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MultiLockOn

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About MultiLockOn

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    Edge Lord
  • Birthday 12/02/1988

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  1. No. No more than the speed it takes the CPU to realize to apply the damage, less than a hundreth of a second. I'd have to ask but it's possible. He was at Certain Affinity for a while and I know they did Halo 4's mp. I think he knocked it out of the park on H2A. "Also this claims that h3's laser that's 999999 units/frame is different than what they had for h2. " It doesn't claim anything of the sort, it just reads that the laser checks for damage instantly within it's maximum range, not the maximum range. Whatever that is it's likely not 9999 because laser travel time is apparent even on maps like standoff when shooting across. "it's not placebo, you have to lead on lan and online. if you don't lead, you won't get the 4shot / shots registering. my best advice to you is download h2v in your spare time and test out 400 vs 800 (or 1600 if you figure out how to edit it yourself). it's not magic code. it's literally changing what is the equivalent of a txt file. if all bungie had to do was change 400 to 800 for their hit reg to be good, they would have done so. They specifically made it 400 for the BR. I know there is a distance where shots disappear. Join the discord and ask the admins about the h2 hitreg. " I know it's not magic code Ive seen the engine for myself, I've been working in dev for 3 years now and have played with it myself. The first thing you should realize is that Bungie is notorious for their dogshit netcode. That being said, you're right. If it was as simple as changing a number to double to fix the "problem" they would've done it. But they didn't because the gun was already effectively hitscan so it would make no difference. You have the developers of the game telling you that their weapon is hitscan, you tell me why they wouldn't double the number if that would solve all their problems. There is no shot lead in H2 nor has their ever been. "Halo 2 uses a modified version of hitscan. In normal hitscan, when the reticule turns red and you shoot another player, that player should take damage regardless of the presence of projectiles or the distance between the players. The projectiles are there just for show. But in Halo 2 this does not seem to be the case. People have experimented with the projectile velocity, like for instance, setting it 0 or a really low value, causing the projectile to move slowly or not at all. When this is done, however, and you shoot at another player when the reticule is red, they won't take damage. So projectiles play a role in bullet damage between players. It's probably also the reason why you have to lead a little at longer distances. It's called a modified version of hitscan because the projectiles are moving so fast, it feels like hitscan" So literally exactly what I said. It's projectile tech cranked up so that the guns behave as a hitscan weapon Halo 2 is not hitscan, no Halo is. There is no fall off damage as far as I am aware, only bullet spread. So the issue with the hitreg currently as it seems is that the players get out of sync when moving and that's why we (temporarily until we can fix it) speed up the projectiles to help the bullets reach the players before they get out of sync. The reason people think certain Halos are hitscan and that some others aren't is because they either have to lead their shots most of the time in some or almost none of the time in others. For example, Halo 2 uses a 400 bullet velocity for the BR projectile but Halo 3 uses 180, which is obviously slower so you will need to lead the bullet into them. I don't understand what damage fall-off has anything to do with whether or not a weapon is hitscan or projectile. I literally went and tested it for everyone to see. Halo 2 https://xboxdvr.com/gamer/multilockon/video/69224946 Halo 3 https://xboxdvr.com/gamer/multilockon/video/69224995 The same exact frame my BR fires in Halo 2 and the bullets disappear from the HUD indicator the other player is taking damage. XboxDVR has a built in .25x speed player there so you can see for yourself. Halo 3 is there as a reference to show the actual palpable delay you can see for yourself with a true projectile weapon. It is literally, measurably, the same exact frame in Halo 2. And before the inevitable "yeah but technically the code is still projectile" claims - it doesn't matter what the underlying tech is if that's how the gun functions. And as you can see, if the gun is dealing damage at the absolute maximum range before the bullets disappear, then there is literally 0 opportunities for any shot lead to ever exist in 2 That paragraph you linked from those discord guys reads like mumbo jumbo. It's nonsense. Halo 2 / Reach are hitscan, have always been hitscan, and require 0 shot lead. Saying anything otherwise is not just extremely disingenuous but objectively wrong. Hope this doesn't come off argumentative fyi, I appreciate the conversation. Just hoping to clear up some confusion that's all EDIT: As for this comment " They made the br as fast as the original sniper. It does make sense that h2 is projectile since the snipe on mcc/og registers better than the br. " This is most likely due to 1: the sniper having more generous magnetism than the BR, and 2: it's sending out WAY less packets of information than the BR, and in a much more clear fashion. Every BR burst sends out 3 packets of info, a snipe shot a single one. It's very obvious when you hit a snipe shot. When you miss a bullet out of the BR burst? Much harder to tell what's going on and what landed.
