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RimWorld => Mods => Unfinished => Topic started by: CB elite on December 01, 2014, 07:05:28 PM

Title: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: CB elite on December 01, 2014, 07:05:28 PM
Hello everyone, and thank you for taking the time to check out this mod! :)

This mod is a tribute to the Haloverse (Halo Universe) :D

I will have more pictures submitted to this part of the forum as soon as I am done with some art that I'm working on.

For now, check out the links below~

P.S. Any and all feedback is welcome here, although I prefer it to be constructive :)




Alpha 12 Download : UNSC, Covenant, and Weapons (https://www.dropbox.com/s/38e83s7v4q15q57/Alpha%2012d%20-%20UNSC%2C%20Covenant%2C%20and%20Weapons.zip?dl=0)

Alpha 11 Download Here (https://www.dropbox.com/s/miuuz2n75yfszoz/Project%20Haloverse%20%28Alpha%2011%29%20%28Pre-Update%29.zip?dl=0)




Current/Planned Features (https://docs.google.com/document/d/13zOxtHooQw4uGWeaOI0lSBDfN9S4YImbZGhsjZCB5fg/edit?usp=sharing)

Change Log & Notes (https://docs.google.com/document/d/1oEyCndTPWwD4TXANY2JKFXmE9IQoQ1oxX2m6HfXpDn4/edit?usp=sharing)

Stats of Pawns, Weapons, Apparel, Etc. (https://docs.google.com/spreadsheets/d/1AJhnCAWYQybRanEtLbM_1ZCzNm6Ok22K4oOZmryl78s/edit?usp=sharing)




How To Install

(https://41.media.tumblr.com/0f62467447e8298a2d136a27fe5cb966/tumblr_nlhaboOUjw1unn61go4_1280.png)

(https://40.media.tumblr.com/7f14e69d4099c5c0ae8dc207c562608e/tumblr_nlhaboOUjw1unn61go5_1280.png)

(https://40.media.tumblr.com/ec2efdbf1152aba7e591f837d383cf90/tumblr_nlhaboOUjw1unn61go6_1280.png)




Credits

Halo 3 © Microsoft Corporation.
Halo Reach © Microsoft Corporation.
Halo 4 © Microsoft Corporation.

Project Haloverse was created under Microsoft's "Game Content Usage Rules" (http://www.xbox.com/en-US/developers/rules)
using assets from Halo 3, Halo Reach, Halo 4, and it is not endorsed by or affiliated with Microsoft.

-----

Mipen - Allowing the use of the Custom Backstory Mod (https://ludeon.com/forums/index.php?topic=11730.0) in this mod
Haplo, 1000101 & Alistaire - Various .dll coding advice (custom race properties, custom pawns, etc.)
Skullywag - Inspiration for Energy Shield .dll code
Unifex & Lord Fappington - Helped me create EnergySwordAttack.dll
Carnov - Taught me about usings (using RimWorld;)
Killer117 - Submitted some of the custom backstories for factions, for increased immersion




Special Thanks

Tynan - For making mods like this possible, even for beginners.
Dragoon - For being an active contributer of ideas for the mod as it progressed, since the very beginning
Feirfec and Mr. Cross - For showing support, and eagerness for updates even in the mod's unfinished state




License

Please refer to the "Game Content Usage Rules" (http://www.xbox.com/en-US/developers/rules) Microsoft has in place before deciding to use any of the explicit Halo content in this mod for your own derivation.
This includes, but is not limited to, the custom sounds included in the mod.

Do not include this mod in any modpacks
Do not include this mod in anything commercial
(Monetized YouTube videos, websites (or anything for that matter) with a donation link, etc.)




Mod Abandonment Terms

Let's face it, life happens...
I can't guarantee that I will be the one to complete this project,
or even keep it up to date for every single release of RimWorld.
If for any reason I stop working on this mod, and someone else wishes to take over, here are my requests:

1. Do not assume the mod is abandoned unless the title explicitly states "[Abandoned]",
or there has not been any activity by me for at least 2 months.
2. Continue to follow the rules set by Microsoft, as detailed here (http://www.xbox.com/en-US/developers/rules).
3. Make sure to continue to credit everyone involved in the production of this mod.
4. Be kind to users and critics.




(http://rimworldmod-slackin.herokuapp.com/badge.svg)

Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 02, 2014, 02:21:04 PM
I cant wait to see how this comes out :D
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 04, 2014, 10:33:30 PM
Progress Update:

UNSC faction has officially been added to the mod and is functioning properly. Colony names for the UNSC are based on the colonies of the Halo Universe :D

ODST Pawn Type [WIP]

(https://33.media.tumblr.com/4c9329fb14241e50e915d3a871fd0a50/tumblr_ng3b11yjm11s6wk4fo1_1280.png)

The armor textures are still looking a little rough at the moment, but I'm going to be updating them as time goes on. I noticed that the UNSC weapons kind of blend in with the armor, and it's really kind of bothering me. I don't want to alter the coloration of the armor or the weapons too much to fix this problem though... Suggestions? Is it even an issue to worry about?

Coming Soon: ODST Ranks/Specialties
I am doing this for the sake of diversity as well as to better balance the UNSC faction. Right now, an ODST soldier with a magnum is just as likely to spawn in a raid as an ODST soldier with a rocket launcher, because of the "points" system.

-ODST Recruit (Magnum; Assault Rifle) - (Medium Armor) - (Standard ODST Helmet)
-ODST Sharpshooter (Sniper) - (Light Armor) - (Specialized ODST Helmet)
-ODST Close-Quarters (Shotgun; Rocket Launcher?) - (Heavy Armor) - (Specialized ODST Helmet)
*ODST Heavy? (Rocket Launcher) - (Heavy Armor) - (Specialized ODST Helmet)

The armor variants for each rank/specialization will each have different textures and stat offsets.

Coming Later: Spartans

Legendary warriors, lethal in both hand-to-hand combat and fire-fights. Very... very... very hard to kill. But, also very rare. Balancing these guys (and gals) should be fun  :o

"Spartans never die..."

Eventually: Covenant Faction and Pawns

-----

Again, feel free to leave any comments/recommendations. Like it? Hate it? I wanna know :)

Note: I am not trying to turn Rimworld into Halo, and I am not trying to get it implemented into the main game, EVER. I just like the Halo Universe and the lore :D
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 04, 2014, 10:46:34 PM
Quote from: CB elite on December 04, 2014, 10:33:30 PM
-snip-

THOSE LOOK AMAZING!
Title: Re: [WIP] General Halo Mod
Post by: Shinzy on December 05, 2014, 04:49:15 AM
I comp the previous speaker! they look amaze!
could you show bigger image of the armor so I can steal it ..what? nothing *sniffle*
I wanan see the detail bit better =P
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 05, 2014, 05:59:58 PM
Here's the standard ODST front for you:

(https://31.media.tumblr.com/156348b407d426fe154d9b5a48f33285/tumblr_ng4slpIbIq1s6wk4fo1_75sq.png)

I just used a liquify tool to form this texture to the fronts of the other body types.

I'm not going to post too many detailed pictures of anything right now, because you might try to steal them they still need some refinement. You can feel free to use all of the textures in my mod's texture folder for anything you want, once I release it. Sound good? :)
Title: Re: [WIP] General Halo Mod
Post by: Shinzy on December 06, 2014, 07:11:36 AM
Quote from: CB elite on December 05, 2014, 05:59:58 PM
Here's the standard ODST front for you:

(https://31.media.tumblr.com/156348b407d426fe154d9b5a48f33285/tumblr_ng4slpIbIq1s6wk4fo1_75sq.png)

I just used a liquify tool to form this texture to the fronts of the other body types.

I'm not going to post too many detailed pictures of anything right now, because you might try to steal them they still need some refinement. You can feel free to use all of the textures in my mod's texture folder for anything you want, once I release it. Sound good? :)

Oooh what a cheat! ;D
I just wanted to see them up close cause I'm curious (I've done some bits of armor myself so! they don't quite get to your level of detail but I do most of them one by one so, would take me a year ;D)
they look so swell in the screeny! =P but couldn't tell much of the detail
thanks!
I will snoop on the liquified ones once you've released this then!
Be afraid! be veeery afraid!
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 06, 2014, 04:25:15 PM
UPDATE:

ODST units have been updated, and re-balanced!

Changes:

ODST  ranks/subdivisions created; Recruit, Close Quarters, Sharpshooter, Heavy

Each rank has their own specialized armor [Helmet & Battle Suit], with differing stat offsets. Each rank is also worth a different amount of "points", and this really helps balance raids and assistance by the UNSC.

------

Helmet visors are a great indicator of the rank of the ODST units:

(https://38.media.tumblr.com/c4711199f10a358c272931debe215a16/tumblr_ng6id72x4k1s6wk4fo1_1280.png)

Blue = Recruit
Teal/Green = Sharpshooter
Orange = Close Quarters
Red = Heavy

------

I'm currently working on separate textures for the Battle Suits for each rank. I figure it makes sense that light armor should have less plating, and heavier armor should have more :)

Anyways, let me know what you think! Thanks for all of the support so far. Looking forward to getting more feedback :D
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 06, 2014, 09:44:28 PM
*melts away* haaaaaa...............
Title: Re: [WIP] General Halo Mod
Post by: FridayBiology on December 06, 2014, 09:49:13 PM
Looks sweet, you could post your MOD into a public folder on dropbox. that is if you don't want to upload it here :3
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 07, 2014, 03:07:38 PM
@Dragoon Glad you like it :D

@Shinzy You'll be able to take a peak  at those sooner than later :)

@Feirfec I have college finals coming up, so I'm not going to be able to work on any updates for a while. So, I figured I would work on getting my Mod's first official version up by today. It's unfinished right now, so I figure this forum would be the appropriate forum to post it to for now. You'll find a link to the mod at the bottom of this post :D

Everything is extremely unbalanced at the moment. I also still need to do some tweaking on the cooldown/warmup ticks for all of the weapons I added... Everything has almost no cooldown, and rate of fire is expressed through the warmup period because me-from-the-past wasn't thinking very clearly...

Want covenant weapons? You're going to have to spawn them in yourself, because traders do not carry and the Covenant faction hasn't been introduced yet :(

Link:
http://www.mediafire.com/download/d8n6pxe2czccnge/Project_Haloverse.zip (http://www.mediafire.com/download/d8n6pxe2czccnge/Project_Haloverse.zip)

Note: I had trouble coming up with a decent name for the Mod  :-\
Title: Re: [WIP] General Halo Mod
Post by: FridayBiology on December 07, 2014, 08:03:54 PM
much love CBelite, will you update with the Alpha 8 release?

P.S. goodluck with finals, now get the (insert abusive terms here) off the forums and study,
hugs and kisses
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 08, 2014, 06:44:02 PM
Quote from: Feirfec on December 07, 2014, 08:03:54 PM
much love CBelite, will you update with the Alpha 8 release?

P.S. goodluck with finals, now get the (insert abusive terms here) off the forums and study,
hugs and kisses

Yeah, I will be updating with Alpha 8. The temperature thing is going to be an interesting thing to deal with for sure :o

Thanks for the luck, I'm going to need it. Haha.
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 08, 2014, 08:02:45 PM
Does Cb Elite stand for Clonebine elite or Combine Elite?
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 09, 2014, 02:09:07 AM
Quote from: Dragoon on December 08, 2014, 08:02:45 PM
Does Cb Elite stand for Clonebine elite or Combine Elite?

When I was little, a group of friends and I were making xbox live accounts for the first time. We were really into Halo at the time (still are), so we wanted to make our gamertags have something to do with Halo. So, we all decided to use our first and last initials, followed by "Elite". One of my friends suggested "Elite Guardian", but that was too much haha.

Anyways, CB is just my initials :)

I just kinda use CB elite for everything now.
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 09, 2014, 03:56:45 PM
Nice  ;D
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 10, 2014, 07:45:02 PM
ALPHA 8 RELEASE:

So, Alpha 8 changed a lot of things relating to code...
It's going to be a long while before I get everything I have already made compatible again.
I will make sure to update as I go...

Edit:

I was actually able to finish it today :D
I'm going to test everything out, to make sure it's all functioning properly before posting another link to the updated version though :)
Title: Re: [WIP] General Halo Mod
Post by: Tbone9921 on December 12, 2014, 06:50:49 PM
You should try to make Mjolnir Armor. Please. :D
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 12, 2014, 08:36:53 PM
Quote from: Tbone9921 on December 12, 2014, 06:50:49 PM
You should try to make Mjolnir Armor. Please. :D

After I'm done refining the ODST textures, I'm going to be working on the Spartan species/pawn type.
With that, you can expect some Mjolnir armor :) Probably won't be too many variations of it to start off though :-\
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 13, 2014, 05:56:55 AM

[/quote]
Mjolnir armor
[/quote]


What kind of spartan armor? (the armor from halo reach is not standard spartan 3 armor btw)
The spartan 4 armor would be more believable since it was made to used for adults not those trained form childhood . (Not that I care Id love to see it all LOL)
Title: Re: [WIP] General Halo Mod
Post by: Tbone9921 on December 13, 2014, 10:45:43 AM
Well that's true, but wouldn't you love to see your colonists sprinting around in Mjolnir MK VI?
Title: Re: [WIP] General Halo Mod
Post by: Axel on December 13, 2014, 01:30:53 PM
You sir, I like.
The textures look marvelous and ill be looking forward to its A8 release. Love having new factions to kill, skin and butcher.
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 13, 2014, 08:26:47 PM
Quote from: Tbone9921 on December 13, 2014, 10:45:43 AM
Well that's true, but wouldn't you love to see your colonists sprinting around in Mjolnir MK VI?


True true. (but I like the spartan 4 armor a bit more)
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 14, 2014, 04:00:37 AM
Quote from: Axel on December 13, 2014, 01:30:53 PM
You sir, I like.
The textures look marvelous and ill be looking forward to its A8 release. Love having new factions to kill, skin and butcher.

I was originally going to wait to release the Alpha 8 version to you guys when I had completed the Spartan unit; but, I hit a few speedbumps, and I decided that I'm not going to make you wait for me to finish that. I hope to have the Alpha 8 version up on this thread within 24 hours of me posting this :)

Edit: Alpha 8 version is here!

http://www.mediafire.com/download/d8n6pxe2czccnge/Project_Haloverse.zip

I've made a few improvements, but it's still in dire need of balancing before I post it to the releases forums.

Let me know if you have any problems downloading/in game.

And, enjoy! :D
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 14, 2014, 10:22:17 PM
YAYAYAYAAYAYAYYAAYAYYAAYAYYAYAYAAYAYAYYAYAYAYAYAYAYY
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 15, 2014, 12:58:55 AM
Um that cool down is way to long 3.33s  it should be idk .56 seconds I mean for the brute shot 1.40s would be fine i think but for an assault rifle that is way to long to start shooting.
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 15, 2014, 04:00:16 AM
Quote from: Dragoon on December 15, 2014, 12:58:55 AM
Um that cool down is way to long 3.33s  it should be idk .56 seconds I mean for the brute shot 1.40s would be fine i think but for an assault rifle that is way to long to start shooting.

I'm kind of bad at this balancing thing, if you can't tell LOL. The long cooldown was my attempt at balancing the firepower from the 10 round burst. But anyways, I cut the cooldown in half, and got rid of the forced miss radius that I forgot I put in there; it seems just a little overpowered now haha. I'm going to be playing with this for a while, but thanks for the input friend :)

In other news, I have made a lot of progress with Spartans today!

Sneak peek:

(https://33.media.tumblr.com/3f9c151b3f52ca51f82cc3fa2de2d3f8/tumblr_ngm4conJDX1s6wk4fo2_1280.png)

(https://38.media.tumblr.com/c1e7609078fd6d56d8d389d951ab93ad/tumblr_ngm4conJDX1s6wk4fo1_1280.png)

Yes, that is a Spartan. Yes, that is Mjolnir Mark VI armor. Yes, 5 scythers died to one Spartan's hands. Like? :)

Also, I've made it possible to augment normal people to be like Spartans, with the right equipment. For example, Occipital Capillary Reversal effects the brain, causing increased visual perception. The procedure is very long, and the materials needed are very expensive. Thinking about working on a UNSC trader which would carry these materials.

Is the option to augment your colonists into (semi) Spartans a good idea? Should I remove it? Keep it? Let me know! :D
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 15, 2014, 09:54:29 AM
I like the use of the old spartan II armor first :D. You should keep it! I'ts a great idea that way people will augment there people to be real spartans. ( Nothing makes a raider piss his pants faster than wearing spartan armor and acting tough TILL  he sees a real spartan in the same armor X] )

OH RIGHT almost forgot make the burst like 6 rounds? Remember that no matter how good the gun is if the person does not have high skill in shooting it won't hit.
Title: Re: [WIP] General Halo Mod
Post by: Evul on December 15, 2014, 10:53:22 AM
QuoteI'm considering adding other weapons, but I don't want to become Project Armory Halo Edition. Which brings me to the point that I don't know if my mod would be very compatible with Project Armory, because I believe that the creators of that mod have added a few Halo weapons themselves, and I see some potential for confusion in the code there... Much respect to the makers of that Mod by the way!

Yes we have currently one: MA5DICWS
but have more on the work in progress list. You are 100% free to copy past them in to the mod so it is stand alone from PA (IF you want). (Exsample of an export is actually in the Arachnid mod were the Morita is exported from PA in to the mod.)

The only thing that will happen if a use also use PA is that there will be duplicates of weapons. But i can then recommend the user to turning the Halo weapons of the Project Armory mod off so the user only use the weapons provided Halo mods weapon instead of the PA. :)

Cool mod btw! :D
Title: Re: [WIP] General Halo Mod
Post by: JonoRig on December 15, 2014, 02:29:00 PM
Hey, I'm loving the textures on this mod, but urm, I just had a cargo pod crash give me 8 ODST helmets, was that intentional? :P
Title: Re: [WIP] General Halo Mod
Post by: Axel on December 15, 2014, 05:03:59 PM
So did of play testing and i noticed the helmets are 10$ give or take while the armors range from 2000-3000$+. You should look into that.
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 15, 2014, 05:30:02 PM
Quote from: JonoRig on December 15, 2014, 02:29:00 PM
Hey, I'm loving the textures on this mod, but urm, I just had a cargo pod crash give me 8 ODST helmets, was that intentional? :P

That was definitely NOT intentional. I'll look into fixing that asap. Thanks for letting me know about it.

@Dragoon: Reducing the burst shot to 6 helped. Still playing around with it.

