
P3
Joined: Dec 2, 2011
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Posted: Apr 3, 2014 07:39 AM
Msg. 71 of 164
Looks pretty good from what i can see. Although it seems like present day street lights work a lot better then in the future. XD Also, for the visor will there be that pulsing effect and faction color separation that could be enabled like in cmt a50? Or is it just going to outline stuff. You know. Like everything else is blueish color, friendlies are green, and enemies are red.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Apr 4, 2014 04:07 AM
Msg. 72 of 164
Thank you to those who have contributed with your talents in photoshop & artwork.
I also want to thank those who have helped me tremendously up to this point... Kirby, MattDratt, Masterz1337, and Pepzee.
UPDATE: I have 5 well-designed encounters in the game now, and the map is still clipping (need to play with the portals to adjust it... Those who can offer advice of how to efficently fix clipping issues, i'll love you)
I have re-done the scripts and have added in an efficent VISR toggle (with sounds from H3: ODST), and lives system (also has dialouge when you have 5,1, and no lives left)
I've been working on the encounters and actor variant, and the waves will consist of 15 Easy Waves, 15 Medium Waves, 20 Heroic Waves, 20 Legendary Waves, and 10-20 Support waves. The whole level will last to 120 waves (as the maxinum), in which you will be able to decide to keep going or stop, followed by an EPIC final boss battle. I also have plans in expanding the level, and you will be able to enter a larger city section, and commence in several objective game types. Has anyone seen Gamma's multi-map project? I'm thinking about using those scripts to create a multi-map experience that will give you breaks from the firefight. I am going to build a system where you can earn points to spawn certain items, and customize your armor from a varity of choices. And finally, my goal is to give a "simple" public demo by CE3 2014.
Keep posting your critique / ideas / support, even though I may not directly respond, I really appreciate it! Progress is moving along smoothly & quickly... However, it will slow down a tad bit when my break ends. I'll have a big update for you guys on Sunday.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Apr 4, 2014 03:30 PM
Msg. 73 of 164
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iAznN00b
Joined: Aug 3, 2013
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Posted: Apr 4, 2014 10:06 PM
Msg. 74 of 164
Why do people always make maps with ODST's having energy shields? Stamina in ODST definitely didn't make sense, because it acted as a replacement for energy shields.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Apr 5, 2014 11:05 AM
Msg. 75 of 164
we should totally make an odst campaign now
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Apr 5, 2014 04:16 PM
Msg. 76 of 164
I think you're getting a bit ahead of yourself as it is.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Apr 5, 2014 06:35 PM
Msg. 77 of 164
Now that you have access to the ODST BSP's you could take elements from it to add to your map. Looks pretty good as is!
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Apr 5, 2014 09:53 PM
Msg. 78 of 164
Quote: --- Original message by: rcghalohell we should totally make an odst campaign now Don't get too ambitious. Set ideal goals that way work can actually get completed, otherwise this will become one of the many awesome projects that have died out over time.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Apr 6, 2014 01:54 AM
Msg. 79 of 164
Quote: --- Original message by: xnxQuote: --- Original message by: rcghalohell we should totally make an odst campaign now Don't get too ambitious. Set ideal goals that way work can actually get completed, otherwise this will become one of the many awesome projects that have died out over time. one level at a time then? wouldn't mind a rooftop level as romeo
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 6, 2014 10:59 AM
Msg. 80 of 164
"If I had the time, I could help you out on doing the logo."
@Notapervert: I wouldn't mind any help, I have the software just not too much imagination. PM me for any ideas or random stuff you would like to help with.
Great progress with the thread.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Apr 7, 2014 12:01 AM
Msg. 81 of 164
Update:
Well, my break has finally come to an end... so I won't be posting a whole lot between now and june (I graduate in 8 weeks, so I gotta live it up before its gone yo :P)
This weekend I worked on some BSP & fixed a lot of pathfinding issues and BSP issues. There's still horrible clipping due to the extensive amount of "coplanar" faces which I need to fix later down the road. I'm going to do my best to work on this in the middle of my heavy schedule.
Thanks for reading!
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 7, 2014 01:47 PM
Msg. 82 of 164
No problem about the exams, we all get them from time to time.
I'm elated with the progress of your thread, so it's not like you started at a crawl and ended up running back the way you came.
The WIP, Shaders, HUD and BSP elements as well as the encounters in your video look very professional.
