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View Full Version : Ghosts of Meridian Forge Update



silversleek
04-06-2016, 01:37 PM
Forge:
New & Updated Features:
Weather Effects added to map properties [Rain, Snow, Dust, Embers, Papers, Motes] Sound Effects added to extras menu Starting energy can now be adjusted on weapon Starting energy and clips can now be adjusted for weapons on weapon pads New Assets:
props> cover> style> plated>
Cover: Plated [3x12x12; forge]
Cover: Plated [3x12x12; torque]
Cover: Plated [3x12x16; forge]
Cover: Plated [3x12x16; torque]
Cover: Plated [3x16x8; forge]
Cover: Plated [3x16x8; torque]
Cover: Plated [3x16x12; forge]
Cover: Plated [3x16x12; torque]
Cover: Plated [4x12x4.5; forge]
Cover: Plated [4x12x4.5; torque]
Cover: Plated [5x16x12; forge]
Cover: Plated [5x16x12; torque]
natural> trees> fulls>
Tree: Full [34x36x44; acacia; glacier]
Tree: Full [38x40x52; acacia; glacier]
Tree: Full [42x46x44; acacia; glacier]
Tree: Full [55x52x70; acacia; glacier]
Tree: Full [72x70x72; acacia; glacier]
Tree: Full [60x70x94; acacia; glacier]
Tree: Full [75x95x95; acacia; glacier]
natural> plants> ivy>
Plant: Ivy [10x10; glacier]
Plant: Ivy [20x20; glacier]
Plant: Ivy [10x10; glacier; top]
Plant: Ivy [20x10; glacier; top]
natural> plants> bushes>
Plant: Bush [4x4x3; glacier]
Plant: Bush [8x8x6; glacier]
Plant: Bush [8x8x8; glacier]
Plant: Bush [16x16x16; glacier]
natural> plants> grass>
Plant: Grass [2x3; glacier]
Plant: Grass [4x6; glacier]
Plant: Grass [6x6; glacier]
natural> trees> fulls>
Tree: Full [34x36x44; acacia; alpine]
Tree: Full [38x40x52; acacia; alpine]
Tree: Full [42x46x44; acacia; alpine]
Tree: Full [55x52x70; acacia; alpine]
Tree: Full [72x70x72; acacia; alpine]
Tree: Full [60x70x94; acacia; alpine]
Tree: Full [75x95x95; acacia; alpine]
natural> plants> ivy>
Plant: Ivy [10x10; alpine]
Plant: Ivy [20x20; alpine]
Plant: Ivy [10x10; alpine; top]
Plant: Ivy [20x10; alpine; top]
gameplay> shields> type> two-way>
Shield: Two-Way [8x48]
Shield: Two-Way [16x48]
Shield: Two-Way [24x48]
Shield: Two-Way [32x48]
Shield: Two-Way [48x48]
Shield: Two-Way [64x24]
Shield: Two-Way [64x48]
gameplay> gravity-vols> type> invisible>
Gravity Volume [8x8x16; invisible]
Gravity Volume [16x16x32; invisible]
Gravity Volume [32x32x64; invisible]
Gravity Volume [64x64x128; invisible]
Gravity Volume [128x128x256; invisible]
Gravity Volume [128x256x128; invisible]
Gravity Volume [256x256x256; invisible]
gameplay> gravity-vols> type> visible>
Gravity Volume [8x8x16; visible]
Gravity Volume [16x16x32; visible]
Gravity Volume [32x32x64; visible]
Gravity Volume [64x64x128; visible]
Gravity Volume [128x128x256; visible]
Gravity Volume [128x256x128; visible]
Gravity Volume [256x256x256; visible]
gameplay> shields> type> one-way>
Shield: One-Way [8x24]
Shield: One-Way [8x48]
Shield: One-Way [16x24]
Shield: One-Way [16x48]
Shield: One-Way [24x24]
Shield: One-Way [24x48]
Shield: One-Way [32x24]
Shield: One-Way [32x48]
Shield: One-Way [48x24]
Shield: One-Way [48x48]
Shield: One-Way [64x24]
Shield: One-Way [64x48]
gameplay> shields> type> emitters>
Shield [3x3x24; emitter]
Shield [3x3x48; emitter]
gameplay> shields> type> generators>
Shield [4x4x48; generator]
gameplay> shields> type> corners>
Shield [8x8x48; generator; corner]
structures> accents> doors>
Accent: Door [2x14x17; forge]
Accent: Door [2x14x17; torque]
primitives> rings>
Ring: 16' [56x56x8; half]
Ring: 16' [56x56x8; quarter]
Ring: 16' [56x56x8; eighth]
Ring: 16' [56x56x16; half]
Ring: 16' [56x56x16; quarter]
Ring: 16' [56x56x16; eighth]
Ring: 16' [56x56x20; half]
Ring: 16' [56x56x20; quarter]
Ring: 16' [56x56x20; eighth]
Ring: 16' [64x64x20; half]
Ring: 16' [64x64x20; quarter]
Ring: 16' [64x64x20; eighth]
natural> plants> grass>
Plant: Grass [2x3; alpine]
Plant: Grass [4x6; alpine]
Plant: Grass [6x6; alpine]
natural> plants> bushes>
Plant: Bush [4x4x3; alpine]
Plant: Bush [8x8x6; alpine]
Plant: Bush [8x8x8; alpine]
Plant: Bush [16x16x16; alpine]
props> exploding>
Fusion Barrel [Forerunner; 3x3x4; red; exploding]
