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Twinreaper

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Everything posted by Twinreaper

  1. Memory is the key issue with Theatre. Halo 3 had tbousands of less polys per player alone to render which is why lag was bad but managable. With Reach as stated before, we have a much higher poly count and the memory usage at Reach's disposal hasnt changed. In the end, the limits of the 360 hardware itself is what is preventing good theatre watching with friends. Halo 4 will be different and in terms of usage....it will blow Reach out of the water. For multi spectator theatre to work well.....you will likely have to wait till H5 and a new console.
  2. Gametypes do not allow for biped or any other model permutation changes. Any changes in the gametype are strictly limited to the [matg] tag. No open UI editor in Halo has ever allowed players to activley, even in memory, change any core tag values outside the scenario and matg tag file. Don't get your hopes up on this, it will NEVER happen. The most you could wish for that will likely happen, is the inclusion of Flood AI in core form....no custom changes or additions.
  3. Graphics does not include everything except reload time. Graphics, in terms of the engine is how the rendering process is achieved. In halo 1 they used the C,B,A counterclockwise (inverted) face drawing. In halo 2, they switched to a counterclockwise. I think i got that right...I always get the two confused. Anyway point being, there are many catagories under graphics that not everyone understands. There is no reload time in terms of rendering. Rendered geometry is loaded into memory then unloaded by way of particular bsp (portals), cinematic anchor calls, scripts etc... To touch on the Halo 5 question, the H5 engine will of coarse as always, be limited to whatever particular hardware support in terms of software is available to the devs at the time the engine is coded. Seeing as how the newer Xbox system will be out in the early or late '13 year, it is not typically wide believed that any code from the previous engines will be usable. At the time of the new Xbox unveil, the DirectX system in which is used, will be at version 13 or possibly 15 at that point. IIRC, 15 will be the first from complete scratch coded DirectX release since I think 9. This posses many problems for the existing software employed, as much of it may be rendered completely usless. DirectX 9 was used for Halo 1, and the following iteritions were built upon the exisiting code structure. This is why shifting to DirectX 10 posed no issue graphically. Shifting to DirectX 13 or even 15 would likely require brand new coded tools and engines from scratch. This of coarse is still theory and there is no evidence to support the DX13,14 and 15 architectures as of yet, but it still remains the most likely outcome in terms of dev time and dictation for Halo 5.
  4. In terms of weapon values, the DMR is the strongest. In terms of faster killing time, the BR wins. As someone posted earlier it is more preferrence. If you pitted a BR against a DMR, it would come down to who is more accurate. While the BR does have 3 round bursts, the 3 round bursts do spread and almost never all 3 hit dead on at mid to long range. Strafing the BR does help also. The DMR because of it's accuracy over the BR, does make it harder to strafe or avoid, but it's low shot per second value would make it harder for you to keep your cool with in heated battles. But each successful hit does cause less spread over shorter amounts of time, and has more damage behind each projectile.
  5. Actually after watching it...the jokes kinda on you guys. If you pat attention to his particular humor and commentary in general it is quite plain to see this guy produced these vids for Reach as a parody or more to the point a joke. Take a look at his profile Philly Kutz1 on b-net or anywhere else. he only played it to show the vids. Guarantee you he has another profile that he uses for real gameplay. I have never ever seen or heard of anyone who plays like this ever. Not even when I first played Halo 1 had I ever played any other FPS title other than Doom for Windows 3.11....and I never played that bad.
  6. http://www.343industries.org/forum/topic/5322-343industriesorg-member-of-the-month-wall/ it's the official wall that lists us. Your welcome
  7. Thanks man. Always good to hear some good feedback. it took a lot of time. In total, I think I have worked on this for about 124 hours. And it's still in BETA STAGE! I have yet to finalize the shaders though. I will post a vid up in the next few days of me running around the map so you can see it in action and in-game for real. And for the record...I still plan on doing a Construct map. Also I will be posting up something for the community to do shortly. basically as a teaser, it's something to get everyone invloved and something that will include the most creative into a map I am making.
