
Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 11, 2009 06:34 PM
Msg. 246 of 340
Quote: --- Original message by: EthereialQuote: --- Original message by: Gamma927 I don't think destroyed permutations sync online without scripts... Basically stating that scripts would solve the problem. It's like one of the laws of motion. If he meant what he said, and he's right, then the opposite by default should be true as well. Read the first quoted post before you go to the second. No. I'm implying that it MAY be possible with scripts, but it'd be pretty annoying to script for more than one vehicle, AND that it's too time consuming, and not worth it to create it for just a MP map. If it's possible at all, of course. Quote: --- Original message by: Ethereial No comment, I'm not really familiar with ways this would work, but it's something that was designed specifically for Halo 2 and 3, trying to make it work perfectly seems like too much of a feat to try. If you have no comment, then don't post in the first place.
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Sep 11, 2009 07:40 PM
Msg. 247 of 340
good point, but multiplayer maps keep the HALO CE community together, so I believe that there can NEVER be to much work put into a multiplayer map if you know how
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Ethereial
Joined: May 19, 2009
O_O
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Posted: Sep 11, 2009 09:42 PM
Msg. 248 of 340
Quote: --- Original message by: Gamma927Quote: --- Original message by: EthereialQuote: --- Original message by: Gamma927 I don't think destroyed permutations sync online without scripts... Basically stating that scripts would solve the problem. It's like one of the laws of motion. If he meant what he said, and he's right, then the opposite by default should be true as well. Read the first quoted post before you go to the second. No. I'm implying that it MAY be possible with scripts, but it'd be pretty annoying to script for more than one vehicle, AND that it's too time consuming, and not worth it to create it for just a MP map. If it's possible at all, of course. Quote: --- Original message by: Ethereial No comment, I'm not really familiar with ways this would work, but it's something that was designed specifically for Halo 2 and 3, trying to make it work perfectly seems like too much of a feat to try. If you have no comment, then don't post in the first place. Who's messing with the quote tags? I don't see anything wrong, unless Dennis changed the BBCode allowed on this forum. 1. At first glance you seemed like you implied that it would be possible with scripts, you didn't say it may be possible. 2. Why the hell is my name there?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 11, 2009 09:51 PM
Msg. 249 of 340
1) I always leave my posts open for error. 2) Because you posted it. The entire uncut quote is here: Quote: --- Original message by: EthereialQuote: --- Original message by: ODXQuote: --- Original message by: EthereialQuote: --- Original message by: ODX The top animation needs to be like the bottom one in it's return to origin, where it goes to a position just a little away from the origin and then snaps back to it so it doesn't look so bland. Returning faster would also help, but finger animations aren't needed for it unless you want to. Good job on that. Seriously, you haven't seen the SMG on z Coagulation. Take a look in 3rd person, it sucks. Do you have any idea what I'm talking about? I'm giving critique about the FIRST, PERSON, animations for the sword. I have absolutely no clue why you are talking about fingers in 3rd person. Quote: --- Original message by: EthereialQuote: --- Original message by: MasterRyan 2, will duel wielding be available, I have seen duel wield tags that allow you to duel wield like in Halo 2 an 3, but I don't know if it syncs with multiplayer? Hope for answers soon I have a theory of possibilities of dual-wielding in the Halo CE engine, but heck, it'd be way too complicated to explain, and I'm that sure it'd take thousands of lines of scripting for each possible combination(not for each weapon). Dual hand cannons would be great, though. No comment, I'm not really familiar with ways this would work, but it's something that was designed specifically for Halo 2 and 3, trying to make it work perfectly seems like too much of a feat to try.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Sep 11, 2009 10:06 PM
Msg. 250 of 340
Still incorrectly done, I'm the one who said the statements starting with 'No comment.' My fault, I somehow screwed up the quote tags when I posted that. It was a long one anyway, and you all should have been able to understand what I said.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Sep 12, 2009 01:18 AM
Msg. 251 of 340
the sword anims are dissapoint. Neither of those appear to have any force, and they dont have enough of a swinging arc.
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roosterMAP
Joined: Nov 14, 2008
I am here to enhance you gaming experience
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Posted: Sep 13, 2009 07:32 PM
Msg. 252 of 340
Hello everybody. Hopefully, all of you still remember me. I the dude working on Narrows. Lots has happened in the past few months and im happy to say that Narrows (model and texture) is 85% done. only 2 textures still need to be made and a few others need to by applied to the model. Last thing will be portals, but by that time, Narrows would no longer be my problem. Obviously, many of you thought... - rooster left H3MT or CMT. - rooster is no longer working on Narrows ... none of this is true. Hopefully, you are all excited once more about Narrows! In addition, it is safe to expect a small trailer (like the Foundry one) for Narrows within the next 2-3 months. http://i232.photobucket.com/albums/ee214/wareznoob/H3MT/gasd.jpg love you all in the most platonic way possible, -rooster Edited by roosterMAP on Sep 13, 2009 at 07:36 PM
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malard
Joined: Apr 12, 2009
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Posted: Sep 13, 2009 07:35 PM
Msg. 253 of 340
The bug in the beta where you look behind you by the wall over where you spawn and some of the wall disappears and you can see the under part will be fixed right?
