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Author Topic: WHAT WAS THAT!!!??? (68 messages, Page 2 of 2)
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BlueGrunt 177
Joined: Dec 17, 2010

Grunt voice acting; story lines; textures...


Posted: Feb 27, 2011 05:08 PM    Msg. 36 of 68       
lol. nice bumpin, guys.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Feb 28, 2011 01:39 AM    Msg. 37 of 68       
u wanteh to fighteh me, ya?


Mysterion
Joined: Aug 9, 2008

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


Posted: Apr 9, 2011 10:58 AM    Msg. 38 of 68       
Someone hunt down and video the "Immortal Headless Spartan" and post it here!


Mysterion
Joined: Aug 9, 2008

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


Posted: Apr 22, 2011 02:45 AM    Msg. 39 of 68       
I have heard that the Immortal Headless Spartan moves from PC to PC across the internet...he is the ONLY AI that will Sync!


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 22, 2011 04:14 AM    Msg. 40 of 68       
Quote: --- Original message by: Twinreaper
- some stuff -


You didn't stop to consider that this could be an easter egg, activated at random by scripts? Perhaps it is triggered by a player being idle too long, as the Lockout video and BlueGrunt's account both include this detail, that their friends left to get something. (http://www.youtube.com/watch?v=0nza2gdK1ZI < Lockout H2 video.) The reason it slides is most likely due to the lack of proper animations for the cyborg model to be used as an ai, as similar things happen in Halo 1 when AI is applied to a stock cyborg (turning without animation). As you said, there is no way it could be a person; after all you cannot hide your network statistics from a server. And you think it is a coincidence that it is on Lockout in H2, and its remake (Blackout) in H3? It seems to be an ai judging by the movement, and it seems to be using special grenades which have almost inescapable magnetism, which also indicates that the developers most likely had a hand in its implementation.

Also I have to apologize that I did not see the date of the OP before now.
Edited by The Cereal Killer on Apr 22, 2011 at 04:21 AM


Twinreaper
Joined: Jun 5, 2010


Posted: Apr 23, 2011 02:02 AM    Msg. 41 of 68       
Cereal Killer, you obviously have no idea how the network code handles multiplayer gameplay. If anyone has bothered to read my post in this thread, I layout all the engine specific details and how scripts DO NOT SYNC OR WORK for anyone but client. The whole reason you will ever see a single player while someone is afk is because if this is a script mod of some kind, the other client players will not see what the host sees. And if this is a scripting mod, these modders need to go back to modding school and learn how to properly inject or rebuild a map that includes AI.

These supposed ghosts are nothing more than lame gamers who wanted to start myths. These types of things cannot happen inside a stock map simply due to the fact that the map does not include AI data or the proper AI tags to achieve this. To mod this into a reality, one would have to decompile all the neccessary scenario file reflexive fields, or edit them in with a scenario file editor, then inject them into a stock map. At which point most of the map data would get "shifted" and be rendered useless to the game engine unless you were to correct all the pointer data so the engine could find each tag's raw data and load it into memory to be used.

Is this simple enough for you leet wannabes?

Oh and PS, still waiting for a link for those server logs so we can all look at the raw server data for these "ghost" sessions. What? Noone wants to post one up? Yeah... thought so!
Edited by Twinreaper on Apr 23, 2011 at 02:08 AM


Bobblehob
Joined: Aug 29, 2010


Posted: Apr 23, 2011 02:19 AM    Msg. 42 of 68       
Quote: --- Original message by: Twinreaper

Blah, blah, blah
Edited by Twinreaper on Apr 23, 2011 at 02:08 AM


Man, you really have no idea what you are talking about do you...


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 23, 2011 02:55 AM    Msg. 43 of 68       
Let's begin by looking at how this might be accomplished in Halo 1. Being the proficient scripter that I am, I can assure you that the host and all clients do in fact see the results of script contained in the map, they simply execute separately. The fact that they execute separately would be of no consequence if the script was simply a continuous check for a variable's value, seeing as they will both inevitably detect it in a fairly simultaneous instant, which would cause the scripts they wake to be unintentionally synced. Now, we all know that AI in Halo 1 do not sync, but the randomness of the client/host bipeds would certainly create quite a convincing "haunted" map.

