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Modtacular!
(GT)Juggler continues with the modding vids; Modtacular (GT video 8) is now up for download in the media section of Halo GT. Format is QuickTime MP4 – you’ll need the latest version of QuickTime to watch it. It contains clips of dozens of mods – everything from a Longsword on Blood Gulch to a maze-like map to, apparently, the ultimate mod for insecure folks; a gun that says ‘Killtacular!’ every time it fires. Check it out… there’s some bizarre stuff in here! And before anyone asks – it was all done on an Xbox, no PC footage here. (Comments can go in this forum thread. But don’t ask him about the format – he’s tired of telling people to download a new version of QuickTime.)
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Halo PC Teams needed!
The Cyberathlete Professional League is unhappy with Halo PC registrations for the Extreme World Championships this summer; they’ve set a deadline. If there aren’t 32 teams registered for the Halo PC Tournament by Monday, April 26, they will cut the cash prize in half, and teams that want to cancel their registrations will be offered a full refund. Don’t let Halo go unrepresented this summer – sign up now! Thanks to synide, of cooked Gamers, for the heads-up on this.
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Magical? Glowing? Must Be Endangered
I’d tell you what Halo: Resolution was about today… but that would require that I understand it, first.
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List. LONG List. Shaken, not stirred.
Looks like a big collection of Fan Fiction, doesn’t it? If Mark Lieberg actually compacted some of his work, it would only be 21. Something to think about…- HALO 2 MINISERIES BOOK, by Delta Force
- Halo 2: Chapter 2 ; Part 1, by Mark Lieberg
- Halo 2 :Chapter 2 ; Part 2, by Mark Lieberg
- Halo 2: Chapter 3, by Mark Lieberg
- Halo 2: Chapter 4, by Mark Lieberg
- Death Valley (Part 1), by Justin Key
- Death Valley (Part 2), by Justin Key
- The Enemy Within-Chapter Seven: Ashes, Ashes, We All Fall Down, by Mind_Affecting_Parasite
- Battle for the Norah: Part Sixteen, by Sterfrye36
- Earth’s Destruction Chapter 7: Left Behind to Die, by Sentinel
- Assauly Part 4: Stranded, by Joe Ehret
- The Second Chance, by Howard the Duck
- No Other Alternative Part 2, by Watsaru
- Downfall Part 1 Running For The Answers, by Apache119
- Retaliation: Chapter Four, by Blue Jaguar
- The Birth of New Heroes: Prologue , by Arinoth Koby
- Halo 2: The New Front (Chapter 5: Good Version), by System Failure
- The Huntress, by The Huntress
- Seargent Vick: Part 1, by Helljumper
- The Iron Hands of the Prophets (Finale): Two Betrayals, by MadJackal
- The Moral Redemption of Dr. Halsey (Part 3), by Ross Becalick
- Prodigal Son: Part 7
, by Scott Devary - Halo 2: Chapter 6 ; Part 1, by Mark Lieberg
- Halo 2: Chapter 6 ; Part 2, by Mark Lieberg
- Halo 2: Chapter 6 ; Part 3, by Mark Lieberg
- The Arisen Dark, by RabidChicken
- Meanwhile…., by Wraith
Now go read!
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Forerunners bigwigs interviewed at the Junkyard
Steve Campbell and Tony ‘Octanus’ Poitra are the latest Halo-related additions to the Junkyard’s Spotlight collection. Steve brings his… interesting view of reality to his reminiscences of the early days in the Bungie community. Go read ’em both! Thanks to Mhaddy for the heads-up.
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Attack on the Control Room – in Multiplayer
Wow. MonoxideC has finished his Halo PC AotCR Multiplayer conversion – you can download it from Halomods (7 mb). It replaces Derelict in the map rotation. Thanks to James for the heads-up.
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Tricks Find a Home
Ducain has brought his own tricking site, High Impact Halo, online. A great place to go for nicely done movies! Check it out. (Comments can be put in this forum thread.)
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Upcoming Tourneys
Tournaments coming up soon: X Tournaments has a 3v3 tourney scheduled at 5 pm on Saturday, April 10; details can be found on the website. (There’s also a movie of a 2v2 tourney a week or two ago, for registered users.) Also, CJ (from the Enna Wars team) posted recently about a tournament in the Chicago area in June; they need feedback to know whether it’s worth doing. Apologies to tourney news I missed; some folks gave me less than 48 hour notice on posting, and sometimes, I just don’t make it. 🙁
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A White Spring
Subzero Rivalries has put up another episode – Spring Break comes to Sidewinder. Thanks to MarkHawk for the heads-up.
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Blood Gulch for UT2k4 – finished
Strato has posted a download link (and new pictures) of the finished UT2k4 Blood Gulch map we mentioned a few days ago. (It wasn’t finished then, and apparently shouldn’t have been posted.) Go grab a copy; there are three servers online running this map!
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Andy Yuan returns to Halo
Alexander Valient found a new Halo-related comic by Andy Yuan. (We mentioned him last August, when an earlier comic was discovered at Elfwood.) Nice!
