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It appears to be some kind of proximity culling issue, since the light seems to be functionally present, but will not display unless the player is rubbing up against whoever is using the turret while it's firing.
I'll be working on improving the current light manager system I wrote, for reference, regular Halo 2 only usually supports around 4-8 lights. We go near and sometimes beyond 32!
Added to the list, thank you for reminding me about that. Cheers - N
Chief's walkspeed is faster than the original version.
The hogs drive faster than they do in the original version which can result in a strange music transition when you drive the ghost up towards the highway at the end unless you stall right before that sequence.
The gauss cannon's explosion color when impacting the ghosts or shadows uses an incorrect color palette of cyan compared to the original.
The gauss cannon's fire rate is the same as retail's, which is a bit slower than the e3 2003 version.
Some of the marines' helmets will randomly disappear every playthrough.
There's strange jittering with the battle rifle FP animations when standing still and looking around.
The brute that lands on the gauss hog doesn't throw the marines out of their seats aggressively like in the original, they clip through the hog instead or get teleported next to it after being killed.
When you hijack the ghost, the kick sound differs from the original version and the brute doesn't grunt aggressively either.
In the courtyard fight, the car closer to the first GPMG turret is consistently red in old footage, but both are green in the Digsite version.
Also, cars during their second explosion effect are suppose to cause damage that can kill grunts and jackals and move nearby objects like other cars. The retail uberchassis still uses the "vehicle_explosion" damage effect which may be the same one from the E3 Demo.
Similarly, the four plaza signs that can be destroyed I believe were suppose to do damage judging by the footage, but its hard to tell. On Metropolis, one of these plaza signs still exists and also uses the "vehicle_explosion" damage effect which further leads me to believe it was present in the E3 Demo.
In my case there is a problem with lipsync scenes aswell. Every dialogue is played without its corresponding animation.
During the end scene, when the new mombasa sign hits the phantom below, some explosion animations are missing.
Energy swords have some weird flickering
the light beam effect texture of the sky spotlight right at the beginning strangely rotates instead of aligning itself to the players camera position
(Not a bug, but I would like to see the e3 bungie logo right at the start of the demo aswell ^^)
This is known, due to our differences necessary for AI to drive vehicles properly. There is a good chance this cannot be addressed due to multiple factors that can differentiate each playthrough, notably, the ghosts that you can board specifically are triggered after two Brutes have been killed by any means. If you do this faster than the original demos were intended, then this will require you to wait around for the music cues to play as intended. This is on parity with how the real build worked.
This is likely due to a difference in shader behaviour between H1.5 and H2, but will look into this, cheers.
The gauss cannon fire rate is the same as the tags from the E3 build. This is correct.
This was always possible in the E3 build, and purely comes down to chance, however we have considered possibly forcing marine permutations in our version for more perceived consistency.
I can't currently find any visual evidence of this. Would you be able to provide video footage, if possible, please?
This is due to engine differences with how vehicle ejection is handled, and cannot be fixed.
This is generally because the hijack in the original footage is a "fake" one, and is an animation that pauses for input to complete the sequence, where the sounds are part of the animation. Our demo uses the real hijacking system in retail H2, hence the difference in sound behaviour.
Cheers - Neo.
We did have these set up at one point but I believe it caused some other issue. Will look into this.
Cheers - N
Can you be more specific, if possible please? H2's lipsync system works independent of normal game-timing logic, and can desync on low framerates (this is not itself fixable, but we're working on improving performance)
Good spotting, will add to our list.
This is partially due to the postprocessing stack and how bloom is handled in retail H2, but will add this to the list, thanks.
Our tags are consistent with the original and this is likely caused by a shader difference (which may not be addressable), but will look into this. Cheers.
We'd all personally love this, but we aren't allowed to use copyrighted material from other trademarks or IPs outside of Halo, including company logos.
Cheers for the continued reports. - N
NPCs do not have face animations at all. Maybe it's on my side only, because I watched other people's videos and they did not have that problem at all. I'm wondering if it's because my game language settings are set to German
Great work on the Demo! It is amazing to be playing it!
Seconding this!
Right after a marine says 'no tags' at the beginning, you hear the announcement in the background in the demo, in this mod you dont hear it at that point.
very nitpicky but the slower you walk in the mod, the slower the gun sways, while this is more realistic and objectively better, it didnt happen in the demo, instead it had the halo 1 animation and moves the same speed no matter how slow or fast youre moving
the camera clips through chiefs legs when i look down, is this just because of what my FOV is set to? could you even see the legs if you look down in the demo? i dont know but i doubt it
Remember the scene where the Marine interacts with an injured comrade? The part where he asks, 'Hey, is it clear?' and the other Marine replies, 'You tell me,' just before an explosion suddenly goes off? That moment was supposed to have the ground shake aggressively, as shown in the Halo 2 cut demo from the 2003 trailer. Unfortunately, this dramatic effect is absent in the latest build we have today. Please bring this detail back in—it adds so much intensity!
Yep, only English language is supported, since David Scully's performance for this demo was never dubbed for other languages.
H1.5 did not have the third person model/legs viewable in first person, so this is a Halo 2 specific thing.
The gun sway thing is an actualy H1/H2 engine difference to my knowledge, it probably can be brought closer but this is not a bug, so is beyond the scope of our work. Would be a cool change though!.
The annoucement thingy is in our build, and has a random chance of playing. This is consistent to the original build. Cheers.