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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Takedown: Project Lawson

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Author Topic: Takedown: Project Lawson (588 messages, Page 4 of 17)
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killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jan 28, 2013 11:08 PM    Msg. 106 of 588       
i see what you did thar

@mattdratt cant you just compile the os maps with backwards compatibility for the non os users and still reap the benefits of the added tagspace, i cant remember if that requires os or not.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jan 29, 2013 12:07 AM    Msg. 107 of 588       
Quote: --- Original message by: killzone64
i see what you did thar

@mattdratt cant you just compile the os maps with backwards compatibility for the non os users and still reap the benefits of the added tagspace, i cant remember if that requires os or not.


I don't c what he did there

and no. Tagspace needs OS.

Turns out the current beta I could shove enough to get it into a .map file, so any current beta selected beta testers do not need OS


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jan 29, 2013 07:57 AM    Msg. 108 of 588       
Quote: --- Original message by: Lestat
Or just keep being lazy and only let people with OS play "your" level.


Actually my current beta is a .map file. I've handed out a few beta's so far to people with and without OS. It's a private beta anyway :|

And what part did you miss? I'd have to split the map if I was using or not using OS. The only benefit OS players get is a single file to download

Seeing from beta's so far, Rally Point Echo alone is ~ 20 minutes. Even if taken to extremes and put into 3 .map files, that'd mean at least the final .map file is ~ 30 minutes. That seems reasonable enough.

I am not an OS supporter and I would never release a map ONLY using OS
Edited by MatthewDratt on Jan 29, 2013 at 08:37 AM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jan 29, 2013 09:04 AM    Msg. 109 of 588       
Can you post your tag dump?


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jan 29, 2013 09:35 PM    Msg. 110 of 588       
No matter how hard I try it'll not fit into one map, but I will I am aiming for two .map files. http://dl.dropbox.com/u/6240433/tag_dump.txt

People who have not yet claimed their Takedown: Project Lawson Rally Point Echo Beta: (This is a non-OS beta)
M16 (is uploading)
Storm and Blackbird Team (is uploading)
Slow Bullet
Hiralis
Jesse
Lodex
Higuy
Masterz1337

If I have not contacted you (or you're not on this list) I'm sorry but I am out of betas D: This does not mean I hate you or anything, and I can easily think of more people I could give out beta's too, but this is enough for now.
Edited by MatthewDratt on Jan 29, 2013 at 09:40 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jan 30, 2013 09:40 AM    Msg. 111 of 588       
if you want to save some tagspace, you can use the stock hunter model animations on my hunters, it will just make it quite smaller.
I'l trying to find what can be saved in your tag dump

E : I also think Zteam tags are using a lot of place since they use custom decals and impact effect, you should try to revert to stock impacts, that wouldnt change much. but as you want.
Edited by bourrin33 on Jan 30, 2013 at 09:43 AM


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Jan 30, 2013 11:48 AM    Msg. 112 of 588       
This will sound trivial, but make sure you don't have anything in your palettes that you don't use.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 30, 2013 12:17 PM    Msg. 113 of 588       
What I recommended earlier is that you reduce some of the bitmaps and multipurpose maps that are from CMT or ZTeam. A lot of them are 1024x1024, even for small stupid things. Even something as small as reducing most of those to 512x512 can save you oodles of tagspace. At least consider it. Bitmaps are tagspace killers.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jan 30, 2013 03:20 PM    Msg. 114 of 588       
Like I said I'll optimize it as I can but OS will be used. Final decision. I already reduced the size of larger bitmaps and it still didn't fit into one map :O

There will be as of now 2 .map files. I have WAY to much of the map to finish to fit it into one map. Some optimizing will not give me that tagspace I need

FOR BETA TESTERS: (I cannot possibly message each one of you so I just hope you see it here)
There is a bug currently found in the beta that has affected multiple people.

