Dark_Lord1399 Dark_Lord1399

Halo MOD?

Halo MOD?

Ok so I am just throwing this idea out there because I am a Halo fanatic and I think that this game could easily incorporate the Halo universe into it. I am not a very good designer but I can provide support and more ideas. There are already two races that could easily be changed into the Humans and the Covenant( TEC and Advent). All we would have to do would be to change ships some and add  gauss guns to most TEC Cap ships. I know this might take a long time but if it means that we will finally have a Halo space combat game then it will be well worth it.
4,893,909 views 2,504 replies
Reply #2426 Top

Quoting Juggernaut10, reply 25
B..bb..but what about my portraits  

They ARE in there. He just added all the stuff we wanted.

Also, I just found out that Entrenchment 1.03 got released and supposedly its mod breaking. When did this happen and does anyone know what it changes?

Reply #2427 Top

canadaman the entity changes are adding 'renderShield TRUE' after the 'ShieldMeshName' line

and it does cause crashes ESPECIALLY when the mods are stacked.

by the way I am currently working on a mod update utility for sins & entrenchment to ease the stresses of patchday blues

harpo

 

Reply #2428 Top

canadaman the entity changes are adding 'renderShield TRUE' after the 'ShieldMeshName' line

and it does cause crashes ESPECIALLY when the mods are stacked.

by the way I am currently working on a mod update utility for sins & entrenchment to ease the stresses of patchday blues

harpo

 

Reply #2429 Top

canada,

 

 

i need something to replace these(pelicans and odst pods)  unless you want to make invasions an ability ending in colonization?  for now i want to try that have the tec seige ship bombard ability, minus the wait time for the planet to become habitable, and give it a colonization effect at the end

 

muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"

  hitEffectName "Weapon_TechCapitalPlanetBombing_Hit"

projectileTravelEffectName "Weapon_TechCapitalPlanetBombing_Travel"

Reply #2430 Top

canada,

 

 

i need something to replace these(pelicans and odst pods)  do you want to make invasions an ability ending in colonization?  for now i want to try that have the tec seige ship bombard ability, minus the wait time for the planet to become habitable, and give it a colonization effect at the end

 

muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"

  hitEffectName "Weapon_TechCapitalPlanetBombing_Hit"

projectileTravelEffectName "Weapon_TechCapitalPlanetBombing_Travel"

Reply #2431 Top

Wow, you guys BOTH double posted. ;P

Thanks for the info harpo, you really do help a lot with patch days.

Dinoff that sounds great so far, colonization at the end sounds good to me.

Reply #2432 Top

Pelicans and ODST pods, or just one of the two? I'm set to do the Pelican (once I fix the corruptions, of course), but an ODST pod would be much easier.

I think the Covenant should have it done the same way as the UNSC, but with the additional option of glassing (which makes the planet uninhabitable). Since they use their energy projectors to do it, I think that it should be a long process and should impair weapons for a period of time when used. If we implement no colonization after glassing, we need something to counterbalance it.

Reply #2433 Top

Quoting Juggernaut10, reply 7
Pelicans and ODST pods, or just one of the two?

Try to make either one of those, honestly I'd be happy with anything for now.

As for the covenant glassing, it's been decided that regular bombardments will be "partial" glassings (with no effects) while full glassings (with all the effects of glassing) will be a special ability.

Also, I hate to spring this on you guys again just when we're settling down for business again but I have to leave for another week.

Turns out my aunt died and the funeral is in Illinois. :S

See ya.

Reply #2434 Top

i actually have business out of state for two weeks as well so my work will be sporadic at best.  sorry for your loss canada

Reply #2436 Top

Quoting All_Under_Heaven, reply 10
Keyes is back

Sweet, have you been able to contact him?

 Just back in today, now I need to update and get everything set up again.

Reply #2437 Top

Quoting CanadaMan777, reply 11

Quoting All_Under_Heaven, reply 10Keyes is back

Sweet, have you been able to contact him?

 Just back in today, now I need to update and get everything set up again.

yea, on the moddb page you can read what we said, and sorry to hear about your aunt

Reply #2438 Top

is this mod planned for entrenchment or vanilla sins??

cos it sounds SWEET!!!!!!

Reply #2439 Top

Quoting milk, reply 13
is this mod planned for entrenchment or vanilla sins??

cos it sounds SWEET!!!!!!

Entrenchment, bro.

Just saw Keyes on the moddb page. He turns up with his usual comments lol

Reply #2441 Top

Entrenchment?! wait wat? noooo! I have been following this mod since this post first came up, and now im not going to be able to play it?!?!

Reply #2442 Top

last time it will be said this mod will be for both vanilla and entrenchment so nobody will b e left out just cheated of some extra things.  canada we need that new thread.

Reply #2443 Top

Quoting lordkiely, reply 16
Entrenchment?! wait wat? noooo! I have been following this mod since this post first came up, and now im not going to be able to play it?!?!

Whoa, calm down there little bro.

I am currently developing it for Entrenchment because it had less hardcodes, which means more gaming goodness for everyone. That doesn't mean I'm going to abandon anyone who doesn't go along with the Expansions. After all, I just got it because one of my friends bought it for me randomly.

There's gonna be two versions, with the normal version coming out after the entrenchment version.

You should probably pick Entrenchment up though, it's only $10.

Reply #2445 Top

Just a early look at the new FFG, keep in mind it doesn't have the bump and illumination textures.

This one in particular has some tribal decals, but the default one will be without.

This one using DDS compression:

Stay tuned for an ingame look at it, and a preview of the supercarrier.

Reply #2446 Top

Quoting CanadaMan777, reply 20
Just a early look at the new FFG, keep in mind it doesn't have the bump and illumination textures.

This one in particular has some tribal decals, but the default one will be without.

Reduced 89%Original 640 x 400

This one using DDS compression:

Reduced 35%Original 1600 x 1000

Stay tuned for an ingame look at it, and a preview of the supercarrier.

ah ha, looking good canada, let me know if anything is needed

Reply #2447 Top

just a question (sorry if its been brought up before i didnt feel like reading the past 97 pages)

but what would you convert the Vasari to? IMO the best option is to convert them to either Flood controlled ships etc (yes, its not very original ship model wise, but you could certainly do some interesting things with research/defense/weapons, everything really. everything you wanted to do to Halo technology but were afraid to ask =P)

or, you could convert them to the Heretic Fleet. again, not very different model wise, but you could always mix it up a bit... heretic ships are faster or repair faster or whatever.

i think the flood idea is better, gives you more room to move

but ill definitly be keeping an eye on this

Reply #2448 Top

Thanks dude, yeah most likely the flood is going to fill up the third spot. Their "capture style" gameplay type will add some gameplay variance and truthfully you can't have a Halo mod without them.

Reply #2449 Top

yeah canada ive completely lost all motivation because i lost all of my work.  everything because i had to reformat my computer last night and i forgot to back up the mod folder.

Reply #2450 Top

Quoting Dinoff, reply 24
yeah canada ive completely lost all motivation because i lost all of my work.  everything because i had to reformat my computer last night and i forgot to back up the mod folder.

oh no!! thats sad to hear,happend to me too once,lost like 5 years of collected materials.