[TRIALWIPMULTI]No-frills revised tactics/physics mod (WIP)
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- Posts: 49
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[TRIALWIPMULTI]No-frills revised tactics/physics mod (WIP)
This is another long description section, it's built above my previous mod released here...
This is a work in progress, this mod unlike other mods you've seen probably, is designed to be applied WITH OTHER MODS (Yep.) To do this correctly, apply this mod over the original, then apply the other mods above the modded map. You may use this mod in your own mod, just give me deserved credit, k? (It's not that hard, just a few words of recognition)
SCREENSHOTS (I had to reuse the screenshots, my program for capturing wasn't working and the print-screen key is broken off by accident)
http://files.halomods.com/download.php?id=54831 (Flamethrower flames that last way longer)
http://files.halomods.com/download.php?id=54830 (Purple Banshee Wings)
http://files.halomods.com/download.php?id=54397 (It's a bright bright bright sun shiny day! That's in bad GFX though.)
To convert this mod to full version, apply the sparkify patch to it.
LEMME DOWNLOAD LINK (For those who are illiterate or impatient)
http://files.halomods.com/download.php?id=54994
Note: To actually give this a rating, try the mod out first in an actual multiplayer game of 16 people! I really hate it when people judge mods when they didn't test the mod in an actual multiplayer game.
Notes: (Suggest you don't skip this part)
- Since my screenshot program and print-screen key is broken off, could someone take screenshots of the following in an ACTUAL MULTIPLAYER GAME (blood decals, environment
- Type "auto--aim" without the --. Notice something? (In this forum, not the mod)
- HUD is modified so it's more similar to half-life and other average FPS games.
- Partway simulated HDR, still experimental.
- I added some lighting effects for horrid-GFX people, like me. I'm happy with it. Good examples are the sun and headlights on warthogs.
- No frills player physics system(TM), NFPPS as it's called, so MC has more realistic rag-doll physics, especially when falling down.
- Backstabbing only works if shields are down.
- Headshots on all weapons, not just the pistol and sniper anymore, this includes the melee attack.
- Recoil and more defined accuracy system.
- A percentage scheme on the health and shields, and also more variable damage.
- Shooting at legs will not kill (I think.)
Featuring:
- The shaders are modified so the physics correspond to the material (I've a long way to go, but this should cover the main basics), origianally, roughly all the shader material was assigned to the material of dirt. Now, it goes like this: pistol is made outta metal. Therefore, everything related to it (Except grip, it was assumed that it was rubber) is made of metal.
- Anti-Lag: It makes the clients that join your server anti-pinglike; makes their computers render the positions of their MCs so they never experience movement-related lag. However, it slowed down my PC somewhat, and I saw the same kind of lag while hosting as if you were joining a game.
- Modified the physics of MC for more realism; ex: Shoot MC and he'll go look in random directions (simulated pain).
- Bullet's cause additional side-effects (EG: EMP for plasma and Lethal to guys that aren't aware for others)
- All matter-based projectiles will have some kind of force to them.
- Bullets now have caliber, in the original gameplay, being shot at was like being penetrated with a bullet the size of a real thin needle)
- Weapons respawn real fast.
- You start out with 9 grenades; max is 9 grenades.
- Everyone can only hold 3 clips at a time, hey, I got overburdened carring 10 7.76 clips.
- Recoil on weapons (similar to Halo 2, might change it to be more like Counter-Strike)
- BLOODY DEATHS [MORE BLOODY THAN KILL BILL]! Whoo, but I can't see the decals, dang it, could I get pics?
- Removed auto--aim because that's a horrible excuse to be an L33T, and it's freaking unrealistic.
- Reloading the weapons wastes unused ammo in current clip.
- Edited particle effects to be more realistic.
- Shield leaking. Even though your shield's still up, the more damaged your shield is, the more chance the damage is gonna leak into your health. Nice, eh? To compensate, the shields have no waiting time to regenerate, but they regenerate slightly slower.
- Remove the repeating effects of shield beeping when low and when it's depleted, and also the low health.
- Permanent decals that last during whole gameplay.
- Collusion damage on vehicles (Buggy except for banshee), which means that vehicles have health. If they're "dead," then it's no longer operatible. Also, bullets no longer damage the person itself when shooting at a completely unrelated part of vehicle, instead, the vehicle absorbes the damage. If you shoot at the person, you have a chance of completely penetrating the armor and damaging the person.
- Added a "sweet spot" on warthogs that explodes the vehicle. (Currently going under revision, but it's still there at least.)
- Red and blue lights @ bases, so you don't get confused about which base is red/blue, etc.
