Halo

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Halo last won the day on October 4 2019

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About Halo

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  • Birthday 09/01/1985

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    dragyourhalo

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  1. Please follow these steps: 1. Shut down your pc. 2. Unplug it. 3. GET RID OF A SHITTY AMD SYSTEM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! That is all.
  2. I say no as we aren't friends on steam like we used to be. So... I say HELL no.
  3. Thanks man. The game is being built on Unreal Engine 4. The graphics won't be "super intense" Battlefield 5 graphics. We are shooting to make graphics more along the lines of Just Survive or maybe King of the Kill preseason 3 or so.
  4. Okay everyone. Update time! Yes, I'm still alive. Yes, I'm still an asshole. Moving on! About a month ago, I was talking to a couple of people on the JS discord. I mentioned my project to a couple of them and they loved the idea. So... I talked to a few more people and then more and then posted an ad to hire a few people to work with me and here we are! So, here we go with a quick little update for everyone.. and a couple of screenshots. So, we're building the game a little different than say... Just Survive. This game will not take place in a "mountain box" where you are surrounded by mountains. This game will take place on an island. There will be base building. We are working on making it like something everyone is familiar with... I can't say any more. We are also having crafting, looting, pvp and zombies. Did I mention zombies? Okay fine. How about a zombie horde? A large group of zombies that randomly roam around the island attracted to noise. Doing a big raid? Might want to lure the horde away first. Being raided? Maybe lure the horde to your base to help fight the attackers? The choice is yours. Speaking of zombies, our spawning system will be different. The zombies won't just stand up out of the ground in front of you. They will have random spawns and will not spawn directly in front of you. They will ALL be attracted to sound. Running with boots on in the woods? Makes sound. Walking barefoot in the woods? Makes less sound. You get the idea. Zombies in this game won't be target practice. They'll be annoying. They'll be a challenge. They might even help you once in awhile. The point is, this is a zombie survival game for a reason, so let's make sure they are an issue. We have many new features in the works but I don't want to spill everything here. I've got a few links I've posted below... oh and a couple of screenshots as promised. Basically, when people ask me "What is your game? Like, what is the premise? What is it?" I can simply say this... "Picture Just Survive on an island... with better graphics, better community, better developers and MAYBE a very familiar building style." Hope to see you soon! Spread the word to as many people as you can! We need the hype and the people idling in our discord Dynamic shadows that move across the island. FPS testing in a nighborhood test area. Please note: final game outcome may not look quite like this as we are aiming for highest FPS possible. FPS test 2. Visit the website here: http://gamehavenstudios.com/
  5. The time has come to bring this build to the Live servers! This particular update has truly benefited from direct and constructive feedback from the community. Let’s jump directly into the improvements coming to the game: Weapons Tuning Shooting a weapon in aim mode now primarily uses recoil instead of cone of fire to penalize rapid-fire. More info here. Bullet drop has been significantly increased for all weapons (excluding shotguns and bows). Hellfire 4-6 SMG Tuning Increased damage per bullet by 16% This reduces the bullets to kill to 6 (from 7), without armor. Headshots to kill is still 3 with helmet, 2 without. Slightly reduced the fire rate Lowered ammo capacity per clip to 24 (from 30) Smoke grenade inventory capacity reduced to 50 (from 100). Crossbow no longer sways when zoomed in. Gameplay Updates There is now player-to-player collision for teammates and enemies. Loot Distribution We’ve added a new system that makes the distribution of loot much more consistent than before. Overall loot density has been slightly increased to make sure there aren’t buildings that have no loot. Finding the essentials (gun, backpack, helmet) should take less time on average. We are keeping a close eye on this new system and will make adjustments as needed. Crouch Tuning It is now faster to crouch down and stand up from crouch. Added a Crouch Fatigue system that will increase the time it takes to stand up from crouch after repeatedly going in and out of crouch. Crouch “spamming” will result in temporarily getting locked in the crouch state. Vehicle passengers can now scrap and craft items while the vehicle is moving. Vehicles no longer spawn with lootable fuel by default, but now spawn with full tanks. Lootable fuel can now spawn at gas stations and in airdrops. When using Team Spectate, you’ll now see incoming and outgoing hit indicators. The camera will also shift to indicate that the person you’re spectating has gone into first person. If you have a Heal ticking from a First Aid Kit and use another, the Heal duration will be reset to max duration. This should eliminate cases of “wasting” a First Aid Kit by using it while a Heal is already in progress. Doors should now always open AWAY from the player who is opening it. You can now zoom into the Map using the mouse wheel. Players no longer spawn in with a Belt Pouch and instead gain the 100 