
stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Nov 9, 2014 10:50 AM
Msg. 1 of 21
Hey so I'm sure many of you have plugged in a controller to play our beloved Halo CE at least once, but quickly abandoned it because the movement is super-sensitive (can't walk, only run) in multiplayer.
Did you know that the movement works just fine in single player?
So what causes this? It doesn't seem to be dependent on the biped used (tried changing it in globals but I still get the same jerky movement). Does anyone else have any ideas as to what may be the cause of this? And maybe a possible solution?
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TailsTheGamer
Joined: Mar 7, 2013
Meow
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Posted: Nov 9, 2014 11:11 AM
Msg. 2 of 21
There's more than just sensitivity issues.
-There is no sensitivity -Analogue sticks only have 8 directions -Annoying
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 9, 2014 01:12 PM
Msg. 3 of 21
Use a ps3 remote.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Nov 9, 2014 02:08 PM
Msg. 4 of 21
Let me reiterate: the controller movement works just fine in singleplayer campaign (try it yourself).
This is a game bug not related to the hardware. Does anyone know if it's possible to modify some value later to make the controller behave the same way in MP as it does in SP?
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Nov 9, 2014 02:12 PM
Msg. 5 of 21
Quote: --- Original message by: stunt_man Let me reiterate: the controller movement works just fine in singleplayer campaign (try it yourself).
This is a game bug not related to the hardware. Does anyone know if it's possible to modify some value later to make the controller behave the same way in MP as it does in SP? I keep thinking they removed the sensitivity to make it fair for keyboard users since im sure dual sticks weren't a thing for pc back in the day... only single sticks
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Nov 9, 2014 04:14 PM
Msg. 6 of 21
To make it fair for keyboard users? No I'm sure this is a bug, mouse/keyboard always trumps controller users.
And plus IT WORKS IN SINGLEPLAYER there is no logical design decision that would have made them mess it up for MP.
I'm starting to think it depends what you set the map type to in the scenario tag, but I'm pretty sure it needs to be set to multiplayer for it to work properly -_-
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TailsTheGamer
Joined: Mar 7, 2013
Meow
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Posted: Nov 9, 2014 04:25 PM
Msg. 7 of 21
Quote: --- Original message by: stunt_man To make it fair for keyboard users? No I'm sure this is a bug, mouse/keyboard always trumps controller users.
And plus IT WORKS IN SINGLEPLAYER there is no logical design decision that would have made them mess it up for MP.
I'm starting to think it depends what you set the map type to in the scenario tag, but I'm pretty sure it needs to be set to multiplayer for it to work properly -_- It's in the Mac version of Halo as well. I believe it was for maybe sync issues and or equality with keyboard users. I couldn't imagine that being an actual bug. It works fine in singleplayer maps. If it was a bug it would have the issue in both. Edited by TailsTheGamer on Nov 9, 2014 at 04:26 PM
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Nov 9, 2014 04:36 PM
Msg. 8 of 21
What do you mean equality with keyboard users? That makes no sense, if anything to make it more fair for controller users they should make it work properly. It simply doesn't function correctly - you can hardly walk in a straight line, and sometimes the movement "sticks" in a certain direction briefly. I tried with an xbone controller and with 360.
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not giraffe
Joined: Jul 17, 2014
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Posted: Nov 9, 2014 04:47 PM
Msg. 9 of 21
It's common sense. Why would they want people walking in a fast paced multiplayer? Besides that, it's really unnecessary for servers to keep track of it considering crouch walking is already a thing.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Nov 9, 2014 06:42 PM
Msg. 10 of 21
Quote: --- Original message by: raffgie It's common sense. Why would they want people walking in a fast paced multiplayer? Besides that, it's really unnecessary for servers to keep track of it considering crouch walking is already a thing. Yeah this doesn't seem like common sense to me, it worked properly in Xbox system link, if they didn't want there to be variable movement speed in multiplayer they would have canned it before OG release. I tried swapping the biped from MP to SP for hangemhigh and it moved the same way. I also compared the movement settings and tried changing individual ones and I still couldn't get the walking/running to work properly. The only thing I haven't tried is recompiling an MP map as and SP map. If I change it to SP I assume spawns won't work anymore? I never touched anything SP-related...
