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Twinreaper

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Everything posted by Twinreaper

  1. Purchasing of map content does not dictate what playlists are made, and made permanent. The playlists themselves are constructed with gametype scenarios before even thinking about what maps would best be used with them by default. They construct the playlist, and play it on all maps as an internal test, then pass it off to final approval, then we get the playlists. The amount of people who actually purchase the content will not be used to figure out if, when or if any further map packs, playlists and other DLC will be made. All DLC extras are made as a way of supporting a title after it's launch and as a first wave of game support. Regardless of sales, they will support this game well into 2012.
  2. Sounds like a corrupted gamesave to me. What storage device did you specify when starting the game up?
  3. No problem y friend always glass to help. As for the co-op lag...I will test it out and get back to you.
  4. The pistol always had a firing spread. In halo 1 it was way worse than it is in the CEA playlist with the tweaks. Bloom should not be on the DMR? SO you want a slower paced Battlerifle then? Beatdown or melee attacks are not specific to the weapon, but to what type of animation is called by the weapaon tag. By default the only melee animations that have a different value for damage is the slice melee effect tag. Which is why even on a map that had maybe 50% melee damage, a single energy sword lunge or melee slice with the sword should still instant kill, unless they changed the melee damage multiplyers for everything. Which in this case it could have been an overall change, or certain change.
  5. I have explained why this is happening, you just have to check my "Tech help" thread. It has to do with the way Live is handling the negotiation code for Lan over Live from the original CE engine. They did they best they could without completely re-writing the netcode into a usable network model, which by the way would have taken the team a little over 2 years to implement and perfect. So don't go hoping for a quick easy "patch". Said patches wouldn't even be patches, since it would require a re-write or extremely tricky and well precision placed MegaloScript hooks.
  6. Seems there is quite a bit of confusion on how things work in CEA. I'll explain if I can... Q: updated boundaries to match the terrain for the new version (shares the old versions boundaries, i cant even shoot through the spaces in the branches on the new one) A: Not gonna happen. In order to make the collision model of the terrain match the new mesh, they would have to take out the "mode changing", otherwise players reverting to old look would end up being out of the level. A2: If they changed it in new mode, they would also have to move death barriers, player walls, and fix the freezing issues when entering a certain territory on the map. Like the one on A30, where you use a hog to reach the top. When the beam fires out of the structure, it renders your character unmovable. A3: Changing these things alone, would require to re-write the compatibility API's created so that the version of Reach Blam! engine in CEA could communicate with standard Blam! engine version. Q: They need to return to the old engine when it comes to rendering things so the entire level and your HUD don't derender when you leave the level boundaries... A: The CE engine is running on both "new graphics" and "standard" mode. The LOD and HUD issues are not becuase of the Reach version of Blam!, it is due to many variables primarily dealing with the hardware environment and memory allocation issues. Remember, the Reach Blam! engine is calling into play, code that was used 10 years ago to run on 10 year old hardware. Reach's Blam! also must compensate for this, and run code of it's own to quell any exception errors with mismatched hardware and available resources. Q: They need to fix some of the frame rate issues in an update A: I personally have not seen anything in terms of FPS that is an issue. You would need to better explain what particular issue you see in frame rate, and when it is occurring. Q: They really need to fix the lag issue for co-op because it's really really bad. A: Don't expect it to happen. Remember, the original Halo had no networking model to base it's netcode off of. Because of this, Reach's Blam engine has to somewhat try manage the original code communicating with Live in a way that isn't very pleasant. What I mean is.....it could be much worse than it is now... Q: I think having all the old maps playable with the original engine would be cool (it would be cool if remakes were included for every one but that's kind of asking a lot) A: Although it would be nice to be able to play on the original engine, it just wont happen ever. It would take a lot more networking work and compatibility work to get the originals working for multiplayer. 343i had explained this numerous times, that it would require around 2 years of solid network re-writing just to do the multiplayer aspect. As for the maps being redone as a whole, I disagree with the selection they chose. Each map that was redone, was chosen because each was supposedly the best as handling the current gamplay, aka AA's, weapons, player physics etc... After playing thru them, I think the selection they made was completely wrong. In fact, I found that using AA's on the maps became very annoying and posed to much of a threat to re-spawners. On a map like Damnation in particular...it was always dangerous to take the low ground and jump accross the platforms so you wouldnt fall. It made it very difficult when firing back too. Now, with the solid platform, and AA's in effect, this negates the point of even having a lower area like that. It takes a lot away from the strategy of things. other maps like Infinity would have been better suited for a remake.
