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Joined: Feb 2, 2009 05:24 PM
Last Post: Apr 8, 2018 04:58 PM
Last Visit: Apr 8, 2018 05:20 PM
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Your Age: 45
What Games do you play: Halo PC & CE


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Slap Happy has contributed to 353 posts out of 465278 total posts (.08%) in 5,100 days (.07 posts per day).

20 Most recent posts:
Halo CE General Discussion » Bypassing Max Draw Distance with OpenSauce Apr 8, 2018 04:58 PM (Total replies: 8)

Sapp lua version of Michelles chimera script:


-- Render Distance X 4
-- Quadruples render distance for sapp servers running halo ce/pc
-- Created by H® Shaft, adapted from Chimera script by SBB_Michelle

api_version = "1.10.0.0"

function OnScriptLoad()
register_callback(cb['EVENT_GAME_START'], "OnNewGame")
if get_var(0, "$gt") ~= "n/a" then
OnNewGame()
end
end

function OnScriptUnload()
safe_write(true)
write_int(0x637D18, 1024)
safe_write(false)
end

function OnNewGame()
safe_write(true)
write_int(0x637D18, 4096)
safe_write(false)
end

function OnError(Message)
print(debug.traceback())
end


Edited by Slap Happy on Apr 8, 2018 at 04:59 PM
Edited by Slap Happy on Apr 8, 2018 at 05:01 PM

Halo CE General Discussion » [Release] Immured - an immure variant May 25, 2017 04:40 PM (Total replies: 13)

Images added to post

Am I correct to say that Halomaps is no longer adding any maps to publish/make available for download? (also sent pm to publish in HAC2)

Map is also running on various game types at: 173.199.98.9:2302
Edited by Slap Happy on May 25, 2017 at 04:45 PM

Halo CE General Discussion » [Release] Immured - an immure variant May 25, 2017 01:25 AM (Total replies: 13)

Name: Immured (an Immure variant)
Map Size: Medium
Author: Slap Happy
Original by: Mothergoat / Neuro ko neza

Immure, an open air prison facility built by the Forerunners for those forced into exile. No one is confident where exactly on Halo the mountain facility is, but the gigantic communications tower and solar panels provide an amount of autonomy, suggesting that the Forerunners were very interested in maintaining contact with the prisoners.

Includes the WASP human flying vehicle. Modeled by Dominator. Skinned by Lightning. Tagged by SSDC. Concept made for Halo by Mothergoat.

Fixes/Changes (kept close to original game-play design):

-- Added Race gametype: created race track, player and vehicle spawns
-- Added many more oddball spawns
-- Raised vehicle floor to prevent camping with the flag in the wasp & banshee
-- Improved the wasp aiming, removed secondary fire, updated projectiles, reduced speed, reduced height, edited reverse speed to prevent hover camping
-- Fixed vehicle spawns, original had all vehicles designated as red team causing uneven/unpredictable vehicle spawns
-- Added Healthpacks, and Active Camo
-- Added Custom Vehicle: Hoverboard (can only be spawned by script)
-- Added Banshee - (can only be spawned by script)
-- Zombie or Human Flood cannot pickup flag or oddball

Bonus:

-- Added Multiplayer Bipeds (For scripting in Phasor/Sapp - bipeds can use all vehicles/weapons):
-- Masterchief Cyborg (My version of CMT's cyborg)
-- Grunt
-- Human Flood (by Altis) for Zombies gametype (use your own script) has it's own Melee weapon (a frond/appendage)

Bonus:
-- Immured_setup.lua Custom Team/FFA Race sapp script: Red Team = Grunts, Blue Team = Cyborg, FFA = Random: Cyborg or Grunt or Flood
-- Enter your zombie gametype/mode name for Zombie biped selection (red team = zombie team, spawn as human flood) use your own zombie script
-- If you need help with setting up using a sapp script - then this is NOT for you. Ain't got time fo' dat!

