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Thread: The Halo PC Engine

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  1. #7

    Re: The Halo PC Engine

    Alright I can confirm that INSANEdrive ​speaks the truth.
    (No disrespect but you know the internet these days its best to go to the source)
    I took the time to find her contact details and mailed the engineer in question and she was so kind to send me a reply this morning.
    Confirming her interest in our community's work related to the Halo PC engine.

    I will Quote her here so we cleared this up once and for all:
    Sorry, it is not yet time to discuss what this means.

    But it is true that I am interested to see what the community is making with the Halo PC engine.


    The community is doing beautiful work. Thank you for developing all this, and thank you every one for bringing this to my attention. I will be looking at all of it.

    Corrinne Yu
    So INSANEdrive +rep to you, now let's make some magic happen on this topic.

    -------------------------------------------------------------

    Personally I joined quite late in the whole programming and development with Halo PC.
    A few things I've been working on in the past.

    Stats Console I think the rotating .gif speaks for itself.
    Its a client sided statistics tracker that keeps track of your multiplayer scores will you play online.
    Added a sound feature to play other multi-kill sounds when you reach kills higher than Killtacular.
    Written in C++ and .Net


    After a month of learning the ropes and developing Stats Console.
    I wasn't too happy with using .Net since it's quite easy to reverse engineering.
    I took another 2 months to re-write everything to C++ and additionally have the client sided app send statistics to a database. It was able to detect BlueArrowV2 a hack that shows an arrow above either team. This statistics sending was done over SSL it checked a few memory addresses if certain cheats were being used.
    The functionality was quite similar to HaloAntiCheat (www.haloanticheat.com).
    But due to maintenance issues I decided not to release this fully C++ app and bought a C++ book instead.

    I realized client statistics is not very favorable and decided to move on to an server app.

    I approached a programmer called Goemitar aka Omega, who was about to release his first version of a very promising server app called Gandanur. (www.goemitar.com) (He will post a bit later.)
    I approached him with the idea of integrating statistics into his server app. He agreed and ever since we've been closely working on getting statistics fully functional for legit players only. With legit players I mean people that actually bought or own a legal copy of the game, pirates are automatically fully excluded.

    Thanks to this project I'm able to let my passion loose regarding statistics tracking and providing a competitive platform into a website called HaloRank.com.
    Which currently is a large Work In Progress, it will be released when tournaments are fully automated and TrueSkill is implemented.
    Currently it contains daily and weekly challenges and Ranks based on cR it won't be long until most features similar to the Xbox360 are fully integrated.

    A current postgame carnage as shown on HaloRank fully automated for any server running the statistics app.


    A current overview of activity, rank, percentage, players in-game and scores.


    So what I mainly do is read memory addresses and store the values from those addresses in either a file or database, since the current gamespy protocol is too limited in its statistics.
    Attached Thumbnails Click image for larger version. 

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    Last edited by Sean Aero; September 2nd, 2011 at 12:30 PM.

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