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Wednesday, November 02, 2011 9:19:50 PM
Huh?

 Gold Corporal
Credits: 68
Posts: 44
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Won't Terminals/Skulls affect the core CE coding?
So it's been a while since I visited here again, and it would be pleasurable to know your opinions on the effects that the new terminals and skulls will have upon the 'Original' engine. More specifically, the Old graphics layer that you can switch back to.
For example, if one were to locate a terminal or skull in Halo: Anniversary, how would it appear on the 'legacy' (old) graphics layer? It is most probable that the skulls and terminals will be completely invisible in the old graphics but still tangible (as in it would still say: Hold X to read terminal). If so, won't it effect the engine/coding of the original game, which 343i has promised not to alter? I mean, it would be like adding a new gun to the campaign (which will change the campaign experience), if you can pick up skulls and read terminals that didn't exist back then, right?
But the point is, will the addition of these new elements in the Campaign prove that it is possible to change the campaign experience seamlessly? that is a pretty cool trick. or maybe I'm coming from the wrong perspective here, maybe the skulls will just be Walk-over elements, like checkpoints, loading, e.t.c.
Agree/Disagree? Thoughts and theories? Fire away.
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Thursday, November 03, 2011 6:59:01 AM
Local


 Onyx Lieutenant
Credits: 1674
Posts: 1534
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Re: Won't Terminals/Skulls affect the core CE coding?
1.) It's a game, anything is possible. I remember at the end of Metro 2033, they place you in a small square room with a smaller square in the middle. Making it so that you run around in a circle not knowing what to do, but if you turn around, the room is no longer a square room at all, it is now a hallway. So, if game developers can do this, I'm guessing game developers can take away the "Hold X to view" when you come onto a terminal. And they might have made the terminals out of original structure pieces that were in CE. Such as a structural beam being transformed into a terminal, so that they don't add anything. But I see where you're getting at.
2.) I don't think you can pick up the skulls. I think it's like Reach, where you can active or deactivate them, but there not actually in the campaign, just the menu.
3.) And I think this will be a seamless campaign. Both game engines are running at the same time, all the time. So everything has to match up, or so the game developers lead me to believe.
 Humans strive to be happy. Are you striving? Or are you letting your life slip away?
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Thursday, November 03, 2011 8:39:31 AM
edge
  
 Onyx Brigadier
Credits: 5702
Posts: 4199
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Re: Won't Terminals/Skulls affect the core CE coding?
no, if you switch back to the original CE, everything will be true to the classic, terminals & skulls can only be seen in the new engine.
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Thursday, November 03, 2011 3:01:25 PM
Green

 Onyx Corporal
Credits: 97
Posts: 56
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Re: Won't Terminals/Skulls affect the core CE coding?
Local said: 1.) It's a game, anything is possible. I remember at the end of Metro 2033, they place you in a small square room with a smaller square in the middle. Making it so that you run around in a circle not knowing what to do, but if you turn around, the room is no longer a square room at all, it is now a hallway. So, if game developers can do this, I'm guessing game developers can take away the "Hold X to view" when you come onto a terminal. And they might have made the terminals out of original structure pieces that were in CE. Such as a structural beam being transformed into a terminal, so that they don't add anything. But I see where you're getting at.
2.) I don't think you can pick up the skulls. I think it's like Reach, where you can active or deactivate them, but there not actually in the campaign, just the menu.
3.) And I think this will be a seamless campaign. Both game engines are running at the same time, all the time. So everything has to match up, or so the game developers lead me to believe.
No it has been confirmed that they are find to use like H3.
------------------------------------------------------------------------------------------------------------------------ I am Green. Wait am I?
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Thursday, November 03, 2011 3:44:03 PM
Sadistic

 Bronze Lieutenant
Credits: 1336
Posts: 739
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Re: Won't Terminals/Skulls affect the core CE coding?
Green said:Local said: 1.) It's a game, anything is possible. I remember at the end of Metro 2033, they place you in a small square room with a smaller square in the middle. Making it so that you run around in a circle not knowing what to do, but if you turn around, the room is no longer a square room at all, it is now a hallway. So, if game developers can do this, I'm guessing game developers can take away the "Hold X to view" when you come onto a terminal. And they might have made the terminals out of original structure pieces that were in CE. Such as a structural beam being transformed into a terminal, so that they don't add anything. But I see where you're getting at.
2.) I don't think you can pick up the skulls. I think it's like Reach, where you can active or deactivate them, but there not actually in the campaign, just the menu.
3.) And I think this will be a seamless campaign. Both game engines are running at the same time, all the time. So everything has to match up, or so the game developers lead me to believe.
No it has been confirmed that they are find to use like H3. If this is true, you've made me really happy. I loved finding skulls.
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Thursday, November 03, 2011 11:08:13 PM
Local


