The Halo Thread V12: The Last Thread Turned Into A Bridge
5,001 replies, posted
I actually have not played through Halo 1 yet, so that is one of the reasons I have not had that problem.
[QUOTE=Highwind017;49951446]The only issue i had with the MCC (single player wise) at the first days was the game completely skipping a level in Combat Evolved.[/QUOTE]
Same thing happened to me, it kind of worked out though. It made me skip The Library on Legendary and even gave me the achievement for it.
[QUOTE=Fat White Lump;49951746]Same thing happened to me, it kind of worked out though. It made me skip The Library on Legendary and even gave me the achievement for it.[/QUOTE]
Maybe it was a feature then. No one needs to go through that :v:
For anyone who wants to keep an eye on Anvil development and progress, here are a few handy links:
[quote]
[url]https://anvilonline.net/[/url] - Currently hosts a prototype client
[url]https://github.com/AnvilOnline/AnvilClient/tree/feature/development[/url] - Anvil development branch
[url]https://github.com/ElDewrito/ElDorito/tree/web-renderer[/url] - Not technically Anvil, but a LOT of this stuff will wind up being part of Anvil, also this stuff will be coming in the upcoming ElDewrito 0.5.1 update
[/quote]
Because I had falsely believed that the ED Web Renderer stuff wasn't unveiled yet, I had refrained from discussing it. The Web Renderer for ElDewrito replaces the current, outdated custom_menu.exe, so the web stuff is rendered entirely in the game window. No need for convoluted, unprofessional looking external exe files - this looks just as native as the actual game menus themselves. As a result of this change, we will be moving away from the launcher, and it will be deprecated. It will still work for changing game settings, but it's use is strongly discouraged.
Because of the way this system is setup, you will be able to pop the settings menu up at any time, to change settings around, all within the comfort of the game itself, and without interrupting gameplay. We have hooked the function that disables and enables input, too, so opening overlayed windows such as settings or the server browser in-game will not cause you to perform unintended inputs when doing things such as typing in a text field. These menus will also fully support gamepads, so any users, like myself, who like to plug their computer up to their television to play ElDewrito with a gamepad will not have a problem opening the menu and changing their settings.
The server browser will also now have accurate ping, due to a Javascript binding to the game's native ping function. Previously, we estimated ping via a wildly inefficient Javascript hack. Now, the game itself is performing the ping, and just returning the value to the server browser's Javascript code. This will be great for anyone who plays ElDewrito and prioritizes a good connection.
We will also be replacing the inefficient and insecure Lua medals system with more secure Javascript bindings. Previously, medal packs could run Lua code essentially unrestricted, and the medal system wouldn't even notice if the Lua was doing something it shouldn't (like deleting important files in your Windows directory for example). Now, medal packs are very safe to share, because the only thing a medal pack is is a bunch of OGG Vorbis sound files, image files, and a single JSON file outlining which sound to play and image to display when a medal event is fired. This also fixes the bug where you would receive a Last Man Standing medal whenever anyone was the Last Man Standing.
This is insane! Yeasterday we could play MCC without any issues! And suddenly, for no reason whatsoever, it has stopped working again.
[B]EDIT:[/B] oh my fucking god i'm an fucking idiot. All we had to do was restart the game a few times.
The halomaps community is a mess.
Though it does have the advantage of not being a spambot infested shithole like many other old Halo: CE forums.
[QUOTE=overwatch pvt;49951941]Maybe it was a feature then. No one needs to go through that :v:[/QUOTE]
Sometimes I wonder if I'm the only person who enjoyed Library, it and Guilty spark are my favorite levels in the game, mostly because flood was much more fun to fight against than elites.
[QUOTE=HL_Tentacle;49960136]Sometimes I wonder if I'm the only person who enjoyed Library, it and Guilty spark are my favorite levels in the game, mostly because flood was much more fun to fight against than elites.[/QUOTE]
We're an accepting and tolerant community here. It's okay to admit that you're secretly a masochist.
[QUOTE=HL_Tentacle;49960136]Sometimes I wonder if I'm the only person who enjoyed Library, it and Guilty spark are my favorite levels in the game, mostly because flood was much more fun to fight against than elites.[/QUOTE]
Oh I fucking love guilty Spark. The amount of atmosphere that level has for a game at the time is just amazing. But Library, at least in my opinion, doesn't have what makes Guilty Spark so awesome. It loses all the scariness and suspense, and just turns it into a repetitive zombie shooting gallery in a bunch of dull rooms. I like fighting the Flood, but half of what makes their levels so awesome is the vibes they give.
[QUOTE=ihatecompvir;49956493]
[url]https://anvilonline.net/[/url] - Currently hosts a prototype client
[url]https://github.com/AnvilOnline/Anvil...re/development[/url] - Anvil development branch
[url]https://github.com/ElDewrito/ElDorito/tree/web-renderer[/url] - Not technically Anvil, but a LOT of this stuff will wind up being part of Anvil, also this stuff will be coming in the upcoming ElDewrito 0.5.1 update.[/QUOTE]
I'm using version 12.1.0.0 of the latest build and it crashes upon launching the game.
Is there any other runtimes required for this?
Not really asking for a fix since it's a prototype. I'm just wondering.
I liked 343 guilty spark for the ambience and reveal, the library was cool because the amount of flood you had to fight felt like an impressive amount given it was an xbox game, but the repetition got to me.
In fact that's my biggest gripe with CE, some missions literally copy paste the same rooms and then later on you even get to backtrack through them. (i'm looking at you AotCR indoor areas)
I've been posting about this in the programming section, but here's something Halo-related I've been working on.