- New, ultraviolet purple banshee wing glow.
Notes for pics: My keyboard's print-screen key broke off, so I can't take in-game screenshots, and my fraps broke for no reason, it wouldn't launch, so I'm kinda forced to use used screenshots, hopefully I'll put down in-game screenies soon)
This is a work in progress, this mod unlike other mods you've seen probably, is designed to be applied WITH OTHER MODS (Yep.) To do this correctly, apply this mod over the original, then apply the other mods above the modded map. You may use this mod in your own mod, just give me deserved credit, k? (It's not that hard, just a few words of recognition)
SCREENSHOTS (I had to reuse the screenshots, my program for capturing wasn't working and the print-screen key is broken off by accident)
http://files.halomods.com/download.php?id=54831 (Flamethrower flames that last way longer)
http://files.halomods.com/download.php?id=54830 (Purple Banshee Wings)
http://files.halomods.com/download.php?id=54397 (It's a bright bright bright sun shiny day! That's in bad GFX though.)
To convert this mod to full version, apply the sparkify patch to it.
LEMME DOWNLOAD LINK (For those who are illiterate or impatient)
http://files.halomods.com/download.php?id=54994
Note: To actually give this a rating, try the mod out first in an actual multiplayer game of 16 people! I really hate it when people judge mods when they didn't test the mod in an actual multiplayer game.
Notes: (Suggest you don't skip this part)
- Since my screenshot program and print-screen key is broken off, could someone take screenshots of the following in an ACTUAL MULTIPLAYER GAME (blood decals, environment
- Type "auto--aim" without the --. Notice something? (In this forum, not the mod)
- HUD is modified so it's more similar to half-life and other average FPS games.
- Partway simulated HDR, still experimental.
- I added some lighting effects for horrid-GFX people, like me. I'm happy with it. Good examples are the sun and headlights on warthogs.
- No frills player physics system(TM), NFPPS as it's called, so MC has more realistic rag-doll physics, especially when falling down.
- Backstabbing only works if shields are down.
- Headshots on all weapons, not just the pistol and sniper anymore, this includes the melee attack.
- Recoil and more defined accuracy system.
- A percentage scheme on the health and shields, and also more variable damage.
- Shooting at legs will not kill (I think.)
Featuring:
- The shaders are modified so the physics correspond to the material (I've a long way to go, but this should cover the main basics), origianally, roughly all the shader material was assigned to the material of dirt. Now, it goes like this: pistol is made outta metal. Therefore, everything related to it (Except grip, it was assumed that it was rubber) is made of metal.
- Anti-Lag: It makes the clients that join your server anti-pinglike; makes their computers render the positions of their MCs so they never experience movement-related lag. However, it slowed down my PC somewhat, and I saw the same kind of lag while hosting as if you were joining a game.
- Modified the physics of MC for more realism; ex: Shoot MC and he'll go look in random directions (simulated pain).
- Bullet's cause additional side-effects (EG: EMP for plasma and Lethal to guys that aren't aware for others)
- All matter-based projectiles will have some kind of force to them.
- Bullets now have caliber, in the original gameplay, being shot at was like being penetrated with a bullet the size of a real thin needle)
- Weapons respawn real fast.
- You start out with 9 grenades; max is 9 grenades.
- Everyone can only hold 3 clips at a time, hey, I got overburdened carring 10 7.76 clips.
- Recoil on weapons (similar to Halo 2, might change it to be more like Counter-Strike)
- BLOODY DEATHS [MORE BLOODY THAN KILL BILL]! Whoo, but I can't see the decals, dang it, could I get pics?
- Removed auto--aim because that's a horrible excuse to be an L33T, and it's freaking unrealistic.
- Reloading the weapons wastes unused ammo in current clip.
- Edited particle effects to be more realistic.
- Shield leaking. Even though your shield's still up, the more damaged your shield is, the more chance the damage is gonna leak into your health. Nice, eh? To compensate, the shields have no waiting time to regenerate, but they regenerate slightly slower.
- Remove the repeating effects of shield beeping when low and when it's depleted, and also the low health.
- Permanent decals that last during whole gameplay.
- Collusion damage on vehicles (Buggy except for banshee), which means that vehicles have health. If they're "dead," then it's no longer operatible. Also, bullets no longer damage the person itself when shooting at a completely unrelated part of vehicle, instead, the vehicle absorbes the damage. If you shoot at the person, you have a chance of completely penetrating the armor and damaging the person.
- Added a "sweet spot" on warthogs that explodes the vehicle. (Currently going under revision, but it's still there at least.)
