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Viewing User Profile for: Masters1337
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Joined: Mar 5, 2006 02:46 PM
Last Post: Nov 28, 2018 12:03 AM
Last Visit: Yesterday @ 08:25 AM
Website: reddit.com/r/halospv3
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Your Age: 25
What Games do you play: Halo, Gears of War, Infinity Blade, Nothing else
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Masters1337 has contributed to 5856 posts out of 467785 total posts (1.25%) in 4,666 days (1.26 posts per day).

20 Most recent posts:

go learn fp animation, the community could really use a person proficient in them again.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Nov 11, 2018 11:06 PM (Total replies: 12123)

Quote: --- Original message by: Skidrow925
Quote: --- Original message by: Spartan314
Quote: --- Original message by: Masters1337
Currently, we hope to track individual unique users which is a much better metric, and hopefully how often they go to play too. I want to do more advanced metric tracking, but of course there are the privacy issues related to that and public trust.

So uh, why would you need this information?

obviously so they can sell it


Hey you say it even in jest and people will believe it.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Nov 11, 2018 10:22 PM (Total replies: 12123)

In terms of unique download numbers, it’s just a good metric to have in order to know how big your audience is.

As far as other data we could gain from the player profile and saved core files, we could potentially see what missions people are playing on and for how long, and in certain cases have the player send us their game state so we can resume their mission and determine if a crash is hardware related or an error on our part. I imagine anything beyond the unique user ID (which would be anonymous) we would let people opt into, rather than just acquire. All this stuff is theoretical, but similar data was sent to bungies servers with h2 in order to get metrics on player behaviors in that campaign.

Like I said, there are lots of possibilities but what we can and should or would do is still being discussed and debated.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Nov 11, 2018 07:57 PM (Total replies: 12123)

Quote: --- Original message by: Higuy
You should probably just get your own website at this point. We did that for Lumoria and was super handy not only to simply have all information/media in one place, but also "official" download links and the files themselves hosted on our own servers (besides from Halomaps). Overall, it just looks much more professional that way - considering SPv3 has such a wide reach/playerbase, it would probably be best to do something like that too.

Either way, there isn't really ever a reason to use mediafire. While the service itself isn't really a problem, the website is definitely associated with files that may contain viruses, and to an average user, does not seem secure. Google drive is really a great alternative option IMO and is pretty cheap (like $2) for 100gb/month, if creating/maintaining a website is too expensive.

Lumoria's official website is still up btw - we can always host the alternative CMT version as well once it is complete.
It probably would be good to have a mirror there, our own websites are the wikia and the subreddit. We can’t host on halomaps as the maps are no longer able to pass the requirements here as they are no longer self contained.

Mediafire we previously used just because of the ability to have the downloads recorded, but it’s not really ideal in the long run. Currently, we hope to track individual unique users which is a much better metric, and hopefully how often they go to play too. I want to do more advanced metric tracking, but of course there are the privacy issues related to that and public trust.


Who wants anything from halo 3. Gross!

Halo CE General Discussion » That UUI Update? Nov 7, 2018 08:57 PM (Total replies: 16)

Honestly very few people understand halo’s UI system to an extent they can do things with them. You are at their mercy (as am I) when it comes to this stuff. I wouldn’t bother trying to learn it yourself.

Halo CE General Discussion » That UUI Update? Nov 7, 2018 07:13 AM (Total replies: 16)

You set difficulty first, map name second.

You need a widget to call a script. Just rip the UUI and you should be able to figure it out.

Halo CE General Discussion » That UUI Update? Nov 5, 2018 10:13 AM (Total replies: 16)

It was being developed by Jazz from the SPV3 team and others, but is currently on hold as he finishes up SPV3 work. Some of the stuff he is doing for SPV3's new UI will surely make it into the new UUI as well

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Nov 5, 2018 10:12 AM (Total replies: 12123)

Quote: --- Original message by: Halo CE Noob Modder117

Masters are you taking a shot at me or was there something I misread? My sarcasm, stupidity or whatever you want to call it is targeted at map makers in general. I'm sure I posted this multiple times regarding the need for new UUIs and or tutorials. Now that you mention it, not every content creator has a 3rd party ripping security installer that you have. So good for you I guess.

