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Author Topic: CMT's The Silent Cartographer: Evolved - Release & Beyond (908 messages, Page 19 of 26)
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Juzo
Joined: Jul 1, 2014


Posted: Apr 9, 2015 10:27 AM    Msg. 631 of 908       
Quote: --- Original message by: The Kingx
why do you people still take the trolls so seriously? You know that they wont change their thoughts, no point in argueing


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Apr 9, 2015 10:39 AM    Msg. 632 of 908       
Quote: --- Original message by: karmapro
Better gameplay


This is where I stopped reading.


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Apr 9, 2015 03:13 PM    Msg. 633 of 908       
Quote: Version 1.2 (03-16-2015):

- add missing credit for axial's contributions to the early days of the project
- add extra playerclip to reduce chance of clipping into cart interior brute war shrine
- add easter egg hints
- add better (not yet perfect) support for out-of-order backtracking among cartographer return paths
- fix double-spawning dropship door in post-cartographer cliffs area
- fix units taking damage when unloading from cliff dropship gravlift
- fix disappearing objects during map activation cutscene
- fix bug where map room hunters sometimes miss the elevator to the exit if they're still alive
- fix mysterious shredder crates w/ incorrect ammo counts; standardize to use 8 / 16 rounds
- fix bad offset of bounding sphere on c_storage_large
- fix bad offset of bounding sphere on c_regen_station
- fix bad bounding sphere radius on rock_boulder_large and medium
- fix another potential issue with interior sequence breaking
- fix assorted extraneous objects floating around in the map when they shouldn't be
- fix marines going braindead +/ freezing across bsp switches when riding some wraith wings
- fix hunters shooting during cart activation cutscene
- fix mysterious floating lights on player's leg in first-person when shredder is their secondary weapon
- fix footpath return units sometimes missing their spawn
- fix zealot potentially going permanently braindead on lightbridge


Anyone found this yet?


raphaelBLOOD WAR
Joined: Dec 4, 2012

I wipe your maps with your own blood!


Posted: Apr 9, 2015 05:59 PM    Msg. 634 of 908       
Quote: --- Original message by: WWLinkMasterX
Quote: Version 1.2 (03-16-2015):

- add missing credit for axial's contributions to the early days of the project
- add extra playerclip to reduce chance of clipping into cart interior brute war shrine
- add easter egg hints
- add better (not yet perfect) support for out-of-order backtracking among cartographer return paths
- fix double-spawning dropship door in post-cartographer cliffs area
- fix units taking damage when unloading from cliff dropship gravlift
- fix disappearing objects during map activation cutscene
- fix bug where map room hunters sometimes miss the elevator to the exit if they're still alive
- fix mysterious shredder crates w/ incorrect ammo counts; standardize to use 8 / 16 rounds
- fix bad offset of bounding sphere on c_storage_large
- fix bad offset of bounding sphere on c_regen_station
- fix bad bounding sphere radius on rock_boulder_large and medium
- fix another potential issue with interior sequence breaking
- fix assorted extraneous objects floating around in the map when they shouldn't be
- fix marines going braindead +/ freezing across bsp switches when riding some wraith wings
- fix hunters shooting during cart activation cutscene
- fix mysterious floating lights on player's leg in first-person when shredder is their secondary weapon
- fix footpath return units sometimes missing their spawn
- fix zealot potentially going permanently braindead on lightbridge


Anyone found this yet?
Nope


raphaelBLOOD WAR
Joined: Dec 4, 2012

I wipe your maps with your own blood!


Posted: Apr 9, 2015 09:28 PM    Msg. 635 of 908       
Anyone found the golden pistol yet?


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Apr 10, 2015 12:57 PM    Msg. 636 of 908       
Quote: --- Original message by: teh lag
We're hoping to have both out this coming week. The release has a gigantic amount of stuff; we have some work to do on how to subdivide it, so people don't have to download >2GB of tags and data at once. So it might come out incrementally. But you'll be able to start messing with things very soon.
Edited by teh lag on Mar 29, 2015 at 12:18 PM


any more updates. i'm assuming you don't have the tagset ready yet?


The Kingx
Joined: Mar 16, 2014

ᕙ༼ ಠ益ಠ༽ᕗ


Posted: Apr 10, 2015 04:09 PM    Msg. 637 of 908       
I noticed that once you activate that hidden switch in the structure and complete the level, before going in the pelican if you go to that security tower thingy, you can activate the switch again to disable security... again. I havent noticed any differences. Is it a bug? Or is it just me?


