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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »coop singal player? can it be done?

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Author Topic: coop singal player? can it be done? (39 messages, Page 1 of 2)
Moderators: Dennis

hell master
Joined: Mar 24, 2009


Posted: Apr 17, 2009 05:30 PM    Msg. 1 of 39       
hey my second post (yay)
although i still need help with other stuff i know how to (but to lazy to fix it now)
but ive been wondering about complete SP on multiplayer as maps. i know about the whole ai dont sync thing but im talking about w/o ai and have the bsp's combined is that remotely posible?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 17, 2009 05:46 PM    Msg. 2 of 39       
It might be, but it'd lag like hell. I'm working on converting each and every BSP from the campaign into a MP map. a10a is up if you're interested.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Apr 17, 2009 06:01 PM    Msg. 3 of 39       
Would lag really bad on older computers and would never go though tool with that many pollies.


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Apr 17, 2009 06:06 PM    Msg. 4 of 39       
Quote: --- Original message by: Gamma927
It might be, but it'd lag like hell. I'm working on converting each and every BSP from the campaign into a MP map. a10a is up if you're interested.
Its lags a little.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 17, 2009 06:27 PM    Msg. 5 of 39       
Quote: --- Original message by: PVT Jenkins
Quote: --- Original message by: Gamma927
It might be, but it'd lag like hell. I'm working on converting each and every BSP from the campaign into a MP map. a10a is up if you're interested.
Its lags a little.


Are you referring to a10a, or the campaign map? If you're referring to the campaign map, then you have not tried it before. Try putting together all the BSPs into one, and try compiling. It won't compile. And if you somehow manage to bypass that, you need a powerful computer to run it at a decent speed.


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Apr 17, 2009 06:29 PM    Msg. 6 of 39       
Ughh I don't understand what your saying?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 17, 2009 06:32 PM    Msg. 7 of 39       
Basically, he wants to put together the entire campaign map into one map, one BSP. A BSP is part of a level. If you delete the scenery, vehicles, weapons, and about everything else off of a map, what's left is the BSP. The campaign used many BSPs, so that it could turn on and off other BSPs. Throughout the campaign, you were only playing on one BSP at a time. Now, if you put them all together, and made it into a multiplayer map, it would never compile because of tagspace limits. If you did manage to compile it, it would lag a lot.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Apr 18, 2009 04:27 AM    Msg. 8 of 39       
Quote: --- Original message by: Newbkiller14
MRHAHAHAHAHAHa


You shall face your doom because Dennis will smash you with the banhammer.

Anyway, like Gamma said, you CAN combine all the campaign level BSPs into one, but it would lag like hell. That's the reason why Bungie separated them into different BSPs :|


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Apr 18, 2009 09:28 AM    Msg. 9 of 39       
You can't really, it would never get though tool.


hell master
Joined: Mar 24, 2009


Posted: Jun 16, 2009 01:28 PM    Msg. 10 of 39       
alright thx guys


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jun 16, 2009 01:49 PM    Msg. 11 of 39       
Quote: --- Original message by: chrisk123999
You can't really, it would never get though tool.

ToolPro


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 16, 2009 01:57 PM    Msg. 12 of 39       
The map will exception when you try to play it. The only thing tool pro is good for is to compile UIs.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Jun 16, 2009 09:37 PM    Msg. 13 of 39       
Quote: coop singal player? can it be done?
No you cannot have a co-op campaign with Halo CE because AI, Device Machines and Animated Scenery do not sync across a lan connection and what you see will be different than what the other players see. Co-Op campaign maps can not be done: Period.


Edited by Dennis on Jun 16, 2009 at 09:38 PM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 16, 2009 09:49 PM    Msg. 14 of 39       
Quote: --- Original message by: Headhunter09
Quote: --- Original message by: chrisk123999
You can't really, it would never get though tool.

ToolPro


It's still way more then toolpro could handle. Each BSP on a10 is about 50,000 polygons.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Jun 16, 2009 10:02 PM    Msg. 15 of 39       
There are 2 uses for ToolPro:

a) Compiling an SP or MP map, opening it up in HEK+, to find the unneeded tags that got referenced in it.

b) UI maps.

If you try to open a SP or MP map made by ToolPro in HCE, it will exception.


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Jun 16, 2009 11:02 PM    Msg. 16 of 39       
How come Halo for Xbox when you play Co-op AI Devices ETC. Sync? Especially playing System Link...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 16, 2009 11:07 PM    Msg. 17 of 39       
They're on the same Xbox. If you could hook up two keyboards for a PC, and have the game allow two players to spawn in a campaign, they would sync, because the AI are local to the host. And since the client machine is the same as the host machine, all the processes will be transferred, because it's transferring it to itself.


Advancebo
Joined: Jan 14, 2008


Posted: Jun 16, 2009 11:20 PM    Msg. 18 of 39       
But then there isnt a co-op option. And you cant connect 2 keyboards and 2 mouses and expect them to work separately. Unless you can do it with 2 controllers.


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Jun 17, 2009 11:15 PM    Msg. 19 of 39       
But, when I was modeling B30 I found one of the trigger volumes and, it said something about Co-op landing point and, then I looked at the starting positions and, it said B30 Co-op profile. Did bungie make a copy of it or, they just re-made it?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 17, 2009 11:26 PM    Msg. 20 of 39       
Gearbox never took out the Co-op spawn stuff from the campaign. That doesn't mean you can use it, though.


