본문 바로가기

카테고리 없음

Halo Custom Edition Dev Trainer

File NotesAbout: This program is to be used with Halo CE. Once loaded in the background you will need AllDev loaded as well. In game you press the corresponding shortcut keys to activate the command.

How it works is it will copy and paste the command then press enter all within a second. It will then display to the entire server the command you just executed in a svsay command. With some of the commands there is a toggle to switch them on an off.Note: Do not open multiple instances of this trainer or use it while outside the Halo game.

SPV3 is a total overhaul of the original Halo, adding new weapons, vehicles, enemies, features, graphics, extended levels, new levels, new story terminals and much much more. Featuring a total playtime of over 24 hours on Heroic and Legendary difficulties, SPV3 is the largest and most feature rich Halo campaign to date. And to top it off, it is built with gameplay as a focus first and foremost, meant to expand on yet capture what made Halo Combat Evolved one of the best first person shooters of all time.

Halo Custom Edition Dev TrainerCustom

Halo Custom Edition Site

SPV3 Community UpdateHello everyone, I Masterz1337 will be taking over this community update from Simon, as there is a lot of technical information to discuss today. We started these community updates planning to do them every other week, but that has not been the case.

We were ready to publish our second update, detailing Firefight 2 weeks ago when suddenly we hit an unexpected error that halted Firefight development to a complete standstill. Thus until we knew the cause for it, we postponed our update for you detailing firefight, as we were unsure what would have to change within it. So where does the mod stand right now?If you’ve been in our discord or followed us on twitter, you may have learned there is a new project within SPV3 that is starting development, which we announced on discord about a week ago. This project is called Halo Legacies and joins the i04 Campaign, Lumoria Campaign, and Firefight as part of SPV3. Its progress in light of the problems with Firefight has quickly accelerated and it has finally left pre-production and has already resulted in some fruitful new features which will greatly improve both the Campaigns and Firefight in SPV3.So let us start with the problem with Firefight. The good news is that the problem we have encountered is not something that is severe enough to result in the termination of that project.

The problem is unique to my computer, and not that of the game content we are developing. What is basically happening, is that the tools are so old, they can only use 4 gigs of the memory allocated by windows during the compilation process. For whatever reason, my primary development machine is having problems allocating space for the content our tools need when compiling the map files. Other machines, do it fine. Sometimes my machine can do it fine too, it’s doing it fine as of this morning.

Halo

But there is no telling when this issue will be able to be fully resolved, if its disappearance is temporary, or if it will become a permanent intermittent issue. It could fix itself as it did earlier today next time it shows up, it could mean replacing components in my computer, it could mean I will need to have a dedicated machine for compiling files and then syncing them to my main development station (which would be a pain in the butt). Firefight requires an extreme amount of data to compile, as it features every weapon we have and some new ones in it. The amount of space the tools need to allocate in memory to compile is much larger than a smaller map file, which is why we shifted focus to work on Halo Legacies.Halo Legacies currently exists as a simple test map, where we are building new internal systems to support features never seen before in Halo. Being a simple test map with very little data, we don’t get any of the errors we have with Firefight which has allowed me to prototype a large number of ideas which until now have only been theoretically possible. One of the biggest ones is a rewrite to our backend systems which has been a problematic component of the mod for years. In SPV3 we have long had a number of scripts that controlled essential parts of the game.

This backend has been responsible for things such as the vehicle health systems, armor abilities, new weapon behaviors, vehicle EMPs, over shield effects, health regeneration, sprinting and much much more. However, the way the system as written did not keep into consideration the limited resources of the game, and while very modular is not very efficient.The plan was always to rewrite this system for future projects, but it is far too ingrained in our 17 existing missions to remove it completely and replace it with a better system (although some small parts of the new system can now be backported into the campaign missions). However, Firefight is a different story, and this new backend system can now be integrated into that, opening up not only further stability improvements and making working on it less of a headache, but more features as well. Firefight was already jettisoning parts of the old backend, and now we can completely remove the rest of it.So, what about the patch for SPV3’s campaign that was planned to be released with Firefight? The good news is, its release has been accelerated and it will not be releasing with Firefight.

As previously talked about, this update to the campaign will fix the remaining brightness issues and bring some fixes to bugs users have encountered. It will also have some minor other changes, such as changes to the Brute Plasma Pistol so it’s charged shot no longer will stick to shields, fixes an error with some incorrectly referenced bitmaps with the sentinel beams, and also improves performance and should SIGNIFICANTLY reduce some particle effects being culled by the game in combat.

Perhaps the biggest previously announced feature was that the skulls, both new and old will be introduced back into the SPV3 Campaigns as well with this update. But there is one other major feature we have been sitting on which we wanted in 3.2 but unfortunately never made it into the project and that is Ray Tracing for screenspace reflections.Our lead technical artist Jazz has been working with Marty Mcfly, who you may have heard of for some of his amazing work with reshade to bring ray-traced screen space reflections to SPV3. It’s a slow and complicated process, and we’ll go into more detail on that in future updates.

What this new visual feature lets us do, is have much more realistic reflections throughout the game. It’s so accurate, you can actually see the light of your energy shields reflecting as it moves on your gun, the reflection of the paints inside the POA reflecting off the side of your gun, and it even allows wet surfaces like the rainy swam of 343 GS to reflect the pelican and the light from its thrusters across the ground. But seeing is believing, and there is no shortage of things to see.

Halo Custom Edition Dev Trainer 2

Please note some of these screens are older than others or at the point in time they were taken had to be done at a lower resolution, but this will give you a great idea of what the game can look like with this and the other post-processing features on.