
RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Feb 3, 2015 09:51 PM
Msg. 141 of 164
Quote: --- Original message by: MatthewDratt fov higher is always better truth^
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gruntfromhalo
Joined: Nov 21, 2007
actual loli
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Posted: Feb 4, 2015 01:23 PM
Msg. 142 of 164
Quote: --- Original message by: RabbitFoodQuote: --- Original message by: MatthewDratt fov higher is always better truth^ FOV over 200 + psychedelics = god mode
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 4, 2015 05:10 PM
Msg. 143 of 164
FOV of over 200 is physically impossible as you will be starting to see whats behind you
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The Kingx
Joined: Mar 16, 2014
ᕙ༼ ಠ益ಠ༽ᕗ
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Posted: Feb 4, 2015 05:17 PM
Msg. 144 of 164
I find the amount of people who take these posts seriously rather fascinating
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gruntfromhalo
Joined: Nov 21, 2007
actual loli
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Posted: Feb 4, 2015 05:38 PM
Msg. 145 of 164
Quote: --- Original message by: R93_Sniper FOV of over 200 is physically impossible as you will be starting to see whats behind you Don't let our constraints as humans limit our virtual creations! If the viewer is a single point, the fov's domain would be all real numbers. I'd imagine an fov of -1080 to be the entire surroundings flipped.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 4, 2015 08:53 PM
Msg. 146 of 164
Quote: --- Original message by: gruntfromhaloQuote: --- Original message by: R93_Sniper FOV of over 200 is physically impossible as you will be starting to see whats behind you Don't let our constraints as humans limit our virtual creations! If the viewer is a single point, the fov's domain would be all real numbers. I'd imagine an fov of -1080 to be the entire surroundings flipped. 180 degree FOV would mean that you can see exactly 90 degrees left and right of you. 360 would be full circle. -1080 I assume would give images within one another, and depending on the amount of times done it could be upside down or normal
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Feb 5, 2015 05:42 AM
Msg. 147 of 164
Sector 9 is illuminati confirmed.
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Feb 5, 2015 06:07 AM
Msg. 148 of 164
Lil that's the oni simble
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Feb 5, 2015 06:11 AM
Msg. 149 of 164
Oni has 3 letters. Sector 9. 9 divided by 3 is 3. Triangle has 3 sides.
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Feb 5, 2015 06:15 AM
Msg. 150 of 164
Quote: --- Original message by: altis94 Oni has 3 letters. Sector 9. 9 divided by 3 is 3. Triangle has 3 sides. half life 3 confirmed.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Feb 5, 2015 04:02 PM
Msg. 151 of 164
Quote: --- Original message by: SGT ArroyoQuote: --- Original message by: altis94 Oni has 3 letters. Sector 9. 9 divided by 3 is 3. Triangle has 3 sides. half life 3 confirmed. Half life 3. 3 divided by a half = 6. Halo 6 confirmed.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Feb 5, 2015 04:39 PM
Msg. 152 of 164
Looks cool but I'd make the VISR orange based instead of blue. Only reason we released it with blue was so it matched the rest of the HUD.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Feb 5, 2015 05:36 PM
Msg. 153 of 164
Quote: --- Original message by: Masters1337 Looks cool but I'd make the VISR orange based instead of blue. Only reason we released it with blue was so it matched the rest of the HUD. I want to do this, but I dont know what you guys used to write the pp commands or how to change the color. Edit: I do know, I just dont know how to write HLSL. (I am going to attempt to self-teach after I start my programming classess for my computer science major) Edit: I figured out you could change the color in Guerilla ages ago xD so I updated the colors already :D Edited by Nickster5000 on Feb 5, 2015 at 08:50 PMEdited by Nickster5000 on Jun 18, 2015 at 02:43 PM
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Navarro
Joined: Dec 2, 2014
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Posted: Feb 8, 2015 04:44 PM
Msg. 154 of 164
I noticed that in the alpha, the brutes were all SPV2 ones. I don't like the variety in colors, especially for the captains - there's black and greyish-white armored ones, in addition to the blue, red, and gold seen in Halo 3. Will you consider using brute tags maybe from the upcoming TSCE, or Halo 3 ones, rather than the SPV2 ones? Or have you already made this change?
I like the Reach elites, but I think they make the other enemies look out of place, or vice versa. If you're aiming more for lore consistency, which would make sense given your story-based scenario for this firefight, then I'd keep all enemies, weapons, etc. within the style of one of the games, which would most likely be 3 or Reach. For me, Reach elites and 3 grunts don't pair well together with respect to looks, which highlights my point about consistency. However, some custom weapons like the tactical BR feel Halo-authentic, and that one in particular would go well with any map having more Halo 3-oriented aesthetics. So, even if something's custom, if it can be agreed that it tailors to the game world, then it would most likely be a good inclusion.
It's up to you how you want to work on the aesthetics. I just want to advise that they're overall consistent with each other. We've all seen maps with batantly inconsistent tags, and the impression they left us.
Focusing on a different topic, I think there should be navmarkers to the last few enemies. I had a very hard time trying to find and kill the stragglers from some waves. Sometimes, I even had to resort to cheat_medusa and fire my weapon multiple places to kill enemies I couldn't even see.