Now, considering what's been said already, we realize that it is in fact Halo 2 we are discussing. It would only be natural to assume that nearly all aspects of the game have been updated and improved, correct? Meaning the ability for Bungie to pull something like that off with scripts and AI is even more possible.

And of course, concerning the Halo 3 Blackout ghost, we are all aware that AI and scripts do sync online in H3, so it would be pointless for me to argue the plausibility of that.

One final note: I am not attempting in any way to state for a fact that either of these were not faked. I simply wish for you to not be so adamant in stating it would have been impossible for Bungie to have done on that engine.
Edited by The Cereal Killer on Apr 23, 2011 at 03:02 AM


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Apr 23, 2011 08:15 PM    Msg. 44 of 68       
Pay no attention to Bobblehob. You can tell from the above and his previous posts that all he does is come in insulting people and telling them what to do. He is easily ignored and labeled as failsauce.


Bobblehob
Joined: Aug 29, 2010


Posted: Apr 23, 2011 08:56 PM    Msg. 45 of 68       
Quote: --- Original message by: Kills_Alone
Pay no attention to Bobblehob. You can tell from the above and his previous posts that all he does is come in insulting people and telling them what to do. He is easily ignored and labeled as failsauce.



Oh ho, is this another 12 year old I have insulted or annoyed?

In reference to the topic, read what Cereal Killer has to say. Considering that co-op campaign has existed from halo 2 on, where AI syncs between clients, It would be simple for Bungie to have added a script that activates either randomly or based on a player or players being idle.

If you really are so concerned about my reply and or my supposed trolling, then try and refute Cereal Killers points, I want to see it.
Edited by Bobblehob on Apr 23, 2011 at 09:03 PM
Edited by Bobblehob on Apr 23, 2011 at 09:05 PM


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Apr 23, 2011 09:38 PM    Msg. 46 of 68       
Again, we have people comparing Halo CE MP to Halo 2 COOP on the same XBox. Yet you ask me to re-read what I've already read while you repeat the same uninformed claims from the beginning of this thread.


Single player maps are different from MP maps mmmkay? There are tools that allow us to look at the existing tags inside of a .map file (Entity, Gravemind and so on). Now, some of the tools allow us to extract the scripts from MP maps. There is no AI script on Lockout.

Which part don't you get?
Edited by Kills_Alone on Apr 23, 2011 at 10:00 PM


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Apr 23, 2011 09:51 PM    Msg. 47 of 68       
So... would that mean that no one considered the possibility that it is a script written to test specific functions on a multiplayer map when one or more players are idle. (IE when a killbox malfunctions in a monitored online game, spawning a biped to trigger the kill box or in the case of the "ghost victims" the player's own death animations would be the easiest way to have it automatically "reset" the map [weapons and vehicles included or not])


Bobblehob
Joined: Aug 29, 2010


Posted: Apr 23, 2011 10:01 PM    Msg. 48 of 68       
Quote: --- Original message by: Kills_Alone
Again, we have people comparing Halo CE to Halo 2 COOP over LAN. Yet you ask me to re-read what I've already read while you repeat the same uninformed claims from the beginning of this thread.


Single player maps are different from MP maps mmmkay? There are tools that allow us to look at the existing tags inside of a .map file (Entity, Gravemind and so on). Now, some of the tools allow us to extract the scripts from MP maps. There is no AI script on Lockout.

Which part don't you get?