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Apr 10, 2015 04:17 PM    Msg. 638 of 908       
Quote: --- Original message by: The Kingx
I noticed that once you activate that hidden switch in the structure and complete the level, before going in the pelican if you go to that security tower thingy, you can activate the switch again to disable security... again. I havent noticed any differences. Is it a bug? Or is it just me?


I've noticed that before; it happens regardless of whether or not you hit the first hidden switch. It's activated by beating the map room.

If I recall correctly, this is just a glitch and was even present in the original Silent Cartographer.

But you can never be too sure...


midnightmodders
Joined: Jan 5, 2015


Posted: Apr 10, 2015 05:39 PM    Msg. 639 of 908       
Do any of you guys have a bug where when you start the map and pick your loadout you just keep hearing the Pelican sounds and the map will never start?
Edited by midnightmodders on Apr 10, 2015 at 05:54 PM
Edited by midnightmodders on Apr 10, 2015 at 06:03 PM


midnightmodders
Joined: Jan 5, 2015


Posted: Apr 10, 2015 06:42 PM    Msg. 640 of 908       
Quote: --- Original message by: Zetren
Never happened to me

Dang I can't fix the problem, I uninstalled Halo CE, OS and than reinstalled everything.
Still does the same thing I pick a loadout and it just keeps repeating the Pelican sound and does nothing I have to ctrl alt delete to get out of it


Ifafudafi
Joined: Jun 23, 2010


Posted: Apr 10, 2015 06:50 PM    Msg. 641 of 908       
Quote: --- Original message by: killzone64
any more updates. i'm assuming you don't have the tagset ready yet?

The core tags (everything you'd need to build the map) are all basically ready to go, as are the scripts and bonus content. While there's one big bonus thing we're still shoring up, the only other thing that really needs doing is finishing some documentation on a few systems and elements, for the benefit of anybody who wants to poke at or learn from them.

The last thing we want to do is let ourselves get sucked back into a TSC:E development vortex until the end of time. For our sake as much as everyone else's, I'd expect at least the core tags to find their way up somewhere by the end of the weekend, unless something just goes terribly wrong.


midnightmodders
Joined: Jan 5, 2015


Posted: Apr 10, 2015 07:00 PM    Msg. 642 of 908       
Well I was able to get passed the pelican sounds but now when the cut scene starts happening with the 3 pelicans it just crashes...................
I hate life


midnightmodders
Joined: Jan 5, 2015


Posted: Apr 10, 2015 07:14 PM    Msg. 643 of 908       
Quote: --- Original message by: Zetren
Quote: --- Original message by: midnightmodders
Well I was able to get passed the pelican sounds but now when the cut scene starts happening with the 3 pelicans it just crashes...................
I hate life


Edgy


IDK GG, I give up on trying to play it


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 11, 2015 03:25 AM    Msg. 644 of 908       
Quote: --- Original message by: Waffles
waow wut is dis? cmt finally released spv2187317823 evooluted?
Edited by Waffles on Apr 11, 2015 at 01:56 AM

Yes. In all it's glorious beauty.


The Kingx
Joined: Mar 16, 2014

ᕙ༼ ಠ益ಠ༽ᕗ


Posted: Apr 11, 2015 06:55 AM    Msg. 645 of 908       
its an okay map.


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: Apr 11, 2015 07:38 PM    Msg. 646 of 908       
what's been up with you lately syrupman


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Apr 11, 2015 11:10 PM    Msg. 647 of 908       
Quote: --- Original message by: raphaelBLOOD WAR
Anyone found the golden pistol yet?


I found the golden ticket.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Apr 11, 2015 11:32 PM    Msg. 648 of 908       
Quote: --- Original message by: The Kingx
its an okay map.


yeah, it was ok. 4/10 es good i guess

10/10


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 12, 2015 12:25 AM    Msg. 649 of 908       
Quote: --- Original message by: PopeAK49
Quote: --- Original message by: raphaelBLOOD WAR
Anyone found the golden pistol yet?


I found the golden ticket.


Break it up! Come on pope! Run home do you hear? And don't stop till you get there!


teh lag
Joined: May 6, 2008


Posted: Apr 12, 2015 01:28 AM    Msg. 650 of 908       
Quote: --- Original message by: Zetren
Any word on eta of v1.3?


The first round of source tags will be out tomorrow. 1.3 will happen soon after that, we just need to be sure that some changes we made to the scripts for the source release didn't cause any problems. When that happens we will also release the scenario-specific tags and the scripts.

Since the map's source will be out soon, I'll give you all some more help for the last remaining eggs. Maybe you can find them before the scenario is uploaded?

