provided by the bsps. Tag slots are the amount of tags the game and compiler can store. Edit: Darkhalo, null objects in the cutscenes and see if it works, once you have that done, I'll just send you my modified a10 scripts. Edited by Masters1337 on Jan 4, 2009 at 06:32 PM
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 4, 2009 06:34 PM
Msg. 153 of 247
Quote: --- Original message by: Masters1337Quote: --- Original message by: black doomQuote: --- Original message by: Masters1337 tool_pro is only usefull for getting a map compiled to view it in a HTC application, or to check the tag dump. Soon as you enter a bsp that sets the game over the hardcoded limit, it will crash.
It's not some magic tool that you guys blindly assume will make everything all better. so how you managed to compile cmt A10 and cmt D40? both are more then 100 mbs in a ZIP file. Size is a relative term. As far as SP goes, I don't think anyone has yet hit a limit on hwo big the actual size of the map is. It's all about how the files are laoded and distributed through the game. Tagspace is how the tags are distributed across bsps, and how much data the game has to have loaded all the time, with the space provided by the bsps. Tag slots are the amount of tags the game and compiler can store. Edit: Darkhalo, null objects in the cutscenes and see if it works, once you have that done, I'll just send you my modified a10 scripts. Edited by Masters1337 on Jan 4, 2009 at 06:32 PM Alright, thanks, I'll let you know when I have that done. I'll post updates when I have something to post. Until then, updates are momentarily offline. Edited by DarkHalo003 on Jan 11, 2009 at 08:54 PM
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megahalofan12
Joined: May 21, 2008
Xbox Live/Xfire is: matthewdratt
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Posted: Jan 11, 2009 05:14 PM
Msg. 154 of 247
Updates??? 
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jimmy
Joined: Jul 3, 2008
You can cure a derp, but not the herps.
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Posted: Jan 11, 2009 09:52 PM
Msg. 155 of 247
Same here
WE WANT UPDATEZ!!!!!!!!!!!!1111
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jan 11, 2009 09:55 PM
Msg. 156 of 247
Quote: --- Original message by: DarkHalo003
I'll post updates when I have something to post. Until then, updates are momentarily offline.
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jimmy
Joined: Jul 3, 2008
You can cure a derp, but not the herps.
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Posted: Jan 11, 2009 09:56 PM
Msg. 157 of 247
O RLY?kthxbai
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jimmy
Joined: Jul 3, 2008
You can cure a derp, but not the herps.
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Posted: Jan 12, 2009 09:24 PM
Msg. 158 of 247
Quote: mod a blood gluch map 1. I'd kill myself before I make a bloodgulch mod. 2. No I don't have anything better to do besides waiting
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 12, 2009 09:27 PM
Msg. 159 of 247
Quote: --- Original message by: jimmyQuote: mod a blood gluch map 1. I'd kill myself before I make a bloodgulch mod. 2. No I don't have anything better to do besides waiting 1. Making jokes about suicide aren't funny in this case. 2. Updates will come when I have something to update about. Until I some people get online and I have those tags in-game and ready, no updates. Mini-update to hold you over I guess: B40 compiled successfully. A50 did not. Must look into.
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jimmy
Joined: Jul 3, 2008
You can cure a derp, but not the herps.
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Posted: Jan 12, 2009 09:38 PM
Msg. 160 of 247
1. its dark out and its 6 degrees
2. Im doing gmax right now, I did all of my homework and chores a few minutes ago
3. don't say theres more to life than sitting at your computer when your sitting down writing a post on your computer.
4. its dark, and my bb gun is broken
5. paintball gun is for weekends when I have daylight time away from school
6. my dog just died
if you want me to stop being a pain in your arse, stop being a pain in mine
anways...good luck with modding Dark
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guitarist331
Joined: Jan 15, 2009
"We're Not A Clan We're A Legacy"-Legacy
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Posted: Jan 15, 2009 09:57 PM
Msg. 161 of 247
Looks great. Loved the weapons you've decided to use. btw have the tags for that battle rifle been released?
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guitarist331
Joined: Jan 15, 2009
"We're Not A Clan We're A Legacy"-Legacy
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Posted: Jan 15, 2009 10:42 PM
Msg. 162 of 247
ok thanks for the info. I was only asking cause I don't think I've ever seen it.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 16, 2009 04:32 PM
Msg. 163 of 247
GREAT QUICK UPDATE:
A50 IS COMPILING VERY SUCCESSFULLY. I figured why it was taking up so much space. Apparently, when you compile with the same tags marked twice in a palette, it doubles the space those tags used, or at least I assume so. Once a50 is done, I do the suggestion Masters told me for a10, fix that level up, get some tags from a few people, determine what to do with the Library, and then finally work with Spartan to finish b30 (more encounters hopefully).
