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Ling Ling

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Everything posted by Ling Ling

  1. Yeah, upon waking up, I realized I misread some of what you said, along with just being really unclear. No, I simply meant to say that if a library changes from 1.0 GB to 900 MB, that shouldn't strictly equate to 900 MB in bandwidth for the enduser. I'm only a software hobbyist/amateur, so if there's something I'm not getting, please enlighten me. Well, specifically, Halo uses a tag system to manage data. The tag system isn't open source, its just freely available for non-commercial use in content creation under its own EULA. Both Halo PC and Halo 2 Vista have publicly available editing kits, along with documentation by Bungie. What I can accomplish by altering maps by editing meta, I can also do by simply recompiling the entire maps with the kits. I'm not really sure what you're getting at with your explanation of what a binary is/the difference between core functionality vs cache/data files. I was just giving an example of a bandwidth conscience patch. Sorry for being unclear.
  2. That's barely even a patch, its reinstalling the game with the added convenience of not having to download your existing files. Unless you are replacing the entire 1.0 GB library with an entirely new 900 MB library with absolutely no shared code, the download shouldn't be 900 MB. If I'm modding a Halo 2 map, and change the battle rifle so it shoots rockets instead of BR projs, I'm NOT going to force users of my mod to download the modded 200,000 KB cache file for such a small change. I'm going to use SPPF to look at the original copy of the map and the modded copy, then generate an appropriate delta patch about 2 KB in size. I'll then distribute that 2KB patch to all my users, who can then patch their maps to play my mod at their leisure. Unless they're dealing with encryption, I don't see why binary deltas aren't used more.
  3. I'm genuinely curious as well. They're either straight up shipping whole new executables/files/SECRET CONTENT every update, or they have the worst method of delta patching in existence. Just for some perspective, Halo: Combat Evolved for PC takes up 1.4 GB in totality. Maps, weapons, AI, engines, textures, everything.
  4. Marty, Jason, and Joseph Staten address that exact issue in their Halo CE commentary. https://youtu.be/D-Z6ReuY6eA?t=27m5s
  5. I've developed my opinions on the double shot and the general philosophy behind button glitches in Halo games precisely from my experiences with H2V and Cartographer. Any mods used to allow a player to gain an advantage over others are banned from the project. This includes double-shot macros as well. While anti-cheat has yet to be developed, the project has a fairly robust banning system that is very difficult to bypass. Therefore, the evidence the staff uses to ban cheaters is usually made up of game captures of a certain player doing something impossible. Thankfully, the majority of cheaters are short-sighted individuals who get their 15 minutes of fame by flying around the map with a perfect aimbot, and they get mopped up nicely shortly afterword. Subtlety, however, is not something we can currently account for. Usually, speedhacks/rapidfire are easy to see, and most aimbots for H2V are pretty unsophisticated, compared to the silent aim mods in stuff like CSGO. However, there are a few people in our community who can legitimately doubleshot with some consistency and even pull off the occasional quad. And that's where we get into uncomfortable, murky, gray area. Sure, if some guy just shot 20 quads in a row, he's probably cheating. But where's the line, exactly? How could anyone ever know if I put a double-shot macro on a mouse button and only use it when necessary? Ideally, we could automatically stop a lot of hacking just by watching certain parts of the game's memory, and that's what most triple A game developers do. Its scale-able and fast, unlike the situation we currently have where one of a handful of staff just watches video evidence and determines what to do from there. However, macros exist outside this model as well. Or any model, for that matter. Maybe the anti-cheat will catch someone with a quiet aimbot that couldn't be detected by video evidence. Great. Maybe the video evidence catches something the anti-cheat missed, or maybe something that would be invisible to anti-cheat, like super obvious macro abuse. Wonderful. But a macro that's used or designed with even the slightest modicum of intelligence is impossible to detect by people and anti-cheat alike. WHY would you WANT to put that in your game? Sure, the project can deal with it since a poorly received 10 year old port of a 13 year old game that has a modest population with a very modest competitive scene doesn't need a massive amount of policing. Yet the most popular part of the H2V forums are the report and appeal sections, and I shudder to imagine how painful it'll be for a game that's popular, new, or even worse, competitive, to deal with that stuff.
  6. It depends, which is why I wish people would quit suggesting "gib quadshot" on games that will be on PC without any thought as to how its implemented. CE's BLB is fine since the risk/skill aspect of it is aiming the grenade away from you...even a successfully executed BLB has consequences. BLB isn't hard to physically perform or time. Macros are pointless. The only consequence the doubleshot has is the reload if you fail. If you have a consistent way to not fail the execution, and the effect is a nearly straight upgrade from firing regularly, expect macros. If the "skill" of your game mechanic can be overridden by having additional hardware or virtual hardware, you've failed to make a secure sandbox.
  7. Yes, it would still be a mod. SPV3, for example, uses surprisingly little original CE content, and it also uses OpenSauce, which injects the Halo Editing Kit and Halo executable with new features. It is still using the blam! engine, however, which is owned by Microsoft. To get the right to make/sell a game with the blam! engine, you need to get a license from Microsoft, similar to what Stubbs the Zombie and the Shadowrun Prototype did. In the case of fangames written in other engines, but still using Halo assets, those are also not allowed to be monetized.
  8. Indeed, I liked the Falcon, it matches the other in-universe human vehicles by having multiple seats and requiring cooperation, which contrasts the Covenant typically having more solo oriented vehicles. If Banshee nukes were nerfed in terms of damaging infantry, and were made more suited for anti-vehicle measures, that would be awesome.
