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Thread: O bby, Halo: Online Thread

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    Conversation Terrorist Pyong Kawaguchi's Avatar
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    O bby, Halo: Online Thread

    Hi guys, glad to see some life on the modacity IRC, lets see some life here!

    Anyways, here's the link to the current loader, use f2-f7 to load maps.


    http://kiwidog.me/EldoradoEnginev0.1.zip
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    Conversation Terrorist Pyong Kawaguchi's Avatar
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    Re: O bby, Halo: Online Thread

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    Back for the Russian Halo p0lar_bear's Avatar
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    Re: O bby, Halo: Online Thread

    The fact that we've bypassed the login screen makes me excited.

    It leaves me wondering just how much of this engine is hard coded, and how much is tag driven? If we find it's mostly driven by tags and scripts, that could mean that we've basically got a Halo engine to muck about with. In theory, we could strip out a lot of the stuff that makes this into a glorified Facebook game and bring it down another path with the proper research and effort.

    I don't expect answers any time soon, of course. Just pipedreaming...
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    Conversation Terrorist Pyong Kawaguchi's Avatar
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    Re: O bby, Halo: Online Thread

    I'm glad you're excited.
    I'll be honest, a lot of things look incredibly tag based, but also server based.

    also



    e:
    Last edited by Pyong Kawaguchi; March 29th, 2015 at 10:45 AM.
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    Re: O bby, Halo: Online Thread

    can't wait for the halo 1 mod of this halo 3 mod
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    Re: O bby, Halo: Online Thread

    I'm No programmer, but the game seems very tag oriented. The fact that the game will try to load any map file you throw at it is interesting, and it's also interesting that the majority of the source files are stored in compressed .dat files. I was shocked that when I first loaded up the game that it was indeed the halo 3 engine, considering it was only 2 gigs of content and the game required no installation.
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    Re: O bby, Halo: Online Thread

    Tags were just bungie's way of isolating nullptr exceptions. Basically, if you wind up with one, you've got a tag field you can instantly find and fix.. The neat thing I find about this is that the sbsps are readable through existing tools. With scaleform as a middleware, you've got the UI calls externalized in a .gfx file somewhere and have an in to do anything in the game.
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    Re: O bby, Halo: Online Thread

    I am in awe. I don't know if that's a good thing or bad thing.
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    Re: O bby, Halo: Online Thread

    Sounds like a good thing.


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    Re: O bby, Halo: Online Thread

    My thoughts are that, even though the game may originally play like some bastardized halo, since it's the halo 3 engine, we can edit the tags to play just like halo 3 should, it may not look exactly the same, but it'd play that way.
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