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Author Topic: [WIP][MOD] Flood Campaign (2972 messages, Page 13 of 85)
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Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 15, 2009 02:31 PM    Msg. 421 of 2972       
Quote: --- Original message by: Lone Warrior
Ok, thanks for the help Boom.

Update: I've had a few theories and so far discussed a couple with a few people, but the most promising one so far, would have to be 'Infection'. Yes, I discussed this with Kirby, and it seems quite possible to do it. For those of you that are un-aware of what infection is, its when a Flood infection form infects and changes a marine or elite into a Flood combat form, similar to what it is in H3, obviously not as perfect in H3, however it is also quite close, we hope to include this into the mod.

Another few theories I've had are AI enhancements, although I have not been able to dicuss these fully yet, if they are workable, there is a slight chance they will be incorporated into the mod, unless something prohibits us from doing so.

[/end of update]


Smarter AI? Of course it's possible. I've already made my AI shoot faster, aim better, and throw more grenades than the standard AI.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Feb 15, 2009 02:35 PM    Msg. 422 of 2972       
Quote: --- Original message by: Gamma927
Quote: --- Original message by: Lone Warrior
Ok, thanks for the help Boom.

Update: I've had a few theories and so far discussed a couple with a few people, but the most promising one so far, would have to be 'Infection'. Yes, I discussed this with Kirby, and it seems quite possible to do it. For those of you that are un-aware of what infection is, its when a Flood infection form infects and changes a marine or elite into a Flood combat form, similar to what it is in H3, obviously not as perfect in H3, however it is also quite close, we hope to include this into the mod.

Another few theories I've had are AI enhancements, although I have not been able to dicuss these fully yet, if they are workable, there is a slight chance they will be incorporated into the mod, unless something prohibits us from doing so.

[/end of update]


Smarter AI? Of course it's possible. I've already made my AI shoot faster, aim better, and throw more grenades than the standard AI.

He doesn't mean that, if you want them to behave like aimbots that would take a few value changes, that's the most stupid way of saying you improved AI.
He means how the react, their way of behaving, not how unfair skilled they are.
Smart means something else than skilled, smart as in how they react, how they organise stuff.
That, would need a totally different way of modifieing, thus the discussion.
Edited by BeachParty clan on Feb 15, 2009 at 02:36 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 15, 2009 03:01 PM    Msg. 423 of 2972       
Quote: --- Original message by: BeachParty clan

Quote: --- Original message by: Gamma927
Quote: --- Original message by: Lone Warrior
Ok, thanks for the help Boom.

Update: I've had a few theories and so far discussed a couple with a few people, but the most promising one so far, would have to be 'Infection'. Yes, I discussed this with Kirby, and it seems quite possible to do it. For those of you that are un-aware of what infection is, its when a Flood infection form infects and changes a marine or elite into a Flood combat form, similar to what it is in H3, obviously not as perfect in H3, however it is also quite close, we hope to include this into the mod.

Another few theories I've had are AI enhancements, although I have not been able to dicuss these fully yet, if they are workable, there is a slight chance they will be incorporated into the mod, unless something prohibits us from doing so.

[/end of update]


Smarter AI? Of course it's possible. I've already made my AI shoot faster, aim better, and throw more grenades than the standard AI.

He doesn't mean that, if you want them to behave like aimbots that would take a few value changes, that's the most stupid way of saying you improved AI.
He means how the react, their way of behaving, not how unfair skilled they are.
Smart means something else than skilled, smart as in how they react, how they organise stuff.
That, would need a totally different way of modifieing, thus the discussion.
Edited by BeachParty clan on Feb 15, 2009 at 02:36 PM


Yes, please give us your interpretation of AI enhancements.


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 15, 2009 03:19 PM    Msg. 424 of 2972       
I'd rather not get you guys hopes up. So, I'll just state: "Dont get your hopes up".

