Halo 1 & 2 for PC
This topic has moved here: Subject: [WiP] Halo Custom Edition: The Red Skulls (a free-roam campaign)
  • Subject: [WiP] Halo Custom Edition: The Red Skulls (a free-roam campaign)
Subject: [WiP] Halo Custom Edition: The Red Skulls (a free-roam campaign)

If you don't like how I drive, then stay off the sidewalk!

- ʟ₳ẔӬЯ

It has already been on Halomaps for a while: http://forum.halomaps.org/index.cfm?page=topic&topicID=37 002

Here was the team recruitment topic if anyone is interested: http://forum.halomaps.org/index.cfm?page=topic&topicID=37 872

  • 07.06.2011 12:34 PM PDT

As the wave of emotion of the Flood attack washed over me something inside turned cold and although I had been effectively killing Covenant for a long time, a new steel was forged within me... I knew that to get out alive I had to kill every last one of these S.O.B's. I did it, stole the index from the library and blew up the ring world known as Halo, but I knew this wasn't the end... It was only just beginning.


Posted by: Lazer55
It has already been on Halomaps for a while: http://forum.halomaps.org/index.cfm?page=topic&topicID=37 002

Here was the team recruitment topic if anyone is interested: http://forum.halomaps.org/index.cfm?page=topic&topicID=37 872

Now I see.. I read through a lot of those comments. Looks really nice :)

  • 07.06.2011 2:09 PM PDT

If you don't like how I drive, then stay off the sidewalk!

- ʟ₳ẔӬЯ

Speaking of animations (I know you were talking about animations right as I posted this, that's how cool I am), I've recently learned animating (just the past 4 months). Here's a really bad one I made when I was learning: http://www.youtube.com/watch?v=0ChE0aByYf4
He was going to be standing in the back of a dropship (that explains his arm, eh?) and then grab a gun off the wall. Scrapped obviously, for newer things, but it wasn't a bad start.

Other stuff, other stuff... Red Skulls will now function with a new variable - time of day! The clock I wrote is below:
(global short seconds 0)

(global short minutes 0)

(global short hours 0)

(global short days 0)

(global short weekday 5)

(global string dayofweek "Thursday")

(script continuous clock
(if (>= seconds 5) (begin
(set minutes (+ minutes 1))
(set seconds 0)
))
(if (>= minutes 6) (begin
(set hours (+ hours 1))
(set minutes 0)
))
(if (>= hours 24) (begin
(set days (+ days 1))
(if (< weekday 7) (set weekday (+ weekday 1)) (set weekday 1))
(if (= weekday 1) (set dayofweek "Sunday"))
(if (= weekday 2) (set dayofweek "Monday"))
(if (= weekday 3) (set dayofweek "Tuesday"))
(if (= weekday 4) (set dayofweek "Wednesday"))
(if (= weekday 5) (set dayofweek "Thursday"))
(if (= weekday 6) (set dayofweek "Friday"))
(if (= weekday 7) (set dayofweek "Saturday"))
(set hours 0)
))
)

(script continuous metronome
(sleep 30)
(set seconds (+ seconds 1))
)


The script itself took like 30 seconds to write, but I'm amazed that this idea has evaded me so long. Many noteworthy free-roam campaigns incorporate the time of day as a gameplay element wonderfully, such as Red Dead Redemption by which this campaign was heavily inspired. The time has been scaled to what I believe to be appropriate considering the time people will likely spend on a Halo 1 map - 30 seconds of real time is equivalent to an hour of game time. There are 5 seconds per minute and 6 minutes per hour in the game. It also tells you the day of the week which I added for no apparent reason. The time of day can be used to control many things, most obviously of all being whether it is night or day. We currently are not sure whether it will switch between the two if the time reaches that point while you're just standing around in an area, or if it will check the clock only when you travel to determine whether you arrive at the destination at night or in the daytime. Opinions are welcome.

Here is the health regeneration script the campaign will use, if you want to see it (in case you want to use it, I've italicized the parts you'll need to enter your own information into):

(script static unit player
(unit (list_get (players) 0))
)

(global real health_increment 0)

(script static real shield
(unit_get_shield (player))
)

(script static real health
(unit_get_health (player))
)

(script static real unchanged_shield
(* (shield) [your biped's shield strength])
)

(script static real health_number
(* (health) [your biped's health])
)

(script static real health_lost
(- [your biped's health] (health_number))
)

(script static void increase
(unit_set_current_vitality (player) (+ (health_number) health_increment) (unchanged_shield))
)

(script static real health_increment_set
(set health_increment (/ (health_lost) 20))
)

(script continuous health_recharge
(sleep_until (and (< (health) 1) (= (shield) 1)))
(health_increment_set)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
(sleep 15)
(increase)
)


Once your shield is recharged, it heals 5% of your lost health every half a second, over the course of 10 seconds (which is the same amount of time health takes to regenerate in Halo 3).

More about the team; if you think you'd like to join (for whatever reason) go ahead and add me on Xfire (cerealkillingincorporated) and we'll talk about it. Third-person animators are specifically welcome, because I am the only one on the team so far, and I'm not exactly a veteran at it.
Team page: http://www.xfire.com/communities/rsec/

Story update: the entire campaign has been determined to take place 21 years after the initiation of the Spartan 2 program, and it is set entirely on the world Tyer (pronounced "teer") which has been known for heavy rebel and smuggler activity as of late.

Questions? Opinions? Comments on my good looks? Post them, sonny!

[Edited on 07.14.2011 11:12 AM PDT]

  • 07.14.2011 11:11 AM PDT

One concept that would be amazing to see this campaign incorporate is terminals which give additional story information.

