
masterchief117
Joined: Jan 6, 2016
"We may be Human, but we're still Animals."
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Posted: Mar 27, 2017 09:40 PM
Msg. 1 of 39
no this is no re-texture mod it's just a mod to "recreate" the master chief collection, This mod replaces almost everything basically this is the anniversary version but without the visual goodies.Credits: me (masterchief117) for doing everything, 343i for sounds and HUD bitmaps, Bungie and Isxz for helping me with the plasma and flamethrower meter. Assault Rifle, Flag, Health pack, Overshield and Active camo shaders are restored also restored some scenery shaders and fixed some wrong materials, no more dirt coming out of overshield when you shoot at it, Active camo values are default now, you can see your enemies as you always watched them, also removed the ting.sound from globals no more guessing kills. This mod purpose is to replace the original .maps with these ones as if you were playing it on master chief collection.you need HAC to use the maps online.Pics: 


Complete Multiplayer map pack + Main Menu with restored shaders and HCEA Music menu: http://www.mediafire.com/file/7n345bxio4luc25/Halo+Anniversary+Multiplayer+Map+Pack+%2B+Main+Menu.zip Maybe i'll do a "remastered" version yes it's still a re-texture mod since i need to leave the bsp like it is, i did some maps for fun but i don't think it's gonna happen.  Edited by masterchief117 on Apr 10, 2017 at 10:26 PM
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bandinada5
Joined: Mar 29, 2013
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Posted: Mar 28, 2017 09:30 AM
Msg. 2 of 39
wow, thanks for share this. keep your good work, chief!
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 28, 2017 09:51 AM
Msg. 3 of 39
Wait I am confusion, what does this do exactly?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Mar 28, 2017 02:08 PM
Msg. 4 of 39
Replaces HUD for default maps it seems.
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Mar 28, 2017 08:59 PM
Msg. 5 of 39
Quote: --- Original message by: masterchief117 Also modified the active camo values to make you less visible. Why would i get this mod if it makes it more harder for me to see my enemies with camo meanwhile they can see me perfectly well with the default map ? #PayToLose
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masterchief117
Joined: Jan 6, 2016
"We may be Human, but we're still Animals."
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Posted: Mar 28, 2017 09:16 PM
Msg. 6 of 39
Quote: --- Original message by: Kinnet Why would i get this mod if it makes it more harder for me to see my enemies with camo meanwhile they can see me perfectly well with the default map ? #PayToLose true, but "final release" will have default active camo values.
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MrBoringCom
Joined: May 14, 2016
everything is boredem
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Posted: Apr 4, 2017 08:24 AM
Msg. 7 of 39
i did not see the plasma pistol when i hold it
Edited by MrBoringCom on Apr 4, 2017 at 03:13 PM
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masterchief117
Joined: Jan 6, 2016
"We may be Human, but we're still Animals."
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Posted: Apr 4, 2017 03:54 PM
Msg. 8 of 39
Quote: --- Original message by: MrBoringCom
i did not see the plasma pistol when i hold it
Edited by MrBoringCom on Apr 4, 2017 at 03:13 PM which map?, i have already checked all the maps and i can see perfectly the plasma pistol in 1st person and 3rd person. Edited by masterchief117 on Apr 4, 2017 at 04:02 PM
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MrBoringCom
Joined: May 14, 2016
everything is boredem
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Posted: Apr 4, 2017 09:49 PM
Msg. 9 of 39
Quote: --- Original message by: masterchief117Quote: --- Original message by: MrBoringCom
i did not see the plasma pistol when i hold it
Edited by MrBoringCom on Apr 4, 2017 at 03:13 PM which map?, i have already checked all the maps and i can see perfectly the plasma pistol in 1st person and 3rd person. Edited by masterchief117 on Apr 4, 2017 at 04:02 PM pretty sure the one in blood gulch EDIT: oh wait, i think it's some kinda glitch, my bad EDIT: i didn't see the AR scratch on hang em' high Edited by MrBoringCom on Apr 5, 2017 at 07:14 PM
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masterchief117
Joined: Jan 6, 2016
"We may be Human, but we're still Animals."
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Posted: Apr 5, 2017 08:38 PM
Msg. 10 of 39
Quote: --- Original message by: MrBoringCom
EDIT: i didn't see the AR scratch on hang em' high
Edited by MrBoringCom on Apr 5, 2017 at 07:14 PM fixed.
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MrBoringCom
Joined: May 14, 2016
everything is boredem
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Posted: Apr 6, 2017 08:18 AM
Msg. 11 of 39
so in the next update, can you add death screams in this mod
EDIT: oh, and the 2x pistol went through the pistol zoom. if you don't know what it looks like, i'll send you the pic Edited by MrBoringCom on Apr 6, 2017 at 08:23 AM
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not m00kz
Joined: Feb 21, 2017
are you pecking kidding me
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Posted: Apr 6, 2017 02:52 PM
Msg. 12 of 39
CE's lack of death screams is a code (compiled binaries) defect, not a content (tags) defect. Fixing code defects in CE is a far more involved process.