Well, the AI enhancements is exactly how BP stated they would how the behave, react to their enviroments, threat level, e.t.c. Most AI are brain dead and I often get the feeling Bungie just put the AI in for something to shoot at. Well, for the AI enhancements one of the most obvious would be the ability to drive vehicles, so far I have marines driving hog's flawlessly, no collisions e.t.c. And this is in a large cave, with a bunch of rocks and stuff. Another way would be the inclusion of how a elite leads the grunts in his squad, an idea of this would be, an elite waves forward an advance, and the grunts in his squad move forward, in a search and destroy behavior or even in a pincer movement. Most of you may be thinking how is this possible? Exactly, I do not know, but now is the best time as any other to ask if it could.

My theory for the elite commanding grunts is this: Remove the berserk animation, and replace it with a advance animation, the grunts along side him now use their (B) firing positions and the old (A) firing positions are nullified, hence in battle a grunt squad would move towards the enemy. This could be done, theoretically, with moving also, the animation, or status of the elite (which would be a seperate squad in the encounter) activates a command for the grunt squad, or certain units in the squad while other units move to other areas. Hence, many things such as fall-back, advance, certain tactics could be portrayed in-game. As I have said before this is theoretical and will no doubt be dis-proven by someone and will be cut from the mod.

Now, back to tuning my guitar............


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 15, 2009 03:41 PM    Msg. 425 of 2972       
If only it were that simple................


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Feb 15, 2009 05:45 PM    Msg. 426 of 2972       
I guess we have to modifie the terrain in such a way, that there is only 1 tactic possible, like the surrounding tactic, we should make them spawn when entering a trigger zone and set the movement positions that way so that they come in a surrounding position, BUT also give enough terrain cover to let the walk to it, otherwise there'd be no point


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 15, 2009 06:31 PM    Msg. 427 of 2972       
Quote: --- Original message by: BeachParty clan
I guess we have to modifie the terrain in such a way, that there is only 1 tactic possible, like the surrounding tactic, we should make them spawn when entering a trigger zone and set the movement positions that way so that they come in a surrounding position, BUT also give enough terrain cover to let the walk to it, otherwise there'd be no point


So you're suggesting that we should change the BSP so that the AI can only go one way? And also you're suggesting that "movement" positions work with trigger volumes? I'm just trying to clarify what you said. It's kind of hard to read...


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 16, 2009 09:52 AM    Msg. 428 of 2972       
I dont think we need to modify the bsp, a simple placement of certain scenery would work. As if the Covenant are defending a position then they will use the areas easiest to defend, and not stand right in the middle of the open. Also, BP, what happened to your net last night? You were laggin' like hell.


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Feb 16, 2009 11:48 AM    Msg. 429 of 2972       
I have two questions.

1. Are you going to name the maps c10, c20, etc. and make them replace the original campaign maps, or do you plan on giving them their own names, requiring dev to start?

2. The Elite combat form can't strafe from side to side, move diagonally, or run backwards. Have you fixed that for the mod?


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 16, 2009 11:56 AM    Msg. 430 of 2972       
1) Yes, they are named c10, c20 e.t.c. And yes, they will replace the original campaign maps. Either that or we will place a script command at the end of each map that loads the next map, with the final map ending as per normal.

2) The only way to view that the Flood cannot run diagonally, backwards e.t.c., is to view it in a 3rd person perspective. However, to the point, those anims may be implemented as extras (As they do not effect gameplay as a whole), if we (L28) wishes to do it.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 16, 2009 12:04 PM    Msg. 431 of 2972       
What?! Why should we replace the original campaign? It'll make ours less appealing when SPv2 comes out.


