
d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
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Posted: Oct 29, 2010 08:28 PM
Msg. 2801 of 2972
I've never actually heard of this project, how long have you been working on it?
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Oct 29, 2010 08:33 PM
Msg. 2802 of 2972
Quote: --- Original message by: d4rfnader I've never actually heard of this project, how long have you been working on it? First post is dated Jan 21 2009. So, almost 2 years. Although, this doesn't mean we've been working for almost 2 years, personal life and such gets in the way very easily, and quite a few times I just found myself with lack of inspiration to finish it. However, that changed 2-3 weeks ago, and I decided to finish it. Edited by Lone Warrior on Oct 29, 2010 at 08:33 PM
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Oct 29, 2010 09:14 PM
Msg. 2803 of 2972
Don't forget the Starwars games that get in the way.  Also, Lone needs BSP inspiration so he's not using the stock bsp's all the time.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Oct 29, 2010 09:48 PM
Msg. 2804 of 2972
Quote: --- Original message by: Igotaname13_ Hey guys I made custom content. I must be cool right? Seriously Lone, start ripping no one likes anything you do. Holy crap. Are you still being a dick to everyone? I haven't frequented these forums in over a year, and you were an ass then too. Grow up a bit, kid. L2opinion
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Oct 31, 2010 04:59 AM
Msg. 2805 of 2972
lone is all depressed now
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Ninjadude
Joined: Jun 22, 2008
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Posted: Oct 31, 2010 02:15 PM
Msg. 2806 of 2972
HELL YEAH. Will post with feedback as soon as I can! I'm looking forward to this!
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Oct 31, 2010 07:28 PM
Msg. 2807 of 2972
Quote: --- Original message by: Dwood lone is all depressed now Rank 10 of 12,883 on Moddb for almost 2 days, made me extremely happy. So, cancel depressed status. Also, posting so Ninjadude can provide feedback. bump also
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Nov 1, 2010 02:54 AM
Msg. 2808 of 2972
WAIT WAIT WAIT WAT. AWSUM. Edited by Dwood on Nov 1, 2010 at 02:58 AM
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Nov 1, 2010 07:09 AM
Msg. 2809 of 2972
Feedback. Generally positive. Enjoyable to a certain extent. However, since you jump higher, elevate walls so people don't skip certain encounters. Flood-Ghost is well, slightly redundant. Nigh useless. They don't fire much. They don't detonate much. Sentinel encounter at the end had the monitor chilling out on the floor and major FPS drop. Would like a fixed HUD to indicate sheilds and such.
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subtank
Joined: Mar 19, 2008
Down is Up
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Posted: Nov 1, 2010 05:11 PM
Msg. 2810 of 2972
Greatly enjoyed the SP map and looking forward to the updates that would be added to the SP!
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Ninjadude
Joined: Jun 22, 2008
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Posted: Nov 1, 2010 05:50 PM
Msg. 2811 of 2972
Found the rocket ammo, but no rockets at the pelican is this intentional? Nav points to show where the player should go would be lovely, I got lost for about 20 seconds in the spawning room. There were a couple of the same bugs from the first one, such as not being able to pick up the rocket launcher before the first sentinel encounter, and grenade throwing happening out of time with the animation, the melee sound being a little messed up and the player not being ejected from the ghost when it is flipped. The doors exploding and opening was perfect before the sentinel encounter, the sentinel encounter itself was a little tricky until I figured out to use the Plasma Pistol, and I then breezed through it. When I was leaving the tunnel after this the AI spawned very nicely ahead of me (although in an ideal world this would be a bit more fancy, with sounds and particles and such), without me seeing it happening. However, the flood clumped together in groups when combating the elite piloted ghosts which you can fix if you want to.
A small thing which would be cool if you implemented would be for there to be some sort of covenant type health pack, purely for canon reasons.
I will finish this when I have less to do : )
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warchieftain
Joined: Nov 14, 2008
Tar-21 ftw
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Posted: Nov 2, 2010 05:18 PM
Msg. 2812 of 2972
So loe are you the only one working on this now or is every one back like gamma, bp etc...
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Nov 3, 2010 04:18 AM
Msg. 2813 of 2972
;o Sup. I typed a reply a few days back but apparently it never sent. Great to see the release, though I squirm a bit inside when I see those vehicles [though they're only in that state because I became too unmotivated to do anything].