This bug happens in the final area of the level (at the structure with a closed door). You will fight to the top of the structure, then fight some sentinels and possibly a dropship, then nothing will happen. The cause of this bug is currently unknown, but using the tricks below should help.

The end of this beta ends with a cinematic.

Tricks listed:
1. Hit "~" and then enter "ai_erase e_fin_sen" into the console. Press enter.
2. Do not try this until you are sure trick #1 did nothing. If nothing happens, hit "~" and then enter "ai_erase e_covdrop_5" into the console. Press enter.
3. Do not try this until you are sure trick #2 did nothing. If nothing still happens, to erase all AI, hit "~" and then type "ai_erase_all" into the console and press enter. This will also erase your teammates :( but the map shall continue none the less.

If this bug does occur please state what path you activated in the final area, what tricks worked and what were the last encounters you faced.

Paths you can activate:
-Cave Path (You will hear a line saying "Let's go Cave Exploring". The ghost will come up from the cave)
-Side Path (You will not hear this line. The ghost will come from the side)

If you happen to play this map again, see if this occurs again. Enabling "wake speed_cheat" into the console will activate deathless player, medusa, unlimited ammo, and set game speed to 20 for easier cheating to test a part of the map.

For non-beta testers, in May or June I will once again beta this part of the level out to make sure this bug has been fixed. This beta will be largely distributed to more people. (But still closed)

Edited by MatthewDratt on Jan 31, 2013 at 12:00 AM
Edited by MatthewDratt on Jan 31, 2013 at 12:07 AM


StormUndBlackbird
Joined: Oct 27, 2011

https://youtube.com/StormUndBlackbird


Posted: Jan 31, 2013 11:00 AM    Msg. 115 of 588       
Quote: --- Original message by: Lestat
Quote: --- Original message by: MatthewDratt
FOR BETA TESTERS: (I cannot possibly message each one of you so I just hope you see it here)


Your testers are:
M16
Storm and Blackbird Team
Slow Bullet
Hiralis
Jesse
Lodex
Higuy
Masterz1337

That's eight, maybe nine people.
Or more than a hundred people if you include my whole, entire team ;)


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Jan 31, 2013 08:15 PM    Msg. 116 of 588       
Quote: --- Original message by: Lestat
That's eight, maybe nine people.

Eight or nine people that didn't read Dratt's PM yet at the time.

There're more testers than that. (I know because I'm one of them :P )


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Jan 31, 2013 09:04 PM    Msg. 117 of 588       
I also was one of them it was very cool imo (and don't be asking me for a copy because you wont get one).


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jan 31, 2013 09:50 PM    Msg. 118 of 588       
Quote: --- Original message by: Lestat
Quote: --- Original message by: MatthewDratt
FOR BETA TESTERS: (I cannot possibly message each one of you so I just hope you see it here)


Your testers are:
M16
Storm and Blackbird Team
Slow Bullet
Hiralis
Jesse
Lodex
Higuy
Masterz1337

That's eight, maybe nine people.


Like ren said, Those are the testers who didn't take the beta yet at the time.... I sent out way more betas then that.

Besides most I reach out through Xfire and half aren't on at decent times ever :| lol
Edited by MatthewDratt on Jan 31, 2013 at 09:53 PM


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Feb 1, 2013 01:13 AM    Msg. 119 of 588       
Sorry for my "bad" timezone :o
Anyways I did play it yesterday. It was pretty fun!
I did have the bug you described though in that a certain thing wouldn't trigger. After I did ai_erase_all it advanced though. A simple solution to this is to just use ai_living_count <= 1 instead of 0, for example. To compensate for any AI the player may have missed. Just putting in some "buffer zone".

I'll give more detaild feedback when we're both on xfire simultaneously!


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Feb 1, 2013 01:46 AM    Msg. 120 of 588       
Quote: --- Original message by: The Lodeman
Use ai_living_count <= 1 instead of 0, for example.

I can't test the game at the moment, so I can't confirm the problem... But it sounds like the right solution, at least P:

However, wouldn't this condition fail if all of your allies're still alive?