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roosterMAP
Joined: Nov 14, 2008
I am here to enhance you gaming experience
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Posted: Sep 13, 2009 07:37 PM
Msg. 254 of 340
yes. The polycount of the model has been cut by nearly 40% (I did the math) and portals will be properly applied.
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malard
Joined: Apr 12, 2009
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Posted: Sep 13, 2009 07:43 PM
Msg. 255 of 340
Okay good that bug annoyed me.:P
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Advancebo
Joined: Jan 14, 2008
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Posted: Sep 13, 2009 07:48 PM
Msg. 256 of 340
Rooster is cool. k?
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Sep 13, 2009 08:09 PM
Msg. 257 of 340
can't wait to see it, I hope you can adjust it to make you jump higher, and those lifts from side to side I saw on youtube look SWEET, can't wait to see this!
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Sep 13, 2009 09:01 PM
Msg. 258 of 340
on the sword anims, the bottom should be the top and the bottom anim should be the player slashing down vertically not horizontally.the only time the player slices like in the top anim is when you're airborn.I've been on halo 3 all day today so safe to say I know what I'm talking about. also the position from a pic of a needler I saw looked like zteams h2needler.it should be farther away from the player or at least smaller.
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Sep 16, 2009 01:34 PM
Msg. 259 of 340
do you have any other pics (ingame?) of Narrows?
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Sep 18, 2009 01:54 PM
Msg. 260 of 340
Narrow's Beta had been released, unofficially of course, hey HDoan, remember me? haha
Yeah, the models are looking good, but the FP could use a little work, animations seem about right, but could use some re-working.
I suggest you fix the high poly issue with Narrow's, it wont run on lower graphics computers, or run efficiently ingame for some computers.
And for the Mauler, just from the looks of it, it needs some work with the FP. (Also, try using a cleaner texture for everything, making it easier to see what your looking at, Halo CE cannot put it out like Halo 3, sadly).
Overall, so far with all of your guy's work: 7/10
Keep it up!
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Joshflighter
Joined: May 23, 2009
Former CMT Team Co-Leader
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Posted: Sep 18, 2009 09:11 PM
Msg. 261 of 340
I made a few paragraphs about rating.
I re-wrote it. If you have the ego to rate the team by something they asked the community to forget. Then you, YOU, should seriously leave. I respect Rooster and all his work, but you guys always make me think of pathetic work everytime i come here. Rooster said, he brought the polies down. Great job on the reading part. Edited by Joshflighter on Sep 18, 2009 at 09:30 PM
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Buggy Virus
Joined: Aug 11, 2009
Tastes like happiness
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Posted: Sep 18, 2009 09:19 PM
Msg. 262 of 340
I have to ask about a few things, has the height of the ghost been lowered?
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Sep 18, 2009 09:23 PM
Msg. 263 of 340
Eh , the gravity lifts cant sync online , they'll replace them with teleporters i guess.
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Advancebo
Joined: Jan 14, 2008
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Posted: Sep 18, 2009 09:26 PM
Msg. 264 of 340
They got a way for it to work.
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olly12345
Joined: Jul 30, 2008
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Posted: Sep 18, 2009 09:49 PM
Msg. 265 of 340
Just wondering where the hornet will go? it's not in any maps by default so where is it going? not that the maps have to be Pixel perfect and you can put it where ever you want.
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Sep 18, 2009 10:08 PM
Msg. 266 of 340
Does anyone have a hornet model? Apart from CMT anyway. The model builds out there are sort of half pelican , half crap.
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Advancebo
Joined: Jan 14, 2008
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Posted: Sep 18, 2009 10:16 PM
Msg. 267 of 340
CMT's is a SparrowHawk H3MT has a Hornet.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Sep 18, 2009 10:23 PM
Msg. 268 of 340
Quote: --- Original message by: Cocaine Does anyone have a hornet model? Apart from CMT anyway. The model builds out there are sort of half pelican , half crap. ask killa
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olly12345
Joined: Jul 30, 2008
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Posted: Sep 18, 2009 10:35 PM
Msg. 269 of 340
Quote: --- Original message by: Cocaine Does anyone have a hornet model? Apart from CMT anyway. The model builds out there are sort of half pelican , half crap. Look at the first post it's about a quarter way down the page.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Sep 18, 2009 11:33 PM
Msg. 270 of 340
Quote: --- Original message by: Cocaine Eh , the gravity lifts cant sync online , they'll replace them with teleporters i guess. Inferno did it in circle pit (I think that's the name)
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Sep 20, 2009 06:40 PM
Msg. 271 of 340
The gravity lift can work and sync in multiple ways, its all how you do it. I mean, they said powerups were not possible originally XD Look at em now!
