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Topics - Imppa

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16
Skulls / Skull 14: Malfunction (CONFIRMED)
« on: October 19, 2011, 17:52:38 »
Description:
Quote
Every time you respawn, a random element of your HUD is disabled.

Notable Comments:
If the Blind skull is still in the game, as of the creation of this skull, there are at least 3 skulls now that only affect your HUD.
It is still unknown whether the skull can detect the actions of other skulls, or in the current case, Fog. Can it disable an element that is already disabled?

17
Skulls / Skull 07: Famine (CONFIRMED)
« on: October 19, 2011, 17:49:00 »
Description:
Quote
Weapons dropped by AI have half the ammo they normally would.

Notable Comments:
This skull was revealed in the October 17, 2011 HaloWaypoint YouTube video "BTS: Anniversary Campaign"

Same as the counterpart of the previous games.

18
Skulls / Skull 06: Fog (CONFIRMED)
« on: October 19, 2011, 17:46:24 »
Description:
Quote
Player's motion tracker is disabled.

Notable Comments:
This skull was revealed in the October 17, 2011 HaloWaypoint YouTube video "BTS: Anniversary Campaign"

Same as the Halo: Reach counterpart.

19
Skulls / Skull 01: Iron (CONFIRMED)
« on: October 19, 2011, 17:43:53 »
Effect:
Quote
If the player dies during a cooperative game, the last checkpoint is loaded. If a player dies during a solo campaign, the level is reset.

Notable comments:
This skull was revealed in the October 17, 2011 HaloWaypoint YouTube video "BTS: Anniversary Campaign"

The skull is practically the same as it is in H3 and HR, by aesthetics and by the effect. Nothing new here.

20
Intel / A Theory for the Mystery Helmet
« on: April 20, 2011, 20:10:36 »
http://www.bungie.net/Forums/posts.aspx?postID=59238815

Seems like the HRS is doing stuff. They even have their own page! However, if they have only found 1-3 spawns for bobs in each level, and we have found 7 (>1~3), they don't seem to do it carefully enough...

Sorry for the short talk, Portal 2 just finished downloading sooooo.........

21
Intel / Halo: Chess
« on: April 03, 2011, 19:27:02 »

22
Intel / Alternate Ending found! (not)
« on: March 30, 2011, 19:54:33 »
I agree with the commentors: The best fake so far.

http://www.youtube.com/watch?v=P9HA09_ZJQQ&feature=feedu

23
Here's the thing:
I've been working on my thread/article about shotcodes for some time now. I feel like it's coming together soon, but there is a piece I cannot craft alone, myself: an application that you can use to re-create shotcodes. It would be an excellent finishing touch to the text, and would probably draw interest, since it would be easy to re-create and test the shotcodes/find something awesome/possibly achieve glory.

But as said, I am not able to do it. I am very interested in coding, and I have already some experience of Java, but I still don’t know enough about GUIs or such (I only know some methods from it, thanks to my incomplete programming course in school :)).  Thankfully, I have noticed that there are some (talented?) programmers in SGP, who could, perhaps, create it for me. What do you say?

If you are interested, and I hope you are, here’s the plan:


The idea of the program is to create an environment where you can easily re-create shotcodes that are unreadable or damaged (in this case, the shotcodes in Halo: Reach) or try different bit combinations to see where the code will take you (fun?). Selecting the bits would be done by clicking the area where the bit is located, which would change the bit from 0 to 1 (white to black) or vice versa. After this the code could be read.

In the beginning, the program would draw a blank shotcode to the background, where the bits can be set up. Here, the radius of the shotcode is 7r, so that the radius of one ring is r, and that the datarings would be 4r to 5r and 5r to 6r.
To determine which bit should be changed, a method named determineBit would be used. determineBit would have two parameters, x and y, namely the coordinates of the click of the mouse. Since there are 2 rings (5r and 6r) and 24 sectors (each sector is 15 degrees), the bit could be determined by it's distance and degree in relation to the bullseye using trigonometrics and pythagorean theorem (Do I even know what am I talking about? :laugh:).
The method would look like this:

Code: [Select]

public static int determineBit (double x, double y)
{
    int bit = 117;
   
    int shotcodeWidth = 14;
    int shotcodeHeight = 14;
    int degreePerBit = 15;
    int error = 117;
    int r = 1;
   


    x -= shotcodeWidth / 2;
    y -= shotcodeHeight / 2;

/*Since the ring x*x + y*y = 7r*7r, or The boundaries of the shotcode, is drawn
 * around the origo, all the calculations must be made there. Meaning, when the
 *user clicks the center of the shotocde, in the calculations, he is clicking the
 * origo (0, 0). That is why certain values, like half of the size of the
 *shotcode and coordinates must be taken out of the click coordinates.
 */
    if (x*x + y*y >= 4*r*4*r)
    {
        if (x*x + y*y <= 6*r*6*r)
        {
         if (x > 0)
         {
             if (y > 0)
                 bit = (int) Math.floor (Math.abs(Math.toDegrees (Math.atan (x/y)) / degreePerBit));
             else if (y < 0)
             {
                 bit = (int) Math.floor (Math.abs(Math.toDegrees (Math.atan (y/x)) / degreePerBit));
                 //Note the difference to the earlier case
                 bit += 6;

             }
 else if (y == 0)
     bit = error;
         }
         
        else if (x < 0)
         {
        if (y < 0)
         {
             bit = (int) Math.floor (Math.abs(Math.toDegrees (Math.atan (x/y)) / degreePerBit));
             bit += 12;
         }
       
        else if (y > 0)
         {
             bit = (int) Math.floor (Math.abs(Math.toDegrees (Math.atan (y/x)) / degreePerBit));
             bit += 18;
         }
 else if (y == 0)
     bit = error;
     
     
         }
 else
     bit = error;

         if (x*x + y*y >= 5*r*5*r)//If on outer rim
            bit += 24;

        }
       
 else
     bit = error;
       
        }
 else
     bit = error;

    return bit;
}
(Don't worry, if you still don't understand, you don't have to: I've checked it works.)

