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Everything posted by Twinreaper
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Nope just me...lol. I got money on Azaxx posting next. Or quite possibly Payne...
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Poll added on 11/29/11 Halo 2 Remastered for 12th Halo Anniversary
Twinreaper replied to Arbiter's topic in Halo 2 + Anniversary
First, sorry if I cam off the wrong way...not my intention. But yes and no, to answer your question. It could be done, but it is likely to hit a large amount obstacles that would require a lot of studio time to do so. To put it a better way, lets look at how they ported over Halo 2 to the PC. Now because most of the base code the compiler spit out, almost everything was already able to be formatted easily to be compatable with PC specs, dll's, graphic drivers etc. It took 2 seperate companies nearly 3 years just to port over assets from an Xbox exclusive source base, and yet all we got has a little higher resolution due to the Vista OS using a DirectX10 overlay as it's starting point. If they were to redo the game from scratch and include all new shader systems, rendering processes, etc...it would likely take even a resource the size of 343i roughly 3+ years to do...and that is not including the netcode work to give us a truly original MM gameplay base that would equate to the one we got in Halo2. So yeah, it's a yes and no. is it possible, yes. Is it likely or money friendly to do it...no. -
Poll added on 11/29/11 Halo 2 Remastered for 12th Halo Anniversary
Twinreaper replied to Arbiter's topic in Halo 2 + Anniversary
The factor of whether it should or shouldnt can vary greatly. Like I stated long ago CE was remastered to mark a milestone in a franchises history. CE wasnt remade because fana wanted it or because they wanted to bring it up to speed with current gen. It was made as an achievment for reaching ten years,.and to.give new players to the franchise a glimpse of what was and what is to.come. -
Poll added on 11/29/11 Halo 2 Remastered for 12th Halo Anniversary
Twinreaper replied to Arbiter's topic in Halo 2 + Anniversary
What about CEA did you not understand? CEA had two different instances of the game running side by side for campaign. One running on the Sabre 3d engine, which only outputted the graphical changes, and the standard base Blam! engine of CE for the physics/game handling. A good representation of this, is how the geometry changes in the modes, but the collision remains the same. Again remember, it was nessessary to run the Sabre 3d engine along side the original, because the sabre 3d engine was the closest out of studio engine that could run and work with the Reach Blam! engine thru Megaloscript and side loading code. At no point did they remaster anything and attempt to put it into the original engine. The nice shiny new shaders and models you see are running solo on the Sabre engine. It would have cost far too much money and time to develop a new iteration or Blam that would both be completely compatable with CE and Reach's version of Blam. Alone reconstructing a network model to handle the original MM would have taken 3 years. This was specifically stated in an interview with O'Connor before CEA's release, and it was as well one of the determining factors in why CEA HAD to use the Reach style MM system and graphics overlay. Now you may be getting confused with my rant before this one, but I was showcasing more how it would need to be done, or how it wouldn't be able to be done for a PC remastered port. -
Everyone needs to remember one thing, killcams or theatre mode is useless for showing mistakes almost 75% of the time. Everyones particular theatre mode film and killcam will vary based upon your network strength. Everyone does not sync nor do they receive packet data at the same time, leaving every instance you view, quite different from someone else's That's not to say it doesn't help, because it does. It just doesn't help to the degree that most players think it does. That being said, even with slightly varying films and cams, it gives you a very close approximation to the event or events that caused you or your teams downfall. Killcams are a welcome addition. And your right Killerdude, we don't see MLG guys making those mistakes, instead we see them using lame ass flag juggles and power weapon whoring almost 100% of the time during normal matches. Most MLG guys can't even have a nice clean BR or DMR fight without throwing grenades or secondary items into the mix. At least that's my expereince in playing with them. I'll take the good old days of head to head BR battles anytime...and win!
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Poll added on 11/29/11 Halo 2 Remastered for 12th Halo Anniversary
Twinreaper replied to Arbiter's topic in Halo 2 + Anniversary
Anti-cheat being built in is not feesable. There are far too many environmental variables in processes and sub processes to completely 100% filter out cheaters from basic players running another program at the same time. Games use memory, and said memory isn't always locked for exclusive block access and thus creates an issue for anti-cheat. memory addresses change based on when you are playing, what map you play, and what resources need to be loaded into memory. Trust me when I say, you would not want locked memory addresses for games that require the engine to decompress data to a raw form and store them in memory. A single map alone would float roughly 1.5 gigs of memory alone, not including the resource or mainmenu map files. Most commonly you would end up using a dedicated locked 4gig worth block....which in most cases would leave roughly either nothing or maybe 2 gig of memory left for the OS and secondary processes to run on. Most common systems found in homes even today, would not be able to handle it. Aside from that, wanting HD is a big one. They would have to redo the graphics post process part of the engine as well as recompile the textures all over again and with tweaks to give them more oooomph. And even if they did up the resolution and quality of the textures, which by my count last time i completely decompiled Halo 2, left a nice folder of 3.16 gigs worth of basic 512x512 bitmaps, you would also have to upgrade the render models. And this is where it gets tricky. Not only would you have to redo the graphics post process to handle hi-re textures, but you now have to redo the render drawing of the directX inputs of the engine. Then recompile the new models and hope and pray to god that the newer updated version of DirectX you wrote in, can handle to amount of added geometry you need to really make it HD in a true form. Bottom line, non of this will happen or is at least, very likely to happen. Your best bet is to just play Halo 2 PC and enjoy all the modified goodness me and the H2MT (the only halo 2 guys currently modding anything) pump out for you to consume. -
It could be something tied to Waypoint. it reminds me of the codes you entered from the terminals to access stuff. Perhaps they are sending out the emails at random, and if one who is lucky enough to get one, uncovers all the sysmbols in order, they can enter them on waypoint and score something?
