• The Halo Thread V12: The Last Thread Turned Into A Bridge
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[QUOTE=Wickerman123;50595050]Did someone who was colourblind do the grass? I'm colourblind myself so I've learned the hard way that grass can be [I]too[/I] green. It looks way too saturated and tacky.[/QUOTE] This can be due to a number of things. I did a lot of the environment and shader work in the mod. The shaders I initially supplied for A30(Halo) were only tested on the Flawless Cowboy chapter, which was a lot more enclosed and made very good use of blending with the stock maps. Masterz took the textures I had supplied and integrated them with the other parts of the map. They look the way they do now because of lighting changes and post processing settings within the map file. Not that I don't like them, but they needed detail objects, (blades of grass and weeds that actually come out of the ground) that complimented the grass texture. The detail objects are there, but they were left stock, so they don't blend correctly and they don't match. If you look at the new BSP's they aren't as detailed and as thought out as the originals, and it can be hard to pull off convincing terrain in Halo. The wide open fields needed more blending between dirt and grass, not just straight up grass, which I didn't have control over. IMO it still looks decent, it just never got that extra layer of polish. I did a number of iterations on A30, here is a draft of what I wanted it to look like in the end, but I think some of the detail textures I had used as placeholders came from Reach, and the artists didn't have time to replicate them. (some bugs here with the grass still, and the stock sky wouldn't be there obviously) [img]http://s29.postimg.org/s6fx0dw2t/a303.jpg[/img] I would have done it all myself, but I have my own projects in the works so it was hard to balance my time. It takes a long time to get all of this stuff working together correctly, especially when remaking a campaign with new areas. The new parts and old parts have to fit together aesthetically which can be quite a challenge. EDIT: I had a lot of cool screenshots of early stuff in the mod, I'm not at my home computer right now and the links I have appear dead. If anyone is interested, let me know and I'll post some when I get home.
Just finished the first level of SPV3, I haven't had this much fun with a mod or Halo in quite a while. [sp] I don't suppose that Sparrowhawk at the start will be usable later? [/sp]
Nope, Halo 1 does not have autoaim.
I played through Halo on PC only a few weeks ago and it absolutely does have auto aim.
Aim assist (autoaim) and bullet magnetism are different. Aim Assist is when the Crosshair turns red and the camera slightly follows your opponent. Bullet magnetism is when bullets drift slightly towards the player. Plug in your gamepad and see how difficult it is to aim. If you're playing through the campaign then "player_magnetism 0" should absolutely work. It is controlled by the server side in multiplayer though. Hit detection is absolute garbage so not sure why anyone would want to disable it.
Is the music in SPV3 not handled by the options menu? I have music set to 1 but it is still very loud and over powering some dialogue in cutscenes.
[QUOTE=ghost901;50600228]Aim assist (autoaim) and bullet magnetism are different. Aim Assist is when the Crosshair turns red and the camera slightly follows your opponent. Bullet magnetism is when bullets drift slightly towards the player. Plug in your gamepad and see how difficult it is to aim. If you're playing through the campaign then "player_magnetism 0" should absolutely work. It is controlled by the server side in multiplayer though. Hit detection is absolute garbage so not sure why anyone would want to disable it.[/QUOTE] What you're calling bullet magnetism is what I have always heard referred to as auto aim since way back in the 90s when it used to be a common option for shooters. Aim assist is a term that I've only heard in reference to the dragging crosshair effect that as far as I know Halo was the first to do, and has now become a standard feature of any shooter designed with a gamepad in mind. "Bullet magnetism" is a term I've only heard specifically in reference to Halo, and as far as I've always been concerned it's just what Bungie decided to call their auto aim feature.
[QUOTE=Why485;50600460]What you're calling bullet magnetism is what I have always heard referred to as auto aim since way back in the 90s when it used to be a common option for shooters. [B]Aim assist is a term that I've only heard in reference to the dragging crosshair effect[/B] that as far as I know Halo was the first to do, and has now become a standard feature of any shooter designed with a gamepad in mind. "Bullet magnetism" is a term I've only heard specifically in reference to Halo, and as far as I've always been concerned it's just what Bungie decided to call their auto aim feature.[/QUOTE] Gearbox didn't implement that feature into the PC port. Magnetism (which is also referred to as, inside the tags) is still in the game.
