
austen1000
Joined: Sep 4, 2012
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Posted: Jun 26, 2015 07:03 PM
Msg. 841 of 908
Quote: --- Original message by: Masters1337Quote: --- Original message by: austen1000 @teh lag
Hey, do you happen to have the non-OS version of the Shade Turret from the 2012 SPV3 demo? You mean the upgraded version of the original? It's still part of SPV3 and is going to be released with the rest of the stuff. But, isn't that version going to require OS? I specifically need the non-OS version from the map release in 2012, because it seems to be the most recent version that doesn't require OS. I am trying to create an SPV2-esque overhaul of the campaign, designed specifically for those who can't or don't want to use Open Sauce (though this in no way affects me wanting to help with SPV3. More details once I gather all of my work and send it via PM). Edit: I managed to extract it from the map release using HEK+ (unprotected with ths password from Halomods, of course). However, a couple of shader_model tags kept getting corrupted in the process. So, I extracted these remaining 2 shader_model tags from the SPV2 version found in the CMT tagpack release. Edited by austen1000 on Jun 26, 2015 at 07:27 PM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jun 26, 2015 07:42 PM
Msg. 842 of 908
It won't need OS (the one in SPV3). We have a plan for those who can't install OS, simple due to the fact there are those on the team who can't install it (embarrassing!). So hopefully when we have that working, we will be able to present that. There are simply to many steps to getting SPV3 to run at the moment, especially to people new to CE who we are targeting. Edited by Masters1337 on Jun 26, 2015 at 07:43 PM
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austen1000
Joined: Sep 4, 2012
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Posted: Jun 26, 2015 07:55 PM
Msg. 843 of 908
Quote: --- Original message by: Masters1337
It won't need OS (the one in SPV3). We have a plan for those who can't install OS, simple due to the fact there are those on the team who can't install it (embarrassing!). So hopefully when we have that working, we will be able to present that. There are simply to many steps to getting SPV3 to run at the moment, especially to people new to CE who we are targeting. Edited by Masters1337 on Jun 26, 2015 at 07:43 PM What is this plan, exactly? I thought you guys ruled out further .map releases years ago?
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jun 26, 2015 11:08 PM
Msg. 844 of 908
Quote: --- Original message by: Masters1337 We have a plan for those who can't install OS, Man, would I like to hear this plan.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jun 26, 2015 11:34 PM
Msg. 845 of 908
If I wold you it would jeopardize what our plan is... That is a big enough hint
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jun 26, 2015 11:43 PM
Msg. 846 of 908
Quote: --- Original message by: Masters1337 If I wold you it would jeopardize what our plan is... That is a big enough hint So you have no plan? That's what it sounds like to me. Further elaborating on this, I find the use and development of OS frustrating to say the least. It'd be nice to know that OS is at least being actively developed, and made to be compatible with other programs (I think you know which programs I'm talking about). If you just read the threads here on Halomaps you get a very good idea about what people think about OS. You have people re-releasing tagsets without OS because of problems. Not letting us know anything about OS makes me very weary to adopt it for use in future maps. Edited by Pepzee on Jun 27, 2015 at 12:19 AM
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 27, 2015 04:50 AM
Msg. 847 of 908
Quote: --- Original message by: Masters1337
It won't need OS (the one in SPV3). We have a plan for those who can't install OS, simple due to the fact there are those on the team who can't install it (embarrassing!). So hopefully when we have that working, we will be able to present that. There are simply to many steps to getting SPV3 to run at the moment, especially to people new to CE who we are targeting. Edited by Masters1337 on Jun 26, 2015 at 07:43 PM From this post it seems the plan is to have a non-OS version too. Which either means the OS version won't use OS specific tag features, or those features will be cut from the non-OS version. I understand the weariness towards OS, but at the same time fully understand that actively maintaining/developing it become tiring. Especially since they don't gain much real benefit from it anymore as developers.
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beaucephal
Joined: Sep 2, 2014
CMT SPv3 audio dude
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Posted: Jun 27, 2015 06:28 PM
Msg. 848 of 908
Quote: --- Original message by: Pepzee Not letting us know anything about OS makes me very weary to adopt it for use in future maps. Edited by Pepzee on Jun 27, 2015 at 12:19 AM OSv4.0 is the stable build and likely the final for the time being. Nobody involved with CMT is withholding any information in that regard. Development on OS was handled by Kornner Studios (AKA Kornman, Firescythe and ChokingVictim), not CMT. The 'A' team was consulted extensively on v4's feature set and implementation, and we all helped test, but it's now by and large a stable codebase. If there's issues with OS you want addressed, then your best bet is to head over to the site and submit a report to the issue tracker. Firescythe still appears to be working on issues there, so it's feasible there will be updates in the future to squash bugs and the like.
