A a30 Campaign Mod(beta)

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Unknown-D
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A a30 Campaign Mod(beta)

Post by Unknown-D » Tue Nov 22, 2011 11:07 pm

I recently made a Campaign mod using Halo 1's a30 map. It's still a beta, and when I was playing it a while ago, it seemed to crash halfway through the mission. If possible, I hope that you all could help me check if this happens to you as well or not. If your Halo Demo/Trial crashed halfway through the mission, please comment below. And urm, it would be great if you know what may have caused it too. Download it here : http://www.megaupload.com/?d=ENRRQ29C
Some Screenshots of it:

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Nuthead_
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Re: A a30 Campaign Mod(beta)

Post by Nuthead_ » Thu Nov 24, 2011 12:24 am

The bug in the first photo should because the ODST models aren't compatible with the Halo 1's Marine animations.
Last picture: looks like your using my app xD

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Re: A a30 Campaign Mod(beta)

Post by Unknown-D » Thu Nov 24, 2011 2:25 am

Nuthead_ wrote:The bug in the first photo should because the ODST models aren't compatible with the Halo 1's Marine animations.
Last picture: looks like your using my app xD
Yeah, the 'wounded marine sitting' animation didn't go along with the ODST's (though I don't really care to tell you the truth lol).
And yeah, I used your app XP
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Re: A a30 Campaign Mod(beta)

Post by Sparky » Thu Nov 24, 2011 2:55 am

The game crashes because it loads something from the map that it can't handle. So what is it loading at that point that it can't handle? Did you perhaps import an AI that spawns at that point? Try removing that AI's spawn if you did.
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Re: A a30 Campaign Mod(beta)

Post by Unknown-D » Fri Nov 25, 2011 6:25 pm

Sparky wrote:The game crashes because it loads something from the map that it can't handle. So what is it loading at that point that it can't handle? Did you perhaps import an AI that spawns at that point? Try removing that AI's spawn if you did.
I don't recall messing around with AI's spawns in that particular area after you drive the warthog out of the structure(I don't even know how to add in additional AI spawns for that matter).

*Edit*
I recently swapped the jackal bipeds back to their original state and when I tried it out, the map seem to load a little longer at that point...but still crashed after a while.
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Mgalekgolo
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Re: A a30 Campaign Mod(beta)

Post by Mgalekgolo » Fri Nov 25, 2011 7:02 pm

A30 would mod at specifically random points for me when I would import stuff like the carbine or anything into it. its just fucked.
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Re: A a30 Campaign Mod(beta)

Post by Unknown-D » Sat Nov 26, 2011 4:27 am

Mgalekgolo wrote:A30 would mod at specifically random points for me when I would import stuff like the carbine or anything into it. its just fucked.
When did it fucked up on you? Mine mostly fucked up midway through the mission itself, though I observed I was able to import tags like the silenced SMG, the Halo 3 assault rifle and even the carbine etc.
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Mgalekgolo
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Re: A a30 Campaign Mod(beta)

Post by Mgalekgolo » Sat Nov 26, 2011 8:49 am

I think around the time echo 419 came to give you the hog and a few times like when you emerge to the beam structure.
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Re: A a30 Campaign Mod(beta)

Post by Unknown-D » Sat Nov 26, 2011 9:37 pm

Mgalekgolo wrote:I think around the time echo 419 came to give you the hog and a few times like when you emerge to the beam structure.
Strange. I managed to get through those parts of the mission in this mod, it only started to crash very often at the part when I drive the warthog out of the forerunner-ish structure.
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Re: A a30 Campaign Mod(beta)

Post by Vegerot » Sun Nov 27, 2011 7:43 pm

An a30 Campaign Mod you n00b!!!
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Re: A a30 Campaign Mod(beta)

Post by Unknown-D » Mon Nov 28, 2011 4:03 am

Vegerot wrote:An a30 Campaign Mod you n00b!!!
Close enough.
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