
MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 20, 2014 10:02 PM
Msg. 281 of 712
so... we will use UFPS's camera, but not the scripts?
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Jan 20, 2014 10:26 PM
Msg. 282 of 712
The UFPS camera is the scripts.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 20, 2014 10:32 PM
Msg. 283 of 712
Quote: --- Original message by: TheChunkierBean The UFPS camera is the scripts. i mean the VP_weapon scripts.
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Jan 20, 2014 10:58 PM
Msg. 284 of 712
Nope. I'm talking custom.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 20, 2014 11:15 PM
Msg. 285 of 712
So... we are ditching UFPS entirely?
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Jan 20, 2014 11:23 PM
Msg. 286 of 712
Maybe he's talking about the CMT content, btw I might have access to my laptop in a week or two.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 20, 2014 11:31 PM
Msg. 287 of 712
No. Hes talking about the code.
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Jan 21, 2014 03:06 PM
Msg. 288 of 712
Yeah the actual kit.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jan 21, 2014 03:08 PM
Msg. 289 of 712
i'd say custom IF u can replicate it perfectly (and preferably more efficiently), because not only will u learn from the experience, it'll be easier to modify later to add new content or better suit the game's needs. plus u can easily switch back if it doesn't work right?
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Jan 21, 2014 03:12 PM
Msg. 290 of 712
Correct.
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Horeb
Joined: Nov 27, 2013
bananakid
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Posted: Jan 21, 2014 04:56 PM
Msg. 291 of 712
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jan 21, 2014 04:58 PM
Msg. 292 of 712
so i'm not sure if u have any plans to add variants of popular unsc weapons bean, but i was hoping for some cool, more tactical weapon variants once the originals get done. i dunno if u saw my post on the CMT thread about suppressed and subsonic weapons, but i'd love to think it could be done in unity too. Quote: --- Original message by: greg079 ah screw it, i've been holding off on the lore bomb for a while (more like a lore nuke because some people may have no idea what any of this was) but i think i'll go ahead and send it down.
so some of u guys may have enjoyed the stealthier approach with the "silenced" weapons featured in the TaR demo/beta/whatever. i want u guys to know that scientifically bullets cannot and will not ever function like that, so don't say "it's the future, [blah blah blah] science". now that that's taken care of, some of u guys who know what a gun is may know that they create a loud "bang" sound, when fired. this is caused by both the gunpowder doin' its gunpowder thing, and the bullet travelling faster than the speed of sound (but really just the sonic boom). in order to make the weapon quieter many people will fasten suppressors to the end of the weapon like CMT did in TaR. attaching suppressors helps to control the flow of the pressure that guides the bullet, and can increase the accuracy of the round, by about 30% give or take. DOING THIS ONLY MUFFLES THE SOUND OF THE BULLET UNTIL IT LEAVES THE BARREL, sound will also exit when the action opens to kick out the casing and load the next round. in order to make the weapon legitimately quiet however, one must use this magical device, known as a subsonic round. subsonics (as the name implies) travel at just over 700 feet per second, below the speed of sound, to eliminate any sonic boom. additionally the dampened force of the bullet causes less recoil and leads to much higher sustainable accuracy. subsonic rounds, when combined with a suppressor can eliminate almost all noise from the gun firing excluding the operation of the action, and any noise that escapes during that time.
some of u guys may be wondering "how is this even remotely applicable to halo", well halo uses guns, so if u wanna feature said types of guns, do it right. since CMT already has their "silenced" weapon models and textures, most of the work is done. what needs to happen however, is CMT needs to decide on subsonic, or just suppressed for the individual weapons. each has its pros and cons.
subsonics can still be almost silent like the weapons from the TaR demo, and also would have highly reduced recoil, however they carry less force, and drop faster than regular bullets. for sniper rifles the lessened damage is far from ideal, but there is a way to offset it. high grain, heavier rounds could be used instead which would increase the force of the bullet, but increase recoil causing lowered accuracy after sustained fire and increase the bullet drop (plus add a new layer of complexity and immersion to sniping). lastly subsonic rounds use less gunpowder, and in order to be fired with optimum precision must be fired from weapons with less powerful springs.
using regular bullets fired from a suppressed weapon would dampen the noise, but not that much, and would also control the release of pressure and increase the accuracy of the bullet. however due to using regular bullets, they would be able to share mags with the standard issue, unsuppressed variant.
after reading this (for those who did) i can propose a solution. suppressed weapons would have slightly increased accuracy, but wouldn't really do much to dampen noise, and as such wouldn't be very common (possible to trade smaller clip size to offset the weight gain of the suppressor). subsonic weapons (also using a suppressor) would have increased bullet drop and less damage (high grain bullets could increase the damage, but would increase recoil and bullet drop) but much higher sustainable accuracy. i can propose values as well, however i believe that would be better left to CMT and their beta testers. (sorry for the text wall) just a thought since u'll have a shot at creating your own code.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 22, 2014 12:49 AM
Msg. 293 of 712
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Jan 22, 2014 03:06 PM
Msg. 294 of 712
Well we are now are apart of ID@Xbox soooooo.....
