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Author Topic: Lumoria: Episode Two. (1485 messages, Page 15 of 43)
Moderators: Dennis

Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 4, 2011 06:48 PM    Msg. 491 of 1485       
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Sergeant 1337
Can you only do a screen shake when a cruiser flys by in cutscenes, or can you do it while you play too?
Yeah, damage effects. If TM did this that would be cool.


We already did like I stated, and its actually just a script command and some numbers rather then damage effects.

Quote: --- Original message by: Skidrow925
Quote: --- Original message by: LegionofShadows
Thank the forerunners.

It's good to see this is getting along, we need more clans like you. Permanent ones, ones committed to staying and making the Custom Edition community richer in opportunities for gameplay and designs.

An approximate release date? Although I don't care if you take another year to make this look even better. Good job, TM. We love you.


You know they practically died after EP1 right? That's what I saw anyway.

So are you guy's gonna fix the error's before release? Or are you just gonna wait a few month's to get it right like EP1?


You can refer to your edited chat logs for those answers!


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Oct 4, 2011 06:52 PM    Msg. 492 of 1485       
gaiz, please chill about that


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 4, 2011 07:07 PM    Msg. 493 of 1485       
Quote: --- Original message by: Higuy
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Sergeant 1337
Can you only do a screen shake when a cruiser flys by in cutscenes, or can you do it while you play too?
Yeah, damage effects. If TM did this that would be cool.


We already did like I stated, and its actually just a script command and some numbers rather then damage effects.
Yeah, of course, but for INgame you would want a damage effect to shake the screen.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 4, 2011 07:13 PM    Msg. 494 of 1485       
Nope.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 4, 2011 08:54 PM    Msg. 495 of 1485       
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Higuy
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Sergeant 1337
Can you only do a screen shake when a cruiser flys by in cutscenes, or can you do it while you play too?
Yeah, damage effects. If TM did this that would be cool.


We already did like I stated, and its actually just a script command and some numbers rather then damage effects.
Yeah, of course, but for INgame you would want a damage effect to shake the screen.


For weapons or something yeah, but for a piece like a longsword or cruiser flying by, or distant explosion, your going to want to use a script command.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 4, 2011 09:23 PM    Msg. 496 of 1485       
Oh yeah, I forgot about the convulsion command thing. At first I was thinking you were just shaking the camera between a couple camera points, and I was like, that only works in camera control 1. So I get it now.


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Oct 4, 2011 10:43 PM    Msg. 497 of 1485       
Are you still going to change the Wraith at the beginning to an AA Wraith?


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 5, 2011 02:11 AM    Msg. 498 of 1485       
That is still the plan yes, and that's not the only vehicle that will get "replacement".

Oh and I have also made a new teaser-trailer myself, enjoy!
http://www.youtube.com/watch?v=6U9nhv4D56o
Edited by TM_updates on Oct 5, 2011 at 02:21 AM


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Oct 5, 2011 04:09 PM    Msg. 499 of 1485       
Quote: --- Original message by: TM_updates

That is still the plan yes, and that's not the only vehicle that will get "replacement".

Oh and I have also made a new teaser-trailer myself, enjoy!
http://www.youtube.com/watch?v=6U9nhv4D56o
Edited by TM_updates on Oct 5, 2011 at 02:21 AM


I'ma glad I didn't have my headphones on there.

Feel free to ignore below here:

Quote: --- Original message by: Higuy
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Sergeant 1337
Can you only do a screen shake when a cruiser flys by in cutscenes, or can you do it while you play too?
Yeah, damage effects. If TM did this that would be cool.


We already did like I stated, and its actually just a script command and some numbers rather then damage effects.

Quote: --- Original message by: Skidrow925
Quote: --- Original message by: LegionofShadows
Thank the forerunners.

It's good to see this is getting along, we need more clans like you. Permanent ones, ones committed to staying and making the Custom Edition community richer in opportunities for gameplay and designs.

An approximate release date? Although I don't care if you take another year to make this look even better. Good job, TM. We love you.


You know they practically died after EP1 right? That's what I saw anyway.

So are you guy's gonna fix the error's before release? Or are you just gonna wait a few month's to get it right like EP1?