And now I'm curious... What's with all these viruses people are talking about regarding your installer? My security pinged one of the GTA modder's personal sites with his files and tutorials rigged with coin miners. PC modders seems to be into that stupid bit coin business and can easily create these DLLs, installers and mods just to get into millions of unaware gamers PCs who download their stuff. I wouldn't be surprised if you've gone down this path too, I'm now suspicious. The timing of this is all happening so conveniently and the installer and DLL thing is such an easy way to hide malware and viruses as compared to the simple RAR and MAP file...

I'm on the fence now, I dunno if I should trust you and your followers or the people who despise you (for some reason?? I missed this part) and those pointing the virus finger... Don't get me wrong, you do awesome work but in this day and age its really hard to trust anyone these days. Plus I think I missed this little CMT thing that's been floating around here and abroad lately, care to elaborate?
Edited by Halo CE Noob Modder117 on Nov 5, 2018 at 04:41 AM


I'm not taking shots at anyone, I'm just saying people think they are clever in thinking they can merge the two when in reality they don't understand the two aren't fully compatible. We don't have any sort of security on our maps and everything we do is open source once released. We don't subscribe to the idea of keeping things private (although some things in which we are requested to, we do).


I'm not aware of any legit complaints about viruses or anything of the sort. Some people don't like mediafire, but that's not us and we are hoping to move away from it in the next release. The source code to the installer and launcher is available online for anyone who wants to see what's in it. You can also always open the installer as an archive, and see everything in there.

The installer contains the original unmodified Halo CE installer, a copy of our SPV3 dev environment with all dev content stripped out, compressed maps (.yumi files) and a copy of the open sauce installer.


The reason for the installer is to simplify the install process of CE, as our primary audience is people who don't have CE installed and are primarily console gamers. The reason for the launcher is to provide controller support and easy configuration without the user having to enable settings by command line. It also helps people avoid errors by having other things mixed in their HCE directory, like HAC2 or an incompatible version of Chimera.


You don't need to trust me when I say the launcher is safe and free, the creator of the launchers full name is there in the launcher, if he were to include malware or viruses in it, do you think he'd be including that? Do you think I'd put my reputation on the line and that of our team's work to include malware in a project that attracts tons of computer geeks who would easily figure it out?


That said, windows defender does sometimes block the launcher, as it reads and modifes contents in the Halo CE folder in my games. That is where open sauce and chimera user settings are stored, and its also where the saved game files are stored as well, which is read to determine values set in the game so the continue button knows what difficulty and level should be loaded.

I also believe Norton blocks the installer at some point as well, but thats just it being over protective of unvrified software. But everyone knows Norton is crap.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Nov 5, 2018 12:02 AM (Total replies: 12123)

Multiple times on the subreddit. I am pretty sure we also mentioned it here when someone made a tutorial on how to not use our installer as a way to spite us, as he knew that we use a customized version of OS. As I said, won' be an issue in the future as we will be locking down the maps a bit tighter and they will store their data differently.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Nov 4, 2018 07:38 AM (Total replies: 12123)

Quote: --- Original message by: Idaho
If Firefight really is coming that's some great news, I've always thought we needed to rework some areas of the SPv3 maps to create firefight encounters, I'm glad this will be seeing the light of day...

I know I have not been as regular when it came to writing the terminals in part 2 of SPv3 but I think I've always been a good beta tester, you should contact me if you need some testing...


Feel free to join the discord. https://discord.gg/NuTEPEa


Quote: --- Original message by: Halo CE Noob Modder117
Cool... More maps... Too bad we still have to use the `map_name functions... Looks at you UUI authors...

I mean to be fair, we could all put some effort in ourselves if someone shared how to actually do it so we wouldn't have to rely on the same one or two people doing all the work for everyone.

Unfortunately people still think they are smart in trying to merge SPV3 with the regular CE install. It uses a custom version of Open Sauce that breaks compatibility with older maps and also needs a specific version of Chimera. 3.2 Will have new safeguards to prevent people from merging it with the CE directory, and also stores data differently in a way that will make it incompatible with stock CE.
Edited by Masters1337 on Nov 4, 2018 at 07:40 AM

Halo CE General Discussion » Firefight Descent II - A call for help. Nov 3, 2018 10:20 PM (Total replies: 35)

Quote: --- Original message by: Spartan314
Quote: --- Original message by: Masters1337
a unique expierence every playthrough

above all else this is really nice to hear
I always felt the downfall of firefights was the repetitiveness of the whole thing

The big thing we've done is allowing different gamemodes to have different skulls turn on in different orders, so you can play the standard version of a 10, 40 or 70 round map with the same skulls turning on in a preset order, or have a gamemode that will let them stack in a true random order each time. Then there are the gametypes too where there are conditions for losing different than losing all your lives. A lot of this is still in the planning stages, or partially implemented, but with the script framework we've done and the fact someone on the SPV3 team is a wizard with the UIs, we can basically expand this near limitlessly with little effort and can be easily used to create new firefight maps at a rapid pace.