@Evul: Thanks :D

@Axel: While I was looking at the code, trying to figure out why helmets were dropping in the first place, I found out that I never gave the helmets a value of any kind... I fixed this, and I'll be reposting an updated version soon :)

Note that I am still trying to balance out all of the values of all of the armor and weapons, so if something seems over/underpriced, just let me know :)

Edit: Updated version is here!
http://www.mediafire.com/download/d8n6pxe2czccnge/Project_Haloverse.zip

I tested about 100 resource crash pod incidents, and none of them contained any ODST helmets, so I'm hoping the problem is fixed now :)

Also, please feel free to play around with the Spartans! Let me know if you think they need any kind of rebalancing of any kind and what-not. The prices of the augmentations/armor for spartans is kind of astronomical, but that was kind of the goal. Still, I could probably tone those down a bit xD
Title: Re: [WIP] General Halo Mod
Post by: Axel on December 15, 2014, 06:44:25 PM
I believe there's a value threshold for cargo drops, dont quote me on this however. If the item, in this case the helmets, is below said threshold then they spawn in the drops.
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 15, 2014, 07:05:55 PM
Quote from: Axel on December 15, 2014, 06:44:25 PM
I believe there's a value threshold for cargo drops, dont quote me on this however. If the item, in this case the helmets, is below said threshold then they spawn in the drops.

That's probably it.
When I first wrote the code, I thought the drops only dropped things with a parentbase of "ResourceBase", because they always dropped resources; but, I was obviously mistaken :-\
Title: Re: [WIP] General Halo Mod
Post by: JonoRig on December 15, 2014, 07:54:53 PM
I look forward to trying your Spartans tomorrow, I'm already amusing myself greatly with ODST fighting jaffa from the stargate mod, textures in both are so nice, give a nice variation to just power armour for everyone
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 15, 2014, 11:01:30 PM
hmm I can't wait for the weapon updates :D!
Title: Re: [WIP] General Halo Mod
Post by: Axel on December 16, 2014, 12:08:49 AM
I cant wait to devtest the glitte commandos vs the jaffa vs odst and spartans whilst in the middle of a zombie siege. now to just pick who i want to be out of the three. :'D
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 16, 2014, 04:46:28 AM
Can you reduce the cost of spartan armor to 15,000 (it's hard to put a price on the augmentation because after testing with it it's awesome but you'll never be able to afford it XD uh maybe 20,000 for the full and maybe 10,000 for the individual augmentations) can you please make the spartan armor cover everything (minus the head) I was fighting the jaffa and they cut off both my ring fingers...and nothing else I mean...they just straight for it...it has to have been on purpose. It was their goal this army arrived I fought and killed 4 then they left after taking my ring fingers that was all they cared about they did not flee they just left?!!!
Title: Re: [WIP] General Halo Mod
Post by: Ink. on December 16, 2014, 04:11:49 PM
I'm super hyped for this. Between this and the Halo mod for Arma 3. What weapons are you planning to add?
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 16, 2014, 09:14:43 PM
Quote from: Dragoon on December 16, 2014, 04:46:28 AM
Can you reduce the cost of spartan armor to 15,000 (it's hard to put a price on the augmentation because after testing with it it's awesome but you'll never be able to afford it XD uh maybe 20,000 for the full and maybe 10,000 for the individual augmentations) can you please make the spartan armor cover everything (minus the head) I was fighting the jaffa and they cut off both my ring fingers...and nothing else I mean...they just straight for it...it has to have been on purpose. It was their goal this army arrived I fought and killed 4 then they left after taking my ring fingers that was all they cared about they did not flee they just left?!!!

I'll definetly reduce those prices, haha. Thanks for the input, and suggestions. As for the armor, I am sorry. ODST and Spartan armor variants already do cover every body part besides the head. You lost your ring fingers to a developing games armor system :( I'm hoping that the armor system will start to become more advanced (wear and tear; damage absorption), so that I can make my armors more realistic :)

P.s. I literally could not stop laughing for at least an hour after reading this post xD

Quote from: Ink. on December 16, 2014, 04:11:49 PM
I'm super hyped for this. Between this and the Halo mod for Arma 3. What weapons are you planning to add?

I am looking into adding some UNSC turrets (I'll probably do a poll) for sure. If I can figure out how to do a "pre-fire ambience" or a "weapon charging ambience" kind of thing, I would love to add the UNSC railgun. I'll probably add the UNSC battle rifle (3 round burst) soon. I would love to get a properly functioning gravity hammer in! Gah! So many other weapons, too, friend :)
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 17, 2014, 01:16:41 AM
Hey, everyone!

I've decided that I'm going to stop posting updates on here, as it's making the thread longer than necessary.

Instead, I made a public google doc where I'm going to be posting a bunch of notes about where the mod is going, as well as a link to an updated version as often as possible :) Feel free to use that link as little or as much as you like!

Anyways, here is the link to that google doc for you all: https://docs.google.com/document/d/1oEyCndTPWwD4TXANY2JKFXmE9IQoQ1oxX2m6HfXpDn4/edit?usp=sharing

Going to be updating my first post on this forum to include the link, too :)
Title: Re: [WIP] General Halo Mod
Post by: Viperlol on December 17, 2014, 01:23:46 AM
Im definitely going to be keeping an eye on that google doc, keep up the great work!
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 19, 2014, 02:14:57 AM
I know I said I was just going to update the Google Doc, but uhm...

Anyone excited for the release of the Grunts!? >:D

(https://38.media.tumblr.com/21ec164d212791a4b177d2e057f6c973/tumblr_ngtikgZV3S1s6wk4fo1_1280.png)

Of course, once I fix up the side textures and stuff :P
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 19, 2014, 04:49:58 AM
Whoa halo 4 grunts? I like it!! I cant wait for the new stuff, But how would we go about getting these grunts? (once they are added I mean)
PLEASE add in color changing for the spartan and odst armor (I use prepare carefully and there is a problem that I think has to do with that.)
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 19, 2014, 02:59:13 PM
Quote from: Dragoon on December 19, 2014, 04:49:58 AM
Whoa halo 4 grunts? I like it!! I cant wait for the new stuff, But how would we go about getting these grunts? (once they are added I mean)
PLEASE add in color changing for the spartan and odst armor (I use prepare carefully and there is a problem that I think has to do with that.)

I'm hoping to put in some regular "minor" and "major" grunts in next. Ultras would be nice to have too.

And, that really depends on what you mean by "getting"? Right now there's no way right now to recruit them, if that's what you're saying. For the faction to appear in game, you have to create a new world, I think :(

Explanation: To be recruited, I'm pretty sure a creature has to be defined as "humanoid". Grunts can't be defined this way, because the game freaks out about the textures (especially the hair, because the game insists on giving humanoids hair and crashes). I'm hoping to find a work-around to this eventually. I mean, how cool would it be to run your own little Grunt slave operation? :D

I use EdB Prepare Carefully too, and I noticed what you noticed as well. I took away the compColorable thing because it was messing with my texture art in game, but I'm working on a way to prevent that. I'll do some devtesting, and update the Google Doc with my results. If all goes as planned today, I hope to have an updated version for you to use.
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 20, 2014, 06:12:13 AM
grunt slaves....yes I mean I've always wanted to be a spacer with my grunty crew (lol)
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 21, 2014, 04:33:31 AM
Could you do a combo of energy sword and shield as seen in this?http://halo.wikia.com/wiki/Sangheili_point_defense_gauntlet (the comic) https://ludeon.com/forums/index.php?topic=6681.0 this mod has a sword and shield combo maybe you could base it off this?
Title: Re: [WIP] General Halo Mod
Post by: JonoRig on December 21, 2014, 05:27:53 PM
hey, the grunts are great, but i have a weird thing where i can set them to hunt (i guess they are defined as animals?) but if i incap them, i can harvest their organs, got a heart out of one before it bled out, and ran put of medicine before i got lungs and kidneys of the other two
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 21, 2014, 06:01:36 PM
Quote from: JonoRig on December 21, 2014, 05:27:53 PM
hey, the grunts are great, but i have a weird thing where i can set them to hunt (i guess they are defined as animals?) but if i incap them, i can harvest their organs, got a heart out of one before it bled out, and ran put of medicine before i got lungs and kidneys of the other two

I still have a lot of work to do on the grunts lol. I need to remove some of the recipes, so that you can't get the hearts out. Or, maybe I should just make the parts useless for humans? The unggoy (grunt) race is actually set as a mechanoid race right now, not animal. I haven't tested it yet, but this probably means you can extract metal from them or some dumb thing for now... Anyways, the reason you can hunt them is probably due to the fact that they are not humanoid. Grunts can never be defined as humanoid, because they need to follow their own texture path and the game freaks out when loading any grunts if they're defined as humanoid. So, until I can find some work around for this, enjoy hunting grunts! :D

I'm curious about changing their blood color to a luminescent light blue color. I think I've seen some megascarabs (the ones that happen when you open the bleed a brownish color, and I've been searching the code for how that happens but haven't found anything yet :(

I'm working on a way to get a bugtracker/request list going without spamming the forums, so keep an eye out for it :p

Quote from: Dragoon on December 21, 2014, 04:33:31 AM
Could you do a combo of energy sword and shield as seen in this?http://halo.wikia.com/wiki/Sangheili_point_defense_gauntlet (the comic) https://ludeon.com/forums/index.php?topic=6681.0 this mod has a sword and shield combo maybe you could base it off this?

I was going to do the point defense gauntlet for the Kig-Yar anyways, and I believe there is a way to wield shields and melee weapons at the same time (pretty sure I saw it happen when I played the apperello mod). I'll test this out, before I make any promises regarding a single item as overpowered as that combo sounds lol
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 21, 2014, 06:32:35 PM
lol sounds good to me. Oh could you reduce the aiming time to 2 seconds on the bruteshot ( I fired it at some boars all 4 rounds hit it..but it was still standing XD)
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 22, 2014, 12:46:36 AM
Quote from: Dragoon on December 21, 2014, 06:32:35 PM
lol sounds good to me. Oh could you reduce the aiming time to 2 seconds on the bruteshot ( I fired it at some boars all 4 rounds hit it..but it was still standing XD)

Sounds like it's lacking in power, then. That actually reminds me, I'm going to try to set up a chart with the stats of a bunch of different weapons, so that I can balance things better :)
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 22, 2014, 05:13:00 PM
AHHHH Fing really?

[attachment deleted due to age]
Title: Re: [WIP] General Halo Mod
Post by: JonoRig on December 22, 2014, 06:10:20 PM
I have been having fun with the ancient spaceship landing, then grunts popping out, running away, locking myself in my base, letting them have a psychotic break, and fight the scyther they land with
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 22, 2014, 07:02:26 PM
Quote from: JonoRig on December 22, 2014, 06:10:20 PM
I have been having fun with the ancient spaceship landing, then grunts popping out, running away, locking myself in my base, letting them have a psychotic break, and fight the scyther they land with

I just experience this today, too! This is happening because the grunts are still defined as <mechanoid>true</mechanoid>. That's completely my fault lol. I'm working on fixing this as soon as I get some time to work on the MOD again. With the holidays here, and having to work more, I've been a little strapped for time :(

Quote from: Dragoon on December 22, 2014, 05:13:00 PM
AHHHH Fing really?

I have yet to experience such an overwhelming gruntpocalypse :o
Probably has something to do with the points system. I'll look into it.
Title: Re: [WIP] General Halo Mod
Post by: JonoRig on December 22, 2014, 07:30:07 PM
I'm in no rush to see this slight quirk disappear anytime soon, im having a lot of fun with them, plus the ODST's, Rimtroopers, Norbals and Jaffa all crossing paths. any chance of seen Spartan NPC's, i've debugged them in, but at no point have i seen them visit naturally
Title: Re: [WIP] General Halo Mod
Post by: CB elite on December 23, 2014, 01:51:28 AM
Quote from: JonoRig on December 22, 2014, 07:30:07 PM
I'm in no rush to see this slight quirk disappear anytime soon, im having a lot of fun with them, plus the ODST's, Rimtroopers, Norbals and Jaffa all crossing paths. any chance of seen Spartan NPC's, i've debugged them in, but at no point have i seen them visit naturally

Yeah, the Spartans occur naturally. I started a world/colony not too long ago, and got lucky with some goodwill. I actually had a group of 3 spartans pass by my colony a couple of times. It's supposed to be a little bit of a rare sight, because I didn't want it to be too easy to obtain the Mark VI armor :) That's also why you'll never see a Spartan alone. I wanted to avoid a lone Spartan being arrested and stripped for his/her gear :P
Title: Re: [WIP] General Halo Mod
Post by: Dragoon on December 23, 2014, 07:13:07 AM
I always get the bad luck T-T
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 26.12.2014)
Post by: CB elite on December 26, 2014, 06:32:08 PM
Just an update! I have created a Google Spreadsheet that you can all look at to see the stats of weapons side by side. There are also pages for the health of Humans vs Spartans vs Grunts right now. More will be added to that as more pawns are created. For the armor, all I have right now is the market values of each.

So far, I have found it extremely useful in balancing everything. Feel free to let me know if you think something should be altered for any item. I can't promise that I'll do what you tell me to, but I'll definitely listen and consider :)

Here is the link to the spreadsheet:

https://docs.google.com/spreadsheets/d/1AJhnCAWYQybRanEtLbM_1ZCzNm6Ok22K4oOZmryl78s/edit?usp=sharing

Also, since I'm posting on here, check out the update! :)
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 26.12.2014)
Post by: SundayTuesday on December 27, 2014, 02:54:28 PM
i think it would be pretty cool if you could recruit other species. just my 2 cents :P
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 26.12.2014)
Post by: Dragoon on December 27, 2014, 06:33:20 PM
yeah did you read the other posts?

Quote from: CB elite on December 19, 2014, 02:59:13 PM
Quote from: Dragoon on December 19, 2014, 04:49:58 AM
Whoa halo 4 grunts? I like it!! I cant wait for the new stuff, But how would we go about getting these grunts? (once they are added I mean)
PLEASE add in color changing for the spartan and odst armor (I use prepare carefully and there is a problem that I think has to do with that.)

I'm hoping to put in some regular "minor" and "major" grunts in next. Ultras would be nice to have too.

And, that really depends on what you mean by "getting"? Right now there's no way right now to recruit them, if that's what you're saying. For the faction to appear in game, you have to create a new world, I think :(

Explanation: To be recruited, I'm pretty sure a creature has to be defined as "humanoid". Grunts can't be defined this way, because the game freaks out about the textures (especially the hair, because the game insists on giving humanoids hair and crashes). I'm hoping to find a work-around to this eventually. I mean, how cool would it be to run your own little Grunt slave operation? :D

I use EdB Prepare Carefully too, and I noticed what you noticed as well. I took away the compColorable thing because it was messing with my texture art in game, but I'm working on a way to prevent that. I'll do some devtesting, and update the Google Doc with my results. If all goes as planned today, I hope to have an updated version for you to use.
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 26.12.2014)
Post by: Lightbulb500 on December 30, 2014, 01:46:38 PM
Loving what you have done so far!

One thing I would suggest is adding a meal or two to the ODST's inventories, I have had a couple of visitors die of starvation  :-\ (Their armour and weapons have of course been put to good use  ;) )
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 26.12.2014)
Post by: CB elite on December 30, 2014, 08:30:45 PM
Quote from: Lightbulb500 on December 30, 2014, 01:46:38 PM
Loving what you have done so far!

One thing I would suggest is adding a meal or two to the ODST's inventories, I have had a couple of visitors die of starvation  :-\ (Their armour and weapons have of course been put to good use  ;) )

That explains so much! I forgot about that little detail.

I was always so confused when ODST would visit, and then my colonists were eventually shot by an ODST who had gone crazy... Now, I understand. They just need a bite to eat :)

Thanks!
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 26.12.2014)
Post by: Lightbulb500 on December 30, 2014, 08:37:50 PM
No problem, glad I could be of some small help!  :)
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 30.12.2014)
Post by: Lightbulb500 on January 07, 2015, 02:03:54 PM
Another small thing I have come across, during the winter ODSTs and Spartans will spawn with parkas rather than their armor, I know the vanilla game does this to stop pawns suffering from hypothermia but it puts winter spawned ODSTs and Spartans at a real disadvantage.
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 30.12.2014)
Post by: CB elite on January 07, 2015, 02:37:07 PM
Quote from: Lightbulb500 on January 07, 2015, 02:03:54 PM
Another small thing I have come across, during the winter ODSTs and Spartans will spawn with parkas rather than their armor, I know the vanilla game does this to stop pawns suffering from hypothermia but it puts winter spawned ODSTs and Spartans at a real disadvantage.

I noticed this recently, too. It's super frustrating.... I've been digging through xml and .dll code to try to figure out what does this. Their normal armor offers a lot of protection from cold and warm weather, and I was hoping that was enough to keep parkas from happening, but I was obviously wrong...

Anyways, I'm looking into it :)

-----

Edit: I've found the problem...

(https://38.media.tumblr.com/f6baff0c5f28e8c55d350973e34e4518/tumblr_nhtogtHCQp1s6wk4fo1_1280.png)

It would seem that the game looks for an apparel that is classified as <ThingStuffPair>() when determining protection from cold weather?

Then, the game is nice enough to supply a free parka to any pawn that doesn't have that apparel when spawned in extremely cold conditions?

All I really have to do is find a way to apply the <ThingStuffPair>() thing to the armors that I've added. I'm going to play with this, and update you on how it goes :)
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 30.12.2014)
Post by: Lightbulb500 on January 07, 2015, 03:02:34 PM
Quote from: CB elite on January 07, 2015, 02:37:07 PM
snip

Great  :D
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 7.1.2015)
Post by: CB elite on January 07, 2015, 05:09:26 PM
Okay, so I kinda sorta fixed the problem, and I've posted an updated version.

-----

What was happening:
>Winter time : it's cold
>UNSC armors cover skin,middle and shell layers
>Game wants to give UNSC parkas for warm
>Game has to remove UNSC armors to give parkas
>Spartans in helmets and parkas...

What happens now:
>Winter time : it's cold
>UNSC wears regular armor + parka on top for extra coziness...

-----

I would have loved to get rid of the parkas all together for the UNSC, but I don't have the C# knowledge to do that :(
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 7.1.2015)
Post by: Lightbulb500 on January 07, 2015, 06:36:53 PM
Nice! Thanks for the quick update  :D (and sorry for being such a pain!  :-\ )
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 7.1.2015)
Post by: CB elite on January 08, 2015, 07:04:20 PM
Quote from: Lightbulb500 on January 07, 2015, 06:36:53 PM
Nice! Thanks for the quick update  :D (and sorry for being such a pain!  :-\ )

You're not a pain! I appreciate any and all feedback about this mod :D

I don't always have time to play test, so it helps when I get constructive criticism :)
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 7.1.2015)
Post by: Dragoon on January 10, 2015, 03:05:44 PM
This mod conflicts with cybernetic storm :(.
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 7.1.2015)
Post by: CB elite on January 10, 2015, 03:21:39 PM
Quote from: Dragoon on January 10, 2015, 03:05:44 PM
This mod conflicts with cybernetic storm :(.