You can refer to your edited chat logs for those answers!


Why hasn't anyone showed me what I "edited"? Why doesn't someone show the "original" one eh? L0d3x?


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Oct 5, 2011 04:18 PM    Msg. 500 of 1485       
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: TM_updates

That is still the plan yes, and that's not the only vehicle that will get "replacement".

Oh and I have also made a new teaser-trailer myself, enjoy!
http://www.youtube.com/watch?v=6U9nhv4D56o
Edited by TM_updates on Oct 5, 2011 at 02:21 AM


I'ma glad I didn't have my headphones on there.

Feel free to ignore below here:

Quote: --- Original message by: Higuy
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Sergeant 1337
Can you only do a screen shake when a cruiser flys by in cutscenes, or can you do it while you play too?
Yeah, damage effects. If TM did this that would be cool.


We already did like I stated, and its actually just a script command and some numbers rather then damage effects.

Quote: --- Original message by: Skidrow925
Quote: --- Original message by: LegionofShadows
Thank the forerunners.

It's good to see this is getting along, we need more clans like you. Permanent ones, ones committed to staying and making the Custom Edition community richer in opportunities for gameplay and designs.

An approximate release date? Although I don't care if you take another year to make this look even better. Good job, TM. We love you.


You know they practically died after EP1 right? That's what I saw anyway.

So are you guy's gonna fix the error's before release? Or are you just gonna wait a few month's to get it right like EP1?


You can refer to your edited chat logs for those answers!


Why hasn't anyone showed me what I "edited"? Why doesn't someone show the "original" one eh? L0d3x?


most of us don't keep our chatlogs :/


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 5, 2011 04:18 PM    Msg. 501 of 1485       
Because I simply don't have "save chatlogs" enabled.
Now drop it for the love of Dennis. PM if you feel the need to let off steam, but I probably won't read it.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Oct 5, 2011 04:22 PM    Msg. 502 of 1485       
Quote: --- Original message by: TM_updates
Because I simply don't have "save chatlogs" enabled.
Now drop it for the love of Dennis. PM if you feel the need to let off steam, but I probably won't read it.


Consider your self PM'd. I would love to settle this on xfire if you would accept the request.


roviet1337
Joined: Feb 6, 2011

Lord of Admirals


Posted: Oct 6, 2011 12:20 AM    Msg. 503 of 1485       
awkwardly enters.... sooooo.... just a quick gameplay related query; so from the looks of trailers and such you guys seem to be going for a more grandiose, vehicle and generally larger scale battles? is that just what i am seeing or was that your aim? also um how many ai can we expect you to rock per average encounter (tricky to answer i understand but what im getting at is will the larger scale battles lag an older cpu?) from a personal standpoint my favorite "style" of gameplay is a sniper one.. for example i can play levels like "nightfall" from reach or "truth and reconciliation" from CE over and over and over... so what i was interested in knowing is will ep 2 have much if any sniper combat? i like what you did in ep 1 with the sniper lying out for you to use but quite frankly that had really limited shots and i ended up turning on bottomless clip. so... sniper based combat? or atleast more ammo for them if they are in ep2? great progress btw :)


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 6, 2011 05:11 AM    Msg. 504 of 1485       
We have indeed aimed for more grandiose battles. Whereas Episode 1 was more of a behind enemy lines battle to recover, well, Dennis...Episode 2 sees a larger scale UNSC involvement.
As for how this will affect performance it's hard to say as we only have our own PC's and those of the few trusted testers to judge on. If you have a normal modern day PC or laptop you shouldn't have any problems. However if you had problems running episode 1 then you will have similar issues with episode 2 (and frankly if you can't run episode 1 well you might want to consider upgrading your PC since that is a sign your PC is pretty old/low-tech, but that is another topic entirely).