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 16, 2009 12:06 PM    Msg. 432 of 2972       
True, ok, time for Plan B. We'll make individual campaign maps, and at the end of each have the command map_name . This seems the most logical to me. Also, Gamma, I'm gonna need your help with something for c40.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 16, 2009 12:07 PM    Msg. 433 of 2972       
All right. By the way, I'll continue c10 after I finish my homework. Shouldn't take too long.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Feb 16, 2009 04:11 PM    Msg. 434 of 2972       
I've sinned. I opened 3Dsmax again and i'm working on halo 3 perms =(



Oh well, I'm kinda trying to relearn what I forgot since 3dsmax 7, I used that before and I just downloaded 3dsmax 2009, looks different feels different and I'm not used to it anymore...

I could go try modelling the Human Flood form with armor, if mythril hasn't started on it yet

Also... is there a gbximporter that also imports the bones?


Advancebo
Joined: Jan 14, 2008


Posted: Feb 16, 2009 04:33 PM    Msg. 435 of 2972       
Ghosts GBXModel Importer.


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 17, 2009 08:46 AM    Msg. 436 of 2972       
Ok, BP, I'm sure Mythril could use the help anyway.

Minor update: Bsp errors aren't happening anymore for some reason. Polamee is going to start on d20 tomorrow hopefully.


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Feb 17, 2009 08:57 PM    Msg. 437 of 2972       
I went and played through the level "Cortana" in Halo 3 on my Xbox360 yesterday, and after seeing the gravemind moments up close in good quality for the first time in a long time (I hate that level) I don't reccomend it for the FP view. It actually zooms out instead of in, and the greenish tint makes it dark and difficult to see. I do like the blurred effect that you already had, but I don't think it needs anything more than that. I recommend just making the HUD itself green (like the Elites' HUD in Halo 3), adding the blur, and leaving it at that. Example of elite's HUD: http://www.wired.com/images/article/magazine/1509/H3_MP_LastResort_FP1.jpg
Edited by Karrde on Feb 17, 2009 at 08:57 PM


Advancebo
Joined: Jan 14, 2008


Posted: Feb 17, 2009 09:09 PM    Msg. 438 of 2972       
I suggest the hud pukish pale.

And the blur cant be perfectly mimicked, so it can be shaped blur


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 18, 2009 08:33 AM    Msg. 439 of 2972       
Ok. I'm working on d20 right now. Using a50 BSPs, as the d20 ones already are damaged/show signs of infection.


black doom
Joined: Oct 4, 2008

we will never stop, we can win the "impossible"


Posted: Feb 18, 2009 10:58 AM    Msg. 440 of 2972       
Quote: --- Original message by: Lone Warrior
Ok, thanks for the help Boom.

Update: I've had a few theories and so far discussed a couple with a few people, but the most promising one so far, would have to be 'Infection'. Yes, I discussed this with Kirby, and it seems quite possible to do it. For those of you that are un-aware of what infection is, its when a Flood infection form infects and changes a marine or elite into a Flood combat form, similar to what it is in H3, obviously not as perfect in H3, however it is also quite close, we hope to include this into the mod.

Another few theories I've had are AI enhancements, although I have not been able to dicuss these fully yet, if they are workable, there is a slight chance they will be incorporated into the mod, unless something prohibits us from doing so.

[/end of update]


ive mananged to enhance my elite.. somehow... hes shooting and jumping to the side in the same time. it looked i made the elite smarter, but then i placed a squad of them on a cliff -_-


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 19, 2009 08:14 AM    Msg. 441 of 2972       
@black doom: Right..............

Progress Report: d20 is now in production, c40 near to completion also.


black doom
Joined: Oct 4, 2008

we will never stop, we can win the "impossible"


Posted: Feb 19, 2009 11:50 AM    Msg. 442 of 2972       
Quote: --- Original message by: Lone Warrior
@black doom: Right..............


il post a pic if you want to.


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 19, 2009 04:20 PM    Msg. 443 of 2972       
@black doom: No, thanks anyway however.