The gold Shredder -- you've all been (em)barking up the wrong trees. There's a tree you need to (em)bark up, and then you'll need to make some leaps of faith.

The gold Pistol -- Legendary. No vehicles. No cheats. Pistols only. A painful lesson that the Evolved team learned during development was that sometimes you must destroy the things that you love.

I'm not sure what this mysterious control panel is. I don't think it's part of any egg that I know about.
Edited by teh lag on Apr 12, 2015 at 01:38 AM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Apr 12, 2015 02:14 AM    Msg. 651 of 908       
Alright. Im excited to get to the tag files. Then its time to knuckle down and finish the maps i was working on


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Apr 12, 2015 03:48 AM    Msg. 652 of 908       
Just found the golden monorail, really cool!


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Apr 12, 2015 09:08 AM    Msg. 653 of 908       
Quote: --- Original message by: teh lag

The gold Pistol -- Legendary. No vehicles. No cheats. Pistols only. A painful lesson that the Evolved team learned during development was that sometimes you must destroy the things that you love.


Does this mean that I am also not allowed to use granades? 'Cuz I walked through the water for a long time, grabbed os to get past some people and used granades to try and kill an elite before I climbed onto the top of the map to avoid enemies and land here:

I'm two hundred percent sure that it's supposed to spawn here.


Ifafudafi
Joined: Jun 23, 2010


Posted: Apr 12, 2015 12:09 PM    Msg. 654 of 908       
Quote: --- Original message by: The_Purrminator
Does this mean that I am also not allowed to use granades? 'Cuz I walked through the water for a long time, grabbed os to get past some people and used granades to try and kill an elite before I climbed onto the top of the map to avoid enemies and land here:
http://puu.sh/haZis/f60e8b6141.png
I'm two hundred percent sure that it's supposed to spawn here.

that's not the right place. a different gun spawns there.

once you are inserted into the lz on legendary, you have a precious couple of seconds to switch to a pistol. then the trial of the pistol begins.

if you switch to a different weapon at any time, you fail the trial.
if you enter a vehicle at any time, you fail the trial.
if you activate cheats at any time, you fail the trial.
(grenades are ok though)
there is one more component to the trial that is necessary to make the golden pistol appear. some of you have alredy discovered what this is.

it's probably no coincidence that the things not yet found are things that cannot be discovered by flying around aimlessly with the debug camera

(I didn't expect people to take these joke things so seriously. but I kind of enjoy how it's developed into a sort of postgame)


teh lag
Joined: May 6, 2008


Posted: Apr 12, 2015 05:06 PM    Msg. 655 of 908       
It's here:




Quote:
Title : CMT Evolved Tagset
Release Date : 04-12-2015
Author : CMT
Description : The full tagset for the CMT Evolved project

-------------------

i. Information
ii. Quick guide
iii. Credits

-------------------

i. Information

This is every non-scenario-specific tag that was a part of the CMT Evolved project. (To save everyone trouble, the scenario tags are being released separately). We've also included some of our VFX source files and some fixes for stock tags.

You will need a functional tagset extracted from the stock game and all of its singleplayer maps. You will also need Open Sauce version 4.0 or later. Other than that you should be able to drop the \cmt\ directory into your \tags\ directory and everything should just work.

Be careful about the contents of \ui\ -- read the documentation to get an idea of what's going on there. ***DO NOT*** overwrite your UI tags without backing them up first!

You'll find a whole bunch of documentation in the \doc\ directory of this release. This is a hugely informal text dump containing information on the hacks, techniques, design principles, and other things that went into TSC:E and its tagset. It is meant to help clear up questions you might have about what was done, how it was done, and occasionally why it was done. It is not meant to be a comprehensive encyclopedia of each tag and all its relevant data -- if you want those kinds of details then go look in the tags.

This release is not compatible with prior CMT tag releases. Our organizational structure has changed dramatically and you will only create misery for yourself if you try to drop it in with old CMT stuff that you have lying around. You've been warned.

This release also includes some fixed versions of stock tags that break when loaded by OS 4.0 due to weird unused garbage data that they contain. These tags are the Engineer, Pilot, Halo vehicle, B30 falling box, and D40 invisible damage detector. You will find these in \tags-stock-osfix\.

-------------------

ii. Quick guide for lazy people who want to just stick the tags in a map

If all you want are the models and textures, read \doc\misc hacks\Optimizations.txt and you should be good to go.

If you want nothing more than to transpose TSC:E assets onto stock H1 gameplay, an entire tagset has been made for you that does just that. Read the bonus \tags\Evolved H1-spirit.txt and you should be good to go.