  8. I have no problem sharing anything, I keep nothing private, . Whats the worst that can happen...someone gonna come beat me up! jk Daniel Reaper Woodlyn, Pennsylvania (United States) I live in an apartment complex. Security at the main office 3 years ago was not particularly tight. One night, 2 tenants broke into the office. They stole folders which contained signed lease agreements, as well as the HDD from the office computer. these tenants invloved were not good ones either. They were previously convicted fellons and made little or no rent payments in the previous 3 months...hence the robbery. One of the items in particular that were stolen, was my signed Money Order for the rent. The money order was bleached and had it's apartment number changed. In addition to this, the robbers also lifted my signature. Approximatly 2 months later, I started to recieve rejection letters from various Credit Card Companies, as well as few banks. The robbers not only tried to pay rent to their unit numbers with the money order, but also attempted to open lines of credit in my name. The kicker was, I had just gone thru a bankruptcy after losing my job, and the post office forwarded mail in my name to the newer aprtment number I had moved into just 1 week after the robbery. In the end, no real harm was done, as I had contacted the proper authorities to report the identity theft. What really made me mad was the lack of the restitution on behalf of the complex. the owner had fingerprints, a signature of one of the robbers on one of the bleached money orders, and still he did nothing. The robbers took basically over $7,000 in rent from them, and he did nothing! he pressed no charges at all and I actually had to fight him almost in court, to have him honor the money order that was stolen. If it wasn't for the copy of the money order I kept with the secretaries signaturing, verifying payment.....I likely would have been taken to court and been forced to pay the rent.
  9. Every site has one, but we don't. Let's change that! Rules are simple, post a screenshot of your desktop, but please do not post anything vulgar or offensive. Girls in bikinis are ok though! I'll start!
  10. Hello fellow halo 2 enthusiasts. Like you all I love Halo 2 and am an avide map maker and co-leader of the H2MT over at Monstrmoose.com. Since I came to this forum I have fallen in love it and I always search for new ways to give back to the place I love. Originally I had decided to dedicate a "Construct" remake to the community, but decided to do Ratrace instead. below is a few screenshots of the map in beat stage, from Sapien. All shots are rendered fully and the map is wicked thus far. Lots of refining and custom wepaons to still add to it though, but none the less....feast your eyes and enjoy! Feedback is always appriciated too!
  11. And this is the exact problem with Bungie/Microsoft and now 343i. As far as supporting and nurturing the community goes, they fail miserably. Either one of the aformentioned companies never truly speak out or state their end result or goal in terms of changes. Usually they always appear cryptic or they do not translate well. I have yet to date, see another developer misconstrue or misrepresent their intentions when placing core altering changes up. very few companies now in the midst of competition and economic woes, want to make waves in the kiddie pool. Most now just stick to a tride and true formula and only after heavy thought and community input, institute changes exactly as stated. Again, Activision, FrostBite, Bethesda, Crytek and a few others are all good examples of this. They GET IT, and dont mess with it much. From a long time franchise supporter of Halo, I would have to classify the experience as something like, A rollercoaster ride from hell laced with porky goodness flavored with an undertone of dissapointment." Quote un-quote.
  12. Keep one thing in mind guys, dedicated servers will NOT alieviate the lag that we all experience. Having a dedicated server to host on-line games, only reinforces the resources and hardware capabilities of the experience, it does not dictate in any way, your ping or inprove your connection if you are gaming with people outside your own country. The servers will be located in USA, therefore, anyone outside the US will automatically more than likely have a lower ping based on actual location. factor in also, that not all countries give you the speed you actually pay for. As posted before by an independant study, the US actually ranks below Europian countries and Korea (#1 bandwidth and speed), when it comes to average speed U/D experienced by customers. In short dedicated servers will only alieviate the data mining and processing from your home console, which is waht we have now with hosting in Reach.
  13. Actually they did rush it. In the VidOC about Halo 2, they explain that coming back from E3, they realized they didnt have the man power or time to.deliver upon what they presented. Then half way through prodution they lost 2 leads...Jason and Mike I think....over another project. they scrapped alot and cut it short due to pressure from MS and not wanting to delay its release.
  14. I agree Pope, but as myself and Esorath have pointed out, they need to use a balanced choice selection so they dont further push away certain gameing sub cultures. Esorath has it.exactly right with his layout.
  15. Bloom has been in every Halo title. Search the forums, you can find my detailed post about it and I also included the exact tag settings.
