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Everything posted by Twinreaper
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This is my kind of game. Im down for some truth or chaos
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The 100% complete Master Chief Collection!
Twinreaper replied to RighteousNixon's topic in Halo 5: Guardians
No I can't be happy. Have I ever been happy ever, the entire time you've known me?!? -
No this is not the official 343 Industries site and they will not see this. However, I find your complaint about Halo 2 laughable. Halo 2 SWAT was one of the most played and revered gametypes. As far as mechanics, physics and maps there is absolutely no difference between Halo 4 and Halo 2 swat.
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The 100% complete Master Chief Collection!
Twinreaper replied to RighteousNixon's topic in Halo 5: Guardians
I love how surprised and thankfull people are about ODST being included. If we had access to the MCC game files via Homebrew and map dumping, I can all but assure everyone that ODST is already included inside the mainmenu and UI but simply disabled, awaiting the DLC patch to activate it. ODST being included in this is NOT some thank you to the fans for their patience. Iirc, didn't it say something about Spring 2015 for this anyway? Logically, if 343i really wanted to give a proper and unplanned thank you to the fans, it wouldn't take till 2nd quarter of 2015 for it, and it wouldn't be something so obviously already included in the MCC. Said thank you would be an additional map or two, or DLC exclusive items like an additional armor perm or something. Besides which, 343i doesn't do any of the multiplayer maps anyway, all that work is usually contracted out to Saber or Certain Affinity. -
Who are you again?
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AI players with forgable firefight maps please!
Twinreaper replied to bam920's topic in Halo 5: Guardians
Scripts have nothing to do with AI outside spawn timers and to differentiate what level of biped gets spawned. Thanks for bumping a 2 month old topic though. -
As Brony pointed out, patching things is quite more complicated than simply adding fixes and compiling a new set of executable or dependency files. Patches are add-ons that override existing settings and or in some cases complete chunks of content. Said patches are not simple as some can and will break content or functionality in many areas by mistake or random dependency issues. These patches take a lot longer to run tests on since they effectively have to run these patches through pretty much every possible scenarios and setting within the game. It's not like a simple engine test, where if something loads it's stable due to locked components or content. Anytime a game receives an add-on whether it's DLC or a simple game patch to enhance or correct gameplay, there are great risks in breaking the entire structure of the engine and the game itself. For you and those like you, I suggest you take a few game development courses and or actually work on creating and implementing add-on game content, then come back and cry foul and rant about how much they suck or how incompetent they are. Unless you have walked a mile in their shoes or have done such work in the industry, you cannot validate your claims or rants.
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The editors mentioned previously, are a completely different beast than Forge. Forge is a simple editor, the HEK (Halo Editing Kit) is as close to actual dev tools as the Halo Community can get. The only reason Far Cry can edit the things is could in the first one, such as terrain generation, etc... Is because of the way that particular version of Cryengine was written, and how it handles collision. Blam unfortunately still also uses the very old, but semi-efficient, bsp-tree for it's level mesh. To my knowledge, Havok doesn't support nor have anything in it's code base to allow real time geometry or physics changes without collision breaking. Second though, even with a new console, the hardware just isn't there to support the tools needed to run on the console. Besides which, anything true HEK for a console, would require allowing the player to run compiling and open resource heavy applications. Most people are unaware, but the Xbox, both 360 and One, can only run one executable at a time. So having the game run and using a toolset wouldn't work. Aside from that, even the PC tools utilize almost a full 8 gig of RAM just to run placement tool Sapien, along with compiling features needed to create content. Sadly, even with great hardware, it's just not feesable to see full sets of tools come to the consoles. And besides, 90% of the community wouldn't even know how to use them or probably be able to learn to use them effectively.
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I'm more interested in why, this is the second time someone has come after having been told by Xbox Support to do so. Xbox Support should know exactly how people can get in contact with 343i, and it's not by coming here. Twam should look into why his site is being mentioned by Xbox Support, and or why Xbox Support is telling people in general they need to contact 343 directly for any issues.
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Im not saying its impossible or never going to happen. But the way Blam! is written now, it doesnt support that ability unless they found a way to make Megaloscript be able to pull it off. If they redo certain parts of the engine, then yes, we might see something like that.
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Halo is not what you think it is...
Twinreaper replied to Ranger Intel's topic in General Discussion
This is what i was referring too... -
Halo is not what you think it is...
Twinreaper replied to Ranger Intel's topic in General Discussion
squares dont have 3 sides. Mind blown! -
WE ARE NOT 343 INDUSTRIES!!!!! WE ARE A FAN FORUM!!!! Aside from trying to get the obvious through your thick stupid head, get a grip! You want your money back, and I want you to **** off! Looks like we're both out of luck?
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Now my saved progress is gone!!!!!!
Twinreaper replied to AHumanWolverine's topic in Halo: The Master Chief Collection
WE ARE NOT THE OFFICIAL 343 INDUSTRIES SITE!!!!!!! If you learned to read or browse the forum you would haev realized that upon registration. We are a fan forum community only. For anything regarding direct contact or help from 343i, please go to HALOWAYPOINT.COM -
Hey guys, i was talking to maestro earlier in the shoutbox and I thought it would be helpfull to note where kill volumes are on the maps. This should help with forging a great deal. On the map Ravine for instance, if you able to manually specify a player spawn point by coordinates, if you set the Z axis spawn to anything below -64.00 this will spawn you below the kill triggers and outside the map. As for the real purpose of this, I wanted to extend an offer to help forgers with accuracy. if there is a particular map you want to forge on and use the coordinate system to place objects perfectly, I can help. I can import a map into 3dsmax along with you list of objects and you can place them on the map and use the relative coordinates from max to place the same items in Forge. Let me know if anyone is interested in this kind of help.