 Onyx Lieutenant
Credits: 1674
Posts: 1534
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Re: Won't Terminals/Skulls affect the core CE coding?
Yeah, I like how H2 and H3 made you find the skulls. Made it interesting.
 Humans strive to be happy. Are you striving? Or are you letting your life slip away?
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Friday, November 04, 2011 6:30:45 PM
Huh?

 Gold Corporal
Credits: 68
Posts: 44
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Re: Won't Terminals/Skulls affect the core CE coding?
Well, I guess that clarifies a few things I guess. Thanks Local.
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Friday, November 04, 2011 10:19:07 PM
Durandal
 Onyx Sergeant
Credits: 216
Posts: 118
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Re: Won't Terminals/Skulls affect the core CE coding?
Local said: 1.) It's a game, anything is possible. I remember at the end of Metro 2033, they place you in a small square room with a smaller square in the middle. Making it so that you run around in a circle not knowing what to do, but if you turn around, the room is no longer a square room at all, it is now a hallway. So, if game developers can do this, I'm guessing game developers can take away the "Hold X to view" when you come onto a terminal. And they might have made the terminals out of original structure pieces that were in CE. Such as a structural beam being transformed into a terminal, so that they don't add anything. But I see where you're getting at.
2.) I don't think you can pick up the skulls. I think it's like Reach, where you can active or deactivate them, but there not actually in the campaign, just the menu.
3.) And I think this will be a seamless campaign. Both game engines are running at the same time, all the time. So everything has to match up, or so the game developers lead me to believe.
Hmm... your first point made me remember of a Marathon Durandal map, called 5D Space, where you could enter a part of the map, like a square, but there was another space inside of the first square, a larger one. If they could do that in 1996, i'm sure they can modify how Terminals/Skulls can be seen in a different Graphic Engine. All Skulls, New and Old, will have to be searched through the Campaign, as said in one of the Halo Waypoint's Weekly Updates.


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Sunday, November 06, 2011 12:44:54 AM
x M o n k e y

 Gold Captain
Credits: 2090
Posts: 2412
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Re: Won't Terminals/Skulls affect the core CE coding?
i would like to spend some time looking for these things instead of them being handed to me in the menu
  Just FF on this account :) No H4 MM on this account, not my main account :)
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Thursday, December 15, 2011 5:46:51 AM
Violin Spider

 Gold Staff Sgt
Credits: 393
Posts: 340
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Re: Won't Terminals/Skulls affect the core CE coding?
Local said: 1.) It's a game, anything is possible. I remember at the end of Metro 2033, they place you in a small square room with a smaller square in the middle. Making it so that you run around in a circle not knowing what to do, but if you turn around, the room is no longer a square room at all, it is now a hallway. So, if game developers can do this, I'm guessing game developers can take away the "Hold X to view" when you come onto a terminal. And they might have made the terminals out of original structure pieces that were in CE. Such as a structural beam being transformed into a terminal, so that they don't add anything. But I see where you're getting at.
2.) I don't think you can pick up the skulls. I think it's like Reach, where you can active or deactivate them, but there not actually in the campaign, just the menu.
3.) And I think this will be a seamless campaign. Both game engines are running at the same time, all the time. So everything has to match up, or so the game developers lead me to believe.
It's a game, everything is possible
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Sunday, December 25, 2011 5:56:31 AM
Darkened Night
 Onyx Sgt Major
Credits: 1181
Posts: 783
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Re: Won't Terminals/Skulls affect the core CE coding?
if (new_gfx) display xx.xx.xx (assets.skull_model) skull_coor = xx.xx.xx if (player_coor = skull_coor) remove xx.xx.xx (assets.skull_model) unlock.skullmenu (skull_name) display skull_name + " skull unlocked"
343 replaced the weapon sounds, so they edited the code very slightly, but the skulls and terminals went right alongside their new engine, and did nothing to the old. Which is why it appears on the new and not the old.
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Friday, March 09, 2012 6:03:57 PM
RonSKii006

 Onyx Private
Credits: 15
Posts: 261
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Re: Won't Terminals/Skulls affect the core CE coding?
IDK
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