[QUOTE=ghost901;50600498]Gearbox didn't implement that feature into the PC port. Magnetism (which is also referred to as in the tags) is still in the game.[/QUOTE] I know. Nobody is talking about aim assist though, all Xubs asked about was auto aim/magnetism.
Since we're talking about Halo 1. I recently went into multiplayer and noticed my ping was in the 12-15ms range, on several servers. How I would of loved had it been like that during that game's prime.
Haha, so in SPV3 I thought the Carbine was bugging out because it kept over heating, it wasn't I was walking next to a recharge station (the big purple thing with the green power core, recharges energy weapons), it confused the hell out of me until I noticed my ammo counter going up. [editline]26th June 2016[/editline] Oh god, the wraiths inside the Truth and Reconciliation can be drive now. Scared the shit out of me, I was in that one arena where there are 2 parked wraith and doors all around, I was looking away from one of them and I started hearing the engine sound, turned around one of the elites had jumped into it.
New weapon models look pretty good in SPV3, glad they went with the Halo 1 Assault Rifle design (and also made the damned thing shoot straight). However I'm not going to lie, other than to drop Brute weapons I don't really understand the point of Brutes in SPV3, though I guess I am biased since I've always thought that Brutes didn't really add much to Halo in general. Also don't like Cortana's model, though I think the original Cortana [I]design[/I] really wasn't too great past Halo 1 in the official games anyway.
All the enemies feel bullet spongy, even on Normal. especially the brutes, I think they take more shots then in Halo 2
SPV3 + Steam controller is quite a bit of fun. Fucking difficult without aim assist. But quite awesome controlling vehicles.
[QUOTE=Tuskin;50601089]All the enemies feel bullet spongy, even on Normal. especially the brutes, I think they take more shots then in Halo 2[/QUOTE] Really? I tried the first level on Legendary and brutes felt like the easiest shit ever since they'd just die to 2 bursts of the BR to the head (one removes the cap and the other instakills them). If anything my problem is the Elites since they have a ton of shields.
the main reason i'm not playing spv3 right now is that halo pc in general is so disorientating. 60fps camera movements with 30fps animations, kill me
[QUOTE=Xubs;50602888]and it'll never be fixed so might as well abandon all hope[/QUOTE] if only they could fix it for PC like they did the MCC.
[QUOTE=343N;50603173]if only they could fix it for PC like they did the MCC.[/QUOTE] Apart from actually getting a MCC-like game on the PC (probably an Arbiter Collection or something), that's something that unfortunately is engine-based and cannot be changed by the modders without direct access to the engine code.
[QUOTE=FlandersNed;50603394]Apart from actually getting a MCC-like game on the PC (probably an Arbiter Collection or something), that's something that unfortunately is engine-based and cannot be changed by the modders without direct access to the engine code.[/QUOTE] As far as I know the reason this happens is that there is no animation interpolation so all animations are locked at whatever framerate they are (not sure if they all run at 30, some may be less or more). Halo 2, I believe, and up added interpolation so that no matter what framerate the game was running at, the game would have smooth animations. At least, I believe Halo 2 and up had interpolation. It could just be that the 60 FPS ports (MCC, Halo Online, Halo 2 Vista) had added interpolation, and the Xbox original/360 versions lacked it entirely, because the target framerate for all console Halo games was 30. I might be wrong about that, but I know for a fact that Halo 3, Reach, and ODST all run at 30 (and Reach at sub 30 a lot of the time :v:) So basically, adding 60 FPS animations to Halo CE would be an extremely difficult task. You would basically have to add frame interpolation to the animation system, and without the source code, would require possibly hundreds of hooked functions and mountains of assembly patches. Not worth it for such a small change.
