[MOD] Bloodgulch Extreme 2.0 release

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TaxiService
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Re: [WIP] Bloodgulch Extreme (0.9 release!!!)

Post by TaxiService » Sun Mar 04, 2012 2:05 am

>Your grammar. It pains me.

I was mocking Mr. Clash, here. I assumed it would have been obvious.

The "i am piss" cracks me up every time. XD
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Sparky
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Re: [WIP] Bloodgulch Extreme (1.0 development)

Post by Sparky » Sun Mar 04, 2012 3:55 pm

I knew that but decided to get in on the action... and by action I mean some sort of reference with which I am unfamiliar. Is it perhaps from The Karate Kid?

Anyway, today I'm resting from BGX development since this thing has been day in-day out (or is that day in/out, or maybe day nout? hmm... lol gotta love these digressions!) and has become like work to me, even though you school folks and other er... "employed" people would consider it worthy of a hobby. So yeah, lots of time spent + Sabbath day = try to make Sunday a day of rest and to keep it holy.

Speaking of holy, I haven't really had a nice day today because ... well, nevermind, let's try to be positive. Happy things. (My life is torture.) ERM... what I meant to say was, ... well, nevermind. Oh, yeah, new paragraph.

So, how are you guys doing? I absolutely hate it when people stop treating each other with compassion; it just starts ruining everyone's life. A path of compassion, truth and understanding yields happiness and acceptance and goes nowhere near bickering and wicked moronic tendencies. When people forget to think in terms of positive compassion, that's where you see bad shifts in approach and behavior and stupid decisions. Love everyone else as yourself. Treat people with respect because they are in fact valuable human beings; and try to understand how they are valuable by treating them with compassion rather than manipulative nonsense. Man, I hate it when people are manipulative... just gotta forgive them and move on, though. The problems start coming in when they stop being loving people; it is only right to do good though.

(How's that for another digression?)

*reads subject line* oh yeah, bloodgulch extreme... well let's see what Moanday... i mean Monday... brings. Just the central tunnel system and that's essentially a finished terrain! Then there's:

- supersecretsurprisestuff
- portaling
- miscellaneous extras
- revising the red base security system
- placement of lalalayoucan'thearthiscoveryourearslalala
- lights
- relocating netgame flags to incorporate the entire map
- adjusting the lalalasomethingsomething underground and messing with lala's some more in testing (possible in Eschaton though)
- maybe making some more la's for the lalala lala lala thingy, since the lala is messed up
- a nicer radiosity

... all which can be done in one or two more days, so this will probably turn into a grand total of a 2-week project. not bad, not bad...
Check back monday or tuesday night if you want. See you then.
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Fonzeh
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Re: [WIP] Bloodgulch Extreme (1.0 development)

Post by Fonzeh » Sun Mar 04, 2012 7:47 pm

A suggestion.

More greenery.

that is all.
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Re: [WIP] Bloodgulch Extreme (1.0 development)

Post by Amy » Mon Mar 05, 2012 4:49 am

I saw the picture of the waterfalls in bloodgulch and I literately said "what the nigger." outloud. My dad kinda got mad at me xD.

But uh yeah, Fonzie's right about greenery...even if he does specialize in killing bloodgulch to make it a home for zombies.
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Re: [WIP] Bloodgulch Extreme (1.0 development)

Post by Sparky » Mon Mar 05, 2012 4:46 pm

It's funny because below the banshee there are two new types of trees.
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Re: [WIP] Bloodgulch Extreme (1.0 development)

Post by Sparky » Tue Mar 06, 2012 7:34 am

almost finished. release in a few hours.

EDIT: Finished terrain stuff. Looks ok, but the tunnels aren't exactly as I envisioned they would be. I had about three different concepts I could have used, but went with the more thematic one. Portalled it all just now. If no errors, all that remains is fixing up the scnr.
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Re: [WIP] Bloodgulch Extreme (1.0 development)

Post by Clash » Tue Mar 06, 2012 2:29 pm

YES!!! Its almost done! :D :D :D :D :) :D :) :D

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Re: [WIP] Bloodgulch Extreme (1.0 development)

Post by Sparky » Tue Mar 06, 2012 3:37 pm

I've spent this time debugging it since I have an error with portals and I can't seem to place which one it is. Should take at least the rest of the evening before I can release a nice version of this.

So tonight or tomorrow morning.

The reason why it takes so long and why I keep checking back here to update the status is because it takes maybe 5 minutes to export from 3ds max (!) and maybe 3 minutes to compile (!). The map is really quite big in terms of triangle count. Here's the latest:

Code: Select all

structure bsp "levels\test\bloodgulch\bloodgulch_extreme"
BSP has 56337 nodes, 27735 leaves
56943 surfaces and 74329 vertices in 313 material groups
193 portals, 39 clusters

      4227Kb collision data (394Kb vertices, 1420Kb edges, 402Kb surfaces)
      5362Kb render data (2961Kb vertices, 1268Kb surfaces,
                          763Kb nodes/leaves, 290Kb clusters)
         0Kb pathfinding data
----------------------
     10555Kb  (without debug information)
Whereas default bloodgulch is a small fraction of that size, I think less than 1/10th.