Oh and I saw your xfire message but I kept getting high latency when I responded, xfire keeps doing that to me these days. I don't mind them unprotected.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Nov 3, 2010 03:45 PM
Msg. 2814 of 2972
Quote: --- Original message by: warchieftain So loe are you the only one working on this now or is every one back like gamma, bp etc... Myself and Koo are the main ones, a few others are helping in other ways. (Mainly testing) Quote: --- Original message by: Mythril ;o Sup. I typed a reply a few days back but apparently it never sent. Great to see the release, though I squirm a bit inside when I see those vehicles [though they're only in that state because I became too unmotivated to do anything].
Oh and I saw your xfire message but I kept getting high latency when I responded, xfire keeps doing that to me these days. I don't mind them unprotected. The vehicles, I actually quite like, although if you still have the Flood Dropship and the shiny ghost, I would quite like to have those for the mod, if that's ok with you.
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Igotaname13_
Joined: Nov 24, 2008
Igotaname13 Steam
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Posted: Nov 5, 2010 04:19 PM
Msg. 2815 of 2972
Quote: --- Original message by: Karrde Holy crap. Are you still being a dick to everyone? I haven't frequented these forums in over a year, and you were an ass then too.
Grow up a bit, kid. L2opinion My face when I told Lone I was just gonna post in this thread to troll the other members 
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Tuaha
Joined: Aug 1, 2008
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Posted: Nov 6, 2010 03:15 AM
Msg. 2816 of 2972
Quote: --- Original message by: assassinchief106 I've played it, liked it, it was long and fun. However, needed 2 minor things: new FP arms and a custom (or classic) shield bar. FP arms are planned for v1.0b, but as far as I know, there is no shield bar planned, however a health indicator will probably be in.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Nov 21, 2010 02:40 PM
Msg. 2817 of 2972
Well, it's been 3 weeks since v0.1b has been released, and I regret to inform that things are gonna be cooling down for a while. So far, we have made lots of changes and we have you to thank for it! Without your feedback, v1.0 wouldn't be as awesome as it is now. Which brings me to the release date for v1.0, and subsequent levels. The fact of the matter is, the team (the two of us) have real life commitments that get in the way regularly. A full release for the mod is a long ways off, as you can imagine, it's not easy to make a new campaign with only 2 members. At the moment I hope to get a lot of changes and tag work done up until Christmas, and when I finally return about 6 months later (yes, I said 6 months, I won't be able to play any games for 6 months due to real life) I hope the time afterwards to be spent on just bug fixing and implementation of tags. Then, finally, release of v1.0 of StKft. Other maps in the mod are being worked on indirectly. Once the tagset is complete then most of the work in each level will only be population, the rest, only the team knows. For now however, progress is being steadily made. We've recently finished re-doing the first major battle in StKft, and added some cool effects to the first part. All of which you can see in the image section. What I intend to do next is re-do some battles that lack in flavour, and hopefully get some objectives into the map, so you actually know what you need to do. Tag-work on the other hand is coming along smoothly, we've added in some community creations, including some better looking grunts, and Halo 2 Hunters (courtesy of HDoan/DMT)(No, the Huntes don't have the beam weapon from H2, we've decided to keep weapons the same as Halo 1) Again, I would like to thank everyone who tested the beta, and also for providing feedback that will no doubt change the course of the mod entirely. Some new pictures that are on the first page:  
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Ninjadude
Joined: Jun 22, 2008
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Posted: Nov 22, 2010 02:34 PM
Msg. 2818 of 2972
<3
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Wrath
Joined: Jun 20, 2010
well isn't this a surprise
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Posted: Nov 23, 2010 07:14 AM
Msg. 2819 of 2972
Deadly sauce is deadly :D
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Nov 23, 2010 08:47 AM
Msg. 2820 of 2972
Looking good. By the way, In the beta version of the map, I noticed that the elite floods were too bright. I looked at the player biped and it was perfect. I would reccomend making all elite flood look like the player biped did.
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warchieftain
Joined: Nov 14, 2008
Tar-21 ftw
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Posted: Nov 23, 2010 09:06 AM
Msg. 2821 of 2972
Quote: --- Original message by: Lone Warrior
Tag-work on the other hand is coming along smoothly, we've added in some community creations, including some better looking grunts, and Halo 2 Hunters (courtesy of HDoan/DMT)(No, the Huntes don't have the beam weapon from H2, we've decided to keep weapons the same as Halo 1)
t=1290271927 Did you fix the issue with their heads being messed up?