  16. Did you know that there were originally 12 Halo Arrays created. I forget where I read it...
  17. Hey Ashlynn, we're gonna be Like-millionares!!!
  18. I can certaintly try to build on this. The blood animation is actually called "AOE Core Radius" and it is a decal not an animation....just to clarify. The host issue is like this. When you connect to the reach server, the server pairs you up on commendation completeness, meaning people with similar skill sets get paired against eachother. The server basically goes thru some maths and pairs team as equally as it can. This is the reaosn why you could be an inheritor and have 3 nobles with you, but get paired up with 4 generals or 3 majors and one forerunner. it all depends on the gametype and what % of completetion your commendations are. It also factors in lightly your K/D and wepaon usage. Remember, some people score farm their way to high ranks. As for the lag issue, it's the host. As I started to say before, the Reach server simply pairs you up and checks for map encryption. Once that is doen, it passes server hosting duties to the person who is closest to the "middle" of all players in terms of distance around the world. Lets say for example you live in the UK, and you are playing with 4 people from the USA and 3 people from Japan. The server at that point would choose you as the host primarily becuase your position between all players represent s the most equal amount of ping that can be expected among all people connecting to you. When ever a shot is fired, the client sends the info to the host. The host then negotiates the timing with the client. If the data doesnt match or sync to a degree of accuracy, the shot is either discarded or registered as a miss. Unfortunatly due to the way games work, the visual end is last to display timing issues. Collision and physics are always at the top of the calculatuion chart when it comes to the processing plane of things. Furthermore, contrary to what people believe, the speed at which your connection can uplaod and download data means nothing. Even if you had the most kickass service like in Belgium or one of those other 1-3 rated EU countires.....it still depends on the client as to how fast data can be interpreted. Hardware and system stability also come into play here as well. Not all 360's are created equal. Sometimes minor things like processor state or memory usage can vary depending on the batch it uses or when it was created. Contrary to popular beliefe...just because the design and materials are the same...it doens tmean that in the end everything comes out euqal or comparable.
  19. You have answered your own question. The Halo community itslef since Halo 2 has been fractured and divided into what i call I complete cluster ****. When you look back on the community 6 to 7 years ago, there was a common ground and common bond we all shared. With every new title that emerged things changed too drastic for some, and not enough for some. Realistically speaking, the whole community has emerged into 3 main catagories, or sub communities... 1. Hardcore/MLG/Competative 2. Fun/casual 3. Semi/competative/campaign Within these communities however, halo 3 and reach has spawned various micro communities...being the TU/vanilla for each one of the main ones. The Halo community is in more pieces than a 1,00 piece jigsaw puzzle at this point. And because the genre of FPS's and competators alike keep evolving it is only hurting the fragile community even more. What even more seperates us is that we have 3 different Halo title servers to game on. Most FPS makers like to retire previous servers once a newer title comes out, or at least stop supporting it, or turn serving over to the community via a PC release. Keep in mind also, that very few gamers contrary to popular beliefe, do not visit, join or participate in online gaming sites. And even if some of them do, many do not take the time to voice or post their feelings about the games they play or issues they have with it. Unfortunatly now, the sites are mostly dominated by hardcore or MLG lovers. The casual or family types have no real voice or presence, making things one sided and very uneven when it comes time for the developer to look into what will please the next generation of gamers, or the veterans. In the end, by my own summary and thesis, the community will begin to even further shift out of alignment and seperate even more as the years and games go on. The only way the community can and ever will get back to it's roots and a singular common foothold, is if 343i or whatever next developer takes over, decides to stick with a solid core fundamental engine mechanic system and does not ever deviate from it. In terms of the above, think about BF and MW. Every game is usually the same exact gameplay feel. No new powerups or jump settings, or even movement speed. It's the same game but with redifined weapons and story. Halo is constantly changing core gameplay mechanics and can never seem to find a cozy medium. All these things have led to Halo's downfall in terms of community one-ness. Of coarse this is just the viewpoint of an older gamer who was well into his 20's when Halo started out. My perspective of it has always been one sided on the basis that my clarity oand experience ids that of an adult. As it is well known, people of younger ages see the world and many things in a simpler different light than adults do. So yeah, I'm a little biased and old, but that makes my position on it no more right or wrong...it siomply just is a viewpoint and should be taken as nothing more or less.