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Sure Im not the first to say this stuff but HEAR ME OUT
Twinreaper replied to VyRiZ's topic in General Discussion
He was responding to the OP, so don't worry about it. -
Attention forum! I need your help!! http://www.343industries.org/forum/topic/38890-grounded-foundation-update/
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Good morrow fellow Halo 2 enthusiasts. I am in need of some assistance from those in the still small active Halo 2 PC community. My team, the H2MT (Halo 2 Map Team) has all but disbanded at this point, leaving me with no viable or reliable way to continue my map making for Halo 2 PC, and additional maps prepped for possible Halo title releases for the PC in the future. If there is anyone here that still plays Halo 2 PC and can spare some time, I would greatly appreciate some help in testing my new maps. One such map in dire need of testing is my Foundation remake, named Grounded. It is a complete overall of the original map, in an attempt to bring it up to par with Halo 3/Reach style geometry. In addition the map also includes to following changes... - Reach style crates - Storm Battle Rifle (H4) - Storm LMG (H4) - Assault Carbine (H4) - DMR (HR) - Assault Rifle (HR) - Reach style multiplayer object circles and flag holders - All gametypes supported up to 4 teams - Reach/Halo4/Halo3 textures and geometry Planned additions are destructible or switch operated gates to allow placement of up to 4 Gauss/Chain Warthogs to introduce new strategies and gameplay. Requirements to play this map... Because the bitmaps/objects and other items are custom and not normally allowed to be played by the Halo 2 PC restrictions we have, the map requires that you have the H2MT provided Halo 2 2.5 Update installed. The update can be found here... http://www.halo2vista.com/forums/viewtopic.php?f=19&t=167 Once you have updated the game with the new additions we have created, please contact me via messenger, and I will provide all interested with the map file and how to use it properly. I will upload some images for you as soon as final lighting for the beta is done. For now, here is the placeholder image for the map as well as a few development ones...
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Ah I havent ever used Bethesdas Creation Kit. I hated all the elder Scrolls games so I never looked into it.
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Sure Im not the first to say this stuff but HEAR ME OUT
Twinreaper replied to VyRiZ's topic in General Discussion
You cant really logically state that Halo would be dead if it continied the same path as Halo CE through 3. Crysis, Battlefield and especially CoD have all relatively stayed the same core game compared to the drastic changes we have seen in the Halo franchise. CoD in particular is proof of how well a franchise can do while remaining almost exactly the same game, just different guns. Halo throught the first 3 titles didnt have nearly as much competition as it has now. Also, keep in mind that during CE, we never has a successful console FPS. Halo 2 brought in the true MM experience and Halo 3 continued it. By the time Halo 3 had come out, that was when we saw the emergence of real FPS competition for the franchise. -
Navmesh? Never heard that term. AI actions are compiled into what we reffer to as [sty] or style tags. As for navigation, that requires AI Pathfinding. These are items that cannot be simply dropped into a map unless said map was all Forge items and those objects, scenery and machines would need to be classified as "pathfinding" objects. Aside from that you would still need about 6 other scenario fields and strings + scripts in order for respawning proper AI to work.
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^^Way to double post. As for your "filthy casuals" description, get over yourself. Just because someone doesn't dedicate their life to playing Halo 24/7 or every possible moment they get, does not warrant your limited small minded view of who causes issues, why a game is lacking, or who is deserving of having a valid, logical point in the Halo franchise. YOU self absorbed little peons anger me to no end! If YOU don't like being called names by me, then please refrain in the future from labeling people as a group and putting them down. You do realize that throwing around terms that can be hurtful and unneeded only further discredit your opinions and comments right? They moved all 4 games to Xbox One because that is the new platform they plan to solely support. Perhaps you missed the part where they clearly stated they had no desire to support "Legacy" hardware and games? Your lucky you even got Halo 4 on the 360, as it was developed to be on the Xbox One solely.
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Obviously you are the one who can't read. All I did was provide an explanation as to your comments in the OP. Yes I do know a hell of a lot more than 99% of the community in terms of the games development and the respective engine versions abilities. If there are specific things you want to know the answer too, I can gladly answer them for you. But your already bad attitude just proves that you really do not care to expand your gaming knowledge with Halo. Flaming me or attacking me is not the way to go about it. Nor are we the official 343i site. If you want to reach out to 343i directly, or attempt to, then head over to Halowaypoint.
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First off, the engines are the limitations as far as Forge is concerned. Increasing the hardware resources does nothing to effect budget. it's all about how the engine was written to utilize said resources. Second, as for CPU utilization, any application, game or addon has to be written to take advantage of said cup cores and threads. A vast majority of applications even now, are written to take full advantage of multiple cores, or even hybrid APU usage. The older engines may get a boost from the newer generation cpu architecture, but they will not utilize the multi-thread operations any better than what was used on the 360. The only game that will get an advantage from the hardware is Halo 4. As for the Xbox sales, it's all BS. Sony is still beating Microsoft in the console war. There are more Playstation sales and more PS's in the home of families than there are Xbox. Fixing lighting on older engines is not possible because the lightmaps are pre-compiled through the tool command compiler. Even lightmaps in Halo 4 are pre-compiled except with halo 4, they utilized an additional per-pixel lightsource, to alter the lightmap to reflect forge changes. Which is why certain objects in the game still retain their light look, like the bipeds. What was the point of that gold jump video? Explain that one please? As for budgets...they exist for a reason. The budgets are so that players don't go past a certain object rendering limit, which will cause sever lag and possibly crash the engine if abused. There are many examples out there of people modifying forge limits, only to crash the map upon actual gameplay due to the amount of particles, effects, collision and rendering the engine does on the screen at one time. Draw distances as you call it, or LOD are also capped for good reason.