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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[WIP]Toten Nacht

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Author Topic: [WIP]Toten Nacht (299 messages, Page 8 of 9)
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R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 2, 2012 07:35 PM    Msg. 246 of 299       
Well atleast this project isnt dead, you scared us by not showing us anything new lol


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 2, 2012 08:01 PM    Msg. 247 of 299       
Yeah sorry about that. But I haven't posted because I don't have anything to show. I'm working on 3-4 projects at once right now and I've had a very tight work schedule as well. And not to mention I'm STILL trying to get one more outstanding issue solved.

I just cannot find a good way to get under barrel weapons working. Every method I've tried always has a critical flaw.


Noble1xCarter
Joined: Oct 10, 2011


Posted: Jan 2, 2012 08:46 PM    Msg. 248 of 299       
I really hope to see the end product.

On the other hand, I still have no idea how to make a map. I have gmax and HEK but have no idea how to do anything. And I mean NO idea at all.


ICE x Toxiic
Joined: Nov 26, 2011

The Emperor protects.


Posted: Jan 3, 2012 03:28 PM    Msg. 249 of 299       
You should put AI teamates like in dead halls :D, also will u make barricades on the windows?
Edited by ICE x Toxiic on Jan 3, 2012 at 03:40 PM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 3, 2012 05:13 PM    Msg. 250 of 299       
I will try to do barricades, but I have too many things to fix before that. And unfortunately, I will not be adding any friendly AI because they will interfere with the points script.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 3, 2012 05:33 PM    Msg. 251 of 299       
That's a pity...


general_207
Joined: Dec 28, 2011

an eye for an eye makes the whole world blind


Posted: Jan 3, 2012 07:28 PM    Msg. 252 of 299       
well it sucks that there will be no friendly AI ah well at least we got the thunder gun


ICE x Toxiic
Joined: Nov 26, 2011

The Emperor protects.


Posted: Jan 4, 2012 09:48 PM    Msg. 253 of 299       
True o well, Good luck with creating the barricades and the project! :D.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 5, 2012 03:19 AM    Msg. 254 of 299       
Rerout, why not make weapons with under barrel attachments have scopes that use the default zoom control


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 5, 2012 04:05 AM    Msg. 255 of 299       
That would work, but then there's still the issue of the reload animation. The best possible solution would be to make the underbarrel weapons a separate weapon file, however I can't seem to find a way to script the removal of weapon when the gun it's attached to is dropped.


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jan 5, 2012 03:48 PM    Msg. 256 of 299       
Did you try the method CMT used for the BR/GL?
If you did, what was wrong with it?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 5, 2012 06:11 PM    Msg. 257 of 299       
I'm not sure exactly how they did it, but if it's the way I think, that will only work for grenade launchers not shotguns. And if I can get my method figured out, I can also use it for the alternate firing mode for the wave gun.
Edited by rerout343 on Jan 5, 2012 at 06:11 PM


TauSigmaNova
Joined: Jan 31, 2011

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


Posted: Jan 5, 2012 06:14 PM    Msg. 258 of 299       
Quote: --- Original message by: rerout343

I'm not sure exactly how they did it, but if it's the way I think, that will only work for grenade launchers not shotguns. And if I can get my method figured out, I can also use it for the alternate firing mode for the wave gun.
Edited by rerout343 on Jan 5, 2012 at 06:11 PM


Change the projectile from the grenade to the shotgun? Iunno
E: I dont do work with this kind of stuff., just guessing.,


Edited by TauSigmaNova on Jan 5, 2012 at 06:17 PM


general_207
Joined: Dec 28, 2011

an eye for an eye makes the whole world blind


Posted: Jan 14, 2012 12:25 AM    Msg. 259 of 299       
will you have any other super weapons besides ray gun and thunder gun or those will be our only two super weapons


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 14, 2012 02:11 AM    Msg. 260 of 299       
Just those two for this one. However I'm planning a lot of Zombies maps and hopefully I'll be able to have a different wonder weapon on each map.


ICE x Toxiic
Joined: Nov 26, 2011

The Emperor protects.


Posted: Jan 14, 2012 01:32 PM    Msg. 261 of 299       
When you do make more zombie maps see if you could add AI in those, I don't like being the only one fighting zombies. But the choice is totally up to you. I just find it awesome if you got 3 other AI's helping you :D.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 14, 2012 03:03 PM    Msg. 262 of 299       
Well the issue isn't that I can't add the AI. The problem is that due to limitations within the engine, any kills or damage done by the friendly AI will give points to the player, which could result in abuse.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jan 14, 2012 03:52 PM    Msg. 263 of 299       
Lower the points given, problem solved. It would be really much more fun to have ai teammates.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jan 14, 2012 06:51 PM    Msg. 264 of 299       
Quote: --- Original message by: XlzQwerty1
Lower the points given, problem solved. It would be really much more fun to have ai teammates.


I think I'd rather get more points than have teammates.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 15, 2012 01:59 PM    Msg. 265 of 299       
maybe implement a system as gamma did on Firefight portent, where you can "Buy" teammates


ICE x Toxiic
Joined: Nov 26, 2011

The Emperor protects.


