So… I was wondering… In the 3rd halo mission (the truth and reconciliation one) When I was sneaking around I happened to turn off the “advanced graphics” and I was in a bunch of foliage… but when it went to “old” graphics the bushes were gone. So if your in the new graphics behind bushes will the covies still be able to see you because they bushes “aren’t” their in the original graphics? (this is when your sneaking BTW). I was wondering this because (I believe) all the 343 people did is update the graphics, not the AI. so the AI technically speaking would not see the new bushes.
Lemme check that and I will answer that question.
Yes.
But it’s also worth noting that, as far as I know, bushes never really had an effect on AI lines of sight. Halo 1 has relatively little in the way of collisionless bushes that significantly affect sight, so the functionality was I think never implimented.
The greater foliage is annoying, but the much larger issue with Anniversary lines-of-sight is terrain and rocks and stuff not appearing to be where they actually are. Saber started to impliment a system in which player collision would be affected by the new geometry, but I don’t believe that bullet collision was ever affected, and to say that the player collision adjustments are unfinished would be the largest understatement ever.
> Lemme check that and I will answer that question.
Yes as well. No matter which bush that I went (both old and new graphics) the Covenant will still be able to see you with or without hiding behind a bush.
> Yes.
>
> But it’s also worth noting that, as far as I know, bushes never really had an effect on AI lines of sight. Halo 1 has relatively little in the way of collisionless bushes that significantly affect sight, so the functionality was I think never implimented.
>
> The greater foliage is annoying, but the much larger issue with Anniversary lines-of-sight is terrain and rocks and stuff not appearing to be where they actually are. Saber started to impliment a system in which player collision would be affected by the new geometry, but I don’t believe that bullet collision was ever affected, and to say that the player collision adjustments are unfinished would be the largest understatement ever.
What makes you propose that Saber Interactive started to implement such a system? I see no evidence.
> What makes you propose that Saber Interactive started to implement such a system? I see no evidence.
That’s because you’re not insane like I am; the evidence for it is very sparse in-game. Here’s the easiest way to verify: go on 343 Guilty Spark, and go to the log bridge. In the original game, there is no vine wrapped around the bridge and no collision for such a vine. In CEA, there is a visible vine wrapped around the bridge and you DO bump a bit as you walk over it, whether in classic mode or anniversary mode.
(I think I first noticed it when I was bumping into a wall on Silent Cartographer; the original wall was very polygonal, but the Anniversary wall was round, and I noticed that I was brushing against the round wall and not the original one.)
It also turns out that the history of these systems is discussed in a Game Developer postmortem on CEA.
Ah, thank you all for answering the question.
> > What makes you propose that Saber Interactive started to implement such a system? I see no evidence.
>
> That’s because you’re not insane like I am; the evidence for it is very sparse in-game. Here’s the easiest way to verify: go on 343 Guilty Spark, and go to the log bridge. In the original game, there is no vine wrapped around the bridge and no collision for such a vine. In CEA, there is a visible vine wrapped around the bridge and you DO bump a bit as you walk over it, whether in classic mode or anniversary mode.
>
> (I think I first noticed it when I was bumping into a wall on Silent Cartographer; the original wall was very polygonal, but the Anniversary wall was round, and I noticed that I was brushing against the round wall and not the original one.)
>
> It also turns out that the history of these systems is discussed in a Game Developer postmortem on CEA.
Link to the postmortem on CEA please? I wanna hear it!
> Link to the postmortem on CEA please? I wanna hear it!
It’s in the Game Developer March 2012 Issue.
> > Link to the postmortem on CEA please? I wanna hear it!
>
> It’s in the Game Developer March 2012 Issue.
That was a good read. Thank you.