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Advancebo
Joined: Jan 14, 2008
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Posted: Jan 16, 2009 04:33 PM
Msg. 164 of 247
Dont forget to put in the High Charity doors into a50 :O
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 16, 2009 09:23 PM
Msg. 165 of 247
Things Left if A50 compiles like I want it to:
1. Add more varieties of human weapons throughout the levels that didn't have them before.
2. Fix A30 phantom issues.
3. Get new carbine to replace Zteam's.
4. Fix all remaining levels to the appropriate tags. These include final vehicles, actors, and weapons.
5. Decide on Library's fate of Bitmaps.
6. Find final sky for d40.
7. Get new flood bipeds.
8. Fill in b30 with the tags that Spartan didn't have when it fixed it up encounter-wise.
9. Compile a10 successfully.
10. Massive Beta Testing Spree.
11. Gather all credits.
12. Make UI.
13. Release.
The due date is when those 13 objectives are done. Good day.
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Arteen
Joined: Mar 8, 2008
...
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Posted: Jan 16, 2009 11:15 PM
Msg. 166 of 247
Good job so far! It looks fun.
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megahalofan12
Joined: May 21, 2008
Xbox Live/Xfire is: matthewdratt
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Posted: Jan 17, 2009 02:19 AM
Msg. 167 of 247
I could give you Halo 3 Tazz'es weapons as .weapons and a Halo 2 Sentails when dead you can pick it up. Would that help?
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Auxor
Joined: Sep 5, 2008
Ever drunk Baileys out of a shoe?
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Posted: Jan 17, 2009 04:00 AM
Msg. 168 of 247
Any chance of those new Constructors being in it? In The Library to add to an atmosphere?
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Advancebo
Joined: Jan 14, 2008
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Posted: Jan 17, 2009 09:45 AM
Msg. 169 of 247
Any of change of you adding these in there :O? 
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jan 17, 2009 10:11 AM
Msg. 170 of 247
Quote: --- Original message by: Auxor Any chance of those new Constructors being in it? In The Library to add to an atmosphere? The sentinel beam is usable, just has a crappy FP model. The Library is still underwraps. I'm either going to leave is as with some extra surprises in actor variation OR I'm going to do that and change the bitmaps to be more Halo2/3ish. Yes, Bo, I am using your High Charity door tags. I wish they could be red though when locked. I have been halted at the point of adding Honor Guards on the level A50. It seems that switching in these new actor variants causes more tagspace to be consumed. A50 may not have Honor Guards after all, but the that's not to say that you may first see them in B30. I'll toss around a few ideas for them. Edited by DarkHalo003 on Jan 17, 2009 at 10:13 AM
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Advancebo
Joined: Jan 14, 2008
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Posted: Feb 1, 2009 08:44 PM
Msg. 171 of 247
Anti Air Wraith is going good.
(My cannon model, Halo 2 Wraith)
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Feb 1, 2009 09:35 PM
Msg. 172 of 247
Quote: --- Original message by: Advancebo Anti Air Wraith is going good.
