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Attempt #3

haloman30

2,940 views

Well, it's that time again. A third rebuild of Forerunner.map which still fails to live up to the name in any way shape or form! :D

Screenshots:

 

Spoiler

Cvilian Bipeds

3kaVlpF.jpg

Most of the added vehicles and bipeds, non-injected

7nk0Ypr.jpg

SCARAB RUN

8Bvv44m.jpg

More Skulls and more Bipeds

JyKHRMh.jpg

SABRE ADDED WOO

CODCBj3.jpg

Hold RB to take control of character...

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Making the bipeds shinier to give the illusion of being wet from the rain

FXeVhWM.jpg

Placable effects test...

HUfxZiZ.jpg

..has some strange effects

mrRwDx9.jpg

When you take control of a Monitor:

uzVKhOB.jpg

Reintroducing... PLANES!

CG8Nh6P.jpg

Also went and added some new terrain 'blobs' for creating more natural looking terrain on top of the planes or adding onto existing terrain

RdYb9gO.jpg

To aid that, we have Terrain 'discs'

pHmcufi.jpg

And why not add some wooden forge pieces?

jK5uLN5.jpg

Spheres because Forge lacks round objects

FachRGX.jpg

Glass spheres look 20x better when within the normal map area:

ejqItTq.jpg

Other random props (protip: marine helmet can be colored)

HMnPacN.jpg

I may or may not stick with this skybox:

hPcrLj0.jpg

I am not kidding when I say that these snuck into the map without me knowing (only Pelican is drivable, Phantom/Spirit are having seat problems (or something idfk)

OLw31lz.jpg

Phantom:

41d0250f338ea4723d02280b35411249.jpg

Seraph:

a66f942c30682922b229f495732ec56c.jpg

Spirit:

8ed8645c4ab7e0174f8e977568b9a9ac.jpg

Frigate Scenery:

4b37d4b2a156a2155f12396b306b6569.jpg

Halo 5 Ghosts/Hogs, and AA Wraith/Motorcycle

nz0e2MR.jpg

 

Download Link: http://www.mediafire.com/download/6vxndb5kvzdwbrk/forerunner_3.8a.zip

Current Public Version: v3.8a

ETA for next update: Unlikely to ever come without a full rebuild, I am busy with my gaming community and pretty much every planned feature is either already added or simply won't actually work due to the amount of tags being loaded (or map size idk). Also trying to learn some amount of programming and start developing games.

Spoiler

Infact I have something to show for it (ehh somewhat). Here you can download a launcher test..thing I cobbled together. It serves no real function in terms of a game but most launcher functions work to some extent.

The username/pass are written to a file (in a real test they would be connecting to an auth server, but I don't have one at the moment (shocker). The update checker works in a very basic way, in that it checks to see if a file exists on a web URL. It doesn't check size nor is there any true version checking, it will say there is an update regardless of if you are on the latest version (but if the file were removed from my webserver it would not find an update. Various settings are built into the launcher and are all written to config files. The license key input is written to a file as well. If you put an application or any file for that matter into the versions folder it will infact run it through the launcher.

If my project starts to get some amount of progress behind it in terms of an actual game, I will start a new blog on this site relating to it.

Launcher v0.0.4 Downloadhttp://www.mediafire.com/download/d587c87pvddcvum/WindowsFormsApplication2.exe

*This is uncertain, may or may not happen*WARNING: Upon the map's final release, the current forge menu layout will be merged into the default Forge palette. This will cause any maps created prior to break (assuming they work between updates). Because of this, there will be a version immediately before the forge menu redo with the final feature set to let those who have maps already to play them, and the MapID *may* be changed for the final release.  tl;dr, It isn't happening. Forge as you please.