  9. Paper mache armor and PP+ Plasma Grenade loadouts already brought about the dark age of BTB, we don't need it to continue. As SMARTAN has already pointed out, vehicles can already be countered off spawn. Light vehicles can be flipped with nades, boarding is nearly impossible for vehicle operators to counter once done, and the greatest counter to vehicles is simply not engaging them. On maps that aren't shit, there should be always be large areas throughout the map that are infantry exclusive to promote diverse and interesting gameplay. Headlong, for example, had the towers so that in the case of one team securing most or all of the power vehicles, counterplay would still be possible. Harvest from Halo 4 had platforms and hallways that connected the whole map, and only allowed infantry. Spire had lots of nooks and crannies, Boneyard had interior structures. Most maps made in Halo games after Halo 3 seemed to at least be somewhat cautious about creating the next Blood Gulch (except when they literally recreate Blood Gulch), and I think having truly awful maps alongside having the strongest vehicles in the series probably spawned that design principle. Bad maps still get created, yes, but... What I think I'm really trying get at is that having good map design is critical for a good BTB experience, and maybe some people don't fully realize that. While Arena/MLG/4v4/whatever has had nearly a decade of standards and stigma that clearly dictates good design from bad, BTB has much less built upon it. Yeah, certain vehicles will still need rebalancing, but no amount of "rebalancing" can help map creators who vomit out every exotic vehicle in the game so that their map can be the next big "Heavies" map or design/remake maps with barely any spacial separation between vehicles and infantry.
  10. It doesn't matter where he's from, its just evident that he isn't interested in having a legitimate discussion. You can click here to access the "reiku78" menu. I think you've already mentally "blocked" any ideas that don't fit in your worldview, so literally blocking people would be a little superfluous.
  11. Twitter banter aside, I can't imagine Tom French being any worse than what we've already had. Even if he holds similar views to Quinn, I think his ability to execute ideas competently, the fact that he's relatively open-minded and talks to the community, and the fact that he has yet to make a total ass of himself are going to work in his and our favor.
  12. I like how the guy who made the video went through all the effort of comparing every sound, animation, ect. but used CEA sounds instead of normal CE sounds.
  13. It wouldn't be very good design to have your P2W mode mixed together with in a nonofficial customs environment. Farming and the concept of REQ cards insure that. If anything I'd want to know why we can't use Warzone maps in other modes. I don't know if they ever said anything about why Warzone can't be in customs, but some have doubts about their statements on using "the cloud", whether by the AI's apparently subpar performance in WZ or because "the cloud" is a meaningless buzz word since most of the game takes place on dedi's anyway. https://www.halowaypoint.com/en-us/forums/6e35355aecdf4fd0acdaee3cc4156fd4/topics/confirmation-of-cloud-usage/8cdfff9f-4779-479e-80c1-e4907b92df7f/posts?page=1
  14. Welcome to Team Beyond Dat1Jumbo!
  15. Welcome to Team Beyond!
  16. Looks like the Xbone has finally been exploited?
  17. http://store.steampowered.com/app/459220 MINIMUM OS: Windows 7 SP1 64-bit or higher MY WALLET IS READY
  18. Really confused right now. I assume you guys talking are talking about Project Contingency, the upcoming fangame built in Unreal? Project "Cartographer" is a mod for Halo 2 Vista that allows you to play online and bypass the horrific DRM (button glitches included and encouraged, btw). I don't know how the population compares to MCC, but its still quite significant, and there's plenty of options for competitive. I also don't think you're referring to Project Cartographer, a different fan game maybe being built by some guy. I don't know if it'll be the "future" of the Halo + Halo 2 scene, but I look forward to the day that consistent Xbox emulation becomes a reality.
  19. How do smokes effect aim-assist though? Its not a concern in CS cause M/KB, but on console Halo titles, our old equivalent to smokes, camo, is often used more for its ability to skew aim-assist, and, typically, depending on the iteration of Halo we're talking about, less for its ability to be sneaky. If smokes don't have the ability to skew aim assist, you might end up with that horrible situation in Halo 4 where people shot each other across Solace based on whether or not their reticle was red and sort of defeats the purpose of a smoke grenade. If it does deflect aim assist, then that leads to a whole butch of other questions. Is bullet magnetism preserved? By the same amount? How wide is the aim assist cancelling radius? Wide enough to lead to confrontations where players are able and forced to engage each other without or with reduced magnetism? How long does each grenade last? How does it decay, and how does it effect aim assist? Essentially, how does it work mechanically? How you answer those questions will have a dramatic effect on a how a theoretical smoke grenade is used in the Halo sandbox, which you sort of have to theoretically answer before you can even theoretically test their merit. Theoretically. Personally, I'd love a new grenade type that actually mattered (rip pulse nades) AND didn't have a terrible design, I just think a smoke grenade in Halo would be...clunky, if not implemented perfectly.
  20. Please don't forget that 343 is Microsoft, all artificial branding aside. Any decision not made by Microsoft must also be OK'd by Microsoft, from the game going gold to the post-release strategy (or lack thereof). They're just as complicit as 343 is in the whole debacle, if not more, and regardless of how much you think 343 cares about the game being playable, I can promise you that Microsoft cares much less.
  21. Hey, I undertake a lot of tasks. Whether or not I ever actually finish them is another story. Did you find a way to make static weapons with tag changes or external scripting?
  22. I'm glad to hear split-screen is coming back. Unless Halo on PC explodes in popularity in an unprecedented way, I don't think it'll matter too much. Yeah, you can have really good players on PC, but as long as they remain a minority, standardized tournaments will use controllers and if they use controllers, people who are interested in the money will continue to practice with controllers. Oh, and the PC version actually has to be competitively viable and up to normal PC standards out of the box*. That seems redundant to say, but there's never actually been a Halo PC game where that's actually happened. Like, not even close to happening. *box is metaphorical for the game going gold since physical distribution is dead on PC and it makes me crai evrtime.
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