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Actually, that is false and there is no sure fire way to fix or redo it to not slow down the 360 load times. The 360 is "like" a computer, but it does not operate like one. For this particular instance, you are referring to a computer using RAM, to store recently viewed or used items in operating memory, which take low priority and do not get stored as dedicated memory areas. The xbox 360 dumps all memory and temporary data every so often, especially after matches or when switching maps. The 360 does not have enough available RAM to keep buffered data locked so it can be accessed quickly. This is why even when you play a map like Powerhouse (125mb), then play a smaller one like Swordbase (115mb, then switch back to Powerhouse, it still takes the same amount of time to load it. Even though only 125mb was used to load Powerhouse, this was in it's compiled, compressed form. In reality, a single multiplayer map takes up to as much 1 gig of ram or more to load it uncompressed. Remember, not all the tag data the game needs is inside that one single map, it must also uncompress and load resources from the mainmenu.map file as well as the shared.map file. That being said, you stated that 50-100 maps was not enough, but now you wanna complain that after having 300 you need a better way to sort it out? Heres an idea genius, WATCH WHAT YOU DOWNLOAD AND MANAGE YOUR MAP SPACE BETTER! No amount of organized UI's will help you, if you keep downloading maps, forget what you have, or have maps that you dont need. Sure it would be nice to browse large collections of maps, but how many of those maps that you had did you "actually" use often? I'm guessing maybe around 20-30 maybe different ones a week. Anything above that, and you would either have to be not working, not going to school, etc... to get that much play time. The point I am trying to make with wall of text and rambling is this: Due to hardware restrictions there is no likely way to slow down the constant lag your system will expereince once it reaches a certain amount of maps in the list. Map lists are not just simple text that can be loaded. each map is quickly scanned and the system gathers it's name, date, etc.. from the actual map save file.
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New sig is totally sick! Insignia is an Art god!!!
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Pro Gaming Team House to Feature Halo 4?
Twinreaper replied to Justin -BOSS NASTi- Silva's topic in Halo 4
Make a living? Mind showing some numbers for income earned versus income spent to properly convey the "make a living" statement? Not trying to be a ****, but you cannot make a living off of it. At some point you need a real 24/7 job with real income. I'm only saying this because I am sure there are tons of people reading this, thinking that what they literally read is the truth, and it can happen to them. In a way, this is misleading... -
First off, they don't just shut them down because of low traffic. The decision to shut down a server comes from not wanting to fragment the community over 3 different Halo titles. Halo 2 was shutdown because Reach was coming, and because halo 2 had been ported over to PC, opening the doors for self hosted servers. If and when Halo 3 gets shutdown, you'll know ahead of time, and it will be for a good reason...not just because they want to. All games move on evolve and the same can be said for dedicated server support. It is only natural that Halo 3 comes down at some point in time.
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Almost everything in this thread gave me cancer as well...so thanks for that. Most of what you guys want, but don't really need, cannot be done, or not done easily. The game is finished...there will be no additions or updates to it so making these threads is pointless. Instead of doing so, may I suggest you take in what you have already seen, and instead plan on how to use the features to the best they can so you can get a jump start on creating content? ***NOTE*** Just because I tell you these things are not feasible or easy to do, does not mean that they didn't do it, and we just haven't seen it yet. certain things, yes, I can tell you...but not all.
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Ty Luke. But just correct one thing about #6, I meant to say is "One of the most popular and still to date most populated PC games ever produced by both Gearbox, as the developer and Microsoft as the Producer."
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I nominate Chootem.as well. We old family men.stick together
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Programmers of the Forum Tell Me What I'm Doing Wrong
Twinreaper replied to SuperIntendant's topic in General Discussion
Biggest question I have is.... Is this for fun or school? If it's for fun, then Java can be a fun side project to create stuff with. if it's for school, go more mainstream and use something that isn't complete crap..lol -
Now... I dont normally play COD but...