Looks like I have a new goal for the day :)

Edit: At the moment, it would seem that the issue lies within the current version of cybernetic storm. I'll stay updated with cybernetic storm to see if they fix it, but I'm going to continue to work on my ideas for the Haloverse for now. I hope you'll understand :)
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 7.1.2015)
Post by: Dragoon on January 11, 2015, 02:20:45 AM
I understand 100% THIS MODS AWESOME :D I can't wait for the forerunner stuff (I know you most likely won't but it would be awesome if you were able to add in some forerunner armor from halo 4 or it's cinematic)
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 7.1.2015)
Post by: Coenmcj on January 11, 2015, 07:42:43 AM
I need to visit the unfinished mods forum more often. This is awesome on so many levels.  Cheers! ;D
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 7.1.2015)
Post by: Lightbulb500 on January 11, 2015, 04:22:46 PM
Another very small point, the descriptions for the ODST Heavy Helmet and Battle Suit are reversed - helmet has the battle suit's and vice versa
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 7.1.2015)
Post by: CB elite on January 11, 2015, 04:53:49 PM
Quote from: Coenmcj on January 11, 2015, 07:42:43 AM
I need to visit the unfinished mods forum more often. This is awesome on so many levels.  Cheers! ;D

Thanks :D

Quote from: Lightbulb500 on January 11, 2015, 04:22:46 PM
Another very small point, the descriptions for the ODST Heavy Helmet and Battle Suit are reversed - helmet has the battle suit's and vice versa

I'm actually working on a complete description overhaul today for the weapons, so this fits in perfectly. Thanks for letting me know! I would have never caught it :)

Edit:

After digging and DevTesting, it would seem that the descriptions are as they should be. Would you mind posting a screenshot of the error in your game? :o
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 7.1.2015)
Post by: Lightbulb500 on January 11, 2015, 10:08:03 PM
Reloaded the save to grab a screenshot and they are indeed correct...

It must have been either a one off interface bug or I'm losing it  ::)
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: CB elite on January 20, 2015, 02:24:32 AM
Hey everyone, just wanted to apologize for not keeping up with this mod as well as I should be lately.

I've had a lot of stuff going on, but I hope to have some new content for you all soon!

I'm thinking about recruiting some texture artists for some of the apparel/species that I want to add. Textures take soooooo long to make, and having those taken care of for me would make things a lot easier for me. Of course, every artist who contributes would be credited for their work within the mod, and on the mod's forum page :D

What do you guys think?

Also, I'm currently working on a list of people who have helped me learn how to code this stuff, and a special thanks list to some of you who inspired me to keep going with this project :)

Edit:

Computer failed on me :'(

It's going to be a little while before I can continue work on this :(
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: Lightbulb500 on January 23, 2015, 10:04:28 AM
Oh dear!  :-\

Hope you get your computer issues sorted!
Title: Re: [WIP] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: CB elite on February 10, 2015, 09:20:55 PM
Just wanted to update you guys on what's going on with this mod, as to not be rude:

This project of mine isn't going to be getting much love while I'm going to school this semester.  On top of that, I'm currently working on getting a better job right now, and that's time consuming by itself...

-----

If anyone is interested in "adopting" this mod by improving upon it while I'm away, I really wouldn't mind. Here's why:

This mod was born from a combined passion for Rimworld and Halo. I still believe that this mod would be REALLY fun to have in a completed version. It really doesn't matter who accomplishes this feat. If the project is completed some day, I would be more than satisfied with what I've done :)

If you're interested in this "adoption", just email me. I would prefer to hand over the responsibility to someone who has some experience with modding; so, if you have some example projects for Rimworld that I could look at, that would be great!

I have all of the resources you could possibly need to complete the project. Just not the time to do it myself :/

-----

Life can be a mess at times, and I hope you all understand where I'm coming from...

Thanks again, for all of your support! :)
Title: Re: [SUSPENDED] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: Coenmcj on February 10, 2015, 11:53:55 PM
No problems at all, I wish you luck in all your future endeavors!
Title: Re: [SUSPENDED] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: Dragoon on February 17, 2015, 09:45:43 AM
I like the Cortana A.Is howed you make them?
Title: Re: [SUSPENDED] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: CB elite on February 17, 2015, 01:34:59 PM
What aspect of the A.I.s are you referring to?

Textures: Got some help from a friend with the design. He doesn't have an account, and doesn't want his name mentioned though :/ It's inspired by a scene from Forward Unto Dawn. The rampant AI just uses a few hue edits over the normal A.I.

Functionality: I took a look at the in-game story tellers, and the code in the .dlls to decide how I wanted each A.I. to function. I hope that they function correctly. I haven't had time to play this game at all in at least three weeks :(

Hopefully that answers your question :o
Title: Re: [SUSPENDED] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: Dragoon on February 17, 2015, 01:48:40 PM
Quote from: CB elite on February 17, 2015, 01:34:59 PM
-snip-

it does :D!
Title: Re: [SUSPENDED] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: Dragoon on February 19, 2015, 09:33:01 PM
I( hope this gets updated for alpha 9 :D they have energy shields so energy sword charge!!!
Title: Re: [SUSPENDED] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: CB elite on February 20, 2015, 01:09:32 AM
Quote from: Dragoon on February 19, 2015, 09:33:01 PM
I( hope this gets updated for alpha 9 :D they have energy shields so energy sword charge!!!

I'm looking forward to a little bit of free time, and I REALLY want to get into this energy shield business! It would be really cool if I could apply the shields to apparel, rather than just pawns. I have to look at the code and figure that part out still :o
Title: Re: [SUSPENDED] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: Dragoon on February 25, 2015, 06:23:18 PM
Well the mass effect mod has shield that is middle layer if you could would you make you'res top layer since the odst armor/mjolnir are middle layer?
Title: Re: [SUSPENDED] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: Ninja Viking on March 03, 2015, 07:26:01 PM
PLEASE add the flood! If you are doing a Halo mod you just have to add them!

(If you read the book called Halo: The flood, you get an insane in dept view of how the flood actually operate when they infect an human/alien. They actually don't kill their host, they keep their host alive inside the mangled twisted body and forcefully digs through their memory to find useful information.)
Title: Re: [SUSPENDED] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: CB elite on March 09, 2015, 01:04:39 AM
Quote from: Dragoon on February 25, 2015, 06:23:18 PM
Well the mass effect mod has shield that is middle layer if you could would you make you'res top layer since the odst armor/mjolnir are middle layer?

That's probably what I would have to do. Still have to do some digging into the Alpha 9 code and update for Alpha 9. Details about why this hasn't been done yet are below.

Quote from: Ninja Viking on March 03, 2015, 07:26:01 PM
PLEASE add the flood! If you are doing a Halo mod you just have to add them!

(If you read the book called Halo: The flood, you get an insane in dept view of how the flood actually operate when they infect an human/alien. They actually don't kill their host, they keep their host alive inside the mangled twisted body and forcefully digs through their memory to find useful information.)

The flood is a necessity that I am well aware of :) There are a few mechanics that I have to play with before getting them to work the way they should though. I'll probably look into getting the eBook soon. Thanks for the reference!

-----------

Insight into my life at the moment:
- School has been very demanding of my time, still
- Work is taking up most of my time out of school
- Looking for a better job that pays more is taking up some time as well
- Mom was recently diagnosed with stage 3 colon cancer, and she's going into chemotherapy at the end of this month
- Gonna have to pick up some extra hours to help her pay rent while she stays on disability for a bit

Yeah, that's all I really have to say about that for now. Anyways, on a lighter note: The project shouldn't be suspended for too much longer if I can get stuff done efficiently. Thanks again for all the support! :D

-----------

UPDATE: "Separated race intelligence levels (humanoid/tool user/animal) from mechanoid status in race definition to provide more flexibility for modders."

Guys, this is huge! I'm pretty sure this is the exact mechanic that I need for the non-humanoid factions! But not until Alpha friggin' 10, dangit.

Anyways, you guys keep a look out this next week or so for more updates. It's my goal to have stuff updated by Friday.
Title: Re: [SUSPENDED] (Alpha 8) General Halo Mod (Updated 15.1.2015)
Post by: tresflores on March 09, 2015, 06:33:02 PM
take your time bro you've already given us more than we could ask for
Title: Re: (Alpha 8) General Halo Mod (Updated 15.1.2015) [Alpha 9 In-Progress]
Post by: CB elite on March 17, 2015, 08:19:52 PM
@tresflores I took your advice, am taking a little more time to refine things, and am glad that I'm doing so. I've had time to read some of my old code and some of the new code and have had some pretty interesting ideas in the process :)

The new mod layout is going to be a bit different, so I'll put some instruction on how to install in the folder. It's basically going to be about 5 different folders that you can choose to have activated or not; one for each faction.

I figured, as time goes on, some people might not want to have to deal with all of the different challenges this mod will introduce, so having the option to toggle certain features will be nice :) The only disadvantage is that the weapons for each faction require that faction to be activated. I might change that in the future, but that really seems kinda... I don't know, overly divided?

Let me know what you think of the idea :)

Also, does anybody know of any good free bugtracking systems that I could use? I think github might offer something like that, but github seems really complex .-.
Title: Re: (Alpha 8) General Halo Mod (Updated 15.1.2015) [Alpha 9 In-Progress]
Post by: Dragoon on March 17, 2015, 10:55:52 PM
Quote from: CB elite on March 17, 2015, 08:19:52 PM
-snip-
That setup seems fair I mean your only gonna get plasma guns though either traders or raid anyway (unless you add crafting) or you can make a main folder with all the weapons and what not and just add factions as optional like Rimsenal did . https://ludeon.com/forums/index.php?topic=11160.0
Title: Re: (Alpha 8) General Halo Mod (Updated 15.1.2015) [Alpha 9 In-Progress]
Post by: CB elite on March 18, 2015, 03:26:43 AM
Quote from: Dragoon on March 17, 2015, 10:55:52 PM
That setup seems fair I mean your only gonna get plasma guns though either traders or raid anyway (unless you add crafting) or you can make a main folder with all the weapons and what not and just add factions as optional like Rimsenal did . https://ludeon.com/forums/index.php?topic=11160.0

I remember seeing some sort of schematic system before in another mod that I thought about implementing in the future for weapon creation. Would that be a good system, or would it be better to just require the materials to make the  weapons? :o

Perhaps faction vs weapon toggling would be better for users. I'll play with both options for now :)

Thanks for the link btw!
Title: Re: (Alpha 8) General Halo Mod (Updated 15.1.2015) [Alpha 9 In-Progress]
Post by: Dragoon on March 18, 2015, 09:38:56 AM
Quote from: CB elite on March 18, 2015, 03:26:43 AM
-snip-

Well the thing about the schematics is you have to already have one of the item then tear it down and make it into an schematic. It can sometimes be tedious, plus you have to bring the blueprints every time you are going to craft them and all it takes is a gun happy colonist or raider and it's gone XD.
Title: Re: (Alpha 8) General Halo Mod (Updated 15.1.2015) [Alpha 9 In-Progress]
Post by: CB elite on March 18, 2015, 12:45:07 PM
Well, gosh darn it, looks like i'll just have to make the weapons craftable ;) lol

Update: Alpha 9 UNSC is up and running properly. I hotfixed a bug with the shotgun sound effects and the new link is good. You can find the latest download link on the first page of the forum :)
Title: Re: (Alpha 9) General Halo Mod (Updated 19.3.2015) [Alpha 9 Still In-Progress]
Post by: Dragoon on March 20, 2015, 11:06:29 AM
Btw have you though of putting (unsc) in front of the gun so they are all grouped together (idk if ti affects gamplay but would be nice in prepare carefully XD)

Oh and well done balancing the mod ;D ! The assualt rifle has less range but higher burst at a decently higher cost 8)
Title: Re: (Alpha 9) General Halo Mod (Updated 19.3.2015) [Alpha 9 Still In-Progress]
Post by: CB elite on March 20, 2015, 03:31:01 PM
Quote from: Dragoon on March 20, 2015, 11:06:29 AM
Btw have you though of putting (unsc) in front of the gun so they are all grouped together (idk if ti affects gamplay but would be nice in prepare carefully XD)

Oh and well done balancing the mod ;D ! The assualt rifle has less range but higher burst at a decently higher cost 8)

Yeah, I could do that. It would alphabetize them so that they are all together in debug (and prepare carefully, I think). It wouldn't affect game play at all. Only reason I have it as "<gun name> (unsc)" is because I'm used to categorizing things in that format. New format will be with the next update of this mod that contains the Covenant stuff :)
Title: Re: (Alpha 9) General Halo Mod (Updated 21.3.2015)
Post by: CB elite on March 21, 2015, 03:37:23 PM
I've updated everything from alpha 8 into alpha 9 (FINALLY). I promise I'll be faster for alpha 10 :)

I would have had it up yesterday but the energy sword wanted to make thumpy noises instead of energy sword noises, and I couldn't figure out why until a few minutes ago :(

Hoping you enjoy what was available in alpha 8 while I work on some extra stuff before today :)
Title: Re: (Alpha 9) General Halo Mod (Updated 21.3.2015)
Post by: HBKRKO619 on March 21, 2015, 04:58:30 PM
Thank you man, but is it still incompatible with very popular mod like cyberstorm, glitter tech, .... who add medical stuff to like alpha 8 was ?
If it still incompatible, what part of your mod did I have to not activate to be able to play with the rest ? Because your factions, weapons, storytellers seem really great ? I would love to play with your medical stuff to but I prefer keep cyberstrom and glitter tech for that (more stuff) if it's not compatible.
Title: Re: (Alpha 9) General Halo Mod (Updated 21.3.2015)
Post by: CB elite on March 21, 2015, 05:02:19 PM
Quote from: HBKRKO619 on March 21, 2015, 04:58:30 PM
Thank you man, but is it still incompatible with very popular mod like cyberstorm, glitter tech, .... who add medical stuff to like alpha 8 was ?
If it still incompatible, what part of your mod did I have to not activate to be able to play with the rest ? Because your factions, weapons, storytellers seem really great ? I would love to play with your medical stuff to but I prefer keep cyberstrom and glitter tech for that (more stuff) if it's not compatible.

I don't blame you for wanting to use their stuff, as it's all super cool :o My best bet would be due to the UNSC's override of the humanoid race to allow the spartan augmentations. I'll look into it after I eat lunch and post what I find :)

Update: I downloaded the mods, played with them & my mod activated at the same time. Glittertech has some xml errors in it still, but I doubt that has anything to do with the incompatibility. By the way, when say "incompatible", you mean when my mod is activated you can't use their medical features, right? If so, then my assumption that the Races_Humanoid.xml was the problem is correct.

The fix isn't difficult, and there are a couple of ways you could go about fixing things:

1. You could go into the UNSC mod -> defs -> thing defs, and then remove the Races_Humanoid.xml from the mod. This will result in no longer being able to augment your colonists to be Spartans, but the compatibility will be restored; or, at least it should be.

2. If you know xml, you can take the 4 recipes I added to the humanoid race .xml and put them in the humanoid race .xml of these other mods, and that should restore compatibility too. I won't be making any more changes to the humanoid race any time soon (if ever), but it would still be tedious for the user (you).

3. I could theoretically make a couple of compatibility packs for players who want to play my mod with these mods. It wouldn't be hard to make at all... It would just require me to stay up to date with all other "popular" medical mods though, and we might run into this issue again in the future.

I would suggest just going with option 1 for now :/
Title: Re: (Alpha 9) General Halo Mod (Updated 21.3.2015)
Post by: Dragoon on March 21, 2015, 06:54:12 PM
What are you plans for the forerunners?
(btw sentinels and Prometheans would be the same faction)
Will we be able to recruit forerunners ?
What will we get by using the machining table and shredding the robots?
Could we craft them out of human flesh and plasteel (cause they are made from people ,plasteel for the knights and maybe steel for the dogs or watchers) or something?

Yes a lot of questions but I know something else is gonna ask them or a lot more.
THANK YOU!!! for making them alphabetical (btw id just put (cov) in front of cov weapons I'm sure get the gist I hope too intruding).
Title: Re: (Alpha 9) General Halo Mod (Updated 21.3.2015)
Post by: CB elite on March 21, 2015, 07:55:26 PM
Quote from: Dragoon on March 21, 2015, 06:54:12 PM
What are you plans for the forerunners?
(btw sentinels and Prometheans would be the same faction)
Will we be able to recruit forerunners ?
What will we get by using the machining table and shredding the robots?
Could we craft them out of human flesh and plasteel (cause they are made from people ,plasteel for the knights and maybe steel for the dogs or watchers) or something?

Yes a lot of questions but I know something else is gonna ask them or a lot more.
THANK YOU!!! for making them alphabetical (btw id just put (cov) in front of cov weapons I'm sure get the gist I hope too intruding).

Forerunners is/are definitely the faction(s) I'm most excited to work on. I understand that sentinels are technically forerunner technology, and am open to the idea of combining the two factions into one. The only reason I have them divided from one another is the simple fact that Prometheans are led by the Didact, while Sentinels are general forerunner technology that (from my knowledge) have a general purpose to construct, maintain and protect forerunner facilities; they don't really have a "leader". I might just have to do a poll for this dilemma :/

My game plan for the prometheans and sentinels is a bit shaky at the moment. However, weapons are definitely something I want to get integrated as soon as I get the chance :)

Recruitment would be interesting, and construction of prometheans would be great once I dive into crafting in Rimworld. I would most likely include the Composer as the "workbench" for the prometheans. Or, at least it would be an intermediate step.

Machining the sentinels/robots would probably be something similar to what happens with mechanoids... Perhaps I could include a product that could be used for advanced base defenses (i.e. improvised sentinel beam turret things?).