Because those same "uninformed" claims are just as valid now as they were then...
Edited by Bobblehob on Apr 23, 2011 at 10:01 PM
Edited by Bobblehob on Apr 23, 2011 at 10:08 PM


Twinreaper
Joined: Jun 5, 2010


Posted: May 8, 2011 06:58 PM    Msg. 49 of 68       
Bobblehob you are complete idiot and a joke. Scripts have many different types. Halo 2 only had co-op on the same xbox. The reason for this, is because the Blam engine does not have script syncing functionality written in. That is a fact. The only type of scripts that work for client and non-client at the same time, is a "continuous" script, which does not require syncing. If a continuous script were used for the mod in question, the random ghost spartan would be a present in the map from the start, due to the script being continuous, and it would never leave or die.

Now tell me Bobblehob, being the genius you are, what exactly are all the field chunks required to complete a proper AI injection into any multiplayer map? And yes I do realize you will probably just go google it and then post it back up. But tell me this also.... how will you create the needed tags you have to inject or build into the map in order for a script to run anyway? You do know that you need those resources for a script to work properly right? And yes some tags are already there, but a majority or the ones you need are not recognized and discarded by H2Tool because of the lockdown in the compiler.

So to prove your case, please explain step by step how you would achieve this? I can't wait to laugh my ass off!
Edited by Twinreaper on May 8, 2011 at 06:59 PM


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: May 9, 2011 12:58 AM    Msg. 50 of 68       
Why are you still talking to Bobble? He never claimed to know about scripting. You have yet to reply to my post.


Bobblehob
Joined: Aug 29, 2010


Posted: May 9, 2011 01:02 AM    Msg. 51 of 68       
Quote: --- Original message by: Twinreaper

Bobblehob you are complete idiot and a joke. Scripts have many different types. Halo 2 only had co-op on the same xbox. The reason for this, is because the Blam engine does not have script syncing functionality written in. That is a fact. The only type of scripts that work for client and non-client at the same time, is a "continuous" script, which does not require syncing. If a continuous script were used for the mod in question, the random ghost spartan would be a present in the map from the start, due to the script being continuous, and it would never leave or die.

Now tell me Bobblehob, being the genius you are, what exactly are all the field chunks required to complete a proper AI injection into any multiplayer map? And yes I do realize you will probably just go google it and then post it back up. But tell me this also.... how will you create the needed tags you have to inject or build into the map in order for a script to run anyway? You do know that you need those resources for a script to work properly right? And yes some tags are already there, but a majority or the ones you need are not recognized and discarded by H2Tool because of the lockdown in the compiler.

So to prove your case, please explain step by step how you would achieve this? I can't wait to laugh my ass off!
Edited by Twinreaper on May 8, 2011 at 06:59 PM


You are pathetic, and you are about... 2 weeks late. I don't know all that would be involved and neither do you. All I know is this, you are so bent on trying to prove that it is a hoax, that you over look the fact that it could be possible. And that is all that I am trying to say is that it is possible. Nothing more nothing less. So stop this pathetic attempt to show how supposedly knowledgeable you are. Ill let Cereal Killer tell you the technical side, because he knows much much more about it than I do. I want you to try and refute what he says, since you ignored it so readily before.


Shock120
Joined: Jun 12, 2009

Valve ftw


Posted: May 9, 2011 08:23 AM    Msg. 52 of 68       
I thought it was established a long time ago that the "Ghost player", was caused by extreme latency between the client and host.
The Ghost appeared to be an extremely laggy client.

Aren't Colossus and Elongation the only maps with scripts for spawning and deleting [bloc]s

In Halo 2 AI is disabled for multiplayer scenarios, and we've relied on Yelo Trainer for H2X to enable it.
Edited by Shock120 on May 9, 2011 at 08:27 AM


Twinreaper
Joined: Jun 5, 2010


Posted: May 9, 2011 09:02 PM    Msg. 53 of 68       
So I have no idea what I am talking about? Really? I have no need to defend my achievements or skill with the Halo 2 game and particular version of said Blam! engine, but if you wish I could gather many who know me and my talents.

As for you Cereal Killer, yes in theory what you have stated could hold true, but the scripts need to sync on both client and host for things to run properly. And the only type of scripts that can run perfectly without the need to sync is a "continuous" script. An example of a continuos script would be the "z-trains" on the map Terminal.

