Solitude (Working Title) is a PSP and PC game using a heavily modified Quake engine, expanding upon the story of Halo: Combat Evolved. Expect a great, brand new single player story and all of the most popular multiplayer modes from Halo: CE! Our team is working hard to bring the game to you as fast as possible so be sure to stay tuned for any new updates. More information can be found on our site at www.halosolitude.com. Note: We are NOT ripping anything from any of Halos! All our models and textures are our own, made by using the original Halo art only as reference.

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iwantalife
iwantalife - - 455 comments

Sweet! Why does the assault rifle have numbers?! Is that working now? and 110fps!!!! WTF that's amazing!

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Dremth
Dremth - - 1,400 comments

110 fps is indeed incredible

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Shadow-Marine
Shadow-Marine - - 158 comments

running on PSP or PC ?

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Ark_
Ark_ - - 583 comments

psp.

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Samuk Author
Samuk - - 690 comments

The numbers is just a placeholder, we are still searching for a way.

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iwantalife
iwantalife - - 455 comments

I hope it works! I don't know much about this and I'm sure you'll probably think its stupid. but in older updates the ammo number used to be in the bottom right corner... Is it possible just to position it wherever you wanted for certain weapons? probably not right?

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ceriux
ceriux - - 1,514 comments

.float shotcounter

if (self.shotcounter == 60)

setmodel(self,rifle.mdl)
self.skin = #;

else

if (self.shotcounter == 59)

setmodel(self,rifle.mdl)
self.skin = #;

should be something similar to that if im not mistaken.

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Samuk Author
Samuk - - 690 comments

Like I mentioned, we're using external textures, and the AR texture is aroun 50kb. That would mean we'd use 3 mb on just one weapon if we did it with textures.

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pspvampire
pspvampire - - 48 comments

For the ammo counter, you could always add a texture that is so blurry that you can't even see what the numbers are and so can't tell if it's changing or not :P

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Samuk Author
Samuk - - 690 comments

Yes, but it'll look like ****. For example with the gun plays the animations.

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iwantalife
iwantalife - - 455 comments

Yea, I know what you mean! I'm sure you'll find a way! and if not its not the end of the world! and What about like a changing texture or something?

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Lobotomy
Lobotomy - - 6 comments

That would be annoyingly resource intensive.

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Biodude
Biodude - - 2,029 comments

Samuk, If you make 60 skins for the gun, you can do it that way!

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Samuk Author
Samuk - - 690 comments

60x 50kb.

Yeah, bad idea :/

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Biodude
Biodude - - 2,029 comments

eh, your right XD, but it would have worked. I don't suppose you have another way yet. Try it, you might like it :)

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Ark_
Ark_ - - 583 comments

Its not that we don't like it, its that its alot of ram usage, which we don't have much of.

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Magic_Nipples
Magic_Nipples - - 1,325 comments

the gun looks a little big.

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iwantalife
iwantalife - - 455 comments

you mean it looks fantastic :)

lol jk - It does look bigger... I assume to show off the new texture, but i kind of like it!

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Kharak
Kharak - - 741 comments

It's looking quite Zazie you guys, Keep up the great work.

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Biodude
Biodude - - 2,029 comments

I WANTED the gun to look bigger, and I got it :D

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iwantalife
iwantalife - - 455 comments

No... It's not gonna look bigger. Sami said on the forums

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Samuk Author
Samuk - - 690 comments

I don't know, I may make it slightly bigger. But not as big as this.

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iwantalife
iwantalife - - 455 comments

I think maybe a little bigger, yes, but this takes up half of the screen! :)

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Biodude
Biodude - - 2,029 comments

it looks more like halo 1 now! I would keep it

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vinesh
vinesh - - 10 comments

I must have missed this in one of the updates but does the radar even work or its just for show?

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Samuk Author
Samuk - - 690 comments

Ahh, you'll find out very soon :)

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Marc1k1
Marc1k1 - - 216 comments

Awesome! looking better by the minute guys.

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xilefian
xilefian - - 451 comments

You probably thought of this method already, but it's an old web design trick I used.
For the polygon with the ammo on, place it onto a square, chop it in half, have 1 texture with the left side numbers 1-6 and a blank going down (So the same texture 7 times downwards), and another texture with the right side numbers 0-9 (Same texture, 10 times downwards) and with each bullet lost set the new texture position to minus the height of the texture, of course with much more complicated algorithms behind it.

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Samuk Author
Samuk - - 690 comments

That's the method we were thinking of going with. But, the change would be very noticeable.

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xilefian
xilefian - - 451 comments

You mean you'd see the areas around the number be effected also?
Do your weapons use the half-life weapon model system or still the standard quake?

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Samuk Author
Samuk - - 690 comments

Still the standard quake model system.

We are looking at other model formats, particularly DPM.

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DarkSlayer_
DarkSlayer_ - - 422 comments

Now this is like Halo1, couldnt be better than this! please dont change this model to the older one. And i hope the numbers of bullets on the weapon will finally work. I hope you guys could get an easy way to do it!

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BlazeHedgehog
BlazeHedgehog - - 304 comments

The gun looks too high up. It covers up almost half the screen!

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Ark_
Ark_ - - 583 comments

Sam lowed the fov to make it appear larger just for that screenshot, so as to make the new detail clearer to see.

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xalener
xalener - - 1,605 comments

...

60?

SIXTY?!?!?!

**** YEA.

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ducksrule
ducksrule - - 59 comments

and what stage is that? it looks amazing!

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thekolokolone
thekolokolone - - 69 comments

The display should be a plane with another small texture that could be variable...

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ZxxxY
ZxxxY - - 2 comments

you should try using thing like nocolor color (usually ugly blue, but on kurok orangee-pink) on texture and 10 minitextures with numbers 0-9. it'll need coding but save alot of ram!

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