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Twinreaper has contributed to 355 posts out of 469290 total posts
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By past Halo games you mean CE and Halo 2 Vista. The latter was a flop. If CE had been able to be expanded to the level of say... Halo Reach or Halo 4 in terms of content rendering and scripting we would never need another Halo PC game, as we would just eventually find ways to rip the content and plant it into CE like we have done these past years trying desperately to recreate Halo 3 to 4. And your really gonna tell me that you wouldn't rather have CE's server hosting over whatever it is we are going to get with MCC?
So if we are given modding tools for something like Halo 4 or Halo Reach, the engine itself would be more than capable of supporting and adding future content easily. From what I see in the Slipspace engine, the lighting is the only thing that really improved over Halo 4 and 5 besides the god awful clipping and rendering distances.
Edited by Twinreaper on Mar 24, 2019 at 08:50 PM
I have to formally side with DeadHamster on this one. They clearly state that Security/Stability is their primary focus and that development tools "are options they are looking at". Nothing about that statement indicates it will happen.
As said before, Microsoft ultimately does not want mod tools to end up in our hands. From a logistic and financial standpoint, what would Microsoft gain from allowing a full unlocked HEK to be released with MCC? It hurts their franchise and in the end, would render any future Halo PC useless, as you would quite literally give the "best" of the community, a way to introduce future content right inside of MCC. This would make the profit of future titles very slim. Indeed it would please the community, but it would also hurt it as well.
Halo and HEK are and can be, a double edged sword for the PC Community. Microsoft also has a proven track record or retconning anything that doesn't fit their agenda. Whether it's backpedaling on another developers promise or their own internal studio.
Masters, you guys are in the Philly area? When is it taking place, I may drop by...
Well since the MCC version of Halo 2 is a modified version of the Vista port, I highly doubt there would be any major changes to the map structure or the tools. At best, we would get the full HEK without 99% of the function branches being nulled out before compilation.
As far as content creation goes in regards to Hamsters comment... don't see your logic or point? To actually state that there are no content creators in the CE or H2V community who could create good content for the other engine variations is just pressumption. I've been squeezing in quality content into H2V for the better part of 10 years...and the one thing that stops half my maps is the engines inability to handle larger poly count objects and extreme detail.
I would kill to have an HEK for Reach. In fact, Reach is really the only item in the MCC that I even want. Y'all can keep CE, 2, 3 and 4...give me Reach!
Join us over at the Project Cartographer Discord or at Halo2.online for help and general guidance.
There are no homebrew/softmods for Xbox One, hence no luck finding H2A models.
If you cant find Ambience in our H2MT tool page over at halo2.online, then drop by our Discord and ill send over the tools in a pm.
You guys are idiots. There is no difference in the sounds or quality between H2V and H2X. If you want sounds, find a copy of Ambience and rip them from Xbox version. Formats dont matter at all since you can compile sound tags through CE Tool or use the rips directly for whatever you want.
Sound ripping has been around for what? 12 years now? Next time do a little more than 2 seconds searching the web.
For help with H2V, go onto Cartographer's Discord. We can help you from there.
Head over to h2pc.org Grab the latest Cartographer H2Launcher and follow the directions on the site. You'll be playing H2 in no time at all!
Actually no one owns or hold any copyright on the HEK download file. Every Copyright or Trademark from 1978 to present is available through the Library of Congress. Their databes is extensive. There is no registered or held copyright for the HEK. Microsoft owns copyrights on all Halo products that they actually registered. The HEK is NOT one of them actually. The only PC game copyright held by them is for 2001, the Xbox cd-rom kit. V1.0.
Now you can argue that Halo as a whole is owned by Microsoft, but by law, each new Halo product has to be copyright regestered, hence why if you look through the Congress database, you will see virtually every game, book, digital media, etc.... EXCEPT the HEK package.
I'm not taking sides just listinb information that has an actual legal backing and documented proof rather than just silly blocks of quotes with more blah blah blah and no links.
Under all Halo game titles, the type of copyright is "Computer file". Only because the originating creation medium is the computer.
There are two copyrights for Halo for PC. One listed as 2001 which is Halo Combat Evolved for Xbox, obviously....
And here is the one for HCE PC. After that, no copyright for an HEK can be found anywhere within the United States official Copyright Office or Library of Congress.
Windows 10 is your problem. There is severe incompatability with Windows 10 and ANYTHING that needs/uses DX9. Switch back to Windows 7 and all will be fixed.
And no, as of yet there is no fix for this. You can see for yourself in debug with Sapien, that DX calls are causing the issue. Neither the community nor Microsoft have any fix for this. Those running Sapien or H2V fine in Windows 10 are in the extreme lucky minority. Mine worked fine till updates got installed, uninstalled some apps and or installed new ones...then everything went downhill.
