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CMT's The Silent Cartographer: Evolved - Release & Beyond

I can't believe it myself.

#41 User is offline   teh lag 

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Posted 06 March 2015 - 01:37 AM

Update 1.1a! We all really hope that we won't have to do an update again for a while now, but there were some modestly severe issues that made it past testing on 1.1, so we wanted to fix them ASAP.

Quote

Version 1.1a (03-05-2015):

- reduce assault rifle melee animation clipping through camera at 90-degree fov
- fix grunt occasionally spawning inside a rock during pool fight
- fix unintended side-effects of 1.1 sequence-breaking logic, affecting "shafted" cutscene and vehicle return path


#42 User is offline   redleif 

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Posted 06 March 2015 - 01:39 AM

Forgive me if I'm missing something here, but this map requires me to have open source and halo custom edition 1.10 installed, yet all the information I can find says that those are incompatible with HAC (which is why I'm getting 'unable to load HAC, error code 998' errors when I try to run HaloCE).

Have I missed something in the installation process, or am I misinterpreting the installation instructions?

This post has been edited by redleif: 06 March 2015 - 01:40 AM


#43 User is offline   teh lag 

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Posted 06 March 2015 - 01:44 AM

The HAC compatibility issues with Open Sauce are known. I don't use HAC (though I think it is compatible with 1.10?), and I think that for now people are just disabling one when they need to use the other.

There's a Halomaps thread where Btcc is experimenting with possible fixes: http://forum.halomap...c&topicID=47838

#44 User is offline   redleif 

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Posted 06 March 2015 - 01:48 AM

View Postteh lag, on 06 March 2015 - 01:44 AM, said:

The HAC compatibility issues with Open Sauce are known. I don't use HAC (though I think it is compatible with 1.10?), and I think that for now people are just disabling one when they need to use the other.

There's a Halomaps thread where Btcc is experimenting with possible fixes: http://forum.halomap...c&topicID=47838


Thanks very much, I'll keep an eye on that thread. This is my first time modding Halo so right now It's a little confusing.

EDIT: The file in that link got it working for me. Thanks again for pointing me in the right direction.

This post has been edited by redleif: 06 March 2015 - 07:00 AM


#45 User is offline   JungleHunger 

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Posted 06 March 2015 - 07:07 AM

Where are you posting the updated .yelo files?

#46 User is offline   Rambo 

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Posted 06 March 2015 - 12:43 PM

man. Compiling the code for Open Sauce is as bitch.

Anyone able to help?

I wanna make changes, and eventually a clone.

#47 User is offline   Znikrot 

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Posted 06 March 2015 - 03:52 PM

Hi all! First of all I wanted to say thank you for the amazing work you've done, TSC:E is awesome and I'm having lots of fun playing. Unfortunately I'm having some crashes. For now I have noticed that the game crashes when the brute chieftain equipped with the hunte-like fuel rod gun drops his weapon and when I'm entering the second building. It seems to be an Open Sauce related issue, but I wanted to know if you know any way to solve it. Thanks in advance and keep up the amazing work! :)

This is what open sauce saved in CrashRpt after the crash occurred just when I was trying to enter the second building.