  20. Even if, and this a big flippin IF......say the campaign is completely finished. This also means that all weapons, vehicles and objects are set in stone with no rorom for adjusting outside a scripting system. This also means directly, that all weapon mechanics and operation standards are complete as well, which means weapon use in MM is already defined. Now I cannot speak for everyone, but when a developer puts the polish on things like weapons in the campaign without fully testing them in a MM setting just to make sure things don't need to be changed a bit....I get worried. I'm not worried about the campiagn, but for my MM playing brothers and sisters. While I may not like MM as much as everyone else, I do want people to get the very best experience they can. And rushing things like campaign without testing things in a polished map or MM setting just seems a little nieve.
  21. Halo 2 did NOT have any effective means of taking down a vehicle. To this day, Coagulation shows a great example of this. If the opposing team should happen to gain both banshees or even one tank and all hogs, it is nearly impossible to counter the team. You can't get enough shots off at the vehicles or grenades to counter them. In Halo 3, they downshifted the health of all the vehicle permutations to provide players an easier method of taking them out. Reach simply downplayed them further, but if you take a closer look at the vehicle use on each map and the completely dominant power they possess compared to their H2 and H3 counterpart, it is balanced well. Part of the magic in Reach, is being able to choose and utilize a vehicle knowing that doing so sacrafices armor. It actually takes a bit more skill behind the wheel to stay alive and rack up kills. Last thing I ever want going into MM, is being dominated by a sissy vehicle driver the entire match, or at least lose a slayer or objective match, because every time you respawn, a vehicle user is taking you out. I can count on one hand, how many times I ever needed or used a vehicle in the entire Halo series....and I have been playing since launch of Halo 1. I hate vehicles period. I will say that the range of the DMR is horribly wrong. It is way too overpowered in those terms. IIRC, the world unit max range is something like 575. In Halo terms, Masterchief stands nearly 1 World unit tall. So line up 575 players back to back and that s roughly the distance you can shoot before the projectile de-spawns. For a weapon, thats pretty disproportioned compared to earlier perscision weapons. In fact, here is a fun test that will show you how much range it really has. Play on the level where you get the jumppack and meet the ODST Bullfrog troopers. I think the map is "New Alexandria"?. Anyway, make your way to the end where you encounter a Brute with a Fuelrod gun. Now, get past those brutes and glitch or trick jump out of the map, all the way back to where you get the jumppacks for the first time. You can do this by jetpacking to the building off the right side of the map. Go unitl you reach the spot where the phantom landed or dissapears at. From that spot all the way accross the map, you can still fire accurate shots with the DMR and still hit the brutes.
  22. Regardless of how much you like a game, when successors come out, the old must go. it's time to just man/woman up and accepit. I guarantee that within 6 months of Halo 4's release, Halo 3 will be taken down? bets anyone?
  23. To add to this, yes aimbots can force the projectiles to overpentrate any wall or surface. Most of these aimbots employ a "macro". A series of script commands in console form that run along side the game itself and very hard to detect...even on servers. Macros can do just about anything that is included inside the myriad of scripting options avaialble in the entire game. They do have their limits and usually much be simplistic or have a one sided effect or ability.
  24. By zoom with every weapon, you are referring to the "binocular" HUD display, just to clear that up for people who may misread or misinterpret that. So basically what you are saying is, that like the target locator, when using the basic binocular zoom, it should display the rnage in meters that an enemy is, and you should be able to paint a target....like sort of lock the enemy so you know where a painted one is at all times? While I like the idea of range for eneimes, I don't think it would serve a good purpose in terms of mm. Gameplay for Halo is really never about at what range an enemy is, nor does knowing how far the enemy actually is from you, help in any way with aiming. Grenades are a result of the physics and not much can be done to ensure that the arc and range would be great inside the tag itself. It all comes down to pre-defined engine physics for this kind of stuff. Don't get me wrong, I think these are fabulous ideas actually. I just dont see how they could effect or improve gameplay at a great ability. Perhaps if you could elaborate on the idea to give us a much more vivid idea of how they could please?
