[Mod Package] Halo 2: Combat Evolved FINAL RC2
I'm getting a bugfix release ready.
Fixes:
* Characters (Bipeds) are now 100% the same again, like in v2. When I put in fall damage, it created some glitches because I didn't know EXACTLY what value fall damage was, just the general area. Now that I've found it, I've released the plugin (located on halomods), and there will be no more glitches. This means that the "shooting to the left" glitch will be fixed. You might not have known, but on Ascension and Foundation, I used a different way to get those values in called "injection", which screwed with other stuff then the main biped values, ultimately screwing up where the game thought your gun was. Therefore, in those two maps, you can no longer get correct noscopes, and etc. The pistol aim seemed to be on though, it might be just been the sniper. A bug none-the-less, and annoying. This is fixed in the next version. It also caused the game to not visibily show your shield going down (on those 2 maps). Things like that are definitely fixed because I isolated fall damage.
* Shield meter in split-screen will work (an easy fix, I forgot that split-screen needed half of the Y value then the full-screen shield, for obvious reasons)
* Containment/Warlock had the Pistol/AR labeled incorrectly, which lead to an incorrect ammo bar
* Warlock had too easy of an overshield spawn, it's now moved further back in the red/blue bases
* Snipers 2x will be LABELED as 2x
* Backpack weapons will be changed in H2:CE, not in the shared.map, so those HUD changes won't be there when you play regular H2 anymore. You'll now also be seeing the correct assault rifle backpack image instead of the SMG
* Falling damage is more forgivable. It won't be as random anymore with damage
That's it. Not big changes, and you don't HAVE to get it, but if you want those changes, then you will get it. You'll get it some time later today. No new features, but some good and needed fixes.
Fixes:
* Characters (Bipeds) are now 100% the same again, like in v2. When I put in fall damage, it created some glitches because I didn't know EXACTLY what value fall damage was, just the general area. Now that I've found it, I've released the plugin (located on halomods), and there will be no more glitches. This means that the "shooting to the left" glitch will be fixed. You might not have known, but on Ascension and Foundation, I used a different way to get those values in called "injection", which screwed with other stuff then the main biped values, ultimately screwing up where the game thought your gun was. Therefore, in those two maps, you can no longer get correct noscopes, and etc. The pistol aim seemed to be on though, it might be just been the sniper. A bug none-the-less, and annoying. This is fixed in the next version. It also caused the game to not visibily show your shield going down (on those 2 maps). Things like that are definitely fixed because I isolated fall damage.
* Shield meter in split-screen will work (an easy fix, I forgot that split-screen needed half of the Y value then the full-screen shield, for obvious reasons)
* Containment/Warlock had the Pistol/AR labeled incorrectly, which lead to an incorrect ammo bar
* Warlock had too easy of an overshield spawn, it's now moved further back in the red/blue bases
* Snipers 2x will be LABELED as 2x
* Backpack weapons will be changed in H2:CE, not in the shared.map, so those HUD changes won't be there when you play regular H2 anymore. You'll now also be seeing the correct assault rifle backpack image instead of the SMG
* Falling damage is more forgivable. It won't be as random anymore with damage
That's it. Not big changes, and you don't HAVE to get it, but if you want those changes, then you will get it. You'll get it some time later today. No new features, but some good and needed fixes.
Just thought I'd quickly mention an obvious mistake...
I've tested pistol headshots numerous amounts of times on Halo 1 (Xbox), and it is actually 3 headshots and not 4!
So in future versions, could this be corrected please?
Unless you didn't like 3, so you upped it to 4!
2 headshots with a pistol would take a good majority of your shield down without taking away any of the bottom bars of your life, and the third headshot would leave you dead on the floor without your shield showing a critical flashing/beeping of depletion!
If you're not convinced, then quickly set up a multiplayer game and have a Master Chief standing still anywhere on the chosen map and then test my theory!
I do have Halo PC as well, but obviously it's a little harder to test on that, unless you find a player who is currently idle, but I believe it is still the same as that on the Xbox!
Fond Regards,
Karlos
So in future versions, could this be corrected please?

Unless you didn't like 3, so you upped it to 4!

2 headshots with a pistol would take a good majority of your shield down without taking away any of the bottom bars of your life, and the third headshot would leave you dead on the floor without your shield showing a critical flashing/beeping of depletion!
If you're not convinced, then quickly set up a multiplayer game and have a Master Chief standing still anywhere on the chosen map and then test my theory!

I do have Halo PC as well, but obviously it's a little harder to test on that, unless you find a player who is currently idle, but I believe it is still the same as that on the Xbox!
Fond Regards,
Karlos
Re: Just thought I'd quickly mention an obvious mistake...
many times XD has said that this mod isnt a HALO 1 COVERSION...it is to make halo2 more balanced and alot more fun to play online...so it is not a mistake that its 4 hs's it was XD's descision to make it that way...Karlos wrote:I've tested pistol headshots numerous amounts of times on Halo 1 (Xbox), and it is actually 3 headshots and not 4!
Re: Just thought I'd quickly mention an obvious mistake...
Correct. DoorM4n, stop bashing the n00bs.ScottyGEE wrote:many times XD has said that this mod isnt a HALO 1 COVERSION...it is to make halo2 more balanced and alot more fun to play online...so it is not a mistake that its 4 hs's it was XD's descision to make it that way...Karlos wrote:I've tested pistol headshots numerous amounts of times on Halo 1 (Xbox), and it is actually 3 headshots and not 4!

