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Twinreaper

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Everything posted by Twinreaper

  1. I have a big problem with a game that states that it's purpose is to span a 10 year play period. With the last round of issues that plagued console users, how frustrating is it going to become when units fritz out? In all seriousness if your gonna plan out a 10 year play time period before you even scratch the surface of a replay value....you don't plan on locked hardware consoles, you plan it for a much longer running and capable/reliable device, the PC.
  2. The Monstrmoose community already has an Anti-Cheat aptly named Anti-Cheat. It's not a cheat detecting app for other players, it requires suspected cheaters to run it to be on certain servers. But in short, there is no anti-cheat that would allow PC players to be detected 100^...only maybe about 10% of the time in reality.
  3. Colonial Marines. Thanks for a 9 year development turd of epic failure!!!

  4. The problem comes down to the items themselves. More vertices, planes and faces = more collision detection. An object like tank or even a hallway, is more taxing than the 4 sided Colosseum wall. That is why certain objects have an abnormally low amount of spawnable slots. Aside from that, the visual mesh is very taxing as well. You may not notice framerate drops when playing alone or with 1 to 2 friends, but open a map with no limit up to players of 6 or more, and you would see and feel the lag. It's like I said before, they don't add stuff like that just to be dicks or just because they can. It's there for a reason and whether or not you understand it, you have to except it.
  5. Again, MLG did not make Halo famous. MLG "used" Halo to gain notoriety and make a profit without and foremost, contributing back to Microsoft's bottom line. Had Microsoft put into place the strict guidlines for usage we have now, MLG would not be here. DiGiovanni and his cohort used the loophole of tournaments and televising gameplay to make a profit. Said profit is from a Halo asset...the game itself. Go ahead, organize a large group of people to show a movie to, and charge them or make money from it by the hundreds of thousands. Then, don't be suprised when your served with warrants and subpenas for a court date. As you stated it's a business. But it's a business that started on the premise or exploiting gamers and the culture. Now all of the sudden Sundance and MLG gamers alike want to cry foul? Please. Maybe when your all about 15 to 20 years older, you will look back and see what it is really about. It's less about the game and it's gamers, and more about the profit/bottom line fo the MLG. There is a reason why MLG ahs yet to amke it's own game. Largely because everyone secretly knows it would be an utter piece of ****.
  6. If im not mistaken, the item limit is there for collision detection purposes. It works just thebsame as the money does for visual mesh. People often overlook the taxing cycles the engine puts out for collision detection.
  7. Why should anyone trust a tweet to begin with? Just because someone who is in charge of something "tweets" a stat, that does not make it automatically believeable or real. Companies and CEO's and leaders alike twist numbers and facts ona daily basis to suite the needs of their investment. Independent and unbiased studies are the only real source of actual facts these days. If I tweeted that my company just scored a major deal with Microsoft to head up the trilogy after Reclaimer for Halo, does that mean that because I am the owner and CEO of vyrant Studios, that the information or tweet is real? Think about it man... Don't be a lemming.
  8. Like I already said, this is ACTUAL map data retrieved from map files, not just guess work. Youc an say it's not acurate all you want, but according to the tag data it is. Also, I cannot explain why weapons function differently than what they have listed in the tags. I already said that i suspect they are using scripts to adjust them, or there are dependency tags I have not uncovered yet. Hitscan is an illusion. There is a "bitmask" field that checks off "Instantanious",but the tag still relies on a velocity to be specified. W know it is like hitscan already, but not really, all at the same time. All I am doing is providing you guys with information that I have found in the map files. You don't like what I post or want to argue about it? Then **** you all. Argue over guessed numbers and the rest of the random bull**** you all pull out of your proverbial asses. Frankly, I'm a little sick and tired of slaving away at uncovering tag data to share, and all I get is bull**** for it. This is one the top reasons I cannot stand anyone or this place in general anymore. Good luck to you all with your ****ty game...