  25. Everyone always has a skewed view on how the engines are thought out and made. Redstar has the right idea and was heading in the correct direction. Halo 1: This was the engine that started it all and included the 1.0 version of Havok Physics. This version had cloth, collision, physics collision but no vehicluar physics. This is why the vehicles operate the strange way that they do. the handling for them was custom made to work. Halo 2: This engine was a stripped down halo 1 engine. By stripped down, I mean that the basic kernel of the engine was all that remained. In order to use the updated havok version (5.1 IIRC) which then included vehicle handling, it was needed to be recoded int hat area. Also they recoded from scratch the shader system to employ a wider variety based on the current gen shader model schema. Other changes were also obvious like seperated collision models and tags for various objects etc... Calling Halo 2 a modified Halo 1 engine is not accurate. Fact is, Halo 2's engine was drastically different in every aspect and only kept the single I/O base core metrics, which is why we regard it as a Halo 1 "variant." Halo 3: This engine was a sclose as you could get to the original CE one. For Halo 3 they stripped down the original CE engine and added extensions for it that incoporated the root shader system used in Halo 1 and extended it to use other variant, shader type specific tags. Such tags examples are [silly], [****] and [scsr]. Again, most of the code that ran Halo 1 was simply added onto to create a wider range of available options during development. In fact, during a dev VidOC they talk about how they stripped it down to extend the greatest aspects of Halo 1 and make them work flawlessly with Halo 3. Halo 3 was in no way at all, anything like Halo 2 nor did it use anything previously in Halo 2 at it's core. Simple things such as seperated collision models and things like that were not so much engine changed, but rather development evolution. The most notable change and addition to map structure as dictated by the egnine, was the open ended engine ability to change and alter in memory, a maps scneario file and save it as a standalone loadable file.....yes I am talking about Forge. Halo 3:ODST: This engine was the exact Halo 3 engine, with the exception of it's scripting system. The scripting system was fully utilized and that is how we got Firefight. Halo Reach: The culmination of all things ever created or destroyed. Reach's engine is to date, the most powerful and ahead of it's time engine that Bungie has ever created. Calling it an engine isn't accurate. Calling it a fighter jet on speed and crack would be a more viable choice. Anywho, Reach is a heavily modified Halo 3 engine variant. When I say modified, I mean it was stripped very little, and utilized open ended coding to incorporate a lot of extension use. MegaloScript is the side engine scripting type service that was added most notably. It itself is so powerful, the entire game could likely run just from lines of executing script on Megalo's side. Aside from thesechanges, reach also began using what we call "imitating". This was the process of making items in game, have a much lower poly count and a much less memory cost for rendering them. Such examples of this, is the various scenes maps where in the distance we see battles taking place. When you get up close, you see a blocky turd...but from far away you see epic win! Thats because the post processing of these items kind of distorts and morphs what we usually call :LOD" Line of Draw...to work a bit differently. This alone was a huge leap forward. In all other Halo titles, they had to use waht we call "Cinematic Anchors" in the form of "scenery" items. Basically they had to spawn actual models with animation at full LOD and play looping the entire time. Rendering hundreds of items at full LOD so you could see them anywhere on the map was a huge drain on memory and loading times. Halo CEA: This engine or rather engines, is as close to date, as you can get to the original engine in every aspect. CEA used the Halo 1 engine in it's whole, running along side a modified Reach engine, designed to mimic and run parallel to the original. The tweaks to CEA engine allowed it to communicate and sync with the original flawlessly. The best example of the two running at the same time, is illistarted by the changing of the mode, from classic to new. While you change and the screen goes black, you still hear the current game's ambient sounds or battles playing out. Also you will notice that at no time at all, does your position change unless you switch and your still holding the button forward or whatever way you do. This is because the two engines communicate back and forth and relay everything that is going on in the game. Now, going forward into Halo 4, it would make a lot of sense and great use of the code architecture, to keep the Reach engine and strip it down only to add onto or change certain aspects of it, to allow greater customization of existing features or add new ones. Development wise, it would not make sense time wise or resource wise, to completely strip it down to basics and build everything from the ground up. Now at first thought, I know what you all are thinking. In the TU they couldn't use the reach engine to mimic perfectly the classic feel of the weapons or movemtn. While this is true, it should also be noted that the reason they could not achieve this, is because the physics handling can only be adjusted or tweaked to a small degree, without needing to extend the code to allow changes of the magnitude required to match perfectly the classic feel. Doing so also would have required them to compile a new engine and maps. This of coarse is not 343's fault but Bungies. They did not plan the egnine on being used for CEA, nor did they likely have the time to write in exceptions to allow the handling code to remain open and fully editable by the toolset. Halo 4 using the Reach modified engine makes great sense and if used and extended properly, should provide us a great game that will truly re-invent and reanimate the Halo franchise.
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