- DoorM4n
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Re: Just thought I'd quickly mention an obvious mistake...
hehe, would be cool to have almost a perfect bloodgulch except those damn basesXD wrote:Correct. DoorM4n, stop bashing the n00bs.
The maximum signature size is 500x120px at 75kb.
doorm4n...
there has already been a bloodgulch mod released AGES ago with all the correct textures from halo1...
but there is no real way that i know of to get rid of the trees properly...the closest way that i know of is injeting an invis bitmap over the trees so u cant see them...but that doesnt stop the collision does it?
the original bloodgulch was less balanced for CTF than this one...but at least it had less pixxelated grass
there has already been a bloodgulch mod released AGES ago with all the correct textures from halo1...
but there is no real way that i know of to get rid of the trees properly...the closest way that i know of is injeting an invis bitmap over the trees so u cant see them...but that doesnt stop the collision does it?

the original bloodgulch was less balanced for CTF than this one...but at least it had less pixxelated grass

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- Posts: 32
- Joined: Sat Jul 02, 2005 7:04 pm
hmmm
the only thing im scared of was when you said clear your cache (x,y,z drives...)


if you are here then where are they?
Halo 2 - Combat Evolved v2.4
* Characters (Bipeds) are now 100% the same again, like in v2. When I put in fall damage, it created some glitches because I didn't know EXACTLY what value fall damage was, just the general area. Now that I've found it, I've released the plugin (located on halomods), and there will be no more glitches. This means that the "shooting to the left" glitch will be fixed. You might not have known, but on Ascension and Foundation, I used a different way to get those values in called "injection", which screwed with other stuff then the main biped values, ultimately screwing up where the game thought your gun was. Therefore, in those two maps, you can no longer get correct noscopes, and etc. The pistol aim seemed to be on though, it might be just been the sniper. A bug none-the-less, and annoying. This is fixed in the next version. It also caused the game to not visibily show your shield going down (on those 2 maps). Things like that are definitely fixed because I isolated fall damage.
* Shield meter in split-screen will work (an easy fix, I forgot that split-screen needed half of the Y value then the full-screen shield, for obvious reasons)
* Containment/Warlock had the Pistol/AR labeled incorrectly, which lead to an incorrect ammo bar
* Warlock had too easy of an overshield spawn, it's now moved further back in the red/blue bases
* The midship spawns were too close to the Sword and easily abusable. Now, they're in much smarter places, so that it can't be used with a power weapon
* Powerups have 2 minute respawn times in smaller maps
* Snipers 2x will be LABELED as 2x
* Backpack weapons will be changed in H2:CE, not in the shared.map, so those HUD changes won't be there when you play regular H2 anymore. You'll now also be seeing the correct assault rifle backpack image instead of the SMG
* Falling damage is more forgivable. It won't be as random anymore with damage
* Lots of changes to the feel of the game, especially with the Pistol, spread changes and other changes help this.
DOWNLOAD
Pistol/AR Version: http://rapidshare.de/files/4911212/Halo ... 1.zip.html
If you downloaded within the first 2 hours of release, please redownload from the new link as some bugs have been fixed since.
* Characters (Bipeds) are now 100% the same again, like in v2. When I put in fall damage, it created some glitches because I didn't know EXACTLY what value fall damage was, just the general area. Now that I've found it, I've released the plugin (located on halomods), and there will be no more glitches. This means that the "shooting to the left" glitch will be fixed. You might not have known, but on Ascension and Foundation, I used a different way to get those values in called "injection", which screwed with other stuff then the main biped values, ultimately screwing up where the game thought your gun was. Therefore, in those two maps, you can no longer get correct noscopes, and etc. The pistol aim seemed to be on though, it might be just been the sniper. A bug none-the-less, and annoying. This is fixed in the next version. It also caused the game to not visibily show your shield going down (on those 2 maps). Things like that are definitely fixed because I isolated fall damage.
* Shield meter in split-screen will work (an easy fix, I forgot that split-screen needed half of the Y value then the full-screen shield, for obvious reasons)
* Containment/Warlock had the Pistol/AR labeled incorrectly, which lead to an incorrect ammo bar
* Warlock had too easy of an overshield spawn, it's now moved further back in the red/blue bases
* The midship spawns were too close to the Sword and easily abusable. Now, they're in much smarter places, so that it can't be used with a power weapon
* Powerups have 2 minute respawn times in smaller maps
* Snipers 2x will be LABELED as 2x
* Backpack weapons will be changed in H2:CE, not in the shared.map, so those HUD changes won't be there when you play regular H2 anymore. You'll now also be seeing the correct assault rifle backpack image instead of the SMG
* Falling damage is more forgivable. It won't be as random anymore with damage
* Lots of changes to the feel of the game, especially with the Pistol, spread changes and other changes help this.
DOWNLOAD
Pistol/AR Version: http://rapidshare.de/files/4911212/Halo ... 1.zip.html
If you downloaded within the first 2 hours of release, please redownload from the new link as some bugs have been fixed since.
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- Posts: 111
- Joined: Tue Jun 21, 2005 1:56 pm
I dont know if it is possible with halo 2, but if it is, this is what you could do.... extract the map .obj/maxscript/whatever it is.. file and in 3ds max, take the vertices that make the trees, and move them so they are level with the rest of the ground...the skin may look a little weird, but you wont have to deal with the collision, and you can't see the big trees sticking out of the ground... the same thing goes for the rocks... AND also, on the base, you could move the "bridges" on the base so they are flat, or right against the rest of the base, and then you could move the ground around the base upwards and stretch them to fill-in/cover the doorways at the bottom of the base, ans then inside the base, move the vertices over to cover the hole to go to the bottom if you wanted to...ScottyGEE wrote:doorm4n...
there has already been a bloodgulch mod released AGES ago with all the correct textures from halo1...
but there is no real way that i know of to get rid of the trees properly...the closest way that i know of is injeting an invis bitmap over the trees so u cant see them...but that doesnt stop the collision does it?
the original bloodgulch was less balanced for CTF than this one...but at least it had less pixxelated grass