<?xml version="1.0" encoding="UTF-8" ?>
<CrashRpt version="1401">
<CrashGUID>a1bfd1ee-1ae1-420e-a811-55c911838f09</CrashGUID>
<AppName>OpenSauce Halo CE</AppName>
<AppVersion>4.0.0</AppVersion>
<ImageName>C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\haloce.exe</ImageName>
<OperatingSystem>Windows 8.1 Build 9600</OperatingSystem>
<OSIs64Bit>1</OSIs64Bit>
<GeoLocation>it-it</GeoLocation>
<SystemTimeUTC>2015-03-06T15:44:48Z</SystemTimeUTC>
<ExceptionAddress>0x451a88</ExceptionAddress>
<ExceptionModule>C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\haloce.exe</ExceptionModule>
<ExceptionModuleBase>0x400000</ExceptionModuleBase>
<ExceptionModuleVersion>1.0.10.621</ExceptionModuleVersion>
<ExceptionType>0</ExceptionType>
<ExceptionCode>-1073741819</ExceptionCode>
<GUIResourceCount>218</GUIResourceCount>
<OpenHandleCount>338</OpenHandleCount>
<MemoryUsageKbytes>577596</MemoryUsageKbytes>
<CustomProps>
<Prop name="BuildDate" value="2015.03.02" />
<Prop name="CPUArchitecture" value="INTEL" />
<Prop name="CPUFeat_3DNOW" value="false" />
<Prop name="CPUFeat_CHANNELS" value="false" />
<Prop name="CPUFeat_COMPARE64_EXCHANGE128" value="false" />
<Prop name="CPUFeat_COMPARE_EXCHANGE" value="true" />
<Prop name="CPUFeat_COMPARE_EXCHANGE128" value="true" />
<Prop name="CPUFeat_DEP" value="true" />
<Prop name="CPUFeat_FLOATING_POINT_EMULATED" value="false" />
<Prop name="CPUFeat_FLOATING_POINT_PRECISION_ERRATA" value="false" />
<Prop name="CPUFeat_MMX" value="true" />
<Prop name="CPUFeat_PAE" value="true" />
<Prop name="CPUFeat_RDTSC" value="true" />
<Prop name="CPUFeat_SSE" value="true" />
<Prop name="CPUFeat_SSE2" value="true" />
<Prop name="CPUFeat_SSE3" value="true" />
<Prop name="CPUNumberOfProcessors" value="8" />
<Prop name="CommandLine" value='&quot;C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\haloce.exe&quot; -console -devmode -use21 -vidmode 1920,1080,60' />
<Prop name="D3DDescription" value="NVIDIA GeForce GT 650M" />
<Prop name="D3DDeviceId" value="0xFD1" />
<Prop name="D3DDeviceName" value="\\.\DISPLAY1" />
<Prop name="D3DDriver" value="nvd3dum.dll" />
<Prop name="D3DDriverVersion" value="9.18.13.4725" />
<Prop name="D3DRevision" value="0xA1" />
<Prop name="D3DSubSysId" value="0x5661028" />
<Prop name="D3DVendorId" value="0x10DE" />
<Prop name="MapName" value="b30_evolved" />
</CustomProps>
<FileList>
<FileItem name="OS_Settings.User.xml" description="User settings file" optional="1" />
<FileItem name="core.bin" description="Gamestate dump" optional="1" />
<FileItem name="crashdump.dmp" description="Crash Minidump" />
<FileItem name="crashrpt.xml" description="Crash Description XML" />
<FileItem name="framedump.jpg" description="Frame dump" optional="1" />
</FileList>
</CrashRpt>

This post has been edited by Znikrot: 06 March 2015 - 03:56 PM


#48 User is offline   jaredhunt 

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Posted 06 March 2015 - 05:53 PM

Is TSC:E made by SPV3? If not...are most of the features shown in the official trailer (for a 10 a30....one with old release dates) going to be used still?

#49 User is offline   ericlol 

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Posted 06 March 2015 - 06:55 PM

TSC:E is developed by the evolve team and SPv3 is developed by the SPv3 team. They use similar tags and has similar mechanics but they are different. The SPv3 trailer only applies to SPv3 and there is a TSC:E trailer, which only applies to the Evolved series.

#50 User is offline   jaredhunt 

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Posted 06 March 2015 - 06:59 PM

Oh, ok got it. ... thanks! Great map!

#51 User is offline   SargeDoge 

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Posted 06 March 2015 - 07:14 PM

Loving the map so far! I decided to have a go on Noble difficulty, and instead of being greeted with a normal "The Silent Cartographer" cut scene speech, it was about the Silent Battle rifle instead? I tried loading up a game on Noble again but it was set back to the normal speech. Is this meant to happen?