  9. Also keep in mind that just because YOU have good internet service to your doorstep, does not mean that the same fiber cabling or service quality is the same throughout the world....which is where most of the relay/lag occurs. Case in point, someone in California may have a fantastic 100mb fiber service...but it doesn't mean squat if the host of a game is located somewhere in Somolia, stuck with 35 year old ****ty cable lines that give him 5mb service on a really good day. The Azure network model stretches the experience across datacenters and servers throughout the world. One cannot guarantee perfect quality across the whole world.
  10. It does appear to fire faster in-game than the BR and I do not know why. I think the first Title Update they did probably messed with few things perhaps? Either that, or they changed something somewhere else and I haven't found it yet.
  11. Like I said, I only provide the data. How and why a BR that fires faster and deals more damage according to the tag, is out gunned by the DMR with lesser stats is beyond me. Like is aid...I got thedata...not the reasoning..lmao But yeah, it's gonna be lot harder to land all your projectiles directly on the head during a heated battle with BR than a DMR. The error is lower and you have only one projectile to worry about. All that aside, I did just realize something. When they update the game, they use scripting to change certain float values in tags in memory. it is quite possible that they have changed certain things under the radar. Things that I would have to poke in memory on a jtag to uncover, rather than the stock files.
  12. I want a rotating harlight shield made up of many small octoganal shapes. Kinda like a bubble shield, but only broken up into it's pieces. Each piece takes damage equivalent to what the OS recieves, but you would have a ton of them. I would want it to operate like the bubble shield in the way that Delta used it in RvB. Make the user confined to it while using it, dissalowing players to enter it, but allowing the user to shoot out of small openings.
  13. I wasn't trying to illustrate a point. I was mearly just posting up the actual game data for you guys. While i do love the DMR in halo 4, I will always be a BR lover first. Nothing biased or anything from me. Just wanted to give you guys factual info so you can agrue with a more accurate look at the weapons themselves. But now that you mention it, the BR kills faster as long as every trigger pull is dead on accurate. The DMR makes 3 shots per second, while the BR does 15 (5 x 3-shot bursts) and each full burst of 3 does 1 point more damage. The problem is, it's almost impossible to get all three bursts to land in the same spot. That is why the DMR does the actual "kill" faster. less error to throw the shots.
  14. LOL, sorry man. I thought I explained it in the yellow highlighted section of the image. basically your "damage lower and upper bounds" is the amount of global damage each round deals...as in each trigger pull. The only weapon that functions a bit odd from this, is the BR. Since you need to land all 3 bursts of a trigger pull to accumulate the actual max damage of a shot. I will say this though.... I ams till trying to go through all the possible tags that can effect or modify how eapons function. I have found mroe than one unknown in the tags that point to another tag. I have a lot of work to still do before I can say which other tags in the game can modify or adjust damage, range etc... This is a stock prelim.
  15. The lag is due to the new implimentation of the Azure platform. Azure uses 1 of 4 acceptable methods of data transmition. For Live, they use HTTP exclusively, not P2P. P2P, like the model we had used for Reach, is not supported by Azure. Not to mention that unlike the centralized main servers they had for all previous Halo games, Azure uses Virtual networks via Cloud Computing to distribute and spread all of the data of yuor profiles and matches all across various parts of the world. Doing so, takes more time than before like in Halo 2, 3 or Reach...but also helps because other players you get paired with, have a good chance of geologically being closer to a server, thus minimizing the actual ping and lag of a match for each player. Also real quick.... Azure is designed by nature, to collectively steal unused rsources in terms of bandwidth from players with great connections, and gives that bandwidth (priority) to players with low connections in an attempt to help "balance" the matches. Or at leats that's what the Azure Whitepaper on the matter tried to explain...I'm just trying to dumb it down a bit..lmao
  16. For pete's sake guys. If your getting IR on your plasma or on a regular CRT...then YOUR PLAYING TOO MUCH!!!!!! Tv's used to ge this from the logo's of the channels you were watching, and could take weeks to months to build up. But since then they have done a transparency on them to mitigate this effect. If your still getting it, or even getting it from playing a game, then you play too damn much. Televisions that usually develop this effect are used on average during the day, about 12 hours. That is of coarse according to industry support as of a couple years ago. But then again, I can see adjusting the HUD opacity helping people in-game. Nothing is more annoying than not being able to see something right in front of a damn HUD widget....