Inventory capacity it gave by default. Waist Pack now provides 200 capacity (down from 300) – the net result is that if you have a Military Backpack and a Waist Pack, you’ll have the same total capacity provided as you did previously. Vehicles now take damage from other nearby vehicles exploding. The Trickster Crate! New Crate will begin dropping in-game New Skirmish: The Swagnum Opus Standard BR mode except for: All players spawn with the Swagnum, a very powerful sidearm that can one shot kill to the body (even in armor). Each player only starts with a single bullet for it. More Swagnum rounds can be found in air drop crates. The number that drop during the match has been increased dramatically, and golden beams will call them out at a distance so they won’t be hard to find. Each crate can contain up to 6 Swagnum rounds, but does not contain any other types of loot You can take extra Swagnum rounds from the bodies of downed players Kills made with the Swagnum will fire off a special volley of golden fireworks The only other non-throwable weapon that spawns on the map is the Crossbow, and the only ammo type are the new firework arrows These arrows will launch small fireworks when they hit a target, or will detonate in the air if they don’t hit anything Long reload times and low damage output makes them a novel backup weapon for when Swagnum rounds are low or being saved for other fights The only vehicles that spawn on the map are ATVS The gas ring starts in place, restricting the map, and advances more aggressively than usual Any death in the mode will fire off a firework from the body of the fallen Time is adjusted to be closer to sunset Fort Destiny Leaderboards We’ve re-added leaderboard displays to Fort Destiny. These will display the top 20 scores of each particular category, as well as call out your own personal placement for each board when applicable. Daily Kills Daily Wins Monthly Kills Monthly Wins Long-Term Kills Long-Term Wins Weekly Kills Weekly Wins Some things to note about these leaderboards: Currently they only function in Solo matches. Other modes will display placeholder “Coming Soon” text instead of scores. The scores listed in world don’t update in real time, so they are generally more of an updating snapshot than an accurate-to-the second scoreboard. There could be a general delay in stats appearing or updating of up to 5 minutes depending on the last time the boards grabbed fresh data. Leaderboards currently only show global stats, not region specific. Future updates will bring region specific stats. Bug Fixes: There are optimizations in this build that improve framerate performance, particularly on high-end machines. Fixed an issue where headshots could register as bodyshots if the target is aiming down sights. Smoke grenades now properly hide players wearing glowing skins and players who are bleeding. Fixed cone of fire expanding when strafing on uneven surfaces such as vehicle roofs. Fixed an exploit where you could get zero recoil in first person for a few shots. SMG sound effects should no longer incorrectly play as if the shooter were nearby. There should no longer be rare occurrences where you can see a faint outline of an opposing player through a tree. Vehicle inventory will now always show contents despite rapidly opening and closing it. Movement speed is no longer incorrectly reduced after exiting a vehicle with the throwing arch activated. Reticle should no longer lock in place while aiming down sights with a bow. Items in the inventory should no longer shift when moving while looting. Fixed an edge-case that could cause group members to incorrectly be flagged as not ready. In the Lobby Friends menu, the red arrow now indicates whether the friend is playing H1Z1, rather than just whether they’re actually in a match. Icons on the vehicle HUD (Keys, etc.) will no longer briefly light up when a user exits a vehicle. Black and Orange Athletic Hoodie now has its proper interact options. Fixed several dozen minor bugs in The Arena Known Issues: There are some known issues with this build that the team are working on now. We expect to roll out hotfixes (and a full patch if needed) in the coming weeks with fixes for all of these issues. The dynamic reticle does not properly expand when jumping while aiming down sights. The reticle can shift down if you shoot then immediately hold aim down sights. The map can briefly flicker when being dragged Character shooting animation can remain forward while aiming down when crouched. Daily rankings on the Fort Destiny Leaderboards can show inconsistently for players who are tied. We are aware of a method to bypass the crouch fatigue penalty which will be hotfixed as soon as it’s ready.
  6. I'm liking you less and less. I can't stop staring. One all sexed up by it... the other just waiting for the microwave...
  7. That would be amazing but you and I both know that it will never happen. That's money the would lose and that's not in Gamebreak's business model. ... ... ... and now I'm hearing Europe playing in my head while I hum the tune. Thanks. Jerk.
  8. Due to Just Survive being what it is now (some of the words I use to describe it include but are not limited to: garbage, trash, shit, piece of shit, waste of hard drive space, pathetic excuse for a game), I got on steamcharts.com to see how it was going for them. The below picture was just taken. https://gyazo.com/11b4f266b9c301a3c5e93d629b644d02 With this in mind, how long do you all think the game has before they shut the thing down for good? I can almost guarantee that most of those players are simply PvE players. Please see the attached poll and post your thoughts below! LONG LIVE Z1 and BASE BUILDING!!!
  9. LOL

