:The MGM Weaponry Collab: - Release Imminent

Everything about HD, MD, and their mods.

Moderator: Halo Moderators

Hostbot
Ranger
Posts: 1415
Joined: Sun Jan 11, 2009 8:53 pm
Location: On MGM forever!

Re: :The MGM Weaponry Collab:

Post by Hostbot » Sun May 31, 2009 11:58 am

thanks man, almost done...

Ok here is teh download link:
http://www.mediafire.com/?sharekey=bc25 ... f6e8ebb871
Image
Image

Zanghfei
Ranger
Posts: 1590
Joined: Tue Jul 01, 2008 1:52 pm

Re: :The MGM Weaponry Collab:

Post by Zanghfei » Sun May 31, 2009 1:30 pm

I would like to Beta Tester.

Code: Select all

@Hostbot : Warning Article
                                 Double Post

Smythe
Commando
Posts: 2429
Joined: Tue Dec 25, 2007 12:52 am
Location: 'Straya Mate

Re: :The MGM Weaponry Collab:

Post by Smythe » Sun May 31, 2009 7:50 pm

zanghfei wrote:I would like to Beta Tester.

Code: Select all

@Hostbot : Warning Article
                                 Double Post
That was win!
So how many weapon are done so far?
Image

draconic74
Green Beret
Posts: 3470
Joined: Sat Jun 03, 2006 11:08 am
Contact:

Re: :The MGM Weaponry Collab:

Post by draconic74 » Sun May 31, 2009 10:10 pm

Well, if zap is giving me the Plasma Pistol, you can count one more in.

http://www.mediafire.com/download.php?rznldenjwy4

There. Use the one that supports dual-fire mode (read the textfile to figure out which it is), because it works better in a multiplayer environment.

(that also leaves the fuel rod for anyone, unless I can find someone who can inject models. anyone? please?)


zapconquest wrote:
draconic74 wrote:I want to work on the plasma pistol. I also thought of something else to make my weapon... Maybe I will still make it. Lets see... Any modeling tutorials for Esc 0.7 around here?
You can take the Plasma Pistol; sounds like you have a good idea for it. I tried a few different things but nothing really cool came out of it.

I have an idea that could make this mod cooler and more like a collab. In the hud of each weapon the modder could put their name, like in small letters at the bottom? Inject the bitmaps? Then when you have that weapon out you can see who made it.
Hmm... Wouldnt we need another bitmap then? What existing bitmap could we use and replace with the name? The only weapon specific ones I can think of are the ammo counter and reticles. Wait... isnt there a pic that shows when you want to pick up weapons? Could we replace that instead?

Image






EDIT: Turned out ok. We can replace the "Hold X to swap for" with "Swapfor:" or something even shorter. Plus, most people know what button to push and weapon silhouettes mean nothing with mods.

Image


I hope you are happy... You have robbed my of my sleep.
Image

Al Capwn
Ranger
Posts: 988
Joined: Thu Nov 27, 2008 12:28 pm

Re: :The MGM Weaponry Collab:

Post by Al Capwn » Mon Jun 01, 2009 1:09 am

I agree, that's a great idea. I was thinking that you meant adding it in in somewhere into the reticle, like the sniper target distance/elevation notes.

Also, if anybody's up for it, I've got a few pretty sick tracks that you guys can inject into this thing. I really think that music could bring this whole thing together quite nicely. So yeah, I've got a few choice songs zipped up and I can upload to MF if anybody's interested.

Plus, they're all from newgrounds, so we can just mention the artist's name in a ustr buried somewhere and all legal issues get avoided.

EDIT:
Um, hostbot. Your map won't unarchive.
Image
TaxiService wrote:¬_¬ i'm not a quote vending machine.
http://img39.imageshack.us/img39/8052/capwnsig2s.png

Zanghfei
Ranger
Posts: 1590
Joined: Tue Jul 01, 2008 1:52 pm

Re: :The MGM Weaponry Collab:

Post by Zanghfei » Mon Jun 01, 2009 6:26 am

@draconic74
Wow that was a great idea 0_o.

draconic74
Green Beret
Posts: 3470
Joined: Sat Jun 03, 2006 11:08 am
Contact:

Re: :The MGM Weaponry Collab:

Post by draconic74 » Mon Jun 01, 2009 7:03 am

Thanks. Now we just need to do some post-weapon-injecting string and bitmap changes. Should be too hard (i hope)
Image

Hostbot
Ranger
Posts: 1415
Joined: Sun Jan 11, 2009 8:53 pm
Location: On MGM forever!

Re: :The MGM Weaponry Collab:

Post by Hostbot » Mon Jun 01, 2009 12:50 pm

Oh teh noms here is teh new link:
http://www.mediafire.com/?sharekey=f613 ... f6e8ebb871
Hope it works!
Image
Image

User avatar
zapconquest
Ranger
Posts: 1336
Joined: Sat Dec 09, 2006 11:31 am
Location: on a secret mission in uncharted space
Contact:

Re: :The MGM Weaponry Collab:

Post by zapconquest » Mon Jun 01, 2009 1:07 pm

draconic74 wrote:Hmm... Wouldnt we need another bitmap then? What existing bitmap could we use and replace with the name? The only weapon specific ones I can think of are the ammo counter and reticles. Wait... isnt there a pic that shows when you want to pick up weapons? Could we replace that instead?
Well I was thinking more along the lines of something on the screen while you're holding the weapon. It may not be possible. I know I've seen a few mods (like in sparky's air tutorial) where some weapons have the halo 3 overlay, so if that's possible, a small bitmaps with a name might be possible?