  17. If I may, here is the actual data for DMR, battle Rifle and Carbine. This is actual tag data, not guessed of keyframe data that is completely inaccurate. So once you scan the information, you can clearly see that each has it's own strength and dominates the other in a certain area. To simplify the information further, I can list the jist of it here... Battle Rifle: Fires the slowest, but fires the most shots per trigger pull, and for the amoun of projectiles it fires, it has resonable error constraints, Carbine: Though it fires the fastest and deals the most damage, it has the largest error which makes connecting each shot more difficult than the others. DMR: Medium firing speed, and low error make up for it's lowest damage dealing per shot. Overall, the BR and DMR are about equal, except for it's massive range boost. Flat out, you can out range an opponent. But up close or before mid-range, the Carbine will eat you alive.
  18. Notice the "tweet". Tweeting about numbrrs vs a reputable rating pull of actual data is more brlievable. I can tweet that i am the king France. Doesnt mean its legit...
  19. You can make believe that you say is what I want to hear. I'll keep dancing through this beautiful, delusional career. Faking every tear. Looking like a compromised suicide, keeping all my dreams alive....

  20. Loved the recent podcast guys, awesome as always. Since you guys mentioned my name, I figured I would post about what it was about. When Super mentioned "graphics combined" in regards to Cryengine 3 or more to the point "Crysis 3", I think he meant that if you take the raw power of each separate iteration of the engines and combined them or the leaps each one made and applied it to another, Cryengine 3 would still blow it away. And to add real quick on the Crysis 3 discussion you guys had, Crysis 3 does not used Cryengine 3, but the next version of the engine. We talked about this over at Crydev.net in regards to the next release of SDK tools, and the Community manager confirmed that the next tool release following Crysis 3 will be the next gen toolset for the newest version of the Crytek engine. We still don't know if their naming it Cryengine 4 or possibly Cryengine 3.1 or what have you....but I'll let you know when I find out!
  21. Does no one read or truly listen to anything I say? Caboose, you post some crap like that right under my post without even acknowledging anything I pointed out. By YOUR standard and feelings, something like pong isn't or can't be competitive because there is no ranking system. Nobody listens or cares...fine. Have it your way, keep bitching and moaning and the rest of the gaming world will keep on laughing at you all. I'm about done with the whole lot of you.
  22. Honestly I don't see how anyone can play with any other layout besides Legacy inverted. You guys be sick *** craaaaa!
  23. Again I think everyone misses the point and blows the whole "competative" relevance of Halo way out of proportion. Truth be told, your all spoiled. We have been so saturated with playlists, standard and catered to ranking systems, that we have all lost what it truly means to find competative gameplay in anything we play. For example, look at Halo 1. Most people who still play it frequently, will swear up and down that Halo 1 is super competative, and loads of fun at the same time. Halo 1 doesn't have a fancy ranking system or in-depth scoreboard. People play based on what they can go k/d match to match. They do so without the promise of a number or being matched up with comparable skill levels. Yet for all it's worth, Halo 1 compared to the fancy trimmings of other Halo titles, should be the absolute bottom of the barrel competative. But is it? No it's not. The players that play the game still to this day, embrace the true competative nature in themselves, and find what the game offers, to make it competative. Really guys, do you really need to be told what level you are, or how close you are to ranking, to enjoy competative gameply? I don't see Halo 1 players bitching and moaning about needing something to work for, yet there they are...playign away night and day. Perhaps everyone needs to take a step back and get a different perspective on the whole thing. Old saying... "Less is more".
  24. After a year of trying, and of coarse...10 days until Halo 2 comes down...I have finally got perfect model injection working for Halo 2 PC. Please to enjoy my first video of the DMR Reach model, working and looking awesome in-game! http://youtu.be/aMxoBuTLHt0
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