You will also have plenty of opportunities to wield a sniper rifle. We're trying to make this episode have a larger less linear sandbox available to the players.
Edited by TM_updates on Oct 6, 2011 at 05:43 AM


roviet1337
Joined: Feb 6, 2011

Lord of Admirals


Posted: Oct 6, 2011 11:44 PM    Msg. 505 of 1485       
its all good MY pc is fine i just have crappy comps at my schule... (and i play it on them during opens :D ) and also since there are more vehicles what are the chances of you guys making the sniper more like the reach sniper? (where it does damage to vehicles)


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 7, 2011 05:25 AM    Msg. 506 of 1485       
I think if we did that many people would end up not even bothering taking the rocket launcher or fuel rod cannon. Personally I prefer power-weapons to have a very distinct role rather than overlapping abilities.


roviet1337
Joined: Feb 6, 2011

Lord of Admirals


Posted: Oct 7, 2011 11:16 AM    Msg. 507 of 1485       
Understandable, sorry if its annoying that I'm askin all of this stuff but this mod has got a lot of potential so I just have a few more questions; first of all brutes. Nobody likes them cuz they are bassically ammo wasting damage sponges but I really appreciate how you have managed to tie this in so that it is remotly possible in the halo universe. So with that being said will there be ANY brute encounters? I only ask because you added in drones so I'm wondering if ep2 will feature other enemies.. also will you have any dogfighting? And lastly I love rockin camo in halo 1 but ya never placed any powerups in your games firstly was that for a reason? Cuz since your fine tuning ep1 I think you should add that in atleast once. I'd say add it ep2 but that doesn't make sense using active camo in larger scale engagement soo...


To make this easier for ya;

1.brutes or other new enemies? (that you can tell us about without spoiling it)
2.aerial combat?
3.camo? (Atleast in ep 1)


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 7, 2011 02:07 PM    Msg. 508 of 1485       
Quote: --- Original message by: TM_updates
I think if we did that many people would end up not even bothering taking the rocket launcher or fuel rod cannon. Personally I prefer power-weapons to have a very distinct role rather than overlapping abilities.


The rifle featured in Combat Evolved is supposed to use anti-matériel rounds (the AM in SRS99C-S2 AM). So maybe, rather than directly damaging the vehicles, it's strongpoint would lie in penetration, letting players punch through the cockpit to deal damage directly to the operator.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Oct 7, 2011 04:28 PM    Msg. 509 of 1485       
I fix dropships


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 7, 2011 07:01 PM    Msg. 510 of 1485       
Quote: --- Original message by: roviet1337

To make this easier for ya;

1.brutes or other new enemies? (that you can tell us about without spoiling it)
2.aerial combat?
3.camo? (Atleast in ep 1)


1. No brutes nor flood!
2. It's certainly a possibility due to the sandboxy nature of episode 2.
3. Ep1 actually had an overshield near the boss battle, ep2 currently has a few powerups placed in it including a camo!

Oh and on a sidenote, thanks to Dratt we managed to fix the dropships using custom animations. Before they would "clip" out (aka go "invisible" at certain angles and stuff) and grenades and bullets would fly through them...but not anymore!
Edited by TM_updates on Oct 7, 2011 at 07:02 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 7, 2011 07:10 PM    Msg. 511 of 1485       
Quote: --- Original message by: TM_updates
2. It's certainly a possibility due to the sandboxy nature of episode 2.
Edited by TM_updates on Oct 7, 2011 at 07:02 PM



I like sandboxxy.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Oct 8, 2011 07:42 PM    Msg. 512 of 1485       
Quote: --- Original message by: TM_updates
Oh and on a sidenote, thanks to Dratt we managed to fix the dropships using custom animations. Before they would "clip" out (aka go "invisible" at certain angles and stuff) and grenades and bullets would fly through them...but not anymore!
Edited by TM_updates on Oct 7, 2011 at 07:02 PM


Fixed dropships finally eh?


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 8, 2011 07:54 PM    Msg. 513 of 1485       
This was the soonest anyone we knew came up with a fix and told us about it. Even many established mappers could not fix it until now. If for some reason you or some other kid knew a fix and kept it behind then that is not our fault and your snidy remark is rendered idiotic.