Twinreaper replied to Fail Master's topic in General Discussion
I find that using "Slight of Hand" is one of the most usefull perks as well as the one where your aim is steadier from hip firing. A lot of people run around dropping all sorts of useless perks like running longer, under barrel attachments etc.... Nothing is more usefull than reloading fast and steadying aim. I am pretty darn good at CoD MW3 but have only played Blops for the Zombies. -
Programmers of the Forum Tell Me What I'm Doing Wrong
Twinreaper replied to SuperIntendant's topic in General Discussion
While the players may be defined in a seperate class, when it comes to this class, it doesn't know which player is which...from what i can tell. When I look at the code, I see the color being defined as "player"...no matter which color it is, it gets defined as player..no seperation between player instances. Then again, it's been about 5 years since I touched anything Java.....now if it was a C# or Lua question...... -
Programmers of the Forum Tell Me What I'm Doing Wrong
Twinreaper replied to SuperIntendant's topic in General Discussion
I am concerned about your player code. Player should never be defined by just "player" for both. You should be breaking it down to player1 and player 2 style naming. Otherwise the game will think both players are the same player. If your just making a player vs pc style game, then you should name the second player AI or something like that. As for the returning true part, I can't see why it would. You seem to have clearly defined the return flag to be false for touch towards the end. There must be something else that is overriding it somewhere. Do you have another set of variables inside another code block that may have a renegade section of "if" variables? Edit real quick here, I just noticed something odd. It looks like the section of code listed as player=0...it looks like the equal sign is a bit stretched compared to a standard one. Almost as if you have 2 equal symbols before the 0. this may cause an exception with any player references since the game cannot localize the specific code that is not right. As far as I can recall.....the game will nullify all code past the point of where the code cannot be read correctly...which means this particular instance is completely missing any false declarations and only reading the true one. -
Reach's Hazop helmet was always my fav, and I still sue it and still have it on my avatar. Can someone post up a good pic of the Hazop from H4...I am interested to see how much it changed...
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Every single response is completely false and inacurrate. Leave it to me to explain these things... 1. Microsoft wants to keep it's proprietary and 1st party titles exclusive to the Xbox to keep it's hardware exclusive consoles selling. 2. By supporting multi platform releases, Microsoft in effect would kill it's hardware division, and only grow it's OS division....as we all know, Microsoft likes to capitalize on keeping things separate... 3. Modding on the PC is no different, nor is it any easier to achieve. map encryption and key pair securities do not change simply because a title is on a different platform...only the formats in which the compiler spews out is different. Modding is not a reason that is and never was used in the past to explain why a title was not released on the PC. 4. Halo was a Mac game first before it was even aquird by Microsoft to stave off the impending bankruptcy of Bungie. Halo was always intended to be a PC type game. 5. There is no contract between 343i and Microsoft. 343i are all direct employees of Microsoft, and 343i is the division name given to the specific group that now develops Halo. 343i is not a separate industry developer, it is an internal team of Microsoft's. 6. Halo 1 is still one of the most played and most populated PC titles ever released by Microsoft.
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Also communication ws not difficult. The only "difficulty", was the lapse of time between sending the message and recieving a reply. In the Dyson sphere, Halsey got a reply after a few minutes, on Earth, in real time, the message took roughly what, 7 days if I remember correctly?
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I'm gonna be the party pooper and say that it should be left as magnum only. Look, if we could choose different weapons based on what we have at the time of grabbing the flag, it would make for a pretty unbalanced time. Any weapon that you have could in theory be used one handed...like the Rocket launcher. You only need one hand to steady it on your shoulder, or even the spartan laser for that matter. Giving the Flag carrier only a magnum to defend himself with, makes perfect sense since they have taken away the juggling and and made the carrier faster. This gives teams a better chance to get the carrier, and forces the teams to use mroe active comms and teamwork to keep the carrier safe. Soemthing that is often overlooked in CTF these days.
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I think you guys are looking past one of the main reasons that can easily explain away all this. Flag juggling and flag bouncing via explosions was a very annoying thing that we dealt with in Halo 2 thru Reach. Nothing is more annoying than killing someone just after he drops the flag on purpose, and an explosion bounces the flag a bazillion miles towards the base. Couple juggling and all that, and you have fail. Another reason is to force the teams to actually work as a team. How many times in the past, was is easy for a team to compound the base with vehicles while the enemy escaped? Then just when you get thru a tele or whatever, the flag carrier drops the flag turns and swords you. The point is, making the flag carrier forcably carry it at all times, makes it more important for teams to actively cover and work together more...not just random let me slip inside and if I get to juggle it or pull weapons I will be fine. I think these changes will be for the best, but again we will have to wait and see.