9-6-06 CMT Update: General update and such on page 18

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
In Nomine Dole





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Post by In Nomine Dole »

Questions concerning:

the SMG
-Will it be using L33T's reload animations(empty clip, anyway)?

the Assault Rifle
-Will it be able to zoom(does the ammo display have a secondary function as a scope viewscreen)?
-Will it have new reload animations, reload sounds, both, or is it secret?
-Will it have new cocking / equipping animations?
-Does it have shinier shaders?

the Chaingun
-Does it have its own reload sounds and animations, or are they from the flamethrower?
-Do the equipping animations have a corresponding sound, or is it mute?
-Is it the same exact base model as the flamethrower, or does it have distinctions(does the ammunition drum have the belt exposed, must it be loaded into a feed slot, will there be an ejection port)?
-Will it have firing animations(rotating barrell array, reeling ammo belt)?
-What is the melee? A thrust with the barrell array, swing with the framestock(like the flamethrower), bash with the ammo drum, etc.?
-Does it have posing animations, like cycling the barrell array(like Rocket Launcher)?
-Will it be skinned like the flamethrower, the Warthog mounted turret, the rusty version from the Pre-Xbox Halo, or a combination?

Other
-Will gameplay have the standard rocket launcher coincide with the homing missle launcher?
-Will other human weapons have a silenced iteration(besides the Sniper, Assault Rifle, and SMG) or is the silencer attached to the weapon?
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Post by CtrlAltDestroy »

In Nomine Dole wrote:Questions concerning:

the SMG
-Will it be using L33T's reload animations(empty clip, anyway)?

the Assault Rifle
-Will it be able to zoom(does the ammo display have a secondary function as a scope viewscreen)?
-Will it have new reload animations, reload sounds, both, or is it secret?
-Will it have new cocking / equipping animations?
-Does it have shinier shaders?

the Chaingun
-Does it have its own reload sounds and animations, or are they from the flamethrower?
-Do the equipping animations have a corresponding sound, or is it mute?
-Is it the same exact base model as the flamethrower, or does it have distinctions(does the ammunition drum have the belt exposed, must it be loaded into a feed slot, will there be an ejection port)?
-Will it have firing animations(rotating barrell array, reeling ammo belt)?
-What is the melee? A thrust with the barrell array, swing with the framestock(like the flamethrower), bash with the ammo drum, etc.?
-Does it have posing animations, like cycling the barrell array(like Rocket Launcher)?

Other
-Will gameplay have the standard rocket launcher coincide with the homing missle launcher?
-Will other human weapons have a silenced iteration(besides the Sniper, Assault Rifle, and SMG) or is the silencer attached to the weapon?
The SMG origins are created by me, though the animations itself are created by WOL.

The only "new" AR animations are the meleeing and firing. (New is in quotes because they aren't really new, but they're animations that bungie never used, but left in the animation tag)

Chaingun has entirely new animations. (Though I will redo them if there is time, because I wasn't entirely satisfied with the current ones).

The normal rocket launcher has two functions; dumbfire and heatseeking. Charging the rocket launcher (holding down primary triger for about a second) will activate the heatseeking function.

The AARL only carries one anti-air, heatseeking rocket, though it is much faster and more powerful than the heaseeking rockets the normal rocket launcher carries, IIRC.

Only silenced weapons will be the SMG and sniper. Neither will alert enemy AI when fired.
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Post by wilson »

Heh. I know where you got the AR melee animation from. It's the AR instant kill melee, Bungie was going to use it for when you melee attack an enemy from the back, and it would look like you broke the guy's neck. I think they got rid of it because they got too lazy to make 2 melee animations for all the guns.
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Post by M4573R51337 »

wilson is correct, and also, I got a similar water shader to yours working, works wonders by removing the fog

I been busy debugging most of the day. maybe pics tommarow from testers, but I am going to be verry busy fixing bugs adding removign particle effects.

As far as percentages of levels done

POA 100%
Halo 100%
T&R 80%
TSC 95%
AOTC 100%
343 GS 100%
Library 50% (my sapien doesnt like it, all it needs are tank spawns and weather added)
2 Betrayals 100%
Keys 100%
Maw 95%
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Post by GametagAeonFlux »

Sounds like things are going great!