On a sidenote, I added in a camo to episode 1 specially for you roviet!
Edited by TM_updates on Oct 8, 2011 at 07:57 PM


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Oct 8, 2011 07:56 PM    Msg. 514 of 1485       
Quote: --- Original message by: TM_updates
This was the soonest anyone we knew came up with a fix and told us about it. Even many established mappers could not fix it until now. If for some reason you or some other kid knew a fix and kept it behind then that is not our fault and your snidy remark is rendered idiotic.

i lol'd

That's about all I got on that subject right now TBQH.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Oct 8, 2011 08:09 PM    Msg. 515 of 1485       
u no wut, nvm -.-


lod3x pretty much made my question stupid
Edited by Delicon20 on Oct 8, 2011 at 08:15 PM


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 8, 2011 08:11 PM    Msg. 516 of 1485       
Those were recorded animations, we use custom animations.
You could just use that recorded animation's recorder which works 100% for some people (including Matt and Kirby that I know of) and simply redo any "corrupted" recordings perhaps.


Bobblehob
Joined: Aug 29, 2010


Posted: Oct 8, 2011 08:12 PM    Msg. 517 of 1485       
Quote: --- Original message by: Skidrow925
Quote: --- Original message by: TM_updates
This was the soonest anyone we knew came up with a fix and told us about it. Even many established mappers could not fix it until now. If for some reason you or some other kid knew a fix and kept it behind then that is not our fault and your snidy remark is rendered idiotic.

i lol'd

That's about all I got on that subject right now TBQH.


Bro, you really just have to let go of the butthurt, its not worth trying to cause drama in the thread.


roviet1337
Joined: Feb 6, 2011

Lord of Admirals


Posted: Oct 8, 2011 08:16 PM    Msg. 518 of 1485       
Thank you very much its always nice to see a team that listens to community feedbad :] may the completion gods smile upon you


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Oct 9, 2011 12:49 AM    Msg. 519 of 1485       
Quote: --- Original message by: TM_updates

This was the soonest anyone we knew came up with a fix and told us about it. Even many established mappers could not fix it until now. If for some reason you or some other kid knew a fix and kept it behind then that is not our fault and your snidy remark is rendered idiotic.

On a sidenote, I added in a camo to episode 1 specially for you roviet!
Edited by TM_updates on Oct 8, 2011 at 07:57 PM

I knew about the dropship fix before I came in TM. I asked Higuy if he wanted me to fix the ones in Ep1 and he said no, then I told him how to fix the tags for Ep2 but he never did. :P


Sprinkle
Joined: Jan 3, 2010


Posted: Oct 9, 2011 01:17 AM    Msg. 520 of 1485       
What'd you do set render radius to 3e+8 ? That's what the problem sounds like. Since the animation isn't actually moving the scenery unless your looking at the the render sphere it wouldn't be visible. Same thing if the dropshop isn't in the sphere of the scenery nothing is going to collide with it. Can't remember if scenery's sphere affects spawning.
Edited by Sprinkle on Oct 9, 2011 at 01:19 AM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Oct 9, 2011 01:25 AM    Msg. 521 of 1485       
You also have to use flag points so it won't flicker as well as that. If you just do that it will be completely invisible


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 9, 2011 05:14 AM    Msg. 522 of 1485       
Quote: --- Original message by: Sprinkle

What'd you do set render radius to 3e+8 ? That's what the problem sounds like. Since the animation isn't actually moving the scenery unless your looking at the the render sphere it wouldn't be visible. Same thing if the dropshop isn't in the sphere of the scenery nothing is going to collide with it. Can't remember if scenery's sphere affects spawning.
Edited by Sprinkle on Oct 9, 2011 at 01:19 AM


For the interested, the exact setting is now:
Bounding radius = 360

And after you create the dropship via script (object_create_anew dropship) just teleport them to a flag which isn't visible to the player but near the battle area (object_teleport dropship flag). Then you can run your custom animation.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Oct 9, 2011 05:24 AM    Msg. 523 of 1485       
lodex get on xfire nao


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 12, 2011 06:26 PM    Msg. 524 of 1485       
Thanks for the publicity.


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Oct 20, 2011 09:22 AM    Msg. 525 of 1485       
Yes, but nothing to talk about yet.
However, check out this AMAZING new MP map I made!!!!!!!!!!!


 
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