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Apr 11, 2014 07:54 PM
Msg. 83 of 164
As ODST is my favourite installment in the series, this hits hard in the feels.
This project is looking really good, especially the emulation of an ODST style night time, and the implementation of the OS night vision functions. :D Good luck with college and this project!
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Docer
Joined: Jul 10, 2014
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Posted: Jul 14, 2014 04:17 PM
Msg. 84 of 164
Any update...?
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jul 14, 2014 04:27 PM
Msg. 85 of 164
Quote: --- Original message by: Docer Any update...? nope
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jul 14, 2014 07:29 PM
Msg. 86 of 164
I hate seeing good firefight maps go down the drain. D:
I hope it's still being worked on and if any help is needed feel free to contact me. Edited by Pepzee on Jul 14, 2014 at 07:30 PM
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jul 15, 2014 01:15 AM
Msg. 87 of 164
It killed me when a certain firefight that was supposed to be out around Christmas was cancelled... rest in peace part 2
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jul 15, 2014 01:32 AM
Msg. 88 of 164
Quote: --- Original message by: rcghalohell It killed me when a certain firefight that was supposed to be out around Christmas was cancelled... rest in peace part 2 Part 2? Is that directed at me?... A lot of firefight maps do end up getting cancelled, they are very script intensive as you have to keep track of waves along with all the other features. The workload ends up being a killer. Edited by Pepzee on Jul 15, 2014 at 01:36 AM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jul 15, 2014 01:43 AM
Msg. 89 of 164
Quote: --- Original message by: PepzeeQuote: --- Original message by: rcghalohell It killed me when a certain firefight that was supposed to be out around Christmas was cancelled... rest in peace part 2 Part 2? Is that directed at me?... A lot of firefight maps do end up getting cancelled, they are very script intensive as you have to keep track of waves along with all the other features. The workload ends up being a killer. Edited by Pepzee on Jul 15, 2014 at 01:36 AM You let Portent die and now you're complaining about failed firefight maps. -1/10
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General_101
Joined: Dec 23, 2013
Apparently all I post is spam.
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Posted: Jul 15, 2014 07:41 AM
Msg. 90 of 164
Quote: --- Original message by: PepzeeQuote: --- Original message by: rcghalohell It killed me when a certain firefight that was supposed to be out around Christmas was cancelled... rest in peace part 2 Part 2? Is that directed at me?... A lot of firefight maps do end up getting cancelled, they are very script intensive as you have to keep track of waves along with all the other features. The workload ends up being a killer. Edited by Pepzee on Jul 15, 2014 at 01:36 AM You'll make it up to us by making Portent 4 SUPER ULTRA HIGH DEF HD [hr} EDITION, correct? Edited by General_101 on Jul 15, 2014 at 07:41 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 15, 2014 07:48 AM
Msg. 91 of 164
lol.
I lend my sympathy, to pepzee on this one. Scripting fire-fight maps isn't a one man job, and for anyone who thinks otherwise, I dare you to read through the entire ff decent hsc.file.
But, I guess this is the reason why bungie puts to use so many employees and assets just for single campaign mission.
And the other matter which needs to be taken into account is testers. I can count on both my hands the amount of TRUSTWORTHY ppl on hmaps.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jul 15, 2014 12:43 PM
Msg. 92 of 164
Quote: --- Original message by: ASCENDANTJUSTICE Scripting fire-fight maps isn't a one man job, and for anyone who thinks otherwise, I dare you to read through the entire ff decent hsc.file. Haha! I just got to re-read that file a few days ago. My gawd. But the thing is, that script was a product of throwing everything we had at the map until it worked. Since then, much has been learned about how to make those things work. We are already working on making scripts for future firefight releases much cleaner, simpler, and smaller. Portent II has been a huge learning experience for Pepzee and I. Hopefully those lessons can translate to future community projects and releases. Edited by MoooseGuy on Jul 15, 2014 at 01:11 PM
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jul 15, 2014 03:21 PM
Msg. 93 of 164
Quote: --- Original message by: MoooseGuyQuote: --- Original message by: ASCENDANTJUSTICE Scripting fire-fight maps isn't a one man job, and for anyone who thinks otherwise, I dare you to read through the entire ff decent hsc.file. Haha! I just got to re-read that file a few days ago. My gawd. But the thing is, that script was a product of throwing everything we had at the map until it worked. Since then, much has been learned about how to make those things work. We are already working on making scripts for future firefight releases much cleaner, simpler, and smaller. Portent II has been a huge learning experience for Pepzee and I. Hopefully those lessons can translate to future community projects and releases. Edited by MoooseGuy on Jul 15, 2014 at 01:11 PM portent has a better layout than descent
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Docer
Joined: Jul 10, 2014
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Posted: Jul 15, 2014 04:53 PM
Msg. 94 of 164
Should be finish it I mean this is a good firefight map or at least the source should be release just saying
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jul 15, 2014 04:54 PM
Msg. 95 of 164
It'd be too bad if this doesn't finish. It looks promising. If it hasn't been cancelled, you should have available gunship support. It's fairly simple to implement, as fair as I know. Having a gunship AI come in, and do stuff. Or just have a scripted vehicle with an AI gunner. That would be cool.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jul 15, 2014 07:49 PM
Msg. 96 of 164
Quote: --- Original message by: General_101 You'll make it up to us by making Portent 4 There will never be a Firefight Portent 4, I have since moved my efforts to other projects. Hopefully Firefight-Sector 9 makes it though.