- Red and blue lights @ bases, so you don't get confused about which base is red/blue, etc.
- New, ultraviolet purple banshee wing glow.
Notes for pics: My keyboard's print-screen key broke off, so I can't take in-game screenshots, and my fraps broke for no reason, it wouldn't launch, so I'm kinda forced to use used screenshots, hopefully I'll put down in-game screenies soon)
- Attachments
-
- EH.zip
- THE MOD
- (78.92 KiB) Downloaded 84 times
[Font=Courier New]Eh?[/font]
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- Posts: 518
- Joined: Sun Jul 24, 2005 8:07 pm
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Re: [TRIALWIPMULTI]No-frills revised tactics/physics mod (WI
that works?343 PRODiGY wrote:To convert this mod to full version, apply the sparkify patch to it.
the mod seems interesting
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- Posts: 49
- Joined: Sun Oct 02, 2005 4:08 pm
- Location: To even understand what I was gonna say, you need a PhD in physics, right??
- Contact:
Re: [TRIALWIPMULTI]No-frills revised tactics/physics mod (WI
Yep, well, some anonymous guy sent it through e-mail to me, but my copy of sparkify patch was deleted and no one responded to my sparkify questions, so that's yet to be determined whether the stuff works on this mod.wasserbrunner wrote:that works?
[Font=Courier New]Eh?[/font]
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the sparkify for the trial. i have it. this is my email. brian42292@yahoo.com
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- Location: www.halo-trial.tz4.com
*raises hand* I'll be a modeler .
And if you want maybe you could find some use in me with HMT.
And if you want maybe you could find some use in me with HMT.
Please visit and register at www.halo-trial.tz4.com for some awesome models & skins. Thanks,
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Re: [TRIALWIPMULTI]No-frills revised tactics/physics mod (WI
autoaim ... auto aim (LOL)343 PRODiGY wrote: - Type "auto--aim" without the --. Notice something? (In this forum, not the mod)
??? What are you trying to say?
EDIT: interesting...probably just a joke. It's not like it's a bad word
C
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- Posts: 518
- Joined: Sun Jul 24, 2005 8:07 pm
- Location: united states
Re: [TRIALWIPMULTI]No-frills revised tactics/physics mod (WI
its not really a joke...its because in halo 2 au to aim is used to cheatCerealKiller wrote:Please ban me ... Please ban me (LOL)343 PRODiGY wrote: - Type "auto--aim" without the --. Notice something? (In this forum, not the mod)
??? What are you trying to say?
EDIT: interesting...probably just a joke. It's not like it's a bad word
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- Posts: 49
- Joined: Sun Oct 02, 2005 4:08 pm
- Location: To even understand what I was gonna say, you need a PhD in physics, right??
- Contact:
I forgot to add = the assault rifle uses same type of ammo as pistol (due to a serious glitch with assault rifle bullets I have no idea with; it causes exception errors when shooting at ground) and I replaced rocket warthog with normal warthog (Interesting exception errors; if you attempt to even interact with the model at all, it'll go quitting faster than your mom could do a pushup.)
BTW; I tested the mod out again and the collusion damage (Car crashes) for MC in vehicles is screwed up, it won't work (vehicle absorbs all of collusion damage and MC goes bye-bye if the vehicle dies)
BTW; I tested the mod out again and the collusion damage (Car crashes) for MC in vehicles is screwed up, it won't work (vehicle absorbs all of collusion damage and MC goes bye-bye if the vehicle dies)
[Font=Courier New]Eh?[/font]
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To answer your sparkify questions.
It wont convert at all.
What it does is it edits the header to be like full but its file structure is in trial.And converting it to full would take a while or a long time because of the lack of knowledge between the two.
There's notes (Swords notes) between the two but it wont explain enough how to convert.Anyways anyone with the ability to pmi/rebuild or convert stuff to trial wont say how because of obvious reasons.
Sparkify patches are meant to be used for to make trial maps work for progs that are meant for full.
Btw this mod seems really nice.
Oh also here's a link for the sparkify patches
http://www.megaupload.com/?d=L3FRA3OL
It wont convert at all.
What it does is it edits the header to be like full but its file structure is in trial.And converting it to full would take a while or a long time because of the lack of knowledge between the two.
There's notes (Swords notes) between the two but it wont explain enough how to convert.Anyways anyone with the ability to pmi/rebuild or convert stuff to trial wont say how because of obvious reasons.
Sparkify patches are meant to be used for to make trial maps work for progs that are meant for full.
Btw this mod seems really nice.
Oh also here's a link for the sparkify patches
http://www.megaupload.com/?d=L3FRA3OL