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not giraffe
Joined: Jul 17, 2014
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Posted: Nov 9, 2014 07:22 PM
Msg. 11 of 21
The main difference is that the Xbox system link isn't done over the internet. It also doesn't have anything to do with the biped tag. It's integrated into the game-engine. I'm sure they may have indeed wanted variable running speeds, but for whatever reason ended up not integrating it into multiplayer.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Nov 9, 2014 07:38 PM
Msg. 12 of 21
^ because it would be insanely buggy and memSwap mods are stereotypically programmed by teenagers so therefore incredibly buggy ???
So making a fix would most likely be a double edged problem
there's also Xpadder, just map the right stick as a mouse and cheese it though it may actually cost money now, last time I checked Edited by OrangeJuice on Nov 9, 2014 at 07:41 PM
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Nov 9, 2014 08:56 PM
Msg. 13 of 21
I've been using XPadder but it doesn't make a difference. The right stick is fine - it's the left stick that I'm having trouble with. So it might actually be possible that it's an engine limitation? Something to do with the netcode?
For some reason I don't think so. And about system link not being on the internet - both systems are without a doubt based on the same netcode. From my understanding the only difference with a session played over the internet is that there's more latency, and netcode optimization follows - usually making trade offs (shot-lead, warping when moving at a high speed, etc). At slower speeds the player wouldn't be warping around because every time the server pings his location it hasn't changed as much as the last time.
With that said, I don't understand the reasoning behind purposely altering it at a design level.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Nov 9, 2014 09:01 PM
Msg. 14 of 21
I mean, just use xpadder with nothing mapped to any of its buttons(xpadder gives your triggers two axes' instead of forcing them to use a single Z axis making holding down both triggers impossible)
Then using halo's builtin gamepad support to map the actual controls
..at least that's how I get walking in singleplayer and multiplayer with my controllers. maybe the new patch broke it
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Btcc22
Joined: Dec 17, 2012
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Posted: Nov 9, 2014 09:24 PM
Msg. 15 of 21
Quote: --- Original message by: stunt_man And about system link not being on the internet - both systems are without a doubt based on the same netcode. Perhaps at a superficial level but the networking models are entirely different.
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not giraffe
Joined: Jul 17, 2014
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Posted: Nov 9, 2014 10:01 PM
Msg. 16 of 21
Quote: --- Original message by: stunt_man So it might actually be possible that it's an engine limitation? Something to do with the netcode?
For some reason I don't think so. You can think whatever you want. You want proof? Load a map like bloodgulch via the map_name command. Even though it is a multiplayer map, it will simulate singleplayer and allow you to run at variable speeds.
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DOPPELGANGER
Joined: Jul 19, 2014
whoops
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Posted: Nov 9, 2014 10:05 PM
Msg. 17 of 21
Quote: --- Original message by: fossy
Lets all stop acting like rangerdanger and johnlex, am sure there is a way how to solve this problem right? I had no idea I was this popular.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 10, 2014 04:33 AM
Msg. 18 of 21
It's probably because the biped doesn't have a "walking" animation, only running. Have you ever used 3P or camera view in SP and walked slowly? It isn't pretty, you're basically running it place. It looks fine in first person view, but imagine if other players were forced to see that when playing online? Same thing happens if you bump a grunt and 'walk' with it.
Like Waffles mentioned, there are no half speeds (I can't help but feel this is somehow related to the turning in mid-air animation issue.)
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 10, 2014 04:41 AM
Msg. 19 of 21
Quote: --- Original message by: Jesse(I can't help but feel this is somehow related to the turning in mid-air animation issue.) That can be fixed actually.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Nov 10, 2014 04:52 AM
Msg. 20 of 21
Quote: --- Original message by: stunt_man about system link not being on the internet - both systems are without a doubt based on the same . It's true, when Microsoft was supervising gearbox on the porting, they only had time to work on the internet version of it because they were forced to accommodate dial-up players by them, so even on lan, your halo is using internet netcode Edited by OrangeJuice on Nov 10, 2014 at 04:54 AM
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Nov 10, 2014 06:00 PM
Msg. 21 of 21
Quote: --- Original message by: raffgieQuote: --- Original message by: stunt_man So it might actually be possible that it's an engine limitation? Something to do with the netcode?
For some reason I don't think so. You can think whatever you want. You want proof? Load a map like bloodgulch via the map_name command. Even though it is a multiplayer map, it will simulate singleplayer and allow you to run at variable speeds. Why didn't you say so! Good post, I guess it truly is hard-coded into the engine and can't be fixed by messing with values in tags... Oh well
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