Glitches in alpha: I fell through the map in front of the base (I think you've dealt with this problem). Spirit dropship spawned but never moved, so I had to teleport to it and kill the elites in it so I could progress. And as mentioned above, remaining enemies sometimes were nowhere to be seen, so I had to kill them with cheat_medusa and firing a weapon randomly in the air.
I'm sure the map as it is now is quite different, but I enjoyed it a lot. I'm excited to see how it'll look next and maybe the final time.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Feb 11, 2015 03:30 AM
Msg. 155 of 164
UPDATE! I made a website! I've been learning HTML for the past couple of days, bought a domain and a hosting plan, and made a website. It's mainly for VKMT, but since I own it I thought i'd make a sector 09 page on it. I'm going to post updates on this website in the future. Design is still a work in progress, I hope you all enjoy it! Click here to go to the website.Edited by Nickster5000 on Feb 11, 2015 at 03:31 AMEdited by Nickster5000 on Mar 6, 2015 at 11:15 PM
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Feb 11, 2015 04:52 AM
Msg. 156 of 164
Quote: --- Original message by: Navarro I noticed that in the alpha, the brutes were all SPV2 ones. I don't like the variety in colors, especially for the captains - there's black and greyish-white armored ones, in addition to the blue, red, and gold seen in Halo 3. Will you consider using brute tags maybe from the upcoming TSCE, or Halo 3 ones, rather than the SPV2 ones? Or have you already made this change?
I like the Reach elites, but I think they make the other enemies look out of place, or vice versa. If you're aiming more for lore consistency, which would make sense given your story-based scenario for this firefight, then I'd keep all enemies, weapons, etc. within the style of one of the games, which would most likely be 3 or Reach. For me, Reach elites and 3 grunts don't pair well together with respect to looks, which highlights my point about consistency. However, some custom weapons like the tactical BR feel Halo-authentic, and that one in particular would go well with any map having more Halo 3-oriented aesthetics. So, even if something's custom, if it can be agreed that it tailors to the game world, then it would most likely be a good inclusion.
It's up to you how you want to work on the aesthetics. I just want to advise that they're overall consistent with each other. We've all seen maps with batantly inconsistent tags, and the impression they left us.
Focusing on a different topic, I think there should be navmarkers to the last few enemies. I had a very hard time trying to find and kill the stragglers from some waves. Sometimes, I even had to resort to cheat_medusa and fire my weapon multiple places to kill enemies I couldn't even see.
Glitches in alpha: I fell through the map in front of the base (I think you've dealt with this problem). Spirit dropship spawned but never moved, so I had to teleport to it and kill the elites in it so I could progress. And as mentioned above, remaining enemies sometimes were nowhere to be seen, so I had to kill them with cheat_medusa and firing a weapon randomly in the air.
I'm sure the map as it is now is quite different, but I enjoyed it a lot. I'm excited to see how it'll look next and maybe the final time. all bipeds are now h3.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 11, 2015 07:12 AM
Msg. 157 of 164
Quote: --- Original message by: Nickster5000UPDATE! I made a website! I've been learning HTML for the past couple of days, bought a domain and a hosting plan, and made a website. It's mainly for VKMT, but since I own it I thought i'd make a sector 09 page on it. I'm going to post updates on this website in the future. Design is still a work in progress, I hope you all enjoy it! Click here to go to the website.Edited by Nickster5000 on Feb 11, 2015 at 03:31 AM The pyramid?!!!! Project Sector 9 illuminaughty leak confirmed.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Feb 11, 2015 05:04 PM
Msg. 158 of 164
I think the website looks simple but cool, quite like it!
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Nickster5000
Joined: Dec 11, 2010
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Posted: Mar 6, 2015 11:18 PM
Msg. 159 of 164
Opinions? I have already consulted someone, and he has inspired me to make a change to the "after" portion. He also posts stuff about the Illuminati... altis Illuminati master confirmed
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Mar 7, 2015 12:25 AM
Msg. 160 of 164
Much better.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 7, 2015 07:49 AM
Msg. 161 of 164
That's way too illuminaughty to handle. But the difference is more appealing in the after photo. I reall like how all the harsh yellow and redish tones are subdued by the blue. But it does make the texel's seem more noisy.
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austen1000
Joined: Sep 4, 2012
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Posted: Mar 7, 2015 12:57 PM
Msg. 162 of 164
I just played the demo that was released (or whatever it was), and I liked it. I will be tracking this now, as I could always use a new Firefight map after Firefight Portent II's cancellation (as understandable as the circumstances of its cancellation were, its still kinda sad).
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Xx1Talon1xX
Joined: Feb 2, 2015
Mexicans, Mexicans Everywhere!
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Posted: Mar 7, 2015 01:40 PM
Msg. 163 of 164
Everything I've seen of this map is in Fullscreen 4:3 Will the HUD be made for Widescreen 16:9, or will it have to be stretched?
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jun 18, 2015 01:03 PM
Msg. 164 of 164
-redacted- Edited by MEGASEAN2812 on Jun 18, 2015 at 01:08 PM
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