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Old September 17th, 2009   #121
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Default Re: dinosaurJR's Halo Mod

Yeah, the default to klingon thing...

Dan had a good idea about that... just change the klingon sound files to somthing else, either something neutral or to nothing at all (blank.wma file)

Then change the klingon race icon to somthing neutral, to indicate the ship is captured / re-captured etc...

So long as we replace the stock files, but keep the same file name it should work...

That way, boarding craft can be allocated to Covenant, Flood, and UNSCDF - but not Forerunner, as they are all automated... I dont really see any other way to deal with the lack of transporter tech in Halo.

Oh, yeah, to answer your question CABAL, the Four races are UNSCDF, Covenant, Flood, Forerunner Remnant.

Map units will include (this is not a complete list, and some items etc... might not even be made... it just depends...)

Human Seperatists (United Rebel Front & The Rubble)
Jackal Privateers
Various Forerunner constructs
Various Flood Infected things...

Dear science, please start solving problems and curing diseases or shut the fuck up.
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Old September 17th, 2009   #122
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Default Re: dinosaurJR's Halo Mod

I'll see what I can do about changing the Klingons to a neutral race and replacing them with the Dominion or something. That way we can set it up so that you have Sentinels, UNSC, Flood, Covenant and Captured Vessels as their own races.

EDIT: Cool, I got it! Sort of. Anyway, it works. UNSCDF, Covenant, Flood, and Forerunner Remnants playable, Captured Vessel/Station semi-playable. For my next trick, I'm going to need some Forerunner control panel screenies. Can you get a couple for me, Iashar?


Good night, forum. Good work. Sleep well. I'll most likely kill you in the morning.

Last edited by C.A.B.A.L.; September 17th, 2009 at 04:14 PM.
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Old September 17th, 2009   #123
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Default Re: dinosaurJR's Halo Mod

I made a slight change to the multiplayer menu. New names for stuff!
Spoiler:


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Old September 18th, 2009   #124
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Default Re: dinosaurJR's Halo Mod

i got some for ya. they are on my profile, i couldnt get them to load properly here. if you need more ill find some, but it may be tough, althou iv got one in mind that i havent got a pic for....yet. updates soon.

UPDATE: i got one from the Control room it's self.

Rawr! Im in your motherborg!

Last edited by Iashar Koranin; September 18th, 2009 at 01:44 PM.
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Old September 18th, 2009   #125
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Default Re: dinosaurJR's Halo Mod

Awesome, thanks! Now I can start on the Forerunner UI.


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Old September 19th, 2009   #126
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Default Re: dinosaurJR's Halo Mod

I was thinking, since I have ST:A2, I could help with odfs and such for theST:A2 version of the mod. But it may be easyer to set them up as seperate race mods, or maby a pack with all 4, but so you can install the one you want, instead of puting them all in at the same time. That makes the most sense to me...your call. Anyway, love to help....but I may need the basic files to make the upgrade...so tell me what you'd like

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Old September 19th, 2009   #127
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Default Re: dinosaurJR's Halo Mod

...been watching this thread DJR and might as well make the offer. I THINK im one of the few here that still has his A1 disc and is able to run it id be willing to help as well odf, TT, GUI Global, Build Buttons wise....as dont do well as WF but i dont do wire Wireframes only the A2 style wire frames. Just if you need it i'll be around man.

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Old September 21st, 2009   #128
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Default Re: dinosaurJR's Halo Mod

nice work keep it up
one problem with the gui firstly the humans dse the red bar go down still with hull damage
secondly the coneants text looks a lil hard to read

but apart from that good work

also for those who find it hard to play armada 1 try playing it in armadas safe mode (apparently its the only way to get it working in win 7 so it shud improve error issues on other OS)

and another minor suggestion why dnt you use glows instead of using polies to represent engine trails. it would help save those vital polies

Last edited by apoclaydon; September 21st, 2009 at 10:12 AM.
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Old September 21st, 2009   #129
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Default Re: dinosaurJR's Halo Mod

@:FallenGraces - I'll wait for Dino's opinion, but personally I think somebody to help with the buttons and stuff would be great. I could send you the color pallets that I work with and stuff.

@:apoclaydon - A1 has no hull health so the bar doesn't go down for the UNSC. You will have to pay attention to sub-system health to determine how the ship is doing. Even then, there is still the slight possibility of a one hit kill on a UNSC ship. The A2 version will have both shields and hull, however. The Covenant text still uses the default text color from the UI that I started from. It will be changed later.


Good night, forum. Good work. Sleep well. I'll most likely kill you in the morning.
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Old September 21st, 2009   #130
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Default Re: dinosaurJR's Halo Mod

ok kool
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