I'm still learning a lot of the Halo lore to make this as accurate as possible :)

Answering these kinds of questions is never a burden to me, because it gets me thinking about possibilities for future updates, and I really do appreciate your constant posts in this forum :) lol
Title: Re: (Alpha 9) General Halo Mod (Updated 21.3.2015)
Post by: HBKRKO619 on March 21, 2015, 08:43:07 PM
So, I manage to put your 4 recipes into the humanoid race of the other mods and after that, copy/paste the same humanoid race in all of the medical mod (and your) and it work perfectly exept one little bug i found after some test.
When I inject the "Catalytic Thyroid Implant" into one of my little guy, I can't do operation no more. When I click on the operation button, nothing happen, nothing open.
I think it's because the "Catalytic Thyroid Implant" come in the neck, something who's not in the vanilla game. It replace the brain anyway so I think it's better to put this on the brain to fix this bug, even if it's not 100% "roleplay" ^^ (not 100% sure of my "fix", I never modded anything xDDD)

P.S. : I hope I made myself clear, not english native speaker xDDD
P.S. 2 : A big thank you for telling me what I had to do to made all of this compatible, you made a great mod and I can't wait to see it become bigger :)
Title: Re: (Alpha 9) General Halo Mod (Updated 21.3.2015)
Post by: Dragoon on March 22, 2015, 02:13:48 AM
Could the "complete spartan augmentation" be made for the torso instead of the brain? (I ask because of of this mod that adds brain pals pretty much A.Is in your head like Cortana and they have smart(bionic) and dumb(electronic) A.Is.
Title: Re: (Alpha 9) General Halo Mod (Updated 21.3.2015)
Post by: CB elite on March 22, 2015, 03:17:03 PM
Quote from: HBKRKO619 on March 21, 2015, 08:43:07 PM
... it work perfectly exept one little bug i found after some test.
When I inject the "Catalytic Thyroid Implant" into one of my little guy, I can't do operation no more. When I click on the operation button, nothing happen, nothing open.
I think it's because the "Catalytic Thyroid Implant" come in the neck, something who's not in the vanilla game. It replace the brain anyway so I think it's better to put this on the brain to fix this bug, even if it's not 100% "roleplay" ^^ (not 100% sure of my "fix", I never modded anything xDDD)

P.S. : I hope I made myself clear, not english native speaker xDDD
P.S. 2 : A big thank you for telling me what I had to do to made all of this compatible, you made a great mod and I can't wait to see it become bigger :)

I'll investigate the bug today, and come back to report my findings. That shouldn't be happening :/ The only problem with putting this on the brain would be that it would be incompatible with the Occipital enhancement that goes on the brain. As frustrating as that is, I'm going to have to find another work-around if the problem is the neck placement.

Thanks for the support <3

Update: I play tested the Catalytic Thyroid Implant, and it worked perfectly fine. I'm not sure what could be going wrong for your game :( I'm sorry I don't have the answer this time :(

Quote from: Dragoon on March 22, 2015, 02:13:48 AM
Could the "complete spartan augmentation" be made for the torso instead of the brain? (I ask because of of this mod that adds brain pals pretty much A.Is in your head like Cortana and they have smart(bionic) and dumb(electronic) A.Is.

Only problem with that would be that the augmentation would lose efficiency for every time the torso was damaged. This is because the augmentation acts as a replacement of the body part as a whole rather than an add-on, if that makes sense. Given that information, if I were to change the position, I would most likely change the position to the spinal column of Spartans. It makes a little more sense than the torso in a few ways:

1. The majority of the augmentations are neurological

2. The spinal column is much less likely to be damaged; therefor, the augmentation is much less likely to be interfered with.

That mod sounds really cool btw! Mind posting a link to it in the forum? :)
Title: Re: (Alpha 9) General Halo Mod (Updated 22.3.2015)
Post by: CB elite on March 22, 2015, 05:44:56 PM
Here's a preview of the main promethean weapons that will be included in the mod :)

(https://40.media.tumblr.com/91c2cce18c84274b56e2cf64d97365f0/tumblr_nlmuuxK99w1unn61go1_250.png)

I was in the middle of these textures right before I suspended the mod a couple of months ago, and I hope they are appealing :)

Now to make some custom projectiles and look into getting some decent sound-fx for the weapons!

-----

Also, probably going to add the incineration cannon, but I haven't gotten around to working on a texture for that yet :p
Title: Re: (Alpha 9) General Halo Mod (Updated 22.3.2015)
Post by: HBKRKO619 on March 22, 2015, 06:35:35 PM
Weird, It happen only when I have a "Catalytic Thyroid Implant" installed.
Anyway, I will try to find why there is that bug.
Title: Re: (Alpha 9) General Halo Mod (Updated 22.3.2015)
Post by: Dragoon on March 22, 2015, 06:45:40 PM
Quote from: CB elite on March 22, 2015, 05:44:56 PM
-snip-

Those looks great! oh and heres the link https://ludeon.com/forums/index.php?topic=3612.0
I downloaded the miscellaneous one.

Implants: BrainPals
   If you always wanted to have your own voice-in-your-head, here it is: Your personal BrainPal(TM)
   BrainPals are micro computers that are hard wired into the brain and provide you with live feedback.
Title: Re: (Alpha 9) General Halo Mod (Updated 22.3.2015)
Post by: CB elite on March 22, 2015, 06:59:01 PM
Thanks, Dragoon :)

So, I ran into a bug today while play testing, and it's quite annoying... Basically, the game isn't spawning any pawns during raids because it can't find them in my code, so I have to go back and look to see what I did wrong :( If you guys are experiencing something similar, I should have a fix done soon.

Update: It has something to do with the pawn defs, and not necessarily my own. Even when I take a pawn group maker from the vanilla game and put it into my own, it works fine as long as certain pawns are present. When I remove the lower tier pawns, the game freaks out with raids (or at least at the very beginning). I'm going to play around with some numbers for a bit, and let you guys know what happens. But first, some not so nutritious nutrition for energy...

Update #2: After some playing around with numbers and such, I believe that I have found the non-game-breaking issue at hand... When the game wants the UNSC or Covenant to "raid" your colony, it looks for a pawn under a certain point threshold for your current condition. Early on in the game, the game wants to throw low-point pawns at you, and neither faction that I've created contains one of those. So, I'm going to have create one of those for each faction... As frustrating as that is, that seems to be what's going to have to be done... I think I'll use some existing species to create some "scouts" with really low points, and really low selection weight, so that they don't show up as often in the late game. Wish me luck.

Update #3: Added scouts, low cost, low selection weight. Might have to work with this a bit more in the future to figure out how to further reduce spawning of scouts. Uploaded to dropbox and is downloadable now...
Title: Re: (Alpha 9) General Halo Mod (Updated 22.3.2015)
Post by: HBKRKO619 on March 23, 2015, 10:14:45 AM
So, after some more test, I confirm, I can't do any operation on a pawn with the "Catalytic Thyroid Implant" installed.
That's what I've done, I begun to install the "Muscular Enhancement Injections", it took place of the heart, no problem, everything work. After that, I tryed to install the "Occipital Capillary Reversal", it took place of the brain, everything work, no problem. And after, I tryed to install the "Catalytic Thyroid Implant", it took place of the "Occipital Capillary Reversal" in the neck and his brain was on the ground after the "Occipital Capillary Reversal" operation, no brain guy who was walking with no problem xDDDDD And after that, I coudn't do any operation, when I clicked on the operation button, nothing happen, nothing open.

I hope it will help you, The fact that the "Catalytic Thyroid Implant" took the place of the "Occipital Capillary Reversal" seems not logic but logic in the same time because even if it go on the neck, it took place of the brain in the game.
Title: Re: (Alpha 9) General Halo Mod (Updated 22.3.2015)
Post by: CB elite on March 23, 2015, 10:49:25 AM
Oooooooooooh. I think I know what might be happening now lol. Thank you for the in-depth explanation :) Ill try to fix that after school today.

Update: Got some free time in the library to work on this, and I fixed the issue while still maintaining realism. Just, one thing for med-mod compatibility: Instead of putting the recipes from UNSC into med mods, you're going to have to take the recipes from other med mods and put them into UNSC if that makes sense :)

I should have something posted later today for a fix. I know these bugs are really annoying, and I try my best to get out bugfixes as fast as possible :(
Title: Re: (Alpha 9) General Halo Mod (Updated 22.3.2015)
Post by: HBKRKO619 on March 23, 2015, 05:20:47 PM
It make no difference. I put your 4 recipes into the humanoid race of glitter tech for exemple who already have the one from Cyberstorm and I copy paste this modified humanoid race into cyberstorm and your UNSC mod. Like this, the 3 mod have exactly the same humanoid race and everything will work fine with your fix of the bug ^^
Title: Re: (Alpha 9) General Halo Mod (Updated 22.3.2015)
Post by: CB elite on March 23, 2015, 05:23:24 PM
Quote from: HBKRKO619 on March 23, 2015, 05:20:47 PM
It make no difference. I put your 4 recipes into the humanoid race of glitter tech for exemple who already have the one from Cyberstorm and I copy paste this modified humanoid race into cyberstorm and your UNSC mod. Like this, the 3 mod have exactly the same humanoid race and everything will work fine with your fix of the bug ^^

You're right, actually. I don't know what I was thinking lol. Thanks again! It's been a while since I've had some decent sleep, so if I start to not make sense, I apologize .-.
Title: Re: (Alpha 9) General Halo Mod (Updated 22.3.2015)
Post by: HBKRKO619 on March 23, 2015, 06:41:11 PM
No problem man ^^ take time to rest, your mod is great and I thank you again for that but real life and your health is more important ^^
Title: Re: (Alpha 9) General Halo Mod (Updated 23.3.2015)
Post by: HBKRKO619 on March 24, 2015, 11:07:29 PM
Just to tell you that after your last update, I "played" with the recipe to made all of this compatible and it work perfectly :) I can now do operation after installing the "Catalytic Thyroid Implant"
Thank you :)
Title: Re: (Alpha 9) General Halo Mod (Updated 23.3.2015)
Post by: CB elite on March 24, 2015, 11:08:35 PM
Quote from: HBKRKO619 on March 24, 2015, 11:07:29 PM
Just to tell you that after your last update, I "played" with the recipe to made all of this compatible and it work perfectly :) I can now do operation after installing the "Catalytic Thyroid Implant"
Thank you :)

That's what I like to hear :) I'm glad it's working now :)
Title: Re: (Alpha 9) General Halo Mod (Updated 23.3.2015)
Post by: CB elite on April 01, 2015, 09:23:15 PM
Hi guys,

I know I try to keep the forum decongested by keeping everything in a google doc, but I just wanted to drop by and give a quick update for the mod :)

-----

I've added some the Promethean weapons, but they don't function entirely the same as they do in the Halo games yet. I need to refine my C# knowledge before I can get into the complicated stuff :/ But hey, they are pretty cool, if I say so myself.

I've also added a new defensive Gauss Cannon to the UNSC portion of the mod. It can't fire over walls & requires artillery shells to use, but it's really accurate, does a lot of direct damage, and has a small explosive effect. I've found it extremely amusing/useful, but it does need some balancing. You're also going to have to research some new tech to build the thing without god mode. Also, kinda sad as to how the base of the turret comes out in-game, but there's not much I can do about that with the stuffs system.

Let me know what you guys think :)

(https://41.media.tumblr.com/e32681e4118c9f9679891b29743e8764/tumblr_nm5nteFb891unn61go1_540.png)

Thanks again for all of the support :D
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015)
Post by: Dragoon on April 02, 2015, 06:40:23 PM
Cool the Promethean weapons look great and I like their stats.
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015)
Post by: CB elite on April 03, 2015, 06:30:31 PM
Thanks,

Just a heads up:

I'm probably going to be doing updates on a less frequent basis, as it gets annoying having to create a new world every time I come out with something new for the mod :/ I'll still be updating the change log, though.
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015)
Post by: apljee on April 05, 2015, 11:22:39 AM
Quote from: CB elite on April 03, 2015, 06:30:31 PM
Thanks,

Just a heads up:

I'm probably going to be doing updates on a less frequent basis, as it gets annoying having to create a new world every time I come out with something new for the mod :/ I'll still be updating the change log, though.

You shouldn't have to make a new world as long as you're not removing anything, or if you're not adding any factions. Weapon mods don't require new worlds, so you're good unless you add/change factions.
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015)
Post by: CB elite on April 05, 2015, 04:17:28 PM
Quote from: apljee on April 05, 2015, 11:22:39 AM
You shouldn't have to make a new world as long as you're not removing anything, or if you're not adding any factions. Weapon mods don't require new worlds, so you're good unless you add/change factions.

It seems that the slightest adjustments that I make to factions causes them to go bonkers :(

I'm working on increasing the diversity of pawns within the covenant faction(s) at the moment, and there's no point in releasing the stuff until I shift my focus off of that and onto additions that don't affect save files :/ No one wants to have to start over every few days for a few new features lol.

Once I get these bugs sorted out, I'm going to finish mapping out a few flood body defs for the flood pawns. Then, I have to get that faction up and running correctly (balanced, spawning the right ratio of each type, etc.). This would be so much easier if it were just a weapons mod, but the constant balance changes within the factions... :(

I appreciate your comment though :D
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015)
Post by: sgtmiller1233 on April 09, 2015, 10:42:22 AM
Hey, I dont know if it would be possible right now due to the other things you have planned, but eventually can we get some marine armor for the colonists? Also, Loving the mod so far! You have done a wonderful job.  :D
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015)
Post by: Lightbulb500 on April 09, 2015, 11:08:04 AM
Just wanted to say that I am really loving all the progress that's been made!

The mod has become a must for any of my playthroughs  ;D
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015)
Post by: CB elite on April 09, 2015, 01:07:26 PM
Quote from: sgtmiller1233 on April 09, 2015, 10:42:22 AM
Hey, I dont know if it would be possible right now due to the other things you have planned, but eventually can we get some marine armor for the colonists? Also, Loving the mod so far! You have done a wonderful job.  :D

I don't really have a linear thing that I'm following right now. So, yes! :)

Marine armor would not be difficult to make at all. Often times, with clothing, the most time consuming thing is creating the textures for the apparel. But, once I get that done, the xml coding is really easy :)

Most of the pawns that I'm adding via this mod are meant for mid-late game interaction for players who intend on staying on the planet for a while. UNSC Marines would be a nice replacement for the scouts that I have currently.

Thanks for the suggestion :) I'm glad you like it so far! :D

Quote from: Lightbulb500 on April 09, 2015, 11:08:04 AM
Just wanted to say that I am really loving all the progress that's been made!

The mod has become a must for any of my playthroughs  ;D

I'm glad that you're enjoying it :D

I hope that as things continue to diversify and become more complex you will continue to like it as much as you do now :)
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 10 In Progress]
Post by: CB elite on May 05, 2015, 06:19:48 PM
Just an update for those who don't read the change-log/notes:

I'm still working on updating this to Alpha 10.
I know, it's taking forever, but as I add more content the updates will continue to get slower.
I am still working solo on this :/

-----

Main things that have slowed me down:
School
Work
Health related stuff

-----

I know I've posted stuff like this before, but I just wanted to let everyone know that the mod hasn't been abandoned ;)
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 10 In Progress]
Post by: HBKRKO619 on May 05, 2015, 08:42:22 PM
No problem man, take your time, real life is more important than a game :)
Good luck :)
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: CB elite on June 10, 2015, 10:05:51 PM
So, unfortunately, no Alpha 10 release :(

But, I am excited to explore the code of Alpha 11 and see what I can finally make possible :)
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: Helixien on June 13, 2015, 03:56:00 PM
Hey, I made my own Halo weapons mod here: http://ludeon.com/forums/index.php?topic=13593.0 (http://ludeon.com/forums/index.php?topic=13593.0)

Feel free to use them if you want!
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: CB elite on June 17, 2015, 04:56:04 PM
Quote from: iWilliBlecha on June 13, 2015, 03:56:00 PM
Hey, I made my own Halo weapons mod here: http://ludeon.com/forums/index.php?topic=13593.0 (http://ludeon.com/forums/index.php?topic=13593.0)

Feel free to use them if you want!

Appreciate that :)

However, if anything, I'll probably just link people over to your mod in case they want to use your textures instead :)

Awesome work on those textures btw!
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: nmid on June 17, 2015, 05:01:13 PM
Wow.. I love your faction textures/helmets :D
I..... MUST...... HAVE..... THEM!!!!!!!

I have seen iWilliBlecha's weapon mod and balance.. which look quite good. I haven't seen your weapon xmls but I would mix-and-match the efforts of both your mods :)
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: CB elite on June 17, 2015, 05:14:10 PM
Quote from: nmid on June 17, 2015, 05:01:13 PM
Wow.. I love your faction textures/helmets :D
I..... MUST...... HAVE..... THEM!!!!!!!

I have seen iWilliBlecha's weapon mod and balance.. which look quite good. I haven't seen your weapon xmls but I would mix-and-match the efforts of both your mods :)

Those are available in the Alpha 9 version that I have up still :)

Also, the stats of all of the weapons/armor and what not are available here: Stats of Pawns, Weapons, Apparel, Etc. (https://docs.google.com/spreadsheets/d/1AJhnCAWYQybRanEtLbM_1ZCzNm6Ok22K4oOZmryl78s/edit?usp=sharing)

From what I can tell, the stats of the weapons haven't changed from Alpha 9, so they would remain the same for the Alpha 11 release of this mod.

In reality, I actually was planning on posting the Alpha 11 update today, but there's a file somewhere that's causing the game to crash on startup... So, I plan on going through each individual file to double check for errors either later today or this weekend.

Anyways, you can go to the first page of this forum and download the Alpha 9 version for textures (since you absolutely  NEED them  ;) ), or you can wait for the Alpha 11 version to be released. Either way :)
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: nmid on June 17, 2015, 06:05:27 PM
The doc is so much easier to compare and look at all the weapon stats!
Do you have some way to transfer the values from a doc file into the xml?

ps - I'll wait for your patch :p
If iWilliBlecha is ok with you using his textures, it would be nice if you could release a sync mod that uses his sprites ;)

Lastly, can I add this (future release) to a running game?
If not, I'll wait for a day before starting my A11 colony.
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: CB elite on June 17, 2015, 07:25:04 PM
Quote from: nmid on June 17, 2015, 06:05:27 PM
The doc is so much easier to compare and look at all the weapon stats!
Do you have some way to transfer the values from a doc file into the xml?

ps - I'll wait for your patch :p
If iWilliBlecha is ok with you using his textures, it would be nice if you could release a sync mod that uses his sprites ;)

Lastly, can I add this (future release) to a running game?
If not, I'll wait for a day before starting my A11 colony.

Tis the reason I've spent so much time creating the doc :)
It offers me a platform to quickly observe a weapon's stats, rather than having to dig through xml's to compare/contrast different weapons. Makes the balancing act a lot easier :)

I'll consider the sync mod :)

Activating any of the mods in this "mod-pack" will cause issues when loading an in-progress colony. This is primarily due to the added factions.

Keep in mind that this mod is still very much so a work-in-progress. By the time this mod is complete, it will likely have as many files as the core game (I know, it's ridiculous, but that's part of why me, myself, and I are taking so long to get stuff done).

P.S.

I wouldn't advise waiting for my release to start a colony. I've run into some strange errors that I used to be able fix a certain way, but I can't now for some reason. Looking into it. It might not be until the 20th of the month for me to get a decent release out. :(
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: nmid on June 18, 2015, 04:31:28 AM
Cool.