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Oh, the slings and arrows of outrageous fortune…
Red vs Blue has posted a bizarre collection of Sarge outtakes for Sponsors – 2:29 of surreal reminiscences and pretzel dips. Thanks to Ross Mills for noticing.
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Now THAT was a long puzzle.
Back in mid-January, a puzzle was kicked off at Yahoo Groups by Skavenger, BOLL, c0ld vengeance, and MorningStar. We just received word from MorningStar that it’s come to a close… and the winners are ModdedCyborg, Sgt. Bigglesworth, and Gutupio, in that order. Congrats, guys!
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The Joy of Me
One of the great things about being me is that every once in a while I get to say “John Carmack is wrong.”
[I actually said something more colorful at work.]
In the programming GDC keynote this year, Carmack mentioned that (game) audio could be solved today given total dedication of processing power, and that in two years it will be solved altogether. While technically true (we can simulate a lot with DSP), such a statement ignores the growing trend of data as the limiting factor in games. And while graphics may be the sexiest thing in gaming right now, audio is, and will continue to be the biggest part. At least in good games.
Here a little scary fact about game audio. Let’s assume that a game will play up to 256 mono-channel sounds simultaneously. Given the current standard of games today, let’s also assume the sample rate is 44.1kHz, slightly above the Nyquist limit for human hearing, and the sample size is 16 bits (2 bytes).
One second of audio using 256 unique sounds will require (channel count) x (sample rate) x (sample size) = 256*44100*2 bytes = 22.5 megabytes per second.
Of course, the worst case doesn’t really apply to the general case, so lets say an average gameplay second will have 40 unique sounds playing at once. Now the bandwidth drops from 22.5 MB/s to 3.5 MB/s. Current hardware supported compression schemes appropriate for games can drop that to about 1 MB/s.
Seems pretty reasonable. Unfortunately, if we want to play more than 40 seconds worth of sound, we’re going to need a bit more data. A lot more data, in fact. Halo had a total of 2.5 GB of data, uncompressed, with a mixture of 22kHz and 44kHz of data. Compressed, that’s about 700 MB total, which works out to about 150-200 MB per level.
200 MB doesn’t sound so bad. But since no one really budgets that well for sound memory, we’ll need to be able to stream that data in from disk. And unless we can perfectly predict what sounds will play when (which we can’t, given a dynamicly satisfying environment), we’ll need to have either a rather large sound memory cache or a really good random access disk transfer rate. Unfortunately, most storage devices optimize for sequential access, and no one ever wants to give memory to sound, so that kind of makes us SOL. I’m overstating the problem a bit, but the common way of solving this problem (reducing the amount of sound data) isn’t that satisfying.
Even if the content/data problem is solved, a convincing sound environment has computational expenses that are an order of magnitude more complex than graphics. To do that, we need reverberation, or as I put it, the echo problem.
Reverberation describes the reaction of an acoustic environment to sound. A good example is how different it sounds when you sing in the bathroom versus when you sing in the car. A more complete explanation of sound propagation can be found here.
To determine the reverberation effects of a single sound we need to determine all the paths between a sound source and the listener. This includes the direct path plus all audible reflected paths from the sound to the listener. If you really want to be accurate, you’ll need to do this separately for different frequency spectrums of the sound. (Lower frequencies can travel farther due to reflections than higher frequencies.) The equivalent problem in graphics is global illumination, which current games pre-calculate for static lighting in some fashion due to the sheer complexity of the problem. Neither of these can be determined in real-time even with the entirety of processing power available. Hardly something that is “basically solved.”
[That’s not to say that we don’t have a good enough approximation. The current generation of sound hardware conforms to the I3DL2 spec, so we can have at least some modicum of auditory goodness without drastically impacting performance.]
This is why I like being the sound programmer 🙂
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The Joy of Me
One of the great things about being me is that every once in a while I get to say “John Carmack is wrong.”
[I actually said something more colorful at work.]
In the programming GDC keynote this year, Carmack mentioned that (game) audio could be solved today given total dedication of processing power, and that in two years it will be solved altogether. While technically true (we can simulate a lot with DSP), such a statement ignores the growing trend of data as the limiting factor in games. And while graphics may be the sexiest thing in gaming right now, audio is, and will continue to be the biggest part. At least in good games.
Here a little scary fact about game audio. Let’s assume that a game will play up to 256 mono-channel sounds simultaneously. Given the current standard of games today, let’s also assume the sample rate is 44.1kHz, slightly above the Nyquist limit for human hearing, and the sample size is 16 bits (2 bytes).
One second of audio using 256 unique sounds will require (channel count) x (sample rate) x (sample size) = 256*44100*2 bytes = 22.5 megabytes per second.
Of course, the worst case doesn’t really apply to the general case, so lets say an average gameplay second will have 40 unique sounds playing at once. Now the bandwidth drops from 22.5 MB/s to 3.5 MB/s. Current hardware supported compression schemes appropriate for games can drop that to about 1 MB/s.
