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 Dec 28 2009, 3:31pm says:

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

+1 vote     reply to comment
Dremth
Dremth Dec 28 2009, 3:55pm replied:

110 fps is indeed incredible

+1 vote     reply to comment
Shadow-Marine
Shadow-Marine Dec 28 2009, 10:12pm replied:

running on PSP or PC ?

+1 vote     reply to comment
Ark_
Ark_ Dec 29 2009, 11:56am replied:

psp.

+1 vote     reply to comment
Samuk Author
Samuk Dec 28 2009, 3:40pm says:

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

+1 vote   reply to comment
iwantalife
iwantalife Dec 28 2009, 3:44pm replied:

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?

+1 vote     reply to comment
ceriux
ceriux Dec 29 2009, 12:27am replied:

.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.

+1 vote     reply to comment
Samuk Author
Samuk Dec 29 2009, 10:03pm replied:

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.

+1 vote   reply to comment
pspvampire
pspvampire Jun 2 2010, 1:56pm replied:

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

+1 vote     reply to comment
Samuk Author
Samuk Dec 28 2009, 3:57pm says:

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

+1 vote   reply to comment
iwantalife
iwantalife Dec 28 2009, 4:07pm replied:

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?

+1 vote     reply to comment
Lobotomy
Lobotomy Dec 29 2009, 2:09am replied:

That would be annoyingly resource intensive.

+1 vote     reply to comment
biodude
biodude Dec 28 2009, 3:59pm says:

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

+1 vote     reply to comment
Samuk Author
Samuk Dec 28 2009, 4:08pm says:

60x 50kb.

Yeah, bad idea :/

+1 vote   reply to comment
biodude
biodude Dec 28 2009, 4:10pm says:

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

+1 vote     reply to comment
Ark_
Ark_ Dec 28 2009, 8:21pm replied:

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

+1 vote     reply to comment
Magic_Nipples
Magic_Nipples Dec 28 2009, 4:14pm says:

the gun looks a little big.

+1 vote     reply to comment
iwantalife
iwantalife Dec 28 2009, 4:25pm replied:

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!

+1 vote     reply to comment
Kharcov
Kharcov Dec 28 2009, 4:48pm says:

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

+1 vote     reply to comment
biodude
biodude Dec 28 2009, 5:25pm says:

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

+1 vote     reply to comment
iwantalife
iwantalife Dec 28 2009, 5:57pm replied:

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

+1 vote     reply to comment
Samuk Author
Samuk Dec 28 2009, 6:10pm replied:

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

+1 vote   reply to comment
iwantalife
iwantalife Dec 28 2009, 7:38pm replied:

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

+1 vote     reply to comment
biodude
biodude Dec 28 2009, 6:33pm says:

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

+1 vote     reply to comment
vinesh
vinesh Dec 29 2009, 1:01am says:

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

+1 vote     reply to comment
Samuk Author
Samuk Dec 29 2009, 1:13am replied:

Ahh, you'll find out very soon :)

+1 vote   reply to comment
Marc1k1
Marc1k1 Dec 29 2009, 7:07am says:

Awesome! looking better by the minute guys.

+1 vote     reply to comment
xilefian
xilefian Dec 29 2009, 2:17pm says:

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.

+1 vote     reply to comment
Samuk Author
Samuk Dec 29 2009, 2:21pm replied:

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

+1 vote   reply to comment
xilefian
xilefian Jan 1 2010, 4:18pm replied:

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?

+1 vote     reply to comment
Samuk Author
Samuk Jan 2 2010, 5:22pm replied:

Still the standard quake model system.

We are looking at other model formats, particularly DPM.

+1 vote   reply to comment
DarkSlayer_
DarkSlayer_ Dec 29 2009, 10:33pm says:

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!

+1 vote     reply to comment
BlazeHedgehog
BlazeHedgehog Dec 30 2009, 3:05am says:

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

+1 vote     reply to comment
Ark_
Ark_ Dec 30 2009, 11:43am replied:

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

+1 vote     reply to comment
xalener
xalener Dec 31 2009, 3:51am says:

...

60?

SIXTY?!?!?!

**** YEA.

+1 vote     reply to comment
ducksrule
ducksrule Dec 31 2009, 1:10pm says:

and what stage is that? it looks amazing!

+1 vote     reply to comment
thekolokolone
thekolokolone Jan 1 2010, 2:03pm says:

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

+1 vote     reply to comment
ZxxxY
ZxxxY Jan 8 2010, 1:00pm says:

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!

+1 vote     reply to comment
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Date
Dec 28th, 2009
By
Samuk
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