
rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jul 19, 2014 09:14 PM
Msg. 281 of 362
more excitement for this than any other big single player!!!!
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jul 20, 2014 04:23 AM
Msg. 282 of 362
I guess I should say something too. This project was put on ice in back in October 2013 until MatthewDratt picked it up in February 2014. In the mean time I've learned a lot about AI and scripting, and hopefully very soon I'll be able to work with MatthewDratt to get this map done as soon as possible. One thing that I've learned how to do is to script a better points system. The old clunky points system that you've seen in all of the trailers and pictures never really worked well and had a limit of 9990 cR. I've now updated the points system and it looks like this: Old: New: This new points system isn't limited by how many cutscene titles we can display, but rather how big of a number the engine can use, which is 2^31-1. To put in layman's terms, over 2 billion points! It really is over 9000! This new points system allows for entirely new possibilities with the pricing of items in the armory. Many thanks go to Kirby for helping me figure out this new system. I really hope that together me and MatthewDratt can work fast enough to get this map out by the end of the year (does this sound familiar?). If not then maybe next year... Edited by Pepzee on Jul 20, 2014 at 04:47 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 20, 2014 10:53 AM
Msg. 283 of 362
Quote: --- Original message by: PepzeeI guess I should say something too. This project was put on ice in back in October 2013 until MatthewDratt picked it up in February 2014. In the mean time I've learned a lot about AI and scripting, and hopefully very soon I'll be able to work with MatthewDratt to get this map done as soon as possible. One thing that I've learned how to do is to script a better points system. The old clunky points system that you've seen in all of the trailers and pictures never really worked well and had a limit of 9990 cR. I've now updated the points system and it looks like this: Old: http://i.imgur.com/6d5wylC.jpg New: http://i.imgur.com/dnIWOKK.jpg This new points system isn't limited by how many cutscene titles we can display, but rather how big of a number the engine can use, which is 2^31-1. To put in layman's terms, over 2 billion points! It really is over 9000! This new points system allows for entirely new possibilities with the pricing of items in the armory. Many thanks go to Kirby for helping me figure out this new system. I really hope that together me and MatthewDratt can work fast enough to get this map out by the end of the year (does this sound familiar?). If not then maybe next year... Edited by Pepzee on Jul 20, 2014 at 04:47 AM It's beautiful! Great work! On A side note, I think the clouds should blend in to the pinkish sunset a little more. And a few additional light rays could be added. Send me the tif file, and I might be able to help.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jul 20, 2014 11:20 AM
Msg. 284 of 362
I wonder if there will be legitimate ways to get that high of a score 
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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 20, 2014 11:21 AM
Msg. 285 of 362
Kill everything with a stare down.
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Jul 20, 2014 02:36 PM
Msg. 286 of 362
I continue to be an advocate of the diplomatic Kirk approach which may or may not involve shagging every alien in sight.
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HattyHattington
Joined: Jul 18, 2014
goldkilla88
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Posted: Jul 20, 2014 03:37 PM
Msg. 287 of 362
Quote: --- Original message by: SS FlankerQuote: --- Original message by: PepzeeI guess I should say something too. This project was put on ice in back in October 2013 until MatthewDratt picked it up in February 2014. In the mean time I've learned a lot about AI and scripting, and hopefully very soon I'll be able to work with MatthewDratt to get this map done as soon as possible. One thing that I've learned how to do is to script a better points system. The old clunky points system that you've seen in all of the trailers and pictures never really worked well and had a limit of 9990 cR. I've now updated the points system and it looks like this: Old: http://i.imgur.com/6d5wylC.jpg New: http://i.imgur.com/dnIWOKK.jpg This new points system isn't limited by how many cutscene titles we can display, but rather how big of a number the engine can use, which is 2^31-1. To put in layman's terms, over 2 billion points! It really is over 9000! This new points system allows for entirely new possibilities with the pricing of items in the armory. Many thanks go to Kirby for helping me figure out this new system. I really hope that together me and MatthewDratt can work fast enough to get this map out by the end of the year (does this sound familiar?). If not then maybe next year... Edited by Pepzee on Jul 20, 2014 at 04:47 AM It's beautiful! Great work! On A side note, I think the clouds should blend in to the pinkish sunset a little more. And a few additional light rays could be added. Send me the tif file, and I might be able to help. It is an aurora.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jul 20, 2014 06:50 PM
Msg. 288 of 362
Quote: --- Original message by: SS Flanker On A side note, I think the clouds should blend in to the pinkish sunset a little more. And a few additional light rays could be added.
