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The Evolved TeamUploaded by
Siliconmaster482Virus scan
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This page was last updated on 06 June 2022, 9:47PM
- Changelogs
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Version 1.4 (10-27-2021)
- Changes and improvements:
- Added checkpoint launch menu when developer mode is enabled.
- Reworded waiting-for-checkpoint HUD message to better distinguish from checkpoint-done message.
- Increased melee damage for all weapons.
- Reduced melee damage against Hunters to compensate.
- Decreased sniper Jackal vitality.
- Made Wraiths easier to board.
- Allowed AI to occasionally fire Wraith side guns.
- Redistributed some weapon and ammo drops to better suit nearby encounters.
- Allowed the Hunter elevator to crush a careless player. Watch out!
- Added a checkpoint when leaving the security pit.
- Overhauled EAX sound environments across the map.
- Recompressed many textures using better tools, significantly improving quality.
- Touched up lightmaps across the map.
- Touched up several Forerunner textures and shaders.
- Touched up sand textures to hide obvious tiling.
- Restored gentle swaying animation to foliage scenery.
- Added buildup effects to weapons that detonate when droppped.
- Added a new melee hit sound for armor materials.
- Overhauled Hunter model, textures, and shaders.
- Added a soft ping animation to Hunters.
- Added ammunition-based effects to Hunter weapons.
- Touched up the Grunt's model, textures, and shaders, adding vitality-scaled lights.
- Added more Marine faces.
- Added new effects as Auto-Carbine's rate of fire increases.
- Lightly touched up Auto-Carbine shaders.
- Made it harder to destroy Warthog regions. (Total vitality is unchanged.)
- Added more damaged effects to the crashed Pelican.
- Overhauled Ghost shaders and weapon effects.
- Overhauled AA Wraith weapon effects.
- Overhauled Brute pillar's model, textures, and shaders.
- Reduced intensity of the overshield's light and lens flare.
- Reduced lightning flash rate in the skybox.
- Adjusted LZ supply Pelican timings to better highlight the weapon drop pods.
- Adjusted waterfall sounds and effects for better consistency.
- Added a timeout to the "Lockout" music.
- Made it slightly easier to make it down the Cartographer field's upper ridge ramp.
- Made Brute pool water a little more lively.
- Allowed beach debris to fall all the way to underwater structures.
- Restored unique scope masks to the DMR and scoped Pistol.
- Added a new secret weapon to the map.
- Added a new bonus exchange if you accidentally save the galaxy.
- Disallowed assassinating the Master Cheif from behind.
- Made it easier to survive the Spirit of Halo 1.
- Many other special-difficulty enhancements.
Bug fixes:
- Worked around a crash when some dropped weapons detonate.
- Fixed a potential crash when player dies out of BSP bounds.
- Fixed dropship camera markers, improving gunner AI, and allowing Phantom teleportation hacks to be replaced.
- Reduced Covenant crate's bounding radius to improve pathfinding.
- Redid collision geometry for some scenery and devices to better fit the actual model.
- Fixed phantom BSP in several locations.
- Reduced potential hitching when the opening cutscene starts.
- Fixed LZ units getting stuck in the destroyed Wraith.
- Fixed crate lids potentially despawning LZ units.
- Fixed Cortana telling you to proceed down the Cartographer shaft even when bypassing the area.
- Fixed checkpoints getting saved in compromising locations when sequence-breaking past the locked door.
- Fixed canyon units getting trapped in a BSP switch.
- Completely refactored the Hunter elevator encounter for better consistency and stability.
- Fixed errors in the Hunter elevator area's collision BSP, allowing AI to pathfind correctly.
- Fixed the server room's stealth Elites getting trapped in a BSP switch.
- Ensured LZ Marines are dead after returning from the Cartographer.
- Gave exit Zealot the capability to retreat if player is safely on the other side of the lightbridge.
- Fixed player action issues during and after the extraction cutscene.
- Fixed many lighting issues across the map.
- Fixed Brute flags not always spawning.
- Reduced potential sound popping during some cutscenes.
- Fixed undefined behavior in particle systems.
- Clamped errant sound gain values to 0-1.
- Fixed animation issues when firing the Auto-Carbine at fully automatic speed.
- Fixed minor timing issues in Auto-Carbine's posing sound.
- Fixed potential z-fighting on the Assault Rifle display.
- Fixed Shotgun's moving animation.
- Fixed Brute Shot's posing animation.
- Fixed duplicate flashlight marker on the Sniper Rifle.
- Fixed out-of-date bitmap in a Plasma Grenade contrail.
- Fixed DMR firing sound using the wrong sound class.
- Fixed some minor Warthog animation issues.
- Increased Warthog's bounding radius to assist pathfinding.
- Fixed AA Wraith front boarding actions.
- Fixed some potential collision issues with Forerunner doors.
- Removed erroneous detail maps from some shaders.
- Fixed inconsistent cubemaps used by damaged Covenant shaders.
- Fixed too-small bounding radius for detail stones.
- Fixed Pelican glass using the wrong sky cubemap.
