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Everything posted by Twinreaper
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Wow, glad to know there are more retards like you who do not understand one damn thing about a game or it's mechanics. Games do not contain luck. Luck is a common human belief that something other than a series of events lead to an unpredictable result. Luck is non existent. DMR battles with the TU will not require more skill, but less skill to get those headshot kills. Because of the tweaks to the weapons, the firing radius (spread) of the DMR is trimmed down to that of the old H3 Battle Rifle. Now whether or not they are adjusting the weapons projectile speed has yet to be seen. Really iCapWN3d, you should understand things first before trying to spout off about them. It just makes you look stupid. And for the last time...BLOOM HAS NOTHING TO DO WITH HOW THE WEAPON FIRES OR HOW ACCURATE IT IS. IT IS ONLY A VISUAL AID USED TO HELP PLAYERS. BLOOM IS NOT RECOIL. BLOOM DOES NOT CONTROL ANYTHING. My god people really?!? How many times must I state this, as well as others. Can we make a new rule? How about after now, after all the data and examples I have provided, anyone else wishing to insult others about bloom or give out stupid ass comments about what bloom is or isn't, said people get banned from the site, or have Ungoy feces thrown at them. Anyone here want to officially challenge me on the specifics of the Reach Blam! Engine, MegaloScript or tag data and fields in regards to this idiotic thing called "bloom"? No? GOOD! Case closed. Please lock this thread Spectral.
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And that's what matters most. They created it, not us. Learn to adjust to new game mechanics. Adjust your tactics and teamwork. Constantly complaining about things never gets you anywhere in life.
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You know slightly how the BR works. Bloom is nothing more than the visual effect of the HUD reticule letting you know when it is safe to fire a shot again after a certain time period has elapsed since your last shot. This feature has been in all Halo games and is more specifically firing radius. Depending on how fast you shoot, effects the radius in which your shots can land. The blooming reticule is just showing players on screen the value that is in the weapon tag itself. Does anyone read what i write when I try to explain these things?!? Reach is just simply the first Halo game to give players a visual representation of real time firing radius via the blooming reticule. Bloom itself is nothing more than a HUD bitmap widget with a shader function. The BR had a toned down radius to the effect of something like 0.015 or something like that. Even when pulling the trigger rapidly or pacing shots, the amount of space you could expect the br to land shots in was very small. Go way back and think about the BXR hack people used. Even when firing super fast like that, the shots stayed on target. That is due to the weapon tags value settings, not bloom or lack there of. Bloom was only added likely because of a large amount of the community wanted a way of knowing where exactly they could expect there shots to land as they pulled the trigger each time, rather than have a giant reticule radius that was fixed, and have to guess where in that space even paced shots would land. TO wrap it up nicely for you, bloom is a visual aid, nothing more.
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I assume you are referring to the albatross tags that you can use to place them in Halo 2 and Halo 1 for the PC? If so, there are many authors. Too many to count. Extracting models from Halo 3 has been possible for a while now. Because the models can be easily extracted it is always easier to just give credit for those things to the author of the application you used to extract them. In which case, it would E3po for his application Xtraction. If you are referring to the actual artist for Bungie who made it...good luck getting that info!
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Simple answer.... you can't. So far to date, the most we have been able to do is simple campaign save and forge edits. Even with the editing we can do, we are limited to the palette of items that is already inside the maps. To add vehicles to a map that does not have them already would require you to decompile the tag data into a usable debug format, then require you to inject the new data into a map. problem is, that the data then would get shifted and throw off pointers and string id table. Also keep in mind that resigning an entire map file would require a public and private key pair set to provide the proper encryption hash...which we do not have or close to having at all. All that aside, I would love to see a dedicated space combat scenario. Perhaps make a 2 of them. One focused on out in space jetpack man to man combat. Hopping around the outskirts and structures of a space stations. The 2nd one a vehicle dedictaed map. Longswords, Seraph's, etc... Wicked fun all around!