OK I think this is what I'm sticking with so far:

Code: Select all

structure bsp "levels\test\bloodgulch\bloodgulch_extreme"
BSP has 56317 nodes, 27820 leaves
56943 surfaces and 74327 vertices in 313 material groups
287 portals, 61 clusters

      4226Kb collision data (394Kb vertices, 1420Kb edges, 402Kb surfaces)
      5378Kb render data (2961Kb vertices, 1269Kb surfaces,
                          764Kb nodes/leaves, 304Kb clusters)
         0Kb pathfinding data
----------------------
     10570Kb  (without debug information)
Not all the portals work properly, but it's close enough. You shouldn't see it raining indoors too often.
I'm on the last real step before converting to demo. Lightmaps. Since there is no sunlight in the map, I'm just using the normal Sapien method to render the lightmaps. Since the level is like 10-15 times larger than default bloodgulch, it will probably take overnight to do the lightmaps. I'll release Bloodgulch Extreme on Wednesday then, if that turns out to be the last step for real... but I might take a half hour to try to debug the machines or something like that. We'll see how it goes.

Release on Wednesday afternoon. That's what, two full weeks of working on this thing? Phew! Intense!

UPDATE: Lightmaps still going, so I'll probably still release it this afternoon. (v.v Man, am I tired!)
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Re: [WIP] Bloodgulch Extreme (1.0 development)

Post by Sparky » Wed Mar 07, 2012 12:55 pm

I'm adding some special tags to this which can be used as templates. For example, I'm making a HUD Item Strings List ustr tag which includes name values for every wieldable weapon found in the Halo Encyclopedia. With this tag, you'll have proper weapon names for items which you pick up and for when you pick up ammo for them. There is not a separate ammo item for each weapon, since weapons like the M6 Magnum Pistol Sidearm use the same ammunition among all its variants. I'm leaving the default string list values in the tag and adding more specific names afterwards so that it works seamlessly with existing hud item string index values in your map.

I might release those tags separately also.

Still generating lightmaps...

...lol so guess what? After staying up all night and taking an entire day waiting for this to generate the lightmaps in sapien, the counters finally reach 0 and so I go to save the lightmaps in sapien and it quits on me. Sapien used 400MB of ram generating the lightmaps and then it just crashes on me when I go to save them. So now I'm using tool to generate the lightmaps, which can do so in the background while I do other things (Sapien slowed down a lot when it was put in the background). This should be much faster, perhaps only a few hours.

In the mean time, I'm making more epic tags, including string values for every vehicle and weapon in the halo series (found in the Halo Encyclopedia) and some extra concept entries from archery crossbows to bubbles. Fun stuff that will be useful as a template tag for general modding purposes and also for fixing up HUD string text values for imported and novel weapons, vehicles and powerups. It should give that extra sophisticated usefulness to Bloodgulch Extreme.

Version 1.1 will include volcanic formations with lava and some resources from my bitmaps and sounds collection. I'll also try to fix up the portals which didn't quite make it this time around. 1.0 release once these lightmaps and strings are finished, I fix the sound scenery, convert and test.

...another day of running lightmaps only to be given this error when completed:

Code: Select all

radiosity error: smooth triangle group too big for page levels\b30\shaders\metal panels generator
EAX: 0xFFFFFFFE
EBX: 0x178B9001
ECX: 0x0012F578
EDX: 0x000002CC
EDI: 0x0012F578
ESI: 0x00000000
EBP: 0x0012F450
ESP: 0x0012F440
EIP: 0x7C90E514, C3 8D A4 24 ?????
EXCEPTION halt in \halopc\haloce\source\structures\radiosity\intermediate_radiosity.c,#2305: surface_index==last_material->first_surface_ind
ex+last_material->surface_count
What it's telling me is the lightmaps are too large to be put in a bitmap. I'm trying different levels of quality now in order to see what happens.

This one worked but is only at 0.9 detail, rather than 0.000001 detail:

Code: Select all

C:\Program Files\Microsoft Games\Halo Custom Edition>tool_pro lightmaps levels\test\bloodgulch\bloodgulch_extreme bloodgulch_extreme 1 0.9
Couldn't read map file './toolbeta.map'
i'm going to render final lightmaps for bloodgulch_extreme of levels\test\bloodgulch\bloodgulch_extreme, and i'll stop when red+blue+green =
 0.900000.
Hit control-c now if this isn't right.
WARNING: 10 clusters in structure_bsp levels\test\bloodgulch\bloodgulch_extreme have no background sound or sound environment.
start levels\test\bloodgulch\bloodgulch_extreme
0.000000
1.215911
1.172279
1.146012
1.123453
1.103028
1.084261
1.065594
1.048974
1.032921
1.018097
1.004111
0.991323
0.978871
0.966628
0.954745
0.943893
0.932632
0.922561
0.912821
0.902672
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #128x#64, high-color, 16K-bytes
bitmap created: #64x#64, high-color, 8K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #64x#64, high-color, 8K-bytes
bitmap created: #128x#64, high-color, 16K-bytes
bitmap created: #32x#32, high-color, 2K-bytes
bitmap created: #32x#32, high-color, 2K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #128x#256, high-color, 64K-bytes
bitmap created: #128x#128, high-color, 32K-bytes
bitmap created: #64x#64, high-color, 8K-bytes
bitmap created: #64x#32, high-color, 4K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #1024x#1024, high-color, 2048K-bytes
bitmap created: #16x#16, high-color, 0K-bytes
bitmap created: #64x#16, high-color, 2K-bytes
bitmap created: #32x#8, high-color, 0K-bytes
bitmap created: #64x#16, high-color, 2K-bytes
bitmap created: #16x#16, high-color, 0K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #256x#128, high-color, 64K-bytes
bitmap created: #256x#128, high-color, 64K-bytes
bitmap created: #1024x#1024, high-color, 2048K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #64x#16, high-color, 2K-bytes
bitmap created: #32x#16, high-color, 1K-bytes
bitmap created: #128x#64, high-color, 16K-bytes
bitmap created: #32x#16, high-color, 1K-bytes
bitmap created: #1024x#256, high-color, 512K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #256x#128, high-color, 64K-bytes
bitmap created: #16x#16, high-color, 0K-bytes
bitmap created: #64x#64, high-color, 8K-bytes
bitmap created: #1024x#1024, high-color, 2048K-bytes
bitmap created: #1024x#1024, high-color, 2048K-bytes
finished levels\test\bloodgulch\bloodgulch_extreme
done
It worked but it doesn't look the best. Well, now it's just finishing up adding the vehicles to the unicode string list and then it's change indices and build and convert. Probably will put out version 1.0 tonight, within an hour or so from now.

