
xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Sep 11, 2014 05:25 PM
Msg. 106 of 1967
This isn't the place for that.
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Darkzealotx
Joined: Jun 15, 2014
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Posted: Sep 11, 2014 06:16 PM
Msg. 107 of 1967
Quote: --- Original message by: darkrider400 Everyone gets a day off for Remebrance of all the good people lost today. Screw Al-Qaeda PoS, ISIS, and all those other terrorists factions, I hope they all die soon! And what about all the innocent and good people America killed?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Sep 11, 2014 06:24 PM
Msg. 108 of 1967
I'm with this guy^
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Sep 11, 2014 08:07 PM
Msg. 109 of 1967
yeah, 18000 CIVILIANS died from the afghanistan war. only 3000 died from 911... yeah 911 sucked... but yeah, atleast my family members that were there survived.
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austen1000
Joined: Sep 4, 2012
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Posted: Sep 11, 2014 08:29 PM
Msg. 110 of 1967
Quote: --- Original message by: xnx This isn't the place for that. Seconded
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Sep 11, 2014 08:32 PM
Msg. 111 of 1967
Ive killed over 2000 covenant with no remorse
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darkrider400
Joined: Sep 7, 2014
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Posted: Sep 11, 2014 08:41 PM
Msg. 112 of 1967
Quote: --- Original message by: MatthewDratt Ive killed over 2000 covenant with no remorse Well thats the Covenant, they can go suck one. And btw, everyone whos saying that this isnt the place for my comment. Tell me what this game is about. Its about War, and what did 9/11 start? The "War on Terror".
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Sep 11, 2014 08:55 PM
Msg. 113 of 1967
THE WAR ON THE COVENANT
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 11, 2014 08:56 PM
Msg. 114 of 1967
Quote: --- Original message by: MatthewDratt THE WAR ON THE COVENANT After that treacherous and downright evil act of terrorism done to Harvest.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Sep 11, 2014 09:46 PM
Msg. 115 of 1967
You guys sure know how to reward the B30:E team by spamming their thread in like a week and a half after they make a thread trying to interact with you more.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Sep 11, 2014 09:53 PM
Msg. 116 of 1967
Quote: --- Original message by: Masters1337 You guys sure know how to reward the B30:E team by spamming their thread in like a week and a half after they make a thread trying to interact with you more. They like it secretly
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 11, 2014 10:00 PM
Msg. 117 of 1967
Well I have a question. The BR in the TSC:E mini-vid things had the same ammo/color mechanic as the Assault Rifle. In the SPV3 Trailer, the BR had the green tint on the ammo display to show it was an older model, apparently. Is this difference staying in TSC:E?
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Sep 11, 2014 10:31 PM
Msg. 118 of 1967
<burp> Edited by BKTiel on Sep 11, 2014 at 10:32 PM
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Ifafudafi
Joined: Jun 23, 2010
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Posted: Sep 11, 2014 10:49 PM
Msg. 119 of 1967
Quote: --- Original message by: RabbitFood Well I have a question. The BR in the TSC:E mini-vid things had the same ammo/color mechanic as the Assault Rifle. In the SPV3 Trailer, the BR had the green tint on the ammo display to show it was an older model, apparently. Is this difference staying in TSC:E? we're keeping the color change
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darkrider400
Joined: Sep 7, 2014
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Posted: Sep 11, 2014 11:30 PM
Msg. 120 of 1967
hey Ifafudafi, could you potentially give us an estimate of how many things have been completed since the last list update? Its okay if nothing has been done, with 9/11 and real life and every other factor, I understand.
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teh lag
Joined: May 6, 2008
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Posted: Sep 12, 2014 12:26 AM
Msg. 121 of 1967
Nothing from the list has been completed since an item was last crossed off, but a lot is underway. It would be overkill to start subdividing remaining tasks to a level of granularity that would capture current progress, but rest assured that small but important tasks like "create masks for waterfalls a, b, and d" and "Fix Hunter Lift's playerclip collision material" have been completed this week, among others. A lot of environmental texture work has been done, which will eventually let us cross off that item on the list. There is also a lot of nitty-gritty exterior BSP geometry iteration going on which is necessary for the map to be in an approved-for-release gameplay state. The main island is (for a variety of reasons) subdivided into 6 bsps and they all have some significant overlaps, so it's a slow iteration process. The intermediate time is being used for the smaller tasks that still remain. Edited by teh lag on Sep 12, 2014 at 12:27 AM
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TenTonHammer
Joined: Aug 16, 2014
The chips fall
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Posted: Sep 12, 2014 09:25 AM
Msg. 122 of 1967
is the sparrowhawk v banshees fight at the end of spv2 b30 still in?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Sep 12, 2014 09:29 AM
Msg. 123 of 1967
Banshees were replaced with Scarabs.
