I really like the look of this mod. I would love to help out in any way i can. The main skill i have to provide is that i could make to scale remakes of actual halo maps. I have already made a 1 to 1 replica of lockout from Halo 2. If you are interested in possibly working together, I would be glad to chat :)Oh almost forgot. If you would like to check out my Lockout, just PM me
im just asking here but when is this mod going to be fully finished??
We have not been developing for like 6 months. Infact, we haven't released an update since October. The good news however is that we started developing this again about two days ago. I apologize for the inactivity, I really do because it was mostly my fault (I am the only programmer on the team, and without a developer the rest of the team really can't do too much). Personal stuff (my girlfriend, school, ect) kept me occupied and I didn't have the time to be developing this mod. However, as I said we have resumed development. Expect news soon
Just as a suggestion, you might want to think about using "GuiIngameForge.renderCrosshairs = false;" to get rid of the cross hairs when you're scoped in with a weapon.
Just as a suggestion, you might want to think about using "GuiIngameForge.renderCrosshairs = false;" to get rid of the cross hairs when you're scoped in with a weapon.
Our textured accidentally included the reticule in the sniper scope. Well, I say accidently but it was kind of my fault because I never told him not to add the reticule. Anyways, eventually each weapon will have its own reticule that will display regardless of whether it's zoomed in or not. The scope overlays will not have any reticule as they will use the one for each weapon. I have not implemented this yet, but soon will.
Haven't talked to you in ages! I see you have done a lot since you came back. Noticed you still haven't implemented the AR's ammo count.. Lol, you could just use glPush/PopMatrix() then apply transformation and render with fontrenderer. Anyways how are the vehicles and all that going?
Haven't talked to you in ages! I see you have done a lot since you came back. Noticed you still haven't implemented the AR's ammo count.. Lol, you could just use glPush/PopMatrix() then apply transformation and render with fontrenderer. Anyways how are the vehicles and all that going?
That's one way to go about it, however getting the scaling and translatation to be right would be a to do. A better solution would be just to dynamically modify the texture before it is drawn (This is possible with OpenGL, and I believe Minecraft has a class, DynamicTexture that could also be used). I haven't really looked into that yet, we are focusing solely on getting all if the weapons implemented and insuring that everything is SMP compatible.
hey just curious, all your stuff is awesome and all, but when will there be a download available?
Very soon, however I don't want to release to early. That was a big problem with our last version, people begged us to release before we were ever ready too. And then another problem (Something that I really hate) is when people then complain to us about things that have not been implemented and then call them "bugs". People need to understand that this is a work in progress, and I can't do everything all at once (Infact we only have one programmer; me and I have my own priorities).
After playing some Halo and taking a look at the FXs I have some suggestions.
Make the bullets invisible and then add some contrail effects.
(register the renderer and leave the class empty)
(I have some code that works for bullet contrail, it just goes in the bullets onUpdate() method, i'll pm you if you're interested)
We have not been developing for like 6 months. Infact, we haven't released an update since October. The good news however is that we started developing this again about two days ago. I apologize for the inactivity, I really do because it was mostly my fault (I am the only programmer on the team, and without a developer the rest of the team really can't do too much). Personal stuff (my girlfriend, school, ect) kept me occupied and I didn't have the time to be developing this mod. However, as I said we have resumed development. Expect news soon
Yes, yes we are! We will release a little something this weekend too targeted on Minecraft 1.7.2.
HaloHud!
http://www.minecraftforum.net/topic/2478211-172-forge-halo-hud-v11/
Sure, if you have anything to contribute.
HaloHud!
http://www.minecraftforum.net/topic/2478211-172-forge-halo-hud-v11/
Our textured accidentally included the reticule in the sniper scope. Well, I say accidently but it was kind of my fault because I never told him not to add the reticule. Anyways, eventually each weapon will have its own reticule that will display regardless of whether it's zoomed in or not. The scope overlays will not have any reticule as they will use the one for each weapon. I have not implemented this yet, but soon will.
Haven't talked to you in ages! I see you have done a lot since you came back. Noticed you still haven't implemented the AR's ammo count.. Lol, you could just use glPush/PopMatrix() then apply transformation and render with fontrenderer. Anyways how are the vehicles and all that going?
That's one way to go about it, however getting the scaling and translatation to be right would be a to do. A better solution would be just to dynamically modify the texture before it is drawn (This is possible with OpenGL, and I believe Minecraft has a class, DynamicTexture that could also be used). I haven't really looked into that yet, we are focusing solely on getting all if the weapons implemented and insuring that everything is SMP compatible.
Very soon, however I don't want to release to early. That was a big problem with our last version, people begged us to release before we were ever ready too. And then another problem (Something that I really hate) is when people then complain to us about things that have not been implemented and then call them "bugs". People need to understand that this is a work in progress, and I can't do everything all at once (Infact we only have one programmer; me and I have my own priorities).
Make the bullets invisible and then add some contrail effects.
(register the renderer and leave the class empty)
(I have some code that works for bullet contrail, it just goes in the bullets onUpdate() method, i'll pm you if you're interested)
HaloHud!
http://www.minecraftforum.net/topic/2478211-172-forge-halo-hud-v11/