  7. The playlists still need to be worked on. The playlists we got with the release of CEA is a test within itself. The test being, how we respond and how much we play them. The next batch I assume will be starting to be worked on maybe as early as mid December. It takes time to create a simple playlist and tst them out fully before releasing them into the wild. As for the feelings of Reach, this is not a representative community. If each member of the community that hates things in Reach truly hates it, then they themselves need to stand up as individuals. Perhaps get a petition for some changes you would like, and have each person sign it. Of coarse this petition would have to be signed via a gamertag older than 1 day...just to make sure each gamertag is an actual player and not a habitual spammer. Only by this method would your "general community" concerns and gripes be justified and heard with anything but a laughter. Also may I point out, that the more you expect 343i to spend time on CEA and Reach, making what I believe to be silly changes.....you are taking time away from there ability to work on newer titles and more important fixes. I am quite sure that 343i has heard every single change that was wanted...and in the end they decided those changes were not worth the effort, or were too invloved to be applied as a simple fix. This again was stated quite clearly by the temas involved with CEA at a PAX Panel.
  8. Sorry for the late reply on this. I also had experienced a problem with the new Waypoint update earlier in the week. From what i have been seeing, it is a connection issue. My problem was similar, but finished downloading. It seems there is a small network bug that only comes up ever so often. This bug times out your download and will make it appear...stuck. Furthermore, the connection bug is also causing some people to see the Waypoint servers as "down", when they finally do get connected. As of now, the only advice I can offer, is to stay connected to Waypoint when you are downloading the new update. Also try clearing your cache out, adn double check you have the required amount of free memory.
  9. The TU was intended specifically for CEA only. There was never an intention or plan, to bring the weapon and AA tweaks to Reach as a whole. 343 felt it unwarranted and unnecessary to bring it to the entire game. Doing so would have greatly changed the way the campaign and firefight play as well as multiplayer. Many people would not have been happy about campaign alone changing. Plain fact is, not many people actually facilitated the TU change. It was more or less 343i's own gut feeling to tweak things a bit. The actual amount of community members that hate Reach's gameplay and wanted the TU tweaks, compared to the base community that had no feeling or posiiton on it, was a lot less than one would suspect. You could go thru B-Net, Waypoint and here, and see a lot of the same people and count no greater than 200 actual members that wanted change. The main reason for TU updates, are usually to accompany new map packs with things that are not supported by the standard base core components of the game engine. This is specifically why CEA required an updated to be downloaded as well as the playlists. Halo 2 and Halo 3 had the same type of downloaded content requirement as well. I for one do not like the new playlist. The gameplay of old aka Halo 1, does not reflect well in just a weapon tweak. The gameplay and mechanics that run CEA playlists do nothing but facilitate the fact that the magnum and DMR bloom/damage multiplyers do nothing more than fit like a circular peg in a square hole. It doesn't work at all as well as hardcore members thought it would.
  10. Yup. Keep in mind that yes you do end up paying a lot for maps, so does everyone else. Look at it this way, would you really want to be able to go into premium with all the maps, then have half the public who does not have them, be able to join? You know what would happen right? You would only be able to select and play on maps that "everyone" has in that particular match lobby. Now it may seem silly, but it keeps the field of choices open.
  11. Ok, from what I have read here and else where, it is most likely a dvd-drive issue. I have a newer kinect bundle 360, and recently I have had issus with brand new discs reading when I place them in the drive. It usually happens when the disc is scratched heavily though. This has happened twice with my CEA disc, and thus cannot be a disc issue since it is literally perfect in condition. Now, I do know that there was some talk of format changes to the way the discs are compressed. Something sikilar to blue-ray but not blue-ray. It is possible we are seeing some kind of new compression with the discs, but we wouldn't notice, since the dashboard updates would take care of reading the new formats. But this is a likely thing. Now I will put my eyes and ears out to the MGS scene and see if I can get an official response from some of my peeps, so we should know soon if at all....hopefully. As for some of the other posted issues.... Updating not taking: SOmetimes the 360 loops with updating. try clearing your cache and deleting any dl's in que if you have any. Also try using a wired connection if you have a wireless one by default. Things like this happened a lot during the days of Halo 2PC. It would find updates and loop everytime you started Halo 2. Although that was a PC issue and quite different, the same emthods I have stated should resolve it. Co-OP Lag Issues: Can't say I understand them completely. I only play Co-OP on local xbox so I have yet to see first hand for myself. From what I can gather, there has been a huge spike recently in "Upstream Bandwidth" not meeting Live's requirements. Check your overall connection in the networking section of the game when playing. I can almost guarantee that 100%, your upstream bandwidth is flagged red. Now from I know about Live, it has seen quite a significant update, and with servers changing hands to 343i, I have no doubt that there are still quite a few bugs being worked out. All I can recommend is to help this is to ensure port forwarding and using a manual defined IP address for the xbox. This will allow you to open NAT and a DMZ server field for a certain IP connected device...aka your Xbox. This will allow complete un-inhibited access to data in/out packets and reduce and latency experienced by having to work around built in firewalls and security. Also, I don't want to come off as a **** or anything, but a lot of people simply don't understand basic networking issues. Having a good connection and playing multiplayer games is not as simple as just plugging in your xbox and connecting to Live. There is a myriad of things any serious gamer should do first and foremost to ensure he/she is having/getting the best connection possible. All too oftern people just power up a console, plug in an ethernet cable or connect to a wireless network....and have problems and don't understand why. Before doing any kind of serious gaming, please search google or whatever you like for these topics and how to do them... 1. Port Forwarding 2. Manual IP Defintions 3. DMZ server host 4. QOS settings 5. Difference between LAN and WLAN