  • 07.14.2011 11:48 AM PDT
  • gamertag: Vidyum
  • user homepage:

Not for the faint of heart.

Never been a fan of alternate realities... but this is pretty -blam!- cool! I'm definitely looking forward to a release date.

Yes, I did read the entire wall of text. :|

  • 07.14.2011 12:24 PM PDT

If you don't like how I drive, then stay off the sidewalk!

- ʟ₳ẔӬЯ

Posted by: Tempus Irae
One concept that would be amazing to see this campaign incorporate is terminals which give additional story information.
That could be interesting, I'd need to use impulse ui_widgets like the ones that pop up when you enter a vehicle for the first time.

Posted by: Vidyums
Never been a fan of alternate realities... but this is pretty -blam!- cool! I'm definitely looking forward to a release date.

Yes, I did read the entire wall of text. :|
Thanks :P I'm also thinking about incorporating more detail into your objective in this story. One idea I had was from listening to Prince's "All Seven" which made me think about the possibility of seven rebel leaders that you need to eliminate, one in each location or so.

  • 07.14.2011 1:37 PM PDT

Holy crap! This is getting better and better. Man, if only this could be played in multiplayer. Then again, that would probably cripple many of the features.

  • 07.14.2011 6:03 PM PDT

Please please pleaseeeee incorporate terminals.

You seem to know what you're doing, keep up the work.

  • 07.14.2011 6:26 PM PDT
  • gamertag: Vidyum
  • user homepage:

Not for the faint of heart.


Posted by: Lazer55
Posted by: Vidyums
Never been a fan of alternate realities... but this is pretty -blam!- cool! I'm definitely looking forward to a release date.

Yes, I did read the entire wall of text. :|
Thanks :P I'm also thinking about incorporating more detail into your objective in this story. One idea I had was from listening to Prince's "All Seven" which made me think about the possibility of seven rebel leaders that you need to eliminate, one in each location or so.
I'm gonna go ahead and lean to believe that's a fanfic you're making reference to, for alas I don't know. :(

At any rate I think instead of rebel leaders you might want to consider cracking open terminals or something Halo-esque, it might be easier than to manage the AI of the bosses etc. You know, just throwing ideas into the pile.

  • 07.14.2011 7:41 PM PDT

If you don't like how I drive, then stay off the sidewalk!

- ʟ₳ẔӬЯ

I was referring to a classic Prince song: http://www.youtube.com/watch?v=vZ2cAlRNR-o The music video is kind of... weird... I've never seen it before now.

@Your second paragraph, they wouldn't exactly be bosses, just specific objectives. The idea of a boss is completely contradictory of the campaign goal to be realistic, as it would involve making a single enemy unnaturally tough.

I forgot to mention, I already have a version of terminals - I've colored oddballs red (red skulls lol) and they are hidden throughout the locations; find them to unlock exclusives.

  • 07.14.2011 11:03 PM PDT
  • gamertag: Vidyum
  • user homepage:

Not for the faint of heart.


Posted by: Lazer55
I was referring to a classic Prince song: http://www.youtube.com/watch?v=vZ2cAlRNR-o The music video is kind of... weird... I've never seen it before now.

@Your second paragraph, they wouldn't exactly be bosses, just specific objectives. The idea of a boss is completely contradictory of the campaign goal to be realistic, as it would involve making a single enemy unnaturally tough.

I forgot to mention, I already have a version of terminals - I've colored oddballs red (red skulls lol) and they are hidden throughout the locations; find them to unlock exclusives.
Was never a fan of Prince myself... The Scorpions, anyone?

Red skulls sound exciting, would they be part of the campaign's canon or is this another Bungie-style scavenger hunt? I'm up for a good challenge here. BTW, I require an approximation as to the date of release, I'm excited to reinstall Custom Edition. :x

  • 07.15.2011 12:38 AM PDT
  • gamertag: [none]
  • user homepage:

any update in this? I really want to play some sort of demo but how big will it be? That does not have to be accurate!

  • 07.15.2011 12:59 AM PDT

x Foman123 x
15.
That's the number of bans in this thread. Next time you want to derail something, go stand in front of a train.

Glad to see you're still posting us and keeping us updated!

Can't wait until there's a playable build for us to enjoy, I've done my fair share of modding in Halo CE in my time...keep up the good work!

  • 07.15.2011 7:47 AM PDT

If you don't like how I drive, then stay off the sidewalk!

- ʟ₳ẔӬЯ

Expect the next demo to be a lengthy cutscene trailer, I really do not want to release a playable part that's only a portion of the whole. The next playable version to be released will be an early version of the complete campaign, not a small bit just to play.

  • 07.15.2011 10:57 AM PDT

How large is the playable area?

  • 07.15.2011 11:00 AM PDT

If you don't like how I drive, then stay off the sidewalk!

- ʟ₳ẔӬЯ

Well you tell me. BSPs included so far (the names they'll be called in the campaign are in parentheses):

- Infinity (The Canyon)

- B30a (The Island)

- A30b (The Quarry)

- A50_exterior (The Ridge)

Those are only the ones that we've got progress on so far, there are a few others that we'll include once we finish the current ones.

  • 07.15.2011 1:16 PM PDT
  • gamertag: MJY117
  • user homepage:

if its done how do i play it

  • 07.19.2011 4:10 AM PDT

Halo:Reach=FTW!

I want a demo.

  • 07.20.2011 8:15 AM PDT

If you don't like how I drive, then stay off the sidewalk!

- ʟ₳ẔӬЯ

It isn't done MJ.

No demos yet, maybe a trailer soon but finishing it is more important in my opinion.

  • 07.20.2011 10:30 PM PDT