EDIT: Release in about 15 minutes. by 10:30pm EST.
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Complete Unicode Strings Item and HUD Messages Lists

Post by Sparky » Thu Mar 08, 2012 6:59 pm

Here are the two strings files I used as unicode string tags:

Complete Item Strings List

Code: Select all

Picked up a flamethrower###END-STRING###
Picked up the odd ball###END-STRING###
Picked up a fragmentation grenade###END-STRING###
Picked up %d fragmentation grenades###END-STRING###
Picked up an assault rifle###END-STRING###
Picked up %d rounds for assault rifle###END-STRING###
Picked up a plasma pistol###END-STRING###
Picked up %d rounds for plasma pistol###END-STRING###
Picked up an energy sword###END-STRING###
Picked up %d rounds for energy sword###END-STRING###
Picked up the flag###END-STRING###
Picked up %d rounds for flag###END-STRING###
Picked up a flamethrower###END-STRING###
Picked up %d canisters for flamethrower###END-STRING###
Picked up a fuel rod gun###END-STRING###
Picked up %d rounds for fuel rod gun###END-STRING###
Picked up a gravity rifle###END-STRING###
Picked up %d rounds for gravity rifle###END-STRING###
Picked up a needler###END-STRING###
Picked up %d rounds for needler###END-STRING###
Picked up a pistol###END-STRING###
Picked up %d rounds for pistol###END-STRING###
Picked up a plasma rifle###END-STRING###
Picked up %d rounds for plasma rifle###END-STRING###
Picked up a rocket launcher###END-STRING###
Picked up %d rounds for rocket launcher###END-STRING###
Picked up a shotgun###END-STRING###
Picked up %d rounds for shotgun###END-STRING###
Picked up a sniper rifle###END-STRING###
Picked up %d rounds for sniper rifle###END-STRING###
Picked up active camouflage###END-STRING###
31 <something should go here>###END-STRING###
Picked up double speed###END-STRING###
33 <something should go here>###END-STRING###
Picked up full-spectrum vision###END-STRING###
35 <something should go here>###END-STRING###
Picked up a health pack###END-STRING###
37 <something should go here>###END-STRING###
Picked up an over shield###END-STRING###
39 <something should go here>###END-STRING###
Picked up a plasma grenade###END-STRING###
Picked up %d plasma grenades###END-STRING###
Loading...###END-STRING###
Loading... done###END-STRING###
Checkpoint... ###END-STRING###
Checkpoint... done###END-STRING###
Picked up a fuel rod gun###END-STRING###
This HUD Items Message Text unicode strings list (ustr tag type) is brought to you by Sparky of MacGamingMods.com and HaloDemoMods.com.###END-STRING###
This entry is index number 48. 49 and 50 are templates for use with map editors like Eschaton which can only overwrite text and insert NULL values but cannot increase the length of the string. 54 is the start of all the human weapons and 120 is the start of all the covenant weapons in the Halo Encyclopedia. After those are powerups and finally some novel concept strings.###END-STRING###
1234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890###END-STRING###
1234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890
this is the second line of text
3rd line
4th line
5th line
6th line
7th line
8th line
9th line
10th line###END-STRING###
Picked up a weapon###END-STRING###
Picked up some ammo###END-STRING###
Picked up a grenade###END-STRING###
Picked up a powerup###END-STRING###
BR55 Battle Rifle###END-STRING###
%d rounds (9.5 x 40 mm FMJ) added to BR55 Battle Rifle###END-STRING###
XBR55 Prototype Battle Rifle###END-STRING###
%d rounds (9.5 x 40 mm FMJ) added to XBR55 Prototype Battle Rifle###END-STRING###
BR55HB Heavy-Barrel "Mammoth Stopper" Battle Rifle###END-STRING###
%d rounds (9.5 x 40 mm FMJ) added to BR55HB Battle Rifle###END-STRING###
MA5 Assault Rifle###END-STRING###
%d rounds (9.5 x 40 mm FMJ) added to MA5 Assault Rifle###END-STRING###
MA5B Assault Rifle###END-STRING###
%d rounds (7.62 x 51 mm FMJ) added to MA5B Assault Rifle###END-STRING###
MA5C Assault Rifle (balanced)###END-STRING###
%d rounds (9.5 x 40 mm FMJ) added to MA5C Assault Rifle###END-STRING###
MA5K Assault Rifle (light)###END-STRING###
%d rounds (9.5 x 40 mm FMJ) added to MA5K Assault Rifle###END-STRING###
M7 Submachine Gun###END-STRING###
%d rounds (5 x 23 mm Cased FMJ) added to M7 SMG###END-STRING###
M7S Submachine Gun (silenced)###END-STRING###
%d rounds (5 x 23 mm Caseless FMJ) added to M7S Silenced SMG###END-STRING###