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Solid reasoning of why bloom is good/bad
Twinreaper replied to Sportan's topic in Halo CE + Anniversary
Quite the opposite there Jhorse. You have no idea how anything in the game works from a programmers perspective. Did you even go and read anything that has to do with bloom that i posted before? I get all my tech data and know-how from actually diving into the games data, I don't just sit around and look up stats online and stuff. I actually do real programming work to shift thru meta data, string id's, encrypted tag data, etc. Everything I have posted about bloom and other game mechanics is spot on and is actual hard coded game data fact. I could care less if you do or do not voice your opinion. But what i will not accept, is someone voicing an opinion that tries to sell people on what they say is true and fact. You are entitled to your opinion at all times, but do not go around saying what bloom does or does not do. You have no skill or knowledge to back up a view like that.....I however do. And whether I am good or bad at reach or multiplayer does not have anything to do with this thread topic anyway. What's the matter, baby can't take being spanked about game mechanics so now he is going to try to make me look bad by calling out my gaming skill? Really? How sad..... This topic thread was entitled "Solid reason of why bloom is good/bad", yet I have not read anything close to being an actual game data fact as to why it is. All I have read is a bunch of whiny opinions about it. Opinions are not solid reasons...just saying. -
on the Pillar of Autumn.
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Your New car, you and people like you are the sole reason Reach has lost players. Constant whining and crying about how you do not like things and refuse to adjust to them is just a sign of weakness not only as a player but as a human being. Tolerance is a virtue as is patience. With every new game you play you must adjust play style and tactics. Simply calling it quits because a company or game division throws you a curve ball once in a while is very immature and petty. Perhaps you and the following like you, should put all their rage into a more productive effort to make the Reach populous a much better place. It's always easier to cry fowl and ***** than admit things and adjust. I suggest you learn to deal with life and take a good hard look at yourself before you blame others for shortcomings. Nothing in life is ever going to be designed to your exact liking. there will always be flaws or things you do not like. Learn some tolerance.
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The easiest and most viable solution would be to make the flame a permanent armor permutation and have the flame color adjustable to match the secondary and primary armor color. Much easier and space friendly to hard drives for that extra content.
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Agreed. During pre-production when the Reach Engine was being coded, they were solely focused on supporting everything they ever wanted to throw into a stand alone Halo title. Hence foregoing the traditional Halo feel we were all familiar with. But that aside it turned out well given the above information. I suspected as much that people would be too overhyped about the changes to support a classic feel. I said it all along that it wouldn't feel the way people were expecting. But then again it is still too early to tell. I have to admit though.....the Timberland map looks fricken awesome! It's almost identical to a Timberland remake I did for Halo 2 PC about 9 months ago. I had bridges spanning the creeks along the sides of the bases and tons of various trees and fallen trunks to lurk around in. I even added an additional waterfall. Perhaps the 343 team took some inspiration from the modding and map making community?
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If I knew we were doing japanese greetings today I would have brushed up. Welcome Tina. Always glad to have another member of the female gender around here. I think I'm about as geeky as things get when it involves game talk so if you have any tech questions about Halo, seeing me, Serene, Vore and G00n is a must. Welcome again!
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I could not agree more with having no remakes. Halo 1 was only remade because it is now the 10th Ann of it's release. They didn't decide to remake it because it needed an overhaul. By most standards, Halo 1 is still pretty much the bees knees when it comes to playing anything Halo. The story alone without tweaks was phenomenal. It was the first game I played that actually made me feel like I was there and sucked me in 100%. The engine itself has also stood the test of time. Even today you can always find large groups of people still developing new techniques and modifications using the basic tool set that was provided. Show me any other title that still has the fanbase Halo 1 has. Any future Halo title remake would not hold the same sentimental or reminiscent value that Halo 1 brings. Hell, there is even a project going on from Kornmann called Open Sauce. With it, he has been able to post process the graphics of Halo 1 to match Halo 3. Show me another titles game engine from 10 years ago that could do that! These are all just some of the reasons that only Halo 1 deserves a remake. Halo 3 graphically and story wise wa pretty solid. Despite what most players will say, I enjoyed it very much, and if I still had the game disc or digital download, I would still play it today. Help me help you by saying NO MORE REMAKES!!!!!! Spread the word!
