
JohnW0731
Joined: Feb 3, 2015
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Posted: May 10, 2015 02:52 AM
Msg. 771 of 908
Quote: --- Original message by: midnightmoddersQuote: --- Original message by: Spartan314Quote: --- Original message by: midnightmoddersQuote: --- Original message by: JohnW0731Hey guys, I'm getting an issue where I can't play any open sauce based maps. On TSC:E, it looks like this after choosing a loadout: http://i.imgur.com/zVvBYFD.pngIt's either this, frozen, or the scenery is white. Can anyone please help me get a solution? Same thing happens to me, no fix for it, if you have the problem well uninstalling won't help, 0 things will help, you got the problem your just out of luck, means you can't play. Sucks for me and you Really wish there was a fix for it........... I really want to try it Even with doing an absolute fresh install of everything? I did a fresh install of Halo, OS, everything, the problem is impossible to get rid of, it used to work but now it stopped I'm guessing we're missing some kind of support software like Directx or something. But I don't know which and think I have installed what is nessecary. Are you saying all of a sudden one day it stopped working for you?
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midnightmodders
Joined: Jan 5, 2015
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Posted: May 10, 2015 03:55 PM
Msg. 772 of 908
Quote: --- Original message by: ZetrenQuote: --- Original message by: JohnW0731Quote: --- Original message by: midnightmoddersQuote: --- Original message by: Spartan314Quote: --- Original message by: midnightmoddersQuote: --- Original message by: JohnW0731Hey guys, I'm getting an issue where I can't play any open sauce based maps. On TSC:E, it looks like this after choosing a loadout: http://i.imgur.com/zVvBYFD.pngIt's either this, frozen, or the scenery is white. Can anyone please help me get a solution? Same thing happens to me, no fix for it, if you have the problem well uninstalling won't help, 0 things will help, you got the problem your just out of luck, means you can't play. Sucks for me and you Really wish there was a fix for it........... I really want to try it Even with doing an absolute fresh install of everything? I did a fresh install of Halo, OS, everything, the problem is impossible to get rid of, it used to work but now it stopped I'm guessing we're missing some kind of support software like Directx or something. But I don't know which and think I have installed what is nessecary. Are you saying all of a sudden one day it stopped working for you? More likely some new driver dun efffed it up. Role back to your previous nvidia driver and see what happens. I can try that, but I'm not using a GPU atm, just have my CPU, I7 4790k. I will rollback that IT WORKED Edited by midnightmodders on May 10, 2015 at 04:27 PM
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JohnW0731
Joined: Feb 3, 2015
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Posted: May 10, 2015 06:00 PM
Msg. 773 of 908
Quote: --- Original message by: Zetren Of course you're using a GPU! If you didn't have a GPU windows wouldn't even start! I think what you mean is that your GPU is integrated, ie an Intel Mobile POS, in which case don't expect jack crap to work. Buy an Nvidia.
And don't rollback anything to do with the processor! Processor chipset drivers are handled by Windows and your BIOS, though I highly doubt a BIOS update would fk up Halo.
Open Sauce is only compatible with English/American Halo CE installations. I am using an integrated Intel HD 5000, but it should work because my previous laptop ran the game fine with a HD 4000.
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: May 10, 2015 06:20 PM
Msg. 774 of 908
Can yu guys release a mongoose? Would be grateful
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 10, 2015 06:36 PM
Msg. 775 of 908
Quote: --- Original message by: Ubermaniac Can yu guys release a mongoose? Would be grateful its only in SPV3, and iirc, there is no true mongoose, just the gungoose. you would have to remove the gun out of the goose.
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: May 10, 2015 06:42 PM
Msg. 776 of 908
I ust want one that works with the HUd. I suck at it myself, so i thought i should ask.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: May 11, 2015 06:10 PM
Msg. 777 of 908
Quote: --- Original message by: Zetren Of course you're using a GPU! If you didn't have a GPU windows wouldn't even start! I think what you mean is that your GPU is integrated, ie an Intel Mobile POS, in which case don't expect jack crap to work. Buy an Nvidia.