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Nov 24, 2010 12:47 PM
Msg. 2822 of 2972
Quote: --- Original message by: MoooseGuy Looking good. By the way, In the beta version of the map, I noticed that the elite floods were too bright. I looked at the player biped and it was perfect. I would reccomend making all elite flood look like the player biped did. Hmm, that's a good idea. It would make more sense having the armor more dirty/marked as it's seen more action. Quote: --- Original message by: warchieftainQuote: --- Original message by: Lone Warrior
Tag-work on the other hand is coming along smoothly, we've added in some community creations, including some better looking grunts, and Halo 2 Hunters (courtesy of HDoan/DMT)(No, the Huntes don't have the beam weapon from H2, we've decided to keep weapons the same as Halo 1)
t=1290271927 Did you fix the issue with their heads being messed up? We haven't yet, but after taking a look it seems it's not just the head that's messed up. A few of the spike placements are also off. I'm afraid to fix the spikes may require re-animating. Which is something we can't do without an animator. For the head however, looks like a collision problem, which is something we could probably fix.
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ilyasw
Joined: Jul 11, 2010
Smile, Tomorrow could be worse Xfire:Ilya108
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Posted: Nov 24, 2010 02:34 PM
Msg. 2823 of 2972
On the topic of different perspective campaigns, is there any covenant perspective campaigns?
Thanks.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Nov 29, 2010 11:48 AM
Msg. 2824 of 2972
Our first video (teaser trailer using in-game cutscenes and the player camera) is up on youtube and soon to be up on moddb. Check it out here: http://www.youtube.com/watch?v=yY03AcSxl2gMachines of War showcases our re-done underground area where we've added a formidable new enemy...
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Reaper 201
Joined: Jan 1, 2011
Rezurrected to Kill
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Posted: Jan 16, 2011 11:21 PM
Msg. 2825 of 2972
Is this thing dead?
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Reaper 201
Joined: Jan 1, 2011
Rezurrected to Kill
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Posted: Jan 16, 2011 11:49 PM
Msg. 2826 of 2972
lol np, but still the question remains ....is this dead? 
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Reaper 201
Joined: Jan 1, 2011
Rezurrected to Kill
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Posted: Jan 17, 2011 12:06 AM
Msg. 2827 of 2972
Yeah, hope so too, I liked the concept and it looked like they might at least finish a level, but in the end all we might be left with is the beta. I lieked their infected elite HUD. Edited by Reaper 201 on Jan 17, 2011 at 12:07 AM Edited by Reaper 201 on Jan 17, 2011 at 12:16 AM
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flyingpenguin117
Joined: Sep 8, 2010
You must Never, EVER leave a SINGLE BOB ALIVE!!!
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Posted: Jan 17, 2011 12:15 AM
Msg. 2828 of 2972
f this is a flood mod, you should use CMT's Flentinel (Flood sentinel)
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Reaper 201
Joined: Jan 1, 2011
Rezurrected to Kill
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Posted: Jan 17, 2011 12:18 AM
Msg. 2829 of 2972
I remember them saying something about using one.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Jan 17, 2011 02:16 AM
Msg. 2830 of 2972
The overlay is obtrusive and ugly. BP should have been shot for making it so opaque. And then making it almost impossible to fix.
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Tuaha
Joined: Aug 1, 2008
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Posted: Jan 17, 2011 06:54 AM
Msg. 2831 of 2972
As far as I know, that HUD is not being used and Lone's working on the story and stuff. He's also done a lot of population so far. Chances of Flentinels in this are second to none.
That's all I know atm about the progress of this mod. Edited by Tuaha on Jan 17, 2011 at 06:55 AM
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Jan 17, 2011 07:01 AM
Msg. 2832 of 2972
Idk, but I kind of like the HUD the way it is. Makes it seem dark and floodish.
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Jan 17, 2011 07:29 AM
Msg. 2833 of 2972
Quote: --- Original message by: Reaper 201 Is this thing dead? Rofl necro post.
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Ninjadude
Joined: Jun 22, 2008
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Posted: Jan 17, 2011 12:21 PM
Msg. 2834 of 2972
: (
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Jan 17, 2011 12:25 PM
Msg. 2835 of 2972
Of course it's not dead, all ya foo's. Just rather slow progress, or something, iunno. Edited by Koo294 on Jan 17, 2011 at 12:26 PM
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