Is there going to be a update for the updated graphics?

Is there going to be a update for the updated graphics?

Assault on the control room: Stand next to a tree with the up dated graphics. The bottom half is bare. But when you shoot at a bare spot. Your bullet is hitting an invisible wall.
Now switch back to the original graphics. Your bullet would be hitting a full spot on the tree. Which is not bare.

343 Guilty Spark: That level has areas where the walls are covered in blood. when you look at them with the original graphics. When you look at the walls with the up dated graphics. The blood is barely visible.

When you are going down the elevator when the Flood gets released. In the original graphics. The walls are covered in blood. With the up dated graphics the blood is removed.

So is there going to be a up date for that stuff?

Since it’s not game breaking, unlikely. I choose the word unlikely because it’s always a possibility that could patch later down the road.

> Since it’s not game breaking, unlikely. I choose the word unlikely because it’s always a possibility that could patch later down the road.

This.

> Since it’s not game breaking, unlikely. I choose the word unlikely because it’s always a possibility that could patch later down the road.

I agree on aesthetic issues like the blood, but the other is “game breaking” in the sense that it’s a bug that screws up gameplay.

I’ve seen the bug he describes in Two Betrayals (same map). Obviously whoever converted that area screwed up big time by changing the boundaries of objects to the point shots that should hit enemies are blocked by invisible walls and trees because visually the boundaries have changed, but hit-testing boundaries haven’t. This is a serious fail on the part of Saber.

This is exactly what we were promised would not happen.

The only thing that needs a patch is the entire level of The Maw. It has the worst texture loading of any level, and it’s embarrassing sometimes the length of time it takes for textures to load.

> The only thing that needs a patch is the entire level of The Maw. It has the worst texture loading of any level, and it’s embarrassing sometimes the length of time it takes for textures to load.

i think it’s funny and embarrassing, i laughed when i first saw the textures not loading at first
edit: i forgot to mention, if you go inside the tubes that pull away so you can destroy the engines, in the updated graphics, there is a wall in the back a little ways, but you can go thru it, as it isn’t there in classic mode

> > Since it’s not game breaking, unlikely. I choose the word unlikely because it’s always a possibility that could patch later down the road.
>
> I agree on aesthetic issues like the blood, but the other is “game breaking” in the sense that it’s a bug that screws up gameplay.
>
> I’ve seen the bug he describes in Two Betrayals (same map). Obviously whoever converted that area screwed up big time by changing the boundaries of objects to the point shots that should hit enemies are blocked by invisible walls and trees because visually the boundaries have changed, but hit-testing boundaries haven’t. This is a serious fail on the part of Saber.
>
> This is exactly what we were promised would not happen.

This is the only thing that annoys me with CEA. Every time I’m piloting the Banshee on this or AOtCR, I’ll end up clipping an invisible wall along one of the cliffs. Similar things happen on TaR, where I’ll end up behind one of the purple boxes, throw a grenade/shoot, and a similar thing will happen, only resulting in a waste of ammo/death.

I really want to call it a minor issue, since now I know it I can avoid it, but tbh if this were in any other game, countless people would be label it ‘game breaking’, and I’d have a hard time arguing that point with them.

> The only thing that needs a patch is the entire level of The Maw. It has the worst texture loading of any level, and it’s embarrassing sometimes the length of time it takes for textures to load.

This isn’t something that can be fixed with a patch. This is a flaw in the engine.

In order to conserve processor use games minimize the amount of detail they draw in objects at a distance. Unfortunately the Saber engine seems to be overly zealous in its implementation of this strategy and often ends up waiting until you’re so close to a surface when it decides to draw the full detail it can be a bit jarring. To make matters worse, it also waits until you’re looking at a surface, so even if you’re close to a surface behind you, you can turn around, see it without detail, and then the detail pops in.

> > Since it’s not game breaking, unlikely. I choose the word unlikely because it’s always a possibility that could patch later down the road.
>
> I agree on aesthetic issues like the blood, but the other is “game breaking” in the sense that it’s a bug that screws up gameplay.
>
> I’ve seen the bug he describes in Two Betrayals (same map). Obviously whoever converted that area screwed up big time by changing the boundaries of objects to the point shots that should hit enemies are blocked by invisible walls and trees because visually the boundaries have changed, but hit-testing boundaries haven’t. This is a serious fail on the part of Saber.
>
> This is exactly what we were promised would not happen.

Yeah this happens quite a lot. Models don’t match textures, just check out the first bit of Halo.
Oh well, it doesn’t really bother me.

> > > Since it’s not game breaking, unlikely. I choose the word unlikely because it’s always a possibility that could patch later down the road.
> >
> > I agree on aesthetic issues like the blood, but the other is “game breaking” in the sense that it’s a bug that screws up gameplay.
> >
> > I’ve seen the bug he describes in Two Betrayals (same map). Obviously whoever converted that area screwed up big time by changing the boundaries of objects to the point shots that should hit enemies are blocked by invisible walls and trees because visually the boundaries have changed, but hit-testing boundaries haven’t. This is a serious fail on the part of Saber.
> >
> > This is exactly what we were promised would not happen.
>
> Yeah this happens quite a lot. Models don’t match textures, just check out the first bit of Halo.
> Oh well, it doesn’t really bother me.

