[Mod Package] Halo 2: Combat Evolved FINAL RC2

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Post by XD »

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.
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Redspike





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Post by Redspike »

wow , i didnt expect that many changes so soon, i cant wait.

XD you own! check ur pm >_> !
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Karlos





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Just thought I'd quickly mention an obvious mistake...

Post by Karlos »

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? :roll:

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

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! :lol:

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
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Re: Just thought I'd quickly mention an obvious mistake...

Post by ScottyGEE »

Karlos wrote:I've tested pistol headshots numerous amounts of times on Halo 1 (Xbox), and it is actually 3 headshots and not 4!
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...
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Post by DoorM4n »

would it work if u took all bitmaps from halo1 and put hem in halo 2 coagulation.....nul out trees and rocks set all halo 1 settings AND all u have left are those underground bases ;)


would be BLOODGULCH
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Re: Just thought I'd quickly mention an obvious mistake...

Post by XD »

ScottyGEE wrote:
Karlos wrote:I've tested pistol headshots numerous amounts of times on Halo 1 (Xbox), and it is actually 3 headshots and not 4!
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...
Correct. DoorM4n, stop bashing the n00bs. :)
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Re: Just thought I'd quickly mention an obvious mistake...

Post by DoorM4n »

XD wrote:Correct. DoorM4n, stop bashing the n00bs. :)
hehe, would be cool to have almost a perfect bloodgulch except those damn bases
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Post by ScottyGEE »

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 ;)
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hmmm

Post by {*2-x-T-u-E-s-D-a-Y-x-2*} »

the only thing im scared of was when you said clear your cache (x,y,z drives...)

:?
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Post by link_36p »

since i cant transmit mods i would like someone to make an action replay for this mod like all the new updates that come out it would reallly be a help to me ty :D
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Post by XD »

Your X,Y,Z are always being cleared and refilled. The cache makes games load faster after the first time. When it's cleared, it allows Halo 2 to load the new skins from shared.map. It doesn't hold any settings, or anything that'll make your xbox not work, that would be the C and E drives.
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Post by XD »

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.
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Post by MasterChief2829 »

what happened to that line hud?
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Post by XD »

Try extracting and editing shield_meter.bitm then you'll know why.
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Post by Jbiggs110 »

wouldn't it be possible to change the hex code so that it's injectable/extractable like with lightmaps?
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Post by imgettinowned »

when i go to download it i cvlik on free download and this shows up

You have requested the file Halo_2_-_Combat_Evolved_PAR_2.41.zip (20641521 Bytes). This file has been downloaded 43 times already.
IMPORTANT: Download-accelerators are only supported with a PREMIUM-Account!
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Post by Jbiggs110 »

Doesn't mean anything. Just wait for the counter to go down and the link to activate. That notice just tells you what you can do with a paid, premium account.
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Post by Dyer13 »

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 ;)
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...
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Post by Halo117 »

May just be me, but there is absolutly no changes on my maps or main menu.
I used the auto installer, and FTP all maps onto my Xbox.
No changes, and i cleared the cache, twice, just to make sure.

Whats the problem ?
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Post by XD »

Are you FTP'ing the source maps, or the modded maps?
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