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Everything posted by Twinreaper
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Anything that is special like helmets, effects or avatar items are one time use codes and that content cannot be revived. The only coarse of action would be calling Microsoft Xbox Support for assistance.
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Well most of the glitches are due to the difference in hardware. Frank and the team stated a couple times that most glitches that exploited memory issues such as overloading maps would most likely not work, and the same can be said for glitches that were not present in the current game. Because CEA uses 360 hardware and emulation of an older console environment, it is quite possible that many more glitches like this can be done. Let the glitch race begin!!! And nice find there Tesseract. Look forward to seeing what else you find!
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Missing the point. They did not force the armor lock tweak in standard Reach yet. Anything like tweaked magnum and such are still isolated to the Classic Playlists, and thus do not appear in forge maps. besides, like previously stated, you can adjust all parameters in the settings tabs. So why is this even an issue?
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Happy Thanksgiving pilgrims...I'm John Wayne pilgrims....
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is this even a question? For the live of Bethesda yes....get the game. i too have never played an elder scrolls game except this one. it is great. and we the community will soon be getting the creation sdk so we can make custom stuff.
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Jester has the right idea. When you log into xbox.com you can pull up a list of all locenced dlc content you have downloaded. But.... here is where I tell you, that you may be screwed for your extras like recon helmet and flames from buying legendary. Ibsold my original xbox when i got the new kjnect bundle one. I went to xbox.com and transfered all content previously downloaded and their licence files to my new one. The 3 things that never showed up on the list or transfered over was my reon helmet and both reach map packs. Thats right.....lost the recon and BOTH mappacks i bought. The content didnt show on the xbox site because it was a special one time code....not a standard everyone can purchase item. the only way you can get it all back, is if Microsoft directly can issue you a new code to use. Let this be a lesson to everyone. If you need more space ir upgrade to a new xbox.....extract your hdd content via a pc connection and one of the various 360 hdd tools the modding community has out.
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Halo Reach Technology and Mechanic Help Thread
Twinreaper replied to Twinreaper's topic in Halo Reach
Ok, I'm not sure how to go about starting the reply for this, so i will instead just try to throw out a numbered list of things that has happened.... 1. The servers that were used by Bungie to relay all Live data was dedicated and soley focused on Halo. Because Microsoft is a massive Corporation, they have various servers and other networking equipment running along side the Live ones. 2. The server equipment is not the same equipment as Bungie had. When they transitioned the handling of the servers, they simply rerouted the data packets (specified a new address for the console to contact) to a new server setup. Unfortunatly they did not move existing equipment from bungie to MS. 3. Updtaes Updates Updates. As the playing field continues to grow, there is more bandwidth and resources needed to dish out, and keep up with the demand. Although we have only seen minor updates in content, we have seen a completely new Live system. 4. Not widely known but very commonly practiced, ISP's often dish out to it's customers, the full bandwidth they pay for. Over time, all ISP'\s begin to choke slowly, their customers connections. 5. No offense to 343i, but simply put, the interest in constantly maintaining the servers and ensuring they run smooth 24/7 is not currently in their "bigger picture" circle of things to do. yes they do routine basic repair and upgrade work, but nothing to outlandish. 6. Even the best connection suffers from relay stations. Our connections bounce around to various relay servers and depending on the ISP and equipment owner, a great connection can suffer by having to go thru extra encryption, firewalls, etc.. Our Xboxes are not a direct connection...it takes routes and gets relayed finally ending up where it should. Only a straight wired connection from point a to point b would be perfect. In this case, the difference you see when playing local or LAN, versus Live. Hopefully these help answer your question and give you a little insight. I may not be 100% accurate in my listed items, but from what i have been able to piece together thus far, it is the most logical and complete assessment i can give outside of taking a tour of 343i myself to investigate. -
I'm not sure who would have the biggest advantage. I mean, I've connected my 360 controler plenty of times for Halo 1 in the past and got completely decimated by people using keyboard and mouse. And then again, there were times when I was accused of botting because I was doing the decimating. I guess it would be an even draw, depending on which type of controls you are best with and prefer?