I have, however, heard there is some clever tag-work hackitry that can be done to implement death screams.
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bandinada5
Joined: Mar 29, 2013
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Posted: Apr 8, 2017 12:55 AM
Msg. 13 of 39
Anyway, will you plan to release with a full pack of maps in one .zip after you release all the maps with final version ? because, it would be much easier for me to download than just download one by one
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Leo74800
Joined: Nov 23, 2015
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Posted: Apr 8, 2017 10:05 AM
Msg. 14 of 39
Unable to join an online game...
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masterchief117
Joined: Jan 6, 2016
"We may be Human, but we're still Animals."
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Posted: Apr 8, 2017 11:09 AM
Msg. 15 of 39
Quote: --- Original message by: bandinada5 Anyway, will you plan to release with a full pack of maps in one .zip after you release all the maps with final version ? because, it would be much easier for me to download than just download one by one yes i'm planning on release a full pack, but for now it's just gonna be one by one, maybe today i'll finish this only 3 maps left. Quote: --- Original message by: Leo74800 Unable to join an online game... do you have HAC 2? if so try to delete your cache file and try again if not use mine instead. http://www.mediafire.com/file/5dtjx5xk19ha53d/Cache+HAC.zip
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Leo74800
Joined: Nov 23, 2015
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Posted: Apr 8, 2017 11:24 AM
Msg. 16 of 39
Okay, thanks ! :)
It work ! Edited by Leo74800 on Apr 8, 2017 at 11:24 AM
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MrBoringCom
Joined: May 14, 2016
everything is boredem
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Posted: Apr 9, 2017 10:10 PM
Msg. 17 of 39
once the map pack is out, can i make a tutorial on how to make halo ce look like mcc?
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masterchief117
Joined: Jan 6, 2016
"We may be Human, but we're still Animals."
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Posted: Apr 10, 2017 10:29 PM
Msg. 18 of 39
Everything's complete Enjoy. Quote: --- Original message by MrBoringCom
once the map pack is out, can i make a tutorial on how to make halo ce look like mcc? sure why not.
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MrBoringCom
Joined: May 14, 2016
everything is boredem
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Posted: Apr 11, 2017 12:28 AM
Msg. 19 of 39
wow that was very quick
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Leo74800
Joined: Nov 23, 2015
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Posted: Apr 14, 2017 05:29 PM
Msg. 20 of 39
Can you remake the effect of the teleporter? 
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 15, 2017 05:45 AM
Msg. 21 of 39
Pretty sure stunt man has that integrated by now. Stunt care to elaborate?
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Apr 15, 2017 12:49 PM
Msg. 22 of 39
Basically classic maps with another HUD. You could have remade the older maps in a 3d modeling software and bring something fresh to the table.
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not m00kz
Joined: Feb 21, 2017
are you pecking kidding me
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Posted: May 2, 2017 10:05 PM
Msg. 23 of 39
Quote: --- Original message by: JadeRifterQuote: --- Original message by: not m00kz CE's lack of death screams is a code (compiled binaries) defect, not a content (tags) defect. Fixing code defects in CE is a far more involved process.
I have, however, heard there is some clever tag-work hackitry that can be done to implement death screams. In the animation tag, you could add another sound reference for the death scream, and replace all of the h-kill and s-kill sound references. This would get rid of the subtle thud sound when you hit the ground, but I'm pretty sure that already plays when your stuff hits the floor with you. any fix would ideally not sacrifice anything that already exists. i also want to touch on the idea behind code vs content issues. code issues: - warping collision over networks - shots not registering on networks - the entire network infrastrucutre in general - double melee/backpack reload/other action bugs - 30 tick animations/fx/positions/everything else that isn't move/look - server controlling damage, players' own clients controlling descopecontent issues: - missing shaders on the flag/AR - the pistol's damage output (pffff, allegedly) - anything that can be changed via tags/guerilla/tool the gmfy servers run by stunt_man, for example, host a project that has great examples of content work-arounds for code issues which include: - improving visual indication of shots registering- fixing descope (which I've personally contributed to the project) 60 tick animations are also a great example of content work-arounds for code issues
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not m00kz
Joined: Feb 21, 2017
are you pecking kidding me
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Posted: May 2, 2017 10:17 PM
Msg. 24 of 39
Quote: --- Original message by: JadeRifter That is true. I've also gotten this to work by modifying the collision tag to spawn a weapon with no collision or model data, that will detonate itself immediately with an effect which will play the death sounds. that sounds very altis. my descope fix was built off of his work, he uses that method for a lot of his glorious hackery
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not m00kz
Joined: Feb 21, 2017
are you pecking kidding me
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Posted: May 2, 2017 10:32 PM
Msg. 25 of 39
Quote: --- Original message by: JadeRifter It does. I'm pretty sure my method here is an iteration of that. Altis used more tags to sync effects like biped shields, mine is a shorter version of that. He said that it played the effect on both client and server my way, but I've never noticed a difference with something like the death sound. This method could also be used to make destructible vehicles look perfect online, using effects and spawning a destroyed vehicle in place works flawlessly. Destructible objects can work perfectly online, they can also work near perfect when said object can be driven by the player. Problem there is that players get deleted when the object is destroyed while piloting them, which can cause an exception. the method's not ideal, there's a lot that goes into implementing it (similar to 60fps animations - all animations would need to be reauthored), but it does work well. I wonder how possible it would be to automate. I know that I couldn't be assed and there are far better coders than I out there.