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Sep 22, 2009 09:06 AM
Msg. 272 of 340
will it have a lot of strings? (weapons? vehicles? etc.) I get an error in maps with to many strings that I can't see in front of my face, examples: Ambush, a Bloodlust, chronopolis etc. in other words, my computer isn't the best
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roosterMAP
Joined: Nov 14, 2008
I am here to enhance you gaming experience
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Posted: Sep 23, 2009 12:33 AM
Msg. 273 of 340
The gameplay for H3MT Narrows will be identical to that of Halo 3. The jumping wont change because the ceiling in the downstairs area of the bridge is too small. But trust me, it doesn't change anything because I was very carfull to make all normal areas accessible wth the haloce jump height.
Also, its looking freaking beautiful. Once the texture job (beta job) is complete, Im hoping to get some really good lightmapping. I really wish I wasn't the only one working on it. It would make things go a lot faster.
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Sep 23, 2009 08:30 AM
Msg. 274 of 340
Quote: --- Original message by: roosterMAP The gameplay for H3MT Narrows will be identical to that of Halo 3. The jumping wont change because the ceiling in the downstairs area of the bridge is too small. But trust me, it doesn't change anything because I was very carfull to make all normal areas accessible wth the haloce jump height.
Also, its looking freaking beautiful. Once the texture job (beta job) is complete, Im hoping to get some really good lightmapping. I really wish I wasn't the only one working on it. It would make things go a lot faster. I can help if you want, I got some free time, ODST should be in today, but hey, I can delay the play for a day I guess.
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Joshflighter
Joined: May 23, 2009
Former CMT Team Co-Leader
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Posted: Sep 23, 2009 12:12 PM
Msg. 275 of 340
Quote: --- Original message by: KillerKip1Quote: --- Original message by: roosterMAP The gameplay for H3MT Narrows will be identical to that of Halo 3. The jumping wont change because the ceiling in the downstairs area of the bridge is too small. But trust me, it doesn't change anything because I was very carfull to make all normal areas accessible wth the haloce jump height.
Also, its looking freaking beautiful. Once the texture job (beta job) is complete, Im hoping to get some really good lightmapping. I really wish I wasn't the only one working on it. It would make things go a lot faster. I can help if you want, I got some free time, ODST should be in today, but hey, I can delay the play for a day I guess. Your in H3MT? I never knew.
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Sep 23, 2009 04:38 PM
Msg. 276 of 340
how is Valhalla going, haven't had news on that in a LONG time? Edited by MasterRyan on Sep 23, 2009 at 04:38 PM
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roosterMAP
Joined: Nov 14, 2008
I am here to enhance you gaming experience
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Posted: Sep 25, 2009 05:13 PM
Msg. 277 of 340
Valhalla was put to a halt because we wanted to focus out efforts on only 3 maps rather than all of them at once. Don't worry tho, We have a decent model. If I worked hard, I'm sure I could get it finished in a couple months (textures and all). The reason I havnt done this yet is because I had Narrows to work on, and because everyone else in the team wanted to redo it from scratch... which is a stupid idea. ************************************* Quote: I can help if you want, I got some free time, ODST should be in today, but hey, I can delay the play for a day I guess. Thx for offering. But unless you can get it done within a week, I cant use you. We can talk tho. PM me some time, im rarely available through xfire. Edited by roosterMAP on Sep 25, 2009 at 05:26 PM
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Sep 25, 2009 10:56 PM
Msg. 278 of 340
Quote: Thx for offering. But unless you can get it done within a week, I cant use you. We can talk tho. PM me some time, im rarely available through xfire. Edited by roosterMAP on Sep 25, 2009 at 05:26 PM Alright, and word of advice from someone who has had a taste of "free-editing", do one thing at a time; do not rush; and do not take the shortcut.
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Joshflighter
Joined: May 23, 2009
Former CMT Team Co-Leader
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Posted: Sep 26, 2009 12:37 AM
Msg. 279 of 340
Quote: --- Original message by: KillerKip1Quote: Thx for offering. But unless you can get it done within a week, I cant use you. We can talk tho. PM me some time, im rarely available through xfire. Edited by roosterMAP on Sep 25, 2009 at 05:26 PM Alright, and word of advice from someone who has had a taste of "free-editing", do one thing at a time; do not rush; and do not take the shortcut. Dude, rooster is god. Secondly you can't even start to comprehend how awesome Tim's work is. He, apart of almost everyone I know, Is able to diliver with quality. I don't even come close. Edited by Joshflighter on Sep 26, 2009 at 12:38 AM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 26, 2009 01:21 AM
Msg. 280 of 340
I used to think rooster did nothing, but now I know :o
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