…then how could it have new weapons? CEA could have used the same principle, with new weapons on the new maps only. Like:
Pistol
CEA shotgun
CEA rockets
CEA banshee (H2 banshee)
CEA warthog etc.
…then how could it have new weapons? CEA could have used the same principle, with new weapons on the new maps only. Like:
Pistol
CEA shotgun
CEA rockets
CEA banshee (H2 banshee)
CEA warthog etc.
> …then how could it have new weapons? CEA could have used the same principle, with new weapons on the new maps only. Like:
>
> Pistol
> CEA shotgun
> CEA rockets
> CEA banshee (H2 banshee)
> CEA warthog etc.
Because when it came to MP, it was still the Halo 3 engine.
Regardless of Classic list, 343 stated that everything MP would still be based off Reach’s parameters. Basically, only the MAPS were CEA based. Hence why it was a map pack and not a complete overhaul.
Not exactly, because ODST had no Multiplayer, it didn’t allow players with a Halo 3 Disk to join a player with a Halo 3: ODST Disk and play Campaign.
With Reach, anyone with a Reach Disk and the map pack and join some guy on the CEA Disk and play Multiplayer.
Although it would be possible to play with the new weapons, when seeing your Tool of Destruction in a lobby, would not be able to change for the Reach Disk because it requires code changes for the new weapons to be put in.
> Not exactly, because ODST had no Multiplayer, it didn’t allow players with a Halo 3 Disk to join a player with a Halo 3: ODST Disk and play Campaign.
>
> With Reach, anyone with a Reach Disk and the map pack and join some guy on the CEA Disk and play Multiplayer.
>
> Although it would be possible to play with the new weapons, when seeing your Tool of Destruction in a lobby, would not be able to change for the Reach Disk because it requires code changes for the new weapons to be put in.
That’s why I said that “when it came to MP, it was still Halo 3 engine” which meant, it WAS Halo 3 MP.
With the CEA, you can’t play in Reach playlists from your CEA disc even if it’s all installed on your HDD.
It would still be a whole new set of coding and weapon damage changes.
Halo 3 = Halo 3 Havok engine (Havok 1.0)
Halo 3: ODST = MODIFIED Halo 3 Havok engine (Havok 1.5)
w/ Halo 3 Mulitplayer (Havok 1.0)
Halo Reach = In-house completely redesigned Havok engine (Havok 2.0)
Halo: CEA = original in-house Bungie engine + new graphics engine
w/ Halo Reach multiplayer (Havok 2.0)
Think of it like this- every time the engine was modified, they could add in new coding for weapons, but they cannot add it into older version of published engines. Hence, they could make weapons for ODST (havok 1.5) but they could not work in Halo 3 multiplayer (havok 1.0).
Same works for Halo CEA and Reach, as CEA is running off the original Bungie in-house engine, and Reach works off a brand new engine (havok 2.0).
Now, there was a new graphics and sound engine placed OVER the original CE for CEA which gives the new weapon looks and sounds, but all physics, damage, etc is all the same.
The technical explanation is as follows:
It’s my understanding that the Halo engine currently has two ways to store assets (including weapons). You can store the assets as “tags” in the same file as the map itself, or you can store the assets’ tags in a “globals” file that all maps can reference. (For example, the Assault Rifle’s tags are defined in “globals”, so all maps can share that data. The “Block 2x2 Flat” tags, on the other hand, are stored in Forge World’s data, so only Forge World can use that object.)
If Certain Affinity had stored the weapons in the DLC maps themselves, then each of the DLC maps would have needed to have their own copies of the data. There’d literally be six or so different copies of Magnum data, for example. If CA had tried to store the tags in the “globals” file, then they’d need to make us redownload the entire “globals” file – including every single asset in Reach. Neither method would have been compact enough for most residential connections to be able to download the DLC at a reasonable speed.
I could be fuzzy on some of the details – the Halo Custom Edition communities know the most about tags, and I haven’t checked on HCE-related stuff in a whole – but I believe that’s the gist of it.
Just because it uses the same engine, doesn’t mean that they can only have the same weapons. Call of Duty uses the same engine and yet they’ve had different weapons each game.
A video game’s engine only deals with the technical details, graphics, performance, settings, and other mechanics.
Havok is just industry standard physics modelling middleware…god so much misinformation in this thread.
There is only one halo engine since halo 1, it has received upgrades throughout the game releases. Reach was a significant upgrading bordering on a rearchitecting, but it probably still has chunks of halo 1 code in it too.
Also its quite obvious that kids are throwing around terms like engine whilst actually having no clue what it means.
The gametyp engine in reach has all the spawn weapons already pre-defined. So you wouldn’t be able to spawn with any of these new weapons.
Also, SHADOWSTRIKE1? Havok is only used for physics interactions. Most of the engine is custom-written.
> The technical explanation is as follows:
>
> It’s my understanding that the Halo engine currently has two ways to store assets (including weapons). You can store the assets as “tags” in the same file as the map itself, or you can store the assets’ tags in a “globals” file that all maps can reference. (For example, the Assault Rifle’s tags are defined in “globals”, so all maps can share that data. The “Block 2x2 Flat” tags, on the other hand, are stored in Forge World’s data, so only Forge World can use that object.)
>
> If Certain Affinity had stored the weapons in the DLC maps themselves, then each of the DLC maps would have needed to have their own copies of the data. There’d literally be six or so different copies of Magnum data, for example. If CA had tried to store the tags in the “globals” file, then they’d need to make us redownload the entire “globals” file – including every single asset in Reach. Neither method would have been compact enough for most residential connections to be able to download the DLC at a reasonable speed.
>
> I could be fuzzy on some of the details – the Halo Custom Edition communities know the most about tags, and I haven’t checked on HCE-related stuff in a whole – but I believe that’s the gist of it.
I’m betting that Reach has global files for weapons and vehicles, Map items that are only for in that map, like the GRD dolls, and some of the forge able items are stored as tags in the map file, because Halo CE’s engine uses tags in maps for every thing but global files for sound and textures. I kind of know of this because I know people who’ve moded the Xbox side of Halo back in Halo 2, and I’ve done some moding on the PC side, and some textures are stored in the global “map” files for Halo PC, like the vehicle textures, weapons, characters, and some items. If Halo’s Engine stored things like Half Life’s source engine, then adding weapons, models, and things would be easy as adding new maps. But this is Halo, and Halo’s engine isn’t set up for that.