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Feb 1, 2013 02:44 AM    Msg. 121 of 588       
I think I found the bug. I migrate the AI near the cliffside and water to the covdrop 5 encounter. When the dropship comes in, you'll clean out the area but there might still be some little grunts hiding on the otherside of the cliff


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Feb 1, 2013 06:59 PM    Msg. 122 of 588       
Another way to get around that is to use an or statement + have a timer. So do sleep until ai living count smaller than x OR some timer reaches a threshold. Probably the most robust way to guarantee things will always advance.
Alternatively instead of a timer you can ofc use trigger volumes etc. Cheers!


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Feb 1, 2013 11:23 PM    Msg. 123 of 588       
This is a 'final'/'firefight' area. I've nav pointed them after a time period encase they decide to be stupid



Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Feb 2, 2013 12:46 AM    Msg. 124 of 588       
I found a bug, You didn't put my voice in it yet.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Feb 2, 2013 02:49 AM    Msg. 125 of 588       
YES THAT IS WHAT YOU THINK IT IS AND YES IT WILL APPEAR IN TAKEDOWN



Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Feb 2, 2013 06:17 AM    Msg. 126 of 588       
A pawn's going to appear in Takedown?! AWESOME!!

But what's with the other stuff? It's only the pwnage pawn that gets in, rightz?


licon4812
Joined: Sep 22, 2012


Posted: Feb 7, 2013 09:37 PM    Msg. 127 of 588       
i never new spartans play chess


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Feb 7, 2013 10:24 PM    Msg. 128 of 588       
^ of course they do silly what else what they do in their free time ?

please be aware I eat grunt sushi for breakfast you grunts have been warned
Edited by Spark on Feb 7, 2013 at 10:29 PM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Feb 7, 2013 11:45 PM    Msg. 129 of 588       
I am looking for Voice Actors. Please audition...

http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=42417


licon4812
Joined: Sep 22, 2012


Posted: Feb 10, 2013 09:33 PM    Msg. 130 of 588       
i would but i only have a inbuilt laptop mic


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Feb 10, 2013 10:34 PM    Msg. 131 of 588       
Get mics! I really still do need VOs. Not all parts I covered yet :(


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Feb 10, 2013 11:37 PM    Msg. 132 of 588       
Can I do more parts?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 10, 2013 11:40 PM    Msg. 133 of 588       
I can consider volunteering. Already have you on xfire, and I'm available this friday.


licon4812
Joined: Sep 22, 2012


Posted: Feb 18, 2013 03:31 AM    Msg. 134 of 588       
the universal ui says that the map has already been released


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Feb 18, 2013 08:48 AM    Msg. 135 of 588       
no, it was put into the ui so that it wouldn't have to be updated when he finished

@matthewdratt sorry about being so long with my parts, life just seems to get in the way and wont move.
Edited by killzone64 on Feb 18, 2013 at 08:51 AM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Feb 18, 2013 02:09 PM    Msg. 136 of 588       
Quote: --- Original message by: licon4812
the universal ui says that the map has already been released

This map will be out pretty soon. No worries.


licon4812
Joined: Sep 22, 2012


Posted: Feb 18, 2013 02:35 PM    Msg. 137 of 588       
ok thanks


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Feb 23, 2013 05:07 AM    Msg. 138 of 588       
Mooseguy worked on an opening UI for Takedown: PL.

WIP (pretty much final) shown here http://www.xfire.com/video/5e5b6e

When you boot up Takedown this menu will appear, you can either Start New Game (start from the beginning) or Load Rally Point (skip somewhere in the map)


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Feb 23, 2013 05:14 AM    Msg. 139 of 588       
No worries guys, the errors that were shown in the video are fixed. Same with the list item background bitmaps.


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Feb 23, 2013 05:40 AM    Msg. 140 of 588       
By the way, Dratt, if you want voice actors still, pm me. I just need to get my mic working, then I'd be happy to do any voice acting :P

 
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