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Fun Questions for the CMT Team :D

#21 User is offline   Radrin13 

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Posted 09 September 2014 - 05:44 PM

is SPV2 compatible with 1.10?

#22 User is offline   Masterz1337 

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Posted 09 September 2014 - 05:47 PM

Those are just normal everyday maps, there is no reason why it shouldn't.

#23 User is offline   Radrin13 

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Posted 09 September 2014 - 05:58 PM

thats great!

#24 User is offline   woodchucker 

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Posted 10 September 2014 - 01:04 AM

is that the "gun with the yellow stripe" be leaving?

#25 User is offline   RabbitFood 

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Posted 10 September 2014 - 01:54 AM

View Postwoodchucker, on 10 September 2014 - 01:04 AM, said:

is that the "gun with the yellow stripe" be leaving?


From what I've heard, SPV3 probably won't even have tagspace for easter eggs. Then again, we did catch a glimpse of another one of their "bored" guns, which are basically just weapons they make where they're, well, bored.

#26 User is offline   woodchucker 

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Posted 10 September 2014 - 02:27 AM

point taken.

#27 User is offline   Masterz1337 

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Posted 10 September 2014 - 03:28 AM

I personally am not a fan of eggs that can transform what was a serious game session into a silly one. Once players know they are there, they feel compelled to use them. Most of the eggs in SPV3 are things such as hidden AUs or skulls that transform the gameplay in ways you wouldn't be able to in a regular gameplay session. Evolved will probably have some of those funny weapons if they have the space.

#28 User is offline   woodchucker 

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Posted 10 September 2014 - 10:06 AM

I could see why and cool.

#29 User is offline   RabbitFood 

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Posted 18 September 2014 - 08:58 PM

Whoopee new question. Is the Radar Armor Ability going to have an increased range different from the standard motion tracker settings?
And, are there are any other Armor Abilities in-game that haven't been announced?

#30 User is offline   woodchucker 

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Posted 02 October 2014 - 08:47 PM

Will this work with Windows 10?

#31 User is offline   RabbitFood 

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Posted 02 October 2014 - 09:09 PM

View Postwoodchucker, on 02 October 2014 - 08:47 PM, said:

Will this work with Windows 10?


Windows 10 was literally just announced. How should they know?

#32 User is offline   Chassimannen 

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Posted 02 October 2014 - 10:53 PM

Was not TSC:Evolved supposed to release now in August/September? D:

#33 User is offline   RabbitFood 

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Posted 02 October 2014 - 11:46 PM

View PostChassimannen, on 02 October 2014 - 10:53 PM, said:

Was not TSC:Evolved supposed to release now in August/September? D:


They announced over a month ago that it would be pushed back until an unspecified date and the list of things to do would be posted and updated whenever a change was made. Here's the list.

BSP
- Port Hunter Complex facade to cave-side Security BSP -- done
- Port removal of water-pit from LZ to Cave BSP -- done
- Shrink alternate Cave entrance in LZ BSP -- done
- Fix UV errors introduced by merging Hunter Complex into Cave -- done
- Fix UV errors in Cartographer Canyon -- done
- Finish porting in revised UFO model -- done
- UV and paint ground maps & water maps -- done
- Add decals to cover ground map transitions -- done
- Add ramp transition to security entrance in Server Room -- done
- Bring Cave BSP under 15.5mb -- done
- Port in int_shaft_b ground textures -- done
- Fix int_shaft_b ripple and waterfall shaders -- done
- Finish int_shaft_b portals
- Apply fog FX to int_shaft_b and Cartographer
- Redo wave geometry to extend further
- Add fog band for sky blending at water -- done
- Apply cluster sound env properties to updated BSPs

Pelican
- Import redone body, textures
- Create busted crashsite model

AA Wraith
- Import projectile firing and detonation sfx -- done

Shredder
- FP animations -- done
- 3P model, animations, collision -- done
- Foley sounds

Battle Rifle
- Port new FP display shaders to 3P -- done

AR/GL
- FP GL firing animation -- done

Hunter
- Finish new model & textures
- VFX for back-armor destruction

Elite
- Ball Shade gunner animations -- done

Cyborg
- Ball Shade gunner animations -- done
- Finish porting new FP weapon animations to 3p

Scenery
- Finish Demon Trees for Cave & int_shaft_b -- done
- Finish upgraded Demon Tree for Brute Pool -- done
- Finish ring hologram for Cartographer
- Finish island hologram for Security
- Finish new wide control hologram shaders for Cartographer -- done
- Import upgraded Hunter Lift with control panel -- done
- Merge in upgraded foliage tags
- Import new lightbridge and battery sfx -- done
- Create new large waterfall VFX -- done

Misc
- Dim damage impact flashes some more -- done
- Finish or cut re-timed FP reload, ready and melee animations -- cut :(

Mission
- Un-screwify music transitions for vehicle return -- done
- Finish Marine migration across BSPs -- done
- Verify correctness of infantry return path migration -- done
- Fix boulder permutations near BSP transitions -- done
- Fix opening shot cutscene camera angle -- done

Test & approve final release candidate
Finish rendering DLMs for finalized BSPs

(Stuff that was stupidly omitted from the original list)
Redo Brute hard-ping animations -- done
Redo Plasma Rifle's glow-light shaders -- done
Set up the Cartographer Ribs device tags -- done

#34 User is offline   woodchucker 

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Posted 03 October 2014 - 01:16 AM

We will have to see. Yes Windows 10 will be released in a while when it is finished. I'm trying it out and it is very buggy.

This post has been edited by woodchucker: 03 October 2014 - 01:16 AM


#35 User is offline   woodchucker 

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Posted 12 October 2014 - 12:52 AM

How hard would it be to make a pelican fly not to fast and not to slow? I have seen different Halo CE maps that had the pelican in it hand it was too fast.

#36 User is offline   RabbitFood 

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Posted 12 October 2014 - 01:00 AM

View Postwoodchucker, on 12 October 2014 - 12:52 AM, said:

How hard would it be to make a pelican fly not to fast and not to slow? I have seen different Halo CE maps that had the pelican in it hand it was too fast.


Not that hard.

#37 User is offline   Masterz1337 

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Posted 12 October 2014 - 01:05 AM

The pelican type vehicles were never meant to be used by the player and they handle pretty badly for the most part. Their handling has always been very inconsistent, I've never seen one I liked myself.

#38 User is offline   woodchucker 

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Posted 12 October 2014 - 02:32 AM

same

#39 User is offline   VoidsShadow 

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Posted 22 October 2014 - 05:44 PM

For Halo Reach's pelican easter egg, I'm pretty sure there were controls to...well, control the speed. Something like holding the right trigger increases the speed and the left trigger decreases the speed. I wonder if that could be done in CE...

For Halo Reach's pelican easter egg, I'm pretty sure there were controls to...well, control the speed. Something like holding the right trigger increases the speed and the left trigger decreases the speed. I wonder if that could be done in CE...

#40 User is offline   Masterz1337 

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Posted 23 October 2014 - 03:24 AM

Pelicans in CE suck due to the fact the control scheme was designed for the recorded animations and preset flight paths, it was never designed to be user friendly.

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