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Jun 28, 2015 03:13 AM
Msg. 849 of 908
Quote: --- Original message by: PepzeeQuote: --- Original message by: Masters1337 We have a plan for those who can't install OS, Man, would I like to hear this plan. I don't know guys, smells like an open gun...
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teh lag
Joined: May 6, 2008
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Posted: Jun 28, 2015 11:09 AM
Msg. 850 of 908
Quote: --- Original message by: Masters1337 If I wold you it would jeopardize what our plan is... That is a big enough hint it's really good to be underhanded about these things. what, are you just going to send out the mod with one of those "opensauce portable" archives? lol. Edited by teh lag on Jun 28, 2015 at 11:12 AM
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MosesofEgypt
Joined: Apr 3, 2013
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Posted: Jun 29, 2015 11:25 AM
Msg. 851 of 908
What exactly needs to be removed to make it non-OS compatible? I can write a program to load all shader_model tags in a directory and remove their OS shaders and log what was removed from what. It will be as simple as repurposing my program that converts extended chicago shaders to regular ones and removes their extra layers(its for xbox conversion compatability)
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Jun 30, 2015 04:33 AM
Msg. 852 of 908
OS shaders should be openable by normal guerilla already.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jun 30, 2015 02:03 PM
Msg. 853 of 908
Quote: --- Original message by: MosesofEgypt What exactly needs to be removed to make it non-OS compatible? I can write a program to load all shader_model tags in a directory and remove their OS shaders and log what was removed from what. It will be as simple as repurposing my program that converts extended chicago shaders to regular ones and removes their extra layers(its for xbox conversion compatability) SPV3 can never be non-os, there are simply to many gameplay critical features that use it.
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MosesofEgypt
Joined: Apr 3, 2013
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Posted: Jun 30, 2015 02:35 PM
Msg. 854 of 908
Mootjuh, OS shader_models have extra blocks of data that don't exist in non-OS guerilla. The shader_model tag has the new "shader_model_extension" block which is wedged between the filepath strings for the multipurpose and the cubemap. Normal guerilla doesn't know about this extra block so any OS shaders that have it will be read incorrectly. Since it expects the cubemap path be directly after the multipurpose map pathit will instead read the shader_model_extension block as that string. You'll end up causing this error.
tag reference name too large (this tag is corrupted). failed to load shader_model tag 'halo\os shader model test' couldn't open tag
Also, masterz, I am not so naive as to expect the gameplay to translate directly over without OS. I'm talking about removing all things from a tagset so as to make it compilable with normal tool. You make it work first, then you worry about trying to get it to be similar to what it was. This is what I was doing with the xbox tagset. The textures are also downressed. The whole reason you guys even have good LOD's on a handful of those weapon models is because of me wanting to put them on xbox. Edited by MosesofEgypt on Jun 30, 2015 at 03:10 PM
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Frosted Poison
Joined: Jun 19, 2015
Rambo is a welfie: https://youtu.be/rOvcj94Y4vU
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Posted: Jun 30, 2015 03:54 PM
Msg. 855 of 908
Quote: --- Original message by: Masters1337 SPV3 can never be non-os, there are simply to many gameplay critical features that use it. What OS-enchanced gameplay features does SPv3 need to rely on besides the obvious ones?
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beaucephal
Joined: Sep 2, 2014
CMT SPv3 audio dude
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Posted: Jul 4, 2015 02:12 PM
Msg. 856 of 908
-snip-
(wrong thread, sorry Evolved team) Edited by beaucephal on Jul 4, 2015 at 02:31 PM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jul 4, 2015 08:24 PM
Msg. 857 of 908
Quote: --- Original message by: MosesofEgypt
Mootjuh, OS shader_models have extra blocks of data that don't exist in non-OS guerilla. The shader_model tag has the new "shader_model_extension" block which is wedged between the filepath strings for the multipurpose and the cubemap. Normal guerilla doesn't know about this extra block so any OS shaders that have it will be read incorrectly. Since it expects the cubemap path be directly after the multipurpose map pathit will instead read the shader_model_extension block as that string. You'll end up causing this error.