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BlitzOfSBB
Joined: Sep 29, 2013
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Posted: Jan 22, 2014 03:14 PM
Msg. 295 of 712
Installation 01 update:http://youtu.be/Hn5ItrMhbcgInstallation 01 is now multiplayer with support for up to 16 players, and with a better netcode than Halo CE lol. Edited by ToxicFantom on Jan 22, 2014 at 03:15 PM
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Jan 22, 2014 03:20 PM
Msg. 296 of 712
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jan 22, 2014 04:08 PM
Msg. 297 of 712
not gonna lie, i laughed much harder than i should have. so are there any updates on the coding yet bean? quick question, does unity allow java runtimes?
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Jan 22, 2014 04:28 PM
Msg. 298 of 712
No, no runtime. The new coding is shown in Toxic's video.
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BlitzOfSBB
Joined: Sep 29, 2013
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Posted: Jan 22, 2014 05:27 PM
Msg. 299 of 712
Quote: --- Original message by: WafflesQuote: idgi, there is nothing halo in this video Edited by Waffles on Jan 22, 2014 at 04:37 PM In that video we were testing how well the multiplayer works, everything else you would expect from a Halo game will be added later. Host is given to the first person who opens the game. In this case the player happened to be in UAE. Thats about 8,000 miles away from Bean and I, the connection was flawless. Edited by ToxicFantom on Jan 22, 2014 at 05:28 PM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 22, 2014 05:33 PM
Msg. 300 of 712
There were actual spartans in the previous mp build.
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Jan 22, 2014 05:41 PM
Msg. 301 of 712
But they caused some problems so I had to remove them.
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ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
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Posted: Jan 22, 2014 05:45 PM
Msg. 302 of 712
Looks coot <3, now put some weapons and damage values.
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sshers4
Joined: Apr 28, 2013
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Posted: Jan 22, 2014 06:25 PM
Msg. 303 of 712
Quote: --- Original message by: ToxicFantomQuote: --- Original message by: WafflesQuote: idgi, there is nothing halo in this video Edited by Waffles on Jan 22, 2014 at 04:37 PM In that video we were testing how well the multiplayer works, everything else you would expect from a Halo game will be added later. Host is given to the first person who opens the game. In this case the player happened to be in UAE. Thats about 8,000 miles away from Bean and I, the connection was flawless. Edited by ToxicFantom on Jan 22, 2014 at 05:28 PM Do you need good connection to do the net code?
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 22, 2014 07:21 PM
Msg. 304 of 712
*facepalm*
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jan 22, 2014 07:24 PM
Msg. 305 of 712
Quote: --- Original message by: sshers4 Do you need good connection to do the net code? You need cryengine 3 to do net code.
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BlitzOfSBB
Joined: Sep 29, 2013
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Posted: Jan 22, 2014 07:27 PM
Msg. 306 of 712
Quote: --- Original message by: sshers4Quote: --- Original message by: ToxicFantomQuote: --- Original message by: WafflesQuote: idgi, there is nothing halo in this video Edited by Waffles on Jan 22, 2014 at 04:37 PM In that video we were testing how well the multiplayer works, everything else you would expect from a Halo game will be added later. Host is given to the first person who opens the game. In this case the player happened to be in UAE. Thats about 8,000 miles away from Bean and I, the connection was flawless. Edited by ToxicFantom on Jan 22, 2014 at 05:28 PM Do you need good connection to do the net code? I'm not sure what you mean. A netcode is a chunk of code the controlls how players give and recive data typically on an online game. What I think you are asking is "Do you need good connection to play the game well?" and my awnser is no. I have an upload speed of 0.33mbps.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 22, 2014 07:27 PM
Msg. 307 of 712
You also need ce3 to do beautiful lightining. Beautiful lightening will not be in installation 01 and the graphics will look like a potato to make fanboys cry.
Let the hate begin.
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Jan 23, 2014 01:06 PM
Msg. 308 of 712
Ok guys, back on track please.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 24, 2014 09:24 PM
Msg. 309 of 712
Edited by MEGASEAN2812 on Jan 24, 2014 at 09:25 PM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jan 24, 2014 10:04 PM
Msg. 310 of 712
wow. broken images. much forbidden. such 403. wow.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 24, 2014 11:59 PM
Msg. 311 of 712
Edited by MEGASEAN2812 on Jan 25, 2014 at 01:38 AMEdited by MEGASEAN2812 on Jan 25, 2014 at 01:39 AM
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clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Jan 25, 2014 01:58 AM
Msg. 312 of 712
Make sure on the back you put "music composed and produced by Cameron Thiessens" ...or you will die.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 25, 2014 07:34 PM
Msg. 313 of 712
I wasnt gonna do a back but i will now XD
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clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Jan 25, 2014 09:21 PM
Msg. 314 of 712
I'm still out of town, but I'll start on the OST as soon as I return.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 26, 2014 01:52 AM
Msg. 315 of 712
Alright awesome.
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