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#1008306 Halo: The Master Chief Collection Discussion

Posted by Oby on 02 February 2018 - 04:35 PM

That seemed to be the case, Vinny. I guess the explanation could be that all of the internal MCC team was repurposed to focus on Halo 5.


Still: experienced internal developers > external developers.


(Which is reason to have some faith in this new effort by 343i imho.)


Also, they seem to be starting in the right end: fix the things that entail refactoring large parts of the code base. Fixes that are simply very difficult to develop, test, and release in an "live" environment. Then, when the core parts of the code are refactored and fairly stable, it would make sense to start working in more isolated and "minor" issues, such as the game-specific issue (think the http://halobugs.com buglist). Hopefully that is also the 343 Legacy Team's plan.

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#993114 Halo: The Master Chief Collection Discussion

Posted by Oby on 26 October 2017 - 02:51 PM

If you play NHE on original Xbox you can download Dman's hacked gametypes for 100 TS



PS: Hacked gametypes exist also for non-NHE versions. Back in the day I had both 100 kill and 255 kill gametypes loaded in via a Action Replay memory card.

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#992271 Halo: The Master Chief Collection Discussion

Posted by Oby on 24 October 2017 - 01:32 AM

Sorry for interrupting this team slayer v. objectives shouting match, but 12 hours ago Frankie made another uplifting comment on reddit. In response to a comment saying that Frankies "what happened"-essay was focused on matchmaking and NAT/networking, and unclear whether also game-specific bugs (e.g. everything on halobugs.com for H1) would be fixed, Frankie wrote the following (emphasis added):

There are known issues (and emergent ones) with Campaign, game saves and more, as I mentioned in the article, all bugs are being looked at, not just network and matchmaking. There are a couple of bugs that are original to the first iteration of the game too, but those will sit in a different spotlight as we work through it. We won't ignore anything, but for obvious reasons we're being cagey about making promises. That said we'll certainly detail the majority of fixes at time of release (and enhancements).


Source: https://www.reddit.c...2myd/?context=3

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#990073 Halo: The Master Chief Collection - Bug/Issue List

Posted by Oby on 18 October 2017 - 12:48 PM

Anything lacking from this list? We should keep it up to date now that 343 is intending on deploying fixes. Although most bugs are well known, good and consise compilations like this one are few and far between.

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#988466 Halo: The Master Chief Collection Discussion

Posted by Oby on 10 October 2017 - 01:20 PM

Ske7chfactor is actually replying to a thread about MCC on reddit today: https://www.reddit.c...gnoring_the_mcc


Although there is not much actual content in his replies, there are some interesting tidbits:


My quest for a final call on MCC is not yet over. I'm fast approaching my one year anniversary at 343 and I feel for the first time an answer is nearly within reach. I still remain committed to providing a definitive answer, one way or the other, so we can all get on with our lives. :)




I'd love to see MCC get some love (and I don't know if it'll ever be possible to fix every single lingering issue and complaint - but I'd love to give it one more shot). But if it's not happening then my goal is to close the door and get one with our lives.




Every time I've tried to say "nothing will ever be done about the game" I've come to find that wasn't necessarily true. Trust me, I'm all for saying that as soon as folks will commit that's the case. Now I'm not so sure that is the case to be honest. I'm not spinning PR talk. I'm closer, I think, to a legitimate answer but still not at liberty to give that answer. There were a flurry of meetings 9 months ago and now, 9 months later, it's been a recurring topic again.

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#952434 Installation 01: A fan-made Halo PC game

Posted by Oby on 23 May 2017 - 03:16 PM

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#930994 Halo 5: Guardians Discussion

Posted by Oby on 30 March 2017 - 01:21 PM

>it has over 400 upvotes


Goddammit, that could've been my karma.


Sorry for your loss.



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#930940 Halo 5: Guardians Discussion

Posted by Oby on 30 March 2017 - 12:10 PM

It hasn't, but if it did, I would imagine it being downvoted to oblivion.


Took the chance of posting it - score of +392 now, with 83% upvotes: https://www.reddit.c...ds_up_the_game/


EDIT: The only thing that is needed is more votes on the comments explaining to the idiots that the increase in map size is not a flaw in the methodology, but another negative consequences of sprint.

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#927381 Installation 01: A fan-made Halo PC game

Posted by Oby on 26 March 2017 - 03:09 PM

New video:


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#850127 Halo Reach Xbox One update out now!

Posted by Oby on 10 October 2016 - 06:06 AM

Data for those interested (compares X1 pre- and post-patch, as well as 360 v X1 post-patch):


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#847328 Halo: The Master Chief Collection Discussion

Posted by Oby on 06 October 2016 - 01:25 PM

On the topic of oddball, Damnation is one of those maps that I bet would have been great for oddball if it wasn't for the quality-of-life issues oddball has in H1. Indeed, a brief analysis of H1 Damnation oddball is a great way to show just how much small things such as oddball physics, default ball placement, and respawn time has on the playability of a map/gametype.


Let's first dissect what is problematic with Damnation Oddball. Although the map may seem like a great oddball map from a pure level design perspective, with its many distinct areas and wide variety of potential strategies, similar to Chill Out and Lockout, small issues make it practically unplayable in a competitive settings.