Actually this thread does the raise the question about where Microsoft actually stands on the issue, and the most recent 1.10 update provided by Bungie.
Technically, Bungie employees got paid (made profit) by altering and distributing the patch to begin with. Since Bungie is no longer a contracted developer, this in itself is a violation. Since proof cannot be provided that Bungie obtained proper usage and or clearance to do so, it is a logical assumption that either Microsoft looked the other way, or because ligigation with another developer and it's backer (Activision), likely provides a larger degree of difficulty than some basement pleb.
As for you Dennis, I'm not picking on you or saying that your wrong, but if we are going to throw around phrases like "it's been litigated", then let's see some links for the case files which should be public record.
As for you Sparky, I can't say I blame you for posing the question. But you also need to remember that you CHOSE to dedicate the time you put into the game. If in hind sight you wish you hadn't, then that is simply a poor life choice you have to live with.
All the conjecture, laughing, trolling and the like aside, this is a 15+ year old game. Even, EVEN IF you could obtain a go ahead to sell work for the game, how much are you really likely to make? You can't write it off on taxes, there is no real market for it, and with all the free content available, I cannot believe that people are "holding out" the good stuff cause they are not getting paid. Just my 5 cents....
The only thing I see that could compensate you for your work, is selling standalone assets and marketing them use in various media catagories. Like, selling a rigged biped model created by hand using the same naming conventions for bones and markers. This would allow you to make money for custom hand created items without Halo likeness, and allow the purchaser to use it in various games.
Also keep in mind that despite a EULS, Microsoft has no rights, usage or otherwise legal route when it comes to already copyrighted material being put into Halo. Microsoft does not assume ownership and copyright of Bugs Bunny, just because someone put him into Halo.
The same goes for work you produce that is original. If you file a copyright or trademark, it is yours no matter where it used. Also, anything not protected falls under public domain. Material cannot be owned or rights assumed without specifically being applied for.
Such is the case with H2A. Blow me away is copyright owned by Breaking Benjamin Music and WB. Microsoft had to redo the music originally supplied from them because they could not obtain a usage for it. They didn't have or gain ownership simply because they had it in a game already.
The same is true for "tags". Tags as defined by the Bungie owned copyright, describes tags as being a fundamental catagories in which to simplify contents and resource access. Microsoft does not own a copyright for "tags", only the stock visual and audible material contained within the tag.
That makes sense. Im gonna remove both sphere rooms and see about cutting down on a lot of extra geometry that isnt part of the main level bounds. Thanks for the help Kirby, I'll let you know how it goes.
As in having to many sides on a sphere? Cause I did add spherical base tunnels. Iirc, I set the sphere at 92 sides so it would be ultra smooth and round lol
Thanx Flanky! I'll link you tomorrow night. PC is off and it is past my bed time. Mom is telling at me...
Not sure if this is even a thing in CE, but my searching the forum yielded no results, as well as many exausting Google searches.
In a nut shell I'm trying to diagnose errors in H2V by looking into it's CE counterpart. For the most part, errors with compiling are similar and usually you can figure out how to fix things up. The error I am getting is this...
### ERROR plane builder unable to converge<br>03.25.17 17:00:01.503 ### ERROR bsp is too deep (increase MAXIMUM_BSP3D_DEPTH)<br>03.25.17 17:00:01.676 ### ERROR structure import pipeline failed for scenarios\multi\beaver\beaver<br> </HTML>
Has anyone had a similar error in CE when compiling a bsp? If so, could you please pass on any information you have. Thanks!
You won't find info here. Head over to it's home at halo2vista.com to find news and info.
Since no one can ever simply answer a question around here without run-around bullcrap, I'll be quick and precise. You can make mp maps and most mp content, but you cannot modify sp content nor can you extract it.
H2PC's HEK was severly lobatomized forcing a LOT of possible custom content impossible. The team I used to co-lead did a lot of work to restore lost functionality and opened up a lot of new content that works without 3rd party, or game breaking modifications to the mainmenu map file.
To date, here is a quick list of what you can make that works...
collision models (manually by hand using a base coll)
physics models (manually by hand using a base phmo)
render models (convert ce to h2)
limited sp maps (players dont sync)
lots of others.....im sleepy
Surfice to say that the methods are not easy but do yield good results. As for the aformentioned better mods with CE......not really. I can invoke the post process of shaders and lighting without an OS equivilant, I can script anything in CE in H2, the poly and map limits are higher. The only difference is that the animation raw, campaign tags and coll/phmo compiling are not present in the game. So, if you like multiplayer only and don't care about campaign, go check out h2pc.org to learn more about what you can do and learn how to do it.
Edited by Twinreaper on Jan 28, 2017 at 07:18 PM
Edited by Twinreaper on Jan 28, 2017 at 07:20 PM
Edited by Twinreaper on Jan 28, 2017 at 07:22 PM