Send me the tif file, and I might be able to help. This is the original sky that Portent came with and we're trying to keep things as original as possible, thanks for the offer though. Quote: --- Original message by: Dumb AII wonder if there will be legitimate ways to get that high of a score  Well according my calculations to get a score of 2,147,483,647 you'd need to survive to wave 3,834,793! You'd probably have to devote a few months of playing straight in order to get there... Edited by Pepzee on Jul 20, 2014 at 07:00 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 20, 2014 11:14 PM
Msg. 289 of 362
Quote: --- Original message by: PepzeeQuote: --- Original message by: SS Flanker On A side note, I think the clouds should blend in to the pinkish sunset a little more. And a few additional light rays could be added.
Send me the tif file, and I might be able to help. This is the original sky that Portent came with and we're trying to keep things as original as possible, thanks for the offer though. Quote: --- Original message by: Dumb AII wonder if there will be legitimate ways to get that high of a score  Well according my calculations to get a score of 2,147,483,647 you'd need to survive to wave 3,834,793! You'd probably have to devote a few months of playing straight in order to get there... Edited by Pepzee on Jul 20, 2014 at 07:00 PM Or alt tab on your gaming laptop :P
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YSlayer12
Joined: Aug 31, 2014
"We are made of MLG Qwikscopes"
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Posted: Oct 25, 2014 06:04 PM
Msg. 290 of 362
bump.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Oct 25, 2014 06:35 PM
Msg. 291 of 362
This map isn't dead... Not yet...
MatthewDratt has taken over the project and I'm unsure of what progress he has made. I'll try to post back soon with more information.
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austen1000
Joined: Sep 4, 2012
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Posted: Oct 25, 2014 07:55 PM
Msg. 292 of 362
Quote: --- Original message by: Pepzee This map isn't dead... Not yet...
MatthewDratt has taken over the project and I'm unsure of what progress he has made. I'll try to post back soon with more information. I hope this sees the light of day. I like what I see in the trailers and stuff.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Oct 25, 2014 08:00 PM
Msg. 293 of 362
Quote: --- Original message by: PepzeeQuote: --- Original message by: SS Flanker On A side note, I think the clouds should blend in to the pinkish sunset a little more. And a few additional light rays could be added.
Send me the tif file, and I might be able to help. This is the original sky that Portent came with and we're trying to keep things as original as possible, thanks for the offer though. Quote: --- Original message by: Dumb AII wonder if there will be legitimate ways to get that high of a score  Well according my calculations to get a score of 2,147,483,647 you'd need to survive to wave 3,834,793! You'd probably have to devote a few months of playing straight in order to get there... Edited by Pepzee on Jul 20, 2014 at 07:00 PM Someone will get there, somehow.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Oct 25, 2014 08:44 PM
Msg. 294 of 362
if this or that other floods forgotten exile project comes to life, ill play hce more often
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Oct 25, 2014 09:27 PM
Msg. 295 of 362
nothing to be said atm
come back later
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Oct 25, 2014 09:32 PM
Msg. 296 of 362
Quote: --- Original message by: MatthewDratt nothing to be said atm
come back later cmt firefight portent II confirmed
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Oct 27, 2014 02:40 AM
Msg. 297 of 362
I notice this thread, get all happy and hyped, then see this. Quote: --- Original message by: MatthewDratt nothing to be said atm
come back later This hurts. Every time someone uselessly bumps a thread like this a baby panda dies.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Oct 27, 2014 03:03 AM
Msg. 298 of 362
{Reach} (H3) H2 Firefight Portent II Part 3 Version 1.1 Wadda think? (this is a joke) MatthewDratt told me the only way to help the project was to finish it, so I'm back with a vengence... Edited by Pepzee on Oct 27, 2014 at 03:10 AM
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beaucephal
Joined: Sep 2, 2014
CMT SPv3 audio dude
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Posted: Oct 27, 2014 03:15 AM
Msg. 299 of 362
Siq tag rips bruh. In all honesty though, glad to see this is getting worked on again. Portent is still a damn good map, and perfect for Firefight play.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Oct 27, 2014 04:00 AM
Msg. 300 of 362
All comments null and void. Everything that was shown here has since been changed. Edited by Pepzee on Nov 2, 2014 at 11:14 PM
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YSlayer12
Joined: Aug 31, 2014
"We are made of MLG Qwikscopes"
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Posted: Oct 27, 2014 09:02 AM
Msg. 301 of 362
Whoops.....
