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Posted: Tue May 29, 2007 10:29 am
by T Beezie
JacksonCougAr wrote:yes... thats the ONLY sound if I'm right though... Needed more (And don't even bring up what I think someone might!)... Just don't. :x
I'm assuming that you know of an application that rebuilds sounds properly? :o
Or, you know how to convert SP BSPs without nulling out the [lsnd]s to prevent freezing? :o

Wow... I would love to see that. :lol:

Posted: Tue May 29, 2007 10:57 am
by BADSMILEY
Dagger13 wrote:
T Beezie wrote:
Dagger13 wrote:when i open the nightops sernenity file and i everythings set then when i click apply patch it gets an error and i have a clean containment map to :cry:
What kind of error does it give you?
http://i170.photobucket.com/albums/u252 ... /error.jpg
yo i get this with a lot of huge maps too such as that boat map and yours beezie and it actually gave my comp major errors twice, maybe i should try this on diff comps or something(anything sp>mp related screws my comp up even core shreds my maps)

Posted: Tue May 29, 2007 1:54 pm
by JacksonCougAr
wow; don't mock me; no; and sort of. I have had luck keeping ambience's with zero freezing issues on Delta Towers; never done a rebuild of this level.

Posted: Tue May 29, 2007 6:03 pm
by eternal
T Beezie wrote:
JacksonCougAr wrote:yes... thats the ONLY sound if I'm right though... Needed more (And don't even bring up what I think someone might!)... Just don't. :x
I'm assuming that you know of an application that rebuilds sounds properly? :o
Or, you know how to convert SP BSPs without nulling out the [lsnd]s to prevent freezing? :o

Wow... I would love to see that. :lol:
WOW, it was actually posted the in the repository months ago howto fix corrupt sounds, bitmaps, etc. Simply reference them when decompiling. :? Not very hard. I posted a video in disscusion over a month ago with this SAME conv map that we've been playing on xbc for like 2 months. :D

Wow, you would love to see that? There, now you've seen it. Ive done MANY rebuilds and NEVER ONCE had to null lsnd's to prevent freezing.

Yes this map you made, tbeezie, gets very laggie. Try playing on sys link with 8-10 ppl like I did. Or even 2. Still trying to figure out the purpose for the warthogs, when the streets arnt even wide enuff to make a u-turn.

Should this be in outstanding? I don't think so. Far too many ai for this style of close-combat map. Turrets shouldnt have a light on them, in my opinion. Wart-hog lights are always on??? This map certainly isnt dark enuff to warrant a night vision sniper, and to boot, it has night vision as soon as u pick it up???? The map is very laggy as soon as u pick up the human sniper, too. Back alleys are much, much, darker than main courtyard. Too easy to 'get out' of the map, as well as many holes in the sbsp everywhere.

I do love the night-ops series, tho.

5/10

Posted: Tue May 29, 2007 6:21 pm
by llama_juice
This is one of the first mods I actually downloaded and played because it looks so pro. AMAZING JOB

Posted: Wed May 30, 2007 2:36 am
by crabby
any way you could make a night ops new mombasa that will be sweet man 10/10 for your mods i love em'

Posted: Wed May 30, 2007 7:30 am
by JacksonCougAr
Oh yes! XD
I forgot about those holes! Lmao... damn Adam spawning me in them >_< No deathzones either. Map NEEDS deathzones to box it in.

Posted: Wed May 30, 2007 12:33 pm
by gratmouth_v3
Kornman he found the key to AI in MP in the xbe
What is the key!!!! And very nice mod :P

Posted: Wed May 30, 2007 12:38 pm
by SpecOp44
gratmouth_v3 wrote:What is the key!!!!
Yelo.

Posted: Wed May 30, 2007 12:40 pm
by DarkShallFall
JacksonCougAr wrote:Oh yes! XD
I forgot about those holes! Lmao... **** Adam spawning me in them >_< No deathzones either. Map NEEDS deathzones to box it in.
Y do you always refer to me as adam or argon just call me Darkshallfall on halomods. :P

Posted: Wed May 30, 2007 1:06 pm
by gratmouth_v3
yelo??? Yelo its a trainer and not a .xbe

What modification you need in the xbe for get AI in MP. Im sure you can change something in default.xbe of halo2 for get AI in mp

Posted: Wed May 30, 2007 1:53 pm
by McT0asT
gratmouth_v3 wrote:yelo??? Yelo its a trainer and not a .xbe

What modification you need in the xbe for get AI in MP. Im sure you can change something in default.xbe of halo2 for get AI in mp
Yelo does it for you.

Posted: Wed May 30, 2007 1:53 pm
by Geo
Yelo enables AI in the .xbe, I think.

Posted: Wed May 30, 2007 7:27 pm
by gratmouth_v3
I ask if someone can cahnge the default.xbe of halo2 for enable AI in MP. I prefer use another default.xbe to use yelo for activate AI

Posted: Wed May 30, 2007 7:42 pm
by JacksonCougAr
there is a way; search for 300 I think... should be that mod that had a link...

Posted: Wed May 30, 2007 9:41 pm
by scynide
Amazing. :shock: I have been waiting for this to come out and somehow I missed it. dling now.

Posted: Thu May 31, 2007 1:55 am
by crabby
i love your mods, terminal night ops? maybe? :D that will be cool thanks and try to make the story continue, like new mombasa for next level :wink:

Posted: Thu May 31, 2007 2:34 am
by DarkShallFall
crabby wrote:i love your mods, terminal night ops? maybe? :D that will be cool thanks and try to make the story continue, like new mombasa for next level :wink:
I may be doing that with T's permission of course. :D

Image
Started today^^

Posted: Thu May 31, 2007 10:17 am
by JacksonCougAr
Oooooo! p0p! sorry man; I thought that was Headlong not a single player map! p0p. So dumb of me... I was like "Me'h, so you made headlong grey and added an odd looking hog to it! So what..."

Posted: Thu May 31, 2007 11:13 am
by BADSMILEY
never mind all my sp>mp conversions i downloaded G.I.R.s halo 2 app pack and i can download sp>mp maps and use core

This map is very awesome 10 out a 10 8) now i gotta read some tuts and start using core/gorilla