Link: http://www.mediafire.com/file/9i78q49ynun78pf/immured.zip






Download THIS map: http://www.mediafire.com/file/9i78q49ynun78pf/immured.zip

Try it out! Map is also running on various game types at: 173.199.98.9:2302


or
original map has more pics: http://hce.halomaps.org/index.cfm?fid=1278









Edited by Slap Happy on May 25, 2017 at 04:35 PM
Edited by Slap Happy on May 25, 2017 at 04:36 PM
Edited by Slap Happy on May 25, 2017 at 04:40 PM
Edited by Slap Happy on May 25, 2017 at 04:47 PM
Edited by Slap Happy on May 25, 2017 at 04:50 PM

Halo CE General Discussion » looking for crazy maps Feb 22, 2017 09:59 PM (Total replies: 17)

Hillbilly Mudbog http://hce.halomaps.org/index.cfm?fid=4621

Teletubbies V2 http://hce.halomaps.org/index.cfm?fid=5794

Greenfall V2 http://www.mediafire.com/download/t2c816xht0mc1n8/greenfall_v2_release.zip

Pandora Swamp http://hce.halomaps.org/index.cfm?fid=6122

Halo CE General Discussion » [PUBLIC BETA]: Dissolution Jan 3, 2017 12:27 AM (Total replies: 28)

Love it.

Please DO:

Complete RACE, ODDBALL, KING gametypes setup.

Race: 1st nav on the bridge, then circle each base, then back to bridge for lap.

Tall Pines: consider staggering the trees, or have a few less. (most are paired, apart from each other) From a driver or gunner position in a hog, it is congested - blocked views.



Edited by Slap Happy on Jan 3, 2017 at 12:32 AM

Halo CE General Discussion » is SAPP . . . dead? Dec 24, 2016 12:14 PM (Total replies: 4)

Nah, it's just backup after he renewed his domain

Carry on

Halo CE General Discussion » is SAPP . . . dead? Dec 23, 2016 12:43 PM (Total replies: 4)

is SAPP dead?

Domain is expired: http://halo.isimaginary.com/forum/

Just wondering, don't freak out if I am mistaken.

Halo CE General Discussion » [Release] Greenfall_v2 May 10, 2016 01:19 AM (Total replies: 5)

Quote: --- Original message by: Pepzee
I took a quick peek at the map in-game. Another high-quality fun map, I wouldn't have expected anything else for a map in your name.

Though you may say its your last map, consider sticking around and making more. Most of us end up coming back anyway.


I've said "never" before . . . so I'm never gonna say that again! :P and thanks.

Added link to updated sapp script in first post

Halo CE General Discussion » [Release] Greenfall_v2 May 9, 2016 11:42 PM (Total replies: 5)

Map Name: Greenfall_v2
Authors: Slap Happy & CFStargazer
Size: Medium

Supports all gametypes, best on Slayer, CTF and Race. Try racing with Horses! Classic weapon sets plus a few custom weapons.

Best advice: keep out of the rivers and streams, they are hard to escape.

SAPP Script included: "greenfall_setup.lua"

All game types supported with multiple bipeds. Also, script allows for vehicle selection in race, select 3 of 12 vehicles.

>>>>> LINK: http://www.mediafire.com/download/t2c816xht0mc1n8/greenfall_v2_release.zip <<<<<

Changes:

A different bsp from the original map, with numerous bug fixes. No longer lags, players are no longer invulnerable in vehicles, vehicles no longer cause client crashes when entering the water, and all vehicles have new physics and are easy to
drive without rolling, added regular warthogs. Breakable surfaces/bridges removed, Map now supports all game types, balanced player and weapon spawns. Added walls to prevent going to areas not suitable for gameplay. Extra thanks to CFStargazer.

