BFE
Joined April 2010
To be a Quality Assurance employee, whatever the title is, you may need bachelor’s degree in computer and information technology, computer science, software engineering, or a related field like mathematics or electrical engineering I don't have any of those I find issues DAILY
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I found a security flaw with Microsoft/Xbox that no employee was willing to help me even make a ticket for I found an Xbox error that just needs descriptions Microsoft error with security information handling I found 2Factor issues for Xbox with Google/Yahoo receiving emails
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I found Windows security 2 Factor that helps no one, nor deters a hacker/phisher I found the process to report these things is not inviting, and the receivers of the tickets don't care So here I am, trying to help but unable to for free; not qualified for the job @Microsoft
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Local Stranger retweeted
It’s not done, so dont take it as final. But ofcourse Ill be focussing on stat tracking and I want it sexyyyyy So the renders are for players appearance, no more low poly junk. It can and will look sexyyy with your poses and weapon skins. #Halo5Reforged
Hear me out... H5 Graphically still holds up. Also, hint, these renders will be used for something 👀 could you guess?
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Hellpie is currently on sale for $1.49 on Steam! 12 more days to claim this price Insane find
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Nuclear Footballs are such a great addition to Halo Not sure if anyone even asked for coils to be able to be picked up, let alone caught, so those were random top tier implementations by 343i
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One thing I will NOT miss about Halo Infinite is the texture glitch that seems to happen way too often I love glitches, and rarely just restart to fix something solely to see what else else may break, but this is just completely random and sucks to see on my own map
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2 Does Halo Infinite have an "iris" mechanic where bright areas get dimmer when you look at them, thus making darker areas around get even darker? Even when sitting idle and having the character do a weapon inspection everything gets darker in the background, then brightens up
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1 Does Halo Infinite have an "iris" mechanic where bright areas get dimmer when you look at them, thus making darker areas around get even darker? I have always STRUGGLED with Grapple ledge on Recharge because of how bright it is, but then L1 gets super dark when looking at it
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Local Stranger retweeted
Replying to @Unseen_Halo
warzone will still require H5 Campaign files unfortunately. However you will be able to choose what components to keep (warzone, campaign, arena)
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Local Stranger retweeted
Halo UE grass + wind overhaul 🍃 • No more smearing: grass writes real motion vectors • 57% faster, and looks better • down wash rolls out from dropships, churning under the hull • A unified wind + FX system: trees, debris, snow, rain and affected together! Imagine in snow
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MapQuest has been updated to show surveillance cameras America is what they sold you the fear on about China Flock, Axon, Motorola, Leonardo, Rekor, Genetec, PlateSmart, Innova, Perceptics, Jenoptick, Verkada, Avigilon, Brivo, Eagle Eye, Placa, Neology, NDI, Vactor, dozens more
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Local Stranger retweeted
Replying to @HossSauced
Well good news, it's possible to use the warzone assets in forge and make new maps and modes. Below is KotH with Reqs.
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Local Stranger retweeted
More customization options than you could ever imagine. From 60K to 199.1 trillion possible combinations! A number so high it will take up my whole tweet lol. You now have H4 levels of Armor Customization. 🔥 #Halo5Reforged
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Local Stranger retweeted
Some really cool stuff has been added by @surameows: - Lua scripting - HDR Support - Lower Crosshair - HUD Scaling with FOV - And more!
Hi! I'm a developer of Halo 5: Reforged working on specifically improving the PC experience. I implemented custom lua scripting today. Essentially, you can code any gamemode/script you want and now run it inside Halo 5. Here's an example of a "superjump" script for example:
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Local Stranger retweeted
Halo 5 now has 32 Player Support! You can either spawn in 31 bots or have a lobby with 32 real players. It's not yet hooked up to the brain logic Syntax made but we can configure bots via the ingame settings like Infinite! I'm hoping to push the game even further to 50 players. #Halo5Reforged
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Xbox Live Labs October 14th, 2026
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The Halo 3 UI, characters, and animations with the RE weapons on the RE map and the RE lighting- this actually looks amazing and sounds so good Could even have the Golden Gun from 007 in there and CoD killstreaks like RCXD, Pred, and Dogs as they would fit in Where can I play?
You ever wanted to play Resident Evil and Halo at the same time?
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The entire first paragraph wasn't needed and is typical corpo, and probably AI generated, "get to the point" type of engagement But the rest??? Way to go Asha Now we wait and see what Labs will do, and say they're doing publicly, if anything
Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team: Team, The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together. In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another. These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models. To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating. I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have. Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway. Asha
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Local Stranger retweeted
Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team: Team, The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together. In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another. These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models. To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating. I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have. Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway. Asha
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