And yes people can say all they want that Bungie can just tweak their server to do this blah blah blah, but the whole point is, the game servers check your map file against the maps on the servers. If there is any difference in any tags besides bitmaps, sounds and shaders, the server will reject your connection, or error out.

As for any stealth script that would deal with blocs as Shock asked, that stealth scripture is hard coded into the globals and does operate as a normal script. One such example would be the "player starting spawn" script. That script is not physically in any map file, but has a simple reference pointer to where the engine can load it from. In this case, the mainmenu.map file.

As for the Bungie aspect of it, the original xbox did not support updating of the core engine components via Live or otherwise. The H2 version of the Blam! engine was hard coded to lock-out AI in multiplayer. As Shock stated, the AI needs to be enabled by way of an executable add-on on our xboxes for us to use AI. Bungie could not in any way ever pull off this kind of thing because of the following....

1. This would be a direct violation of a Microsoft Intellectual Property. If they were to remotely
access your xbox, plant a file to enable AI in multiplayer, and not provide a DLC for it, then
this would be considered hacking.

2. Bungie would not be able to access your hardrive on an unmodded xbox. They would
require the HDD Key in order to gain access to the particular areas of the hard drive where
such an AI enabling file would have to be planted.

3. On a modded xbox, Bungie would not be able to access the HDD while not in "dashboard".
The only area that could be accessed would be the buffer drives X, Y and Z. And those are
only temp drives created by the OS.

4. AI requires many tag dependecies in order to function. NO MAP FILE CONTAINS ANY OF
THESE DEPENDENCIES BY DEFAULT! All AI needs to be injected or "added" to maps.
Bungie would have no way to alter maps while in the middle of playing them anyway.

5. Even when using scripts, the scripts that would control such an AI would need to be present
on both your xbox and the server they are being executed from. The only one that would
have that script present would be the server, and therefore be useless.

There are many more reasons that this would never be able to happen unless you were playing multiplayer off the same xbox. I could continue but my fingers are getting tired. Everything I have stated is a researched FACT in the Halo modding community regarding Halo 2 and it's Vista counterpart.

As for Halo 3, yes scripts sync, but how would Bungie add the script and tags to your client xbox in order for it to execute properly? Simple..... they can't! The map files for Halo 3 also contain no AI structures and suffer the same fate as Halo 2. The only 2 Halo titles that have built in support for AI are ODST and Reach. But they are coded to only be able to be accessed by the "Firefight" game variant.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: May 9, 2011 11:17 PM    Msg. 54 of 68       
My only point in all of this was stated here:
Quote: I am not attempting in any way to state for a fact that either of these were not faked. I simply wish for you to not be so adamant in stating it would have been impossible for Bungie to have done on that engine [should they have wanted to].


Therefore I am satisfied by your recognition of the engines' capability, even if it didn't happen.


Shock120
Joined: Jun 12, 2009

Valve ftw


Posted: May 17, 2011 08:46 AM    Msg. 55 of 68       
Blababababababa.

This is the language in which the "Ghost" players of Halo 2 speak in.


Karima Narstrom
Joined: Nov 12, 2010

Galloping along the hilltop rode the Narstrom....


Posted: May 28, 2011 09:23 AM    Msg. 56 of 68       
Bluegrunt, You cannot be trusted, I'm sorry but you set yourself up for it. In lighter news,
I found the ghost of bloodgulch, there are 4 of them, two at each base near the scorpians


BlueGrunt 177
Joined: Dec 17, 2010

Grunt voice acting; story lines; textures...


Posted: May 29, 2011 12:21 AM    Msg. 57 of 68       
The owaw was caused by someone on the forum chat telling me to do so; I thought it was killpill or something. The Reach Covies were in the makings, but Im 13, so they sucked, I quit the idea. The ghost of lockout dud happen, unless it was lag.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: May 29, 2011 04:00 AM    Msg. 58 of 68       
Quote: --- Original message by: Karima Narstrom
Bluegrunt, You cannot be trusted, I'm sorry but you set yourself up for it. In lighter news,
I found the ghost of bloodgulch, there are 4 of them, two at each base near the scorpians


roflmao

lolfail


Karima Narstrom
Joined: Nov 12, 2010

Galloping along the hilltop rode the Narstrom....


