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Everything posted by Twinreaper
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Your all forgetting how would a zombie even become a reality? The body needs a pumping beating heart to distribute oxygen and supplements to the muscles, joints and other organs. A ticking brain is not enough to animate a body into a animal frenzy of "Must Eat Flesh!" A human body cannot animate or stay "alive" without certain functioning organs. Lst tiem I checked, shooting a Zombies heart out didn't kill them. And I would have to agree with Mystic on this one. It won't or couldn't ever happen, and yes the natural weather and environmental conditions that we have do not favor well for undead skin walkers. Zombie infection is not like a cold, where just breathing air or touching one will infect you. You have to be bitten or actually ingest zombie blood/flesh or get injured by one. Outrunning a zombie would be like trying to avoid your 105 year old grandma on a kissy kissy binge....what's the fastest they move? mach turtle speed?
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Halo 4 Battle Rifle vs DMR vs Carbine vs Light Rifle
Twinreaper replied to HCSFan117's topic in Announcements
Sorry but this is ridiculous. You CANNOT judge or say that a weapon operates by frame rate. All damage and firing can ONLY be determined by viewing the data from the weapon tags, not by what your stopwatch or save film shows. Have you ever just sat still and watched 1.6 seconds go by?!? Yeah ok Nexy, 1.6 seconds to kill someone....maybe if they are standing absolutely still.... -
To answer that briefly.... 1. Having CE have its own MM would have cost server resources and further split the population amongst an already strainded population. 2. Development on a standalone environment like MM.just to match or equal the original would have taken an additional 3 years of development, and a ton more money. 3. Older maps on newer engines will never work out right, despite what geometric changes they make...this is whay almost all remakes fail horribly.
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1. No 2. No 3. Invasion sucks anyway 4. You must be on crack 5. Again...does anyone.really care?
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Stating Bungie used the "EC" is only a guess. They used the actual.sandbox for all maps....is the likely outcome. To.answer your question, if you watched the Forge VidOC, then you should already know.about the magnet system. It places edges and aides directly level, parallel, etc.. without any need to edit the objects tangent space coordinates.
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The Single Most Funny Thing To Happen To 343 EVER
Twinreaper replied to Fail Master's topic in General Discussion
After seeing and listening to that... I have never wanted to punch a baby so bad in all my life! -
True Kiwi, we have no idea yet as to the set hidden or locked armor perms or skins available for the game. For that matter, there may very well be weapons in there as well just waiting for the time/code unlock to be used. If only I ahd my hands on a copy of a few maps...I'de start ripping them apart to tell you these things...
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The golf club in Halo 3 was already in there. All they did was release a patch that allowed the variant of the gravity hammer to display the club model. It wasn't a completely new weapon that they created and threw in there. Wes, the technical aspects acannot be overcome because of the way the engine is designed to work, and because of the tag relationships that exist. As it is right now, no other game out there uses resource map files, instead they use standalone assets that are called upon by Lua scripting style programming. This allows those other games to add assets easily. Blam! has always relied on all it's resources to be compiled inot what we call resource maps, (mainmenu.map and shared.map). There was a third for Halo 2 called single_player_shared.map but that is not the issue here. The issue at hand is, with new maps yes comes new textures. But those textures are stored internally within the new map, and not part of the resource maps. If they were to release a dlc to include brand new weapons and skins, they would have to only have the new weapons and skins available for the new maps only, and no other maps, and or release a new map resource file or patch the stock one. This creates three issues... #1. If something goes wrong during patching, your screwed since there would not be a backup copy, and you would have to delete everything associated with it on the hardrive to allow the game to look past any updated map files. This includes both the dlc itself and the game itself, if you had it installed on the HDD. #2. People would be forced to get this dlc if they wanted to even play on Live. When you go into live or start the game up, it checks to make sure all map files are valid, and if it doesn't, it prompts you for an update. In this case, people who did not get the DLC, would not be able to join matchmaking since the server would see their old file and assume it is not legit, effectively killing the population by denying a majority without the dlc no play time. #3. People without the dlc would not be able to see players using dlc content, even if they could still play matchmaking. How would you go about detecting and seeing the dlc changes to armor, weapons etc if they don't exist on your client end? Those types of things are not synced during matches, even with host/client networking systems like in Reach. Every match you play depends completely on your own content. This is a reason why dlc maps for Reach, cannot be played or accessed by people without the dlc content. Except in this case, you can't simply just quarantine populations based on player bipeds ands weapons...it would lead to mass chaos. Try telling people who own the game, that they can only play campaign unless they purchase the DLC content for everythign else....let me know how that turns out...lmao
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You can't just add weapon skins Wes. All the bitmaps used for the weapons and everything else, is either self contained in the individual map files, or the main resource files. Adding textures to weapons means a lot more than just point and click and done. Adding skins would require a whole new map file, since bitmaps can't be added via DLC, and besides it would require all new bitmaps, shaders and linking them all inside each weapons permutations via the render_models. DLC can do a lot, but adding brand new things like resources is not one of them. Anything we have ever recieved via DLC in Halo, is something that was already in there, or it was a whole new map. There is no in between when it comes to DLC content. it's either a map file, or just an unlocked extra that was already included.
