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hkurban

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Everything posted by hkurban

  1. If we want to be technical I asked about the Civilians a few weeks ago but I guess you might have missed that or something. When Zero mentioned you were getting the pistol for him, it reminded me you hadn't gotten back to me on it in a while so I wanted to make sure it was still on your radar. I know you're doing this as a favor, so I'm not trying to be demanding or anything like that, but I don't think samples of warthog sounds is something we need right now unless someone else on the team specifically asked for it.
  2. Thats cool and all but I reaaaally could use references for those civilians too. I realize they aren't as cool to mess around with and all, but the Genet and 'Hog need someone to drive them.
  3. I love the golden hog, but this? It's a travesty. It's like the Hummer H3 all over again.
  4. Dear God... what have you done to my beloved hog? That thing's hideous. Like Jake from State Farm hideous.
  5. Nice! The Arghandab river is hard to do because it is so shallow at times and Arma does not seem to like shallow rivers like that. Great work on trying to capture it. It would be a nifty idea, if it's something you wanted to pursue, to have a separate "winter" version of the map with a higher water level and some flooding in low lying street areas. I know that's a bit of a challenge to do with Arma, but I think a cool idea because Kandahar really does look vastly different between the winter and summer. Either way, kudos and good work.
  6. Was just about to say that. Love the shotty in the mod and it was my go-to CQB weapon all throughout the Halo series. I'd even take the shotty over a sword. My choice loadout in the mod is a BR and a shotgun in the backpack for close quarters situations. If you can connect and you're close enough you're almost guaranteed a 1 hit kill. Also the Marines would definitely have a shotgun in their MTOE since it's less likely to puncture a ship's hull. Also from working with MPs and dealing with the riots in Baltimore, I have to say that shotguns are far more versatile than you're giving credit. They are often used in delivering non-lethal ordinance and other specialized payloads that would be critical in an insurrection that could go from protesting to full on Innie assault in a matter of minutes.
  7. not really worth the effort in my opinion. What would it contribute to the gameplay? Why wouldn't someone with an M7 as their primary simply take three seconds to uncollapse the stock instead of dealing with the terrible accuracy from having a collapsed stock? I'm all for more is better in the mod but everything added needs to contribute something new or at the very least have a useful purpose beyond just because.
  8. Not saying it isn't going to happen, just that its not going to happen as quickly as I had promised, if it does happen at all. The design for the mod is constantly evolving as we find out more information and discuss ideas that previously only resided in our heads and hard drives. It is still my intent to have the UNSC Army and Marines equipped differently and geared towards different doctrines instead of just essentially being different skins of the same unit as they are now, but that requires us to get more assets in first.
  9. Gentlemen. Halo 4 is set way after this mod takes place, so I'd consider any discussion on H4 era pelicans to be largely irrelevant. I think it's safe to say you won't see it in this mod. Please save the discussion on the practicality of it for somewhere else, as it will add nothing to the mod. Regarding the rifles, although this contradicts my earlier statements, the B will keep its current design. My intent to change it was in order to address the need to split the MA5 into separate 32 and 60 round versions in order to get the ammo counter working, and since the MA37 isn't in yet, it was my way of solving a problem I had created in the process of solving a bigger problem (lol). There was a small miscommunication within the team about my aspirations there, hence Zero's earlier posts, but we have since amicably deconflicted our creative opinions on how to solve those problems and there's no trouble on the waters for you guys to worry about. The MA5C (and M6 variants I promised) may not make it in to the next update, so I apologize for jumping the gun on that and getting your hopes up. When they do arrive, they will be entirely new models and not modifications of existing meshes like I was doing and as a result should look much better. Regarding the MA37 in the hands of Marines, I think that was less because Marines took Army rifles and more because Bungie didn't want to have to model and code an entirely separate AR model that would make absolutely no contribution to gameplay and only serve to confuse the more casual players who don't know the AR as anything other than an AR. Realistically, you'd see Marines still wielding MA5s during the Fall of Reach. It's one of Earth's last major strongholds, not some remote colony where weapons and ammo is scarce. Anyways, continue the healthy debate and speculation, just keep it on topic with the mod's time period and not crazy stuff in the far future of 2558.
  10. A healthy mix of rock objects and the actual ground terrain. Arma still won't allow you to "burrow" underneath of ground terrain vertices, but we've found several creative ways to deal with that. Rock objects are fine 99% of the time, just like any other object in Arma, but if you find their weak point, crazy things will happen. As the map is very cliff heavy, we'll spend time looking for glitchy rocks and addressing them, but if you encounter any in game once the map is released, report it and we'll fix it.