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Jun 18, 2009 01:56 AM    Msg. 21 of 39       
Quote: --- Original message by: Gamma927
Gearbox never took out the Co-op spawn stuff from the campaign. That doesn't mean you can use it, though.


Yep, and thats why you can use the command "game_is_coop" or something like that, in fact, you can still find unicode strings of coop if you try to find it.


Advancebo
Joined: Jan 14, 2008


Posted: Jun 18, 2009 02:51 AM    Msg. 22 of 39       
And thats why there are still bitmaps for Coop. Such as a scope mask, the "2" and "sm" size.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Jun 19, 2009 12:35 PM    Msg. 23 of 39       
Quote: --- Original message by: Gamma927
Gearbox never took out the Co-op spawn stuff from the campaign. That doesn't mean you can use it, though.
The co-op tags and references were for the the Xbox which allowed 2 players to play on the same box or more perciesely on the same computer/processor/running program. The PC version can't do that and must connect across a network connection (1 player per process) which doesn't allow for the AI, Device Machines or Animated scenery to sync.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 19, 2009 12:37 PM    Msg. 24 of 39       
Quote: --- Original message by: chrisk123999
Would lag really bad on older computers and would never go though tool with that many pollies.

i find your lack of insight amusing. tool doesnt need to know what the bsp is being used for. if the bsp went through tool, then you can use it for anything.
that being said, if the bsp is already a bsp, theres no reason to put it through tool again.
Quote: --- Original message by: chrisk123999
It's still way more then toolpro could handle. Each BSP on a10 is about 50,000 polygons.

no really, stop. one bsp for the truth and reconciliation is 350,000 triangles. obviously that went through tool just fine.
Edited by Donut on Jun 19, 2009 at 12:40 PM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 19, 2009 02:41 PM    Msg. 25 of 39       
I'm talking pollies, not triangles. It's just a rough average. After about 125,000 triangles your cutting it close. Plus on a multi-player map there is no reason to go above 50,000 triangles.

Just checked, The Truth and Reconciliation only has 17,130 on the outside.
42,017 in the Hanger.
and the other one has 41,888 triangles.
All of these excluding the skybox faces.
Edited by chrisk123999 on Jun 19, 2009 at 02:54 PM


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 19, 2009 05:23 PM    Msg. 26 of 39       
Quote: --- Original message by: chrisk123999

I'm talking pollies, not triangles. It's just a rough average. After about 125,000 triangles your cutting it close. Plus on a multi-player map there is no reason to go above 50,000 triangles.

Just checked, The Truth and Reconciliation only has 17,130 on the outside.
42,017 in the Hanger.
and the other one has 41,888 triangles.
All of these excluding the skybox faces.

are you serious right now? you could push 500,000 with proper portaling. im going to have to give this speech AGAIN.
halo 1 for the the xbox with those models came out in 2001. the big thing about the xbox was that it could support 8 shaders at the same time WITH cubic environment mapping.
we are now half way through 2009. how far have graphics ad processing power progressed since then? i know my computer could support it, and im on a semi decent laptop from 2007.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 19, 2009 05:35 PM    Msg. 27 of 39       
im glad you guys are capable of reading. the map geometry itself would work if portaled correctly. its just the ai that would have a problem. not to mention what dennis said. i would assume you can all read. you all graduated kindergarten... right?


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 19, 2009 09:46 PM    Msg. 28 of 39       
It doesn't matter if your computer could handle it. It's that tool just plain would spit it out. Prove to me that you can structure a 500,000 triangle map.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 20, 2009 01:26 AM    Msg. 29 of 39       
well i tesselated a box until it was at 472392 triangles. it exported to a 144 mb .jms file, and i put it through tool. it would have worked but it was complaining about a triangle error similar to degenerate triangles. it took a while to get to that point though so i stopped running the structure.

tool didnt complain about file size or number of triangles though, and it ran just fine without locking up for about 15 minutes. seems like it will work. if i can get it to go through, ill post some images.


CorruptedHalo
Joined: May 18, 2009


Posted: Jun 20, 2009 04:19 AM    Msg. 30 of 39       
Does AI sync in LAN?


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 20, 2009 10:28 AM    Msg. 31 of 39       
No. The only way it would ever work is you managed to get split screen.


hell master
Joined: Mar 24, 2009


Posted: Jan 21, 2010 03:54 PM    Msg. 32 of 39       
Quote: --- Original message by: Dennis

Quote: coop singal player? can it be done?
No you cannot have a co-op campaign with Halo CE because AI, Device Machines and Animated Scenery do not sync across a lan connection and what you see will be different than what the other players see. Co-Op campaign maps can not be done: Period.


Edited by Dennis on Jun 16, 2009 at 09:38 PM


I know that man.
Did you bother to read my post? :(


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 21, 2010 07:09 PM    Msg. 33 of 39       
Nice bump.
Edited by Gamma927 on Jan 21, 2010 at 07:09 PM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Jan 21, 2010 08:54 PM    Msg. 34 of 39       
If one could transfer the map to an Xbox as a replacement for a10 or something theoretically it should work.


Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Jan 21, 2010 09:01 PM    Msg. 35 of 39       
Try this map "Truth and Recon"...no duplicate bipeds are found when multiple players join. Doesn't sync exactly, but AI are placed after players have joined the game, so it plays very well.

http://hce.halomaps.org/index.cfm?fid=2961

 
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