Please be aware that I will not be making every version available for download. The public version will be updated when I feel there are enough changes that are worthy of an update (mainly because it takes a year to upload the files)

Multiplayer Compatibility: v3.7 and below confirmed to work (others are unknown, feel free to try it over LiNK and whatnot)

Known Bugs/Crashes: 1 (If you find any please report them)

  • Space Banshee no longer works (was likely broken at some point down the road)

Changelog:

 

Spoiler

--[ v3.8a

* Random release of latest version, specific feature set unknown till I get back into it. This is the map as it last was on my console. Enjoy

--[ v3.8

+ Added Sword Ghost

+ Added Ghost Ultra

+ Added Corp Warthogs

+ Added ONI Warthogs

+ Added Window, One Way

+ Added Light Bridge

+ Added Light Bridge, Human

+ Added Motorcycle

+ Added Anti Air Wraith

--[ v3.7

+ Added Space Banshee

+ Added all Grunt variants to Forge menu

+ Added more props to Forge menu

+ Added all Jackal variants to Forge menu

+ Added Seraph

+ Added Frigate

+ Added Frigate Cannons

+ Added sounds to Frigate Cannons, Seraph, and Space Banshee

* Phantom is now drivable

* Spirit is now drivable

* Pelican is now drivable

* More realism work (shaders and sounds but mostly sounds)

--[ v3.6

+ Added Pelican, Spirit, and Phantom to Forge menus (they were in the map since who knows when)

+ Added a bunch of garbage to the forge menus (literally, see Props menu)

--[ v3.5

+ Changed the skybox

+ Added some easter eggs (think secret skulls ;) ) I am a liar this hasn't happened yet

+ Some work involving additional visual filters

--[ v3.4

+ Added Planes (Grass, Water, Rock, Metal, Sand, Debug)

+ Added Blobs (Grass, Sand)

+ Added Discs (Grass, Water, Sand, Rock)

+ Added Wood Blocks (Door, Window, Wall, Wall Double, Coliseum Wall, Block 2x1, Block 3x3, Block 5x5 Flat, Wall Curved)

+ Added Spheres (Metal, Glass, Wood)

--[ v3.3

+ Made all Civilian variants available in the forge menu

+ Made all Marine variants available in the forge menu

--[ v3.2

+ Added Sabre

+ Added Fast Banshee/Ghost to forge menus

- Removed the intense fog (to enable, change the fog in the map to use the one that does NOT have 'default' in the name)

+ Set sound effects to sabre

+ Made female civilian head shader more reflective

+ Replaced AI spawner with effect spawner (behaves strangely)

--[ v3.1

+ Added drivable bipeds (works on anything except brutes, brutes can be entered but not moved)

--[ v3

* All previous content was DROPPED

+ Added Scarab, drivable thanks to GINT tag (but not really due to broken af movement)

+ Added Grunt, Brute, Jackal, Civilian (male/female), and Marine Bipeds (all variants coming soon)

+ Added Spartan/Elite biped variants to forge menu

+ Added Supply Hog

+ Added Rebel Hog

+ Unlocked all Falcon Variants

+ Unlocked all Warthog Variants

+ Unlocked all Shade Turret variants

+ Unlocked Invisible Blocks

+ Added Scarab Gun

+ Added Brute Plasma Rifle (mostly, projectiles are still blue)

+ Added Halo CE Assault Rifle/Magnum (todo: increase damage for magnum)

+ Added Rocket AR (Does it really need explanation)

+ Added 'Fast' variants of the Banshee + Ghost for fast navigation across the map (may be hard to drive :P)

--[ v2.5

- Added Marty Plane

--[ v2.4

- Added Scarab Gun

- Added Corvette Gun

- Added more Planes (Lava, Ash, Snow, Molten Rock, Dirt)

- Texturized Target Locator

- Added fully textured Pillar of Autumn scenery

- Added "$op_magnum"

- Added Golden Gun

- Added Gold Sniper

- Added Gold Sniper Ammo

- Added "Bench, 6 Seat"

--[ v2

- Rebuilt everything

- Added all previous content

- Added Warthog, Civilian

- Added Target Locator model

--[ v1.1

- Added 6 Terrain "Planes"