  11. Funny you should mention... http://i.imgur.com/BpZVJdG.jpg?1 (505 kB)
  12. There will be all 3. MA5B and C for Marines, MA37 for Army. While the C and 37 are almost identical in function, the MA37 is an Army exclusive. If you're wondering why not MA37 first, someone else is working on that, so I have no control over when it will get in game. We're going to start diverging the equipment between Army and Marines slowly over time as we introduce gear that allows us to do so, just like how Innies and UNSC won't have exactly identical weapon options and how the US Army and Marines don't have exactly the same weapons. The MA5 in game already has a flashlight attachment available so long as there's no grenade launcher. I can't answer to that as someone else is working with the optics side of things for the AR. In the future, I or others may introduce 26th century non-ammo counter optics that take the considerations I had to make for the AC into effect, but that's at the absolute bottom of my priority list.
  13. Arctic, it's a conflict in our mod with the new CBA release. We (Scorch) have found the problem and will be fixing it soon. In the mean time, the previous version of CBA works. Regarding MA5B and C. In order to get ammo counters working, I can't have the MA5 using multiple types of ammo. Sucks, I know, but it will be worth it. In order to rectify this, next update will have both contemporary versions of the MA5. It would be confusing to have the B and C look the same like in H:CEA, so The B will have 60 rounds and be more carbine length like in old Halo:CE, while the C will be the one you know now with a 32 round mag, tighter dispersion, and GL compatibility. Unfortunately, non Ammo Counter optics will be gone as well. Sorry for the inconvenience, but it's the only way to get it working. There may even be a few M6 variants on the way too if I have the time.
  14. I hear you man. I might as well wait for Arma 4 to even attempt it. :D It looks like you're doing the upper Arghandab River Valley, north of the District Center. It's actually right outside of the area I was going to cover (albeit I'd be doing at least 1/5 scale from real life terrain). Never went across the Arghandab River, but I'm familiar with the area you're doing. It's a shame you're not doing a little further south as the District Center and Baba Wali Shrine are some really interesting pieces of architecture that would make for a very unique battleground, but that would also make it even more challenging than it has to be.
  15. The map is 10x10km. There will be between 1-2 dozen islands of varying size and shape with Teribus being the more dominant one. There will be some form of an airfield, but the terrain variance is a bit too busy for an long enough airfield to support vanilla fixed wing aircraft. There are a few outposts planned, including some highly reminiscent of ones you may have visited in a previous incarnation of the Halo franchise at one point or another. We're still messing with the terrain layout at this point, so posting a map of it would be misleading since it will probably change drastically from when you see it.
  16. I apologize for misreading the situation. Internet's inability to deliver intonation and all that. It's funny you should mention the Reach concepts as one of them particularly stuck out to me as what an MA-3 might look like and will serve as the basic framework. I won't say which one, but once modeling starts to take place, it will become immediately apparent. You and another individual have given me some great additional concepts that, if not fully fitting for the MA-3, may offer some useful design aspects I could borrow and incorporate.
  17. So it looks like people have gotten a little heated about discussing weapons that may or may not be upcoming. I'd like to clear the air on a few things before things get out of hand and too off topic. (Disclaimer: I only speak for myself, not the other devs.) We have a lot of things (vehicles, weapons, equipment, locations, etc.) that we want to add to the mod. Some will be higher priority than others. In the weapons department, the trend has been to develop weapons that have a presence in the games first. This has a number of reasons including practicality and efficiency. It's a lot easier to develop a weapon that already has a 360 degree reference model that exists and known stats about its performance. These weapons will also be more immediately familiar to players and fill critical functional roles. Yes, it's a bit odd that the innies have full access to MA5s and BR55's right now, but those weapons fulfill a functional purpose. At some point in the very near future, more appropriate weapons will be introduced and in some cases directly replace those inappropriately advanced weapons. There will be the odd AR or BR that makes its way in at the hands of a deserter, but as a whole, innies will be distinctly older tech. As many of us know, the games only cover a fraction of the weapons mentioned in the expanded universe. Personally, I have gone through and researched every UNSC weapon mentioned on both wikis and in other source material with the same diligence I'd study insurgent weapons and capabilities for my job. My personal goal is to at some point get most, if not all of those weapons into the game in one form or another. Unfortunately, unlike weapons present in the games, expanded universe weapons are going to be lacking a lot of critical info beyond just appearance. What caliber is the MA3? Is it 7.62 like the MA5 