Once descent is done, I expect each of the 3 variants to take a week each to set up, and a new firefight map could probably be done within a month for all 4 variants. There's a lot of exciting stuff with it and in some ways, I am more excited for it than our 6 new campaign maps. But that may just be me burnt out on campaign.

Halo CE General Discussion » Firefight Descent II - A call for help. Nov 3, 2018 07:40 PM (Total replies: 35)

I guess the memo wasn’t posted here, but pepzee and spiral have joined the SPV3 Dev team and we are developing a series of firefight maps with them. We’ve got some really awesome stuff in the works which will offer a unique expierence every playthrough, with more game modes and options available in it than any other iteration of firefight.

Descent itself may appear as 4 separate maps, with the spartan and elite characters each getting their own “vs covenant” and “vs flood” maps. But we are looking to ship 4 individual play spaces with their 4 variants alongside the next SPV3 update (which will have its own 6 new campaign maps which can be discussed in the SPV3 thread)

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Oct 29, 2018 05:55 AM (Total replies: 12123)

Quote: --- Original message by: Oskarmandude
anyone still have the beautiful face reveal of masterz on hand

Last I checked it was still in your mothers wallet.

In news of an actual update, we have a new patch coming out called SPv3.2. In addition to adding 3 maps we had previously cut, it also includes and revised Lumoria with its own new set of weapons and features. We also will have 3-6 firefight maps included as well, which will have some of the most robust set of features of any firefight mode, official or fanmade. In addition to new content we have a bunch of other fixes and improvements coming, such as much improved visuals thanks to actual time to really give each asset and environment a more extensive pass of polish and a suite of new open sauce post processing addons, such as MXAO and psudo HDR.
Edited by Masters1337 on Oct 29, 2018 at 06:01 AM

Halo CE General Discussion » Air/Ground Unit Hybrid Oct 24, 2018 09:18 AM (Total replies: 23)

This is all really cool, really nice to see someone smart and intelligent show up with new creative methods of doing things.

I would suggest though trying to cut down on some of the conditions to making them switch. You could probably do something a bit more dynamic that requires less setup by tieing it to some ai status conditions. I'd also enable the can walk on walls flag for the ground unit. If you can get these guys to switch while they are moving left and right in the air, the momentum might be able to let them "throw" themselves onto surfaces. I think you'd have to abandon attaching the object and instead have to enter them into the seat of the flying unit, as the unit should maintain it's momentum then.
Edited by Masters1337 on Oct 24, 2018 at 09:21 AM

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Oct 11, 2018 11:04 PM (Total replies: 108)

I just said I wouldn't disable it on PC. I would prefer us to not be on the PC and prefer to have it on a console where we had more control over how people play it. But that's not going to happen and I have no interest in a career in game dev or developing games on console, so as far as building Halo on the PC this is as good as it gets. Just because we have to cater to PC gamers, doesn't mean I necessarily like to. SPV3 has always been for console players first and foremost, PC players second.
Edited by Masters1337 on Oct 11, 2018 at 11:06 PM

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Oct 11, 2018 10:06 PM (Total replies: 108)

Quote: --- Original message by: Spartan314
Again, you don't get to decide what is detrimental to their experience because they decide how it is they want to experience it, regardless of how much you design anything.

I'm not saying there's people that won't enjoy your art for the way you've intended, responses on Reddit are clear proof.
I'm saying that the people that want to enjoy it a different way shouldn't be invalidated.


I mean yeah sure, people can enjoy it any way they want, but most aren't aware what damage they are doing by cranking up the FOV. Maybe in the new launcher we will give people a warning if they crank it up outside of an aspect ratios desired value by to much.

As much as I would like to lock it down, for reasons stated it would not really be possible to do for the PC crowed (as well as disable M&K support but that's a whole other issue). If this were on console I'd def disable both, but sadly it's not.

Quote: --- Original message by: MosesofEgypt
I think Neil is forgetting that the word "Custom" is half of the game's subtitle.