P.S. You can wait for the Library...it's a bad level anyways. >_>
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Post by benman08 »

Yea, dont worry about that level (^_^)
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Post by kirby_422 »

M4573R51337 wrote: Library 50% (my sapien doesnt like it, all it needs are tank spawns and weather added)
so u mean it crashes sapien, or it's to dark to even use sapien?
Wow.. I havnt updated any of my stuff here since like 2 years ago.. lol
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Post by M4573R51337 »

crashes sapien


and heres todays update

Zeph
>_>
<_<
>_>

Yeah, it's four in the morning, but this is better than nothing. If you guys dont know, my part of CMT is the user interface, aka the main menu. With all the new stuff comming about, the idea came about that a "manual" be made showing off the new stuff. So, once the content starting to gold (which ironically hasn't even happened yet...), I got to work putting everything together for it. My first three builds met with faliure as I kept trying to get Halo to do things it wasn't designed to do specifically.

It started out as something you might see on a website. There were panels that seemed to act like frames, content windows that would change depending on what you clicked, and a global menu at the bottom, so you would be able to say, start a multiplayer game or change your settings from the manual. It sprang from something I tried to do a good while back, but alas, it never worked out properly.

So with each build, I dumbed it down little by little till eventually I got to Tuesday, the 27th. I gave up on every last bit of niceness I had planned for it and tuned it down to three things you can do with it. One being go back a page, two being go forward a page, and three being go back to the main menu. It is looking good soo far, and will 99% for sure be ready before CMT's launch.

So here are two pictures. The first is an early, "hey! what's it lookin like, so far Zeph?" picture from back before I gave up on frame-like interactivity. The second is a render from a few hours ago showing what is going to be in the ui's manual. The white background is going to be transparent, so you will end up seeing the level in the background.

Image

Image
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kirby_422




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Post by kirby_422 »

M4573R51337 wrote:crashes sapien
and thats where u trust our good old budy, debug.txt :lol: how many times have u been loading that it doesent work and gives a completly differnt thing in debug.txt?
Wow.. I havnt updated any of my stuff here since like 2 years ago.. lol
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Post by [IRC] Matty »

22nd June '06 Pic of the day subject is:
THE MAW:

Here is the current, almost final state of the CMT's Maw (all really edited by me so thats why im posting today)

Image
Image
Image

Thats all im showing you today, the 3 beam towers, oh why not show u 2 more shots of the first image up there (its on the waters edge)

Image
Image
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Post by mod master »

looks good. also have you confirmed the release date 100%?
MrChief wrote:343 looks like a disco ball in that pic. :P
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Post by M4573R51337 »

its not tags that its having trouble with, its one of those gay exception encounters inside sapien. Doesnt give you any info on hwo to fix it.
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Post by GametagAeonFlux »

That's the Maw? O_o
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Post by In Nomine Dole »

I know you're not using Longswords in Boarding Action Reloaded, but keeping with the fact that we're on the Maw, I figured this may as well be as good a time as any to ask a question involving both, and let it be noted that this is a general question, not particularly pertaining to CMT. I know, I know, all I do is ask noobish questions, but here goes.

In the final cutscene of the Maw, when you get on the Longsword, the vehicle's flight sounds are obviously present, with all the whoosh, whoosh, vroom, vroom you would expect out of a jet bomber:
http://halocinema.bungie.org/halo/32_maw_final.wmv

Why has no one yet used those sounds in any of the countless maps that have them, because the Pelican flight sounds are for the Pelican, and having to hear them every time I get on board a Longsword when I could be hearing EEEOOWWWW, FRROOOM, CWWAAHAAH coming from my bomber's engine hum is irritating, and it's been teasing me all along.
I would tinker with it myslef, but alas, I be not a modder, and only a humble player.
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Post by Explosive American »

M4573R51337 wrote:fire fire bitmaps on the tank are custom. Dunno where you see the scorpion flash_med
Well, it looks exactly the same as the scorpion's cannon flash, which i've worked extensively with, then discarded in a mod i'm working on.
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Post by Amit »

i dont mean to be picky but where is the rest of the level of the Maw?

a piece of the poa and a broken forrunner structure is a level? is all the battling goin on underground or something?

if you prefer not to disclose that information i will understand. :(
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Post by In Nomine Dole »

?
That's the Maw BSP? If you've played through the level already, I really shoudn't have to answer the rest of that question, but... in the original version all the action takes place inside the ship. Maybe CMT changed that in their version?

And that one half of the beam tower, over the water: it's doing some kind of balancing act? Unless is leaning against the side. Hard to tell.
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Post by wilson »

The muzzle flashes look a bit weird...
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Post by MasterChief2829 »

So there isn't a PoA in the new Maw? wtf...
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Post by tebteb »

I like the BR55-G3g3525 description, looks professional.

Keep up the L337 work, you guys are doing awesome.
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