And don't rollback anything to do with the processor! Processor chipset drivers are handled by Windows and your BIOS, though I highly doubt a BIOS update would fk up Halo.
Open Sauce is only compatible with English/American Halo CE installations. Wrong. I gave my computer to a friend and kept the gpu because I wanted him to use it for sound design only, and it worked fine on windows 7 and Vista.
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Perla117
Joined: Nov 10, 2014
The Last Italian On This Forum
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Posted: May 12, 2015 06:44 AM
Msg. 778 of 908
Quote: --- Original message by: ZetrenQuote: --- Original message by: bourrin33Quote: --- Original message by: Zetren Of course you're using a GPU! If you didn't have a GPU windows wouldn't even start! I think what you mean is that your GPU is integrated, ie an Intel Mobile POS, in which case don't expect jack crap to work. Buy an Nvidia.
And don't rollback anything to do with the processor! Processor chipset drivers are handled by Windows and your BIOS, though I highly doubt a BIOS update would fk up Halo.
Open Sauce is only compatible with English/American Halo CE installations. Wrong. I gave my computer to a friend and kept the gpu because I wanted him to use it for sound design only, and it worked fine on windows 7 and Vista. ... In which case the PC fell back on whatever integrated chip it had. Probably an Intel integrated chip. Hey zetren do you remember lala and SAM ? ahhaha
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: May 16, 2015 03:09 AM
Msg. 779 of 908
Whye: nvm, pretty easily reproducible bug. Just take the OP Nade BR and shoot at a crate. Results Edited by EtchyaSketch on May 16, 2015 at 03:43 AM
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: May 16, 2015 10:17 AM
Msg. 780 of 908
Quote: --- Original message by: EtchyaSketchWhye: nvm, pretty easily reproducible bug. Just take the OP Nade BR and shoot at a crate. Results Edited by EtchyaSketch on May 16, 2015 at 03:43 AM Hah wow, that's something special
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teh lag
Joined: May 6, 2008
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Posted: May 16, 2015 03:42 PM
Msg. 781 of 908
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S12Spark
Joined: Apr 25, 2015
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Posted: May 16, 2015 03:49 PM
Msg. 782 of 908
Wow that looks amazing, can't wait for the release to play around with things and figure out how you did it ;).
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: May 16, 2015 04:38 PM
Msg. 783 of 908
Quote: --- Original message by: teh lagThe Evolved team's final tag release draws closer. To whet appetites, I'm releasing the test map that appears in this video from last week: https://www.youtube.com/watch?v=RMDhDHYxbZQQuote: Just a quick cute test map for the player bonus tag release. Demonstrates the Evolved armor-ability system.
Spawn test AI with "ai_place enc".
Even in a map like this, there are still a few last secrets hiding...
The map is here: http://www.mediafire.com/download/epmwekdsx18mmpg/cmt_evolved_player_bonus_test.7zThe tags and some other things in the Evolved team's final release will hopefully be out this weekend. it's these kinds of decisions that the team makes that i really appreciate. i've had a strange desire to try this testmap out. thanks for choosing to release a build of it EDIT: i found the egg, or at least i assume that's what it was once you beat the mission on easy/noble, you activate the device at the covenant comm node which will bring you to an endgame screen giving out the location of the gold shredder, which is apparently "on the bridge above the brute totem" or something like that. was this it? was this the final egg in the testmap, or is there more? Edited by Bungie LLC on May 16, 2015 at 05:35 PM
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teh lag
Joined: May 6, 2008
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Posted: May 16, 2015 06:00 PM
Msg. 784 of 908
Quote: --- Original message by: Bungie LLC
There's a small something hidden somewhere else but it's nothing too exciting. Glad to see that someone thought to play this on noble :) Edited by teh lag on May 16, 2015 at 06:04 PM
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Mokou Price
Joined: Oct 30, 2014
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Posted: May 16, 2015 07:27 PM
Msg. 785 of 908
Quote: --- Original message by: teh lagThe Evolved team's final tag release draws closer. To whet appetites, I'm releasing the test map that appears in this video from last week: https://www.youtube.com/watch?v=RMDhDHYxbZQQuote: Just a quick cute test map for the player bonus tag release. Demonstrates the Evolved armor-ability system.