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General_101
Joined: Dec 23, 2013
Apparently all I post is spam.
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Posted: Jul 15, 2014 07:57 PM
Msg. 97 of 164
Quote: --- Original message by: PepzeeQuote: --- Original message by: General_101 You'll make it up to us by making Portent 4 There will never be a Firefight Portent 4, I have since moved my efforts to other projects. Hopefully Firefight-Sector 9 makes it though. Portent 3 confirmed guys! You can all thank me later. I agree about Sector 9 and hope to hear some news about this project soon as well.Edited by General_101 on Jul 15, 2014 at 07:58 PMEdited by General_101 on Jul 15, 2014 at 07:59 PM
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jul 15, 2014 07:59 PM
Msg. 98 of 164
Quote: --- Original message by: General_101 Portent 3 confirmed guys! You can all thank me later. There will never be a Firefight Portent 3 either. This thread isn't about Firefight Portent either, if you have any further questions you can ask me on xfire. Edited by Pepzee on Jul 15, 2014 at 08:00 PM
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jul 16, 2014 02:11 AM
Msg. 99 of 164
There were so many firefights over time, I remember the first ones, seemed so small and simple, then it evolved much over time and now look at it
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 17, 2014 06:51 AM
Msg. 100 of 164
Quote: --- Original message by: The DoctorBut... you do have W8. Y u say u won't install it if it already is? Why you no make sense? Oh and the only little niggle I had with ff decent, was the height restriction and being restricted to certain parts of the bsp. I'm just throwing this out, if there is to be a sequel. Perhaps, some how a hijacked flood crusier crashes into the covy cruiser and basically, all hell breaks lose. All you have to do is fight your way through a new extended bsp. And make it to a pick up point. That's usually how it goes in the movies.
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Juzo
Joined: Jul 1, 2014
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Posted: Jul 17, 2014 10:04 AM
Msg. 101 of 164
Lol I wished something like that would happen.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jul 29, 2014 05:00 AM
Msg. 102 of 164
Quote: --- Original message by: Docer Should be finish it I mean this is a good firefight map or at least the source should be release just saying Never say never, my friends. Wait, what's that? DID YOU ALL HEAR THAT! LEEEKKKKKKK 
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jul 29, 2014 07:23 AM
Msg. 103 of 164
Can I have beta yet.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jul 29, 2014 08:06 AM
Msg. 104 of 164
Quote: --- Original message by: Nickster5000Quote: --- Original message by: Docer Should be finish it I mean this is a good firefight map or at least the source should be release just saying Never say never, my friends. Wait, what's that? DID YOU ALL HEAR THAT! LEEEKKKKKKK https://dl.dropboxusercontent.com/u/24229476/LEAKED.jpg Good to see an update. Is the use of the CMT HUD planned for final release?
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jul 29, 2014 10:32 AM
Msg. 105 of 164
Quote: --- Original message by: Nickster5000Quote: --- Original message by: Docer Should be finish it I mean this is a good firefight map or at least the source should be release just saying Never say never, my friends. Wait, what's that? DID YOU ALL HEAR THAT! LEEEKKKKKKK https://dl.dropboxusercontent.com/u/24229476/LEAKED.jpg you could change the color to the VISR 
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