- Fixed excessive shininess on Covenant ground barriers.
- Fixed minor mip bleeding issues in Forerunner glass.
- Fixed several misaligned scenery and equipment placements.
- Fixed missing ocean sounds at the LZ.
- Fixed issues with Hunter elevator holograms.
- Fixed UV and animation issues with the big bridge.
- Fixed rotation issue with underwater fog shader.
- Fixed attenuation on the Cartographer door's ping sound.
- Fixed minor stuttering in Cartographer projector's animations.
- Fixed obvious BSP switch when exiting the Cartographer room.
- Fixed Cartographer projectors being toggle-able after the first use.
- Fixed excessively large falloff distance for Cartographer projector sounds.
- Fixed incorrect difficulty-based checks for a couple of easter eggs.
Source release:
- Added bonus "a50_revisited" campaign scenario, and dependent tags.
- Added bonus "precipice_h1_spirit" multiplayer scenario, and dependent tags.
- Added bonus beam_cannon weapon to h1_spirit tags, for use in precipice_h1_spirit.
- Added bonus new Assault Rifle and Sniper Rifle textures. (Thanks BobTheGreatII!)
- Added more range_test variants for all tagset permutations.
- Added new pause and difficulty selection menus for non-TSC:E scenarios.
- Added MCC-compatible tag patches for globals, HUD, and weapon displays.
- Removed "human" / "covenant" distinction from tag directories.
- Consolidated many more non-Evolved-specific tags under _shared.
- Reorganized lots of tags with more consistent conventions.
- Removed lots of unused and broken tags.
- Removed stock duplicates, replacing references with the original stock tags.
- Reorganized music tags with more descriptive names.
- Internalized transparent shaders that were converted to shader_transparent_generic in MCC, preserving MCC compatibility.
- Removed a large amount of useless / broken unit animations that accumulated over the years.
- Ensured all unit animations tags are now stock-compatible, spinning off new ones where necessary.
- h1_spirit tags now use stock-compatible animations by default.
- Added Halo 1-scaled small Hunters to h1_spirit tags, for stock compatibility.
- Restored Banshee support to default Cyborg animations.
- Removed use of metal (hollow) for Grunt armor in h1_spirit tags, preserving stock compatibility.
- Removed unused LODs and variants from Brute models.
- Added Assault Rifle to h1_spirit Marine bipeds and a missing h1_spirit Sniper Rifle Marine, preserving stock compatibility.
- Added Assault Rifle to stock cyborg_mp, preserving compatibility with stock multiplayer maps with no starting profiles.
- Fixed crewmen and marines having incorrect unarmed poses.
- Ensured weapons that use change color have correct defaults, fixing issues with color change in multiplayer.
- Disallowed ball, h_skull, and Rocket Launcher ammo from detonating, preventing multiplayer crashes.
- Optimized Battle Rifle model.
- Added missing pickup strings for Devourer prototype.
- Added collision model to Focus Beam prototype, and fixed its bounding radius.
- Overhauled Fuel Rod Cannon shaders, fixing issues along the way.
- Fixed h1_spirit Needlers not using our updated ammo crystal.
- Overhauled SMG LODs and shaders.
- Restored silenced SMG.
- Added night vision to h1_spirit Sniper Rifle.
- Fixed several bad references in h1_spirit Fuel Rod Cannon.
- Fixed Flamethrower using the wrong collision material.
- Fixed several issues and inconsistencies with Flag and Ball weapons.
- Added more multiplayer-friendly vehicle tags.
- Fixed existing multiplayer vehicles having useless health HUDs.
- Fixed missing / incorrect rider damage fractions and collision settings for existing multiplayer vehicles.
- Overhauled Banshee shaders, including support for a crashed variant.
- Fixed Banshee gun issue that allowed multiple projectiles to be fired instantly.
- Spun off combined no-script-required model for Shade ball turret.
- Added Spirit dropship with overhauled shaders.
- Removed useless Ghost boost references from non-boosting Ghosts.
- Added yellow-painted skin for Rocket Warthog.
- Cleaned up h1_spirit Scorpion tags and visuals.
- Combined regular and crashed Pelican models.
- Fixed corrupted halo.vehicle.
- Ensured HUD globals are stock compatible.
- Restored stock terminal font.
- Unified all weapon reticles into a single, tightly-packed bitmap.
- Restored uncompressed HUD pickup icons, using more intelligent bitmap packing to save space.
- Reorganized pause game UI to make more sense with multiple scenarios.
- Added a generic pause game UI for stock scenarios.
- Added comments to b30_evolved.scenario with our internal names for each major area.
- Refactored scripts to remove the overcomplicated component system.
- Simplified many scripts to reclaim syntax nodes, needed for other features and fixes.