M6 Magnum Sidearm###END-STRING###
M6A Magnum Sidearm (black polymer finish)###END-STRING###
M6B Magnum Sidearm (chrome "officer's model" with KFA-2 scope)###END-STRING###
M6C Magnum Sidearm (26.7 cm / 2.7 kg "up-sized" with black polymer finish)###END-STRING###
M6C/SOCOM Magnum Sidearm (VnSLS/V 6E scope and black polymer finish)###END-STRING###
M6D Magnum Sidearm ("up-sized" chrome "officer's model" with scope)###END-STRING###
M6E Magnum Sidearm (electroless nickel finish)###END-STRING###
M6F Magnum Sidearm ("officer's model" with nickel finish and scope)###END-STRING###
M6G Magnum Sidearm ("up-sized" with electroless nickel finish)###END-STRING###
M6H Magnum Sidearm (nickel-finished "up-sized" "officer's model")###END-STRING###
M6I Magnum Sidearm (select-fire variant with black polymer finish)###END-STRING###
M6J/C Magnum Sidearm (nickel carbine variant with 35mm barrel)###END-STRING###
M6K Magnum Sidearm (black polymer "undercover" 6-round mag)###END-STRING###
%d rounds (12.7 x 30 mm SAPHE) added to M6 series Magnum Sidearm###END-STRING###
MA5 / 6334 DS with M301 40 mm Grenade Launcher###END-STRING###
%d rounds (40 mm grenades) added to M301 Grenade Launcher###END-STRING###
SRS 99D-S2 AM Sniper Rifle###END-STRING###
%d rounds (14.5 x 114 mm APFSDS) added to Sniper Rifle###END-STRING###
M90 CAWS Shotgun###END-STRING###
%d rounds (8 Gauge, .91 caliber) added to M90 Shotgun###END-STRING###
M7057 Defoliant Projector Flamethrower###END-STRING###
%d rounds (Pyroxene-V semi-liquid fuel) added to Flamethrower###END-STRING###
HSR Hard Sound Rifle###END-STRING###
M99 "Stanchion" Special Application Scoped Rifle###END-STRING###
%d rounds (.21 caliber) added to M99 Stanchion Gauss Rifle###END-STRING###
Heavy Machine Gun-38 Rifle###END-STRING###
%d rounds (large caliber) added to HMG-38 Rifle###END-STRING###
Jilan al-Cygni's Stealth Pistol (ONI)###END-STRING###
%d Tactical Training Rounds (TTR) added to Jilan al-Cygni's Pistol###END-STRING###
M19 SSM Rocket Launcher###END-STRING###
%d rounds (102 mm High-Explosive Anti-Tank Rockets) added to M19###END-STRING###
M41 SSR MAV/AW Rocket Launcher###END-STRING###
%d rounds (102 mm High-Explosive Shaped-Charge) added to M41###END-STRING###
.308 Caliber Machine Gun###END-STRING###
%d rounds (.308 in / 7.6 mm) added to .308 Caliber Machine Gun###END-STRING###
Narq-Dart Pistol (training)###END-STRING###
%d rounds (Narq-tipped 5mm handgun ammo) added to Narq-Dart Pistol###END-STRING###
Paint Pellet Gun (non-lethal training)###END-STRING###
%d rounds (.68 caliber paint pellets) added to Paint Pellet Gun###END-STRING###
ICBM Intercontinental Ballistic Missile (nuclear warfare)###END-STRING###
Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle###END-STRING###
%d rounds (red chemical laser battery units) added to Spartan Laser###END-STRING###
LAU-65D/SGM-151/Missile Pod###END-STRING###
%d rounds (heat-seeking armor-piercing missiles) added to LAU-65D###END-STRING###
AIE-486H Heavy Machine Gun Turret###END-STRING###
%d rounds (7.62 x 51 mm armor-piercing) added to Heavy Machine Gun###END-STRING###
M9 HE-DP Fragmentation Grenade###END-STRING###
%d M9 HE-DP Fragmentation Grenades###END-STRING###
Particle Beam Rifle / Type-50 Sniper Rifle System###END-STRING###
%d battery units (accelerated particle beams) added to Beam Rifle###END-STRING###
Plasma Pistol###END-STRING###
%d magazine cartridges (superheated ionized neon gas) added to Plasma Pistol###END-STRING###
Plasma Rifle###END-STRING###
%d magazine cartridges (superheated ionized hydrogen gas) added to Plasma Rifle###END-STRING###
Brute Plasma Rifle###END-STRING###
%d magazine cartridges (superheated ionized overcharged magnesium vapor) added to Brute Plasma Rifle###END-STRING###
Type-51 Carbine Rifle###END-STRING###
%d rounds (8 x 60 mm caseless radioactive projectiles) added to Carbine Rifle###END-STRING###
Needler / Type-33 Guided Munitions Launcher###END-STRING###
%d rounds (needle shards) added to Needler###END-STRING###
Type-52 Mauler Pistol###END-STRING###
%d magazine cartridges (5-round gas-operated pellet chambers) added to Mauler###END-STRING###
Type-33 Light Anti-Armor Fuel Rod Gun###END-STRING###
%d rounds (8.2 mm green plasma cartridges) added to Fuel Rod Gun###END-STRING###
Assault Cannon / Hunter Fuel Rod###END-STRING###