  2. Whoever you're talking to on that H2 Cartographer server is full of shit. https://halo.bungie.net/news/content.aspx?cid=14347 From Bungies own mouth. "Halo 2’s Battle Rifle was a hitscan weapon, which is fancy terminology for “instant-hit” which is slightly less fancy terminology for “if the reticule is red when you pull the trigger (in good networking conditions) the bullet packet will hit the target.” Additionally, in Halo 2’s BR the “spread” for the three bullet fire package was reduced in the 1.1 patch, focusing the bullet delivery into a tighter packet than when the game originally shipped. ...Unlike the Halo 2 Battle Rifle, the Halo 3 Battle Rifle is not a hitscan weapon. There are technically no hitscan weapons in Halo 3. The closest a projectile is to hitscan in Halo 3 is the Spartan laser, which instantly checks for a collision within the weapon’s maximum range (that range is the largest of any weapon in Halo 3). The Sniper Rifle bullet is a high velocity round and covers that same distance in somewhere between two and three ticks. What that means, is that at a certain range, the Sniper Rifle behaves like an instant hit weapon, but at longer ranges it takes two to three frames for the bullet to arrive. Keep in mind that the initial range for the Sniper Rifle is huge.On the contrary, the Halo 3 Battle Rifle’s bullet velocity is significantly slower than both the Sniper Rifle round and the Spartan Laser beam – this was a decision made by design because the high level goal for the weapon included it requiring players to lead their targets at range. Just like the Sniper Rifle in the example above, at certain ranges, the Rifle will behave like an instant hit weapon – this would be at distances at or inside the range that a three round burst can travel in a single frame. Outside of that relatively small distance – the Battle Rifle changes considerably from its Halo 2 predecessor. "
  3. You're gonna have to show me that it's functionally projectile in some form before I buy that claim, because I don't. On the other note, I have no idea what the actual specifics of the igu are in H2 but if it is actually 400 like you say than that's simply the maximum hitscan distance before the projectile completely disappears. Ive literally tested split screen on Zanzibar's beach area, your BR bullets won't reach end-to-end they'll simply disappear in front of someone's farce and no longer exist. Any "shot lead" in H2 you're referring to is either a placebo or the massive magnetism catching the bullets when your reticle is off the player
  4. Some shitty devs are known for doing what is known as "delayed hitscan" to give the illusion of travel time when there is none. Roadhog's chain in OW is a great example of showing a delayed launch but the actual chain is at max distance the moment it completes the wind up. Super tacky imo. Bungie does a lot of fake stuff in Destiny as does GoW with slow moving tracer rounds on actual hitscan weapons. Snipers in Destiny, Lancers in GOW. At long range you'll see the blood splatters come out of the enemy before the tracer round has even hit them.
  5. So. Projectile technology works where every engine tic the bullet projectile moves X units. Most engines for hitscan use a technology called ray tracing where an invisible line is cast from the point of your gun, infinitely forward. It checks for points of collision, and then counts that as a hit. Back in the day when Bungie was making H2 for online they didn't do this, and because Bungie is notorious for being stubborn and lazy they never programmed in true ray tracing in during Halo's development. So for H2/Reach the "hitscan" technology was projectile technically but they just ramped up the projectile speed per tick to some absolutely asinine unit that doesn't exist in game. For comparison, I believe the H3 BR projectile travels something like...300 igu per tick or whatever, where as the Reach DMR goes like 99999 per tick. It is hitscan is all purposes except the underlying tech. Saying it isn't hitscan is really disingenuous because it's point and click. No shot lead. I have no idea for the specifics of Bungie's current tech under Destiny but I have heard absolutely abysmal things about it. Like doing something as simple as moving a patrol point requires them to spend a few hours opening the editor, waiting for it to load, then moving the point, and submitting the next build for 20 hours or however hoping it doesn't crash at any point. Really any dev that isn't on Unreal Engine by this point is in for an uphill battle.