tag reference name too large (this tag is corrupted). failed to load shader_model tag 'halo\os shader model test' couldn't open tag
Also, masterz, I am not so naive as to expect the gameplay to translate directly over without OS. I'm talking about removing all things from a tagset so as to make it compilable with normal tool. You make it work first, then you worry about trying to get it to be similar to what it was. This is what I was doing with the xbox tagset. The textures are also downressed. The whole reason you guys even have good LOD's on a handful of those weapon models is because of me wanting to put them on xbox. Edited by MosesofEgypt on Jun 30, 2015 at 03:10 PM Oh I know, and I appreciate all that you have done. I was stating it more for the clarification for people reading the thread, not as much directed to you. I believe I was on my phone at work when I posted it hence my somewhat short and tart response. Quote: --- Original message by: Frosted PoisonQuote: --- Original message by: Masters1337 SPV3 can never be non-os, there are simply to many gameplay critical features that use it. What OS-enchanced gameplay features does SPv3 need to rely on besides the obvious ones? Answer is in the SPV3 thread, I didn't realize how off topic this one had gotten. Edited by Masters1337 on Jul 4, 2015 at 08:27 PM
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Christianl831
Joined: Sep 27, 2014
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Posted: Jul 13, 2015 05:26 PM
Msg. 858 of 908
Wow! This map is amazing. The scenery and everything. It still feels like it did 14 years ago. Has that nice rush feeling when being dropped off at the beach just like it did in the original, But better! Awesome job geting this map done guys.
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Ifafudafi
Joined: Jun 23, 2010
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Posted: Jul 15, 2015 07:54 PM
Msg. 859 of 908
Hello, Halo people! In case you missed it: TSC:E is the last Halo project for the members of its core team, and with its release we've officially exited the Halomodding community. Or so I thought, until our lead environment artist Siliconmaster started throwing materials for a TSC:E postmortem at us. He's put together two things: 1. A video showcasing how each of TSC:E's environments grew from concept to completion. You might be surprised at how much some areas changed! You can see it here. 2. A collection of four short articles written by the primary TSC:E developers (Teh Lag, myself, Siliconmaster, and BobTheGreatII). These are essentially our last words to the community, and contain a mix of musings, regrets, happy reflections, and even some practical advice for aspiring modders. You can get them here. We've been stealthily keeping tabs on this and that in the wake of TSC:E's release, but with this, it's finally time for us to sign off and move on to new and hopefully even better things. Thank you for supporting us all these years -- seeing so many people play and enjoy the fruits of our long three-year effort has been the greatest reward we could have ever asked for. Edited by Ifafudafi on Jul 19, 2015 at 02:40 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 15, 2015 08:27 PM
Msg. 860 of 908
AMAZING pdf, looks great and super well done. I'll have to give it a full read but I just looked over it and it looks awesome. Good luck to whatever you guys do next! Team Ficus is always looking for friends! 
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Jul 15, 2015 08:44 PM
Msg. 861 of 908
Rip cmt
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beaucephal
Joined: Sep 2, 2014
CMT SPv3 audio dude
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Posted: Jul 15, 2015 09:56 PM
Msg. 862 of 908
Farewell guys. I couldn't have asked for a better introduction to the world of modding.
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BobtheGreatII
Joined: Feb 27, 2006
Meh
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Posted: Jul 16, 2015 01:05 AM
Msg. 863 of 908
Quote: --- Original message by: Ifafudafi We've been stealthily keeping tabs on this and that in the wake of TSC:E's release, but with this, it's finally time for us to sign off and move on to new and hopefully even better things. Thank you for supporting us all these years -- seeing so many people play and enjoy the fruits of our long three-year effort has been the greatest reward we could have ever asked for. This. Thank you so much everyone. It's been great.
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Jul 16, 2015 02:04 AM
Msg. 864 of 908
Edit: Put on a playlist that you like, find ~30mins of uninterrupted free- time. Then sit down and Read. This. pdf.
The word "incredible" doesn't do justice. And it threw the rose tinted shades that I took off, after a week passed on the release of this map, right back on. I'm sure we only got a tiny sliver of insight into the trials, tribulations, joy, and accomplishment the team went through to deliver this product. I wish there was a way to get more people exposed to this project, because as cliche as it may be, it really has not gotten the praise it deserves. Again and again, congratulations to CMT, and I wish great success in all of your future endeavors. Edited by EtchyaSketch on Jul 16, 2015 at 06:17 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 16, 2015 05:20 AM
Msg. 865 of 908
That pdf made feel somewhat melancholic... Quote: --- Original message by: Spartan314 I can't even begin to imagine what development must have been like. March 2nd on this thread I said this. Now I have at least some idea, and it's... honestly a little frightening. The amount of wisdom is kind of overwhelming. A very large kudos to the Evolved team. Best of luck, wherever life takes you.
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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 16, 2015 06:03 AM
Msg. 866 of 908
Well VKMT Buck up we expect gr8 things from you.....oh w8.
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Jul 16, 2015 02:33 PM
Msg. 867 of 908
It's really great to see people enjoying the pdf and video. I offer my own thanks to all of you for waiting so long for TSC:E, and for taking the time to read through all our thoughts and experiences. This postmortem is my closure for the project, and I'd like to think that (in addition to prompting a fair number of "oh I thought we were done" comments) it has also helped bring closure to the rest of the team. Good luck to everyone, and keep spreading the Word of TSC:E!