Fuel
Green Beret
Posts: 3243
Joined: Sat Mar 31, 2007 3:27 pm
Location: o-o

Re: :The MGM Weaponry Collab:

Post by Fuel » Mon Jun 01, 2009 2:10 pm

I'll put my name in my crosshair O_O
i might
Image
Image

Al Capwn
Ranger
Posts: 988
Joined: Thu Nov 27, 2008 12:28 pm

Re: :The MGM Weaponry Collab:

Post by Al Capwn » Mon Jun 01, 2009 4:36 pm

Hey guys, I'd really appreciate it if you could internalize you bitmaps, both so I don't have a shitload of bitmaps files taking up space on my comps, and so that I don't have to internalize 10 of them myself when I put this together. Don't be lazy :(
Image
TaxiService wrote:¬_¬ i'm not a quote vending machine.
http://img39.imageshack.us/img39/8052/capwnsig2s.png

Zanghfei
Ranger
Posts: 1590
Joined: Tue Jul 01, 2008 1:52 pm

Re: :The MGM Weaponry Collab:

Post by Zanghfei » Mon Jun 01, 2009 4:44 pm

Al Capwn wrote:Hey guys, I'd really appreciate it if you could internalize you bitmaps, both so I don't have a shitload of bitmaps files taking up space on my comps, and so that I don't have to internalize 10 of them myself when I put this together. Don't be lazy :(
But we know that but we want more sexier

Al Capwn
Ranger
Posts: 988
Joined: Thu Nov 27, 2008 12:28 pm

Re: :The MGM Weaponry Collab:

Post by Al Capwn » Mon Jun 01, 2009 5:12 pm

wtf zang?

Ok guys, a few other positions have opened up in the collab!

Here's a little update on how things are going to go down after we get all of our mods in!

Firstly, we need to internalize any uninternalized bitmaps before we go into beta (crazyshroom).
Next, we need somebody to make a "base" map in swordedit that will have all the vehicles spawn (position is open). This is what all of the modded tags will be imported into.
Next, I will inject all of the modded tags into our base map.
Now, we go into our first beta! Everybody hat signed up to be a beta tester will join me in a server and we'll play through all the weapons, checking for balancing, lag, playability, practicality, etc.
After our first beta, we have one of two choices:
First choice: The beta testers return the mods to their creators, with notes. The creators change their mods so that they meet any expectations of the testers.
Second choice: The beta testers take things into their own hands and we edit the weapons ourselves (i support this, since the other option will take much much longer, and I wouldn't have to re import all of the tags).
After we have a set of balanced weapons, we go into our polishing stage. This consists of a couple main parts:
First part: We need somebody to make a set of bitmaps to replace the weapon icons. These will have the names of the creators, as per drac's idea (draconic74).
Next, we have somebody go through bloodgulch and make changes to the overall map, such as ambient sounds, sky imports, music, scenery, etc. Make it all nice and smexy looking (open, but I nominate sparky).
After this, we go into second beta! (what would that be? gamma testing?)
Here, the beta testers meet once again to go over everything and make sure it runs smooth. We also decide on weapon placement for the map.
After this, we have one of the testers (whose comp supports advanced shaders) go through and get some smexy screencaps for our release (olly12345).

Finally, we are at the finish line! Release time :D We hype the mod a bunch, put it up on the front page of all of our websites, and get lots of people to download it and have fun :D

So yeah, that's pretty much our checklist. Here are all the open jobs:
Bitmaps Internalizer (crazyshroom)
Base Map Maker (zanghfei)
Tag Importer (Al Capwn)
Bitmaps Name Credit Editor (draconic74)
Importer/General Map Editor (sparky)
Screencap Taker (olly12345)

In the meantime, keep working on those mods (that means you, zapconquest, Modzy, Ape Man, `Perception, G[v]N, and Kayar!)! We only have 6 more to go!
Last edited by Al Capwn on Tue Jun 02, 2009 1:36 pm, edited 3 times in total.
Image
TaxiService wrote:¬_¬ i'm not a quote vending machine.
http://img39.imageshack.us/img39/8052/capwnsig2s.png

Kiyoshi
Commando
Posts: 2537
Joined: Sat May 31, 2008 7:12 am
Contact:

Re: :The MGM Weaponry Collab:

Post by Kiyoshi » Mon Jun 01, 2009 5:22 pm

woulda done the screen shots...but yeah, I ain't no beta tester hah...sry
Image

Smythe
Commando
Posts: 2429
Joined: Tue Dec 25, 2007 12:52 am
Location: 'Straya Mate

Re: :The MGM Weaponry Collab:

Post by Smythe » Mon Jun 01, 2009 5:35 pm

I will do it. Screenshots that is.
Image

Post Reply

Who is online

Users browsing this forum: Ahrefs [Bot] and 21 guests