  12. Rested and ready to get back into things...

  13. Take care princess. I'll see you around my server.
  14. Officially taking a break from all things Halo until further notice. Still here to help if need be though...

  15. Ok guys, before I can go about getting to the bottom of this, I need to know what models xbox you guys are running, and if possible, what version of the dashbaord. I knwo it seems like a strange question, but it is info I need to know before I can go about helping.
  16. They are quite aware of the lag issue as well as the community. See. this is what happens when the community gets what it wants. I'm pretty sure everyone has known for the past 10 years just how horrible the original netcode was, and the fact that the original game had no present working networking model to base off of. Changing this single feature required an additional 2 years of re-engineering the engine code to handle the current day networking models we take for granted. They simply had to sacrifice it, in order to keep the game as it was 10 years ago, and instead just updated Reach's variant engine of Blam! to handle the networking between the old version and new version to allow co-op over Live. Now I know what you are thinking initially.....why not just use that method to perfect the Live Co-Op experience, or give us true H1 multiplayer. They couldn't. Simply put, updating Reach's engine to kinda translate loosely everything was simply like putting a band-aid on a severed body part. Couple this with only emulated hardware enviroments, and you have a lot of bugs that just can't be, or take too darn to be fixed. They did the best they could with the time and resources they had.
  17. I can help shed a little light on this subject. The collision models for standard and remastered mode are the same. The only thing they changed is the bsp geometry mesh and it's shaders. Now according to how the 2 engines run in parallel, there is no coding difference between the 2 modes besides the shaders, particle effects and material effects. Weather falls into the particle effects catagory. Now I may be slightly off here, but speaking from a modders perspective, it is possible that by using the new shaders with material responses, that some parts of the maps with new shaders that have newer material effects, changes slightly the amount of force or ability to trick jump. Although it is doubtfull that is what happening, it would be one possible explanation. the only reason i say possible, is because even though CEA is running both reach's waterdowned variant of Blam! and CE's original Blam!......the basic physics and collision handling is still being driven by the original on both states of the game. The only other conclusion I can come to as to why the tricks don't work...is because your eyes are fooling you. Whn you play thru on remastered mode, you tend to think a little different when presented with the visual geometry, and you kinda don't pick up or consciously remember that the collision is the exact same as the original bsp's were. This could lead to many miscalculations in placement and execution of trick jumping tactics. Although not perfect...it is at least a few ways this stuff could be failing.
  18. You feel 30 years younger Spectral? Lmao. But seriously yeah guys....we need to hammer 343 into giving us a download version of the gametype variant with e pistol tweaks. I shall begin this immediately.
  19. Omg man, this is unexpected. I don't even know what to say...which is very unlike me...given my legthy posts! I want to start off by saying THANK YOU EVERYONE!!!! But more to the point, I would not be a MOM without such a great community who has truley made me feel at home here, and gives me strength and support to do the things I love to. Thank you again guys!!! I will not let anyone down with this honor!
  20. My bad bro. I thought you were asking for worlds to explode there for sec.... But to answer that simply, yes they could very well release the variant gametype, but even as I type this, I am unsure if the gametypes for 'classic" CEA, are built in gametypes. They may be just gametypes on a server end, and when you guys all go into it, it loads the gametype to memory allocation for the host it selects. I guess we could ask them and find out? Who knows, perhaps they will give it to us for christmas....? And yes, I hear with the wiggle room. it does bother me that they choose to round things they way they did. We really would be betteroff, and be able to make picture perfect forgings with being able to adjust to the smallest decimal. But just fair warning, just because an asset is present in the game, does not make it easy to use in a mass multiplayer environment, nor does it make it easy to re-script it to do a completely different thing. What everyone sees a simple TU update, I see as 3 months of planning, and an additional 2 months of re-coding, thern another 2 months of bug work and fixes.
