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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »TGBOA 2 V1 (WIP)

Author Topic: TGBOA 2 V1 (WIP) (8 messages, Page 1 of 1)
Moderators: Dennis

forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Jun 22, 2011 09:56 AM    Msg. 1 of 8       
This is a WIP of my latest and newest mod or AI map called TGBOA 2 not v2 just 2. Since I never released V4 or v2 remake I decided to get back into making the map and I completely redid most of the AI and I even have special scripts to minimize lag, much better weapons, cool hud, and much more dynamic scenery to give it a realistic battle without lowering FPS of course though sadly atm it is only in the pre-alpha stages I am working on it though here is what it's current features are

New weapons
Better hud
Nice new sky
Better music
Smarter A.I
Better AI placment
Scripts to minimize lag
Added scenery
Balanced marines and covenant

And this is what I will need to work on to fix later in it.
Have pelicans drop of marines and dropships drop off covenant and on occasion have them drop from the cruiser
Improve A.I alittle more to reduce lag further


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 22, 2011 10:14 AM    Msg. 2 of 8       
will it be mp like the other versions or sp? because with sp you'd have more tagspace


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Jun 22, 2011 10:21 AM    Msg. 3 of 8       
Quote: --- Original message by: Delicon20
will it be mp like the other versions or sp? because with sp you'd have more tagspace


It will be MP since teleporters work and I don't need to worry about tagspace I have all that I need


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Jun 22, 2011 02:31 PM    Msg. 4 of 8       
Quote: --- Original message by: mastur cheef
please don't use tool_pro


I don't use toolpro, I actually use a version of tool I made myself unlike toolpro this tool doesn't cause exceptions


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Jun 22, 2011 07:27 PM    Msg. 5 of 8       
Sounds great, I'll look forward to this :)


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Jun 22, 2011 07:42 PM    Msg. 6 of 8       
Quote: --- Original message by: forrestkeller1
It will be MP since teleporters work and I don't need to worry about tagspace I have all that I need
Teleporters work fine in SP, you just create them a different way.

PS Tool_pro doesn't cause exceptions, the engine simply does not like MP maps over the allotted limit.
Edited by The Cereal Killer on Jun 22, 2011 at 07:43 PM


olly12345
Joined: Jul 30, 2008


Posted: Jun 23, 2011 10:19 AM    Msg. 7 of 8       
maybe you could add in the bridge of the Asis? so you can have the covenant trying to get the nav data, and the humans protecting it.


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Jun 24, 2011 05:32 AM    Msg. 8 of 8       
I would be able to add more if my Sapian won't stop crashing every 3 seconds with the same debug message

this is it
06.24.11 04:29:42 EAX: 0x00000001
06.24.11 04:29:42 EBX: 0x00000001
06.24.11 04:29:42 ECX: 0x00000000
06.24.11 04:29:42 EDX: 0x00000000
06.24.11 04:29:42 EDI: 0x0018EEC8
06.24.11 04:29:42 ESI: 0x00000000
06.24.11 04:29:42 EBP: 0x0018EDA0
06.24.11 04:29:42 ESP: 0x0018ED90
06.24.11 04:29:42 EIP: 0x779C0C32, 83 C4 04 C2 ?????
06.24.11 04:29:42 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #1 is not a valid damage_regions_block index in [#0,#1)

 

 
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