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Xion
Joined: Jun 17, 2014
Thinking about running?
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Posted: Sep 12, 2014 09:54 AM
Msg. 124 of 1967
Cmt spv3: In July? no In August? no In September? No! In December? NO!!!
When?! ... In 2026
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 12, 2014 09:59 AM
Msg. 125 of 1967
Quote: --- Original message by: Xion Cmt spv3: In July? no In August? no In September? No! In December? NO!!!
When?! ... In 2026 It's annoying when nobody appreciates the time it takes to actually make something in halo. When your battling daily life, and working along a time frame which is suitable to others rather than your self.
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MosesofEgypt
Joined: Apr 3, 2013
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Posted: Sep 12, 2014 01:55 PM
Msg. 126 of 1967
Quote: --- Original message by: SS FlankerQuote: --- Original message by: Xion Cmt spv3: In July? no In August? no In September? No! In December? NO!!!
When?! ... In 2026 It's annoying when nobody appreciates the time it takes to actually make something in halo. When your battling daily life, and working along a time frame which is suitable to others rather than your self. And this is partially why I don't talk about anything I'm working on anymore, or at least very insanely little. Something else is in the works that is a byproduct of something ELSE I'm working on, but again, whenever I'm done. The impatient few of you who don't understand how much time and effort these guys are putting in really wont be able to appreciate the end result. I know I will. I've helped them along with a few things myself and I am glad to not be in their shoes with the intimidating tasks they've placed upon themselves. Be patient and respectful, that's all. Edited by MosesofEgypt on Sep 12, 2014 at 01:56 PM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Sep 12, 2014 02:13 PM
Msg. 127 of 1967
Quote: --- Original message by: Xion Cmt spv3: In July? no In August? no In September? No! In December? NO!!!
When?! ... In 2026 This thread is about B30:Evolved not SPV3. The delay is primarily due to Kornman having to go help create Halo 1.0.10 so the MP community could survive, which took time that could have been used to finish the OS features the map needs. On top of that, he then had to update OS to support the new 1.0.10. It's no ones fault that this all had to be pushed back (well I guess you can blame gamespy), had there been no diversions of resources that could have been used to further develop OS, we'd have had the DLMs completed long ago, which is the main reason for the delay. Quote: --- Original message by: TenTonHammer is the sparrowhawk v banshees fight at the end of spv2 b30 still in? No, it was never a thing planned for B30:E or SPV3. Edited by Masters1337 on Sep 12, 2014 at 02:14 PMEdited by Masters1337 on Sep 12, 2014 at 02:18 PM
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Sep 12, 2014 02:22 PM
Msg. 128 of 1967
Quote: --- Original message by: Masters1337 On top of that, he then had to update OS to support the new 1.0.10.
So the next version will support 1.10?
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Sep 12, 2014 03:00 PM
Msg. 129 of 1967
I do not know when a release with that support will be released, but it is obviously something being worked on. I don't know the internal plans for OS.