Spawn test AI with "ai_place enc".
Even in a map like this, there are still a few last secrets hiding...
The map is here: http://www.mediafire.com/download/epmwekdsx18mmpg/cmt_evolved_player_bonus_test.7zThe tags and some other things in the Evolved team's final release will hopefully be out this weekend. How to use the health regeneration? I don't know how to use it.
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: May 16, 2015 07:58 PM
Msg. 786 of 908
Quote: --- Original message by: teh lagQuote: --- Original message by: Bungie LLC
There's a small something hidden somewhere else but it's nothing too exciting. Glad to see that someone thought to play this on noble :) Edited by teh lag on May 16, 2015 at 06:04 PM I just found two little things, but I suppose one of them always happens when you beat the encounter.
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teh lag
Joined: May 6, 2008
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Posted: May 16, 2015 08:04 PM
Msg. 787 of 908
Quote: --- Original message by: Mokou Price How to use the health regeneration? I don't know how to use it. It will automatically restore your health up to the next ~2 health blocks if you avoid taking damage for 10 seconds.
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: May 16, 2015 08:05 PM
Msg. 788 of 908
Quote: --- Original message by: teh lagQuote: --- Original message by: Bungie LLC
There's a small something hidden somewhere else but it's nothing too exciting. Glad to see that someone thought to play this on noble :) Edited by teh lag on May 16, 2015 at 06:04 PM honestly it was the first thing that came to mind when i was ready to start looking after playing through it a few times on normal. i usually choose not to bother with the whole "easter egg hunting" dynamic, but i figured i'd take a shot this one time Edited by Bungie LLC on May 16, 2015 at 08:06 PM
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unknown
Joined: May 12, 2015
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Posted: May 16, 2015 10:06 PM
Msg. 789 of 908
I found a little way into another room on the test map, but after picking up some weapons, it gave me an exception. also found the little halo 5 thing... Edited by unknown on May 16, 2015 at 10:14 PM
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teh lag
Joined: May 6, 2008
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Posted: May 17, 2015 02:51 PM
Msg. 790 of 908
Quote: --- Original message by: unknown
I found a little way into another room on the test map, but after picking up some weapons, it gave me an exception. also found the little halo 5 thing... Edited by unknown on May 16, 2015 at 10:14 PM Yeah -- the guns back there are actually the objects used for the backpack weapon system. You probably don't want to go picking them up. --- Anyhow, it's here now. It's our final source release.   Quote: Title : CMT Evolved Armor Abilities / Player Bonus Release Date : 05-16-2015 Author : CMT Description : CMT Evolved's player bonus tag release
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i. Information ii. Quick guide iii. Credits
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i. Information
This is it: the final release from CMT's Evolved team.
This includes an assortment of bonus tags, scripts and data files for player behavior things that never quite made it into TSC:E. These tags require that you have both the "core" and "scenario" tag / script releases. There's also a quick cute test map for the tags.
Most notable is a scripted armor ability system -- actually a suite of systems -- which includes these armor abilities by default: 1) Shield Booster -- limited-use powerup that lets you recharge your shields on demand. Depletes after two full charges. 2) Portable EMP -- limited-use powerup that, after a short charge-up, kills shields on nearby objects (but also kills your shields). Depletes after three uses. 3) Health Regen -- passive powerup that gives you limited health regeneration, like in Reach. Allows use of your default ability (like flashlight or VISR) while equipped. 4) Health pack -- single-use powerup that instantly refills your health on demand. 5) Active Camo -- limited-use powerup that gives you camo on demand. Running increases the chance that enemies will spot you; crouch-walking makes you fully invisible (unless you're right next to someone).