The value of determineBit is from 0 to 47, giving 48 values, one for each bit. If the click does not hit any bit, it returns error value/117 :).
Each bit would have a value in a chart int bitValues [48]. When the user clicks the bit, the value of that bit goes up by 1. When the value can't be divided with 2, the bit is drawn. When it can, or the value is zero, it is not drawn:
Code: [Select]
if (bitValue [determineBit(x,y)] % 2 != 0 || bitValue [determineBit(x,y)] == 0)
     bitValue [determineBit(x,y)]++;

The image of the bit would be a .png, which would b as big as the shotcode, but only the area of the selected bit would be present in the image; the rest would be transparent. This way we don't have to think about how to calculate the coordinates of the bit, since they can be drawn to the same spot as the Shotcode. Thankfully, we dont have to create 48 different images, since we can do just 12 and then mirror them to create the rest. :)
Also, if we could have a grid you could toggle, placing the bits would be easier.

...And that's it. I'm sorry I can't code more than this, but I still am just an amateur :P. All help is appreciated, since this would take probably months for me to finish it...:D
I can work on the images myself, but if there are any takers, I could use that time to write the thread, you know...;)

Thanks is advance!

24
Intel / Flying a Seraph
« on: November 20, 2010, 09:30:39 »

25
I am NOT saying that the article is not good.
It's awesome.
It's actually so awesome, that it made me think (which is pretty much, I guess :P). More accurately, I think it was the name that made me think:

From Niven to 9/11 : History and Halos Collide

Now that I think more, the name isn't the best one, perhaps: it's a bit misleading. The article is about 9/11 and it's/history's collision effects to the Halo Trilogy, true. Mentioning Larry Niven, The writer of the science fiction book "Ringworld", makes it misleading: "From Niven to 9/11" Means that there is something more than what is mentioned, something between those collisions to history. But since there isn't anything like that, it is misleading.

"But what if that weren't the case?" I think.

"What if there actually were more? What if that headline would file other articles under itself, that would all tell the different collisions of Halo and The History?


What if it listed all the Halo -connections to the Real World?"


At this point, I get this feeling. This weird feeling, this Thing, that has been sleeping for almost a year now, from the times after the first "Activity Wave" of SGP (or "Golden Age", if you want).
This feels like something that I was thinking when I signed up. Something great. Something AWESOME.


"From Niven To 9/11: History and Halos Collide" would get a new meaning here. We, the SGP, would create a list of articles that define the major links from Halo to The Real World. That, my friends, would be something I would be truly pleased to work for.
While these theories and articles mostly already excist in The Internet, it would be us to tie them all together. While some of them could be simply linked, such as the Ascendant Justice post about Halo's Connections To Aliens, we could not just simply link Danves' post in Bnet about the connections to Dantes Inferno, and should be rewritten in HTML to our site.

Here's a list of the articles I think we should include:

  • Ringworlds and Halos
(Yet to be written, I suppose)
  • Aliens and Halo
  • Bungie and Halo (Connections to earlier games, such as ONI and Marathon?
  • Dante's Inferno and Halo
  • 9/11 and Halo


(I originally though there were more, but now that I actually think, I don't remember anymore...)
If any of you happen to remember any other major connections, please respond!

In Danves' case, I would propose that we give him a chance to write the article himself, if he is interested. The same should be proposed to the writer of the Aliens -article, Valor. If they would decline, we would ask to use their content (if not the whole article, then parts of it [modified, if needes]). In any case, they would get credit.

So,
What do the minds of this Commitee think about this? ;)

26
Intel / Reversed messages in The Tribute Room?
« on: September 29, 2010, 11:29:56 »
This got posted into Bnet In the local "Secretz" thread:
Quote
Posted by: Mrephunk
Been following the thread for a while, and really hope it gets somewhere. Haven't contributed till now and maybe its been said before but........ In the secret room on the package there are noises heard on every one of the terminals you access. It sounds like the same backwards stuff from the data pads, just thought I would let you guys know
Could someone perhaps look into this? They may be the same as in the datapads, but it still should be confirmed.

27
Intel / Secret Switches on The Package
« on: September 24, 2010, 21:05:40 »
HaloReachPlanet (yes, that) discovered other (or rather, third) switch on The Package. By activating it together with the one found earlier, you can unlock 4 usable banshees.

http://www.youtube.com/watch?v=1ld45D9SoCM


They may be "bastards" so-to-speak, but they sure are productive bastards.

28
Halo Reach: Beta / This thread should be renamed
« on: September 09, 2010, 19:13:18 »
Or at least the description should be changed (like; this is what we talked 'bout at that time). It's almost been 117 days from the day Beta ended! ;D

29
Intel / Still no ARG? What gives?
« on: September 08, 2010, 19:33:36 »

30
Intel / The ARG, seemingly
« on: September 02, 2010, 17:13:24 »
Not found by me, of course. :'(
Could be just hoax though, at least when it was 'leaked' so to say... We'll see.

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