
Kozakuu
Joined: Oct 30, 2011
Only the person who was wisdom can read the most.
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Posted: Dec 7, 2012 07:22 PM
Msg. 316 of 1359
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 7, 2012 08:08 PM
Msg. 317 of 1359
Thanks waffles.
As far as PC or Desktop...
I'm running CE on an iMac 27" at 2560x1440 resolution with OS in a VM and my performance is great. Not to mention the game looks absolutely insane. Next machine I get will be a customly configured 15" Retina Macbook Pro, with specs that kill this current low end iMac.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 7, 2012 08:22 PM
Msg. 318 of 1359
Quote: --- Original message by: CaptainVidyaQuote: --- Original message by: Masters1337 Thanks waffles.
As far as PC or Desktop...
I'm running CE on an iMac 27" at 2560x1440 resolution with OS in a VM and my performance is great. Not to mention the game looks absolutely insane. Next machine I get will be a customly configured 15" Retina Macbook Pro, with specs that kill this current low end iMac. Funny enough. I'm going to get a monitor with that resolution on my next paycheck. Now I know who's gonna be taking screenshots for me... Edited by Jesse on Dec 7, 2012 at 08:22 PM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 7, 2012 08:26 PM
Msg. 319 of 1359
I will challenge your 2560x1440 resolution monitor with a 2880x1800 display
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 7, 2012 09:47 PM
Msg. 320 of 1359
:o
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 7, 2012 11:45 PM
Msg. 321 of 1359
Quote: --- Original message by: Masters1337 I will challenge your 2560x1440 resolution monitor with a 2880x1800 display Dang. All I have is a 1080p monitor as my primary and a 1680x1050 secondary monitor. That must have been expensive, but well worth it.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Dec 8, 2012 12:21 AM
Msg. 322 of 1359
Please no PC/MAC/Tablet wars in this forum. Please return the the topic of the thread.
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 8, 2012 12:28 AM
Msg. 323 of 1359
Is this going to be limited to only the regular Halo 2 BSPs, or is there going to be a few custom BSPs? It would be cool to have a few small extra BSPs/encounters for something like this.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 8, 2012 12:31 AM
Msg. 324 of 1359
As of now, all stock. In the future I'd like to make to make the Covenant ship level, Forerunner tank, or the final forerunner ship mission that would have taken place after the Arbiters last mission.
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Dec 10, 2012 04:30 PM
Msg. 325 of 1359
Lookin' pretty legit mister gauffre.
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YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Dec 10, 2012 04:47 PM
Msg. 326 of 1359
Quite possibly the coolest matte paintings in the entire Halo series.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 11, 2012 01:16 AM
Msg. 327 of 1359
That looks great. We'll need to throw some DOBCs on that soon.
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VoidsShadow
Joined: Aug 27, 2012
Kick back, drink a chai!
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Posted: Dec 15, 2012 04:32 PM
Msg. 328 of 1359
The next update will be released whenever worthy progress has been made. Sometimes it might not even be worthy (Giant brute head on spartan body, for instance).
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Controversial
Joined: Dec 11, 2012
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Posted: Dec 15, 2012 05:38 PM
Msg. 329 of 1359
This looks amazing! Good job guys!
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 15, 2012 05:58 PM
Msg. 330 of 1359
With semester over I hope to get the entire level playable in at least a crude form by friday. I spent most of today polishing existing encounters and prepping new areas for population.
We've decided to do a banshee section at the second gondola, simply because banshees are awesome, and the first gondola has been a pain in the ass in so many ways, and we think a banshee run will be more interesting than another so-so gondola section.
The basic idea is that when you clear the area for the last gondola, you will have a banshee available to jump in. The gondola will be near the center of the lake, and will have a shield generator on it that is creating a barrier around Regret's temple. You have to fly through the 4 banshees (2 on offense, 2 on defense) that are defending it, take out the turrets, and fuel rod the shield generator in order to gain access to the temple. As you approach the temple, 2 banshees will take off from there and try to intercept you, after you kill them you will clear a landing zone so you can land your Banshee and make your way into the temple to fight Regret.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Dec 15, 2012 06:07 PM
Msg. 331 of 1359
but what about the marines that escort you? they won't get banshees, and they were the best cannon fodder for the elite honor guards!
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P3
Joined: Dec 2, 2011
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Posted: Dec 15, 2012 06:26 PM
Msg. 332 of 1359
They hop on the top of the banshee with you. 
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XboxHavic
Joined: May 8, 2011
-Modder- -Gamer-
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Posted: Dec 15, 2012 06:39 PM
Msg. 333 of 1359
Wow, looks great! Can't wait till it's released.
