Halo: The Master Chief Collection

Halo: The Master Chief Collection

Lumoria: Definitive Edition
LOL DUDE 4 Sep, 2024 @ 3:21am
Issue Reports
Found a couple of bugs (not Drones) in the release version:
  • The Fuel Rod Gun's grenade throw timing is inconsistent with the animation, spawning the grenade shortly after when it looks like it should. Seems to be using the vanilla timing.
  • In the hallway between the cavern and the last outdoor area, the marines will freeze up and jitter violently when the door closes behind them. This resolves once you open the next door, at least, but it's still pretty jarring to see.
  • On Geomar, the Fuel Rod Gun uses vanilla animations instead of F:DE's new ones.
That's all I've got so far, though. If anybody else has issues to report, though, feel free to leave them here for the devs to (hopefully) read through.
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LOL DUDE 4 Sep, 2024 @ 2:10pm 
Oh, one more thing for now: Whilst this isn't a bug exactly, I found that there's no subtitles in this mod, and I think it'd benefit from having some. My friend tpd1864blake is the closest thing to an expert on the subject, and if y'all wanna get in touch with him, I'm sure he could help you make MCC's subtitle system work with Lumoria. He's already made an Improved Subtitles[www.nexusmods.com] mod that adds new subtitles for a couple of mods, but you can apparently include your own modified subtitle file in the Workshop download so players won't have to install it manually.
Elite  [developer] 4 Sep, 2024 @ 7:09pm 
Originally posted by LOL DUDE:
Found a couple of bugs (not Drones) in the release version:
  • The Fuel Rod Gun's grenade throw timing is inconsistent with the animation, spawning the grenade shortly after when it looks like it should. Seems to be using the vanilla timing.
  • In the hallway between the cavern and the last outdoor area, the marines will freeze up and jitter violently when the door closes behind them. This resolves once you open the next door, at least, but it's still pretty jarring to see.
  • On Geomar, the Fuel Rod Gun uses vanilla animations instead of F:DE's new ones.
That's all I've got so far, though. If anybody else has issues to report, though, feel free to leave them here for the devs to (hopefully) read through.

The fuel rod gun grenade timing is definitely late, but it was like that in the original mod. The vanilla fuel rod gun's nade timing isn't great either, but its something we'll talk about cause I agree its pretty bad.

The marines are migrating before the bsp switch, which is pretty backwards as far as the bungie levels go. Since they are in a shared bsp space they should be able to migrate without freezing after a bsp switch. The only reason I could think TM did it this way is because the bsp transition is tight and wanted to make sure no one got caught in the void (I think they teleport before migration?). Will look into it regardless but it was a quirk of the original mod.

The Geomar fuel rod gun is supposed to be vanilla, we decided to put the lumoria skins on the vehicles which imo opened the "can of worms" so the expectations of what should be vanilla vs what is a lumoria tag is confusing. Don't want to mess with MP balance at all, should be vanilla 100%.
Last edited by Elite; 4 Sep, 2024 @ 7:09pm
Elite  [developer] 4 Sep, 2024 @ 7:10pm 
Originally posted by LOL DUDE:
Oh, one more thing for now: Whilst this isn't a bug exactly, I found that there's no subtitles in this mod, and I think it'd benefit from having some. My friend tpd1864blake is the closest thing to an expert on the subject, and if y'all wanna get in touch with him, I'm sure he could help you make MCC's subtitle system work with Lumoria. He's already made an Improved Subtitles[www.nexusmods.com] mod that adds new subtitles for a couple of mods, but you can apparently include your own modified subtitle file in the Workshop download so players won't have to install it manually.

I think the mod could benefit from subtitles, especially episode 2. It's something we'll talk about for the final release of Lumoria: DE
LOL DUDE 4 Sep, 2024 @ 9:19pm 
Thank you very much for the replies! Lookin' forward to playing the rest of the campaign!
LOL DUDE 5 Sep, 2024 @ 5:01pm 
Originally posted by Elite:
I think the mod could benefit from subtitles, especially episode 2. It's something we'll talk about for the final release of Lumoria: DE
For when you do get to this, here's a guide from my friend, that way you can hopefully work it out for yourselves:
Originally posted by tpd1864blake:
Ok so I use this sketchy program called MCCLocalizationEditor, found here
https://github.com/Lord-Zedd/MCCLocalizationEditor

There's 3 different types of search functions you can use to
Search by Key (UInt) - that's the hash code number that indexes each subtitle entry, for example 2079247875
Search by Key (String) - the full path for the .sound file. Because the file names are encrypted into a hash code, you can only find the file if it is an exact match. For example sound\dialog\a10\a10_440_cryoassist (not case sensitive)
Search by String - Search part of a subtitle to find it, kind of like Ctrl + F. It only shows you the first result though, so if the line is too generic you must use one of the other two options. Can search with case sensitive if you want

To get a full list of all subtitle entries, I use a tool called Sabre unPacker to unpack the s3dpak file. The tool is found here
https://www.moddb.com/downloads/sabre-unpacker-0-2-0
Use this tool to open : halo1\prebuild\paks\initial_textures.s3dpak Scroll down to the bottom of the list of its contents and extract strings_English. This file contains all English strings associated with Halo 1, including subtitles. You might have to do some digging to find them amongst all the other stuff. Then you can cross reference the file names to easily search for them in the localization editor

Adding new subtitle entries is pretty straightforward. Click Add Entry at the top, type in the full file name, and the subtitle text. Subtitles in CE follow this format: cor&idCORTANASubtitle here
"cor" is a 3 letter identifier for the speaker and is used to give different characters their own color, according to the client's settings. Master Chief and Cortana are the only characters with hard-coded colors, everyone else is random "&id" separates the identifier and the character's name, which is "CORTANA". A special character separates the subtitle from the speaker name, that being . It needs to be copy/pasted
And a couple other notes from the Nexus page of his subtitle mod:
Originally posted by tpd1864blake:
Simply include the data folder with [your edited subtitle] files in your workshop upload's folder.
To make your custom dialog eligible for subtitles, ensure that the .sound tag is within the sounds\dialog\ folder or any of its subfolders, and ensure that the sound is triggered either with AI_Conversations or sound_impulse_start
Sorry for the huge post, but I don't know if he's planning on posting this guide on any site. Hope it helps!
Last edited by LOL DUDE; 5 Sep, 2024 @ 5:04pm
LOL DUDE 7 Sep, 2024 @ 3:59pm 
Found a new bug, this time in split-screen co-op. In what I think is the second BSP (approaching the cliffside, where "Peril" plays), the second player couldn't respawn, even when the conditions for them respawning were met (not in combat, not moving too fast, etc.). It even saved a checkpoint when going down towards the bridge whilst the other player was dead, and reloading the checkpoint would have them still dead. They didn't respawn until reaching the next BSP, being that room from AotCR/TB. I've only tested this in split-screen, so I dunno if this happens online as well.
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