Posted: Jan 27, 2012 07:02 PM    Msg. 266 of 299       
Quote: --- Original message by: R93_Sniper
maybe implement a system as gamma did on Firefight portent, where you can "Buy" teammates

Yea most definitly I'm sure theres a way around the problem maybe not. But oh well least you could try it next time might not work but eh what the hell give it a shot. Or make another map like the same way you did dead halls. May not be as fun but lol i'd rather have teamates.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 27, 2012 07:47 PM    Msg. 267 of 299       
Okay, it's been a while since I posted anything here. First of all, the more I look over all of my map, what still needs done, what needs fixed, I've decided that I probably will not be finishing toten_nacht. Now before you jump all over me, I'm not cancelling it. At this point toten_nacht is just going to the template that I will use for what hopefully be an entire series of CoD style zombies maps, as well as some other zombie related projects. So in actuality, the only thing being cancelled is this BSP.(And the awful map name)

Now as far as your suggestions, I am going to try and stay true to standard formula for the CoD style maps, which means no AI team mates. However this is definitely not the only zombies related project I am working on. There will definitely be at least one map where you will have backup.
Edited by rerout343 on Jan 27, 2012 at 07:49 PM


ICE x Toxiic
Joined: Nov 26, 2011

The Emperor protects.


Posted: Jan 27, 2012 07:53 PM    Msg. 268 of 299       
Glad to hear it. In the maps where you dont have friendlies are there still going to be Auto Turrets? like in CoD.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 27, 2012 08:22 PM    Msg. 269 of 299       
Probably. I have a few ideas for different auto turrets, but traps are something I have not gotten around to working on yet.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 28, 2012 03:03 AM    Msg. 270 of 299       
The under barrel shotgun could use the same animations as the grenade launcher, just replace the grenade with a shotgun shell and change the sound and projectile


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 28, 2012 05:19 AM    Msg. 271 of 299       
The problem will still be in the reload, because you still have to load it one shell at a time. Besides, I'm still trying to find a way to implement it without being forced to disable iron sights.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jan 28, 2012 01:42 PM    Msg. 272 of 299       
Would you mind releasing your zombie Marines from Dead Halls, please? :s

I'd like to try and make a Left 4 Dead-style singleplayer, but the Flood just don't seem right. I think I remember you saying the tags would be available when you finished the map, but I can't find any mention of that in the rest of the thread, so I could be mistaken.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 28, 2012 05:10 PM    Msg. 273 of 299       
I will, in fact I do plan to release just about everything, but let me work on them a little while longer. I don't like releasing unfinished stuff, and there a few things I can still improve upon. I'm adding more features onto them, like the ability to blow off the head.(I just need to make the effect) And I'm also working on new variations of them so I'll have: Armored, unarmored, crewman, and maybe elite. I would like to do civilian zombies, but my biped models skills are extremely lacking so my only option would be to jut keep retexturing the unarmored marine and I don't want to do it that way.


But Echo, if your making a single-player map, pm me your xfire. We should talk
Edited by rerout343 on Jan 28, 2012 at 05:17 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 28, 2012 06:19 PM    Msg. 274 of 299       
its funny how all of these ideas are coming out after i've already gotten about halfway done with my zombie SP level, using very similar ideas lol

FYI, i started before you rerout, just didnt get as far :P


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jan 28, 2012 08:39 PM    Msg. 275 of 299       
Quote: --- Original message by: R93_Sniper
its funny how all of these ideas are coming out after i've already gotten about halfway done with my zombie SP level, using very similar ideas lol

FYI, i started before you rerout, just didnt get as far :P


Well, Call of Duty Zombies started it....


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jan 28, 2012 08:51 PM    Msg. 276 of 299       
Quote: --- Original message by: Echo77
Quote: --- Original message by: R93_Sniper
its funny how all of these ideas are coming out after i've already gotten about halfway done with my zombie SP level, using very similar ideas lol

FYI, i started before you rerout, just didnt get as far :P


Well, Call of Duty Zombies started it....


Actually... arcade games did. ex: Galaga.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 29, 2012 01:05 AM    Msg. 277 of 299       
Well, I've actually had my zombies campaign in the works even before I started on toten_nacht. I believe I started around January of last year, although because I have so much to do, and that I'm the only one working on it, the only things I ever got done are the player biped and most of the plot. But that's it.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 29, 2012 02:03 PM    Msg. 278 of 299       
eh, so you started about two months after me lol. November or December of two years ago i got these mutilated and gutted marine bipeds/textures made by my friend. Instant Zombie idea. Setup completely custom animations, including "ressurection" animations. Working on some of them still but oh well


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 29, 2012 04:47 PM    Msg. 279 of 299       
Quote: --- Original message by: rerout343
The problem will still be in the reload, because you still have to load it one shell at a time. Besides, I'm still trying to find a way to implement it without being forced to disable iron sights.


In Black ops wasn't the under barrel shotgun a single shot anyway?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 29, 2012 06:25 PM    Msg. 280 of 299       
No it was a master key which I believe holds either 4 or 6 shells.(I can't remember right now)
Although I don't necessarily need to have this work because the only gun in the zombies mode to get one was the pack-a-punched AUG. However I'm still trying to find a method to implement the ub weapons while keeping the iron sights.
Edited by rerout343 on Jan 29, 2012 at 06:26 PM

 
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