Fusion Barrel [Forerunner; 3x3x4; blue; exploding]
props> construction> canisters>
Canister [8x2x4; stand]
Canister [18x2x4; stand]
Canister [9x46x9; single]
props> urban> vending>
Soda Can [1x1x1.5; forge; a]
Soda Can [1x1x1.5; forge; b]
props> holograms>
Hologram [7x5x12; station; blue]
Hologram [7x5x12; station; red]
extras> sounds> alarm>
Sound: Alarm [small]
Sound: Alarm [medium]
Sound: Alarm [large]
extras> sounds> urban>
Sound: Urban [traffic]
Sound: Urban [construction]
extras> sounds> crowd>
Sound: Crowd [walla]
Sound: Crowd [cheer; small]
Sound: Crowd [cheer; large]
Sound: Crowd [cheer; chant]
Sound: Crowd [boos]
extras> sounds> nature>
Sound: Nature [ledge; debris]
Sound: Nature [wind; gust]
Sound: Nature [wood; groans]
Sound: Nature [lava; small]
Sound: Nature [lava; medium]
extras> sounds> water>
Sound: Water [drips; slow]
Sound: Water [drips; fast]
Sound: Water [bubbles; thick]
Sound: Water [bubbles; fast]
Sound: Water [wall; light]
Sound: Water [wall; heavy]
Sound: Water [rain; window]
Sound: Water [river; small]
Sound: Water [river; medium]
Sound: Water [river; large]
Sound: Water [waterfall; small]
Sound: Water [waterfall; medium]
Sound: Water [waterfall; large]
Sound: Water [waves; laps]
Sound: Water [waves; ocean]
Sound: Water [underwater]
extras> sounds> animals>
Sound: Animal [cat; fight]
Sound: Animal [piggy; grunts]
Sound: Animal [piggy; startled]
Sound: Animal [piggy; angry]
Sound: Animal [whale; calls]
extras> sounds> covenant>
Sound: Covenant [chant]
extras> sounds> horror>
Sound: Horror [stinger]
Sound: Horror [movements; forest]
Sound: Horror [movements; cave]
Sound: Horror [scream; distant]
Sound: Horror [impacts; distant]
Sound: Horror [ghost; moan]
Sound: Horror [ghost; goofy]
extras> blockers> type> vehicle>
Blocker: Vehicle [1x1]
Blocker: Vehicle [1x2]
Blocker: Vehicle [2x2]
Blocker: Vehicle [2x4]
Blocker: Vehicle [4x4]
Blocker: Vehicle [4x8]
Blocker: Vehicle [8x8]
Blocker: Vehicle [8x16]
Blocker: Vehicle [16x16]
Blocker: Vehicle [16x32]
Blocker: Vehicle [32x32]
Blocker: Vehicle [32x64]
Blocker: Vehicle [64x64]
Blocker: Vehicle [64x128]
Blocker: Vehicle [128x128]
Bug fixes, Tweaks, & Cleanup:
Fixed issues where objects would become almost completely black when placed under certain conditions
Fixed an issue that would prevent Forgers from being able to save a map until they restarted Halo 5: Guardians
Fixed a bug where objects would randomly rotate when opening the objects property menu
Objects moved via scripting will respect, “Reset Object Position” commands
Fixed bugs surrounding welding, especially when welding to animated machines (i.e. pistons)
Fixed Magnets for Wall 2x64x4 base variant
Fixed various object LOD (level of detail) issues
Grav volumes: Fixed dimensions of some grav volumes that were intended to be wider than tall, and vice versa
Fixed magnets on some grav volumes
Grav volumes can no longer be selected from the top, making it easier pick up objects inside them
Fixed an issue with Phased/Fixed crates despawning incorrectly
Crates despawned via scripting now correctly respawn on “Respawn All Objects”
Locked objects can no longer be accidentally deleted
Fixed an issue that caused FX to stop working after the first round in round based game types
Fixed an issue where changes to a script’s properties wouldn’t take effect right after changing the script’s type
Fixed an issue where opening the object properties menu, rotation edit is applied and is incorrect
Added length, width, and height organization to Shields and Grav volumes to help organize the increased quantity of those objects
One-way and Two-way shields respawn time can now be adjusted with the respawn properties. NOTE: All previously placed shields will no longer respawn unless updated. To replicate original behavior, set respawn timer to 10 seconds (default)
All objects in props>exploding now do consistent damage when destroyed
Fixed an issue that caused weapons and power ups to block players when set to Phased or Fixed

Breezy
04-06-2016, 02:09 PM
Thank you!