I really like what they've done with this but the sound is jacked up for me. It runs fine otherwise, but I have to mute it since the sound is "scratchy" or just freaks out and emits a loud tone. Don't have any audio problems with any other games.
Sounds like something is wrong with the shared sound cache file. If you look inside spv3\maps\data-files you should check and see if the file is complete, it should be roughly 500mb.
Just amazing how well it's doing the first few days.
It's just shy of 40,000 downloads so far, although mediafire is crap and often times their download numbers are delayed by several hours.
I just finished AOTCR, I wanted to talk about this mod, but I think I will keep my ideas for a big one when I will be done with the campaign.
So Master, I hope you're ready for a big read! Actually, I would have some questions regarding the problems you faced when adding new geometry to existing levels, but I will keep that for later as well.
From there, all I can is I've been impressed by how well you managed to balance the sandbox with added human & covenant weapons. Every weapons feel usable in a certain manner, which is quite impressive tbh when I felt Bungie always fell off with this aspect.
Oh yeah, I DM'ed you.
Anytime, the new geometry in all but one instance is "looped" into the existing level. You have the transitions between level geometry, and we have a path that deviates from it and then joins exactly where it began. Think of it sort of like pulling a thread from a sweater. In some areas it deviates from that, but the majority is done that way. You'll notice in POA/maw we change the elevation as to avoid crossing over with the existing geometry and population of objects.
For me, the sandbox has always been the most important things. H1 nailed it, and H2 let me down with it's copy cat covenant weapons, something the series has never really been able to break away from. H2 sort of appealed to the lowest common denominator when it came to how its weapons, making it's covenant weapons just be like human ones, with pretty colors (beam rifle, carbine, fuel rod) and then throwing in things like the sword which don't really lend themselves to as interesting interactions as say, the shotgun (although that was borked in H2 as well, so it would be more in line with the sword).
What I really wanted was to each weapon to change your interactions with different elements in the sandbox. Even thought the particle carbine is basically the BR/DMR/Pistol, the fact it has a bonus towards shields, and heat means your interactions with elites and jackals will change when used compared to the other weapons. This also applies to the DMR, where it's not as capable as other headshot weapons at close range, or the BR where it's bullets don't have as much of an impact on energy shielding, forcing you to re-evaluate your use of grenades and secondary weapons.
I look forward to your more lengthy post in the future.
I booted this up and expected to just play around a bit and quit, but I actually ended up playing the entirety of the first level (with the new additions, it's basically 4x longer). It seems pretty great. It feels more like a completely different Halo game instead of just a remix of Halo 1.
My only complaint so far is that it feels a bit too quiet at times. I would have liked to hear more music during some sections in the first level.
Really neat to hear about people who just get hooked like that. Finding a good balance between it being "just halo 1" and "its own thing" was not an easy thing to figure out, and often just came down to taking certain leaps of faith. There is no way to quantify, or example of how much change is good and how much is bad for us to use as a baseline. In the sandbox, you do have H2 as an example (in our eyes) of going to far, bit not when it comes to the levels themselves. If that makes any sense.
Hi Masterz1337, just wanted to say thank you thank you for all the memories. I first started playing Halo PC 11 years ago and was absolutely hooked when I discovered SPv1... I watched Attack of the Show(?) On TV which led me to download Halo Trial using dial up speed, and downloading Halo CE soon after (11 years ago in Malaysia, there wasn't genuine game stores- even consoles are modded versions which is the case in most 3rd world country).
Then CMT'S campaign mod just blew my mind and it took me 2 weeks to download a single map with my 3rd world connection but it was worth every second.
Spv2 was announced and cancelled, and every year I would feel nostalgic to see whether you manage to release spv3 or not. I waited 11 years for this moment and thank you so much.
Big fan
Thanks for sticking by all these years, SPV1 is interesting to look back on, because even though it was a 6 months "OMG WOULDN'T THIS BE COOL?!?!" project there is still very much of the DNA of it in SPV3, Hopefully this release will occupy as much of your time as the previous ones, there is so much stuff in it including the skulls and terminals to find.
You also might want to check out the actual SPV2 betas we released not to long ago, after the project was cancelled some of the maps uploaded around the web were actually fakes, and not really what we were working on. I only found out about the extent of it earlier this year.
I did
some HCE maps back in the day, and this is super super impressive work.
What tools did you use? I remember there was a forever-unreleased editor that promised to be much better than the official tools, that never (?) got a public release. When I lost interest in the scene, single player stuff was barely possible at all...
Oh wow!!! I loved fissure fall! You must have been around just before my time. The unreleased editor which was Prometheus, never came out but the source code to it was released a few months ago.
We just use modified versions of the tools that Gearbox released, with additions for the Open Sauce engine add-ons. The other tools are relatively minor things, mainly for tag extraction from the original game, a halo script post processor, notepad++ with a halo script editor plugin, 3ds max, photoshop and your standard 3d art tools. You'd probably be shocked to see just how much functionality those original tools contained. I'd say with the knowledge we have now, about 85% of what you see in this mod could have been accomplished back in your days when you were working on fissurefall.