Also, Please keep it as a Spartan II and not an ODST Edited by YSlayer12 on Oct 27, 2014 at 09:03 AM
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austen1000
Joined: Sep 4, 2012
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Posted: Oct 27, 2014 09:05 AM
Msg. 302 of 362
Quote: --- Original message by: PepzeeI've decided to do one more thing, in an effort for transparency (and to show progress) I'm going to be posting the changelog for the map. I can't guarantee how often changelogs will be posted but it will keep you informed on the progress of the map. Since this is the raw changelog expect there to be spoilers, if you don't want to be spoiled then please ignore the changelog. Ignore the alpha build numbers as those are used for internal purposes only. This is not a wishlist of things to do, it's things that have already been done! So here we go: CHANGELOG: NOTE TO TESTERS: ALL BUILDS PRIOR TO ALPHA 3.4.3 ARE CONSIDERED OBSOLETE.
Last update to Firefight Portent II was on October 7, 2013. Pepzee restarted the project from alpha build 3.0.0 on October 25, 2014.
Saturday, October 25, 2014
-Complete removal of flood from the map -Removed MatthewDratts' cluncky intro cutsene, will be replaced with an updated ODST drop later... -Removed cheesy Rated M, & Seizure warnings from map startup, replaced with temporary portent logo -Scripts reduced from 4839 lines to 4420 -Tagspace increased from 0.07 MB free to 2.31 MB ALPHA BUILD: 3.2.1
Sunday, October 26, 2014
-Increased max lives from 20 to 30 -Completely removed loadout system -Removed legendary challenge easter egg, other easter eggs still intact -Removed "devmodeon" and "devmodeoff" scripts -Removed experimental music system, will be replaced with UUI music system later... -Scripts reduced from 4420 lines to 4008 lines -Tagspace increased from 2.31 MB to 2.44 MB ALPHA BUILD: 3.4.3 I expect these changelogs to be a source of debate as well as I have to make controversial decisions about certain aspects of the map that everyone may or may not agree with. Take note that all of these decisions have already been made and it's unlikely that they'll be changed. Most of the work this weekend has gone into slimming down the map as when I left it a year ago it was way to bloated and we didn't have enough tagspace left to add rocks if we wanted to. As you can see by reading the changelog I've been forced to remove some features of the map in order to alleviate this problem. The changelog might look pretty negative this weekend as all I did was remove stuff! But don't worry things will look better as time goes on. You said the loadout system was removed. Will we still be able to buy stuff like we could in the original Firefight Portent?