%d cells (Incendiary Gel Tubes) added to Assault Cannon###END-STRING###
Brute Shot / Type-25 Grenade Launcher###END-STRING###
%d grenades added to Brute Shot###END-STRING###
Type-25 Spiker Carbine###END-STRING###
%d rounds (30 mm superheated metal spikes) added to Spike Rifle###END-STRING###
Plasma Cannon / Plasma Turret###END-STRING###
%d plasma core batteries added to Plasma Cannon###END-STRING###
Scarab Gun###END-STRING###
Type-1 Antipersonnel Plasma Grenade###END-STRING###
%d Type-1 Antipersonnel Plasma Grenades###END-STRING###
Type-2 Antipersonnel Fragmentation Spike Grenade###END-STRING###
%d Type-2 Antipersonnel Fragmentation Spike Grenades###END-STRING###
Antimatter Charge Nuclear Bomb / Energy Source###END-STRING###
Type-3 Antipersonnel/Antimateriel Incendiary Firebomb Grenade###END-STRING###
%d Type-3 Antipersonnel/Antimateriel Incendiary Firebomb Grenades###END-STRING###
Gravity Hammer###END-STRING###
%d gravitational energy drive battery units added to Gravity Hammer###END-STRING###
Energy Cutlass (explosive chemical/plasma/alloy blade)###END-STRING###
Energy Garrote (stealthy plasma noose)###END-STRING###
Energy Stave / Honor Guard Pike###END-STRING###
Energy Sword###END-STRING###
Sentinel Beam###END-STRING###
%d non-rechargeable batteries added to Sentinel Beam###END-STRING###
Forerunner Enforcer Red Pulse Beam###END-STRING###
%d plasma rounds for Pulse Beam###END-STRING###
Class 1 Combat Skin###END-STRING###
Class 2 Combat Skin###END-STRING###
Class 3 Combat Skin###END-STRING###
Class 4 Combat Skin###END-STRING###
Class 5 Combat Skin###END-STRING###
Class 6 Combat Skin###END-STRING###
Class 7 Combat Skin###END-STRING###
Class 8 Combat Skin###END-STRING###
Class 9 Combat Skin###END-STRING###
Class 10 Combat Skin###END-STRING###
Class 11 Combat Skin###END-STRING###
Class 12 Combat Skin###END-STRING###
Class 13 Combat Skin###END-STRING###
Class 14 Combat Skin###END-STRING###
Class 15 Combat Skin###END-STRING###
Class 16 Combat Skin###END-STRING###
Class 17 Combat Skin###END-STRING###
Class 18 Combat Skin###END-STRING###
Bubble Shield###END-STRING###
Active Camouflage###END-STRING###
Invincibility###END-STRING###
Flare (non-lethal flash grenade)###END-STRING###
%d Flares###END-STRING###
Invisibility Cloak###END-STRING###
Overshield###END-STRING###
Deployable Cover (one-way stationary energy shield)###END-STRING###
Portable Gravity Lift###END-STRING###
Trip Mine / TR/9 Antipersonnel Mine###END-STRING###
%d Trip Mines###END-STRING###
Radar Jammer (motion sensor ping multiplier)###END-STRING###
%d Radar Jammers###END-STRING###
Point Defense Gauntlet (wristband-activated 4-foot-wide energy shield)###END-STRING###
Regenerator (15-second energy shield recharging device with 20 ft. range)###END-STRING###
Power Drainer (6.5-second, short-range EMP)###END-STRING###
Gravity Gun (anti-gravity projected containment system)###END-STRING###
%d rounds (anti-matter batteries) added to Gravity Gun###END-STRING###
Electromagnetic Lightning Gun (attraction device)###END-STRING###
%d rounds (silver static coils) added to Electromagnetic Lightning Gun###END-STRING###
Bubble Dispenser###END-STRING###
%d soapy water bottles (8 oz.) added to Bubble Dispenser###END-STRING###
Squeegie Dish Rag (cleaning device)###END-STRING###
Sponge Mop (cleaning device)###END-STRING###
%d replacement sponges added to Sponge Mop###END-STRING###
Toothbrush (dental hygene solution)###END-STRING###
%d rounds (Colegate "Total" toothpaste, spearmint flavor) added to Toothbrush###END-STRING###
Slingshot###END-STRING###
%d pebbles added to Slingshot###END-STRING###
Rubber Band Gun###END-STRING###
%d rounds (jumbo-sized replacement rubberbands) added to Rubber Band Gun###END-STRING###
Maintenance Repair Kit###END-STRING###
%d rolls of duct tape added to Mainenance Repair Kit###END-STRING###
Needle and Thread Repair Kit###END-STRING###
%d spools of high-tensile strength thread added to Needle and Thread Repair Kit###END-STRING###
Archery Long Bow###END-STRING###
Archery Short Bow###END-STRING###
Archery Cross Bow###END-STRING###
%d rounds (sub-sonic arrows) added to quiver###END-STRING###
Dragunov SVD Sniper Rifle###END-STRING###
Dragunov SVD Sniper Rifle (silenced)###END-STRING###
%d rounds (7.62 x 51 mm FMJ) added to Dragunov SVD Sniper Rifle###END-STRING###
Complete HUD Icon Messages Strings List