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I think you are getting yourself confused. No weapon can fire at the same rate at which you pull the trigger. If you pound the trigger for a weapon that is not automatic, the weapon will still only fire as fast as the weapon tag itself is set to allow. Even with the BR, there was iirc, a value of 0.113 set as the cooldown before another shot could be fired. Concerning the firing spread of the BR, it was so minimal anyway, that you would have to be at about mid map to see any if all the projectiles of the firing burst miss the target. Even so, at least 2 of the bullets from the 3 round burst would be about 90% sure to hit. I have a couple big posts about Bloom and what it actually is somewhere around this site in various threads. Sometime soon I will go thru a list of common functionalities and display up some values and a good description of each of them. I don't expect people to understand everything there has to do with specific game mechanics, but what I absolutely cannot understand is ignorant people who mouth off about things they have no knowledge of, and claim they are right simply because they say they are. Just for future referrence to anyone reading here, I can always provide clear ripped proof of any tag values or mechanics you may have questions about. Don't be shy, the Reaper is here to help!
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It's a trade off. That rocket projectile model alone is comprised of roughly 1,500 poly's. And that is just that single rocket. At any given point, the engine has to render, calculate and initiate collision. Both physical and projectile. The engine cannot handle true LOD 1 render settings for each item during a match. To do so would overload the engine. It isn't about graphics as it is as much about format used. The BSP, Havok, MMOP and POOP formats used to handle pretty much everything are far behind graphics friendly wise. BSP is an outdated system of handling environments and map mesh. Bungie used BSP for 10 years, and would be unlikely to re-write from scratch, a new handling system for the game engine that almost noone knoes anything about. Crytek uses FBX formats primarily for mesh, and the Cryengine was written to handle more poly's and textures than pretty much most other game engines to date. That aside, Bungie did a great job utilizing the archaic formats they did. They achieved some pretty good results. But in the end, the LOD and poly limits of what they had to work with, put them behind the 8-ball in comparison to COD, BF and Crysis. Also, remaking Halo 2 would not be entirely necessary. One can achieve real good texture and poly results with the current engine and format. Halo 2 is capable of scaling and displaying High-res textures and really smooth surfaces. It just depends how much time you have, and how much of that time you want to utilize on graphical things like mesh and textures. I could re-skin Halo 2, touch up geometry and touch up animations very easily. But it would not be a big enough payoff. Part of the problem with re-making Halo 2, would be the storyline. You couldn't add almost anything or re-write any part of the story. Part of the reason re-making Halo 1 worked, was because not much of the story had great detail or pivital events play out during the coarse of the campaign. It was pretty much a straight forward, stuck on the ring, blow it up and escape game. Adding subtle story tweaks and extras worked because of the simplicity. Doing so with halo 2 would require a lot more thought and light treading.
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JHorse, your an idiot. Every Halo title had what is commonly referred to as "bloom". Do I need to pull out some data references and tag values to prove it once again for the billionth time? "Bloom", is how everyone describes a particular weapon mechanic that is not easily explained or understood. 343 or Bungie for that matter could go into great detail and try to explain it, but unless you have an intimate knowledge of the tagging systems and the tag values used, you would still not understand it all. As for something i read about bloom being recoil. WRONG! Bloom is not recoil. Recoil is the effect we see with the SMG from H3 and H2. The particulars of recoil are controlled by values set as "error angle per shot max / min". translated, this means for every burst or shot, the weapon's aiming reticule is forced upward at the set value. The Sniper Rifles also have recoil, but because the "reload before next fire" value is higher, you can only squeeze off shots at a certain speed. I have read some reviews about the new TU with adjustable "bloom". I can only summarize from what I have read, that the additional MegaloScript handling they included to give players this, is not only adjusting the firing spread, but also the rate at which the weapon can fire rounds. I cannot remember where I read it, but a few players stated that the DMR fires a little quicker than before. Can this be confirmed by anyone else? I would like to try to solidify what changes are exactly occurring and how the scripts are changing certain values. Purely for educational purposes of coarse.
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Dedicated servers are not needed or usefull in any way in regards to the Live service we know and enjoy now. Even if they did use a dedicated server rather than giving host to a player, there will always be lag present depending on whom you are in a match with. Halo 1 for pc is a good example of dedicated servers hosting all connections. Go back today and play through. The lag between players is so god aweful you have to lead your shots by 10 to 15 feet. Compare this with the miniscule lag of H2, H3 and reach. While yes it can be said that the netcode was improved upon greatly, but also take into conscideration that using a 360 for hosting is ideal. there are no backround apps, services etc running on it that inhibits the connection to others. Anytime you use a server to host anything, the base OS and side running services will and always inhibit performance of a connection.
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So..... you guys are looking for a new mod? I'm game. Been a moderator and server admin for numerous clans and sites.
