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Everything posted by stunt_man

  1. I was having a lot of trouble finding Samsung CRT's when searching by model #. When you search, try this format: "samsung #" where # = screensize. I went from thinking Samsung CRT's were an endangered species to being overwhelmed with results. It's all in the search.
  2. Halo PC can run on a toaster lol what are you specs
  3. I wish the main menu hack that was used in Halo 1.5 had made it into Halo 1 Final. That way we'd have all the maps. By the way, for the few people that are daring enough to try and play new maps seriously, I've got some new ones in the works. Insidi0us has been working on updating Hotbox and Redshift as well, and they play better than the originals. It's unfortunate that many players refuse to play on the new maps, because of a perceived lack of depth, especially because the lack of depth is directly due to the fact that they aren't played -_- They're better-tailored for 2v2 than 99% of the custom maps that the Halo PC community has put out, and a few of them can certainly hold a candle to the original maps (mainly the ones included in Halo 1 Final, but the outliers are slowly growing on me as well - Doubletake comes to mind).
  4. Nice clips in there man. Keep em coming :P Should be noted this is also all controller gameplay on Halo PC, mostly against mouse players.
  5. There was a streaming station set up last year, I think people were talking about improving it for this year.
  6. These are questions for the Xbox modding channel in the Discord, those guys might know what to do. The wireframe idea is a good one, but it's a devmode cheat and I don't think it can be enabled/disabled using a map script.
  7. This would impact performance. Ex: when the host suffers a frame drop, the off-host boxes also suffer the same drop. This is much more apparent when a 2-box is hosting, but it also occurs when a 1-box is hosting (think Xlink). That being said, it's theoretically 100% possible to script in even fancier stuff like flythroughs of the maps, and call in a sequence of scripts at the beginning of a match that cycles through the camera tracks.
  8. Let me add to this and say that it's great to have in-depth explanations of the new maps. I think the main reason they aren't played quite as much as the vanilla maps is that there's this impression that the new maps don't have the same level of depth. Understandable, but the perceived lack of depth is not due to poor map design, but rather because there's less information about them. So every video that shows map tricks, including nade tricks and player spawn stuff, is encouraging. Exhibit, Imminent, Downrush & Decidia play very well, and I hope people start exploring and finding new tricks on these maps and share them with other players.
  9. Yeah keep 'em coming, good stuff @@Missingno
  10. UPDATE 06/07/2016: Believe it or not the Halo 1.5 PC project is coming to a close and I will be releasing all the map ports as well as the server configuration files to the public. Within the next few weeks, we will be putting together a promotional video which will include some snazzy flythroughs of the new maps as well as some in-game footage. This is not to be confused with the Halo PC Final project (ex: Xbox versions of the default maps), which is also coming to a close but will be released after the Halo 1.5 map ports. We are accepting capture gameplay footage from all members of this group. Here are the minimum requirements for submissions: Clips recorded must be from gameplay that takes place in one of the Good Maps Ya Fucks servers. Footage must be recorded in 1920x1080 and maintain a minimum of 30 FPS (video will be capped at 30 FPS). FOV must be between 90-105. Use the HAC2 console command "fov #" Controller & Mouse/keyboard footage will be accepted. Your control scheme will be identified in the final video with a small message in the bottom corner of the screen. NO config.txt file modifications. No DART. Turn it off if you want to get in the video. Gameplay should be recorded on the new maps. They include Crossway, Madhouse, Exhibit, Redshift, Hotbox, Decidia, Levee, Downrush, Doubletake, Imminent, Outbound, Zerohour & Uplift. Yes I know some of these aren't in the mapcycle yet, but they soon will be Gameplay clips should NOT use Youtube-level compression. Upload your files to dropbox or something. We will not be accepting streaming links unless the clip can be downloaded and isn't too lossy. If you have clips that are recorded on the Xbox versions of default maps, hold onto them! We'll be doing the same deal when we promote the Halo PC Final project's release. Here are some guidelines that will improve your chances of making the final cut: All settings on HIGH. Controller gameplay. No laggy/warpy/questionable network-related situations. HAC2's Custom Chat ON. Your in-game name will be displayed alongside your control scheme at the bottom of the clip. This will be handled during editing. PM your submissions to me directly (in Discord), and ask your questions in the #halo_pc_general channel (or in this thread).
  11. @@Bravo @@Sal1ent I can send you the stock CE maps with their original Xbox geometry if you're interested. They're in PC format, which is what I assume MCC is using. Examples of differences include the bases in Battle Creek, invisible walls/holes in Derelict, trench in Hang 'Em High, just to name a few. Just tell me where to send these suckers.
  12. Cool idea. We looked into getting the actual button prompts back in, but it seems that it would be wayyyyy more trouble than it's worth, and it may not even have worked out.
  13. Good that's what I was going to recommend. Thought about it. Thing is, you'll need at least one 2-box since you can only have 4 boxes in system link. And even if you can get a 2-box, you're either going to need one dedicated guy to host up and start matches even though he won't be playing, or you'll end up with the hostbox on the same network as one of the player-boxes, so there would still be a significant advantage there, albeit the discrepancy won't be quite as bad as normal XLink onhost/offhost.
  14. Well of course ideally it would be cool if both boxes could have host-like performance, but that's out of the question. I wouldn't list "one team can't get great performance anymore" as a con, really. I played 3 series on it this weekend and it felt great. I kind of like the shot lead required, and I have peace of mind knowing that the other team has to shoot the same way. Out of curiosity, were you guys using a router, switch or hub at Devilman's?
  15. Can confirm NHE is solid. I love the feeling of on-host shooting, but the fact that there's an even playing field just makes the games so much tighter. Really, really recommend the use of NHE for anyone that hosts LANs, even in its beta version. I lanned all afternoon yesterday, lots of close games. Seems to me performance is more stable too - in traditional host/off-host matches, the off-host boxes suffer the frame drops of the host box. Since the host is now single-screen and generally looking at a wall, frame-drops are much less-frequent from what I can tell.
  16. See Cujjer's response in regards to RAM/Network, but I don't think it's possible to overclock the CPU. If it were possible, though, that's likely where you'd see the biggest performance increase.
  17. There is a private discussion for the development of NHE that as far I know will remain private. Technical information will be published on the update page at halo1final.com
  18. From my small amount of time with it it felt pretty good. I need to play more to be able to tell for sure whether or not it's better than normal off-host. I'm thinking "yes" because the off-host box isn't going to suffer the same framerate drops as the on-host box, with NHE.
  19. Exactly. Any map design-related issues can be fixed. And I'm not sure I'd put Oddball physics down as a main reason that objective gametypes aren't played. It's more of a minor gripe. The biggest issues I think are the player spawning system and the maps.
  20. You've mentioned this before I believe. Is there anything comes to mind besides auto-flag-pickup and the fact that players can drive with the flag? Theoretically both these problems can be addressed on the PC version via server scripts.
  21. The biggest problem with CE is its accessibility. Once you get people to play 2v2 slayer, they understand why it's got so much replay value. That's not to say that some maps specifically-tailored for 4v4 wouldn't be more than welcome.
  22. I also don't consider video games to be art in the slightest, at least in terms of multiplayer. Function trumps form here and I don't think that subjectivity when evaluating a piece of art should be used in the context of trying to measure a game's competitive merit.
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