I'll start my new colony, but will keep checking :)
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: CB elite on July 03, 2015, 02:39:15 PM
Tynan has been working on some bug fixes in core game code. Hoping that Alpha 11b will resolve the issues I'm facing, and allow me to continue :/
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: Dragoon on July 12, 2015, 04:19:39 PM
Can you update your guns to alpha 11? (I figure the errors are with the factions right?)
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: CB elite on July 12, 2015, 05:28:54 PM
Quote from: Dragoon on July 12, 2015, 04:19:39 PM
Can you update your guns to alpha 11? (I figure the errors are with the factions right?)

Won't be a problem. I won't lie, I've been playing Prison Architect lately, and totally spaced on staying up to date with the change log (was frustrated with mod errors). Didn't even realize A11b was released until I saw the email from your response and came back to the forums :-[

The fact that this mod hasn't been really updated in over 3 months is shameful  :'(
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: CB elite on July 13, 2015, 07:54:07 PM
Here (https://www.dropbox.com/s/2ql9pcwpn29ehua/6.%20Haloverse%20Weapons.zip?dl=0) is a (mostly) functional weapons module mod file.

The only issue with it is very trivial: Energy sword refuses to make energy sword noises >:(

I've started a help forum in hopes that someone will have the answer to what's going on. Only way to get these into the game (until I have factions running) is going to be to use the debugger.

See excel spreadsheet on first page of the forum for info on weapon stats :)
Title: Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
Post by: Helixien on July 14, 2015, 07:40:11 AM
Quote from: CB elite on July 12, 2015, 05:28:54 PM
Quote from: Dragoon on July 12, 2015, 04:19:39 PM
Can you update your guns to alpha 11? (I figure the errors are with the factions right?)

Won't be a problem. I won't lie, I've been playing Prison Architect lately, and totally spaced on staying up to date with the change log (was frustrated with mod errors). Didn't even realize A11b was released until I saw the email from your response and came back to the forums :-[

The fact that this mod hasn't been really updated in over 3 months is shameful  :'(

And here I sit, having worked on a Skyrim mod since 6 months and redone it 3 times and still havent released it. I guess I am not the only "lazy" one then^^

I can understand that you are frustrated with mod errors, we all are I think. Anyway, I am looking forward to an "offical" update! (I will just use the "poorly" updated version of your mod I made myself until then :3 hehehe)

Title: Re: (Alpha 11 Weapons) General Halo Mod (Updated 13.7.2015) [Alpha 11 In Progress]
Post by: CB elite on July 14, 2015, 11:09:32 AM
The change log has a link on the first page of this forum in case you want to keep up with my progress on the 'official release'. Got some stuff done today, but will be in San Francisco for the rest of today, so will likely not finish UNSC update today :/ Gonna post a poll about a decision I'm trying to make in regard to my first implementation of flood pawns soon, so keep an eye out for that too.

-----

Update: UNSC faction has been updated to Alpha 11b, and I have not faced any complications with it thus far. Feel free to let me know if you run into any bugs, so that I can fix them before next release :)
Title: Re: (Alpha 11 : 90%) General Halo Mod (Updated 15.7.2015) [Alpha 11 In Progress]
Post by: Mr.Cross on July 16, 2015, 09:38:43 PM
I have to say, I saw your mod title at first and completely blew it off... But as I was bored today, came over here to check it out and have got to say That i royally dropped the ball on passing this mod up...

Needless to say that won't happen again! Can't wait until more gets done!

Edit/ Addon. How do you install this mod? My laptop (school issued) has a firewall that blocks websites/ some pictures. Royally pisses me off when it does this to anything that's not a virus carrying thingy-ma-boober.
Title: Re: (Alpha 11 : 90%) General Halo Mod (Updated 15.7.2015) [Alpha 11 In Progress]
Post by: CB elite on July 16, 2015, 10:39:49 PM
On the first page of the forum, you should find a quick link to my most recent update. I use dropbox to avoid "which download button is the real one" games... Lol

Firewall restrictions are tricky; perhaps you can find a way to allow certain websites through? If you ever have access to another computer, you could always download the .zip onto a flashdrive and just copy/paste onto your laptop.

There are visual instructions also listed on the first page of the forum for you. You will need to extract/unzip the download, but that's not hard. This mod comes in pieces that are all compatible with eachother in a way that you can choose which parts of the haloverse you want in your game :)

Be aware that the added factions will cause incompatibilities with current saves/games you may have going. You will need to create a new world after activating/deactivating any of the faction mods.

Thank you for the comment btw :)
Title: Re: (Alpha 11 : 90%) General Halo Mod (Updated 15.7.2015) [Alpha 11 In Progress]
Post by: Mr.Cross on July 16, 2015, 10:57:20 PM
It's no problem, Thank you for explaining it to me (even though I figured it out./ not being able to see the pictures are what made me confused (thinking it was a more complicated way to install your mod)) It's the pictures I can't see. Note the Italicized part is optional/me ranting.
I can get to your dropbox and download it. But like I said there are websites that I can't access. for example Fictionpress, In which case it takes longer to "Processes" my url. and will either give me a "This webpage is not available,ERR_CONNECTION_RESET" or a straight This website is blocked bs.
And you said that the grunts aren't working for a11? Also Love the textures!
Also I was kinda bummed when you don't have the Actual stats (i.e blunt resistance and etc.) or the armour. (mainly because I want to start out with a OP squad of ODST troopers.)
Title: Re: (Alpha 11 : 90%) General Halo Mod (Updated 15.7.2015) [Alpha 11 In Progress]
Post by: CB elite on July 17, 2015, 12:31:07 AM
If you're referring to the spreadsheet stats, yeah that's something I've been slacking on and need to address.

And yeah, I got all the textures to work finally. Covenant faction is "functional" but not entirely. I'm encountering a weird bug where the grunts are fine with carrying equipment (ie. Grenades) but not guns (ie. Plasma Pistol). So, if you were to get raided by grunts right now they would swarm your colinists with their little fists and kill you with their sheer numbers lol

I've made a post in the help forum in hopes of fixing it faster, but I'm slowly narrowing down what file needs to be fixed with some experimentation in case no one responds.
Title: Re: (Alpha 11 : 90%) General Halo Mod (Updated 15.7.2015) [Alpha 11 In Progress]
Post by: Mr.Cross on July 17, 2015, 09:33:41 AM
I think I am fine with that Lol. It's be an odd way to die no doubt. I do hope you find your cure for this problem soon.

Edit: Also you wouldn't happen to know how long the average raid time (as in average time it takes for another raid to happen) on your A.I. Cortana (not the red one but the blue one?)
Title: Re: (Alpha 11 : 90%) General Halo Mod (Updated 15.7.2015) [Alpha 11 In Progress]
Post by: CB elite on July 17, 2015, 02:49:50 PM
Quote from: Mr.Cross on July 17, 2015, 09:33:41 AM
I think I am fine with that Lol. It's be an odd way to die no doubt. I do hope you find your cure for this problem soon.

Edit: Also you wouldn't happen to know how long the average raid time (as in average time it takes for another raid to happen) on your A.I. Cortana (not the red one but the blue one?)

A.I. Cortana (blue) is kind of meant to be an easier storyteller. The minimum amount of days that need to pass between "big threats" (like raids and such) is 5 for this storyteller. It's a longer period than Cassandra Classic (3 days), but is also a lot less than Phoebe [insert constantly changing descriptive word here] (25 days). I don't have the average  time, unfortunately; but, hopefully that gives you a decent idea as to how often Cortana will allow raids.

There was a time when I had Rampant Cortana (red) set to zero days between big threats, and the raids were almost literally non-stop lol. Now, there is at a least a one day cool-down period for that one :)

Really hoping I can figure this glitch out soon, myself. Will keep you posted.

For now: Beware the Gruntpocalypse
Title: Re: (Alpha 11 : 90%) General Halo Mod (Updated 15.7.2015) [Alpha 11 In Progress]
Post by: Mr.Cross on July 17, 2015, 03:02:09 PM
Alright thank you.
Title: Re: (Alpha 11 : 90%) General Halo Mod (Updated 15.7.2015) [Alpha 11 In Progress]
Post by: CB elite on July 17, 2015, 03:34:41 PM
I fixed it!!! The fix shouldn't mess with current saves, but if it does, I'm very sorry about that :(

Here (https://www.dropbox.com/s/aap36yxvhvms5ah/Project%20Haloverse%20%28Alpha%2011%29.zip?dl=0) is the download to the updated version. I have also updated the link on the first page of the forum.

Feel free to let me know if you see any bugs. I did my best to catch all of them, but haven't really had time to play through it very much yet (like, an actual game). :)
Title: Re: (Alpha 11 : 90%) General Halo Mod (Updated 15.7.2015) [Alpha 11 In Progress]
Post by: Mr.Cross on July 17, 2015, 03:36:52 PM
Also, I'm experiencing an unplayable amount of lag. I'm assumeing it's because of your mod (sorry if it's not.) but I have reason to believe that it is.

Here is that reason. (https://www.dropbox.com/s/27fh0slc6hepmpe/bug.jpg?dl=0)  I know that's not the best picture around but if you zoom in you can see what it says.

Note that this was before you updated. I was just really slow at posting this.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 17.7.2015)
Post by: CB elite on July 20, 2015, 11:36:02 PM
Quote from: Mr.Cross on July 17, 2015, 03:36:52 PM
Also, I'm experiencing an unplayable amount of lag. I'm assumeing it's because of your mod (sorry if it's not.) but I have reason to believe that it is.

Here is that reason. (https://www.dropbox.com/s/27fh0slc6hepmpe/bug.jpg?dl=0)  I know that's not the best picture around but if you zoom in you can see what it says.

Note that this was before you updated. I was just really slow at posting this.

Were a few bugs in last release. I've fixed as many of these as I could for next release. Your personal computer's specifications are something to be taken into account as well. The numerous .wav sound files required for this mod can take up a lot of space, and the number of .wav files is only going to increase as the mod gets updated. :(

Planned features for next update, for now:
- Elite (Rank: Minor) Pawn
- Jackal (Rank: Minor) Pawn
- New blood for covenant species
- Energy Shields (Wearer can use ranged weapons, absorbs melee damage)
- UNSC Marines (New armors to be obtained)
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 17.7.2015)
Post by: Mr.Cross on July 21, 2015, 09:31:09 AM
See that's the thing, I've been able to run both of those Really huge mod packs for Rimworld, so i doubt the .wav is the problem. I just started another play through, this time without the covenant fraction. and it seems to be doing good. Either way I can't wait for the new update!
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 17.7.2015)
Post by: CB elite on July 21, 2015, 09:15:11 PM
Confirmed lag problem today.

Was doing some texture work earlier today, and happened to notice that there are far more pixels in the art for the covenant pawns than in the normal human pawns/armors. I draw my sprites pretty large at first for accuracy's sake, and then I shrink them down to the size they are supposed to be, but I think I messed that up with the covenant pawns.

Hopefully, with less pixels to render, the game will run more smoothly. Will update when I'm done editing all of these .pngs...

Update:

.png files have been changed for next release. each file had 4x as many pixels than what was necessary. lag has been severely reduced in my experience play testing with about a hundred grunts/elites spawned shooting at each other.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 17.7.2015)
Post by: zknight on July 24, 2015, 06:55:39 PM
I have a problem with the covenant. Some days into playing i get this lag spike and when i looked around the map and saw a bunch of grunts spawning and when i opened the debug the menu and deleted them they just kept on spawning.  :-\

[attachment deleted due to age]
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 17.7.2015)
Post by: CB elite on July 24, 2015, 07:32:14 PM
Quote from: zknight on July 24, 2015, 06:55:39 PM
I have a problem with the covenant. Some days into playing i get this lag spike and when i looked around the map and saw a bunch of grunts spawning and when i opened the debug the menu and deleted them they just kept on spawning.  :-\

Been facing these problems myself in my playthrough. I've been patching my mistakes as I go, and it's starting to run a lot smoother. Next release will have a bunch of bug fixes for the covenant faction. Would recommend playing without that faction's mod activated for the time being. Really sorry about that :(

Before next release, I will make sure to playtest a long-term colony instead of relying on the debugger (because obviously it didn't work that great this last time :-\ )
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 17.7.2015)
Post by: CB elite on July 27, 2015, 07:54:06 PM
Progress had been really slow these last couple of days, and the covenant faction is basically unplayable for people at the moment, so I wanted to do a kind of early-release or hotfix update to the mod today. I have play tested a colony without any other mods activated (i'm not sure about comparability with other mods at this moment), and everything is running smooth for me about a year into my colony.

This update/hotfix includes the following:
- Energy Shields
- Spartans have augmentations again, and also have superior gear/weapons
- Spartans have energy shields (very hard to break at the moment, investigating code to figure out why)
- Elite units added, wield plasma rifles. Will receive a visual change next patch.

Bugfixes:
- Grunts have age generation code
- Sprite scales have been decreased dramatically to reduce lag, canvas size edited appropriately to maintain proper in-game pawn sizes
- Misc game-breaking bugs

You can download it Here (https://www.dropbox.com/s/miuuz2n75yfszoz/Project%20Haloverse%20%28Alpha%2011%29%20%28Pre-Update%29.zip?dl=0)

I remember I said I was gonna have more content in the next release, but again, wanted the covenant faction mod to be playable again :(
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 17.7.2015)
Post by: Dragoon on July 28, 2015, 07:02:41 PM
Quote from: CB elite on July 27, 2015, 07:54:06 PM
-snip-
I have noticed red errors about missing weapons textures for the covenant and 10,000 for the energy shield isn't that a bit much? Oh and HURRAY!!

[attachment deleted due to age]
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 17.7.2015)
Post by: CB elite on July 28, 2015, 07:22:05 PM
Quote from: Dragoon on July 28, 2015, 07:02:41 PM
Quote from: CB elite on July 27, 2015, 07:54:06 PM
-snip-
I have noticed red errors about missing weapons textures for the covenant and 10,000 for the energy shield isn't that a bit much? Oh and HURRAY!!

Another missed thing ._.

So yeah, basically, you're going to need to activate the weapons mod, too, for now. I simply forgot to transfer some of the files from there to the standalone faction mods. Don't worry, enemies won't spawn with any weapons that they aren't supposed to :) This will also be fixed next patch. Activating the weapons mod should not affect any active colony saves/games.

Thanks for the feedback! :D
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 03, 2015, 03:13:47 PM
ANNOYING BUG FIX: So, I've been doing a playthrough with my mod to make sure everything is still functioning right. One of my guys had their liver destroyed, and I went to give them a new liver but the game wasn't showing the operation option "install liver". If you are experiencing the same issue, here's how to fix it:

1. Open: mods/unsc/defs/bodydefs/haloverse_human
2. Change the BodyDef's <defName>Human</defName> to <defName>Haloverse_Human</defName>
3. Open: mods/unsc/thingdefs/races_humanoid
4. Change <body>Human</body> to <body>Haloverse_Human</body>

This should make operations function again, while I'm working on the next update.
If operations are working fine for you, disregard this message. Just wanted to make a post acknowledging the bug :)
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Dragoon on August 05, 2015, 03:40:51 AM
Quote from: CB elite on August 03, 2015, 03:13:47 PM
ANNOYING BUG FIX: So, I've been doing a playthrough with my mod to make sure everything is still functioning right. One of my guys had their liver destroyed, and I went to give them a new liver but the game wasn't showing the operation option "install liver". If you are experiencing the same issue, here's how to fix it:

1. Open: mods/unsc/defs/bodydefs/haloverse_human
2. Change the BodyDef's <defName>Human</defName> to <defName>Haloverse_Human</defName>
3. Open: mods/unsc/thingdefs/races_humanoid
4. Change <body>Human</body> to <body>Haloverse_Human</body>

This should make operations function again, while I'm working on the next update.
If operations are working fine for you, disregard this message. Just wanted to make a post acknowledging the bug :)

This unfortunately did not work for me.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 05, 2015, 04:02:06 AM
Quote from: Dragoon on August 05, 2015, 03:40:51 AM
Quote from: CB elite on August 03, 2015, 03:13:47 PM
ANNOYING BUG FIX: <snip>

This unfortunately did not work for me.

Here, I'm going on a trip to San Diego with my girlfriend (last trip of the summer before school starts up again), and I won't be back for a few days. Soooooo, even though I have to be up in less than 5 hours, I love you so much that I've uploaded a fixed version that shouldn't affect save games  ;D After all, it is my fault that one of the best parts of the game was broken :(

You can download the fix here (https://www.dropbox.com/s/miuuz2n75yfszoz/Project%20Haloverse%20%28Alpha%2011%29%20%28Pre-Update%29.zip?dl=0).

Here is proof that the attached version should work:
(https://40.media.tumblr.com/5ad2fc23a1c3c4c2ec7e76c03f087a32/tumblr_nsln20a0bZ1unn61go1_540.png)

If, for some reason, you are still unable to use these medical procedures after downloading this version, I will do my best to assist you fix the issue. I love the medical/injury system in this game too much to let myself break it for someone else D:




P.S. If you're curious as to why my colony is set up all funny, it's because I am in the middle of a toxic fallout, and was going for a town-like feel... Fallout forced me to build walls around my houses, and pillars in random places to make my front yard into an indoor safe haven :/
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Dragoon on August 05, 2015, 04:47:41 AM
Quote from: CB elite on August 05, 2015, 04:02:06 AM
-snip-

THANK YOU so much and have a good trip!
Also your toxic fallout base looks pretty cool.

It works fine for the ground however I must point out that for prepare carefully it's still only showing the brain operation it's a minor thing and we can wait for you after you come back  ;D
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 05, 2015, 08:22:16 AM
Quote from: Dragoon on August 05, 2015, 04:47:41 AM
Quote from: CB elite on August 05, 2015, 04:02:06 AM
-snip-

THANK YOU so much and have a good trip!
Also your toxic fallout base looks pretty cool.

