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Twinreaper

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Everything posted by Twinreaper

  1. Actually Biggles, you can count me with the "hate it" crowd for the TU. I played it once or twice and will never go back. I have my reasons, both opinions and mechanic based but that's for another day of long winded explanations.
  2. Actually the damage bounds of both the AR in Halo 1, Halo 3 and in Halo Reach are the same. The only difference in the weapons, is that with Halo 2 through Reach, we had an additional field in the damage response tag, that specifies a "lower bounds" damage calculation in addition to the two existing "Min and Max Upper Bounds" fields that we have in all titles. The lower bounds are primarily used for grenades or "High explosive" catagorized weapon damage like frags and Concussion Rifle projectiles. It is still unclear exactly how that field alters the weapons. For those wondering....here is the breakdown of values from each... Halo 1: Damage Upper Bound (Minimum): 10 Damage Upper Bound (Maximum): 10 halo 3 thru Reach: Damage Upper Bound (Minimum): 3 <-----the amount of damage one can expect on legs and torso Damage Upper Bound (maximum): 10 <-----the amount of damage you can expect on heads and chests Damage Lower bound: 0 <-----still unkown effect after tweaking
  3. The glitch you are all talking about is the "Assault on the Control Room" right? If that is the case, here is why it does not work. CEA and CE run along side of eachother. Because of this, it is actually monitoring your position on two seperate engines. because CEA is a remastered version with code being "emulated" on the Reach engine side, it will ultimatley effect it's original execution in CE. It's inevitable that soem minor string execution for player death boundaries will fail, or went unoticed. It isn't feesable to say to a developer, 'Why didn't you catch 100% of the flaws". Some things just won't work or work the same as they did before due to the original being "emulated".
  4. I agree that some problems time to time come up in terms of placement of items. but when we talk about forge variants, thats the community, or 343i's attempt to simlulate an older map. Doing that, is like trying to a bullseye on the moon...it's not gonna happen. Also remember, that with reach, we got customized loadouts that make traversing the map easier and that's why certain weapons are placed where they are. It also comes down to playstyle. Most people who game don't naturally work as a "Team", and thus you get 5 to 6 people all scrambling for a power weapon. In MLG where teamwork is a must, you don't see them having much trouble with this sort of thing. but then again, yes I know we are talking about a majority of gamers who don't play for teamwork and only selfish bragging rights. no offense was meant towards anyone else but the OP. His wording of things very much needs to be fine tuned.
  5. I have to agree with Dog on the whole range vs damage perspective. There are fields left unused or altered in a lot of the titles' projectile fields that can easily change what damage modify is used at what range to enemy. basically in a nutshell, the collision detection tells the engine how many world units away the hit target is, and applies the correct amount of damage per range. Definatly a feature that should be implenmented. After having said that, they do kinda have already a system that takes of that for weapons with single shot spreads. Similar to the shotgun, if you are point blank and all rounds hit you square in the chest, you are killed or either have 1/4 health and no shields. yet at ranges, where some rounds hit you, the damage is less. the same is present for the ASSR. So I guess it's all a matter of how you like to look at it, or how you think it may play different in a good way, to include range modifiers in the damage calculations.
  6. First off, lets stop with the bloom talk already. nearly 3/4 of the population still does not know what bloom is. Just say instead, you want to just run around with percission wepaons all day insrtead of using a wide variety of firing effect equipment to play with. There is no need to remove anything, just go play a playlist specifically designed to make you 3 shot - 5 shot killers happy. I like my battles drawn out and very tactical thank you. The maps are fine. Let's see you create a better one shall we. There are plenty of HEK tools out there, lets see some of your great planned out works of map art, then you can come back in here and criticise them. Other wise, sit down. All Halo titles were great, it just depends on your perspective of what makes a particular title better than the others. For em personally Halo 2 was and always will be the bees knees for multiplayer, and ODST will always remain my fave go to campaign. But I would not go as far to criticese the developer and tell them anything they produce otherwise is a regurgutated pile of turd. Please be a little more consciderate and state these as YOUR opinions, don't throw words around like you represent the community. I cannot stand that in here. Furthermore, I see a very common pattern within the Halo community. Everytime a newer title comes out, people complain and compare it to the previous and say things like "Bring it back to how it was". Things will be no different when halo 4 comes out. We will see the same rediculous people saying the same tired things about how the game doesn't feel like "Halo", and how they need to change things back to the earlier title. Surfice to say, this community doesn't know what it wants.
  7. Teamspeak and Halo servers are back up and operating within normal parameters. Please continue to enjoy!
  8. Screw that! I'm moving back to Germany. It's the only European country left that is standing on it's own without financing from other countries...cough cough *china owns us* cough cough. hell, Germany even fronted billions to the European Nation along with a line of credit up to I think....2 billion dollars. Obviously they did something right. And having a bill like this pass through is not right. Glad to hear it's finally getting the media attention it deserves.
  9. Nah you won't get much hate. No gamer can deny that MW/CoD brings a completely seperate and great expereince to the gaming table. Anyone who would deny this is in denial or has only ever played a Halo game. I mean really, halo is a great game and it plays very much worlds apart from the traditional fps's. halo did pretty much bring FPS titles into the limelight and spawned a league. But CoD and MW games also have their place in gaming fame. They brought a very much more realistic fast paced shooter to the table. The amount of weapons and great etxtures it uses is phenominal. Mw3 alone uses 18,706 textures!!!! 2 times the amount of Reach, and handles draw geometry much better and faster than Blam! could. People who flame or just plain out always hate on CoD/MW has never really given it a fair chance and tried to really get into it. The survival modes are sick in MW3...much more fun to play now than firefight I would say.
