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Twinreaper

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Everything posted by Twinreaper

  1. New weapons aren't going to happen. If it we so easy to ass vehicles, weapons, animations to a remastered game, we would have seen that in CEA. Bottom line, any changes to the weapons, animations, physics, etc that are already a fundamental core of the engine and tags, isn't going to happen.
  2. It could be a port issue. GFWL sometimes needs certain ports open or available just for that particular game. I had an issue once where Halo 1 had certain ports used, and I had to redo them and give those ports to halo 2, then poof! It all works.
  3. Good to you again my old friend, you were missed! We need to catch up. Hope to see you in the SB.
  4. The part where the battle with the brutes begins? Or the part where you leave the Maus and the elites charge the door?
  5. At which part of the game are you referring? Anything render_model or "permutation is not a glitch, but rather a specific scripted variant. I can pull the script and tag information, just let me know what level and what area.
  6. Well no one cares about me, so this would be a first. Here is quick rundown about me... 1. Im crazy, long winded and mean as a badger. 2. One of the top Halo Engine modders around, I learned over 13+ years 3. My knowledge of Halo programming often makes me jerkish in my posts. 4. I have no tolerance for BS! 5. My closest friends here, I can count on one hand. 6. Im the second longest standing member of this site. Joined before Twam lmao. 7. I enjoy 3d weapon and level modeling for Cryengine, UDK and Blam! 8. I own my own game/multimedia company, Vyrant Studios LLC. 9. I'm single...lookin at you 343i ladies 10. Im a reliable and dependable friend. I always help where help is needed.
  7. Which particular department within the development team are you starting? Just want to know where to lay blame when I become unhappy again. But congrats on the job! If I can ever assist you with anything, feel.free to ask.
  8. Welcome, I could always use another Spatula in my kitchen! Mad props to you sir, good to see another PC gamer around here. If you have any questions or problems, look no further. Hope you enjoy your stay here bro!
  9. Unless they completely overhaul the way the engine handles weather, it won't happen. I'm an expressed when it comes to the weather tag system, and in order to change or add weather, you would need direct access and the ability to edit the [sbsp] and [even] tags. Having access to both would require 343i to give us an advanced set of tools and the ability to decompress a compiled map or a mock RTH tool. giving us such direct access to said tools or tags would open up a huge can of worms for players.
  10. I'm sorry' is supposed to be a real actual list? I just lol'd in my pants...
  11. Halo 2 Legendary I could do blindfolded with 1-3 deaths tops. Halo 4 for me was way harder. Those pesky Knights and Crawlers are the bane of my existance!
  12. Shock has a good point. For most people, playing a game or watching tv on big screens is hard to do, do to the fact that you have to adjust your POV to a certain part of the screen. Playing on a small or mid size tv at about 2-3 feet, allows you to see the whole screen and notice more movement without having to glance around the actual screen.
  13. Yet again we are jumping to pointless meritless conclusions. There is no official word or confirmation of H2A. Aside from that, 343i didn't have direct development of CEA and it did suck. All it was, was just the Sabre 3d engine running a second instance of the game with new textured non-collision geometry. It is not that hard to do and quite frankly was not worth the price tag attached to it'
  14. Looking back on the site over my almost 3 years here. I think this was my first actual post, and it's still going... http://www.343industries.org/forum/topic/398-5-word-halo-story/

    1. Drizzy_Dan

      Drizzy_Dan

      Most replied to thread on the forum.

    2. I_Make_Big_Boom

      I_Make_Big_Boom

      Well as of now no one has replied after my post... I have a knack for buzz killing things :(

  15. The garbage cleanup (despawn) or items is there to cut down on rendering and memory overhead. Unfortunatly because Halo 4 stretches the limits, it had to be done to cut down on lagging the engine. The textures are cheap for the same reason. When viewing the bitmaps standalone, they look crisp enough, but because of the rendering techniques like "imitating" and "imposturing", most of the things we see are actually an imposture render until you get up close. But that aside the main issue might actually be the rendering or the compression/decompression (deswizzling) methods the engine uses. But yes all those things are annoying as hell and bugs me to death. The AI however, that is something else of a "zone" or "squad order" measure.
  16. Water itself has no collision acceleration or damage properties associated with it. The only thing water does have is at times, a defined collision property for projectiles, but those are usually invisible planes, or planes with collision defined as part of the bsp level. Water generally is a mesh plane with all collision and physics nulled in the shader assignment. But even then, water effects such as ripples or splashed, are generated by the mesh under the water.
  17. Seeing as how old of a member I am, I would really like to hand with AD. Talking to him on the phone aint the same as kicking some brews in person.
  18. @Darth I use a various array of programs to get the weapons right. I would be more than happy to teach someone the ropes of creating new tags and levels for Halo 2. Hopefully all my 10+ years of doing this won't be wasted, and we will get a new PC Halo title sometime soon.
  19. Should I get my .50 cal's ready? Just kiddin guys.... or am I? Nah I'm kidding...but who knows?...
  20. The difference is the engine. Cryengine 2 and 3 use a static form of collision detection, meaning that the collision isn't precompiled, since the levels themselves use static non bsp formats. That alone is why it was able to be done in Far Cry. Unless M$ wants to start a completely new engine and have to completely redo or scrap all previous assets from the Halo franchise, there is no way to do it. As for the possabilities of it on a console, yes and no. While simple things like collision are easily do-able, there are a myriad of others that aren't possible or not easy to do. Like with AI, you would need a separate memory space and executable process to compile needed tags, and then add them to a map source, then compile or "bake" the level. Xbox isn't written to allow separate execution of apps, everything outside of the actual game is a simple widget API.
  21. I hate to be the one to come in a piss on everyones parade, but a lot of the ideas or wants are just too "out of the ballpark". I see a lot of talk about AI. Firstly, you have to understand that a thing called "triggers", "zones" and "pathfinding" is needed to make AI function properly. There is a reason why AI was on Installation 01, and it wasn't because it was easy to do. The ODST bipeds were specifically compiled into that map for a scenario file for players using Chief. In order to allow any kind of AI or NPC character, we would have to be able to edit/write/rewrite certain fields only accessable to the core scenario_file tag. As many do not know, the edits we make in Forge are simple top layer variant settings, and not core .map edits. The other thing that bothers me, is the need for a terrain editor. Terrain just like any or most geometry in halo is a BSP. A BSP has collision (coll) and physics (phmo) compiled and assigned to each plane/face/edge/vertice when the map level mesh is compiled into a proper sbsp tag. Editing the terrain would require us the ability to recompile physics and collision on the level mesh, which aint happening on a console. At least not to any true working degree. While I agree that things like this would be cool, it just isn't going to happen. If it were possible to do these things, we would have seen some of it in Halo 4. And for the record, the crappy lighting thing they tried to pass off as groundbreaking or next-gen....it sucked. It was just a form of using prebaked lighting schemas to simulate actual shadow casting, and most of the lighting shiz had to do with first person camera, not environmental lighting.
  22. I guess Im down for this. Should be interesting... I guess Im down for this. Should be interesting...
  23. Great to be back guys. Thanks for all the encouragement and kind words, iit helps alot!
  24. Hey guys. Along with my triumphant return to my home, I get asked a lot what I have been doing in my time away from here. Instead of a long drawn out TL;DR post, (which I am known for) I decided to sum it up with pictures and a few words. Enjoy... - Got divorced - Got out of a bad dating relationship - Went broke - Went crazy And this...lots of this!... And lastly..... I talked to a pretty girl!
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