  21. Yes cahce is a big issue. Unfortunatly, the 360 is not as good at handling memory as it should be. By default, the cachc folder holds quite a bit of previous loaded game data. That data has to be overwritten, causing read delays, and causing lag when the network is trying to communicate with your console. Simply put, I cannot understand why they insist on having a cache folder that will literally store the data from the like the last 5 maps you played on? Loading times are not that big anymore, and the cache folder only really made sense on the Xbox 1, seeing as it had a low ram size. somewhere around 16mb's if I rememebr correctly. But yeah, clear your cache before powering off your console everyday...it will help. Not a whole lot, but it will help a noticable amount. And it'sd not my fault the ethernet cord took it upon itself to dislodge itslef from my 360 causing lag and a disconnect from Live....lmao Anywho, now on to my daily confession... Forgive me Father for I have sinned, a sin that leaves me in a haze. Was I wrong or was I right, will my actions set 343i ablaze? I have last night to much success, ripped the contents of the CEA disc. I do this not for gain but for learning, to quell this hobby enthusiasts' yearning. I care not to distribute or release, the game to the communal beast. I simply what to learn and poke around, to get some insightif insight is to be found. It will help me understand things to pass, Such as the halo 4 circumstance. Where is it going, how is changing, oh the pain of not knowing. Hope you enjoyed that rhyme to my sin. I basically ripped the disc so I can start loading up code to handle and display some basic form of the map structure in CEA, so i can start poking around at how they did things. While not a big deal to me...it may be to some, and theirfore I feel shame.
  22. Congrats to you two for winning. Top notch Halo experts as i expected. Enjoy the titles guys!! You guys are one of the many reasons 343i.org is the great place it is! Cheers!
  23. There is a very good reason why they did not leave bloom adjustments up to custom matches and individuals. Giving the community a control set as advnaced as "bloom", has a wide variety or mechnaics behind it, it isn't just simply adjusting 1 number, and it works. There were a total of 7..maybe more...actual value tweaks that went into it to achieve what they gave us in the playlist. Aloowing us to make those same changes would have required 343 to give the community direct access to a GUI capable of displaying raw tag data. The gametypes themselves are loaded into memory on all consoles when playing a match. Simply being host and making changes like that ina custom game, would rather erwquire you to publish a forge variant and dustribute it to your friends. memory edited game data does not get synced accross clients at all. It is simply a buffer to allow quicker loading and unloading of assets. That is why have dedicated playlists to have this feature. As for physics, that is a completely different ball park. You cannot simply just go into the base engine and nullify physics without breaking the havok portion of the engine code. To adjust the physics and collision detections down to the CE level would have required 343 to take away, or roll back physic and collision assets, which as i said, would have broken the code. This also would have not allowed the variant of Blam! with CEA to communicate properly with all Reach community players. I hope this wasn't too technical or hard to understand.
  24. You quite obviously do not know what bloom is. Bloom in the case tyou are referring to....is simply the reticule expanding and contracting to show you where the shots of a percision weapon land. The true definition of bloom is, the area or distance in which the firing spread of your weapon increases with shots fired in conssession rather than pacing. There is a little vlaue in the weap tag that controls how much time must pass before the firing spread area comes to rest at 0. As you spam the trigger, the area in which shots land increases. This is not controlled or dictated in any way by the little HUD reticule you and many other believe to be controlling the "bloom" you hate so much. Firing spread has been on every weapon in halo. To be more specific about the TU, they used a Megaloscript script to alter 7 weapon value floats in memory to nullify the HUD reticule, and increase increase rate of fire, damage tables, firing spread, error cone, error angles etc.... and the AA attributes. I ike how you fail to post who you are taking those quotes from, and the site. Care to link them for everyone? 18:04 into this video from PAX with the main leads of CEA... they clearly explain that it is the Reach magazine and weapon with tweaks made to it. Here's a link so you can watch it... http://halo.xbox.com...0a-a1f59b5e42f0 In fact if you ever watched any of the videos or read any of the official published work in regards to CEA, you wouldn't be raging about wasting $40 to begin with...which is my main point. Also note that at 34:53 in the same link, you can hear the team answer a bloom question, and they tell you by explanation of what bloom adjusting is, how it works. If your going to properly try to argue me on the technical game egnine standpoints of Blam!, it's best to know your stuff and have links to official actual words out of the developers mouth, before you take me on. Point proven I believe? Oh btw, as a final sedn off...what exactly in your post about "read the lies" was not accurate? everything in that post was actually what happened or hit close to what was actually going on. I cannot see how that "lie" in anyway misled you at all. Care to explain it? Or are you content with being a 5 post troll, got spanked and will now move along?
  25. True. Bungie personally stated that in Reach, they threw in.everything they ever wanted to have in a halo game...and the community as well. But as I could have predicted, the community outraged despite being given what they wanted. Lesson learned. When it comes to Halo, go with your developers gut...not the community.
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