The CMT Evolved team implemented an armor ability system for TSC:E, but it was cut from the map a few months before release. This is a cleaned-up version of that system. We didn't think that keeping these in TSC:E was worth the associated resource costs. Also it's not very good that this system was implemented with scripts -- it should have been handled by an Open Sauce extension. (That's a big part of why we cut them, in fact). But, maybe one of you out there will find this interesting or useful...
This also includes an experimental system to notify the player of nearby health packs when their health is low.
Additionally, there are a few fixes for script components in the prior scenario release.
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ii. Quick guide for lazy people who want to just stick the tags in a map
If you just want to get things running in *a* map, we've provided a test scenario that you can compile. It is located at tags\cmt\scenarios\player_bonus_test\player_bonus_test.scenario. Build it with OS_Tool.exe and you can start messing around. Spawn test AI with "ai_place enc" if you want to see how things perform in combat.
There's a readme in both the \tags\ and \scripts\ directories which explain some of their contents. They'll help you navigate the release contents.
There's unfortunately not much else that's "quick" about this stuff. Take a look at the scripts and the documentation therein, and hopefully things will make sense to you.
The "pb_test_cmt_features" script component in \src\scenarios\player_bonus_test\cmt_features\ is where the armor-ability (and other systems) are linked together with the scenario. Follow stuff from there and you'll eventually find where the magic happens.
NOTE! NOTE! NOTE!
These tags and scripts were cut from TSC:E for a reason. The map may not be able to compile under all of its resource limits with them added; it will likely take a lot of effort to make them work correctly in TSC:E. You have been warned. Good luck.
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iii. Credits
(Rather than clutter this up with everyone's name, just see credits.txt)
http://www.mediafire.com/download/xa293ohprse747d/cmt_evolved_source_release_player_bonus.7zUntil next time, everyone. Edited by teh lag on May 17, 2015 at 04:03 PM
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S12Spark
Joined: Apr 25, 2015
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Posted: May 17, 2015 03:29 PM
Msg. 791 of 908
Thank you so much everyone for your work and contributions, I know releasing your work will have some people slap it into bloodgulch and whatnot, but there are people who can actually use it and learn from it. I appreciate it greatly, I'm off to study this.
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: May 17, 2015 03:47 PM
Msg. 792 of 908
To celebrate our final source release I have made some of my old development youtube videos public, as some of the other team members have done. The playlist can be viewed here: https://www.youtube.com/playlist?list=PLqapS824EgKRKKMo5Lj6lw01oC8tz6EtuHopefully the videos are interesting both from a development perspective and because in some you get to listen to me babble about gameplay elements and lighting minutia.
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The Kingx
Joined: Mar 16, 2014
ᕙ༼ ಠ益ಠ༽ᕗ
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Posted: May 17, 2015 06:33 PM
Msg. 793 of 908
I like to spawn a group of ai and watch them fight the slender brutes (so I don't have to!) Also, I find it cool how the elite and grunts turn into keyes all of a sudden (damn, they're annoying!). Overall, the test map is a fun way to pass the time.
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: May 17, 2015 07:56 PM
Msg. 794 of 908
So the blood on the walls was a hint the whole time...
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 17, 2015 08:33 PM
Msg. 795 of 908
Its sad to see you guys go, you guys have done so much that you didn't have to do, especially with the current state of this community. This map has inspired me that more is possible in Halo CE then I really thought. I can't wait to mess around with these tags and learn from them. I can't wait to see what ventures you all go through next, CE or not.
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Nickster5000
Joined: Dec 11, 2010
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Posted: May 17, 2015 10:58 PM
Msg. 796 of 908
I'm extremely appreciative in everything you guys have released, and I thank you guys so much for your effort!