It bothers me every time I fire a shot that hits an invisible barrier, and it bugs me that they didn’t do a better job on this front. This should have been a top priority.

this isnt ground breaking ether but VERY annoying

i’m a rather good shot with stickies (not hard to learn but the minute things you have to hit take a fair bit of practise)

on the old graphics you can’t kill vehicles or sentinals with stickies, mainly on two betrayals i remember because i played it earlier but…

first reactor core the sentinals that fly in i just couldnt kill, i had bandanna so ammo isnt a problem but 'nades, sniper rifle or a shotgun couldnt kill them (both graphics)

on way to the 2nd reactor with the giant rock making two paths around it to the underground (but that bit is later) i went around the mountain not through to tunnel from the previous area and it was hard to see so i changed to the old graphics, killed some elites but still 2 banshees up in the air, i got about 7 sticks yet one is enough but the moment i switched to updated they died from one stick

also iv never played HCE much (was only online at internet cafe’s) but vehicles seem to be invincible to the sniper, are they or does it just take a million shots?

> > The only thing that needs a patch is the entire level of The Maw. It has the worst texture loading of any level, and it’s embarrassing sometimes the length of time it takes for textures to load.
>
> i think it’s funny and embarrassing, i laughed when i first saw the textures not loading at first
> edit: i forgot to mention, if you go inside the tubes that pull away so you can destroy the engines, in the updated graphics, there is a wall in the back a little ways, but you can go thru it, as it isn’t there in classic mode

how do you get in the tubes? lol

> this isnt ground breaking ether but VERY annoying
>
> i’m a rather good shot with stickies (not hard to learn but the minute things you have to hit take a fair bit of practise)
>
> on the old graphics you can’t kill vehicles or sentinals with stickies, mainly on two betrayals i remember because i played it earlier but…
>
> first reactor core the sentinals that fly in i just couldnt kill, i had bandanna so ammo isnt a problem but 'nades, sniper rifle or a shotgun couldnt kill them (both graphics)
>
> on way to the 2nd reactor with the giant rock making two paths around it to the underground (but that bit is later) i went around the mountain not through to tunnel from the previous area and it was hard to see so i changed to the old graphics, killed some elites but still 2 banshees up in the air, i got about 7 sticks yet one is enough but the moment i switched to updated they died from one stick
>
>
>
> also iv never played HCE much (was only online at internet cafe’s) but vehicles seem to be invincible to the sniper, are they or does it just take a million shots?

umm u can destroy vehicals if u hit them in the treads or engine

> Is there going to be a update for the up dated graphics?
>
> Assault on the control room: Stand next to a tree with the up dated graphics. The bottom half is bare. But when you shoot at a bare spot. Your bullet is hitting an invisible wall.
> Now switch back to the original graphics. Your bullet would be hitting a full spot on the tree. Which is not bare.
>
> 343 Guilty Spark: That level has areas where the walls are covered in blood. when you look at them with the original graphics. When you look at the walls with the up dated graphics. The blood is barely visible.
>
> When you are going down the elevator when the Flood gets released. In the original graphics. The walls are covered in blood. With the up dated graphics the blood is removed.
>
> So is there going to be a up date for that stuff?

trees are a problem on every level :stuck_out_tongue:

The development team had to balance increased detail with faithfulness to the original level’s BSP (level model/collision model, which cannot change) and I think that overall, they did a surprisingly good job.

On one hand, you have 100% faithfulness to the BSP in the update, with lots of low-poly, sharp-edged environments and boring cliff faces in AotCR/TB.

On the other hand, you have the artists taking tons of liberties with a beautiful but unplayable game.

There are some cool touches that they put in, like the distant islands on Silent Cartographer that have no collision model, but add scenery and a sense of cohesiveness. And even the original Halo CE had trees with no collision (so does Halo 3) so you can’t really complain about that. Overall, non-colliding walls, or unexpected collisions, were sometimes annoying (only a real problem on TB), but then I just switched to classic mode: problem solved.

Yes there are problems,but these are in the engine and are intentional as to keep as close to CE as possible but they aren’t going to mess with that game anymore. They have bigger things to deal with (Halo 4) they did the game for a nastalgia kick and now there done with it. It won’t get anymore attention from them.

Quite a few times I was ducked behind cover (in Anniversary mode) and tried to pop enemies only to hit invisible geometry. So frustrating…

I’ve noticed every time I run threw a door it takes a second for texture to load.

> The development team had to balance increased detail with faithfulness to the original level’s BSP (level model/collision model, which cannot change) and I think that overall, they did a surprisingly good job.
>
> On one hand, you have 100% faithfulness to the BSP in the update, with lots of low-poly, sharp-edged environments and boring cliff faces in AotCR/TB.[
>
> On the other hand, you have the artists taking tons of liberties with a beautiful but unplayable game./quote]
> Sorry, but this argument doesn’t hold water. The first time I saw this was a corner that was an angled corner in both new and old, it just stuck out about a foot farther in the old than in the new and that’s why it looked like I was clearing it when I wasn’t. The fact is that most of the new detail is either surface detail, which doesn’t affect shapes, or detail in objects, such wraiths, faces, and so on. I understand that a rock face may be smoothed out, but that wasn’t the issue in the places I’ve seen this. In general, the highest priority should have been, and we were told it was, faithfulness to the original gameplay.
>
>
>
> > There are some cool touches that they put in, like the distant islands on Silent Cartographer that have no collision model, but add scenery and a sense of cohesiveness. And even the original Halo CE had trees with no collision (so does Halo 3) so you can’t really complain about that. Overall, non-colliding walls, or unexpected collisions, were sometimes annoying (only a real problem on TB), but then I just switched to classic mode: problem solved.
>
> No, it doesn’t solve the problem. If I wanted to play with the old graphics I’d play the original game. What you describe is a workaround, and workarounds are only needed for problems. If CEA has a tree with no collision and it was the same in CE, that’s how it should be.

I killed myself on Two Betrayals on my way to the 3rd power generator, I shot a rocket when I was on the side of one of the little cliffs and sure enough it hit where in original graphics it would have been part of it, but in updated it wasn’t part of it.