Posted August 29, 2015 Not gonna lie, there has been no progress and I have 0 motivation to continue. School starts on Monday, I'll be pulling 8 hour days MWF, 12 hour days TR, so this may be dead in the water for a long time. Share this post Link to post Share on other sites
Posted August 29, 2015 Not gonna lie, there has been no progress and I have 0 motivation to continue. School starts on Monday, I'll be pulling 8 hour days MWF, 12 hour days TR, so this may be dead in the water for a long time. Sometimes its best to step back for a bit especially with school and work. Projects like these can be pretty time consuming and draining. Recently I finally found the time to work on the Halo Update mods for Halo MD, but that was after I graduated and moved out of my old apartment. I will likely slow down with modding again soon as I will get busier with my new part time job and will also need to start looking for a full time big boy job. I would just release it when you feel ready. People have been happy with what you've released so far and I hope you don't feel pressured. CMT are certainly taking their time with SPV3 and they said they would release that awhile ago. Share this post Link to post Share on other sites
Posted August 29, 2015 I would just release it when you feel ready. People have been happy with what you've released so far and I hope you don't feel pressured. CMT are certainly taking their time with SPV3 and they said they would release that awhile ago. *cough* swamp likes this Share this post Link to post Share on other sites
Posted September 6, 2015 big update soon. MrWonka, jasecon and Krazychic like this Share this post Link to post Share on other sites
Posted September 20, 2015 OK, big update time: MEGA BUMP Final Testing Release This semester is crazy for me time wise, and I will not have time to spend on any of this. I also have a few obligations to other projects, so it was time to get this out the door (sorry SOI, I feel like a bastard for how long its taken for me to get your stuff back to you). CE3 testing went pretty well, and I had some good feedback from testers. I have balanced thigs accordingly, replaced a few visual aspects (models and such) and compiled all the changes into any map that was already 95%+ completed. There are still about 10 maps in various stages of completion that didn't make this cut, which is fine. The goal of this release is to get a long-term feedback of gameplay, basically another "beta" test. I figured since nothing was moving forward until after this semester at a minimum, the best use of the time would be to just release it and get some feel for what needs changed or improved, in the event that I have time to make a proper final release. New in this version from the previous crappy beta release (overview): Shaders redone for everything. I made a completely new cubemap designed to replicate a faux-specular without the need for bogging everything down with OS. I think it turned out pretty well. Masters1337 put it perfectly when he said the environments were great but the assets didn't do them justice. Hopefully I've rectified this as much as possible. Endless hours of work on improving bitmaps and environment graphics. Added a few new weapons to the mix, and replaced some models for others Rebalanced many aspects of combat, from damage to bleed and even some melees and grenade impacts Fixed dynamic blood (a little at least) so that it's not so ridiculous Improved footstep material effects[*/] Utilized the Requiem/CMT HD Mark V Master Chief model in leiu of that god-awful H4 monstrosity. This had an added benefit of increasing framerates by about 10 FPS for my laptop's NVIDIA 745M (my desktop's GTX 970 doesn't give a dåmn), which should help tremendously for those who have a simpler gaming setup. Thanks to Altis, the FP arms for spartan or elite now sync with your current player biped. The server-side script isn't fantastic, but if you're an elite, your FP arms are elites as well, and so on. It really helps keep the immersion. To get into specifics, I'll start with the rebalancing of weapons: Needler is no longer grossly OP. Damage is still high, but tracking has been reduced to a reasonable angle. Carbine now functions as it should, a sort of throwback to H2/H3 style gameplay. DMR and BR have been added to fill out the mid-long range options for various maps. No map currently has all 3 of these weapons (Carbine/DMR/BR) in a single map (that I know of), and no one starts with one. Human pistol is not a stupidly OP hand-cannon. It's a 7sk, with auto and rapid semi-auto firing. It's a good MQC weapon for the accuracy, but you cannot fall back on it for 75% of situations like you could with classic Combat Evolved. You'll need to diversify your loadout and utilize weapons according to situations. Shotgun has a tighter spread, making it more effective in CQC and even to short-medium distances. If I shoot you from less than 5 meters, you probably will die. Loading time is longer, time between shots is longer, and these