I got absolutely fed up with the fact that the only decent way you could edit models for the game was through 3DS max, due to the importing/exporting toolsets only being available as MaxScripts. So, I decided to take a stab at porting them to Python for Blender, and it's actually going places.
[thumb]https://pbs.twimg.com/media/Cd4BqloWoAEuk_J.jpg:large[/thumb][thumb]https://pbs.twimg.com/media/CdzqfLmWwAAjntf.jpg:large[/thumb]
Do you mean like importing/exporting directly to the game's file formats? Also, nice work
[QUOTE=ElectricSquid;49962647]Do you mean like importing/exporting directly to the game's file formats? Also, nice work[/QUOTE]
The importer imports .gbxmodel tags directly, yes. For exporting, I believe models get exported to a .JMS format, which get fed into the HEK program Tool.exe, which then compiles them back into a .gbxmodel. It's such a weird system, yet it fascinates me.
[QUOTE=Fulsam;49962836]The importer imports .gbxmodel tags directly, yes. For exporting, I believe models get exported to a .JMS format, which get fed into the HEK program Tool.exe, which then compiles them back into a .gbxmodel. It's such a weird system, yet it fascinates me.[/QUOTE]
The system wasn't really designed to export back into 3ds max. Any errors in the geometry can be found by importing the .wrl tool spits out.
Since I was only did BSP modeling I sticked to max 2008 to use the official blitzkrieg exporter bungie/gearbox made. Plus I didn't see much advantage in using 3ds max 2009 since the official exporter didn't work.
Would of been nice if I had the opportunity to finish up some of that work.
[QUOTE=ghost901;49963127]The system wasn't really designed to export back into 3ds max. Any errors in the geometry can be found by importing the .wrl tool spits out.
Since I was only did BSP modeling I sticked to max 2008 to use the official blitzkrieg exporter bungie/gearbox made. Plus I didn't see much advantage in using 3ds max 2009 since the official exporter didn't work.
Would of been nice if I had the opportunity to finish up some of that work.[/QUOTE]
Are you TheGhost from modacity? I've probably said this already but thank you so much for your tools, they helped me out tremendously with my csgo project and with learning how to do mapping stuff in general. I couldn't have done any of the stuff I've done so far without your model importer
Unfortunately, I'm not "TheGhost". He may still lurk from time to time in modacity, since he owns it.
Just picked up a sealed Halo 3: ODST special edition with the ODST controller. :excited:
Also bidding on a Halo 2 promo pin, it says "Coming November 9, Reserve Your Copy Today"...
I have a really bad habit of collecting stuff.
[t]http://orig01.deviantart.net/7ead/f/2016/079/1/c/halo_x_division_by_goldenstalion-d9vrjom.png[/t]
If only...
[I]Just Dustin Echoes[/I]
[QUOTE=overwatch pvt;49967019][I]Just Dustin Echoes[/I][/QUOTE]
Well, go back for him!
[QUOTE=ElectricSquid;49966802]ODST x The Division[/QUOTE]
After reading the Reddit thread on this, I'm astounded by how many people disliked ODST. I thought it was wonderfully executed; a beautiful score from Marty, interesting locales, firefight mode, full Halo 3 multiplayer experience on disc 2, and expanding on the ODSTs that were so intriguing in Halo 2.
I do remember the Halo 3: Recon controversy and the packaging of it as a full game for $60/£60/€60, perhaps that has something to do with it?
I wasn't as appreciative of the score when it first came out, but nostalgia and a legitimate enjoyment of jazz mean that I like it a lot more now. But yeah, I'm surprised people don't remember it more fondly.
I can see a few reasons. For one, flipping to an ODST team as a random footnote in the series' narrative after the relatively tight main trilogy as Master Chief probably disgruntled a few, and the heavier emphasis on exploration for progression along with a less bombastic series of events during these segments (although quickly returning to the Halo everyone knows proper when you do the flashbacks) probably felt off too. I know one major complaint of the time is that if you get injured past the shields the whole screen turns into an obnoxious red around the edges that lasts way too long and was just intolerable for some reviewers of the time.
But nowadays I see ODST praised like a unique little godsend, with the only criticism being that the ODSTs play too much like Master Chief (ironically). Instead I see more criticism heaped onto Reach for being darker, grittier and unnecessary, among other things like being the birth of the then-gamemode-based, stoic loadout system that would bleed into 4 as its more CoD-style set up.
I suffer from rose-tinted glasses a [B]lot[/B] when it comes to Halo, but I do share in some of the criticisms of Reach. Namely the AI squad-mates, loadouts (despite them being incredibly useful for custom games and forge), armour abilities and the difference between playable Elites from previous games (despite Invasion being very enjoyable to play).
Overall, I enjoyed Reach mainly for it's custom games and forge, whilst enjoying previous entries mainly for campaign and co-op.
I never disliked loadouts. People complained that they were too much like CoD, but I didn't see the problem with them when most of the time they were just used for minor variations in spawn gear.
Personally think ODST is still one of Bungie's best moments campaign wise. Everything just feels right in that game.
It's the best one to play in coop imo.
[QUOTE=ElectricSquid;49967708]I never disliked loadouts. People complained that they were too much like CoD, but I didn't see the problem with them when most of the time they were just used for minor variations in spawn gear.[/QUOTE]
They were more like classes in Battlefield then loudouts in Call of Duty
Just nabbed a Halo 3 limited edition 360 from '07 with RROD failure. Going to transplant my Super Elite's innards (including swapping the 250GB hard drive into the Halo 3 casing).
I promise to post pics.
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