
Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 12, 2010 09:46 PM
Msg. 1 of 20
Tags which are done. Directory tags/aiall.style assaulting.style bunkering.style generic.character generic_turret.character guarding.style integrated_turret.style retreating.style tags/objects/characters/elite/aielite_major.character elite_specops.character elite_specops.style elite_specops_commander.character elite_specops_commander.style elite_stealth.character elite_stealth.style elite_stealth_major.character elite_ultra.character elite_zealot.character elite_zealot.style i added some ai for other stuff, can't be bothered to type it all. http://www.megaupload.com/?d=KP28TQ8M Download from here. ------------------------------------------------------------------------------------- Me and a few other people are going to bring tags back into H2V. It's time consuming, but easy ones first. =D I have made them as accurate as they can be for H2V, message me for any errors. I ignored the depreciated data, which Bungie were too lazy to remove, so I didn't add them in. Edited by Shock120 on Jul 12, 2010 at 09:47 PMEdited by Shock120 on Jul 12, 2010 at 09:50 PMEdited by Shock120 on Jul 13, 2010 at 06:23 AMEdited by Shock120 on Jul 13, 2010 at 01:46 PMEdited by Shock120 on Jul 13, 2010 at 01:47 PMEdited by Shock120 on Jul 13, 2010 at 01:48 PM
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StatutoryTrOy
Joined: Jul 6, 2010
Go Army Beat Navy!
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Posted: Jul 12, 2010 11:09 PM
Msg. 2 of 20
So we can have firefight maps now?
Btw what did you do that makes everyone upset at you?
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 13, 2010 06:20 AM
Msg. 3 of 20
Quote: --- Original message by: StatutoryTrOy So we can have firefight maps now?
Btw what did you do that makes everyone upset at you? No, these are for everyone, including Kills Alone. We still need to make bipeds, phmo , collision, bitmaps, shaders, model, etc... and also need to make ai's for them too. xD Edited by Shock120 on Jul 13, 2010 at 06:21 AM
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StatutoryTrOy
Joined: Jul 6, 2010
Go Army Beat Navy!
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Posted: Jul 13, 2010 09:58 AM
Msg. 4 of 20
So it's possible to put ai in now? And why can't we just rip the ai from campaign?
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 13, 2010 01:41 PM
Msg. 5 of 20
Quote: --- Original message by: StatutoryTrOy So it's possible to put ai in now? And why can't we just rip the ai from campaign? because there is no extraction tool for H2V. Those that can make it, are not bothered and simply <3 Halo 1 too much...alot more than any other Halo game there is, that is why we see Halo 3 & newer games ripped into it, how are these asses going to be better than Halo 1, if they never even made maps for Halo 3? -ZT Some that are not like the fags above, see Halo 1 as too old, they also ignore Halo 2, and just mod Halo 3, ODST and Reach beta. -R3D Some like to claim they can make tag extractors, but in the end they are all talk. - KWD Some can't afford or find Halo 2 Vista. -ALL Some have moved onto better games, which provide for a better community, unlike ^ all those selfish fags above. -Valve ftw Some have a life more important than Halo. -Nick /rant. I truly would like Halo 3 or Halo Reach for PC. Also, if Kills Alone, can stop being a secretive person and actually be more available, I'd be able to explain more blam! to him instead of topics and pm's. Edited by Shock120 on Jul 13, 2010 at 02:55 PMEdited by Shock120 on Jul 13, 2010 at 03:15 PM
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Slaters Fury
Joined: May 6, 2010
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Posted: Jul 13, 2010 03:57 PM
Msg. 6 of 20
Kills, secretive, I don't think so
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 13, 2010 04:22 PM
Msg. 7 of 20
An idea. make a box, when it blows up. It will deathspawn ai.
I have seen an instance in campaign where it does this, 04b_floodlab, the containers, when destroyed spawns a or multiple ai characters.
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Kills_Alone
Joined: Jun 17, 2009
I ain't got no candy for you, NO CANDY
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Posted: Jul 14, 2010 01:08 AM
Msg. 8 of 20
We're setting up H2v's first mapping team and I welcome both of you to join.
The two of you (Shock and Slater) both have skills and experience that we need.
Being part of the team does not mean that you are on-call, it only means that you have done something to expand H2v or have plans to do so in the future and that you are willing to share resources.
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 14, 2010 07:31 AM
Msg. 9 of 20
yeah, I will join, and do what I can. When you finish your maps, I will make a mainmenu mod for it. Also, with grimdoomer's plugins copied from h2ek, for h2x, I am copying the same meta from h2x to h2v tags. Also you know how Bungie leaves useless meta behind, well I cut down on that Also, enabling expert mode helps, because some fields require that ticked. There seems to be missing parts in scenario_ai_resource, like AI zones and AI encounters, perhaps using kornman00's hacked guerrilla may help in that =D Kills (ai_enable true) Edited by Shock120 on Jul 14, 2010 at 07:32 AM
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Twinreaper
Joined: Jun 5, 2010
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Posted: Jul 14, 2010 06:20 PM
Msg. 10 of 20
Shock, have you recreated any of the missing tags for the mulg and global.globals tags yet? I was going thru them today in guerilla, and noticed quite a few highlighted in red, meaning there is no outside reference for them in the tags folder. Is this something you are looking into, or shall I proceed to create them based off the H2X model of them?