  10. Griff, the two bills you are referring to are SOPA and Protect IP. I have a thread pinned to the top of this forum section if you want to go there, click the link to it and read about the bills.
  11. EX, your statements about spread, when they were introduced and the fact that 2 seperate engines control weapon firing is completely wrong......where to start.... 1. The magnum in H1 had firing spread. In fact, it is the only Halo weapon to date to have a firing spread that went beyond the confines of the aiming reticule. 2. The BR in halo 2 and Halo 3 both had firing spread. If it pleases you, I can post relevant extracted tag data to show you the value fields. It was not randomized vector that the projectile took, but a precisley calculate restraint error vector and error change. Their was no middle compromise.... 3. FIRING SPREAD HAS ALWAYS BEEN ON EVRY HALO WEAPON..with the exception of the sniper rifles for obvious reasons. 4. Outstrafing your opponent in Reach does not yield the same results as previous Halo titles. The projectile spead has been increased on precision weapons to simulate "hitscan" type of collision detection responses. Becasue of this, every precision weapon fires similar to the BR, and thus required a larger firing spread to balance it out. Plus let's not forget that weapons like the BR, dealt 3 seperate round bursts, that each had it's own damage modifier and response. Basically the only REAL issue anyone has with Reach, is that the beloved human precision weapon, the DMR, did not function like the BR from previously overplayed Halo 3. Sorry Reach doesn't have a precision wepaon you can spam the heck out of without sacraficing accuracy. To be quite honest, everyone needs to go back and play Halo 1. If the H1 magnum had the same exact damage modifier as the Reach BR, you would have had people complaining about the same thing with it's accuracy. Simply put, to get a straight out even 3 shot kill in Halo 1 took patience to pace your shots just right so you could kill the opponent in those 3 to 4 shots instead of laying down rapid fire in hopes to hit the head dead on. But more over to the point, Zero Bloom playlist feels to me, like a Battle Rifle spam fest. What I liked about the weapon mechanics and firing spread in Reach, is that it gave old school gamers of the franchise, something fresh and different. It's a shame those people could not get past the previous titles execution, and adapt to change. Just my opinion though. Oh, and hi Serene!
  12. To add to tbis real quick regarding the magnum....the firing spread of the magnum was not within the confines of the reticule. %50 of the shots fired rapidly would go outside the aiming reticule.
  13. I think I need to contact Corrine and see what she has to officially say about the engine. Frank may be in a top position for 343i, but Corrine is the principal engine architect for Microsoft, which in turn dictates to 343i what direction their tech uses takes. I'll see if I can get an official response from her and keep you guys updated.
  14. The answer is.... "Absolute Dog Ate Johnny". Or the simple math.... "L" "13"
  15. That reminds me...is the answer... Halo: Combat Evolved North American release date November 15th?
  16. Ughhhh. I'll help you guys out a little...the bread crumbs lead you to the actual question of A+D+8=? Basically it means A Date. but what the date is, is up to you to find out based on the Johnny thread more than likely...since that is where that question leads you to.
  17. Granted CEA for PC would be great for non modders, but with Kornman's Open Sauce post processing for Halo PC it would be kinda pointless. With OS we have a wider range of ccore engine tweaks that we can make plus the ability to post process the older graphics shader system into somethkng that almost rivals Halo Reach shader systems.
  18. yeah u can join. You dont need anything. I think it was someone here who said that Teamspeak is kinda like Ventrillo....only cooler.
  19. Sorry for the late notice on this guys but, until Monday I have taken down my home server for cleaning. It won't be back up till monday when all my parts are dry and factory fresh. Again, sorry for the late notice. For those wondering, this means no PC servers or teamspeak till then. Cheers!
  20. Next challenges have been put up. Total credit worth to you is 12,855 plus whatever else you rack up doing it via completion and commendations. Everyone who got an invite, please log into Live and check, and good luck.\ AgentLoFi, Caboose and Biggles....your Gamertags on your profiles are not recognized on Live. Please post up your real gamertags for me or send me a friend request. As for getting credit for completing them, loginto your profile on haloWaypoint and navigate to Custom Challenges. There you will see a button labeled "Turn In". Click that and it will pull up the recent activity data it collected and give you the credits.
  21. Oh that? That one was simply just forcing the player through the collision via armor lock. Just a simple glitch similar to the ones we used to push ourselves outside of maps in Halo 2. Nothing hack about it.
  22. Well, I'm fairly new to the UDK itself, but the resources on the engine and content they provide out of box so to speak, should make it fairly straight forward to pull off physics and handling wise. The hardest part is gonna be importing all the models for characters, rigging them, and giving them animations. I am proficient enough for basic animations, but what I am hoping for is a way to take raw animation node data, and be able to simply take existing UDK animations and update them with the new animation values. Lot's of stuff to do, but hey...I like a challenge! And don't worry, of coarse it would be free......
  23. Classic multiplayer Jtag mods. Just sad that these two guys in the video have to resort to using it to actually play either to simulate any kind os skill, or just to annoy people. I'll be keeping an eye out for these two guys.
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