family or something else? What size magazine does the HMG-38 have? Does the MA2B have an ammo counter like the BR? How does the MA5K's dispersion compare to the MA5B or C's? What level of zoom does the stanchion go to? How is the M40 pistol different from the M6 series? This is not to say it is impossible to create a weapon with little to go on. The M73 LMG was a matter of building a weapon around a concept image. Some people here and on the subreddit have suggested the M739 SAW from Halo 4 would be a better fit, since it is canonical and it was used in the insurrection era. This weapon will probably find its way into the mod eventually in some capacity, but there is a lot in the queue before it. Even though I, and presumably the others, do a lot of extensive research prior to introducing something, we aren't machines and we can't read all 7,777 pages of the expanded lore to find all descriptions of a given weapon. The "information gaps" leave a lot of room for interpretation. What I have in my mind as an MA3 is almost certainly not what you have in mind. For this reason, you are more than welcome to post your ideas of how you think a particular weapon might look, but understand that we may go a different round. For the MA3, I've received a number of suggestions on how to go with it. I've been taking everything into account, and I may take elements from a number of peoples' concepts to incorporate into the final product (whenever that comes. We're in the concept stage with this still). As a side note, if you guys have done some research on aspects of a given weapon, I'd super appreciate a source to go with it, as I've more than once have someone give me bad information based on their mis-remembering canon.
  18. Looks nice, man. What part of Kandahar are you basing this on? It's been my dream in Arma to make an authentic Kandahar City map from memory/personal experience and extensive research, but I've shelved that for now since that will take extensive optimization to be playable.
  19. They must have autohover stuck on in Halo Reach
  20. I thought so too, but someone clued me in recently that if you look closely, the Halo:CEA Marines have a very faint, light colored digi pattern in their unis. It's there if you look very closely. In any case, I'm not saying solid colors don't exist in the Haloverse. I'm just saying to take Graphic novel depictions with a grain of salt since they have an artistic motive to keep things solid colored. ------------------------------------------- BACK on the subject of development, here is a little treat for the ground pounders to follow up Scorch's Pelican update: Fully functional ammo counter in place for the BR. AR Ammo counter still WIP.
  21. Very good info in this and previous post. My only point of contention is that I'm very wary to take comic/graphic novel depictions as canon. Reason is they tent to take a lot of artistic licensing (cough cough, Second Sunrise over New Mombasa) and favor simpler designs that are easier to draw repeatedly (why the HMG-38s look like they're made of legos). Even in the case of Escalation, where the gear might be depicted accurately, it's very uncommon for a comic to want to depict a camo pattern beyond a single flat color. I see this done for two possible reasons: 1) it's difficult to ink and color and highlight and shade a camo pattern over and over again with consistency. It exponentially multiplies the work for a 2d artist, where for a game artist it's as easy as rendering a texture and letting the engine do the rest. 2) Camo is designed to break up recognizable shapes and patterns for the human eye. Things like the way shadows and sunlight falls distinguish the human form become less recognizable. This is the exact opposite of what a graphic artist wants to do with their characters. They want them to be distinguishable and recognizable and they want their shading to help bring out the details. Camo interferes with that. I strongly suspect this is the reason why most graphic novel depictions of UNSC and innie forces just use solid greens and tans and sometimes simple weapons and equipment.
  22. It is specifically an unknown conflict between this mod and the RC6 version of CBA. The previous version of CBA works fine with this mod, and the previous version of this mod (TEI) also conflicts with RC6 so it is safe to say that the new variable in the equation (something about RC6) is at the very least part of the problem. Whether the problem can be fixed on the CBA side, the OPTRE side, or a collaboration of both is not important to the end user as they have no control over it. What they can do is revert to the slightly older version of CBA in the meantime, which is why we let people know it's a problem "with" CBA and that they can download or keep the older CBA to be able to run our mod. It has nothing to do with pointing fingers. If we knew what suddenly changed between RC4 and RC6 that made OPTRE unplayable, we'd fix it as quickly as possible.
  23. hkurban

    Stars blown out

    I had this exact problem before. All stars and local light sources were too bright (chemlights, etc) smoke grenades lasted for about a second. I do NOT know what caused it, but I was using Arma 2 Visitor tutorials and sample files to build a map in Arma 3, so that may have had something to do with it, but I cannot confirm as I dropped that map project due to frustration.
  24. Try this along with the "fire" action. https://community.bistudio.com/wiki/inputAction
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