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MPSIM v4 (MANY PICTURES 56K beware)

Posted: Mon May 29, 2006 8:25 am
by Wooden Dragon
Previous version of MPSIM ported to "The Two Betrayals"

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Posted: Mon May 29, 2006 8:49 am
by porkchoplomein
that asualt rifle is biching

Posted: Thu Jun 01, 2006 6:16 pm
by Wooden Dragon
*PROJECT DISCONTINUED*

Posted: Thu Jun 01, 2006 7:19 pm
by SHOUTrvb
:( 3 days and he quits? Why? Why? You should've kept going man, brought back the xbox 1 modding!

Posted: Thu Jun 01, 2006 7:22 pm
by Wooden Dragon
I could keep going, It just seems like nobody cares... this version's been out a while and only one person said anything...

Posted: Thu Jun 01, 2006 7:34 pm
by r0tten
if there were a whole map pack worht i would play it religiusly, it just seems everyone quits after making one map and it gets quite boring playing the same map over and over again.

Posted: Thu Jun 01, 2006 9:45 pm
by Wooden Dragon
Alright, I'll keep going through the levels then... We'll see how long it takes for me to bleed out my eyes from linking all the actv's and such ^_^

Posted: Fri Jun 02, 2006 6:49 am
by SHOUTrvb
Wooden Dragon wrote:Alright, I'll keep going through the levels then... We'll see how long it takes for me to bleed out my eyes from linking all the actv's and such ^_^
:D Most people just don't know what's going down. When you finish, I'll post an announcement.

Posted: Fri Jun 02, 2006 7:45 am
by Wooden Dragon
Cool, thanks

Posted: Sat Jun 03, 2006 12:10 pm
by guardian232
Yeah dude, this is a great series that deserves a lot of recognition. Everything that you make just blows away anything in this forum. Great job, I like the combat rifle 8) . I'm about to post an update to my v.2 halo AI mod and I used the combat rifle. How did you change the screen from blue to orange? That rocks! Great Job Again!!

Posted: Sat Jun 03, 2006 7:26 pm
by Wooden Dragon
It was changed to orange by changing the compass_plate, Numbers_plate, and display_fp bitmaps

Posted: Mon Jun 05, 2006 10:48 pm
by Wooden Dragon
Update: I've finished 2 maps, The Pillar Of Autumn, and The Truth and Reconciliation, the lvl Halo is impossible to make this for... Anyway, I AM working on this

Posted: Tue Jun 06, 2006 4:24 am
by SHOUTrvb
Nice. Why not halo though? I wouldn't know.

Posted: Wed Jun 07, 2006 4:02 am
by guardian232
Yeah really, why not halo?

Posted: Wed Jun 07, 2006 9:15 am
by Wooden Dragon
The level Halo mostly depends on the AI exiting the dropships... The cyborg biped isn't able to sit in the dropships... if the seat names are changed, they are unable to exit the dropship... So in other words, there are very few free moving AI...

Posted: Wed Jun 07, 2006 6:44 pm
by SHOUTrvb
Ah, well that makes sence now that you mention it. Oh well, Halo isn't that important.

Posted: Thu Jun 08, 2006 11:30 pm
by kibito87
You could just add my AI spawns around areas say like the 3 area's you must find refugees in?

Posted: Fri Jun 09, 2006 9:13 pm
by Wooden Dragon
Not quite sure how to place AI spawns...

Posted: Sat Jun 10, 2006 4:11 pm
by SHOUTrvb
Hmm, maybe you guys could start a team. An old school halo 1 mod team. That would rock.

Posted: Mon Jul 03, 2006 7:57 am
by GreyFox
SHOUTrvb wrote:Hmm, maybe you guys could start a team. An old school halo 1 mod team. That would rock.
Definitely, I like halo 1 modding more then halo 2 modding anyway.