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The Light rifle is waaaaaay to overpowered and the use by that players skill ability really shows how OP it may be on the battlefield. Not sure If I viewed it right, but from what i saw, it only took a solid 3 direct hits to kill. With a clip of like 10 to 12 shots (didn't count the hud), you could easily take down a whole team with one clip from a distance... I know I'm gonna ahte that weapon with a passion..lol
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Sitting in an armchair my head between my hands. I wouldn't have to feel like this if you'd only understand...
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Here is the issue with DLC armor vs maps. When the game ships, the game has open ended slots that are unused in the scenario file usually. Said DLC uses these slots to add the new maps without the need to patch or write a ton of patch files to the hard drive. Armor DLC, would require biped, mode, jmad, phmo, html, and a few other tags to have extra chunks (internal writable space), that would allow a patch file to work with it, as well as the mainmenu.map file that it is locally stored on. Because a large majority of game data, like bipeds is internal to the mainmenu.map file, they can't simply be added, nor can any information to update the title be directly applied to it. Generally speaking, companies usually dont like to patch or include extra loading nessessary files for things like add-ons to characters, unless those items can be added without a dependency on a critical game file...as this helps to guarantee that no issues or glitches will occur. Anytime something big is added for the consoles, they usually update the xex file, and side load all the add-ons with the new xex. That being said, it is not impossible to have a dlc armor available...it's more so just a pain to make happen, and even more of a pain to ensure nothing critical happens to everyones game files stored locally on the HDD.
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Calling grenades random or lucky isn't really accurate and just a way to describe the grenades. You have a 50/50 chance with every tactic you use, not just grenade use. Your illustrations on this video were not the greatest and the view of what was going on did not at all backup your claim. The two time points you quoted, you can't see exactly where the grenade nor the player was when it went it went off. Unless you can accuratly decrypt the tag for the grenade you cannot say for sure that they tuned down the damage radius or the damage scale for it. A lot of people cried about the grenades from Reach, and for a fact, half of the claims and crying about it are false. The damage scale for the grenades was adjusted to a microscopic level in terms of numerical value, as can be seen by exploring the tags and comparing them. As for the radius, the radius was actually increased a bit, but the damage is scaled to a much finer range. In other words, the damage received was scaled to include upward of 5 different damage ranges, making it more critical to place yourself at a perfect spot away from a nade to avoid major damage. The range of throwing was not tweaked at all. The projectile speeds and arcs were not changed. What actually changed was the gravity and physic responses. Also remember that depending on the material response of the mesh texture, also dictates how a projectile responds to hitting the surface. based on what i have seen in all the videos, there will be no more adjustments needed to get used to the nades, than we did when transitioning from Halo 1 to Halo 2.
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As previously stated, my bet goes to Infinity. it's an outdoor map with no insides besides the small crevices on both bases where the flag is, and it was the biggest map for Halo 1.
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Suddenly All Your Hope's and Dreams Are Smashed...