- Changed Sniper Rifle scope

- Broke the Motorcylce and AA Wraith

--[ v1

- Initial creation

- Changed Needler, Assault Rifle, Magnum and DMR

- Added Covenant Cruiser

- Added Motorcycle

- Made all Falcons, Shades, and Warthogs availible

- Added Supply Hog

- Added Rebel Hog

- Made gametype-specific equipment availible

- Added forge-able Bipeds

 

Planned Features

Spoiler

======PLANNED FEATURES:

* Easter eggs (secret skulls anyone?) Objects wont spawn when referenced in scnr for whatever reason

* Forerunner vehicles/weapons (so that the name will make sense, was actually the original plan for the first map) The whole map breaks with further injections (and apparently also tag dupes, the weapons would have been a bunch of forge object dupes attached to weapons or vehicles)

* PoA Scenery Map approaching 300MB, may not happen The whole map breaks with further injections

* Covie Cruiser Scenery Map approaching 300MB, may not happen The whole map breaks with further injections

* Sabre vehicle Done

* TankHog Done

* WraithHog Done

* Anti-Air Wraith (all new) Done

* Grass, Snow, Sand, Water, Ice, Dirt, Rock, Marty, Volcanic Rock, Ash, Lava, and many more planes Done

* Finish Brute Plasma Rifle effects The whole map breaks with further injections (and apparently also tag dupes, would have been a recolored plasma rifle particle)

* MAC Cannon Map approaching 300MB, may not happen The whole map breaks with further injections

* A skybox from one of the CEA maps (or any skybox that looks cool AND WORKS) Map approaching 300MB, may not happen It Happened (Done)

* Motorcycle Done

* Placeable Effects (sparks, fire, etc) Halo 5 forge anyone? :D Effects either won't spawn period or will get attached to the crosshairs

* Placeable Weather (rain. snow, embers) Seems to be impossible currently :(

* Named Location Marker Done

* Drivable Bipeds (as seen in Gamecheat13's Cliffside) Done

* ?Trait Zones? Requires gametype to function, doesn't work within Forge apparently(use Mythic Slayer gametype) (if anyone knows otherwise do tell)

 

 

Previous Public Versions

 

 


Tzar Maikeru likes this


41 Comments




Wow, it looks awesome with all of those bipeds.

Will there be Hunters BTW? And will these controllable bipeds be able to melee?

 

I'd like to play this mod.

 

Hunters and Engineers both plan to be added, and sadly they won't be able to melee :(

 

 

eta on it? looks good man nice job

 

Thanks, and ETA on public release is set to be the next update, which will focus on actual forge objects instead of injecting stuff from campaign.

 

Assuming the map doesn't become overloaded and the map doesn't get messed due to mainmenu.map (the map is approaching 300MB so injection is likely going to have to come to a halt at this point), I think it ought to be quite good for forgers. :3

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Hunters and Engineers both plan to be added, and sadly they won't be able to melee :(

Ow, that's bad. :(

 

I hope someone finds a way to make them melee while being controlled by a player.

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All injection is using raw injection, so you should be able to just load it w/o any "goto Firefight/Campaign 1st" etc. :)

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Ok.

Got it working just fine.

The Scarab is a little glitchy, it will spawn mid-air and won't fall.

 

Yeah, I wasn't able to figure out what was up with that :/

I will likely come back to it once I am unable to add more content.

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Wait, I saw the "Motorcycle" in your Planned Features List.

But I can't find it in the map. I need to check again for it.

 

EDIT: Also, do you plan on adding AI by any chance?

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Motorcycle is planned, not yet added.

 

AI are technically in the map, however they can't move around whatsoever or do anything besides look and shoot. If you or anyone else know of ways to get them to be more interesting I'd be happy to improve them and add them to the forge menus.

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the pelican, phantom and spirit will have injected with the [char] of an ai biped. nice work btw, will test on system link (I have 2 rgh consoles) at the weekend.

