Search found 940 matches
- Tue Feb 23, 2016 1:52 pm
- Forum: HaloMD
- Topic: Online Halo co-op
- Replies: 7
- Views: 5919
Re: Online Halo co-op
I've tried syncing AI, but I just, for some reason, can't sync the weapons, projectiles, or dialog sounds themselves. I can sync the locations, animations, velocity, and other stuff, though it requires an extra socket to be used. Scripts won't sync, either, by the way. This is me playing the Silent ...
- Tue Nov 24, 2015 5:20 pm
- Forum: Mod Releases
- Topic: Final Mods
- Replies: 8
- Views: 7253
Re: Final Mods
Well... 002 hates big ass for example ;), and it's not really because of ripping per say; it's for other reasons. Hate requires that I care about it, and I don't, because I only join it once or twice to just screw around. I do dislike it. It's ugly, oversized for even 16 players, it's got a lot mor...
- Mon Nov 23, 2015 7:26 am
- Forum: HaloMD
- Topic: Spawn Camping
- Replies: 22
- Views: 6922
Re: Spawn Camping
If you are being spawn killed, you should get away and attack the invaders from a distance. Otherwise, use the pistol and be resourceful. If the map were to have more spawn points, you could also manipulate the spawning system by standing near spawn points that are away from the base. Halo will try ...
- Mon Nov 23, 2015 5:50 am
- Forum: HaloMD
- Topic: Spawn Camping
- Replies: 22
- Views: 6922
Re: Spawn Camping
Yes but I've found spawn camping an issue in BG CTF more often because players are going for kills not captures. That is, they are not in a real match, just some casual public server, and not playing the game variant "correctly." Actually, you can play the game variant "correctly&quo...
- Sun Nov 22, 2015 10:28 pm
- Forum: HaloMD
- Topic: Spawn Camping
- Replies: 22
- Views: 6922
Re: Spawn Camping
Even maps designed by Bungie are easily susceptible to easy spawn camping. Halo does have a system to deter spawn killing by spawning players closer to teammates and farther from enemies, but because all of the spawn points are so densely packed together in Blood Gulch, this system isn't very effect...
- Fri Nov 06, 2015 2:44 pm
- Forum: HaloMD
- Topic: inappropriate language on games
- Replies: 36
- Views: 8911
Re: inappropriate language on games
Oh boy, one of these freedom of speech topics. I think people fail to realize that there is no such thing as true freedom of speech, especially in the United States. This has been proven time and time again (e.g. you can't post child pornography, you can't threaten to bomb a public building, etc.), ...
- Sun Oct 11, 2015 7:18 pm
- Forum: HaloMD
- Topic: Name hack for halo on MD(Manually)
- Replies: 6
- Views: 4221
Re: Name hack for halo on MD(Manually)
If you join a server and someone is currently using your name on that server, then the server gives you a random generic name.
- Fri Oct 09, 2015 3:08 pm
- Forum: HaloMD
- Topic: Name hack for halo on MD(Manually)
- Replies: 6
- Views: 4221
Re: Name hack for halo on MD(Manually)
Usernames aren't reserved, so anyone can be called anyone at any time.
- Sun Sep 13, 2015 9:14 pm
- Forum: General Discussion
- Topic: Old Modders
- Replies: 88
- Views: 127325
Re: Old Modders
Thought I'd pop in and see how everything's going. I was looking back at my old posts and realized what a noob I was :lol: It's not fun growing up, because then you see what a stupid kid you were. Haha, same. I can barely read some stuff I wrote a while ago, and sometimes I wonder why I typed what ...
- Wed Sep 02, 2015 12:10 am
- Forum: Halo Demo Tutorials
- Topic: Chainspawning without importing anything!
- Replies: 0
- Views: 21529
Chainspawning without importing anything!
I know Halo Demo is long gone, and it's likely that nobody will ever make use of this topic, but I figured that this topic will answer some of the question from when people were around: Chainspawning is when an object is spawned by an object that was spawned by another object. For example, if you fi...
Re: HaloMD
A while ago, I made it so Shader Workaround won't do anything if you are on the latest version of HaloMD. It will detect the changes made in 1.0b38 and then do nothing afterwards.
- Sat Jul 04, 2015 4:31 pm
- Forum: HaloMD
- Topic: Taking the light out
- Replies: 16
- Views: 4545
Re: Taking the light out
Something is probably broken if that's the case. Here's a map with the lightmaps set to black. You can replace the BSP by recursively extracting the sbsp tag in this map, expand your own map, then go to BSP selection and select the extracted BSP.
http://protonnebula.com/darkgulch.map.zip
http://protonnebula.com/darkgulch.map.zip
- Fri Jul 03, 2015 12:04 am
- Forum: HaloMD
- Topic: Taking the light out
- Replies: 16
- Views: 4545
Re: Taking the light out
Oh, I'm using Sparky's plugins.
http://protonnebula.com/Sparky%27s%20Plugins.zip
And nevermind about Shader Workaround, if you're not using it.
http://protonnebula.com/Sparky%27s%20Plugins.zip
And nevermind about Shader Workaround, if you're not using it.
- Thu Jul 02, 2015 7:02 pm
- Forum: HaloMD
- Topic: What Really Goes Down At OpenCarnage
- Replies: 4
- Views: 3040
Re: What Really Goes Down At OpenCarnage
Can confirm this.
- Tue Jun 30, 2015 1:34 pm
- Forum: HaloMD
- Topic: Taking the light out
- Replies: 16
- Views: 4545
Re: Taking the light out
null out the "bitm levels\test\bloodgulch\bloodgulch 000818" in the "sbsp levels\test\bloodgulch\bloodgulch" Eww. Don't do that. You'll just use Halo's default fast lighting. Have you even tried doing this?? Tried nulling out what you said samuco, but now it looks even brighter ...