#52 User is offline   RabbitFood 

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Posted 06 March 2015 - 09:26 PM

View PostSargeDoge, on 06 March 2015 - 07:14 PM, said:

Loving the map so far! I decided to have a go on Noble difficulty, and instead of being greeted with a normal "The Silent Cartographer" cut scene speech, it was about the Silent Battle rifle instead? I tried loading up a game on Noble again but it was set back to the normal speech. Is this meant to happen?


Yes. And to everything else you see on Noble that strikes you as odd, that's meant to happen too.

And to the people above talking about the SPV3 and TSC:E teams, they're both still CMT. TSC:E was made up of the A-team, and SPV3 is the B-team. A few members of the A-team left CMT, but the rest will be working to create SPV3 now.

#53 User is offline   ericlol 

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Posted 06 March 2015 - 09:47 PM

View PostRabbitFood, on 06 March 2015 - 09:26 PM, said:

Yes. And to everything else you see on Noble that strikes you as odd, that's meant to happen too.

I'm pretty sure what he meant is that the first time he loaded the game on noble, it says the silent battle rifle (normal) and the next time he loaded it up, it says the silent cartographer instead (not normal).

#54 User is offline   ericlol 

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Posted 06 March 2015 - 10:56 PM

View PostRabbitFood, on 06 March 2015 - 09:26 PM, said:

And to the people above talking about the SPV3 and TSC:E teams, they're both still CMT. TSC:E was made up of the A-team, and SPV3 is the B-team. A few members of the A-team left CMT, but the rest will be working to create SPV3 now.

Wait does that mean there will not be any more Evolved maps? Or are they gonna be worked on after the release of all SPv3 maps?

#55 User is offline   RabbitFood 

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Posted 06 March 2015 - 11:04 PM

View Postericlol, on 06 March 2015 - 10:56 PM, said:

Wait does that mean there will not be any more Evolved maps? Or are they gonna be worked on after the release of all SPv3 maps?


There are more planned, but they won't be made by the same people.

#56 User is offline   HereticMajor 

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Posted 07 March 2015 - 12:18 AM

Had a chance to play this a little bit after getting home from work last night. Bravo you guys, you deserve heaps of praise for the hard work and time you spent creating this. I didn't even have a chance to finish the map but I was loving every minute of it. Little details like chief's shield casting light and spiker projectiles causing smoking when they hit enemies is so awesome. My only question is, is there any kind of schedule for when more of spv3 is going to be released, or is it going to be a while? I don't mind waiting, especially when the end results is such high quality. Kudos to you cmt.

#57 User is offline   Idaho 

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Posted 07 March 2015 - 10:26 AM

Did you guys tweaked the weapons between TSC:E and T&R:E ?

Some weapons feel harder to play in TSC:E, for example the covenant carbine, I think the one in T&R:E feels better to play, same feeling for the assault rifle but it's less annoying, it might be because of the visor but there might be a deeper reason, it's kinda odd...

This post has been edited by Idaho: 07 March 2015 - 10:28 AM


#58 User is offline   ericlol 

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Posted 07 March 2015 - 10:42 AM

I actually liked the AR, it feels more correct than it used to be. Considering the amount of ammo held in the HCE AR, it's supposed to be like an SMG. Now TSC:E actually made it a logical weapon. The sound is also much much less annoying.

#59 User is offline   RabbitFood 

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Posted 07 March 2015 - 04:52 PM

The sound of the AR is easily my favorite thing in the mod.

#60 User is offline   jaredhunt 

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Posted 07 March 2015 - 06:07 PM

This is what I think of the mods of these guns, first of all, the battlerifle had a similar rate of fire to the H2 anniversary, the AR is really good at eating through shields, the pistol (scoped) is just good, nothing to be said. The DMR is good for hunters. I don't bother with the sniper rifle, overall I favor human weapons because I'm a call of duty person, and the challenge of the map is conserving ammo, however I think for the spv3 edition should allow more ammo on the battlefield. But overall, so far I like it.

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