I was looking through the newest source release, and stumbled upon new script-type files, names, etc. which popped the question "What are these guys using, and how are they doing this with CE?"
I found the file that briefly describes what each folder is intended to do in regards to the AA, and it describes that it uses Python and other compilers, extensions and tools to do the compilation of the scripts, which raised further questions.
What exactly is going on with all of these different file types, and how is it all mechanically operating? I understand that you guys are busy, overwhelmed and completely over Halo CE, but I would appreciate any sort of answer. Thank you in advance, and thank you again for all of your releases!!
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Ifafudafi
Joined: Jun 23, 2010
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Posted: May 17, 2015 11:17 PM
Msg. 797 of 908
Quote: --- Original message by: Nickster5000 What exactly is going on with all of these different file types, and how is it all mechanically operating? I understand that you guys are busy, overwhelmed and completely over Halo CE, but I would appreciate any sort of answer. Thank you in advance, and thank you again for all of your releases!! this bonus release adds onto the existing core tags release & scenario tags/scripts release, so make sure you get those before trying anything. you will also need kornman00's Haloscript preprocessor (HSPP), which is avaiable on halomaps. (the scenario release readme also contains a download link.) once you have those, you should look for the tutorial folder in the scenario release's scripts\doc folder; part of it is going over general haloscript things (you might find something you didn't know in there!), but a big part of it is also detailing the system we're using to organize and process the source files this is a huge simplification, but in essence, we split the scripts into a number of independent "components," each containing a main .hs file and then three .hsh header files. a system of preprocessor macros then processes these files into the huge .hsc mountains that are compiled into sapien. some python scripts also do some trimming and basic static analysis to keep filesize down and make sure the preprocessing went smoothly. the .bat scripts ^handle all of this stuff. if the source .hs/h files are written correctly and your filesystem is organized correctly, then all you should have to do is run the appropriate .bat file for the scenario, and it'll take care of the rest. you really should read all the documentation in both the scenario release and this bonus release if you're planning on working with the scripts. it seems like a lot at first, but that's what it takes to make something of this scale and quality! and it's much easier than trying to work through ugly processed X-thousand line .hsc garbage
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Nickster5000
Joined: Dec 11, 2010
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Posted: May 17, 2015 11:20 PM
Msg. 798 of 908
Quote: --- Original message by: IfafudafiQuote: --- Original message by: Nickster5000 What exactly is going on with all of these different file types, and how is it all mechanically operating? I understand that you guys are busy, overwhelmed and completely over Halo CE, but I would appreciate any sort of answer. Thank you in advance, and thank you again for all of your releases!! this bonus release adds onto the existing core tags release & scenario tags/scripts release, so make sure you get those before trying anything. you will also need kornman00's Haloscript preprocessor (HSPP), which is avaiable on halomaps. (the scenario release readme also contains a download link.) once you have those, you should look for the tutorial folder in the scenario release's scripts\doc folder; part of it is going over general haloscript things (you might find something you didn't know in there!), but a big part of it is also detailing the system we're using to organize and process the source files this is a huge simplification, but in essence, we split the scripts into a number of independent "components," each containing a main .hs file and then three .hsh header files. a system of preprocessor macros then processes these files into the huge .hsc mountains that are compiled into sapien. some python scripts also do some trimming and basic static analysis to keep filesize down and make sure the preprocessing went smoothly. the .bat scripts ^handle all of this stuff. if the source .hs/h files are written correctly and your filesystem is organized correctly, then all you should have to do is run the appropriate .bat file for the scenario, and it'll take care of the rest. you really should read all the documentation in both the scenario release and this bonus release if you're planning on working with the scripts. it seems like a lot at first, but that's what it takes to make something of this scale and quality! and it's much easier than trying to work through ugly processed X-thousand line .hsc garbage Thank you for the pointers. I can see the payoff and advantages to using this system. Definitely going to dig in and learn this stuff! Thank you again for your quick response! :D Just skimmed through the tutorial, and now this all makes sense. I didn't even know some of these things were possible! You guys rock :D Edited by Nickster5000 on May 18, 2015 at 01:14 AMHOLY BOZONGAS!!! I played the test map on noble the other day, got stuck at a point, but eventually got through it and finished it. Needless to say it was fun entertainment to distract me from an essay :P Decided to run through on a different difficulty today, and played it again. After that, I wanted to give the noble difficulty a shot again, when... I LOADED TO THE SAME POINT I WAS STUCK AT A FEW DAYS AGO!!!! As far as I am concerned, once you load an SP map over another saved progress map (even if it's the same level), it totally overwrites the last save... but in this case, it saved my progress... Made an Excellent note of this feature, and will definitely dig in and investigate this further. Did anyone notice the same thing???? Edited by Nickster5000 on May 18, 2015 at 06:30 PM
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: May 18, 2015 07:53 PM
Msg. 799 of 908
I have one last question, and I'm not sure whether to ask in here or the SPv3 thread.