Code: Select all

<need a string entry here>###END-STRING###
black###END-STRING###
white###END-STRING###
left trigger###END-STRING###
right trigger###END-STRING###
D-pad up###END-STRING###
D-pad down###END-STRING###
D-pad left###END-STRING###
D-pad right###END-STRING###
start###END-STRING###
back###END-STRING###
left thumbstick###END-STRING###
right thumbstick###END-STRING###
driver###END-STRING###
gunner###END-STRING###
side###END-STRING###
Warthog###END-STRING###
Pelican###END-STRING###
Banshee###END-STRING###
gun turret###END-STRING###
lifepod###END-STRING###
Ghost###END-STRING###
Wraith###END-STRING###
Scorpion###END-STRING###
Kestrel###END-STRING###
cargo###END-STRING###
switch###END-STRING###
This complete UI HUD Icon Messages unicode strings list (ustr) tag brought to you by Sparky at MacGamingMods.com and HaloDemoMods.com.###END-STRING###
This is index item 28. 29 and 30 are templates for Eschaton-like .map file editors which cannot increase the length of a string entry. 31 and 32 have anonymous generic values. 33 starts with generic concept seat names. 52 starts with generic vehicle names. 67 starts with every vehicle in the Halo Encyclopedia.###END-STRING###
1234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890###END-STRING###
1234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890
this is the second line of the string
this is the third line of the string
you probably won't need this fourth line, but here it is anyway
5th line
6th line
7th line
8th line
9th line
10th line###END-STRING###
the###END-STRING###
this unit###END-STRING###
pilot###END-STRING###
co-pilot###END-STRING###
mechanical engineer###END-STRING###
captain###END-STRING###
officer###END-STRING###
navigator###END-STRING###
operations officer###END-STRING###
assistant###END-STRING###
companion###END-STRING###
crew###END-STRING###
front###END-STRING###
rear###END-STRING###
left###END-STRING###
right###END-STRING###
upper deck###END-STRING###
middle deck###END-STRING###
lower deck###END-STRING###
tape deck###END-STRING###
AI holodeck###END-STRING###
Vehicle###END-STRING###
Car###END-STRING###
Automobile###END-STRING###
Boat###END-STRING###
Plane###END-STRING###
Submarine###END-STRING###
Helicopter###END-STRING###
Tank###END-STRING###
Ship###END-STRING###
Spaceship###END-STRING###
Ground Vehicle###END-STRING###
Air Vehicle###END-STRING###
Space Vehicle###END-STRING###
Water Vehicle###END-STRING###
Defense Turret###END-STRING###
Elephant / M312 Heavy Recovery Vehicle / Behemoth-class Troop Transport###END-STRING###
Mongoose / M274 Ultra-Light All-Terrain Vehicle###END-STRING###
Scorpion / M808B Main Battle Tank (90 mm High Velocity Gun; M247T Medium Machine Gun)###END-STRING###
Scorpion / M808B2 "Sun Devil" (four 40 mm autocannons)###END-STRING###
Scorpion / M808B3 "Tarantula" (twin Scimitar 4 x 178 mm rocket pods)###END-STRING###
Scorpion / 12-9FS (urban)###END-STRING###
Scorpion / 957-A3 (enhanced accuracy)###END-STRING###
Scorpion / UE8-14 (olive-green medium armor)###END-STRING###
Scorpion / TB-SB-1 (black; thicker armor; sturdier chasis)###END-STRING###
Scorpion / HJ3-213 (rough terrain)###END-STRING###
Wolverine (two Argent V counter-air missile pods; one XM511 defensive ground heavy grenade launcher)###END-STRING###
Cobra (two magnetic slug M66 Gauss Cannons; 150 mm rail gun while in lockdown mode)###END-STRING###
Gremlin (concentrated EMP beam pulse cannon)###END-STRING###
M12 Warthog LRV (.50 caliber M41 LAAG; recon/anti-vehicular/anti-air/anti-infantry)###END-STRING###
M12A1 Warthog LRV (102 mm SC-HE Rocket Turret; anti-armor)###END-STRING###
M12G1 Warthog LRV (M68 Gauss Cannon with 750 25 x 130 mm APLP/F rounds; anti-armor, anti-aircraft up to 5-miles away)###END-STRING###
M831 Troop Transport Warthog LRV (four extra seats)###END-STRING###
M864 A Warthog LRV (arctic camo)###END-STRING###
M868 T Warthog LRV (tropical camo)###END-STRING###
M914 RV Warthog LRV (faster, lighter, recovery version)###END-STRING###
Civilian Warthog LRV (unarmed transport with extra tire)###END-STRING###
Flatbed Warthog LRV (unarmed flatbed design without extra seating)###END-STRING###
Warthog APC LRV (armored personnel carrier with armored passenger section)###END-STRING###
Grizzly (main battle tank with twin cannons, a heavy machine gun or thick armor plating)###END-STRING###
Ueberchassis (2-seated civilian luxury transport)###END-STRING###
Mainz Traeger Dynamik (4-seated transport jeep)###END-STRING###
MLX (2-door, small-frame, civilian luxury sports car)###END-STRING###
Sinoviet HM 1220 LTUV-M (armored SUV heavy civilian transport)###END-STRING###
Forklift / S-2 Traxus Cargo Transporter (civilian cargo transport)###END-STRING###
Brute Prowler / Type-52 Infantry Support Vehicle (360-degree plasma turret; front spikes; 4 seats; high-speed; large sled treads)###END-STRING###
Brute Chopper / Type-25 Rapid Assault Vehicle (four 35 mm autocannons; blade chasis)###END-STRING###
Scarab / Type-47 Ultra Heavy Assault Platform (50+ personnel; modified assault cannon; two anti-aircraft turrets)###END-STRING###
Scarab v.2 / Type-47 Ultra Heavy Assault Platform (modified assault cannon; one anti-aircraft turret; three anti-infantry plasma cannons)###END-STRING###
Ghost / Type-32 RAV (2 plasma cannons)###END-STRING###
Locust "Building Killer" (charged plasma cannon for demolition)###END-STRING###
Shadow "Covenant Bus" (defensive plasma turret; ground vehicle transport)###END-STRING###
Spectre (light plasma turret; 4 seats; light-armor streamlined ground troop transport)###END-STRING###
Wraith / Type-25 Assault Cun Carriage (plasma mortar cannon; optional dual plasma cannons or single plasma turret; seige vehicle)###END-STRING###
Wraith / Type-52 Anti-Aircraft Artillery (twin rapid-firing fuel rod cannons)###END-STRING###
UNSC Destroyer (capital ship escort; dual MAC Guns; three Shiva missiles; 800+ Archer Missiles; eight 50 mm point defense guns)###END-STRING###