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 14, 2010 06:23 PM
Msg. 11 of 20
Quote: --- Original message by: Twinreaper Shock, have you recreated any of the missing tags for the mulg and global.globals tags yet? I was going thru them today in guerilla, and noticed quite a few highlighted in red, meaning there is no outside reference for them in the tags folder. Is this something you are looking into, or shall I proceed to create them based off the H2X model of them? yeee! you can start with phmo, coll, but I don't know what you'll do for shaders and bitmaps.
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Kills_Alone
Joined: Jun 17, 2009
I ain't got no candy for you, NO CANDY
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Posted: Jul 14, 2010 07:34 PM
Msg. 12 of 20
I haven't been able to make any of my changes to globals or multiplayer_globals carry over. I always thought it was because of the master version in shared.map (or wherever it is).
Could our version be invalid until its missing sections (in red) are recreated?
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Twinreaper
Joined: Jun 5, 2010
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Posted: Jul 14, 2010 08:14 PM
Msg. 13 of 20
That was my initial thought as well. I am guessing that the changes to the engine are not only security, but a tag clean-up as well. I believe the fields in red that are referenced in certain tag types, searches and uses those in red from the shared and sp_shared map files. Hypothetically, if we fill those in with actual tags, the engine should use our tags instead of the ones in the shared maps. Once I get a more concrete list together tonight of those missing tags, I'm gonna start creating a few of the missing ones. Which also brings me to the possibility, what if were able to simply type in the tag location in a chunk in guerilla. Like when we hit the box with the "..." and it brings up the dialog to choose a tag; what if we could type in a reference instead, and then see if the game engine during compile or whatever, uses the tags from shared or sp_shared? I think that sounded right?
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 15, 2010 11:54 AM
Msg. 14 of 20
Quote: --- Original message by: Twinreaper That was my initial thought as well. I am guessing that the changes to the engine are not only security, but a tag clean-up as well. I believe the fields in red that are referenced in certain tag types, searches and uses those in red from the shared and sp_shared map files. Hypothetically, if we fill those in with actual tags, the engine should use our tags instead of the ones in the shared maps. Once I get a more concrete list together tonight of those missing tags, I'm gonna start creating a few of the missing ones. Which also brings me to the possibility, what if were able to simply type in the tag location in a chunk in guerilla. Like when we hit the box with the "..." and it brings up the dialog to choose a tag; what if we could type in a reference instead, and then see if the game engine during compile or whatever, uses the tags from shared or sp_shared? I think that sounded right? The tags we have are like in order of how they should be in any sp and shared maps. Grimdoomer's plugins from remnantmods are mostly reference from h2ek, also you have to show invisibles.
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Twinreaper
Joined: Jun 5, 2010
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Posted: Jul 17, 2010 12:58 AM
Msg. 15 of 20
I got the singleplayer.user_interface_global_definition tag done, in case you wanted to know.
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 17, 2010 09:25 AM
Msg. 16 of 20
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Kills_Alone
Joined: Jun 17, 2009
I ain't got no candy for you, NO CANDY
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Posted: Jul 17, 2010 07:27 PM
Msg. 17 of 20
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 18, 2010 08:16 AM
Msg. 18 of 20
It we did the same what Kornman00 did,
organise by categories, like,
bipeds ai models render_models etc.
Kornman00, ripped out the bitmaps for all. We will do the same, but, it'll be longer for us, as we're just copying meta.
I made a start on the ai, which includes style and characters. Edited by Shock120 on Jul 18, 2010 at 08:19 AM
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Twinreaper
Joined: Jun 5, 2010
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Posted: Jul 18, 2010 03:57 PM
Msg. 19 of 20
Nice start there Shock. I have lots of fun ahead me recreating the mach tags for doors. I'm not sure if you remember or not Shock, the Alphagasgiant mod I did a while back? The machs I used in there are the ones I am working on getting 100% now. I'm not sure what you mean by copying meta to recreate tags, as I'm makin these from a render_model and scratch! Filling in every tag section by hand. Loads of fun there!
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 18, 2010 04:23 PM
Msg. 20 of 20
Quote: --- Original message by: Twinreaper Nice start there Shock. I have lots of fun ahead me recreating the mach tags for doors. I'm not sure if you remember or not Shock, the Alphagasgiant mod I did a while back? The machs I used in there are the ones I am working on getting 100% now. I'm not sure what you mean by copying meta to recreate tags, as I'm makin these from a render_model and scratch! Filling in every tag section by hand. Loads of fun there! oh, using http://remnantmods.com/forums/viewtopic.php?f=11&t=1417 Grimdoomer's completed plugins, he used H2EK as a base reference. xD. Also you mean this mod? http://remnantmods.com/forums/viewtopic.php?f=11&t=1383Edited by Shock120 on Jul 18, 2010 at 04:24 PM
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