Vehicle replacement slots for gametype setup:

Warthog: Spawns Chain Hog
Ghost: Spawns Epona Horse
Scorpion: Spawns Walton Pickup
Banshee: Spawns a Mesa Jeep
Turret: Spawns a Glendale Sedan
Rocket hog: Spawns a Rocket Hog

Extra vehicles which DON'T spawn automatically, (can be scripted via sapp/phasor):

sadler pickup
hogfoot (fast, extra stable physics)
hogfoot (normal)
hover bike
hover board
zeldas horse

tag names for scripting:
vehicles\\greenfall\\chain_hog
vehicles\\greenfall\\epona_horse
vehicles\\greenfall\\walton_pickup
vehicles\\greenfall\\mesa_jeep
vehicles\\greenfall\\glendale_sedan
vehicles\\greenfall\\rocket_hog
vehicles\\greenfall\\sadler_pickup
vehicles\\greenfall\\hogfoot_fast
vehicles\\greenfall\\hogfoot_normal
vehicles\\greenfall\\hover_bike
vehicles\\greenfall\\hover_board
vehicles\\greenfall\\zeldas_horse

Multiplayer Bipeds:

nervebooger\\cyborg\\cyborg_mp
nervebooger\\grunt\\grunt_mp
altis\\characters\\flood_human\\altis_flood

Altis' flood biped:

Heavily modified version of altis' flood biped, also added black blood
effects, hud, modified cmt blood splatter effects, footprints

My custom cyborg Biped:

Heavily modified cmt biped with all new custom shaders, and added effects, animations
are also modified and needed to use the hoverboard, or, you can re-name its driver
seat to ghost/G-driver or other seat name for use with your own biped animations

My custom grunt Biped:

Heavily modified grunt biped with added effects, animations are also modified and
needed to use the hoverboard, or, you can re-name its driver seat to ghost/G-driver
or other seat name for use with your own biped animations

Custom Weapons:

Monitor Oddball - Yes, the oddball is 343 guilty spark, modified model/anims/fp
Holy Hand Grenade - 3 on the map: works as a bomb with 15 second fuse (not C4!)
Spike Bat - a blunt-force-trauma melee bat
Energy Sword - Both fire and melee animations

I included a few easter-eggs: figurines by pepsi/nessa/tucker spread throughout the
map - one of which leads to the secret room where you can see all of them together.

also, I added cyborg/flood/grunt first person arms as scenery (can be scripted to
match selected biped - will release that later)

Thank you,
Slap Happy/NerveBooger/H® Shaft
Visit for custom phasor/sapp scripts: http://halorace.org/forum/index.php

This is my LAST map -ever (Only did this due to being laid up with illness)






Edited by Slap Happy on May 9, 2016 at 11:44 PM

EDIT: updated sapp script link: http://pastebin.com/RjUW0mTP Corrected a typo and the method of replacing RACE vehicles (cannot be done by metaid for metaid)


Edited by Slap Happy on May 10, 2016 at 01:17 AM
Edited by Slap Happy on May 10, 2016 at 01:22 AM

Halo CE General Discussion » HAC 2 questions. May 31, 2015 07:30 PM (Total replies: 43)

So -

Is there a current HAC2 website? if so what is it?

and

is there a way to submit maps to be added to the map list for automatic HAC2 download?

Thanks

Halo CE General Discussion » CE3 2015 Post-Show Server Suggestions May 30, 2015 06:00 AM (Total replies: 34)

I agree, Nex's revolution maps!

Teletubbies V2 (midship variant) - Assault CTF


-- Chimpanzilla
-- NudeZilla
-- TouchMyMonkey
-- Coco

Halo CE General Discussion » Bipeds - Work in Process thread [WIP] Apr 10, 2015 04:22 AM (Total replies: 8510)

As stated - I'm trying to keep close to the originals, and fixing/adding what I want, such as the lights, ankle armor, etc. Some people like their bipeds to look brand-new, unscratched, super shiney - fresh out of the armor store - Sometimes I like that too, but not my primary goal.

I like full color, not a washed out pastel or flourescent, or a kinda-like color, I like what I like

Matt's pic (with OS):



comparison of mine and cmt's original diffuse/multi:




And I also listen . . . I hear you guys like shiney things without scratches! But do you also like shiney things that are colored correctly?

Blues are blue, not "liesure suit sky-blue", red is not mauve, green is not soilent, cobalt gives me wood, and maroon is not darker red, it is maroooooooon! :)

Shiney Colorful objects:





I guess I don't listen very well, heh - sorry.