It works fine for the ground however I must point out that for prepare carefully it's still only showing the brain operation it's a minor thing and we can wait for you after you come back  ;D

Can confirm that prepare carefully's added body parts feature is screwy, still, which is lame.
I'll try to figure that one out when I get back, as I leave in less than 30 minutes from now :-\

See you guys soon! :)
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Mr.Cross on August 07, 2015, 02:04:21 PM
Figured I'd let you know that out of the two maps that i've played and opened the Cryptosleep chambers, both times instead of mech's I get unarmed grunts. Not that i'm complaining as I like the easy kills. I figured it's a bug that should be squashed when ever you get around to it.
Quote from: CB elite on August 05, 2015, 04:02:06 AM-Snip-

I hope you have a good Vacation.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: shadowgod3211 on August 08, 2015, 12:19:55 AM
hi um can you make events? like crash landings? or a flood attack or ship crash landings? (cargo,medical,weapons,people,etc) or any events that you can come up with? and also make it so people on guard duty (people who you tell to go into combat mode) to have no stress? or instead you capture forunner drones to use as guards? (that would be cool XD) and also have stun weapons? cause it would be nice to be able to stun your colonists if they go beresk or if you wanna capture the covenant (the bad ones) and hold them as prisoners or test subjects for
weapons,flood,firing range,etc (ik using covenants as test subjects is pretty messed up XD but hey it's not real life :P so it's ffffiiiinnnneeeee)
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Mr.Cross on August 08, 2015, 09:45:55 AM
Quote from: shadowgod3211 on August 08, 2015, 12:19:55 AM-Snippet of what Shadowgod3211 said -

Alright, 1st off, Cbelite is currecntly on vacation so he will not be spending anytime currently to make improvements to this mod.
2nd This is just the very beginning of this mod, as such he only has some covenant weapons, UNSC weapons, Spartans, I believe it is ODST armour, some augmentations, a couple grunt variants, and supposedly some elites ( I say supposedly because I have not seen them yet.)
What he doesn't have is any forunner stuff (I could be wrong though) he only has the image of the flood done, not the thought process of the innards that actually make them appear.
He most likely will not take the stress out of those on duty, for the simple fact that stress is huge for those that are on duty.
I doubt he will add in any sort of stunning device, for the simple fact that I have not seen a single game/movie/book that mentions a stunning device.

And most importantly! You obviously are new to rimworld. As if you go to the general discussion, you will see a thread called human leather. That is in RL (it's donated of course.) but many people slaughter and cut up any raiders or useless colonists. Hell I'm one of the people if I get a wander join event at the beginning and he/she isn't useful they are slaughters and either butchered for money, or buried if I'm feeling nice.
So in other words, It's fine to do stuff like that. I hope you find this enlightening!
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Dragoon on August 08, 2015, 04:34:30 PM
Quote from: Mr.Cross on August 08, 2015, 09:45:55 AM
-snip-

Actually there are forerunner weapons.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Mr.Cross on August 08, 2015, 05:50:06 PM
Quote from: Dragoon on August 08, 2015, 04:34:30 PMForerunner weapons.

I was talk more along the lines of the actual forerunners, but either way I was wrong.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 10, 2015, 12:11:25 AM
Quote from: Mr.Cross on August 08, 2015, 09:45:55 AM
Quote from: shadowgod3211 on August 08, 2015, 12:19:55 AM-Snippet of what Shadowgod3211 said -

-Snippet about vacation-

This is just the very beginning of this mod, as such he only has some covenant weapons, UNSC weapons, Spartans, I believe it is ODST armour, some augmentations, a couple grunt variants, and supposedly some elites ( I say supposedly because I have not seen them yet.)

Even though I first posted this mod in the unfinished forums a long time ago, you are right to say that this is still just the beginning haha :)

Covenant pawns are meant to be a late-game item, inspired by my dislike of the ridiculous raid sizes I tend to get. I'm currently wrestling with the game when it comes to visitors and raiders (unarmed grunt scouts seem to be the game's favourite for whatever reason, even though <isFighter>false</isFighter>...) I really need to update the current/planned features doc that I have up lol

Quote from: Mr.Cross on August 08, 2015, 09:45:55 AM
What he doesn't have is any forunner stuff (I could be wrong though) he only has the image of the flood done, not the thought process of the innards that actually make them appear.

Forerunner stuff is just kinda hidden away for now. You can debug some "prototype" forerunner weapons from the weapons mod, but yeah. I have a plan for creating textures for forerunner pawns which I will share with you all soon enough :)

Currently struggling with flood anatomy, and have been for a while. As small as the infection form is, there isn't a whole lot of lore about the physiology of the little bastards; sure, there's info about how they infect and such, but not much about internal organs from what I've read :-\

Quote from: Mr.Cross on August 08, 2015, 09:45:55 AM
He most likely will not take the stress out of those on duty, for the simple fact that stress is huge for those that are on duty.

Yeah, not really interested in removing stress/sleep/food need from people patrolling. However! I am currently cooking up an idea that is much better/rewarding than this for the late-late game :)

Quote from: Mr.Cross on August 08, 2015, 09:45:55 AM
I doubt he will add in any sort of stunning device, for the simple fact that I have not seen a single game/movie/book that mentions a stunning device.

Actually going to be re-balancing the plasma pistol soon. If I can, I would like to give the pistol two verbs: 1) standard shot (not 3-round burst), is default action that raiders will use, and 2) charged shot that will act with an EMP-like effect, and will likely only be used by players and not bots, because of reasons :-X

Quote from: Mr.Cross on August 08, 2015, 09:45:55 AM
-Snippet about butchering people because of reasons-

So in other words, It's fine to do stuff like that. I hope you find this enlightening!

Very thorough explanation, thank you for posting while I was away ;)




Anyways, I'm excited to be back from my mini-vacation :)

I will be looking into bugs that people posted here while I was gone. If I cannot reproduce on my end, I will probably send the posters a PM.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Dragoon on August 10, 2015, 02:11:12 AM
Those infection form flood are spores from what I have seen (the infection forms have no legs and have gas in those sacs that seems to be what allows then to jump so high which seems to make then lightweight).
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: shadowgod3211 on August 10, 2015, 03:24:27 AM
Quote from: Mr.Cross on August 08, 2015, 09:45:55 AM
Quote from: shadowgod3211 on August 08, 2015, 12:19:55 AM-Snippet of what Shadowgod3211 said -

Alright, 1st off, Cbelite is currecntly on vacation so he will not be spending anytime currently to make improvements to this mod.
2nd This is just the very beginning of this mod, as such he only has some covenant weapons, UNSC weapons, Spartans, I believe it is ODST armour, some augmentations, a couple grunt variants, and supposedly some elites ( I say supposedly because I have not seen them yet.)
What he doesn't have is any forunner stuff (I could be wrong though) he only has the image of the flood done, not the thought process of the innards that actually make them appear.
He most likely will not take the stress out of those on duty, for the simple fact that stress is huge for those that are on duty.
I doubt he will add in any sort of stunning device, for the simple fact that I have not seen a single game/movie/book that mentions a stunning device.

And most importantly! You obviously are new to rimworld. As if you go to the general discussion, you will see a thread called human leather. That is in RL (it's donated of course.) but many people slaughter and cut up any raiders or useless colonists. Hell I'm one of the people if I get a wander join event at the beginning and he/she isn't useful they are slaughters and either butchered for money, or buried if I'm feeling nice.
So in other words, It's fine to do stuff like that. I hope you find this enlightening!
and no i'm not new to rimworld :/ btw and it was rude for you to think that of me >_> i played rimworld since alpha 5 or 6 and i was just saying he could do those things >_> it's just i've not been on the forums alot and i've been at a private school overseas without a laptop or a PC since they don't allow them due to hackers and security risks (which is unfair and BS) so i couldn't play the game until school ended and i was allowed to go back home :/
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Mr.Cross on August 10, 2015, 06:16:28 AM
Quote from: shadowgod3211 on August 10, 2015, 03:24:27 AM-snippet of what shadowgod said-
Look i'm sorry for calling you inexperienced at Rimworld, that's just how it looked like from my point of view (due to your forum profile). It was wrong of me to say that it such a stuck up way but I was deathly tired and this forum (or any social media-ish site) ever helps me when i'm tired. I understand about using a shit school laptop, but not about being overseas. I'm sorry I sounded all high and mighty, but as I stated I was tired and not in the best of moods when I made that post. I hope you have a good (insert time of day here).
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 10, 2015, 09:43:40 PM
Yeah, I really need to find a way around this grunt scout thing. My colony that is over a year in just spawned a 20 grunt scout raid. The only reason the scouts are in the game in the first place is due to the fact that the game bugs out if there isn't a pawn with low enough points to spawn in the early game.

Adding <isFighter>false</isFighter> to the pawn used to prevent them from spawning in raids. But, for whatever reason, it doesn't work anymore...

This is going to be my main priority for now.

Update: After digging through some of the code, I figure out a solution. The good news is, the solution is rather simple. The bad news is, once I update it, there's going to be some save incompatibility. So, I'm going to try to get some other stuff done along with this bugfix before another release.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 11, 2015, 06:14:25 PM
Hi all, I was brainstorming earlier, and wanted to leave a question for you all while I'm working the night shift.

Here it goes:

When I implement the flood, I wanted to also include a new crashed ship part event.
1) Would anyone enjoy having this as a new event?
2) I don't think it would be appropriate for it to emit a psychic drone, but there would need to be a sense of emergency when it lands. Any ideas would be greatly appreciated!
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Mr.Cross on August 11, 2015, 07:33:13 PM
I'm not entirely sure this would be possible, but the ship part could spawn in more flood every half a day or so, i'd say like 5 pawns per half day. You'd have to have them sort of sit there for a bit and let their forces build up before sending them on a massive bum rush towards your colony.

If you can't emulate it to this sort of thing, perhaps it could "call" for reinforcements I.e calling in another flood based raid. But that also has it's complications as to how that would happen, and how you would make sure it's only the flood that comes into these raids.

If that doesn't work, you could probably have them start "building" their own sorta base like the gravemind has. This has some more problems, as to how they would build such a base (but you could probably take the code from the core.) possibly making another "uncraftable" (or at least in the sense that you can't make your colonists build with it.) and maybe give it a negitive moodlet, or a small psychic drone.

I hope you like/are able to implement at least one of my ideas, and can't wait for this next update!
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Dragoon on August 12, 2015, 08:09:04 AM
Well I can't say what emergency would be good and fair, but I can say after using crash landing please don't make it burn itself or things around it. If you do it will just make the game end because the fire will spread very quickly to the point of being uncontrollable. If you do the spawn pawns thing don't make it every half-day make it every 2 or 3 days a half day is too much. Because if you don't have good fighters or have had bad luck (lots of people hurt, buildings to repair, and what not) or simple don't have the proper weapons it will end very badly. Waiting 3 days will equal 30 to 35 (assuming it starts with 5 pawns spawned) if it's a half day.

And anyone saying that is an good emergency. It's not, you can't code what type of flood will spawn just like how you can't control exactly what weapons raiders will have. It would suck if they spawned combat or pure forms.  It is unfair to the player to have deal with that much danger since the ai work on how much wealth you have (or most do) if your base is banged up, and that falls then starts spawning 10 combats forms every day it won't be good.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Mr.Cross on August 12, 2015, 09:02:55 AM
Quote from: Dragoon on August 12, 2015, 08:09:04 AM-Snippets from Dragoon-
I don't think he will make the crashed ship part be anything like Crashlandings, For the simple fact that he said (or at least in my mind) the vanilla Mech crashed ship part... As for the amount spawned in the a certain time, It was a suggestion. Not Commanding him to do exactly that. Also your worries about being overwhelmed are unfounded, I'd say that this part would start to spawn until the normal mech spawn which is at least 90 days, and in which case you would deal with rather quickly.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Mr.Cross on August 12, 2015, 12:16:37 PM
Quote from: Mr.Cross on August 11, 2015, 07:33:13 PMIf that doesn't work, you could probably have them start "building" their own sorta base like the gravemind has. This has some more problems, as to how they would build such a base (but you could probably take the code from the core.) possibly making another "uncraftable" (or at least in the sense that you can't make your colonists build with it.) and maybe give it a negitive moodlet, or a small psychic drone.
Now that I think about this, I feel like I should add on to it, or at least give another possibility. When the part crashes the surrounding tiles could automatically transition over to the "Flood" tile. which would then creep along getting closer to your base, skullywag is doing something similar with his purple ivy mod (which should be updated to A11 soon). As to how this would add to a sense of urgency, I have no Idea.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 12, 2015, 01:47:00 PM
Quote from: Mr.Cross on August 11, 2015, 07:33:13 PM
I'm not entirely sure this would be possible, but the ship part could spawn in more flood every half a day or so,...

Interesting idea, but I feel like this could easily overwhelm a player. A ship should only be able to spawn so many pawns for the sake of realism. Conservation of matter and such lol

Quote from: Mr.Cross on August 11, 2015, 07:33:13 PM
If you can't emulate it to this sort of thing, perhaps it could "call" for reinforcements I.e calling in another flood based raid...

Yeah, I see myself running into issues with this, but it is a really good idea in my opinion! Just don't know how I would go about doing it.

Quote from: Mr.Cross on August 11, 2015, 07:33:13 PM
If that doesn't work, you could probably have them start "building" their own sorta base like the gravemind has. This has some more problems, as to how they would build such a base (but you could probably take the code from the core.) possibly making another "uncraftable" (or at least in the sense that you can't make your colonists build with it.) and maybe give it a negitive moodlet, or a small psychic drone.

I like the idea of a negative moodlet.

Quote from: Dragoon on August 12, 2015, 08:09:04 AM
Well I can't say what emergency would be good and fair, but I can say after using crash landing please don't make it burn itself or things around it. If you do it will just make the game end because the fire will spread very quickly to the point of being uncontrollable.

I'm struggling with this. The vanilla crashed ship part generates a small fire explosion, but I feel like it might be very dangerous to the flood pawns. An event that effectively takes care of itself is pretty pointless.

>ship crashes
>flood spawn
>flood catch on fire caused by landing
>gg

If you catch my drift.

Quote from: Mr.Cross on August 12, 2015, 12:16:37 PM
When the part crashes the surrounding tiles could automatically transition over to the "Flood" tile. which would then creep along getting closer to your base, skullywag is doing something similar with his purple ivy mod (which should be updated to A11 soon). As to how this would add to a sense of urgency, I have no Idea.

The vanilla crashed ship part has code that generates snow around it (why? don't ask me...) Maybe I could do something similar with a really "ugly" flood tile?
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Mr.Cross on August 12, 2015, 02:15:21 PM
Quote from: CB elite on August 12, 2015, 01:47:00 PM-Snippets of CB elite's post-

Glad I could be of service!
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: shadowgod3211 on August 15, 2015, 04:38:41 PM
Quote from: Mr.Cross on August 10, 2015, 06:16:28 AM
Quote from: shadowgod3211 on August 10, 2015, 03:24:27 AM-snippet of what shadowgod said-
Look i'm sorry for calling you inexperienced at Rimworld, that's just how it looked like from my point of view (due to your forum profile). It was wrong of me to say that it such a stuck up way but I was deathly tired and this forum (or any social media-ish site) ever helps me when i'm tired. I understand about using a shit school laptop, but not about being overseas. I'm sorry I sounded all high and mighty, but as I stated I was tired and not in the best of moods when I made that post. I hope you have a good (insert time of day here).
that's ok :P your forgiven
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: killer117 on August 15, 2015, 08:04:29 PM
If u need any help with halo lore, im always here. Im a long time halo fan, and have played almost all the games, read all the books, seen movies, read graphic novels, watched halo animes. Even read the halo enciclopidia from back to front. So if u need help, im always happy to do so.

The flood infection form is about a foot tall. They walk on anything from six to a dozen legs, and these can allow them to walk on any surface, on walls and even upside down. Thier main body is a bbig sac, probably filled with some kind of gas, due to thier tendencies to explode when being shot. They also have mandibles on the top of thier heads. These are what actually infect thier victims. They enter the chest cavity and latch onto the spine, then rewrite the victims DNA to be more surible to thier needs. If they need more flood, the victim becomes a carrier form. If they need more soldiers, the victim becomes a combat form. Once a critical mass of flood forms is reached, many flood forms of all sorts congregate, merge, and create a gravemind. Any thoughts or abilities or memories of an infected person are added to those of the

If u need more flood to appear when a flood ship crash happens, then let then infect nearby animals. Every 1 in 5 animals becomes a carrier form, which contain several to a dozen infection forms. This can allow the flood to spread quickly across the map. And all that comes out of the ship needs to be infection forms. This actually a real flood tactic. Its how they took over the covanant city high charity. The sent a single phantom packed with infection forms and crashed it inside the city. They then took over the city in a matter of hours. Thats how fast they spread.

I hope this helped. Ask if u need any more help with anything.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 15, 2015, 08:11:36 PM
Quote from: killer117 on August 15, 2015, 08:04:29 PM
If u need any help with halo lore, im always here. Im a long time halo fan, and have played almost all the games, read all the books, seen movies, read graphic novels, watched halo animes. Even read the halo enciclopidia from back to front. So if u need help, im always happy to do so.

The flood infection form is about a foot tall. They walk on anything from six to a dozen legs, and these can allow them to walk on any surface, on walls and even upside down. Thier main body is a bbig sac, probably filled with some kind of gas, due to thier tendencies to explode when being shot. They also have mandibles on the top of thier heads. These are what actually infect thier victims. They enter the chest cavity and latch onto the spine, then rewrite the victims DNA to be more surible to thier needs. If they need more flood, the victim becomes a carrier form. If they need more soldiers, the victim becomes a combat form. Once a critical mass of flood forms is reached, many flood forms of all sorts congregate, merge, and create a gravemind. Any thoughts or abilities or memories of an infected person are added to those of the

If u need more flood to appear when a flood ship crash happens, then let then infect nearby animals. Every 1 in 5 animals becomes a carrier form, which contain several to a dozen infection forms. This can allow the flood to spread quickly across the map. And all that comes out of the ship needs to be infection forms. This actually a real flood tactic. Its how they took over the covanant city high charity. The sent a single phantom packed with infection forms and crashed it inside the city. They then took over the city in a matter of hours. Thats how fast they spread.

I hope this helped. Ask if u need any more help with anything.