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Completely wrong. TCP and UDP are simply protocols and have nothing to do with the format type in which the data transmitted. In the case of a PC communicating properly with a 360, we are talking about native win32 or win64 bit api's communicating with 360's xenonlib set of protocols and Live stand alone API's. The two would need a negotiator to translate the different formats of data they use respectively in terms of their core operating environment. They perfectly achieved this with Games for Windows Live but two different platform games is a farcry from simple friends lists communication. Games like Shadowrun and a few others were designed to communicate with each other across platform by default design. PS3 network is nowhere near as sofisticated as the Live network, so bad comparison there. DirectX has no impact on how the 2 platforms form the data packets or the encryption algorythim it uses during trasnport. Again, you can't compare different network apps to Live, just as you can't compare PS3 to 360 in that way. As for your point Sentri, I think you need to phrase what you said a little better. From what I interpret when I read it, you are saying it is a shame we can't have both the PC and Xbox communicate to eachother directly based off of having them connected to the same router? Or did you mean to say it is a shame we can't simply have an xbox plugged into a router, and find other consoles online to remotely connect to? If it is the latter, there are applications that "tunnel" your 360 into a system link connection with others on games that have LAN features built into it. AKA, using XBConnect or XLinkKai to join Reach custom games on system link. If it was the former, it just doesn't work that way. No device is natively coded in network translation, to be compatable or communicate with any other device at all. Yes some devices can and are designed thatw ay, but the Xbox 360 was not left open ended in such a manner to allow this. Beyond a simple local "LAN" connection, no other network support was given to it.
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I also agree, but don't expect me to tread lightly on the tech side of things. I mean c'mon./..thats like mah baby! And noone messes with Reaper's baby!!! But yes, we do need to pull together more instead of constantly flaming eachother with giant turd balls of fail. I will do my best to keep order within whatever means I have and to inspire members to be more friendly. By the almighty Twam... AMEN!
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This is rumored to be what is coming with Halo 4, a pc counterpart. Understand, that the only difference in the 360 version and a PC version, will be how the executable (engine core code) is compiled. Aka, XEX or .exe file. Aside from that, almost 99% of the tag-set used in both remain identical besides a few header entries. The cross platform gaming is another story though. It would be nearly impossible to achieve this, simply because of the manner in which the 2 different versions would be read and executed, and then the need to be translated between, all the while providing lag free gameplay. It isn't impossible to get cross platform gameplay, just not feesable by tech terms at this point. We need much advancement in networking to handle the kind of data required to pull it off.
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I think in regards to the last post, thru the years of degridation 343 has endured....he is mistakenly identifying masterchier as a forunner, based off his appearance and armor. That being said......I hope this post is not another "test" like a similar one posted a while ago. Perhaps an IP check on the OP is.in order?
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Purchasing of map content does not dictate what playlists are made, and made permanent. The playlists themselves are constructed with gametype scenarios before even thinking about what maps would best be used with them by default. They construct the playlist, and play it on all maps as an internal test, then pass it off to final approval, then we get the playlists. The amount of people who actually purchase the content will not be used to figure out if, when or if any further map packs, playlists and other DLC will be made. All DLC extras are made as a way of supporting a title after it's launch and as a first wave of game support. Regardless of sales, they will support this game well into 2012.
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Sounds like a corrupted gamesave to me. What storage device did you specify when starting the game up?
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Halo Combat Evolved and Anniversary Technical Help
Twinreaper replied to Twinreaper's topic in Halo CE + Anniversary
No problem y friend always glass to help. As for the co-op lag...I will test it out and get back to you. -
Classic Playlist needs minor fixes
Twinreaper replied to jaymore012's topic in Halo CE + Anniversary
The pistol always had a firing spread. In halo 1 it was way worse than it is in the CEA playlist with the tweaks. Bloom should not be on the DMR? SO you want a slower paced Battlerifle then? Beatdown or melee attacks are not specific to the weapon, but to what type of animation is called by the weapaon tag. By default the only melee animations that have a different value for damage is the slice melee effect tag. Which is why even on a map that had maybe 50% melee damage, a single energy sword lunge or melee slice with the sword should still instant kill, unless they changed the melee damage multiplyers for everything. Which in this case it could have been an overall change, or certain change. -
I have explained why this is happening, you just have to check my "Tech help" thread. It has to do with the way Live is handling the negotiation code for Lan over Live from the original CE engine. They did they best they could without completely re-writing the netcode into a usable network model, which by the way would have taken the team a little over 2 years to implement and perfect. So don't go hoping for a quick easy "patch". Said patches wouldn't even be patches, since it would require a re-write or extremely tricky and well precision placed MegaloScript hooks.