compensations make it fit nicely into the tagset. Plasma grenade timers have been cut in half. They are actually viable for their explosions rather than only their attachment properties. Spartans and Elites now have reduced fall damage, increased running/crouching speeds, and increased jump height. It imitates H2/H3 jump heights, with more risk of fall damage, and takes the increased running speed from H5 inspirations. All trick jumps and proper map routes are now accessible for the remakes of H2/H3 maps (think Valhalla, Lockout, Sanctuary). Thanks to (SBB)Mike for bringing those to my attention shortly after the release of the last beta. TTK is a little lower, and from what I've seen and played, gameplay pace is much faster on smaller maps, teamwork is more essential, lone-wolfing works less often, and big team battle maps are fantastically fun. THIS PACK CONSISTS OF 26 MAPS Beavercreek (Sali BSP) Carousel (BlackCrypt BSP) Delta Dåmnation (Shout out to Dalek, this is the premier for his map which he gave me for this project!) Delta Ruins (revamp BSP) Delta station Dichotomy Downrush (H1.5) Fortress Gridiron (PopeAK's original beta BSP) Hang 'em High (Leggester BSP) Icefields Immure Lockout Midship (Heretic BSP) Paradox Prisoner Ratrace Portent Sanctuary (Mix of Zteam and CMT) Shockwave Snowcast Snowed In Tensity (CMT BSP) Trench (H3 Trench BSP) Valhalla Wizard ________________________________________________________________________ All maps are available on HAC2, and there are currently 3 servers running provided by "The Cave Dwellers" at these IP addresses: 192.99.144.73:2365 192.99.144.73:2390 192.99.144.73:2395 Krazy1 and Iggy are the server hosts, and the servers will likely be under constant development and changes, but please pop by and have a few games. Final note: I barely have enough time to make the posts about these now that the maps are up and ready, so I sure didn't have time to get any screenshots. Feel free to post screenies here if you want. Thanks guys, it's been fun. Hope you enjoy playing these as much as I've had tweaking them. Please see me for credits, I have a list but it's massive. I'll organize it as much as I can soon and release what I have. If you think it's absolutely imperative that your name be pasted here, let me know. Most of the tags I've used recently have their original tag names kept where possible to provide credit in the map itself, but the further back you go the less likely this is to be true. As always, all of these maps are 100% unprotected and open-source. If you would like any of the original .TIF files for bitmaps I'll see what I can do. I wish this was a prettier and more "flashy" post, but hey. WaeV, Vuthakral, HandofGod and 2 others like this Share this post Link to post Share on other sites
Posted September 21, 2015 (edited) Well I just got back from running around the revolution and the work looks superb. New weapons are fantastic, the battle rifle is the best executed CE version I have found, I actually like it, compared with the others on other maps that just do not give the BR the justice it deserves. I love the reticles for energy weapons incorporating the energy consumption, and the scopes are done beautifully adding more detail to the otherwise plain H1 scope.The armours are mint, 'nuff said there. Really like the vehicles and I'm one for being picky about fine detail of how the vehicles work and the rocket hogs back lights actually light up on braking, that makes my day. Some better sounds especially the plasma pistol. Of the items I found a bit off was the sound effect of a grenade throw, no offense but I think it sounds kinda corny, and the only other thing is the pistol. Is it a pistol or a machine gun? Personally I preferred the older models you used, but apparently everyone complained about those. Anyways overall from what I've seen in the four maps that I given a quick glance at is top stuff. EDIT: Will you release polarity for CE? Edited September 21, 2015 by MrMew WaeV likes this Share this post Link to post Share on other sites
Posted September 21, 2015 Here goes my free hard drive space... I'm going to try these maps when I have tiem. NeX likes this Share this post Link to post Share on other sites
Posted September 21, 2015 Here goes my free hard drive space... Oh cmon it's like 2GB LOL. I wish OS wasn't required (even the .map versions have the 128MB limit) to use the shared resources, but hey. WaeV likes this Share this post Link to post Share on other sites
Posted September 21, 2015 If someone could upload a gameplay video it would give me something to masturbate to later. Share this post Link to post Share on other sites
Posted September 21, 2015 If someone could upload a gameplay video it would give me something to masturbate to later. It is difficult to play with one hand. I unfortunately don't have the time or expertise to record and edit a gameplay video, nor the internet connection required to upload a raw segment for someone else to do. Share this post Link to post Share on other sites