My knowledge of Halo lore could use some improvement, so I appreciate your offer, and will let you know if I have any questions about the lore :)

Also, it was always my understanding that the flood infected sentient life forms, and not so much the animals. Is that logic false/misguided?
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: killer117 on August 15, 2015, 08:26:29 PM
Also i thought id put this as an afterthought. When ur doing the covanant behaviour, note that they are neither addaptive or inovative. Meaning they never change thier ways and dont addapt to new situations. This means that they should never remember where traps are and try to avoid them, and they should never try to be sappers. Elites are of a front attack nature. For them to avoid danger is a great dishonour to them. So they wont sap or avoid traps, even if it risks thier lives
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 18, 2015, 06:36:09 PM
Quick update: Alpha 12 seems to be coming VERY soon. So, next update is going to be for alpha 12 compatability. Will hopefully do a better job of bug bashing than I did for alpha 11 before my release though :)
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Dragoon on August 18, 2015, 07:15:52 PM
Quote from: killer117 on August 15, 2015, 08:26:29 PM
-snip-

That is not entirely true. Black ops team are meant to be stealthy meant to kill without being struck. Zealots are often sent to find artifacts stealthy. In fact there is a book called :.  The Sangheili are a species of strong, proud, and intelligent warriors, as well as skilled combat tacticians.
I agree that they will not retreat and in many cases have/can be lured into traps due to their honor system.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: killer117 on August 18, 2015, 08:24:50 PM
Yes but in the battle of onyx (i think, it may have been another) spartan blue team demenstrates the covanants inability to adapt when they flush all the O2 out of a covanant destroyer and the hijack it, a trick that that they copied off what the chief has done before. And they also state that while the UNSC would have put in protocol's and failsafes to prevent things like this, the covanant did not. It also bluntly states that the covanant assimilate, but do not addapt and advance. This can be shown by the only time the covanants battlefield tactics have been known to change is either where forerunner artifacts (more presicly, the halo rings) are involed, or during the leadership change between brutes and elites. And the second is only because, while they may not addapt, the elites are at least smart, and have a sense of honour. The brutes are just big, dumb and violent, leading to even furtherly suicidal battlefield tactics
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: killer117 on August 18, 2015, 08:29:01 PM
And also, while they may be intelligent and tactical, past events have shown us that they will ignore thier own tactical knowladge in the need to redeem themselves, or gain honour and glory. The zealot charecter from the book the cole protocol is a prime example of an elite struggling with sound knowladge and his honerable duty
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: Dragoon on August 19, 2015, 10:00:56 AM
Have you ever read Halo: Combat Evolved? It features a clever, but unfortunate black ops elite who hunts John 117. He sets numerous traps, makes use of a grunt as an infiltrator, and is fairly good about trying to kill his supposedly demonic quarry. Then there's the other elite that gets shot in the escape pod, he was not the only infiltrator, but appears to be the only one to have died in the process. I acknowledge that honor can make them do suicidal things but considering their attitude to bleeding, receiving medical treatment, failure, and weakness in general, it doesn't really make sense to refuse to avoid attacks. The Cole Protocol features elite assassins and their habit of suicide in situations where they get captured and can't escape. The reason a lot of elites will just rush in is because of their confidence in their armor and their lack of combat experience. Elites have also been known to take advantage of their form of honor, like sending soldiers who have been dishonored in very distracting suicide attacks, knowing that they will make no attempt to retreat in their desperation to reclaim honor and preserve the lives of their families. I don't want to make this into a long dispute about this, but you can't say that they do things a certain way when there are many instances where they don't, and many when they do.
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: killer117 on August 19, 2015, 04:05:22 PM
Yes ive read that book. And yes ur right. But the actions of one desperate group of elites does not reflect covanant tactics as a whole. In many games and books, yes, they are acting tactically, at least to a point. But that does not reflect anything but a small portion of thier tactics. During the first space battle in the fall of reach, LT keyes clearly states that the covanants new battlefield tactics are a complete shock, and have mever been observed before. Considering that not long after reach the war ended, this shows that during his time piriod the covanant tried to come up with new ways of fighting. Upon failing, the elite overthrow began, and the arbiter took over. But before that theres 30 years of the same tactics over and over proving that the covanant do not change nor addapt. The only exception i remember, is during halo wars, but then they still used standered tactics except for a few rare ambuses and one kidnapping
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 19, 2015, 07:16:02 PM
Odds are, to avoid unnecessary issues, I'm going to avoid coding any new AI for a while. For now, all hostile pawns will remember where traps are (code dictates that memory of a trap's placement lasts at least one year which is sad). Sangheili are honorable warriors, but they aren't complete boneheads about it; I see no reason why a sangheili warrior would avoid a grenade but not a trap, if I'm being totally honest.

Perhaps when I get a bit better at c#, I will look into creating new combat behaviors for certain species of the covenant faction(s). Sangheili will move in closer/rush you, and "berserk" when their blood loss reaches a certain percentage or something along those lines. But, again, this is something that I'm going to have to learn how to do before I can actually implement anything :)
Title: Re: [WIP] (Alpha 11) Halo Mod (Updated 27.7.2015)
Post by: killer117 on August 20, 2015, 04:22:12 AM
Its true that they state that it infects sentient life. But in several of the books they talk about how the flood take over all life on a planet. And in the forerunner novels they tell u it started from animals with an unknown virus, which then infected people, which then mutated both species into flood forms. The powder was found on unknown crashed ships, and was used on the animals, favoroute pets, to produce pleasent colours. But then it mutated further. Might be able to have animals get infected first and then people like visitors get it, then the plauge starts. And maybe u could powder cannisters in underground rooms that then infects whoever u use it on. It could be a way to boost the heck outta thier stats for a few days for the next few days, then they would slowly die of the infection, and once its over they mutate and then start killing everything. Could be a couple cool new events
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 27.7.2015)
Post by: FridayBiology on August 23, 2015, 05:51:31 AM
Are we getting any Alpha 12 loving?
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 23, 2015, 06:09:12 AM
Most certainly!

Weapon xmls are up-to-date. I just have some pain-per-severity balancing to do with the covenant weapons before I release those a little bit later today. Right now, a single needler shot puts a person in shock :/

Will update soon! :)

Also, gonna be posting a simple mod on the side of this pretty soon (totally unrelated to Halo though)
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 27.7.2015)
Post by: killer117 on August 23, 2015, 08:19:38 AM
Sounds cool. And with needlers, is it possible to code in a sort od bodily splash damage. Thatd be awsome. Because needler rounds explode a moment after impact, so itd be cool to see a shot to the shoulder exploding to damage the arm and torso. Dunno if implementable, but itd still be cool
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 23, 2015, 12:44:19 PM
Quote from: killer117 on August 23, 2015, 08:19:38 AM
Sounds cool. And with needlers, is it possible to code in a sort od bodily splash damage. Thatd be awsome. Because needler rounds explode a moment after impact, so itd be cool to see a shot to the shoulder exploding to damage the arm and torso. Dunno if implementable, but itd still be cool

Yeah, it's possible but its weird how it works. The game isn't the best at determining the most adjacent body part lol.

For instance, a person could get shot in the left pinky toe, and it might shatter into the pawn's brain...

I'm more interested in finding a way to calculate how many shards have entered a pawn for a super-combine function, if I'm being totally honest :)
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 27.7.2015)
Post by: killer117 on August 23, 2015, 04:16:32 PM
Haha sounds cool. Thatd be hilarious though. Ur like "oh hes lost a toe, who cares" then he he just drops dead with a shredded brain. So could ruin someones day with that
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 27.7.2015)
Post by: CB elite on August 23, 2015, 05:09:10 PM
Quote from: killer117 on August 23, 2015, 04:16:32 PM
Haha sounds cool. Thatd be hilarious though. Ur like "oh hes lost a toe, who cares" then he he just drops dead with a shredded brain. So could ruin someones day with that

I'll leave the ruining of people's days up to the flood, once they're up and running lmao

By the way, I've posted a link on the first page of the forum to a download for Alpha 12 weapons. Save compatibility shouldn't be a problem here.
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: Mr.Cross on August 23, 2015, 05:54:14 PM
Speaking of the flood and ruining peoples days, how has that been going?
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: CB elite on August 23, 2015, 06:03:15 PM
Thinking I'm going to start with pure forms. Still have a little bit to learn about C# before I can get a proper infection system going.
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: Mr.Cross on August 23, 2015, 06:23:06 PM
Ah, alright. Can't wait until the little buggers start kill off my people!
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: Mr.Cross on August 23, 2015, 06:24:20 PM
Quote from: Mr.Cross on August 23, 2015, 06:23:06 PM
Ah, alright. Can't wait until the little buggers[/i] start kill off my people!

That reminds me, are you going to add those? Buggers/drones?
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: CB elite on August 23, 2015, 07:05:49 PM
Hunters and drones are both something I've been seriously considering.
I can't very well call this a Halo mod and not include those things, but I'm not sure how I would make them fit Halo lore with how the game works yet. For example, hunters would be easy to spawn as "brothers", but making them react properly to their brother's death might prove difficult.

With drones, it just bothers me to see a pawn that supposed to be flying with no moving parts (wings). I'm sure it's possible to give them a slight animation, I just don't know how yet.

This is part of why I chose Halo as the theme of the mod I wanted to make for Rimworld. So much content, so much challenge. I know things aren't perfect yet, but I'm so excited for the day that they will be :)
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: Mr.Cross on August 23, 2015, 07:16:08 PM
for the drones, at least for me, Just having them zip around without being slowed by trees or rocks would be enough to justify 'Flying' with out any moving parts.

Your right about the hunters, that would be particularly difficult... hmmm...
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: killer117 on August 24, 2015, 04:59:03 AM
Actually he could just give them a mental break triggered by the death of his pair. And with the flood, u could make the infection form trigger an infection in the persons torso, imidietly driving them mad, and give it about three to four seconds to kill him, then maybe get the guy who made the zombie apocalypse help u with making the guy get back up with a new texture, affiliation and stats. Just an idea, but i know nothing about C++, i do html, but i think it might work
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: Mr.Cross on August 24, 2015, 06:13:36 AM
You see I thought the same thing, until I realized that they would be in the middle of fighting so what would a break accomplish? Perhaps it could make them rush the person who killed their brother?
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: killer117 on August 24, 2015, 06:39:39 AM
Then maybe u could give them a stat increase, make them slightly faster and make then take a lot more damage before going down. I dont know if thatd be harder or not. But im curious what ur gonna do in order to implement thier inbuilt armour. And will it be possible to capture and recruit aliens. Thatd be awsome
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: Mr.Cross on August 24, 2015, 09:46:03 AM
He's planning on making it possible to capture and recruit the aliens, it's just rather hard for him to make it so.

I'm pretty sure making an ingame stat increase would be exceedingly difficult, but I could be wrong.
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: CB elite on August 24, 2015, 01:11:00 PM
Features that I want to include, but are proving difficult for me:

- Imprisonment/recruitment of covenant forces downed in battle.
- Covenant pawns can be stripped of armor (I hate that their armor gets all fleshy when they die, because its drawn on as if the armor is part of the covenant species' anatomy for now)
- Covenant pawns can use equipment other than weapons (game doesn't like when I try to give them shields or energy shields)
- Various gross alien fluids drop on injury of respective species
- Flood infection system
- Promethean weapons do more damage to organic things than non-organic
- Promethean weapons cause killed pawns to "disintegrate"
- More, but I can't think right now (just woke up)

These are literally all things that I have attempted to code, but ran into a brick wall with a small piece of the .dll code.
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: killer117 on August 24, 2015, 05:16:04 PM
That sounds badass. And how does thier armour get all fleshy. I dont know what u mean
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: CB elite on August 24, 2015, 05:37:25 PM
When you kill a grunt, and you let it sit for days and days, the armor they're wearing starts to get that decaying flesh color to it.
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: killer117 on August 24, 2015, 05:42:01 PM
Ohhhhhh ok then
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: Mr.Cross on August 24, 2015, 08:00:57 PM
Oooo, If you're ever able to strip the armor from a dead grunt, and children are ever added to the game I know what I'll do!

Quote from: ARandomColonist"Now Timmy, I know it smells, But I need you to put that armor on...
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: CB elite on August 25, 2015, 05:58:40 PM
While we're all waiting for me to update UNSC and Covenant factions for alpha 12, feel free to enjoy this (https://www.youtube.com/watch?v=xn_FfDvuSfg) video :D
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: Mr.Cross on August 25, 2015, 09:33:12 PM
R.I.P. YapYap.

Quote from: Random Grunt #3No,not YapYap!
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: CB elite on August 25, 2015, 11:39:19 PM
Quote from: Mr.Cross on August 25, 2015, 09:33:12 PM
R.I.P. YapYap.

Quote from: Random Grunt #3No,not YapYap!

Quote from: Random GruntThey killed poonflip! The flippiest poon I ever knew!

xD




Mod Status Update:

Working on some things to add to the UNSC faction before releasing, because a patch in the near future would just cause save game incompatibilities anyways.




I'm hoping that some of the new textures I've been working on will be somewhat better than previous versions, also. I've been working hard on improving my pixel art quality for RimWorld :)

Update 2: I've finished working on the next version of the gauss cannon. Here's a sneak peak at what gauss will look like in RimWorld in A12

(https://41.media.tumblr.com/6ac6be1aeb5d7a202166749cee53c00b/tumblr_ntoi3dI0KJ1unn61go1_250.png)
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: Mr.Cross on August 26, 2015, 09:36:02 AM
Oooo, Can't wait for it!
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: killer117 on August 26, 2015, 10:11:49 AM
Thats an awsome texture, although im pretty sure theres more of a box on the left hand side, and theres rings along the barrel in order to do the magnetic buildup. But im not entirely sure because i havent seen one in a while. But its still an awsome texture.
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: CB elite on August 26, 2015, 12:43:37 PM
Quote from: killer117 on August 26, 2015, 10:11:49 AM
I'm pretty sure there are rings along the barrel in order to do the magnetic buildup.

Ah, I thought the barrel was missing some detail. That's something that won't be hard to add at all :)

Update: (https://41.media.tumblr.com/7e8c62385fddeb501ca8d7cefe898f90/tumblr_ntpd8dlADs1unn61go1_250.png)

Better?
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: killer117 on August 26, 2015, 06:49:11 PM
Nice. Thats badass. How u gonna do the shot texture? Having fired these things i know that it a pretty interesing shot, although i guess u could just put in a super fast beam with a slightly expanded head. But what r ur thoughts?
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 23.8.2015)
Post by: CB elite on August 27, 2015, 03:01:31 AM
My current shot texture for the gauss cannon is a little funky haha. Might have to change it here eventually. You'll see it once I finally get done play testing UNSC :)




Update:

UNSC has arrived for Alpha 12! No super important changes or new content, just an update from Alpha 11.

Alpha 12 Download : UNSC + Weapons (https://www.dropbox.com/s/nnf9j4xui8psbi1/Alpha%2012%20-%20UNSC%20%2B%20Weapons.zip?dl=0)

I have yet to encounter any bugs while playtesting with this. Feel free to let me know if you come across anything strange :o
Title: Re: [WIP] (Alpha 12 in progress) Halo Mod (Updated 27.8.2015)
Post by: killer117 on August 27, 2015, 05:35:52 AM
Haha cool
Title: Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
Post by: CB elite on August 29, 2015, 07:02:07 PM
After play testing for a few days, I'm putting up everything that was in Alpha 11 up for Alpha 12 now.

Alpha 12 Download : UNSC, Covenant, and Weapons (https://www.dropbox.com/s/38e83s7v4q15q57/Alpha%2012d%20-%20UNSC%2C%20Covenant%2C%20and%20Weapons.zip?dl=0)




Notes:

I played with tamable grunts/elites, and things got a little too weird; so, I decided to leave that feature out. At first, I thought it was going to be an awesome way to get the covenant species on your side, but they couldn't wield weapons or do much without training, and it just felt so silly... lol

I've also fixed a few bugs related to covenant raids which were present in Alpha 11, but shouldn't be in this version.




Hope you guys enjoy until I get some new content added for the next release :)
Title: Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
Post by: Lightbulb500 on September 06, 2015, 04:06:51 PM
Really enjoying the Alpha 12 update!  ;D

Just a small thing, I noticed that when the UNSC module was loaded I would get a couple of red error messages about Human leather.
Did a little digging using comparisons to the xml files in the core games and it turns out its an easy fix.

I added the line:
<LeatherAmount>20</LeatherAmount>

To the Races_Humanoid.xml file at the end of the <statBases> section and that sorted the issue!
Title: Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
Post by: CB elite on September 06, 2015, 04:53:25 PM
Quote from: Lightbulb500 on September 06, 2015, 04:06:51 PM
Really enjoying the Alpha 12 update!  ;D

Just a small thing, I noticed that when the UNSC module was loaded I would get a couple of red error messages about Human leather.
Did a little digging using comparisons to the xml files in the core games and it turns out its an easy fix.

I added the line:
<LeatherAmount>20</LeatherAmount>

To the Races_Humanoid.xml file at the end of the <statBases> section and that sorted the issue!

Thanks for letting me know about that! I've added that line to all humanoid custom races for the next release :)

Haven't been keeping up with my changelog all that well, but this is what I'm currently working on:

- Minor bugfixes (mainly with textures; I found some really silly things...)
- Marine pawns with custom armor (this is what is taking the most time)
- Kig-yar pawn implementation
- Insurrectionist faction (in UNSC module; a lot like pirates, but with chance to have stolen UNSC weapons)
- UNSC and Covenant Faction(s) rebalancing
- Custom backstories for UNSC pawns (thank mipen for that one!)




Some of that stuff is already done, but a lot of the texture stuff is taking me a while. I am no texture wizard :P

Once everything on that list is done, and I release the next version, I'm going to be very focused on some flood implementation. I know there is a lot of work to be done with regards to the other factions still, just want to get a decent unique challenge in :)
Title: Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
Post by: killer117 on September 06, 2015, 04:56:51 PM
That sounds awsome. If u want, i can write up a few backstories for u to save u the time. I just need to know what sorta thing ur looking for, like ones for spartens, or specifically marines, or do include ODST's too.
Title: Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
Post by: CB elite on September 06, 2015, 05:22:46 PM
Quote from: killer117 on September 06, 2015, 04:56:51 PM
That sounds awsome. If u want, i can write up a few backstories for u to save u the time. I just need to know what sorta thing ur looking for, like ones for spartens, or specifically marines, or do include ODST's too.

If you want, I would be grateful for the help! :)
And, I would credit you for them, of course.

I would like to have some sort of customization for all UNSC pawns (marines, odst, spartans), eventually.
I feel very limited by the current backstory "pools" which the vanilla game offers,
and its a bit frustrating to have any military pawn incapable of violence.

Would you be okay with me going over your backstories and changing a few things for balancing purposes, if needed?

I'm actually kind of looking to reach out to all people who might want to contribute to this mod;
make this more of a community project for whoever wants to participate,
without completely depending on others to get stuff going if that makes sense.

I'm currently reaching out to artists like shinzy and mrofa for art advice,
as I've felt the textures I've added don't blend well with vanilla art style.




Here's a protoype of the marine headgear right now (worn):
(https://36.media.tumblr.com/a6a5417eddfc6d769ac22f4089681fe6/tumblr_nu9xw7VOwn1unn61go1_250.png)

There are still some things that need to be adjusted :-\




But yeah, pretty soon my credit list is going to be very long, and I'm okay with that :)
Title: Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
Post by: Lightbulb500 on September 06, 2015, 05:46:24 PM
Sounds excellent!
Title: Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
Post by: killer117 on September 07, 2015, 06:06:51 AM
Id be happy to go over and redo them if need be. And that helmets really cool. Although i have seen other designs where the facial section only covers one eye and its green. Ive never read anything about this, and i think its just a marine look sorta thing for the game but u might be able to implement it as some sort of sniper helmet. 

Ill try working on some backstories soon. Just at the moment i have yr 11 exams. But ill try to get some to u soon
Title: Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
Post by: Lightbulb500 on September 07, 2015, 09:13:10 AM
Another thing I have come across is way in which you redefine the human race to add the thyroid gland plays havoc with compatibility with other mods that add bionics\surgeries.