Posted: May 30, 2011 08:39 AM    Msg. 59 of 68       
Quote: --- Original message by: BlueGrunt 177
The owaw was caused by someone on the forum chat telling me to do so; I thought it was killpill or something. The Reach Covies were in the makings, but Im 13, so they sucked, I quit the idea. The ghost of lockout dud happen, unless it was lag.


Hun, if it was killpill you would have known, I am on the design team and jugding by how
tight lipped Every thing is I honostly think that it would have been announced on trinet.
You also claimed to be a member of the team but the faq CLEARLY SAYS,
"Is bluegrunt117 part of the team? A: Absolutly not"
You reach covenats, must have been a lie aswell as you never gave us pics. As for the ghost of lockout I have
An idea, you were wathing the youtube video and thenpoted about iit here as if you were the one in it.


BlueGrunt 177
Joined: Dec 17, 2010

Grunt voice acting; story lines; textures...


Posted: May 31, 2011 10:46 PM    Msg. 60 of 68       
Your not all that wise.... This was BEFORE the FAQ came out... they added me as soon as I posted what killpill (he must have been fake, and he convinced me....) told me to. He said clearly :"Go spread the word to as many sites as possible... include your self to.... because you spread it....."

The Reach Covenant were being made, but the sucked like s***.... as I said; I'm 13, I cant shade/model good at all...


The whole Ghost o Lockout thing did happen; but I exaggerated a little on that...


Karima Narstrom
Joined: Nov 12, 2010

Galloping along the hilltop rode the Narstrom....


Posted: Jun 1, 2011 03:43 PM    Msg. 61 of 68       
Quote: --- Original message by: BlueGrunt 177
Your not all that wise.... This was BEFORE the FAQ came out... they added me as soon as I posted what killpill (he must have been fake, and he convinced me....) told me to. He said clearly :"Go spread the word to as many sites as possible... include your self to.... because you spread it....."

The Reach Covenant were being made, but the sucked like s***.... as I said; I'm 13, I cant shade/model good at all...


The whole Ghost o Lockout thing did happen; but I exaggerated a little on that...




BlueGrunt 177
Joined: Dec 17, 2010

Grunt voice acting; story lines; textures...


Posted: Jun 2, 2011 06:12 PM    Msg. 62 of 68       
I was not talking to you goldkilla, you dumbass..


Shock120
Joined: Jun 12, 2009

Valve ftw


Posted: Jun 4, 2011 10:16 AM    Msg. 63 of 68       
Epic Fail.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 12, 2011 03:11 AM    Msg. 64 of 68       
Epickbumparoo


ZoMgY
Joined: Jul 12, 2011

If your not rootn for the home team FU ARU ARU


Posted: Jul 12, 2011 01:10 PM    Msg. 65 of 68       
>>>>>>>>>>>>>>>>>>>>LMFAO<<<<<<<<<<<<<<
this game is screwed up and 2d epicbumperoo of the day ;)


BlueGrunt 177
Joined: Dec 17, 2010

Grunt voice acting; story lines; textures...


Posted: Jul 13, 2011 12:53 PM    Msg. 66 of 68       
ok?


mtm14
Joined: Oct 5, 2011

its fun to win no matter the cost


Posted: Oct 5, 2011 09:31 PM    Msg. 67 of 68       
Hahahaa good times hy just found form hadd to. Maake account jusrt to say i remember when me aand my friend where trying to make that ai aapaently he uploded it as a bug insted


Suprememessage
Joined: Aug 6, 2012

I am shadow, I am darkness, and I fear nothing.


Posted: Aug 6, 2012 05:09 PM    Msg. 68 of 68       
I can tell you what it is, lies. This can't, won't, and never will happen unless you mod it. Or you're over exaggarating.

 
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