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Oct 27, 2014 10:15 AM
Msg. 303 of 362
Quote: --- Original message by: austen1000 You said the loadout system was removed. Will we still be able to buy stuff like we could in the original Firefight Portent? Yes. The credit store system is a major focus of this project. We are removing the loadout system in order to alleviate conflicts that the two cause when used simultaneously. Edited by MoooseGuy on Oct 27, 2014 at 10:19 AM
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Oct 28, 2014 12:53 PM
Msg. 304 of 362
Quote: --- Original message by: Pepzee{Reach} (H3) H2 Firefight Portent II Part 3 Version 1.1 http://i.imgur.com/lwEIWY3.jpg Wadda think? (this is a joke) MatthewDratt told me the only way to help the project was to finish it, so I'm back with a vengence... Edited by Pepzee on Oct 27, 2014 at 03:10 AM dat dmr is so sxy we should post pics of who can get highest cr count Edited by rcghalohell on Oct 28, 2014 at 12:54 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Nov 1, 2014 07:59 AM
Msg. 305 of 362
Quote: --- Original message by: MoooseGuyQuote: --- Original message by: austen1000 You said the loadout system was removed. Will we still be able to buy stuff like we could in the original Firefight Portent? Yes. The credit store system is a major focus of this project. We are removing the loadout system in order to alleviate conflicts that the two cause when used simultaneously. Edited by MoooseGuy on Oct 27, 2014 at 10:19 AM No! Load out rul'd!
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Nov 1, 2014 10:05 AM
Msg. 306 of 362
Quote: --- Original message by: Pepzee{Reach} (H3) H2 Firefight Portent II Part 3 Version 1.1 http://i.imgur.com/lwEIWY3.jpg Wadda think? (this is a joke) MatthewDratt told me the only way to help the project was to finish it, so I'm back with a vengence... Edited by Pepzee on Oct 27, 2014 at 03:10 AM halo reach beta DMR ? cool
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YSlayer12
Joined: Aug 31, 2014
"We are made of MLG Qwikscopes"
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Posted: Nov 1, 2014 01:30 PM
Msg. 307 of 362
If this map doesn't get made I just wouldnt know WHAT I'd do......
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Nov 1, 2014 01:56 PM
Msg. 308 of 362
Quote: --- Original message by: YSlayer12 If this map doesn't get made I just wouldnt know WHAT I'd do...... Not play it
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Nov 1, 2014 02:07 PM
Msg. 309 of 362
Quote: --- Original message by: YSlayer12 If this map doesn't get made I just wouldnt know WHAT I'd do...... Make Firefight Portent 1 with SPV3 tags.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Nov 2, 2014 01:05 AM
Msg. 310 of 362
All comments null and void. Everything that was shown here has since been changed. Edited by Pepzee on Nov 2, 2014 at 11:13 PM
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YSlayer12
Joined: Aug 31, 2014
"We are made of MLG Qwikscopes"
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Posted: Nov 2, 2014 01:37 AM
Msg. 311 of 362
Hooraa!!
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Nov 2, 2014 12:28 PM
Msg. 312 of 362
Quote: --- Original message by: RabbitFoodQuote: --- Original message by: YSlayer12 If this map doesn't get made I just wouldnt know WHAT I'd do...... Make Firefight Portent 1 with SPV3 tags. prff.. please... firefight_Airlock_V3.54871 final johnlex SPV3 tags
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YSlayer12
Joined: Aug 31, 2014
"We are made of MLG Qwikscopes"
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Posted: Nov 2, 2014 01:02 PM
Msg. 313 of 362
Quote: --- Original message by: UHWArbyQuote: --- Original message by: RabbitFoodQuote: --- Original message by: YSlayer12 If this map doesn't get made I just wouldnt know WHAT I'd do...... Make Firefight Portent 1 with SPV3 tags. prff.. please... firefight_Airlock_V3.54871 final johnlex SPV3 tags PFFFT you scrublord... Try some PMT Johnlex Paxti Firefight airlock (Halo Reach)Halo4 SPV4 (Halo 2)
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Nov 2, 2014 09:16 PM
Msg. 314 of 362
Quote: Completely removed loadout system what is this
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Juzo
Joined: Jul 1, 2014
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Posted: Nov 2, 2014 09:21 PM
Msg. 315 of 362
Quote: --- Original message by: MatthewDrattQuote: Completely removed loadout system what is this WHYYYY!!!!!
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