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the map is approaching 300MB so injection is likely going to have to come to a halt at this point.

not quite sure where the problem is, any .map filesize can be used, it will load slowly, but can work. I've had version of my mod going over 500mb before so don't let that stop you. but make sure you have backups

 

edit:

just checked m70.map is over 300mb by default.

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not quite sure where the problem is, any .map filesize can be used, it will load slowly, but can work. I've had version of my mod going over 500mb before so don't let that stop you. but make sure you have backups

 

edit:

just checked m70.map is over 300mb by default.

 

I attempted BSP injection and the 500-ish MB filesize broke the map on every attempt

 

But yeah I have been looking and since some maps are plenty bigger than 300mb. I plan to get anything suggested and most/all of the 'Planned Features' content added. (Now if only I could scale phmo I could really get nuts with terrain D:)

 

Also does anyone know how to fix the seats on Phantoms/Spirits?

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Also does anyone know how to fix the seats on Phantoms/Spirits?

from when I last did it, the phantom and spirit were a pain in the ass. I had to make a new marker in the [mode] that is above the cabin and set that to the entry point marker. in the seats block you have to change the animation to something you can use, and the marker to the driver seat, also check the flags so that they match the falcon except use the "invisible" bit to hide the biped while you are driving.

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Hopefully the Phantom and the Spirit are driveable.

Also, I hope there are more bipeds for the next version (Hunters, please) and AI.

BTW, is it possible to add the AI without replacing the already injected bipeds?

Whenever I try to add AI, the bipeds are replaced as well and they become glitchy.

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from when I last did it, the phantom and spirit were a pain in the ass. I had to make a new marker in the [mode] that is above the cabin and set that to the entry point marker. in the seats block you have to change the animation to something you can use, and the marker to the driver seat, also check the flags so that they match the falcon except use the "invisible" bit to hide the biped while you are driving.

 

I found out i was retarded and had one of the flags left on that kept players from entering. :P

 

 

Hopefully the Phantom and the Spirit are driveable.

Also, I hope there are more bipeds for the next version (Hunters, please) and AI.

BTW, is it possible to add the AI without replacing the already injected bipeds?

Whenever I try to add AI, the bipeds are replaced as well and they become glitchy.

Phantom and Spirit are both drivable, and Hunters will be added next - along with some other injection stuff. But this may be some of the last injection, unless there are further suggestions. As for AI I mentioned before that they cannot do anything besides look and shoot. If you have a way to get them to walk around or do something I'd be happy to add them. As for your AI issues, I never had a problem like that. Usually assembly ignores existing tags when injecting..

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All right, so I made a good comment regarding this mod and a lockout came to delete it.

Well, all I have to say is that this mod, as of 3.7, is really good.

However, the Effects spawns will just spawn blue fire (no blood, no sparkles, etc).

Also, the Seraph sounds kind of funny with the Banshee SFX.

 

BTW, you should add the SFX of the Shade turret to the turrets of both Phantom and Spirit (they sound the same).

 

One last thing: There is a small bug that lets you control other players (not bipeds, players).

 

EDIT: Also, I can't find the Frigate.

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All right, so I made a good comment regarding this mod and a lockout came to delete it.

Well, all I have to say is that this mod, as of 3.7, is really good.

However, the Effects spawns will just spawn blue fire (no blood, no sparkles, etc).

Also, the Seraph sounds kind of funny with the Banshee SFX.

 

BTW, you should add the SFX of the Shade turret to the turrets of both Phantom and Spirit (they sound the same).

 

One last thing: There is a small bug that lets you control other players (not bipeds, players).

 

EDIT: Also, I can't find the Frigate.

 

The effects are currently unfinished.

 

I had to put the banshee sound on the seraph due to the lack of proper sound injection from campaign (as such, assembly ignores sounds)

 

The reason you can control players is due to the fact that the spartan and elite bipeds have seats, and since your player is the biped.... well yeah.

 

I do think I know a way to fix it however. Be sure to check v3.8

 

Also the frigate is actually considered a prop (a large one but still) since it is not (yet) drivable. The turrets on the frigate can be operated currently, just the HUD string doesn't show up.

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