HHF v1.09B
Dec 26, 2012 Patch 60 commentsThis is version B of the 1.09 release. It includes final polishing fixes to the AI, as well as fixing team color errors in the last release.
Ever since Halo: Combat Evolved's iconic opening scene, featuring the descent of the Pillar of Autumn towards the alien ring world known as Halo, the vehicles and spacecraft of Halo have featured heavily in the plot, settings and cinematics of Bungie's masterpiece series. While the games follow the UNSCDF's fight from a ground-side perspective, there is always a back drop that the war is being waged on two fronts - While the infantry and vehicles of both factions clash on the ground, their monumental warships clash for supremacy in orbit, kilometer long vessels battling their counterparts in titanic, decisive conflicts that often decide the fate of the planet below them.
We bring you the chance to experience Halo from space, in orbit and the stars. Command warships that stretch for kilometers and field dozens of weapons, nimble frigates which dip and weave in combat against their counter parts and strafe larger ships, heavily specialised carriers able to dispatch dozens of fighters or drones, or explore more specialised, exotic weapons.
For those generous few who would like to see us set up with a new BLS site/forums and possibly more:
Follow us at Twitter: Twitter.com
Our forums: Z13.invisionfree.com
Our IRC: Webchat.quakenet.org
Halo © Microsoft Corporation. Homefront was created under Microsoft's "Game Content Usage Rules" using assets from Halo. It is not endorsed by Microsoft and does not reflect the views or opinions of Microsoft or anyone officially involved in producing or managing Halo. As such, it does not contribute to the official narrative of the fictional universe, if applicable.
23 comments by 880Zero on Oct 31st, 2012
Excuse me if this update is more lackluster than other HHF updates as this is my first, and all my updates posted to HHF have been sad or depressing thus far. :(
That being said, I hope everyone is having/has had a wonderful Halloween. Or, if you're not celebrating (probably because you're too cool to suit up or not cool enough or whatever cool factor you are), I wish you a good day. Two things first, I picked Halloween because it gives me an excuse to go out partying on the night of, and so I could actually enjoy Forza Horizon (great racing game btw) before Halo 4 comes out. I'm a busy man you know, and spending about 16+ hours on textures is very taxing, especially on a mechanical engineering major. But I did it!
I want to apologize before we dive deeper, as I didn't have enough time to redo the Hermes, Orthrus, Scaffold and Gantry. Furthermore, the ships I did do major overhauls on (Anchor 12, Corvetteyard, Gyges) are not 100% complete in texture detail, and it will be somewhat obvious compared to other ships. Speaking of completed texture detail, remember those pictures of the Longswords where I said I was only going to do those for now? I lied. I know what you're thinking, "But Zero, lying is wrong! It can get you in to trouble!" I'll take my chances.

In case you missed it a while ago, we've also incorporated Star Trek: Continuum's explosion effects. They're really great and really cinematic.

That's not the only part of this update that's new, either! Last week, we had shown off our new UI for the mod. That was pretty tricky to get right, as it's more than just a simple re-skin of the traskbar, but we're happy with the way it turned out.

Don't worry, those old blue holographic icons have been replaced with white ones to fit the new UI theme better.
Now for some technical stuff. HW2 is an old engine after all, and just like old people, massive amounts of calculations and work tend to wear them both out. In the past, our weapons fired more realistically in terms of rate of fire and such. However, in an attempt to get the game to run a whole lot smoother, fire times have been drastically reduced to fit more with vanilla fire speeds. Not to worry though! Damage has been increased to compensate for lack of bullets. Larger guns will remain mostly the same, the smaller, more faster firing ones such as the frigate guns or the AA turrets have been reduced. Missiles also have their own missile mesh, so if you can catch one speeding down range towards its target, I would high suggest checking those out. You'll also be pleased to hear that all stock sounds have been replaced by the very talented Cas943. You can give him your thanks when you hear the boom of a Marathon's double MAC salvo, or the firing of the small frigate guns bearing down on an unlucky target.
Sadly, no Covenant this release, though we are testing them in private. So far we only have the one ship, and one ship doesn't make a very good fleet. If you ask about the Covenant, the force of a thousand suns will fall upon you. There is also no ODB as of yet, either. What's in the mod is what we have, and without a whole lot of content coming through the door, this is probably going to be it. If it is, not to worry as I plan on finishing up those ships listed above so everything looks the same in the mod: awesome.
Again, I hope you guys enjoy the new release. Have fun blowing stuff up, and have a great Halloween.
This is version B of the 1.09 release. It includes final polishing fixes to the AI, as well as fixing team color errors in the last release.
Version 1.09A fixes AI problems, re-implements the vanilla races and maps, streamlines research, re-balances weapons, and adds more resources to the maps...
Highest Rated (19 agree) 10/10
1.09 Release: As I said before, the HHF have done a superb job with the Ships, they are highly detailed (The Blast Windshield, the Marathon Hangar Animation, etc) and beautifuly textured (Seriously check the frigate textures are Awesome). New ships where included, the new model of the Prowler (Reminiscence of the Normandy from Mass Effect), the Marathon class cruiser, the Thanatos Destroyer, et al. Gameplay wise, it´s still a beta, however, playing with the UNSC has been so far smooth, and not buggy…
Jan 31 2011, 10:51pm by Kylialiel
Lowest Rated (3 agree) 5/10
As nice as the mod is looking, the ships are just to far from canon. While the ships are really nice looking, they strays to far from the halo universe to be named "Halo".
May 20 2011, 6:15pm by OctaviusBlack
this page seem so dead, so i'm here to make it look a tiny bit more alive :)
Why thank you, good sir. :)
Or we could just wait for HK52 bot to repost a message soon lol :P
currently merging the mass effect reborn mod and this one
more or less done going try it now but i don't expect it to work properly as i forgot a couple of things but i know what and i know i can correct it
I run this mod on windows 8 and it runs sweet as a nut mate so u know
Hmm checked your right sorry.
Ran it in windows 7 compatibility (AKA in windows 7) and it had the same problem.
I think it's the shaders as I ran it without and it's perfectly fine. Are the shaders compatible with the 3,000
I am not sure, would be best to send me an image over a PM. The shaders version is non-supported mod stuff anyways so it's not always guaranteed to work.
I'll send you a picture but before all that I found this on the continuum page (beta update I think)
Shader 2.0 has been optimised
Previously people with Intel HD 3000 or 4000 video cards were unable to render the ships properly in Shader 2.0, this is a thing of the past now with our variant of Shader 2.0 fully optimised for Intel cards as well as gaining a modest performance boost on cards that it already worked well on. We have also brought back the default transparency effects of Homeworld 2 to add a pleasing effect to your cloaked warships.
Intel Graphics always had some trouble with shaders. And they don't provide support for their graphics chipsets, so it's unlikely going to be fixed :/
Well damn, I better steal those shader files ASAP!