There are, in my opinion, three minor issues that together causes Damnation Oddball to be unplayable. First, the ball spawn point: in the middle of waterfall. It is very difficult, with the H1 kill times and effective range of the pistol, to grab and get the ball away from waterfall. You basically need to slay the entire enemy team, hope they get the worst possible spawn (bottom green?), and have great timing on the pickup. Failing that, the ball will go out of bounds. This leads to the second point, namely that the ball respawn time for the ball is way too long in H1. Don't remember how how long, but easily 30 seconds. The entire game thus stalls as soon as the ball falls off waterfall (which happens often). "Play ball" tactics, which are a calculated gamble in e.g. H2 Lockout due to the quick ball respawn instead become 30 second timeouts. Third, the ball physics makes the ball bounce wildly when hit by a grenade. This will often cause the ball to go out of bounds even if it is possible to get it away from waterfall, and then you are back to square one.


Oddball Damnation would have played out completely different if these three things were different. Imagine the following: First, the ball is put in a more neutral position, where it is still open, but easier to move the ball into cover (in front of shotguns, perhaps?). Second, if the ball physics were H2 style, the ball wouldn't go out of bounds randomly as often as it does today. Third, a H2-style ball respawn time would make "play ball" tactics require much better time and have higher risk/reward factor than the "30 second timeout" effect present in H1 oddball today. Taken together, this could potentially have made H1 Oddball Damnation awesome. Indeed, the "Reverse Tag" gametype MLG used for damnation, which is kind of "oddball without a ball", gives us some indication that it could work.

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#846513 Halo 1: Play in 480p - Lagless

Posted by Oby on 05 October 2016 - 12:24 PM

The Avermedia tested there is a different one. Avermedia produces a many different capture cards. Advertising is fluff, tests is what matters. And you should only buy products that have been tested by neutral parties with proper testing equipment.


The MIMO article above, with follow-up gives you some capture cards and screens to choose from. Another good, reputable source for screens is displaylag.com (to find the relative difference/delay compared to a CRT you need to subtract at least 8ms from the numbers given there).



To put the input lag numbers in perspective, btw, I just saw that displaylag has put up a new test page measuring the input lag of video games, i.e. the lag between a player action and the action on screen. In other words, how long do different games need to process the input and deliver the result as a new frame?


Halo: MCC (H1 and H2) is almost the fastest game with a ~85ms input lag (in reality about 75ms when you subtract the input lag of the screen). This puts some perspective on the claim that adding 1ms (less than a frame) delay has game-breaking effects.

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#846179 Halo: The Master Chief Collection Discussion

Posted by Oby on 04 October 2016 - 02:09 PM

I think we should also be more precise as to what we are comparing.


Is it individual skill? If so, I think it is quite easy to argue that H1 was more skillful than H2 or H3 (or any later Halo game).


Is it about which game is most difficult to master in team play? What team size (2on2/4on4)? And what game modes? Here I feel people are often comparing apples to oranges, implicitly measuring H1 2on2 slayer against H2 4on4 MLG style (slayer+obj). I think that is a bit like comparing apples and oranges.


In my view, Halo 1 does FFA, 1on1, and 2on2 Team Slayer better than H2. However, when it comes to MLG style 4on4 gameplay, I think Halo 2 surpasses Halo 1. Most H1 maps were not well adapted to 4on4 objective play, and the spawn system does not shine like it does in 2on2. There are also a few of quality-of-life problems with H1 objective games, such as the missing game clock and weird oddball physics. H2 excelled by putting an emphasis on 4on4 teamplay, with a good pool of maps - also for objective play - and, due to more player, teams, and tournaments, a much more well-developed metagame.

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#846170 Halo 1: Play in 480p - Lagless

Posted by Oby on 04 October 2016 - 01:57 PM

Agreed. If you are testing back-to-back with LCD/CRT, you will probably need to rely on the anecdotal evidence of how players fell, rather than the result.


I guess a scientific test could perhaps have been construed if HDMI and composite signal delay devices exists. Then one could add delay to some CRT and LCD setup and double-blind test whether people actually react to the delay, or if its all just prejudice.

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#846099 Halo 1: Play in 480p - Lagless

Posted by Oby on 04 October 2016 - 10:27 AM

@sunt_man: I think your assertion that Smashers say "CRT or bust" does not fit well with the facts.
Firstly, the convincing technical proof that the delay for an Component -> HDMI conversion induces less lag than many CRT screens. There is thus no difference in lag that can be scientifically measured. Any perceived difference must therefore come from elswhere, e.g. that players fell more at home with interlaced images.
Secondly, LCD monitors was even seriously considered for Evo tournaments as far back as in 2014. However, it was dropped due to risk of random blackouts (not lag) with the Avermedia LGP. Whether LCD setups have been used at Evo 2015 and 2016 I don't know. But the point is that the very top smashers in 2014 actually approved of the LCD setups.
The smashers you are talking to must then be either (a) not as good as they claim, or (b) of a particularly superstitious kind...
tl;dr: There is a foolproof option, and that is to use an Elgato/Avermedia and do component->HDMI conversion, then connecting to a lagless monitor. Those who claim that this is more laggy than an LCD refuse to accept scientific evidence. (Bonus: this setup will also make you able to stream & record.)

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