[QUOTE=343N;50602752]the main reason i'm not playing spv3 right now is that halo pc in general is so disorientating. 60fps camera movements with 30fps animations, kill me[/QUOTE] Weirdly enough, turning on motion blur helped me a bit with that. You could always set the Vsync to 30, that way it is consistent.
After playing a few missions of Halo 2 (and although I haven't reached Gravemind yet) it seems that Halo 2 on heroic is much, much easier than Halo 1 on heroic. That could be because the Xbox original controller is a piece of shit but I'm not sure.
[QUOTE=Tuskin;50604555]Weirdly enough, turning on motion blur helped me a bit with that. You could always set the Vsync to 30, that way it is consistent.[/QUOTE] I'm downloading SPV3 now to see how I cope with it but it is the #1 deterrent to me playing H1 on PC.
[QUOTE=FlandersNed;50607731]After playing a few missions of Halo 2 (and although I haven't reached Gravemind yet) it seems that Halo 2 on heroic is much, much easier than Halo 1 on heroic. That could be because the Xbox original controller is a piece of shit but I'm not sure.[/QUOTE] You won't say the same for Legendary
[QUOTE=SebiWarrior;50609378]You won't say the same for Legendary[/QUOTE] I know how hard Gravemind is on Legendary and I know that Halo 2 is considered the hardest game to beat on legendary, just talking about heroic. On that note, I'm not sure you are supposed to be able to do this, but I managed to bring two marines from 1/4 into Delta Halo all the way to the end of Regret when you kill the prophet. They started out as a latino guy and girl, then when Regret started the latino girl turned into a black guy, and once I reached the first gondola in Regret they had both changed into Sgt. Stacker and Pvt. Chips Dubbo. I can also confirm that Sgt. Stacker can't kill Regret with a rocket launcher, but I am pretty sure you could do it if Sgt. Stacker AND Pvt. Chips Dubbo had rocket launchers (Chips Dubbo had died in the room before, just before a checkpoint, so he wasn't there.)
[QUOTE=FlandersNed;50610176]I know how hard Gravemind is on Legendary and I know that Halo 2 is considered the hardest game to beat on legendary, just talking about heroic. On that note, I'm not sure you are supposed to be able to do this, but I managed to bring two marines from 1/4 into Delta Halo all the way to the end of Regret when you kill the prophet. They started out as a latino guy and girl, then when Regret started the latino girl turned into a black guy, and once I reached the first gondola in Regret they had both changed into Sgt. Stacker and Pvt. Chips Dubbo. I can also confirm that Sgt. Stacker can't kill Regret with a rocket launcher, but I am pretty sure you could do it if Sgt. Stacker AND Pvt. Chips Dubbo had rocket launchers (Chips Dubbo had died in the room before, just before a checkpoint, so he wasn't there.)[/QUOTE] Were they in the level end cutscene? The last time I played The Great Journey, all the Elites were standing behind Johnson and Keyes during the ending.
[QUOTE=chipsnapper2;50610226]Were they in the level end cutscene? The last time I played The Great Journey, all the Elites were standing behind Johnson and Keyes during the ending.[/QUOTE] Stacker wasn't in the end cutscene, but only because he was inside the temple and the cutscene takes place outside the temple. And now for something completely different. [vid]http://halo.bungie.net/images/games/halo/audio/outtakes/scully/halo_boy_band.mp3[/vid] That's Sgt. Johnson, btw.
[QUOTE=343N;50608860]I'm downloading SPV3 now to see how I cope with it but it is the #1 deterrent to me playing H1 on PC.[/QUOTE] The cutscenes(recorded animations) are the ones that bother me. Going from 300+ fps to 30fps is not pretty.
Anyone wanna grind some reqs so we're not empty handed tomorrow for WZFF?
If anyone's interested the Halo Loot Crate is up for sale now. [URL="https://www.lootcrate.com/subscription-crates/halo"]https://www.lootcrate.com/subscription-crates/halo[/URL]
Don't feel like signing up to just see the price. How much is it?
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