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darkrider400
Joined: Sep 7, 2014
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Posted: Sep 12, 2014 03:28 PM
Msg. 130 of 1967
Quote: --- Original message by: teh lag
Nothing from the list has been completed since an item was last crossed off, but a lot is underway. It would be overkill to start subdividing remaining tasks to a level of granularity that would capture current progress, but rest assured that small but important tasks like "create masks for waterfalls a, b, and d" and "Fix Hunter Lift's playerclip collision material" have been completed this week, among others. A lot of environmental texture work has been done, which will eventually let us cross off that item on the list. There is also a lot of nitty-gritty exterior BSP geometry iteration going on which is necessary for the map to be in an approved-for-release gameplay state. The main island is (for a variety of reasons) subdivided into 6 bsps and they all have some significant overlaps, so it's a slow iteration process. The intermediate time is being used for the smaller tasks that still remain. Edited by teh lag on Sep 12, 2014 at 12:27 AM Environmental Texture Work? BSP Geometret Iteration? Ooooohhhh, makes me tingle hearing that those have been completed/worked on, who wouldnt want a graphicgasm? :D
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darkrider400
Joined: Sep 7, 2014
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Posted: Sep 12, 2014 08:46 PM
Msg. 131 of 1967
Quote: --- Original message by: ZetrenQuote: --- Original message by: darkrider400Quote: --- Original message by: teh lag
Nothing from the list has been completed since an item was last crossed off, but a lot is underway. It would be overkill to start subdividing remaining tasks to a level of granularity that would capture current progress, but rest assured that small but important tasks like "create masks for waterfalls a, b, and d" and "Fix Hunter Lift's playerclip collision material" have been completed this week, among others. A lot of environmental texture work has been done, which will eventually let us cross off that item on the list. There is also a lot of nitty-gritty exterior BSP geometry iteration going on which is necessary for the map to be in an approved-for-release gameplay state. The main island is (for a variety of reasons) subdivided into 6 bsps and they all have some significant overlaps, so it's a slow iteration process. The intermediate time is being used for the smaller tasks that still remain. Edited by teh lag on Sep 12, 2014 at 12:27 AM Environmental Texture Work? BSP Geometret Iteration? Ooooohhhh, makes me tingle hearing that those have been completed/worked on, who wouldnt want a graphicgasm? :D http://www.youtube.com/watch?v=YaG5SAw1n0c Okay, just because you're a scrub in the department of game design, doesnt mean I cant have my graphicgasms :(
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 13, 2014 12:48 AM
Msg. 132 of 1967
More fun filled questions!
Does TSC:E feature Armor Upgrades, and if so will they be different from the SPV3 ones? No need to go into specifics if you're keeping secrets. Also, I think you mentioned before the the Pistol in TSC:E will not act like the SPV3 one, but similar to the H1 settings. Is this correct?
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Ifafudafi
Joined: Jun 23, 2010
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Posted: Sep 13, 2014 03:50 PM
Msg. 133 of 1967
Quote: --- Original message by: RabbitFood Does TSC:E feature Armor Upgrades, and if so will they be different from the SPV3 ones? No need to go into specifics if you're keeping secrets. I'll go ahead and hit this head-on so it's not a surprise: TSC:E isn't including Armor Abilities/Modules/Upgrades/Whatever (I'll just call them AAs because that's what they are). This isn't because we don't think they're a good idea; properly executed, they can broaden the game's tactical palette and provide the player with a whole new range of tools, increasing the number and likelihood of cool emergent systemic intersections that are such a Halo trademark. A prototype system was in place at one point -- but, it never made it to testers. The main reason: AAs didn't come together until pretty much all of the map's level design and encounters were set up. Since everything was designed to work without AAs, simply dropping them in wouldn't allow us to execute them properly (i.e., broading player's tactical palette): -AAs need to drive the player to do more, not less. A substantial version of at-will camo can enable the player to just skip past nearly all of the map's encounters (as we've tried to avoid unexplained hard-locks to the player's progression), for example -- the point is to increase the amount of tactics the player deploys, not shrink it. (A less substantial version that can't be used like this is then too ineffective to open up any new tactics for the player). -AAs need to be equally attractive to the player, in terms of a single playthrough. If we have something that doesn't really boost player's effectiveness or range of tools (like a radar boost or something), then the player will at best only use it very briefly to experiment, if at all, before ignoring it in favor of a more effective option for the rest of the map. -AAs need to fit in with existing systems. Something that regenerates health, for example, nullifies us having carefully paced distribution