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Dec 15, 2012 06:44 PM
Msg. 334 of 1359
Quote: --- Original message by: master noob but what about the marines that escort you? they won't get banshees, and they were the best cannon fodder for the elite honor guards! Those could easily be scripted to hop in extra banshees. The banshee idea is a good alternative incase masterz can't get the gondola working. Even though it's entirely possible to do decently, even without OS enhancements.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 15, 2012 07:14 PM
Msg. 335 of 1359
OS is not a requirement to play these maps. Only the CMT variant.
I have the gondola working fine, it's the fact that AI does not operate on them, so the enemy gondola is full of stationary units, and your marines would be stationary as well. I'm sure something could be rigged up with command lists or RA's, but that's not how an encounter should be done.
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clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Dec 15, 2012 07:29 PM
Msg. 336 of 1359
Quote: --- Original message by: The LodemanQuote: --- Original message by: master noob but what about the marines that escort you? they won't get banshees, and they were the best cannon fodder for the elite honor guards! Those could easily be scripted to hop in extra banshees. The banshee idea is a good alternative incase masterz can't get the gondola working. Even though it's entirely possible to do decently, even without OS enhancements. I am currently working on remedying said situation.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Dec 15, 2012 09:09 PM
Msg. 337 of 1359
Quote: --- Original message by: Masters1337 OS is not a requirement to play these maps. Only the CMT variant.
I have the gondola working fine, it's the fact that AI does not operate on them, so the enemy gondola is full of stationary units, and your marines would be stationary as well. I'm sure something could be rigged up with command lists or RA's, but that's not how an encounter should be done. Is it possible to have turrets attached to the gondola's? My thinking is, the marines could board the gondola and use turrets whilst the player operates a banshee, so as to make them not-useless
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 15, 2012 10:47 PM
Msg. 338 of 1359
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Dec 16, 2012 04:35 AM
Msg. 339 of 1359
Quote: --- Original message by: Masters1337 OS is not a requirement to play these maps. Only the CMT variant.
I have the gondola working fine, it's the fact that AI does not operate on them, so the enemy gondola is full of stationary units, and your marines would be stationary as well. I'm sure something could be rigged up with command lists or RA's, but that's not how an encounter should be done. Porting maps is also not something that should be done. The encounter can be emulated completely fine (and easy) with command lists, that is if you know what you are doing. Then again, you were the one who said that AI driven warthogs via command list should also not be done. Oh how wrong you were, and how wrong you are now. Please, leave this kind of work to people who know what they're doing, for the sake of the project...
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licon4812
Joined: Sep 22, 2012
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Posted: Dec 16, 2012 04:57 AM
Msg. 340 of 1359
when will the campahn be released
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licon4812
Joined: Sep 22, 2012
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Posted: Dec 16, 2012 05:06 AM
Msg. 341 of 1359
no crap but is there a set date for it to be finished and relased and if not is there an ETA
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Dec 16, 2012 10:36 AM
Msg. 342 of 1359
Quote: --- Original message by: licon4812 no crap but is there a set date for it to be finished and relased and if not is there an ETA That's a negative, Ghost Rider.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 16, 2012 02:58 PM
Msg. 343 of 1359
Quote: --- Original message by: licon4812 no crap but is there a set date for it to be finished and relased and if not is there an ETA The CMT version will be released after B30:Evolved and the next set of SPV3 maps. The public classic beta will be released when we feel the scripts and encounters have been completed to a point where we need community input to make them perfect.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 16, 2012 04:20 PM
Msg. 344 of 1359
Your eyes will get cavities.
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Dec 17, 2012 02:24 AM
Msg. 345 of 1359
Quote: --- Original message by: Dumb AI Your eyes will get cavities. I can't even imagine what that would look like....
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 20, 2012 09:33 PM
Msg. 346 of 1359
Level is now playable start to finish. And by level, I mean both Delta Halo and Regret.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Dec 20, 2012 09:42 PM
Msg. 347 of 1359
great, that's some nice progress you are making, what's the secret? :P
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 20, 2012 09:43 PM
Msg. 348 of 1359
Quote: --- Original message by: Masters1337 Level is now playable start to finish. And by level, I mean both Delta Halo and Regret. So... what's the catch?
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Dec 21, 2012 01:56 AM
Msg. 349 of 1359
Quote: --- Original message by: Spartan314Quote: --- Original message by: Masters1337 Level is now playable start to finish. And by level, I mean both Delta Halo and Regret. So... what's the catch? The catch is that it's impossible to make a decently playable level in such a short time. It's probably all véry rough and rather poorly done. Playable from start to finish means you can walk through the entire thing, shoot some stuff here and there, and trigger some form of end cinematic.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 21, 2012 02:23 AM
Msg. 350 of 1359
Lodex is correct, it now needs to go through several iterative phases, and the BSPs need to have their errors fixed to allow proper ai pathfinding and movement, not to mention proper rendering.
What's important is that we have a level to work with now and make fun and improve.
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