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Seems there is quite a bit of confusion on how things work in CEA. I'll explain if I can... Q: updated boundaries to match the terrain for the new version (shares the old versions boundaries, i cant even shoot through the spaces in the branches on the new one) A: Not gonna happen. In order to make the collision model of the terrain match the new mesh, they would have to take out the "mode changing", otherwise players reverting to old look would end up being out of the level. A2: If they changed it in new mode, they would also have to move death barriers, player walls, and fix the freezing issues when entering a certain territory on the map. Like the one on A30, where you use a hog to reach the top. When the beam fires out of the structure, it renders your character unmovable. A3: Changing these things alone, would require to re-write the compatibility API's created so that the version of Reach Blam! engine in CEA could communicate with standard Blam! engine version. Q: They need to return to the old engine when it comes to rendering things so the entire level and your HUD don't derender when you leave the level boundaries... A: The CE engine is running on both "new graphics" and "standard" mode. The LOD and HUD issues are not becuase of the Reach version of Blam!, it is due to many variables primarily dealing with the hardware environment and memory allocation issues. Remember, the Reach Blam! engine is calling into play, code that was used 10 years ago to run on 10 year old hardware. Reach's Blam! also must compensate for this, and run code of it's own to quell any exception errors with mismatched hardware and available resources. Q: They need to fix some of the frame rate issues in an update A: I personally have not seen anything in terms of FPS that is an issue. You would need to better explain what particular issue you see in frame rate, and when it is occurring. Q: They really need to fix the lag issue for co-op because it's really really bad. A: Don't expect it to happen. Remember, the original Halo had no networking model to base it's netcode off of. Because of this, Reach's Blam engine has to somewhat try manage the original code communicating with Live in a way that isn't very pleasant. What I mean is.....it could be much worse than it is now... Q: I think having all the old maps playable with the original engine would be cool (it would be cool if remakes were included for every one but that's kind of asking a lot) A: Although it would be nice to be able to play on the original engine, it just wont happen ever. It would take a lot more networking work and compatibility work to get the originals working for multiplayer. 343i had explained this numerous times, that it would require around 2 years of solid network re-writing just to do the multiplayer aspect. As for the maps being redone as a whole, I disagree with the selection they chose. Each map that was redone, was chosen because each was supposedly the best as handling the current gamplay, aka AA's, weapons, player physics etc... After playing thru them, I think the selection they made was completely wrong. In fact, I found that using AA's on the maps became very annoying and posed to much of a threat to re-spawners. On a map like Damnation in particular...it was always dangerous to take the low ground and jump accross the platforms so you wouldnt fall. It made it very difficult when firing back too. Now, with the solid platform, and AA's in effect, this negates the point of even having a lower area like that. It takes a lot away from the strategy of things. other maps like Infinity would have been better suited for a remake.
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The playlists still need to be worked on. The playlists we got with the release of CEA is a test within itself. The test being, how we respond and how much we play them. The next batch I assume will be starting to be worked on maybe as early as mid December. It takes time to create a simple playlist and tst them out fully before releasing them into the wild. As for the feelings of Reach, this is not a representative community. If each member of the community that hates things in Reach truly hates it, then they themselves need to stand up as individuals. Perhaps get a petition for some changes you would like, and have each person sign it. Of coarse this petition would have to be signed via a gamertag older than 1 day...just to make sure each gamertag is an actual player and not a habitual spammer. Only by this method would your "general community" concerns and gripes be justified and heard with anything but a laughter. Also may I point out, that the more you expect 343i to spend time on CEA and Reach, making what I believe to be silly changes.....you are taking time away from there ability to work on newer titles and more important fixes. I am quite sure that 343i has heard every single change that was wanted...and in the end they decided those changes were not worth the effort, or were too invloved to be applied as a simple fix. This again was stated quite clearly by the temas involved with CEA at a PAX Panel.