(My cannon model, Halo 2 Wraith) That's good to know. The ones I had had the hatch too small so the fat elites couldn't get inside. >_> Picture Update on Some New Stuff: Credit for the Forerunner Shields go to Arteen. These shields will be a common sight around big, central forerunner structures. They do not cause exponential lag if you were wondering. *FP arms aren't right right now because I reinstalled CE to try to fix an error that had nothing to do with it. This has also affected me and fixing the Shotgun tags. I still got to fix that. Credit for the new ghost skins go to Nugga. Instead of using random tags I found in maps, I decided to keep the model and stuff the same and ask Nugga for the skins. It looks nice and keeps crediting easier. Nugga is also responsible for the Banshee skins as well. Credit for the tank: ??????????????? (If you know who's it is, please tell me.) The tank's only real change is the skin. Anything else is really just the same. ODSTs and Johnson(s). ODSTs are still technically invulnerable, but they run a risk if they use vehicles because they are completely vulnerable then. Also, in a50, the first ODSTs are vulnerable to allow some fairness to Covenant forces. The reinforcements are not. *THERE ARE TWO JOHNSONS???? THE COVENANT ARE SCREWED NOW!!!111!!1!1!!!!11!!!!1!!!! Level Updates: A10- Still as untouchable as ever, a10 always dies due to exceptions. Sorry Masters, haven't tried your techniques yet. I'll get to that after I try a few more things. A30- As you saw, I gave a30 a little attention by adding the shields and giving it Carbine-using AI. It was actually more fun to play than usual. The ODST sniper is also incredibly accurate. I'll add more scenery, like the ODSTs drop pods in various areas, later when I have more time. A50- Also hating it when I put in tags, a50 is barely compiling, but still seems like it can put in plenty of fun moments. Right now, I'm trying to put in Jackal snipers (carbines) by the gun turrets. I'm also adding more Covenant related scenery to the outside BSPs. B30- Is being done by Spartan 094. I got tired of trying to put in new stuff, like new encounters (Beach Banshee and Ghosts) when I wasn't too sure on how to accomplish it. I'm no scripting genius, so I handed over b30 to Spartan so that it turns out interesting. When he has the level's encounters done, I'll adjust it with the tags I have and other stuff so that it's fully complete and ready to be beta tested. You also see the Honor Guards for the first time here. B40- Is undergoing its own makeover. I'm switching stuff around, making sure some things are fun and interesting, and some other junk. I've been tossing around the idea of an Air Battle on the first segment of it, but that's still under review. You'll also get sort of an H2 feel towards the end of it because Honor Guards will become a normal occurrence starting when you leave the marines. C10- Is still under wraps. I don't have much to say about it because it's pretty much straight forward. C20- Is in the same stage as c10, but may have a texture makeover in the future. Still deciding that and some other things as well. C40- Is full of encounters and can be considerably difficult at times. Unfortunately, I cannot add extra Air Battles to it because of conventional reasons and practicality. The Air Battles are where they normally are. You'll also encounter Ultras frequently throughout the middle and end of the level. D20- The level d20 is pretty much the same as the level c40 as far as status is concerned, without the Air Battles. It's hard to compile sometimes and I haven't gotten a recent build with a lot of some of the stuff I've been wanting to add. This may be due to me over expanding the tags I'm using, mainly being weapons, but I think I had a decent build the other day. Never went too far into though I think. Still one of my favorite levels, especially once you get back inside the ship. The Ultras give you a very "High Charity" feel to it. Some Ultras may have the improved Fuel Rod Gun as well. D40- Is as straight forward as a10, c10, and c20. Nothing that can really be added or changed other than tags. It's still considerably fun none-of-the-less. Tightening Loose Ends:- The Community Mod is wrapping up. It only has about five things left to have done: 1.) Finish Tagset and its adjustments. 2.) Complete level encounters and issues related around it. 3.) Makes sure final tags are placed into the levels. These include proper vehicles, all designated types of weapons and ammo, and the final biped tags. 4.) Self-Test every level for exceptions and make adjustments if there are any. 5.) Send out massive beta testing stuff. -After those five goals have been achieved, the Mod will be released. Don't ask for Beta Tests. I will release Betas to those whom I can trust and to those who considerably donated their tags and time for the community and this mod. The UI may simply be a modified UI that contains modified credits. The main point for the UI would mainly be for that. That way, no one could say I didn't credit them. No tag will be left uncredited. I'll make sure of it. What Will Be Open-Sourced?- Any items that have been released by the author or intentionally released will be Open-Sourced in the community mod. I will also release several of the tags that I modified for the release to the public. Anything that has been donated for this mod alone will not be published unless said otherwise. IF you want any of the tags that will not be open-sourced, you may ask the creators of the tags. I will not give you any of the tags. No Updates Till Next Update!
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Advancebo
Joined: Jan 14, 2008
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Posted: Feb 1, 2009 09:42 PM
Msg. 173 of 247
The scorpion looks like halo 2, the carbine needs new reticle :V. So does the battle rifle.
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DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
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Posted: Feb 1, 2009 09:50 PM
Msg. 174 of 247
I like how this is going. Hit me up if you need anything for it. =D
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Feb 1, 2009 09:54 PM
Msg. 175 of 247
Quote: --- Original message by: Advancebo ...the carbine needs new reticle :V. So does the battle rifle. The carbine's reticle just needs to be shrunk down a bit, and the Battle Rifle one just needs to be brighter and not look really low res or whatever.
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