Black Cat-Class Subprowler (stealth recon)###END-STRING###
Corvette (small Mako-class; infiltration ship for intel gathering and mine-laying)###END-STRING###
Corvette (monitoring Prowler-class; stealth and intel; stealth nuclear mines)###END-STRING###
Hornet / AV-14 Attack VTOL (dual missile launchers, heavy machine guns; pilot + 2 passengers; close air support, light troop transport)###END-STRING###
UNSC Frigate (equipment and troop ferry; one MAC Gun, 1-3 Shiva missiles, 480 Archer missiles, eight 50 mm point-defense guns)###END-STRING###
Sparrowhawk / Hawk (anti-tank air escort; GUA-23 Autocannon, M6 nonlinear rifle variant)###END-STRING###
Chiroptera Stealth Vessel (black, angular stealth vessel)###END-STRING###
UNSC Carrier (ship and troop deployment; 1 MAC Gun, 300 Archer Missiles, 2 Fusion Rockets, Longsword fighters and Pelican dropships)###END-STRING###
Albatross (unarmed heavy-lift dropship)###END-STRING###
Calypso Exfiltration Craft (unarmed troop exfiltration)###END-STRING###
Vulture (ground and air attack; Argent V missiles, GUA-23 autocannons; heavy armor)###END-STRING###
Cradle (repairing and refitting station; two decks of 3 bays each)###END-STRING###
Welcome Wagon (civilian and cargo evacuation transport)###END-STRING###
Bumblebee (cruiser escape pod; pilot + eight passengers)###END-STRING###
C709 Longsword-Class Inerceptor (fighter, interceptor, bomber; 2-4 crew members; AI piloting capabilities; 110 mm rotary cannons, 120 mm ventral guns + optionals)###END-STRING###
UNSC Halcyon-Class Cruiser / Human Attack Ship class C-II (all-purpose; MAC gun, 180 Archer missiles, four Shiva missiles)###END-STRING###
UNSC Marathon-Class Cruiser (capital engagements, planetary invasion; five fusion rockets, 1,800 Archer missiles, 2 MAC Guns, 24 Longsword fighters; captain/admiral commander)###END-STRING###
Argus Drone (explosive device detection, small target destruction; single Lancet Micro-Missile)###END-STRING###
Pelican D77-TC (inner-atmosphere combat, infantry air support, aerial troop and ground vehicle transport; optional chin-mounted heavy machine guns and missile pods)###END-STRING###
Pelican D77H-TCI (rear magnetic clamps allow additional infantry or loads, 3 crew, 15+ passengers; optional wing-mounted heavy machine guns and missile pods)###END-STRING###
Parabola-Class Freighter (interstellar freight shipping)###END-STRING###
Skyhawk Fighter (atmospheric interception; four 50 mm cannons, anti-tank missiles; high-speed maneuverability)###END-STRING###
Stealth Cruiser (radar-invisible ONI field command)###END-STRING###
UNSC Supercarrier (flagship; fighter deployment, ship-to-ship combat)###END-STRING###
Prowler (corvette-class stealth intelligence vessel; stealth Hornet mines, optional pulse lasers)###END-STRING###
SKT-13 Shuttlecraft (military supply and personnel taxi)###END-STRING###
Yacht (civilian leisure vessel)###END-STRING###
Type-26 ASG Shade (defensive anti-seige warfare, squad support; 360-degree anti-gravity mounting base unit; rapid-fire plasma pulse energy emitter)###END-STRING###
Covenant Assault Carrier (planetary warfare, troop transport, naval engagements; plasma and energy weapons; fighter and dropship deployment)###END-STRING###
Reverence-Class Cruiser (major infantry transport)###END-STRING###
Covenant Battleship (naval engagements; 12 energy projectors)###END-STRING###
Covenant Cruiser (flagship support; plasma torpedoes)###END-STRING###
Covenant Light Cruiser (support)###END-STRING###
CCS-Class Battlecruiser (mid-sized capital ship, troop transport, ground support, hangar bays)###END-STRING###
Covenant Supercarrier (flagship; defense of strategic locations, naval engagements)###END-STRING###
Covenant Carrier (heavy warship, 13 launch bays, 300 Seraph fighters, 200 Banshees, 34 dropships, 4000+ troops; plasma torpedo launchers, pulse laser turrets)###END-STRING###
Banshee / Type-26 Ground Support Aircraft (anti-infantry, bomber, recon; 62 mph / 100 kmh speeds; dual Class-2 Energy Guns with concentrated plasma, Class-2 Projectile Fuel Rod Cannon)###END-STRING###
Phantom Dropship / Type-52 Troop Carrier (dropship, aerial support; 3 rotational plasma cannons or 1 chin-mounted plasma cannon and manned stationary plasma turrets; 16 infantry, 2 ghosts or 1 wraith)###END-STRING###
Phantom Dropship / Type-52 Troop Carrier (Heretic or Separatist green variant)###END-STRING###
Covenant Frigate (support and escort; pulse laser turrets, plasma torpedo launchers, etc.)###END-STRING###
Covenant Stealth Corvette (intelligence gathering, electronic warfare; fire-control anti-Archer missile targeting jamming systems)###END-STRING###
Agricultural Support Ship (supply transport; hunting preserves)###END-STRING###
Covenant Destroyer (heavy naval engagements; 1/2 the size of a Reverence-class cruiser, over 2x the size of a Covenant frigate)###END-STRING###
Spirit DX-class Dropship (high-speed supply or troop transport; up to 30 troops; rotating plasma cannon under cockpit)###END-STRING###
Covenant Boarding Craft (board and capture; light variant with less than 12 troops)###END-STRING###
Covenant Boarding Craft (board and capture; heavy variant with about 75 troops)###END-STRING###
Seraph Fighter (attack ship; single pilot; 10-ship attack formation, 2-ship patrol formation; mostly space combat, lesser atmospheric combat; heavy plasma cannons, pulse lasers, plasma charges, energy shields)###END-STRING###
Vampire (anti-air support; highly maneuverable and fast; generates EMP power-draining fields, forward-facing heavy needler)###END-STRING###
Forerunner Dreadnought (activates the portal used to access the Ark, ferries millions of sentient beings to the Ark to save their species)###END-STRING###
Either you are groping for answers, or you are asking God and listening to Jesus.