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Halo Reach Technology and Mechanic Help Thread
Twinreaper replied to Twinreaper's topic in Halo Reach
Sorry for the late reply on this. I also had experienced a problem with the new Waypoint update earlier in the week. From what i have been seeing, it is a connection issue. My problem was similar, but finished downloading. It seems there is a small network bug that only comes up ever so often. This bug times out your download and will make it appear...stuck. Furthermore, the connection bug is also causing some people to see the Waypoint servers as "down", when they finally do get connected. As of now, the only advice I can offer, is to stay connected to Waypoint when you are downloading the new update. Also try clearing your cache out, adn double check you have the required amount of free memory. -
The TU was intended specifically for CEA only. There was never an intention or plan, to bring the weapon and AA tweaks to Reach as a whole. 343 felt it unwarranted and unnecessary to bring it to the entire game. Doing so would have greatly changed the way the campaign and firefight play as well as multiplayer. Many people would not have been happy about campaign alone changing. Plain fact is, not many people actually facilitated the TU change. It was more or less 343i's own gut feeling to tweak things a bit. The actual amount of community members that hate Reach's gameplay and wanted the TU tweaks, compared to the base community that had no feeling or posiiton on it, was a lot less than one would suspect. You could go thru B-Net, Waypoint and here, and see a lot of the same people and count no greater than 200 actual members that wanted change. The main reason for TU updates, are usually to accompany new map packs with things that are not supported by the standard base core components of the game engine. This is specifically why CEA required an updated to be downloaded as well as the playlists. Halo 2 and Halo 3 had the same type of downloaded content requirement as well. I for one do not like the new playlist. The gameplay of old aka Halo 1, does not reflect well in just a weapon tweak. The gameplay and mechanics that run CEA playlists do nothing but facilitate the fact that the magnum and DMR bloom/damage multiplyers do nothing more than fit like a circular peg in a square hole. It doesn't work at all as well as hardcore members thought it would.
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Why do I have to buy anniversary maps to play DLC I already purchased?
Twinreaper replied to lemachii's topic in Halo Reach
Yup. Keep in mind that yes you do end up paying a lot for maps, so does everyone else. Look at it this way, would you really want to be able to go into premium with all the maps, then have half the public who does not have them, be able to join? You know what would happen right? You would only be able to select and play on maps that "everyone" has in that particular match lobby. Now it may seem silly, but it keeps the field of choices open. -
Halo Combat Evolved and Anniversary Technical Help
Twinreaper replied to Twinreaper's topic in Halo CE + Anniversary
Ok, from what I have read here and else where, it is most likely a dvd-drive issue. I have a newer kinect bundle 360, and recently I have had issus with brand new discs reading when I place them in the drive. It usually happens when the disc is scratched heavily though. This has happened twice with my CEA disc, and thus cannot be a disc issue since it is literally perfect in condition. Now, I do know that there was some talk of format changes to the way the discs are compressed. Something sikilar to blue-ray but not blue-ray. It is possible we are seeing some kind of new compression with the discs, but we wouldn't notice, since the dashboard updates would take care of reading the new formats. But this is a likely thing. Now I will put my eyes and ears out to the MGS scene and see if I can get an official response from some of my peeps, so we should know soon if at all....hopefully. As for some of the other posted issues.... Updating not taking: SOmetimes the 360 loops with updating. try clearing your cache and deleting any dl's in que if you have any. Also try using a wired connection if you have a wireless one by default. Things like this happened a lot during the days of Halo 2PC. It would find updates and loop everytime you started Halo 2. Although that was a PC issue and quite different, the same emthods I have stated should resolve it. Co-OP Lag Issues: Can't say I understand them completely. I only play Co-OP on local xbox so I have yet to see first hand for myself. From what I can gather, there has been a huge spike recently in "Upstream Bandwidth" not meeting Live's requirements. Check your overall connection in the networking section of the game when playing. I can almost guarantee that 100%, your upstream bandwidth is flagged red. Now from I know about Live, it has seen quite a significant update, and with servers changing hands to 343i, I have no doubt that there are still quite a few bugs being worked out. All I can recommend is to help this is to ensure port forwarding and using a manual defined IP address for the xbox. This will allow you to open NAT and a DMZ server field for a certain IP connected device...aka your Xbox. This will allow complete un-inhibited access to data in/out packets and reduce and latency experienced by having to work around built in firewalls and security. Also, I don't want to come off as a **** or anything, but a lot of people simply don't understand basic networking issues. Having a good connection and playing multiplayer games is not as simple as just plugging in your xbox and connecting to Live. There is a myriad of things any serious gamer should do first and foremost to ensure he/she is having/getting the best connection possible. All too oftern people just power up a console, plug in an ethernet cable or connect to a wireless network....and have problems and don't understand why. Before doing any kind of serious gaming, please search google or whatever you like for these topics and how to do them... 1. Port Forwarding 2. Manual IP Defintions 3. DMZ server host 4. QOS settings 5. Difference between LAN and WLAN -
Take care princess. I'll see you around my server.