I was wondering if anyone on the team still has a collection, or any remainder of the source tag files from the T&R 2012 promotional release. If so, there's one asset in particular that I'd love to have, which is the CMT classic-styled "specops" suppressed sniper rifle from that build and it's tag-based dependencies. I know that some of that weapon's sound files (specifically the firing effect) are still left over in these TSC:E source releases, but I haven't found any other assets relating to the weapon itself.
I COULD use the hek+ to get some of the tags, but I would prefer to avoid this as best as I can. I have no trust in the currently offered public tag extractors. Edited by Bungie LLC on May 18, 2015 at 07:56 PM
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: May 23, 2015 08:54 PM
Msg. 800 of 908
lag, which pack has the .3ds files for the weapons and vehicles? If there is none, could upload one please?
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teh lag
Joined: May 6, 2008
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Posted: May 24, 2015 02:10 AM
Msg. 801 of 908
Quote: --- Original message by: Bungie LLC
i am sorry to report that while basically every tag from the a50 2012 era was backed up, i've not been able to find the sniper rifle. (or the smg for that matter -- it seems like at some point the backup got cut off in the middle of the 's' human weapons). the hek+ is basically your only option. Quote: --- Original message by: Ubermaniac lag, which pack has the .3ds files for the weapons and vehicles? If there is none, could upload one please? there is none because nobody knows where all of the files are and it would be an unreasonably huge task to try to find and organize them for release. many of the source files probably don't exist anymore because there is content in the mod that goes back to 2007 and earlier, and things just get lost over 8+ years. Edited by teh lag on May 24, 2015 at 02:34 AM
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: May 24, 2015 10:08 AM
Msg. 802 of 908
just asking but how do I get your CMT ghost to fire like the halo 1 ghost. epxCMT ghost 1 2. 1 2. 1 2 halo 1 ghost 12121212121212121212><
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: May 24, 2015 08:28 PM
Msg. 803 of 908
Quote: --- Original message by: teh lagQuote: --- Original message by: Bungie LLC
i am sorry to report that while basically every tag from the a50 2012 era was backed up, i've not been able to find the sniper rifle. (or the smg for that matter -- it seems like at some point the backup got cut off in the middle of the 's' human weapons). the hek+ is basically your only option. Edited by teh lag on May 24, 2015 at 02:34 AM it was worth a shot i guess alright then. thanks anyway for taking a look for me, i appreciate it
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khoatran
Joined: Mar 3, 2015
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Posted: Jun 23, 2015 06:38 AM
Msg. 804 of 908
I found a pow bug outside security room :/ 
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Jun 23, 2015 07:38 AM
Msg. 805 of 908
I'm also hoping for the inclusion of an increased overall draw distance, much like Baconator's old rasterizer draw distance hack that I used to use before HAC2 and OS were really a thing. Though, it's more or less another one of those "MP exclusive" issues, because you really don't see any SP maps that are large enough to exceed the default draw distance.
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