  6. I asked him and he said they just tried to tune it to what it was in H2 classic. I mentioned that I refused to believe that was true because H2A seems exponentially easier. He responded by saying that it's numerically accurate to H2 Classic but the higher frame rate and better aiming makes it seem easier. Tbh I don't buy it either but, whatever. It's the past now.
  7. Did a quick search to find an article to complete the trilogy
  8. Too many conditions for me to enjoy hitmarkers, like shooting a rocket at a corner, getting hitmarkers for someone you couldn't see. Fundamentally no different than grenade hitmarkers. On top of it just being redundant w/ shield flare. I'm not a fan.
  9. TBA, still working every single day on furthering that. Lots of developer stuff, outreach, meeting with publishers, connections always happening to further it. CA had a lot of creative freedom on the smaller details that 343 might never have specified. Was mostly larger scope decisions that 343 would determine/veto that would relinquish control. But the specific way the game played was up to CA. The art lead at CA at the time lol he's actually a fantastic artist, really well known throughout the industry. In the big picture H2A looked awesome. Perf and lighting just should've received some more love that's all. They wanted it to be but 343 said no so they could make a big reveal when they first showed H5 with Truth. Were looked at but because so many of those were tied to programming specifics and H2A was built on the H4 engine, it would've basically like....rebreaking the code in some way, or manually reprogramming the combos back in. It wouldn't have felt spot on exact for obvious reasons, it's a new engine, but the discussion was there and then ultimately decided they weren't that important. For the exact reason you just said. Hitmarkers were in H4. Most devs don't think of hitmarkers as any sort of harmful so it was just a no-brainer to have them in. The classic Halo community is really the last bastion on this front tbh; can't think of any other game community that actively shuns hitmarkers (I agree with you all btw)
  10. The lead designer at Certain Affinity who made H2A for MCC actually sits right behind me, hired him a few months back if you guys have any questions lol
  11. The in-engine bots were extremely helpful at Treyarch when it came to testing my maps between scheduled test sessions, even before the pro input was monitored they had really excellent natural pathfinding so that you just press play and they would work. Halo would be more complicated as the nature of how you move in the game isn't as restricted or conventional as a game like COD.
  12. I don't think theyre gimmicks, I think they're insanely OP in high level H5 doubles which is the context where I was referring to them. Both OS and camo are free kills. Theres skill in setups, yes. And there are forms of management in playing against them, yes. But I think a huge role in their acceptance comes from the fact the powerups are as old as time and engraved in everyone's expectations. I'll have some better, more unique examples for players to use in the future that don't involve someone turning their brain off running in and soaking up damage. Just about every map in my game is built around a mechanic, such as the key. Every map mechanic/element is unique and skillful. Not gimmicks. Really fun at low level play, really intelligent and malleable at high level.