Seems pretty reasonable. Unfortunately, if we want to play more than 40 seconds worth of sound, we’re going to need a bit more data. A lot more data, in fact. Halo had a total of 2.5 GB of data, uncompressed, with a mixture of 22kHz and 44kHz of data. Compressed, that’s about 700 MB total, which works out to about 150-200 MB per level.
200 MB doesn’t sound so bad. But since no one really budgets that well for sound memory, we’ll need to be able to stream that data in from disk. And unless we can perfectly predict what sounds will play when (which we can’t, given a dynamicly satisfying environment), we’ll need to have either a rather large sound memory cache or a really good random access disk transfer rate. Unfortunately, most storage devices optimize for sequential access, and no one ever wants to give memory to sound, so that kind of makes us SOL. I’m overstating the problem a bit, but the common way of solving this problem (reducing the amount of sound data) isn’t that satisfying.
Even if the content/data problem is solved, a convincing sound environment has computational expenses that are an order of magnitude more complex than graphics. To do that, we need reverberation, or as I put it, the echo problem.
Reverberation describes the reaction of an acoustic environment to sound. A good example is how different it sounds when you sing in the bathroom versus when you sing in the car. A more complete explanation of sound propagation can be found here.
To determine the reverberation effects of a single sound we need to determine all the paths between a sound source and the listener. This includes the direct path plus all audible reflected paths from the sound to the listener. If you really want to be accurate, you’ll need to do this separately for different frequency spectrums of the sound. (Lower frequencies can travel farther due to reflections than higher frequencies.) The equivalent problem in graphics is global illumination, which current games pre-calculate for static lighting in some fashion due to the sheer complexity of the problem. Neither of these can be determined in real-time even with the entirety of processing power available. Hardly something that is “basically solved.”
[That’s not to say that we don’t have a good enough approximation. The current generation of sound hardware conforms to the I3DL2 spec, so we can have at least some modicum of auditory goodness without drastically impacting performance.]
This is why I like being the sound programmer 🙂
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Passions Enjoying Themselves
It’s music day here at HBO. We got word from Marc at Halo Universe that they had a new piece of fan music, created by Noah Hofmann, called ‘Halo: The Resistance’. It’s a gorgeous piece… techno-ish. It reminded us that there were a couple of pieces here, waiting in the queue… what better time to release than on Music Day? The first is a piece called ‘Programmed for War’, created by Rayagon, and originally posted 6 months ago on the Overclocked Remix forums (found and brought to our attention by Pepper4099); I contacted the author, and he had no problem with our making it available to the Halo community in general. He considers it a work-in-progress, but he’s not sure he’ll ever get around to another edit, so this is a fine time for release. In his words, “I was just feeling like channelling the Master Chief badassedness into some music one day, and the mix came out.” It’s got an interesting feel to it. The other piece we have here is a bit different; it’s bits of dialogue, set to a Halo soundtrack, comprising what the author, Rob (Hippo) Palardy, considers “some of the finer parts of Halo, both gameplay and story.” Between the three, you should find something you enjoy listening to!- Halo: The Resistance (6.1 mb) (first item in ‘Songs’ section)
- Programmed for War (3.3 mb)
- The Best of Halo (3.4 mb)
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Stuntmutt’s Frankenstein – now with more bolts!
BOLL, never one to rest on his laurels, has added yet ANOTHER cool feature to his AutoMagic 117 Stripmaker – now you can choose the background color! Specify it via the sliders, if you want… or just type in the hex code you’re looking for, if you know it. Changes happen in real time. (All of this requires Javascript; if you have it disabled, you’ll still be able to generate strips, but the ONLY way to set the strip background color is by knowing the hex code. There are plenty of online references for colors, though, like this one at Webmonkey. Without javascript, you’ll also have to count manually to find strip numbers…) In any case, if you leave either the strip value or the color value blank, they will be randomized, so you’ll get a useable strip no matter what. Update: BOLL, the man who cannot leave well enough alone, has added another 20 panels to the collection you can use to make your funniez. Go to work!
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Still got the stuff
Travis Cossel sends in a Halo sighting in a relatively obscure magazine called ‘Boards’ (it’s aimed at television advertising types). The current issue contains an interview with a creative talent for the ad agency OWN+P (they’ve been developing commercials for EA Games, among others), and the response to ‘what is your favorite game?’ was interesting:“I’ve been playing Quake: Arena and I’ve been playing a ton of Halo. But I play so many. The flavor of the month is playing with 16 or 18 guys hooked up on Halo.”
It’s pretty cool to see someone calling Halo ‘the flavor of the month’ almost 30 months after its release…
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Getchyer Red-Hot Story Nuggets Here…
So, while I was out enjoying my family last night, mnemesis was updating the front page… but he didn’t stop there; he went a little nuts with the Halo Story Page mailbag. For a while, Finn has been carrying the ball… but it looks like a lateral pass took place somewhere without anyone noticing. Go read!