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Thanks for the congrats guys. Guess this means I can finally get my copies of H3 and ODST back now. My son sold them a while ago. Darn kids....
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I'm posting this idea up in hopes that 343 will see this along with everyone's replies. Hopefully if not all of this idea, but maybe some will eventual make it's way to Reach or Halo 4. Firefight. Simply one of the greatest Halo add-ons ever created. It provides friends and non-friend gamers hours of enjoyment and frustration. But as of late I have been growing very tired of the same old mix of combat settings. In this case settings being the characters. My idea is simply this, allow players to play as Elites, fighting against human spawning enemy AI. We already have Invasion that pits Covenant against UNSC, so why not a firefight variant of the same type. For starters let's layout the groundwork for said variant.... Player Character: Elite Player Starting load outs: Minor - Needle Rifle / Plasma Rifle / Jet Pack Zealot - Energy Sword / Plasma Pistol / Evade Spec Ops - Focus Rifle / Needler / Active Cammo Commander - Concussion Rifle / Fuel Rod cannon / Armor Lock Major - Plasma launcher / Plasma Repeater - Medic Enemy AI: Local Militia - Shotgun / Frags Marines variant 1- Assault Rifle / Pistol / Frags (base weapon varies) Marines variant 2 - Sniper Rifle / Frags ODST - Assault Rifle / Grenade Launcher / Pistol / Frags / Plasma Nades (base weapon varies) Spartans - All available weapons including Target Locator / Frag / Plasma Nades (base weapon varies) Enemy AI Vehicles: Pelicans - Basic Drop Vehicle for waves Rocket Warthog - Support Vehicle Scorpion tank - Support Vehicle #2 Sabre - Banshee replacement support vehicle Mongoose - light support vehicle FOr once we all need a variant like this to play on. I would love to run around Corvette watching UNSC vehicles drop off human resistance and run around exterminating them. It's about time we all showed those epic ******* covenant some love in another form of fun gameplay. Thoughts and suggestions anyone?
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Im starting to get sick of the weekly challenges.
Twinreaper replied to A British Soul's topic in Halo Reach
And that's the main point. make the challenges actually challenging instead of lame. Make some wacky ass hard crap or requirement to complete them. Like how about for campaign having to do the following... 15 x Elite beatdowns - Legendary 15 x Jackal assinations - normal or harder 15 x Brute heashot kills 5 x destroy a wraith The main point is that with megaloScript, the possibilities with kill requirements and variations of many things is very possible. -
Im starting to get sick of the weekly challenges.
Twinreaper replied to A British Soul's topic in Halo Reach
Unlike most I prefer my daily challenges to actual provide a challenge to.complete. You and friend can esily complete the latest 9 mission one in less than a half hour using the nightfall forklift glitch. Even playing the other missions now becomes so easy. -
Ok guys, bout time someone brought the love to Halo 2 PC in the form of tag assets, maps and general workarounds for the game. I am said person. I plan on making releases for the PC version here as well as my other map teams website. I figured a few of you out there would appriciate it and I am looking for a semi-perm home until my home server and website is back up and running 100%. So what can you expect? Anything! You have a question or request for a particular model, asset, bitmap, whatever..... Ask away! I can help and wnat to keep the little remnants of us H2 gamers alive. Now I know H2PC was a letdown, and the Live service for it is buggy as hell. But that doesn't mean we can't have some solo or server fun once in a while when it does work. Also, as the topic implies, my modding group is called Vyrant Studios, and i am always looking for new people to help me and the community out. If you have skills at modding or map creation, hit me up! Peace out girl scouts!
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Im starting to get sick of the weekly challenges.
Twinreaper replied to A British Soul's topic in Halo Reach
I think he is just posting this up in general hoping to catch a little attention from 343. I have to agree with everything he said. For the past year every Daily Challenge has been the same mix of the same old 12 variations. It would be nice to see a more effective use of the MegaloScript to make a bunch of new challenges. But from what I know, Bungie personnel is still in charge of the challenges, as 343 is slowly now moving onto doing the challenges and playlists. it may be a while still before we see any 343 specific controlled challenges. heres hoping for some change!! -
Trying to get 100% of the bitmap tags from Reach to recognize and extract properly...
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I use my Spartan Helmet nameplate. I don't think you can get that one anymore just like the star one? Am I right or wrong? But yeah I want the star nameplate!!! Gimme gimme gimme!