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 16, 2015 02:39 PM
Msg. 868 of 908
Quote: --- Original message by: SS Flanker Well VKMT Buck up we expect gr8 things from you.....oh w8. What the hell is that supposed to mean and why are you writing it on a cmt thread?
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jul 16, 2015 04:19 PM
Msg. 869 of 908
Quote: --- Original message by: slashrat It's really great to see people enjoying the pdf and video. I offer my own thanks to all of you for waiting so long for TSC:E, and for taking the time to read through all our thoughts and experiences. This postmortem is my closure for the project, and I'd like to think that (in addition to prompting a fair number of "oh I thought we were done" comments) it has also helped bring closure to the rest of the team. Good luck to everyone, and keep spreading the Word of TSC:E! Before I begin, thank you for putting in so much time and for giving so much detail and attention to everything y'all have done (from your past projects to your thoughts on the postmortem essays). It was honestly inspiring and I really wish I was an actual journalist or something... I feel like y'all expressed the ideas and lessons you learned over the years more concisely, emotionally, and just flat-out better than a lot of textbooks and college lectures could hope to do; more people than just the Halo Custom Edition community (or hell, maybe more than game developers in general, maybe?) deserve to learn from you guys and appreciate what y'all came up with. Like seriously, thank you for everything. This is something I've heard for the team as a whole, but not from a lot of the individual members... I understand you're done with CMT-related projects for good, but are you leaving the community for good, as well? Are y'all still thinking about coming back occasionally at least (i.e. -when CMT releases the rest of SPV3, when CE3 is on, etc), or will this pretty much be the last time we'll all hear from you all? Edited by renegade343 on Jul 16, 2015 at 04:20 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: Jul 17, 2015 10:19 AM
Msg. 870 of 908
PDF ROX.
It's akin to those BTS moments you get on bluerays.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jul 17, 2015 11:44 AM
Msg. 871 of 908
I kind of want to print that PDF and read it over my toilet breaks.
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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 17, 2015 11:51 AM
Msg. 872 of 908
Quote: --- Original message by: DaLode I kind of want to print that PDF and read it over my toilet breaks. lol.
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Jul 17, 2015 11:58 AM
Msg. 873 of 908
Quote: --- Original message by: renegade343 This is something I've heard for the team as a whole, but not from a lot of the individual members... I understand you're done with CMT-related projects for good, but are you leaving the community for good, as well? Are y'all still thinking about coming back occasionally at least (i.e. -when CMT releases the rest of SPV3, when CE3 is on, etc), or will this pretty much be the last time we'll all hear from you all? Edited by renegade343 on Jul 16, 2015 at 04:20 PM The core TSCE members, Lag, Iffy, Bob and I, will not be returning to Halo modding in any form or capacity. We may keep an eye on things here for a while, but we won't be doing any active work or interacting with Masterz's SPv3 project. Quote: --- Original message by: DaLode I kind of want to print that PDF and read it over my toilet breaks. Haha, nothing stopping you except for the absurd amount of blue ink that would take. The PDF is pretty high-res, so in theory it should print decently. (Note, this means you can zoom in on most of the pictures without them getting too blurry!)
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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 17, 2015 12:08 PM
Msg. 874 of 908
Quote: --- Original message by: slashratQuote: --- Original message by: renegade343 This is something I've heard for the team as a whole, but not from a lot of the individual members... I understand you're done with CMT-related projects for good, but are you leaving the community for good, as well? Are y'all still thinking about coming back occasionally at least (i.e. -when CMT releases the rest of SPV3, when CE3 is on, etc), or will this pretty much be the last time we'll all hear from you all? Edited by renegade343 on Jul 16, 2015 at 04:20 PM The core TSCE members, Lag, Iffy, Bob and I, will not be returning to Halo modding in any form or capacity. We may keep an eye on things here for a while, but we won't be doing any active work or interacting with Masterz's SPv3 project. Quote: --- Original message by: DaLode I kind of want to print that PDF and read it over my toilet breaks. Haha, nothing stopping you except for the absurd amount of blue ink that would take. The PDF is pretty high-res, so in theory it should print decently. (Note, this means you can zoom in on most of the pictures without them getting too blurry!) Wouldn't you incur some trouble with those before/after images???
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Jul 17, 2015 12:12 PM
Msg. 875 of 908
Quote: --- Original message by: SS Flanker Wouldn't you incur some trouble with those before/after images??? True, but that's the only interactive part I believe, aside from the clickable table of contents. The rest is just still images. Also fun fact: There's a small easter egg hidden somewhere in the TSC:E manual, and nobody has found it yet :D
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