  13. Lots of new game studios under Microsoft Very cool of them to invest in new developers & ideas like that.
  14. Okay. So I’ve been somewhat tipsy since 11am today for a friends birthday but I’m home now and there’s some things I want to say. Maybe this is me being drunkenly brash, but truth be told I think there’s some things I should’ve been saying for a long time that I didn’t really have the bravery (read: balls) to say until now. My life this past 10 months have been an absolute rollercoaster. Beginning with getting picked up from Forge, to Treyarch, to 343, and now this, there have been a lot of evolutions and life changing things. Even outside the realm of my professional career and venturing into my personal relationships, monetary standings, etc. July 2017 to July 2018 will probably be the most hectic year of my life and there is a lot I’ve learned and discovered about myself, and others. The only reason I am who I am, is because I made a group of friends who were, and are to this day, the best forgers in Halo. They were in 2007 Halo 3 and they still are (Given to Fly 93). We would spend hours every day making maps, showing each other, one upping one another, and then going back the drawing board to completely reinvent the wheel. We’ve been doing this for years and frankly it wasn’t until I talked to Cursed Lemon the first week I registered on Beyond (2015) that my eyes were truly opened for CE. And that was it, game over. My entire perspective on what was “good design” changed, and I created my 2v2 map Trinity. Since then everything I’ve made I’d like to think is groundbreaking. Some forgers might agree, others wouldn’t. That’s just the nature of artistic mediums honestly but I’ve made a name for myself even before the whole 343 spiel. I know how to design maps that work at the highest level of play and I know how to make them look good. And let me tell you the AAA industry is not what anyone here thinks it is. I’m going to do my best in the following anecdotes to not break NDA but whoever the jackass that made the comment about something something I’d bet industry veterans would disagree with you something something… go fuck yourself. No seriously go fuck yourself - because the truth is most industry veterans WOULD disagree with me. If there was 1 thing I learned at Treyarch is that everything I’ve come to learn and understand about level design the past 10 years was everything they didn’t believe in. If you all had heard even a fraction of what I listened to every day post-testing session you would understand. “Hey man…..I don’t know what to tell you. I felt like, everywhere I went I had to make decisions, like…. I don’t like it. It just felt like oh hey I turned here and now look, another decision I have to make. Left or right? I don’t want to have to think man I just wanna run around and shoot. It wasn’t fun having to think.” “Hey man, I told you the highest verticality we allow is 132 inches. That ledge is 140 inches. You know better than that what are you doing, you know players don’t like to look up. They should never be shot from above them or from the side.” “Hey man, I shouldn’t have to worry about anything that isn’t 100% in front of me. I don’t want to be shot from the side. I don’t want side junctions. I don’t want ramps steeper than 30 degrees. I don’t want to have to think. I don’t want to look up. I don’t want cheeky sightlines. I just want to run forward and shoot.” There was literally a point in time where one of the leads recommended putting a barrel down to ‘mark a point where a player can post up and shoot’ and I replied with “Well COD players don’t typically aim for the head. So if anything putting a chest-height barrel in front of them will weaken the position because it’ll just show the enemy where to aim and force them into headshots.” You know what the response was? “It really doesn’t matter if it makes it stronger or weaker, it just matters that it feels good.” Screw AAA level designers. There has literally never once been a game that has impressed me with its level design outside of Dark Souls 1’s single player and that shit is god send. Everything else just feels like a group of guys throwing shit at a wall and seeing what sticks. No focus, no purpose, no integrity in the design, no principles, nothing. Just mediocre watered down bullshit. I couldn’t even begin to tell you HALF the shit I had to conform to, hell I couldn’t even work in 3D until the production team Ok’d my design from a top-down photoshop layout. And you bet your ass if you didn’t hand them the most generic 3-lane of all time you weren’t getting approved. This is the same industry wide. It doesn’t matter where you go or who you work for, 98% of professional developers are going to force you into generic, rule driven, derivative practiced bullshit and I couldn’t do it anymore. I won’t do it anymore. Because to be honest I can do better. I have done better. And you know why? Because everyone is too afraid to say anything to the leads about their awful ideas and awful mechanics so that they have job security. You know who was the most outspoken person there about Black Ops 4 on day 1?? Me, the new guy. The guy who isn’t even a Call of Duty fan. Because it was never about the job security for me, it was about speaking my mind against stupid ass decisions that no one else would speak up about. I just wanted to give my opinion whether or not it would change anything and frankly - stupid opinions deserve to be called stupid. Simple as that. You all have no clue how much time is wasted in the AAA industry. It’s literally one higher up getting some ridiculous idea, forcing the team to prototype it for 6 months, deciding they don’t like it, and then starting over. You wanna know why despite the fact that Halo is a 20 year old franchise and the dev cycle should be getting faster, is NOW ON A 4 YEAR DEV CYCLE? Because they don’t know what the they’re doing. It’s wasted time on maps, on design, on mechanics, on writing, on everything. Because