Even so Devin, the point being made is that people often make dumb decisions when they fiddle with things they don't understand. If people went in and made changes to MEK, then complained it crashed or didn't do things right and complained to you, you'd be annoyed too. It's roughly the same thing.
Edited by Masters1337 on Oct 11, 2018 at 10:07 PM

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Oct 8, 2018 01:46 PM (Total replies: 108)

Quote: --- Original message by: Spartan314
Quote: --- Original message by: Masters1337
People change FOV to absurd degrees which messes up more stuff than people realize, and ultimately they will have a less fun expierence playing the game.

lol I'm sorry but you have absolutely zero say in how anybody else defines their "fun"
I see where you're coming from in terms of game development, but everything you've said makes you look incredibly parochial


I don't really care how people have their "fun" What I care about is people enjoy our art the way it was intended, and not altered with absurd FOV changes, reshade, or damage/ai edits or cheats.

People can do what they want with it, but I don't have to like it and I don't have to encourage them to do things which are detrimental to their expierence. Are we ever going to lock out reshade, console, FOV? No, but we certainly aren't going to go out of our way to encourage people to use them and shifting people away from higher than the correct FOV for their aspect ratio is something I'd like to double down on.

If people have a problem with that, they can show themselves out the door and not download or support us. It doesn't bother me in the slightest.

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Oct 7, 2018 09:15 PM (Total replies: 108)

Quote: --- Original message by: MEGA_VKNG

It's a single player game, why do you care how people play it or utilize it?

Removing features and customization like that is a straight up loss and removing options like that makes people not want to play your game or even mod in this case. There's a reason why people like TotalBiscuit (RIP) hunted down options like FOV sliders in games, and it's because PC players find those features important and whether you like that or not doesn't matter because there's people that use it for a multitude of reasons.

Regardless of how much you want people to play your little mod as you designed it and how you intended, people that want to play it their own way and break it are inevitable and you should know this from how people have toyed with Halo campaigns once they're out. Stop trying to control your experience with dumb means like this, it's just stupid and completely ruins player freedom.


Edited by MEGA_VKNG on Oct 7, 2018 at 03:18 PM


I don't really care if people are upset if they lose a feature that dimminishes the expierence of the game. When things are designed to be played a certain way, they should. People change FOV to absurd degrees which messes up more stuff than people realize, and ultimately they will have a less fun expierence playing the game. I rather someone not play SPV3 than play it with some crappy FOV. So that's why I am okay with locking certain things down.

Quote: --- Original message by: Kinnet
Agreed, stuff like not being able to use the classic cheats on spv3 were a big turn off for me


Stuff like that is more of a technical reason than choice. People who know how to use console correctly though can use alternate commands that do the majority of the same things.

Quote: --- Original message by: Kavawuvi

I don't think you understand FOV, either.


I do, most people just don't understand why the FOV is important, especially in a game like halo which is overall pretty slow and the altering of FOV can speed things up such as the perceived acceleration of the projectiles being fired at you. The FOV should always try being as close as it can to what was when the game shipped with the FOV set in mind with 4:3, which is why we have the FOV calculator in the SPV3 launcher. I have seen my share of youtube videos of people playing the game with a higher than intended FOV with a mouse and it completely changes the way they should be interreacting with the ingame elements. Of course we could never remove M&K from the mod but people really shouldn't be playing it with that either, let alone a FOV that stays to far from the calculated FOV from the launcher.



This is of course ignoring the visual problems that can happen at high FOVs, which don't bother me as much as the ones that effect gameplay.

Edited by Masters1337 on Oct 7, 2018 at 09:24 PM

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Oct 7, 2018 12:33 PM (Total replies: 108)

Gears and Tomb Raider have advanced graphics options that work pretty well, just set it between wanting resolution, high fidelity graphics, or framerate.

Most people don't understand FOV and I'd prefer to see the sliders leave the PC games as well. Locking it down for the next version of SPV3 is something I'd really love to do as plenty of idiots go and tinker with it, then end up with a game that doesn't play the way it should.

Regardless, when hitting 60 FPS is the bar you want to hit as a baseline you will have compromises. Gears 4 was so so smart in going for 30 for it's campaign to keep it feeling cinematic and so they could do all the crazy stuff they wanted to do in it.


Time: Wed December 12, 2018 9:53 PM 234 ms.
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