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not m00kz
Joined: Feb 21, 2017
are you pecking kidding me
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Posted: May 2, 2017 11:20 PM
Msg. 26 of 39
i suppose my point is, it's extremely unconventional. applying it to multiple things would take way longer than it should. sure, once you understand how to do it it's super easy, but hooking seemingly unrelated tag types into other unrelated tag-types to get something to sync online isn't something an average end-user is going to know how to do, or even think to do. the only reason people know how to do it right now is because Altis beasted like a god and other people picked up on it. I'm pretty seasoned with working with tags, and even I would need to research it if I were to want to implement it into something right now. ideally there would be a tool of some sort that anybody could understand that builds all of the necessary tags and updates all of the references. users love it when they have a user-friendly UI "makes magic happen."  just a ui mockup, but you get the idea. something like this would build all of the "sync" tags between the projectile and the impact effect. it would require digging through tag values, creating new tags and writing to existing tags. Edited by not m00kz on May 2, 2017 at 11:28 PM
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Crossbow SR
Joined: May 23, 2013
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Posted: Aug 1, 2017 12:01 PM
Msg. 27 of 39
- Edited by Crossbow SR on Jan 10, 2018 at 07:29 AM
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Leo74800
Joined: Nov 23, 2015
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Posted: Aug 1, 2017 01:14 PM
Msg. 28 of 39
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masterchief117
Joined: Jan 6, 2016
"We may be Human, but we're still Animals."
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Posted: Aug 1, 2017 08:01 PM
Msg. 29 of 39
Quote: --- Original message by: Crossbow SR
May i ask you something,Could you do that for {SP} =Single Player As well? Only transform the sounds i might asks a lot i know takes enough time to do this.I dont know if you work that yourself,or with others,but if you did that on your own Congradulations!I always enjoyed the old "graphics" of this game Edited by Crossbow SR on Aug 1, 2017 at 12:06 PM yeah when i have the time i'll do it, i tested refinery and it seems it fixed some issues here and there on the campaign other than the broken a10 scenario tag it extracts, and yes i compiled and tweaked all the sounds by myself.
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Lagman23073
Joined: Feb 22, 2018
When things go wrong... they can go worse.
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Posted: Feb 23, 2018 09:42 PM
Msg. 30 of 39
Are you gonna do a SP version of this mod? That would be super awesome.
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ChrisTheFox
Joined: Mar 24, 2018
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Posted: Mar 24, 2018 02:25 PM
Msg. 31 of 39
Can you release a version of the HUD that just replaces the bitmaps.map file? Edited by ChrisTheFox on Mar 24, 2018 at 02:27 PM Edited by ChrisTheFox on Mar 24, 2018 at 02:31 PM
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MrChromed
Joined: Apr 14, 2013
Developer on SPv3 and ShadowMods.
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Posted: Mar 24, 2018 05:24 PM
Msg. 32 of 39
Quote: --- Original message by: ChrisTheFox
Can you release a version of the HUD that just replaces the bitmaps.map file? Edited by ChrisTheFox on Mar 24, 2018 at 02:27 PM Edited by ChrisTheFox on Mar 24, 2018 at 02:31 PM Cono256, a friend of mine, is working in something similar. He's patching a new sounds.map, so it can be compatible with every map (customs included) that uses the H1 tagset. He is trying to do the same with textures in a new bitmaps.map as well, but it's more difficult to do. Anyways, here's a clip of the first thing I mentioned: https://www.youtube.com/watch?v=FiQZzkMPlJQ
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cpt MATBOC
Joined: May 15, 2018
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Posted: May 15, 2018 01:05 PM
Msg. 33 of 39
In this mod the magnum crosshair is off center
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MrBoringCom
Joined: May 14, 2016
everything is boredem
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Posted: Sep 4, 2018 04:15 PM
Msg. 34 of 39
hey masterchief117, i think your remastered map doesn't work anymore
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MrChromed
Joined: Apr 14, 2013
Developer on SPv3 and ShadowMods.
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Posted: Sep 5, 2018 11:15 AM
Msg. 35 of 39
Quote: --- Original message by: MrBoringCom hey masterchief117, i think your remastered map doesn't work anymore Could you be more specific? Btw, if you use Chimera, you need to use the "chimera_modded_stock_maps 1" command in order to keep using modded stock maps with Chimera. Edited by MrChromed on Sep 5, 2018 at 10:07 PM
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