of health packs across the map, removing a significant component of player's thinking and a significant drive to explore; changing distribution to compensate would then put player at a disproportionate disadvantage when using any other non-HP-related AAs. (Keep in mind Halo 1 distributes vitality equally between shields and health, rather than the 70/30 shields/health distribution from H2 and onward.) Taking all of that into account, only 3 AAs that had the potential to do what we want with the system made their way into the aforementioned prototype system, and even those suffered from disproportionate effectiveness and minimal potential for varied use; hence, it was cut so that we could dedicate the resources to improving other areas of TSC:E. If AAs been there from the start, then there's no doubt that we would've made sure to design things to ensure we could take advantage of the many potential benefits AAs can bring -- but I think the amount of time the map's taken so far should explain why we didn't go back and spend another year completely overturning all our BSP and encounters, instead deciding that TSC:E was still good enough to stand without them. Quote: --- Original message by: RabbitFood Also, I think you mentioned before the the Pistol in TSC:E will not act like the SPV3 one, but similar to the H1 settings. Is this correct? Pistol is roughly (a hair less) accurate than the H1 pistol at a rate of fire ~equal to the H1 pistol. It can fire up to around twice that fast for a considerable DPS increase, at additional cost to accuracy. To stop that from getting out of control, base damage has been decreased by a small amount -- the modified damage H1 pistol did to Elite shields becomes the damage rate across all units. (i.e., headshot kills are as quick or quicker than in H1, but bodyshot killtimes are nerfed a bit in compensation for the huge DPS increase that can come from higher rates of fire). Fun facts on that H1 pistol damage rate -- the tag you get with your HEK lists damage as a flat 1.0x across all unit materials, but tool does some magic to it when the map compiles that modifies vs. Elite shield to 0.8x -- you can see this if you look in memory after a map is loaded to the game. More interestingly, the tag's 0.2-2.0 degree error is also modified to 0.2-0.4 -- that's a pretty huge increase! (The Plasma rifle also gets hit by tool, going from 0.5-5.0 degree error to 0.25-2.5 degree error!) We don't have a confirmation of course, but this is the likely answer to "what did Jason Jones do to the Pistol?" Even more fun fact: tool doesn't do this when compiling a multiplayer map. On Xbox, multiplayer modifies the Pistol and PR to the above values somewhere after the tool compile -- but more importantly, Halo PC does not! So effectively, Halo PC players in multiplayer have been using an old, ineffective beta version of the Pistol and PR the whole time.
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 13, 2014 05:00 PM
Msg. 134 of 1967
I really think you made the right call on that, and give you props for it. Trying to add something new to a product that doesn't need it never turns out right, and as you said, can sometimes break the gameplay or "feel" to the game. A very big-boy decision, Ifafudafi. *pats head*
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darkrider400
Joined: Sep 7, 2014
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Posted: Sep 13, 2014 07:58 PM
Msg. 135 of 1967
27 list items down, 24 to go. Reach, we have passed the "break even" point, M5AB's all around! Edited by darkrider400 on Sep 13, 2014 at 07:58 PM
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Sep 13, 2014 11:34 PM
Msg. 136 of 1967
Quote: --- Original message by: darkrider400
27 list items down, 24 to go. Reach, we have passed the "break even" point, M5AB's all around! Edited by darkrider400 on Sep 13, 2014 at 07:58 PM Actually I'll have an MA5C, I don't think I can handle 60 rounds.
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darkrider400
Joined: Sep 7, 2014
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Posted: Sep 14, 2014 01:32 AM
Msg. 137 of 1967
Quote: --- Original message by: Delicon20Quote: --- Original message by: darkrider400
27 list items down, 24 to go. Reach, we have passed the "break even" point, M5AB's all around! Edited by darkrider400 on Sep 13, 2014 at 07:58 PM Actually I'll have an MA5C, I don't think I can handle 60 rounds. Yeah, MA5C looks a bit more Badass
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 14, 2014 03:27 AM
Msg. 138 of 1967
Quote: --- Original message by: darkrider400
27 list items down, 24 to go. Reach, we have passed the "break even" point, M5AB's all around! Edited by darkrider400 on Sep 13, 2014 at 07:58 PM Do they come with ammunition?
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 20, 2014 01:10 AM
Msg. 139 of 1967
Unless I've miscounted, we're currently at 30/51. Looks like we'll have a release in early-to-middle October.
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darkrider400
Joined: Sep 7, 2014
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Posted: Sep 20, 2014 05:25 PM
Msg. 140 of 1967
Quote: --- Original message by: RabbitFood Unless I've miscounted, we're currently at 30/51. Looks like we'll have a release in early-to-middle October. uhhhh, 21 items left, and last update was 5 days ago, you might want to recount dude, you're wayyy off. :P
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