BFE
Joined April 2010
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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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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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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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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Local Stranger retweeted
Sharing this more broadly. This week you're going to start seeing comms on official channels again. The focus will be providing info about Halo Fest, celebrating the community and 25 years of Halo, and relevant game info like @HaloSupport has been posting already. We'll also provide a blog just reconfirming things we've announced and have in plan for Halo Fest. There's a huge amount of Halo fans who are looking forward to the event to attend or watch from home, and we're looking forward to providing a platform for the community to celebrate 25 years of Halo and each other.
Replying to @WARDOG
Yep we are reopening comms on things this coming week. I don't think there's anything we previously announced that's changing.
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Local Stranger retweeted
DON'T scan your face for Roblox. DON'T scan your face for Discord. DON'T scan your face for Twitter. DON'T scan your face for YouTube. DON'T scan your face for Instagram. DON'T scan your face for Reddit. DON'T scan your face for Spotify. DON'T scan your face for Twitch.
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Local Stranger retweeted
I put the entire game of Minecraft inside twitter.. with WORKING multiplayer 💀 tweetcraft.jai.vin/r/ti9bwes…
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Local Stranger retweeted
No podía esperar menos de la comunidad de PC, los Mods están increíbles
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Local Stranger retweeted
『ウィッチャー3 ワイルドハント リマスター』現在対応を進めている項目についてお知らせします。 ・特にPS5版を中心としたパフォーマンスの改善 ・ビジュアルの調整 ・「MY REWARDS」やTwitch Dropsに関する不具合の修正 ・コンソール版における音声の修正 上記などの事象について、次回のアップデートでの対応を目指しています。その他報告されている問題についても調査を進めていますので、以下のサポートページよりご報告をお寄せいただけますと幸いです。 support.cdprojektred.com/ja/ また @modiohq との連携により、全プラットフォームでさらに多くのMODを利用できるよう取り組んでいます。 すでにサポートへ報告いただいたプレイヤーの皆さま、ありがとうございました。修正までもう少々お待ちください。
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Local Stranger retweeted
The ReSkate official trailer has come out! 🤯 This is everything the new Skate game should have been - glad to see in the age of AI the community can take back what they deserved after waiting all these years. What an awesome release for all Skate players🛹
ReSkate has OFFICIALLY released! 🚨 Modders have put together a fully offline version of the newest "Skate." game that does not use the EA servers. It allows you to play with friends P2P in custom maps with mods and other things. ReSkate does NOT allow you to play with official paid cosmetics or maps, its simply an alternative for those who just want to play offline with their friends, not a replacement.
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Local Stranger retweeted
Microsoft's Early Xbox 360 Hardware Prototypes (2005)
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Local Stranger retweeted
Thousands of pickups don’t need thousands of Actors. By building a coin pickup system with plain data arrays rather than one Actor per coin, we can add thousands of pickups to the world in microseconds, not milliseconds. The code remains simple to understand and maintain. We store each coin’s location, credit reward, and mesh instance ID in three synchronized arrays. A single Instanced Static Mesh Component represents the coins in the world. This layout, known as a Structure of Arrays, is one way to apply Data-Oriented Design to your gameplay systems. It lets us process thousands of pickups with less memory overhead and is more cache friendly than using Actors and Components, which is important for performance. During the lessons in the new UE5 C++ Course we go into detail on how and when to apply this in your own projects. Data-oriented Design is nothing new and Unreal Engine has a similar data-oriented system called Mass. But I often see developers learn this approach very late in the process as Unreal Engine is so heavily biased to OOP (object oriented programming). OOP is convenient, but not always the right approach. In the C++ course we explain and apply both.
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Local Stranger retweeted
I put all of Minecraft inside Mario 64. I've been working on this mod basically non stop for two months, but I guess super grok can do it in a weekend now or something. full video and in depth technical breakdown coming in a few days. (and the mod release obviously)
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Local Stranger retweeted
Fuck it, Skate MW2 in the browser global-terror.net
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Local Stranger retweeted
Presenting... Escape from Skyrim lol. I put Tarkov into Skyrim. Now with guns and everything you would expect.
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Local Stranger retweeted
And now skateboard on WaW and MW2 ?! LMAO yeah crazy timeline
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