Halo CE General Discussion » Bipeds - Work in Process thread [WIP] Apr 9, 2015 01:42 AM (Total replies: 8510)

Very nice Nex!

I like em a bit scratched/worn, and dark enough to show native halo rgb values:

Fixed them shaders:




I had a smooth/bright one initially but it looked a bit to white-ish/pastel kinda on the colors - when I put the original next to it, it didn't seem to match the cmt theme - just teachin myself how to do it.

The small lights on the belt line? On original cmt - they are near the top of the belt, even tho there were recesses down lower. First mutli colored lights made him look like John Lex got a hold of it for Christmas tree cyborg, VIVA LA CYBORG! : ) (No offense John)
Edited by Slap Happy on Apr 9, 2015 at 01:50 AM

Halo CE General Discussion » Bipeds - Work in Process thread [WIP] Apr 8, 2015 12:56 AM (Total replies: 8510)

Thanks for feedback

Made some changes

Visor brim, back of head, belt device, leg device, shin buckle and rubber contrast

Blue



Red vs Blue



Red



Halo CE General Discussion » Bipeds - Work in Process thread [WIP] Mar 29, 2015 07:05 PM (Total replies: 8510)

I agree - plain white lights seem the best fit, duplicated a shader geometry, set lights as decals, added metal scratch detail

without color, also redid forearms, rubber mask, and first person arms




Red vs Blue



Sexy jazz hands



* i

and shield color based on player color


Edited by Slap Happy on Mar 29, 2015 at 07:28 PM

Halo CE General Discussion » Bipeds - Work in Process thread [WIP] Mar 28, 2015 04:36 PM (Total replies: 8510)

Left to right: Maroon, Red, Blue, Cobalt, Yellow, Green - using standard halo multiplayer RGB values



Without color



In the shadows



Halo CE General Discussion » Bipeds - Work in Process thread [WIP] Mar 27, 2015 07:57 PM (Total replies: 8510)

Nah - that's not on the butt skid plate, it's on the upper right rear thigh plate to match the left thigh plate - and thanks, I should have posted different angles.

Will post multiplayer color permu's later tonight maybe on a brightly lit map, and a dark map - in b30 evolved, in shady canyons and dark places, you don't see your own biped - so I understand why it wasn't priority to complete the lights, or make a MP version - you can see a typical silhouette in multiplayer, but the lights add to determine rotation region and movement vector - and I agree, it's sexy without being a gimmick/novelty.

I hope the biped creator releases os/non os original bipeds and shaders (hint hint). The animation file is not CMT original because this is non-OS version, the OS version on extraction had multiple errors when attempting use.

Halo CE General Discussion » Bipeds - Work in Process thread [WIP] Mar 27, 2015 06:37 AM (Total replies: 8510)

I've been dorkin around with the cmt cyborg to make mp version shaders, added some light decals, corrected others - thought I'd share - (this version is without OS)




without multiplayer color at the moment - same brightness and cubemaps, tan/gold tint on armor is from the potato lightmap.

Lights on the head transition between cyan and blue, lights on the shield generator transition between blue and violet and white.
The model had a shader that was set to invisible, I can only guess that this was either a special effect with the shields and color transition of the collision model and shader, or, and unfinished permutation geometry? Dunno

The CMT team did a superb job on the model and shaders, but seemed to not complete the lights on calves, lights on front codpiece belt were in the wrong spot, back of leg shields and head lights were skewed against the geometry, so I corrected where I could and took creative license elsewhere. First version of lights made him look like a cyborg christmas tree. Hopefully this version os viewed as complimentary.


This is a general error associated with the tank animation file (and many other animation files also). Easy fix: Open the animation file, save as, then save in same location with the same name (overwrite).

BAM! fixed

In the odd event it does not fix it, download the original scorpion tag from halomaps, and overwrite the entire scorpion folder


Time: Thu January 19, 2023 12:55 AM 141 ms.
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