On-topic: Starting work on c40 again now and updated first post.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Feb 20, 2009 03:40 AM    Msg. 444 of 2972       
Yea I can confirm the bipeds, though I tried to make a testmodel to check the export out again, and the problem is that I get that message "no geometry to export" So whatever I'm doing wrong, I need some help on the exporting and maybe rigging (not sure) as modelling it is a piece of cake.

Also, as I was messing with the halo 3 armors (check 2 last pages of the biped WIPS topic) I could make a floodified MC as an easter egg or so, I mean, if we wanna play as flood and conquer the whole galaxy, we should floodify john =P

Also about the HUD, I've made it like this so far: The HUD has a convulation effect (warplike, the zoom thing like blur) and the HUD should yet be decided on (my FEAR 2 HUD is Green/Yellow now, you guys have to decide, means, as a team) When you get damage, the hud blurs even more so that you need to get cover to recover from the adrenaline/shock/the blur

This Campaign looks promising.

Oh and before I forget, how about that I'll floodify the rest of it too? flood grunts (you can use the normal AI actor tags, just change team to flood) flood jackels, etc etc. Because We're progressing in the campaign, and winning, wich means our army should expand right?
Unlike Sargeant Avery Johnsen, wich nerve system was destroyed because of the use of a full box of plasma grenades, we can floodify anything


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Feb 20, 2009 04:10 AM    Msg. 445 of 2972       
Link the actual model geometry to the bip01 bone. That should get rid of the "no geometry to export" error.

And if you're going to follow Johnson's backstory, the grunts and jackals can't be floodified because of some thing with their blood or something like that.


Bokito
Joined: Oct 31, 2007

Playing ODST since 09-21-09


Posted: Feb 20, 2009 05:48 AM    Msg. 446 of 2972       
I thought jackals had bird like bones and their body wouldn't handle it if they were floodified. I guess the same goes for grunts (though they turn into carriers too i think)


Advancebo
Joined: Jan 14, 2008


Posted: Feb 20, 2009 08:16 AM    Msg. 447 of 2972       
flood=calcium


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 20, 2009 08:25 AM    Msg. 448 of 2972       
Yes, Flood need calcium, and Jackals lack the sufficient calcium to be turned into a Flood, and grunts are turned into Carrier forms. Trivia, Jackals are still harvested by the Flood as the minor calcium elements in their bones can be used for building flood biomass, or adding calcium to carrier forms.

Also, BP, dont bother with making floodified grunts, just focus on the human form for now.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 20, 2009 08:56 AM    Msg. 449 of 2972       
Aren't floodified gruntos just carriers?

Anyway, I have (most of) the exterior of a Plan to Escape done. Expect pics soon.


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Feb 20, 2009 08:58 AM    Msg. 450 of 2972       
They don't contain enough biomass for the flood to house i think


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 20, 2009 09:10 AM    Msg. 451 of 2972       
Grunts are converted into Carriers as when the carriers explode its the grunts methane tanks going bye bye. Also, thats where the Flood infection forms are housed, in the methan tank, except its been enlarged by Flood biomass.


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Feb 20, 2009 09:17 AM    Msg. 452 of 2972       
But withdout the methane tank would'nt the grunt die?


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 20, 2009 09:21 AM    Msg. 453 of 2972       
The grunts already dead when he's infected.......

And Flood do not breath.

Update: A Plan to escape is now 10% complete. Also, we need an unwrapper, is anyone willing to help?
Edited by Lone Warrior on Feb 20, 2009 at 10:05 AM


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 20, 2009 10:23 AM    Msg. 454 of 2972       
Lone Warrior has let me post pics of the new A Plan to Escape D20 exterior (which is being developed by me), so here goes:





Take note that this is NOT final, in fact some of the stuff in here might not be in the final at all. Also, I'm working on the interior, and will post more screenies soon.

Bye!


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Feb 20, 2009 02:48 PM    Msg. 455 of 2972       
Wasn't put in-game because it doesn't make any sense. But still would be a major pain in the arse.

 
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