job security is more important than anything else. Which sounds ironic because truthfully, it is more important. I spoke with my parents regularly when I was at Treyarch and would always tell them how outspoken I was and my dad was always tell me every day that I should just shut the fuck up and make maps. And maybe he was right - I should’ve been like everyone else there and just recycled the same tired 3-lanes. I’ve always liked Beyond more than any other forum but hell, I can’t even post as bluntly as I’d like to anymore here without some smart ass having something to say about it so it’s not worth it. I hope this isn’t coming off as some manipulative guilt-trip post because that’s not the goal. There’s just a lot that needs to be said that no one will except me. This is going to be my last post here until I release my game. I shouldn’t have to convince myself to tiptoe around people for critique that shouldn’t be taken offensively. Calling a map shit isn’t any more of an insult to someone’s intelligence as critiquing quite literally ANYTHING someone has produced through their work. If you make it, there is room for comment. Hell I don’t even LIKE Halo anymore, the only time I even turn on my xbox anymore is to use forge as a blockout tool for my own game because I’m still slow in Unreal Engine. I mean shit, I’m making a game that might as well be a direct competitor for Halo and I’m still here trying to get better maps for you guys into HCS. I haven’t even watched professional Halo in 3 years lmao. I have NO incentive or attachment to even comment. Hell you find someone else that had their job pulled by a studio and still routinely post on the game forums. You won’t, because people don’t care like I do about what I’m passionate about. It’s literally absurd that I’m insulted for calling maps shit (and they are completely mediocre in every sense of the word) and recommending better maps (that I didn’t even make mind you). I swear people like to get offended about things that literally don’t even pertain to them. I just want everyone to know that I believe I’m here for a purpose. Just speaking from the background of someone who identifies as a Christian, and I don’t expect everyone here to agree or even sympathize, I actually believe I was put on this Earth to head this studio. And there were a lot of things in my way that had to be removed before this could happen. Truthfully - I was comfortable enough at Treyarch that I would’ve never left, regardless if I enjoyed the games or not I was making really good money. When 343 made the offer of course I jumped ship despite the fact that Microsoft pays less than Activision - it was Halo. Then they pulled the offer and I went from being at the top of the world to essentially have nothing. And of course there were other bumps in the road, and end of a 4 year relationship in a pretty shitty way. Family things. Hell I had quite a bit of savings post-Treyarch and within 3 months my bank account dipped into the negatives right around Christmas time...which wasn’t fun. And people always love to get on me when I make these posts and say things like “No wonder no one wants to work with you.” Let me be clear - I had a LOT of offers post 343. I received emails from no less than 7 studios and 5 of them were AAA. But something inside of me that didn’t exist prior took root and drew me to create my own groundwork for my own project. Something that to be frank, I had never cared for prior. But looking at the situation now, if things continue to progress I will have gone from being a forger, to working at Treyarch, getting the offer from 343, and then running my own studio within 12 months. 1 year. But these hardships had to happen to me because if they hadn’t, I never would have pursued what I am. I absolutely never would have even attempted to create my own project because I was too comfortable doing what everyone else in the industry is doing. I’d always heard close friends brainstorm hypothetical dream projects but it never interested in me in that moment. And literally within 2 weeks I had more or less an entire game outlined down to the control scheme. Almost every weapon, the map principles, campaign structure, menu format, customization systems, tone, movement mechanics, art style… everything really. It came together quicker than I could’ve ever imagined and I seriously believe with all my hear that it was divinely inspired. I’m not here to ‘be nice’, frankly nowhere in the Bible does it say to “be a nice person” so it’s not really my montra -but I am here to make a difference and hold people to a higher standard. And I believe that I’m the person to do it. I don’t want to waste time tiptoeing around bullshit ideas or shit maps. If it’s bad, it’s bad. I don’t need to spend 5 months diddling it around to know that when I can just look at something and then tell you if it’ll work or not. What I’m about to say I am going to say as clearly and blatantly as I can so there is no room for misinterpretation or ambiguity and I want everyone to read this very carefully. -I have completely reinvented the First Person Shooter from the ground up for the first time since Combat Evolved hit the Xbox 20 years ago. There is NOTHING like it. -My team is made of the best level designers in this world. -My game will have the best movement mechanics, shooting mechanics, and level design of any FPS to ever come out. In both single-player and multiplayer. -This is not about me, nor has this ever been about me. I genuinely believe with all my heart that I am making this game to serve a purpose higher than my own. With the backing I have it will not fail, and I’m not talking about the publisher I’ve been working with. If they back out for whatever reason, I’ll simply just find another. I’m talking about the big guy upstairs. -Every single person here will drop Halo to play this game. I’ll see you guys on stage at E3 in a few years. Until then, I’m logging out.
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