Perhaps if you reverted to the standard body definitions and have the thyroid implant install to the neck? A bit less immersive granted not to mention a bit of a hassle to change but would make it get along better with the other mods in people's load order. Just a thought  :)
Title: Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
Post by: Dragoon on September 07, 2015, 11:24:21 AM
I love the helmet so I made you this it's armature ...your helmet looks way better. I noticed you using the halo 4 armor as well.

(https://photos-3.dropbox.com/t/2/AAAvkDYVl7LcYqmf8i5rvIWaOitksvIZVsuWd2NSS6B_yg/12/445751092/png/32x32/1/_/1/2/mainre%20male%20front.png/EPOGtswDGDcgBygH/dgHleYMjptQ6uhE2yCiw3Xy3rh8YD9KLPlwjx1aEvXc?size=1280x960&size_mode=2)
Title: Re: [WIP] (Alpha 12d) Halo Mod (Updated 29.8.2015)
Post by: CB elite on September 07, 2015, 12:57:25 PM
Quote from: killer117 on September 07, 2015, 06:06:51 AM
Id be happy to go over and redo them if need be. And that helmets really cool. Although i have seen other designs where the facial section only covers one eye and its green. Ive never read anything about this, and i think its just a marine look sorta thing for the game but u might be able to implement it as some sort of sniper helmet. 

Ill try working on some backstories soon. Just at the moment i have yr 11 exams. But ill try to get some to u soon

That was actually the first one I did (scrapped), but my OCD won't allow me to have something only cover one eye from the front yet cover both/none of the eyes from the side view. The side textures don't discern left from right side, so that singular eye cover would either be present on both sides or absent on both sides when a pawn moves. Hopefully that makes sense; my brain is a bit tired from working and school these days.

Good luck on your exams! :D

Quote from: Lightbulb500 on September 07, 2015, 09:13:10 AM
Another thing I have come across is way in which you redefine the human race to add the thyroid gland plays havoc with compatibility with other mods that add bionics\surgeries.

Perhaps if you reverted to the standard body definitions and have the thyroid implant install to the neck? A bit less immersive granted not to mention a bit of a hassle to change but would make it get along better with the other mods in people's load order. Just a thought  :)

Ah yes, the thyroid was something that I added as a bug killer a few alphas ago. Going to tone down the custom human race defs. My main compatability concerns have always been with EBD's mods, but I'm going to be broadening my patching horizons pretty soon. :)

Quote from: Dragoon on September 07, 2015, 11:24:21 AM
I love the helmet so I made you this it's armature ...your helmet looks way better. I noticed you using the halo 4 armor as well.

(https://photos-3.dropbox.com/t/2/AAAvkDYVl7LcYqmf8i5rvIWaOitksvIZVsuWd2NSS6B_yg/12/445751092/png/32x32/1/_/1/2/mainre%20male%20front.png/EPOGtswDGDcgBygH/dgHleYMjptQ6uhE2yCiw3Xy3rh8YD9KLPlwjx1aEvXc?size=1280x960&size_mode=2)

I use a capture card and some Halo mods in forge in order to capture a lot of the images I need as reference for textures for this mod. It's almost like a "trace" of the outline of the armor, and then added in detail to that based on what I see in the screenshots I capture. I could just use online pictures, but the angles I need aren't always available. For a while, all I had was Halo 4 (I lost my other games in a move...), which is why you see the favoritism for Halo 4 lol. I've recently repurchased Halo 3 and Halo: Reach. Don't know what exactly I'm going to do with these, but time will tell. :)

I get an error when I try to view your picture, unfortunately :(
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: CB elite on September 10, 2015, 04:40:28 AM
Update is here!

This update includes the following:

- Various bugfixes (feel free to continue to report bugs, but I'm pretty sure I've caught most at this point)
- Minor rebalancing of needler, and factions
- Insurrectionist faction added; much like pirates, just with possibility of UNSC weaponry from time to time.
  Will be fleshed out in the future.
- Kig-Yar Minors for Covenant Loyalists
  (Textures were hard for me to get right, so all constructive criticism is welcome here)
- Marines and marine armor for UNSC faction
- Basic Adult and Child backstories created for UNSC faction! Some tinkering will be done in the future, but for now this is a good place holder to prevent pacifist soldiers.
  Please head over to the Custom Backstory Mod (https://ludeon.com/forums/index.php?topic=11730.0) and send mipen some love for this!




You are going to have to create a whole new world for this game, due to the various changes to factions.
So, please keep that in mind before updating!
When you are ready to update to the latest version, you can do so here: Alpha 12 Download : UNSC, Covenant, and Weapons (https://www.dropbox.com/s/38e83s7v4q15q57/Alpha%2012d%20-%20UNSC%2C%20Covenant%2C%20and%20Weapons.zip?dl=0)
Remember to delete the previous version from your mod folder before putting this one in, to avoid any strange incompatibilities.




Thank you, everyone, for supporting me this far.

The next update is intended for flood implementation and defensive measures against them.
But, I will create hotfixes for this update first, if needed.

I hope everyone who uses this mod gets some enjoyment out of this update.
And, again, leave any feedback you may have here.
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on September 10, 2015, 09:28:50 AM
Hey, just telling u bout some of the backstorie stuff. Congrats on the update too. Cant wait to try it :) . But i just wanted to say that i have written up a few backstories, and even came up with some traits as well. And im glad u put the inserection in because i came up with a few things esspecially for them. Ill try to get them too u but i had to write them on paper due to recent computer issues. Id type them up here now, but im using a phone and its several pages and tbh i just dont wanna go through that. Ill try to type them up and put them here but if u have an email i could send them too itd be much easier because atm i only have access to school computers but they dont like letting me on to sites like these, so if i could get them to u by email itd save me a boat load of trouble. And if u need anything more storyline wise im always happy to help.   
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: CB elite on September 10, 2015, 11:56:23 AM
Quote from: killer117 on September 10, 2015, 09:28:50 AM
-Snip-

I have a quite a few emails, but its best to use: [email protected]

Just make sure to include a subject which will let me know its about the backstories or that its you, so I know not to skim over it :)

I appreciate your willingness to help out, by the way! Just keep in mind something that I found out right before releasing this version. The backstories can't actually be pawn specific like I thought, but are picked out of a pool for the whole faction. I'm not really sure why there is xml for backstoryCategory in the pawn defs, as its a bit misleading, but there's not really anything I can do about that. Just don't want you to waste too much time on writing pawn specific backstories :(

Anyways! Looking forward to seeing some of the backstories you thought up! :D
Really appreciate your willingness to help out with lore :)
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Mr.Cross on September 12, 2015, 02:13:41 PM
Woot! another race and faction to decimate!
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on September 13, 2015, 06:09:26 AM
Email sent u should have the backstories by now. Hope u like them :)
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: CB elite on September 14, 2015, 02:19:32 AM
Quote from: killer117 on September 13, 2015, 06:09:26 AM
Email sent u should have the backstories by now. Hope u like them :)

Sent you another PM, dont know if you got it yet tho :P Thinking you might have entered my email in slightly wrong, because I still have nothing :(
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on September 14, 2015, 06:46:19 AM
hey can i get a hand. every time i try to turn on ur mods rimworld crashes, and it wont let me turn them on. this is what comes up



[attachment deleted due to age]
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on September 14, 2015, 07:09:38 AM
ok i got nthe mod working but the UNSC armour isnt showing up, not in dev mode or prepare carefully or anything. dunno whats happening
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Dragoon on September 14, 2015, 08:13:58 AM
reinstall the mod and just copy the textures from haloverse into the covenant mod.
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on September 14, 2015, 08:19:21 AM
Ok cool. Thnx
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: CB elite on September 14, 2015, 01:58:54 PM
Quote from: killer117 on September 14, 2015, 06:46:19 AM
hey can i get a hand. every time i try to turn on ur mods rimworld crashes, and it wont let me turn them on. this is what comes up

Lame. Can't believe I mucked that up for two alphas now... Fixed for next release. Thanks for reporting lol

Is everything working okay for you now, or is it still giving you issues? :/




Edit: Just read through your backstories. Really cool stuff here :D Not all of it is implementable, but will keep everything you've sent me in mind just in case I run into something to make it implementable one day :)
Title: Re: [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on September 14, 2015, 04:11:19 PM
Cool. Happy to help. Knew some couldnt be done, but thought they were some cool ideas anyway
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: CB elite on September 24, 2015, 12:51:19 PM
Status update:

Hi all, hope everyone is doing well!

Just dropping in to give you all a heads up...

Currently have a lot of things going on in real life, which require my immediate attention.
So, I have little to no time to work on this mod right now.

I was tempted to not say anything in hopes that my situation would soon change, but I didn't want to leave anyone in the dark in case it doesn't.
I will continue to work on bits of code as time becomes available.
But, for now, it's best to consider this mod to be suspended.

In the mean time, thank you all for all of your support and making my efforts feel appreciated!

Keep in mind, this isn't the first time this has happened. I will likely return soon.
If not, I have "abandoned mod" terms on the first page of the forum which grant permission to anyone to update/continue work if I do not return after a while.

Hope to see you all again soon.

-CB
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Mr.Cross on September 24, 2015, 02:52:27 PM
Damn, Well I hope thing turn out in your favor Cb.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Smexy_Vampire on October 12, 2015, 08:18:58 PM
any help with makeing this work with other mod that mod the sergerys ?
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Smexy_Vampire on October 25, 2015, 05:51:08 AM
any one abble to update the wepons projectiles texures to collorize plazma pisstole rifle and exet to there true colores in the games
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Renegade on January 18, 2016, 06:08:27 PM
Hm, this is kind of a beefy mod. Even unfinished :o

Anyone know if the o.p. is still around? Can't click on the username to send them a message. Was going to see about playing around with the textures to make them fit in-game a bit better.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Renegade on January 18, 2016, 11:43:20 PM
I was playing around in the textures folder, and stumbled upon the spartan helmets. Thought they looked a little too realistic for an indie game, so I took a little bit of time to draw a version that I think looks a little more RimWorld-esque.

Edit:

Wasn't a huge fan of the detailed body armor either. Just used power armor with a sage coloration for this. Considering going off of this for a potential texture update, if that's alright. Still a W.I.P.

(http://orig09.deviantart.net/f1bc/f/2016/022/1/f/masterchief_by_renegade___art-d9oxl50.png)

Thoughts?

Edit 2:

Guys! I got a hold of the O.P. for the mod and he/she told me I could update the textures if I wanted to. Would anyone be interested in this?
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Dragoon on January 25, 2016, 02:43:43 PM
Quote from: Renegade on January 18, 2016, 11:43:20 PM
-snip-
Looks cool i'd be interested.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Renegade on January 25, 2016, 05:40:58 PM
Quote from: Dragoon on January 25, 2016, 02:43:43 PM
Quote from: Renegade on January 18, 2016, 11:43:20 PM
-snip-
Looks cool i'd be interested.

Okay. I just finished updating all of the weapons and projectiles that were in the mod today.

When I get the other armors (ODST and marine) up-to-date I will post a download here.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on January 26, 2016, 07:32:34 AM
i think its great that your working on this mod, and i do like the new helmet u posted, but as u pointed out the armours is just coloured power armour. i like the more rimworld theme, but would it be possible to get something a little more halfway between yours and the origanals. (pls excuse any spelling its midnight while im writing this)
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Renegade on January 26, 2016, 08:33:57 PM
Quote from: killer117 on January 26, 2016, 07:32:34 AM
i think its great that your working on this mod, and i do like the new helmet u posted, but as u pointed out the armours is just coloured power armour. i like the more rimworld theme, but would it be possible to get something a little more halfway between yours and the origanals. (pls excuse any spelling its midnight while im writing this)

Oh yeah of course. Only using RimWorld power armor as a place-holder for now. Looked a bit silly having old with the new. I've been sick for a little while, and just didn't have the energy to design the Halo armor from scratch like I did with the helmet (pixel by pixel...). You have to remember, there are SO many variations you have to do for just one set of apparel... It's not like the weapons where all I had to do was update one image per weapon haha.

The same can be said for the marine and ODST armors when I update them. Will probably release a "rough" and "final" draft. The rough one being with lazily done body armors, and the final one with actual effort put in lol.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on January 27, 2016, 05:05:02 AM
ok cool.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on January 27, 2016, 07:39:14 AM
hey renegade i gotta ask are u working on just the textures or the whole mod?
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Renegade on January 27, 2016, 01:48:07 PM
Quote from: killer117 on January 27, 2016, 07:39:14 AM
hey renegade i gotta ask are u working on just the textures or the whole mod?

Only textures for now. Im not all that great at code at the moment but I may take a swing at it eventually.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Renegade on February 04, 2016, 07:44:07 PM
Also, just a heads up, I can't guarantee how fast the art update will come out. I'm making very slow progress at the moment due to school and another project I'm working on. Plus, I'm trying to get things as "correct" as possible the first time so that I don't have to go back and re-update.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Smexy_Vampire on March 28, 2016, 08:18:00 AM
come back and see some one giveing love to this :D
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Renegade on March 29, 2016, 08:49:40 PM
Sorry it's been a while since my last post guys. I'll admit, I got bored of RimWorld for a second.

Xcom 2 came out, and I got sucked into that for a while. Got bored of that and rediscovered Terraria in my Steam library, and that distracted me from my problems for a moment. But yeah, anyways.

I heard Alpha 13 was coming soon (ish) and came back to the forums. Gonna continue working on texture updates when I have time. As for updating the mod itself, I'll do what I can where I can when I have time. Love playing with this mod and would hate to see it die. Hope everyone is doing well!

Update:

Here's some concept art I got done today for the updated spartan armors. Extremely unpolished, but it's progress towards something greater than colored power armor I hope.

(http://pre07.deviantart.net/3e2d/th/pre/i/2016/089/8/c/mark_vi_concept_art__rimworld__by_renegade___art-d9x4ius.jpg)

Update 2:

Decided to play around with those sketches I made last night, and came up with this so far for the back. Another rough draft, but still progress. [Left: Vanilla Power Armor w/ Sage; Right: Updated rough draft (back) Mjolnir texture]

(http://orig15.deviantart.net/2fbb/f/2016/090/9/3/comparison_by_renegade___art-d9x8bcj.png)
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Smexy_Vampire on April 27, 2016, 05:44:57 AM
any one going to try and update so this works with A13 ? relastionships and recutring
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Renegade on July 22, 2016, 07:00:18 AM
(http://tse2.mm.bing.net/th?id=OIP.Ma191927f7f39b785aaa2843bae338624H0&pid=15.1)

Hi guys lol

I've been really busy with life, which is why I haven't posted anything in a while.

I was bored last night, and decided to update all of the ODST armors and done some minor touch ups to the Marine helmets.
I'm still not 100% satisfied-- especially with the side suits -- but I still like them more than the originals.

(https://pbs.twimg.com/media/Cn9rvhVVUAEjGpv.png:large)

Left: Male Front
Right: Female Side

Let me know what you think?




P.S. I tried updating the code for just the UNSC part, and I flopped somewhere along the lines. I think it might have something to do with the energy shield .dll, but I'm not really error-log literate so it's hard for me to say.




Update: I've narrowed the exception down to the pawn types folder, and found a bunch of issues there. Gonna leave code alone for now, but I'll keep you guys updated on any progress I make...

Update 2: After removing insurrectionist pawn types, and their faction, I got it to where there are no errors that pop up on startup. However, the game isn't letting me generate worlds now. I have a feeling this has something to do with the factions. I'll look into it later.

Update 3: Turns out it was an issue with the energy shield .dll
I really need to hire a code wizard ;-;
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on July 23, 2016, 07:33:51 AM
Try talking to other modders. With this mod already built almost completely, im sure there are some out there more than willing to fix it up. Try pm'ing some modders and see what happens
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Renegade on July 23, 2016, 06:07:08 PM
Quote from: killer117 on July 23, 2016, 07:33:51 AM
Try talking to other modders. With this mod already built almost completely, im sure there are some out there more than willing to fix it up. Try pm'ing some modders and see what happens

This is probably what I'll have to do, to be honest.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Smexy_Vampire on December 22, 2016, 02:41:51 AM
is this still dead T_T i rilly loved the alpha 12 stuff
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on December 23, 2016, 07:55:06 AM
Yeah far as i know
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Mr.Cross on December 23, 2016, 07:37:20 PM
# hopes chrushed, # bring cbelite and his awesome shit back!
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: killer117 on December 25, 2016, 09:58:57 PM
i know right
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: O Negative on December 25, 2016, 10:07:14 PM
Whoa :o Was this a one-man-project???

I'm honestly surprised nobody else has picked this project up. Halo in RimWorld sounds like such a good combination!

A team of like 3 people could tackle this, easily.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Smexy_Vampire on December 25, 2016, 11:15:17 PM
his links are dead some one would have to cought up there files to be be looked at to see what code could be salvaged but yes im sad i cant even tinker with it in an a12 game
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: O Negative on December 26, 2016, 12:12:10 AM
Quote from: Smexy_Vampire on December 25, 2016, 11:15:17 PM
his links are dead some one would have to cought up there files to be be looked at to see what code could be salvaged but yes im sad i cant even tinker with it in an a12 game

I'd be surprised if someone didn't have it saved somewhere. Although, I guess it wouldn't be too surprising, given the lack of compatibility between mods. It'd be cool if someone came forward with the files, and made it public again.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Mr.Cross on December 26, 2016, 05:23:41 PM
Regenade was last trying to do this, howwver i think be may have dropped it. I would have taken the helm however i have no modding expirence what so ever, however i am trying to rectify that.
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: O Negative on December 31, 2016, 05:27:13 AM
Hope seems not lost, friends.
I've been roaming the steam workshop, and it appears there is an author for a rather simple Halo mod there.
In the comments section, there is a reference to this thread, and another individual who claims to possibly have the old files :)

Update: They've officially been recovered, but only the A11 ones. Still, it's something!
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: rk on January 05, 2017, 10:35:12 PM
Hello, to whom it may concern
I have an old 12d game with the file folders for UNSC, Covenant and Haloverse Weapons, not sure if this is what you are looking for since i cant code past HTML (if that really).
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: O Negative on January 06, 2017, 05:50:28 PM
Thanks for sending the files, friend!

I'll update what I can from this mod here. I don't know that I have the time to be constantly updating the mod and its various aspects. The factions look like a lot of work. But, I'll do what I can where I can :)

You can also find a mod by the name of Halo - Core (https://ludeon.com/forums/index.php?topic=29178.msg294203#msg294203), done by Elando. He's doing a pretty great job of reviving this mod with his own little twist. Check it out!
Title: Re: [Suspended] [WIP] (Alpha 12d) Project Haloverse (Updated 10.9.2015)
Post by: Mr.Cross on January 10, 2017, 06:59:46 PM
# Risen Hopes!