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Sparky
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Re: [WIP] Bloodgulch Extreme (1.0 development)

Post by Sparky » Thu Mar 08, 2012 7:31 pm

OK! just fixing up some index string values and messing with some machines to get them to work properly... the security systems don't seem to want to function properly anymore :(

EH. I need some help here. Where does it say "Press "%s" to enter %s seat of %s" ? I can't find that thing anywhere... and it's nagging me.
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Re: [WIP] Bloodgulch Extreme (1.0 release!)

Post by Sparky » Thu Mar 08, 2012 11:26 pm

Nevermind.

I'm releasing 1.0 now. I tried for at least 4 hours to fix all the problems with the machines and generally fix up the map, but the machines are still inoperable. So what I'm going to say is once you're down in certain areas of the map, the only way out is currently suicide or death. Sorry bout that, it'll be fixed in 1.1, which comes with lava and other cool stuff also.

In the mean time, I present:

Bloodgulch Extreme 1.0

showing off the red base interior:
Image

showing off the new ustr tags I made:
Image
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Sparky
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Re: [WIP] Bloodgulch Extreme (1.0 release!)

Post by Sparky » Fri Mar 09, 2012 12:36 am

Please. Send cookies. This was two weeks and two days of madness, nearly 120% time dedication to making this. A learning experience for sure (and great knowledge for my Galaxy Wars development) but I would really appreciate some cookies.
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Re: [WIP] Bloodgulch Extreme (1.0 release!)

Post by Vegerot » Fri Mar 09, 2012 7:35 am

For the vehicle names, if you wanna make it cool just remove where it says Banshee, but keep everything else in. That way all of us Halo nerds can know exactly what each vehicle is!
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Sparky
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Re: [WIP] Bloodgulch Extreme (1.0 release!)

Post by Sparky » Fri Mar 09, 2012 12:02 pm

Mumble me tuna.

You said to include not the nicknames but only the technical names such as "Type-26 Assault Vehicle".

The way these two tags fit in are that they add more depth to the idea that spartans are experts in all weaponry (human weaponry anyway) and so the HUD displaying the information to the spartan or master chief would indicate that the suit of armor includes an encyclopedic interface device. Imagine, if you will, that you have a pair of glasses which act as a virtual Wikipedia (but better than Wikipedia because it's more inclusive) where you can become like a mechanic when you open up your car's hood or judge exact distance when you go to throw a basketball... you get the picture. It doesn't work with more complex skills, but there really isn't much skill involved in shooting a weapon or interfacing with most mechanical devices. But even typing on a keyboard is a skill, so I digress from that point.
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