Project Nightfall

Everything about HD, MD, and their mods.

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Big Birdie
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Project Nightfall

Post by Big Birdie » Mon Oct 30, 2006 8:39 pm

I do not know why the hell I didn't put this here -.-" guess it comes out of laziness.

Oh yea, no release date, I'll release it when I want to.

I'm going to give specs on it, pics will come later, very later..

Well about 7 months in no modding maybe less, I'm back and I need to do a warmup mod, which will be Project Nightfall 1.0.

I would give it the ability if people don't have the mod, they would crash but..I'm still a bit naive on the header.

Please understand I have a life (school, sports, friends, family, you know), don't expect me to finish this mod fast or anytime sooner <_<.

What is the mods purpose?Well I can't think of one, but its based on a all out war.I'm trying to make this mod balanced as possible, still gives quality gameplay, and can't be used to cheat and be noobish.(I seriously can't think.)

Legend
--
[/] - Maybe
[y] - Finished
[n] - Not finished
[ndy] - Not done yet

Mod specs *Note : this is not all mod specs, there is more but lets keep some as a surprise*
--
Bloodgulch
- Ui changes
- Spawn changes
* If playing teams, red team at cliffs, blue team at other side caves.
- Skins by me
* Except the h2 spartan skin and few others
- Models from [ZMT]L33T's model pack (Yes I'm that very lazy to make models, I'm sorry) and Pacifica's H2 sniper model w/ skin
- Dark bloodgulch
* Fog, Not too thick
* Actual darkness to make use of the sniper's night vision (Lightmap editing)
- Recoil
* S2 AM Sniper rifle
* MA5B Assault Rifle
* M90 Shotgun
* M19 SSM Rocket Launcher
- Flashbang gernades
- Warthog drivers can shoot even if there is no gunner [/]
* If I do it, I will make it have a capacity limit
*Clip lagg warthog - 200
* Ammo reload time - 20 secs
* Clip rocket hog - same
* Ammo reload time - 5 secs
- Flame trails, for visibility (I have not stolen this idea, everyone can do this soooo easy, its a simple swap.)

Weapons
- Semi automatic pistol (You have to clcik the mouse now, can't hold it.This is semi automatic because also consideration of its ROF).
- Anti vehicle rocket launcher
* Speed is a bit slower
* Less ammo, to make sure it isn't abused, it can home on people that aren't on the vehicle

Vehicles
- Will lower vehicle collision damage (Because of the shee noobs and tank noobs running people over!)
- Banshee will still be there
* Ahhh ahh ah, hold on, they are destructable!(Will prevent people from abusing shee)
* Once destroyed, they can't be used again.Take that shee noobs!!
* Have to restart game for shee to be back to normal
- Tanks
* Their primary weapon damage is weakened a little bit (Making sure it isn't too abusive *No one hit KO's)
* Secondary weapon damage increases a bit but weapon range is more spreaded a bit
- Gun turrets
* Damage increased
- Ghosts

* Suggestions
(Do not expect me to "PMI AND REBUILD AT THIS MOMENT", I still need to aquire more information!)

(Only logical and possible suggestions *If you know the limitations of demo*, not like place a chaingun on a pelican for instance, I would need to take the pelican tags and combine it with a chaingun and have to do some debugging and then convert them into tags again.And then pmi/rebuild which I can't do atm, I'm low on info still.)

Man I'm soo lazy I don't feel like updating this too -.-" all I can say is I'm at 19% and I got some problems I need to solve later.Such as simple bitmap and lightmap errors.
Last edited by Big Birdie on Mon Oct 30, 2006 10:05 pm, edited 1 time in total.
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Arthur9
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Post by Arthur9 » Mon Oct 30, 2006 9:52 pm

Can you made those anti-vehicle rockets homing? And vehicles destroy, like in Halo 2?

Big Birdie
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Post by Big Birdie » Mon Oct 30, 2006 10:03 pm

Arthur9 wrote:Can you made those anti-vehicle rockets homing? And vehicles destroy, like in Halo 2?
They can home, been said.And yes the vehicles can be destroyed just the banshee.Maybe tank.

But I can't make them look destroyed, I have to take the destroyed models from halo 2, which Im against ripping.Anyways I dont even have a modded xbox.
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Post by >Shadow< » Tue Oct 31, 2006 7:29 am

You could take the destroyed models from B30. That's in the demo.
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draconic74
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Post by draconic74 » Tue Oct 31, 2006 8:55 am

I thought they were just skins. There's a destroyed model in Halo 1?
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Cherub Rock
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Post by Cherub Rock » Tue Oct 31, 2006 9:34 am

sweet man, this mod sounds tight :D
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Arthur9
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Post by Arthur9 » Tue Oct 31, 2006 11:20 am

Big Birdie wrote:
Arthur9 wrote:Can you made those anti-vehicle rockets homing? And vehicles destroy, like in Halo 2?
They can home, been said.And yes the vehicles can be destroyed just the banshee.Maybe tank.

But I can't make them look destroyed, I have to take the destroyed models from halo 2, which Im against ripping.Anyways I dont even have a modded xbox.
Just made those vehicles black when they destroyed. :roll: And some flames to destroyed vehicles.

sword
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Post by sword » Tue Oct 31, 2006 12:35 pm

You cant really get destroyed vehicles to sync in non-CE versions of Halo 1, you'd have to create and compile scripts for a Halo CE map and then port the scripts and vehicles to PC/Demo.
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draconic74
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Post by draconic74 » Tue Oct 31, 2006 3:59 pm

I saw a destroyed vehicle mod for full.
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?Demon?
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Post by ?Demon? » Tue Oct 31, 2006 7:35 pm

What tools to CE modders use to create scripts, sounds, and such and then inject them?
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Big Birdie
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Post by Big Birdie » Wed Nov 01, 2006 5:55 am

sword wrote:You cant really get destroyed vehicles to sync in non-CE versions of Halo 1, you'd have to create and compile scripts for a Halo CE map and then port the scripts and vehicles to PC/Demo.
True, but I'm doing a bad dirty version way.I'm merely gonna give the vehicles health and then if they are destroyed they explode along the person driving it.And it will be undriveable to anyone for the rest of the game.I can't do anything about it tho, it must come out of the scripts.

I can merely use the biped syncing script and inject it into the destroyed model and when destroyed, people can see it (Server side) but i don't want to tho.
draconic74 wrote:I saw a destroyed vehicle mod for full.
Yea but the vehicles don't actually look destroyed.
«Demon» wrote:What tools to CE modders use to create scripts, sounds, and such and then inject them?
Tools : Sapien, Guerilla, and HEK

The scripts looks like a bit of visual basic to me.Although when converted or injected to halo it can work for all.
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Post by ?mike? » Wed Nov 01, 2006 12:10 pm

so you are saying after the vehicle loses all of its health it will not respawn again and have full health?

>Shadow<
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Post by >Shadow< » Wed Nov 01, 2006 3:07 pm

Yes exactly. I made the banshee do that too. It bleeds too. :lol:
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draconic74
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Post by draconic74 » Wed Nov 01, 2006 4:11 pm

I did something like that. I got a hog so it wouldnt drive and bleed. But I dont remember it being destroyed. The entire mod was meant for a completely different purpose.
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mavrick06
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Post by mavrick06 » Thu Nov 02, 2006 3:56 pm

what about making the mod so dark and having the normal vision of the mc be the night vision you view when using a sniper? so it would be like a tactical response unit sorta feel. really sneaky. or just have it really dark and hard to see but when you press Q (flash light) your night vision comes on. so people can choose to fight in nearly pitch black darkness or view through the night vision

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