*****
If you're using ANY .damage_effects, biped\vehicle collision geometry, or .actor_variants, you MUST read doc\design rules\Evolved damage scale.txt, or you're basically guaranteed to mix things that aren't designed to work together correctly.
*****

If you want to transpose the Evolved tags into your map without any modification, make sure to read everything in misc hacks, and consult the units folder for information on the Hunter back guard, Brute armor system, Grunt backpacks, and Jackal shields. Also consult everything in vehicles for information on the various systems at work there (ghost boost, ball shade physics, etc.)

If you want to add new tags or put the Evolved tags alongside other tags, read everything. Everything. If you don't you are guaranteed to have a strange and un-fun mishmash of things that do not play well together. Don't be lazy and make a lopsided mess when you could instead take an hour or two a week and make everything consistent, attractive, and fun to play.

-------------------

iii. Credits

(Rather than clutter this up with everyone's name, just see credits.txt)


http://www.mediafire.com/download/4c7336huariw93f/cmt_b30_evolved_source_release_core.7z

(This has also been submitted to the Halomaps archive)


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Apr 12, 2015 05:10 PM    Msg. 656 of 908       
COOL.


unkowndevelopername
Joined: Nov 2, 2014


Posted: Apr 12, 2015 05:19 PM    Msg. 657 of 908       
i have lost my hype when halo online popped up.

Forgive me CMT.


emoose
Joined: Apr 4, 2015

Halo Online


Posted: Apr 12, 2015 05:24 PM    Msg. 658 of 908       
Good work.

Are you guys planning to work on Halo Online?


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Apr 12, 2015 05:26 PM    Msg. 659 of 908       
There is so much we can do with a couple of trainers and hex editing!


teh lag
Joined: May 6, 2008


Posted: Apr 12, 2015 05:28 PM    Msg. 660 of 908       
Quote: --- Original message by: emoose
Good work.

Are you guys planning to work on Halo Online?


The Evolved team is done with Halo modding in any serious capacity for the forseeable future.


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: Apr 12, 2015 06:33 PM    Msg. 661 of 908       
bigass: evolved edition when


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Apr 12, 2015 06:38 PM    Msg. 662 of 908       
not halo online 0/10

let me pirate and play this laggy only usable with mods game and please put this project in that


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: Apr 12, 2015 06:45 PM    Msg. 663 of 908       
>it only took 5 minutes to download

i am pleasantly surprised


soundguy
Joined: Jan 21, 2015

"They've got a cave troll! Wait...it's a Wraith!"


Posted: Apr 12, 2015 07:08 PM    Msg. 664 of 908       
It seems to give me a tag reference too large error, and will say the tag is corrupted...
However, I do have a functional stock and clean halo 1 tagset... what's wrong?
Edited by soundguy on Apr 12, 2015 at 07:08 PM


Nevermind, I restarted my computer and it magically worked :D greatest tagset ever (atleast what I've seen)
Edited by soundguy on Apr 12, 2015 at 07:24 PM

However, it then crashes with the brutes and I get this in the debug log

04.12.15 16:36:39 sapien pc 01.00.09.0620 ----------------------------------------------
04.12.15 16:36:39 reference function: _write_to_error_file
04.12.15 16:36:39 reference address: 401b13
04.12.15 16:36:39 CreateDevice succeeded with refresh rate = 0
04.12.15 16:36:40 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
04.12.15 16:36:40 Increasing sound decompression buffer size to 1048576 bytes
04.12.15 16:36:42 EAX: 0x00000001
04.12.15 16:36:42 EBX: 0x0BBC0001
04.12.15 16:36:42 ECX: 0x00000000
04.12.15 16:36:42 EDX: 0x00000000
04.12.15 16:36:42 EDI: 0x0018EFE8
04.12.15 16:36:42 ESI: 0x00000000
04.12.15 16:36:42 EBP: 0x0018EEC0
04.12.15 16:36:42 ESP: 0x0018EEB0
04.12.15 16:36:42 EIP: 0x77C20C42, 83 C4 04 C2 ?????
04.12.15 16:36:42 EXCEPTION halt in \halopc\haloce\source\units\units.c,#8284: (grenade_type >= 0) && (grenade_type < NUMBER_OF_UNIT_GRENADE_TYPES)

Edited by soundguy on Apr 12, 2015 at 07:36 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Apr 12, 2015 09:07 PM    Msg. 665 of 908       
Thats likely due to your scenario not reffing the proper globals file, it doesnt see anything in it for the 3rd and 4th grenade types.

 
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