- Changes and improvements:
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Version 1.3 (04-22-2015)
- - fix horrible inconsistent map behavior caused when player backtracks footpath approach to cartographer after starting down vehicle path
- fix some fp view clipping at high FOV for shotgun, plasma rifle and plasma pistol
- fix ai freezing itself if player is slow to exit server room
- fix pathfinding sphere radius values on crashed pelican
- fix over-dark pr in catacombs
- fix population issues in waterhall - carbine offset and missing door
- fix duplicate crate in pit
- fix badly-placed torch in cave
- add zoomvisr to rl and noble (zoomable) pistol
- add one final noble feature
- - fix horrible inconsistent map behavior caused when player backtracks footpath approach to cartographer after starting down vehicle path
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Version 1.2 (03-16-2015)
- - add missing credit for axial's contributions to the early days of the project
- add extra playerclip to reduce chance of clipping into cart interior brute war shrine
- add easter egg hints
- add better (not yet perfect) support for out-of-order backtracking among cartographer return paths
- fix double-spawning dropship door in post-cartographer cliffs area
- fix units taking damage when unloading from cliff dropship gravlift
- fix disappearing objects during map activation cutscene
- fix bug where map room hunters sometimes miss the elevator to the exit if they're still alive
- fix mysterious shredder crates w/ incorrect ammo counts; standardize to use 8 / 16 rounds
- fix bad offset of bounding sphere on c_storage_large
- fix bad offset of bounding sphere on c_regen_station
- fix bad bounding sphere radius on rock_boulder_large and medium
- fix another potential issue with interior sequence breaking
- fix assorted extraneous objects floating around in the map when they shouldn't be
- fix marines going braindead +/ freezing across bsp switches when riding some wraith wings
- fix hunters shooting during cart activation cutscene
- fix mysterious floating lights on player's leg in first-person when shredder is their secondary weapon
- fix footpath return units sometimes missing their spawn
- fix zealot potentially going permanently braindead on lightbridge
- - add missing credit for axial's contributions to the early days of the project
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Version 1.1a (03-05-2015)
- - reduce assault rifle melee animation clipping through camera at 90-degree fov
- fix grunt occasionally spawning inside a rock during pool fight
- fix unintended side-effects of 1.1 sequence-breaking logic, affecting "shafted" cutscene and vehicle return path
- - reduce assault rifle melee animation clipping through camera at 90-degree fov
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Version 1.1 (03-04-2015)
- - add minor buff to warthog health
- add extra volume to c_storage_large playerclip so ghosts get trapped less often
- add logic to make interior mission more friendly for sequence breakers
- fix missing death volume in cave pool
- fix shaft bridge collision model's animation to match render model's timing
- fix unused heat meter still in gauss cannon hud
- fix ar, pistol, rocket spawns on noble
- fix assorted floating trees and other object placement
- fix covenant vehicle emp system
- fix mysterious floating phantom dropship pieces when main body is destroyed
- fix grenade hud icon flash misalignment
- fix hole in ar/gl model geometry
- fix compass north not pointing towards threshold
- fix incorrect damage scale on wraith sideguns
- fix missing zoomvisr mode for hidden dmr
- - add minor buff to warthog health
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- Author's activity
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June 2022
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06 Jun 2022, 1:15PM | Action by: Siliconmaster482
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'TSCE 1.4.1 Augmented Halo CE AI Animations [version 1.3]'
May 2022
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31 May 2022, 2:48PM | Action by: Siliconmaster482
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'TSCE 1.4 Postmortem Articles (PDF) [version 1.4.1b]'
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'TSCE 1.3 Postmortem Articles (PDF) [version 1.4.1b]'
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31 May 2022, 2:40PM | Action by: Siliconmaster482
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'TSCE 1.4.1 Compatibility Source Release [version 1.4.1b]'
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31 May 2022, 2:27PM | Action by: Siliconmaster482
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'TSCE 1.4.1 Full Source Release [version 1.4.1b]'
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31 May 2022, 2:22PM | Action by: Siliconmaster482
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'TSCE 1.4.1 MCC Bonus Maps [version 1.4.1b]'
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'TSCE 1.4.1 Map Only [version 1.4.1b]'
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02 May 2022, 6:22PM | Action by: Siliconmaster482
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'TSCE 1.3 Postmortem Articles (PDF) [version 1.2]'
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02 May 2022, 6:22PM | Action by: Siliconmaster482
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'File \'TSCE 1.4 Postmortem Articles\' changed to \'TSCE 1.4 Postmortem Articles (PDF)\'.'
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02 May 2022, 6:20PM | Action by: Siliconmaster482
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'TSCE 1.4 Postmortem Articles [version 1.1]'
April 2022
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25 Apr 2022, 3:48PM | Action by: Siliconmaster482
Mod image added
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25 Apr 2022, 3:48PM | Action by: Siliconmaster482
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25 Apr 2022, 3:48PM | Action by: Siliconmaster482
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25 Apr 2022, 3:47PM | Action by: Siliconmaster482
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'TSCE 1.4.1 Compatibility Source Release [version 1.4.1]'
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'TSCE 1.4.1 Full Source Release [version 1.4.1]'
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'TSCE 1.4.1 MCC Bonus Maps [version 1.4.1]'
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'TSCE 1.4.1 Bonus Maps [version 1.4.1]'
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'TSCE 1.4.1 with Installers [version 1.4.1]'
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