Twinreaper replied to CRY0RAPT0R's topic in Forge Discussion
Understand one thing people, just because you can see a seemingly nice area at first look, does not mean that the area is a completely finished and modeled area. This waterfall section you are talking about, is not modeled on the otherside, meaning that if you go behind it, there is no water or distortion effect once behind it...making it pointless and quite crude to play around or in. Most sections of the map that look really cool, are designed and modeled to be just that...cool looking from that barriered distance. The absolute rendering limits were used when creating half of what we experienced, and left little to no room to allow players to expereince anything else. With Halo 4, they have revised the rendering yet again to allow more geometry to be drawn at one time so yes, this time around they may have more of a rendering budget to work with in terms of scenic areas that may be playable. But blasting the devs with little to no comprehension about the system or why they blocked it off is a little piss poor. Don't call them lazy or bs just because you don't understand it. It's always best to ask around first before jumping to silly conclusions. -
Since we know that the Crysis 3 engine is CryEngine 3 still.....one should expect the system requirements to be roughly the same as Crysis 2. Although I have seen some information that raises the question on this. The Cryengine 3 sandbox and development tools have seen 3 improvements and releases since the beginning of the year. Taking into account the advancements they made, the specs could possibly resemble this... Minimum... CPU: Quad-Core AMD/AM1 (second gen) Intel Core I5 or better GPU: GeForce GT250 / Radeon 7200 or better RAM: 4gb or better Strictly speaking highend or max res download texture pack, the resources would require a likely... CPU: Octo-Core or I7 Extreme GPU: GeForce 550 TI or comparable Radeon Ram: 8gig
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Remade Map confirmed to be returning in halo 4
Twinreaper replied to Adam91's topic in Announcements
BloodGulch is not even on the list of remakes and never will be. it has already been remade a zillion times, and is a focal point for many Foge maps in Reach. Here is my list based on massive maps that have yet to see any type of remake or Forge remake to date... Halo 1: Gephyrophobia / Infinity / Danger Canyon Halo 2: Waterworks / Colossus Halo 3: Last Resort / Highground It's gotta be one of them..hopefully Infinity finally!- 3,812 replies
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- halo 4 frank oconnor tweet
- map remake
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You may want to.name your posts a lot better in the future. Your title is most likely decieving many members when they initially view it. As for the post content itself, your list may be interesting and pose some great additions, but 99% of them is pure fantasy and is either not feesable on a console or requires far too much memory editing editing and or system resources. I do applaud your creativity though.
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All Hail the Fertile MoM and his legion of son.daughter warriors. Congrats Choot!
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September Member of the Month is ....
Twinreaper replied to Spectral Jester's topic in Announcements
CHOOT'EM!!!! Congrats my friend! Great choice for MoM and an outstanding member all around! Your 23 kids will be proud! -
Really not liking the hammer sound at all. it sounds like your whacking a little Little Tikes play hammer or something. The explosion missing from scoring is a bummer...they could have easily just took away the explosion damage, and kept it in, and still had the ball respawn to keep gameplay fast. Overall i like the direction, just don't like the small audio/visual things...
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Anyone still play Halo 2 (PC) anymore? I do! :D
Twinreaper replied to B055_71's topic in Halo 2 + Anniversary
I still play a lot. best server to jump onto is Monstrmoose servers. Fun times can be ahd there. Also look for the H2MT custom servers as new maps are coming soon by me! -
Feelings about Headlong are a non-issue, seeing as how it was NOT a CE map...it was a Halo 2 map. As for weapon mechanics, in multiplayer they are going to be different and feel different no matter what settings 343i tweaks them too. CE had a whole different engine behind it, one that cannot simply just be mirrored on a different engine. As for all the talk about non-Halo titles or what a real "Halo" game is....a Halo game is whatever the individual player sees it as, and pointing out flaws or statistics to support something you feel negative about is simply just "opinion" in the end. I was around since before Halo was brought to Xbox, instead of Mac, and in my eyes, every title brought home the Halo action.
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No clue who.or what they are, but Welcome.Guys!!!! Enjoy the stay and our great community!