    lol I fucking love SovietWomble. All of his videos are like this lol.
  10. Listed below are the patch notes for the first iteration of the Combat Update on the Test Server. For additional context and information on the update content, check out the Producer's Letter! Please note – this is the Test Server; we are here for your feedback and to iterate and fix bugs. This means that all features and tuning values are subject to change. Some features may be removed entirely before the build hits the Live servers. Also note that Duos, Fives, Combat Practice, and Skirmish will be temporarily locked as this build first lands on Test Server – we want everyone hopping into Solos so that we can get full games for the best possible experience. Gunplay & Gameplay Improvements Weapons have all been re-tuned and improved so that they behave and feel more like their real-world counterparts and have a distinct and important role in the game. Overall, bullets now move at a more believable speed and with a flatter trajectory; though bullets still begin to drop over long distances. Rifle rounds fly fastest and flattest while pistol rounds hit hard up close but lose power over distance. A new reticle has been added that blooms as recoil increases. Aiming down sights will bring the reticle down to a smaller size to demonstrate accuracy, while holding down fire of an automatic weapon will show how recoil increases over time. The old reticle can be used via the “Reticle Style” option in Settings. New hitmarkers have been added to the shotgun to show how many of the pellets landed. Shots now leave a light trail behind them so that you can see the bullet trajectory. This can also be disabled in Settings. The bleed mechanic has been simplified so that there are now three bleeding states (previously, there were five). The UI is now consistent with the system, showing three blood icons to indicate Minor, Moderate, and Major bleeding. It’ll take one bandage to heal each bleed marker or a First Aid Kit to heal all three. Throwables no longer have to “reload” before they can be thrown. Hold aim (default: right mouse button) to see an Aim Arc to line up your throw, or tap left-click for a quick throw. Movement controls have been fine-tuned to be more responsive and better connected to the in-game actions of your character. Running, turning, throwing, and strafing animations have all been improved. You can now move while looting. Weapons Improvements New Weapon: Hellfire 4-6 Submachine Gun Lightweight, close-quarters specialist Fully automatic, fires its 30-round magazine in approximately two seconds. The R380 has been removed from the game. Its skin will be made available for the M1911. AR-15 and AK-47 have been rebuilt with new models, improved animations and better muzzle effects. Other guns will be improved similarly in the future. All weapons have had recoil, cone of fire, and reset time tuned to improve overall feel as well as help reinforce their intended ranges. Explosive arrows now do more damage against vehicles. Gas grenade damage no longer stacks. Weapons Tuning AR-15 Role: Long-range versatile - low recoil and high accuracy. Damage per shot: 22.5 (decreased from 25) Headshot modifier: x4.5 Projectile speed: 1000 meters per second (up from 375) Bleed applied per shot: 1 Fire Rate: Semi-automatic Notes: Recoil now includes vertical movement AK-47 Role: Mid-range versatile – high recoil and high damage. Damage per shot: 30 Headshot modifier: x4 Projectile speed: 700 meters per second (up from 375) Bleed applied per shot: 2 Fire Rate: Automatic Hellfire 4-6 Role: Close-range versatile – highest fire rate Damage per shot: 17.5 Headshot modifier: x4 Projectile speed: 500 meters per second Bleed applied per shot: 1 Fire Rate: Automatic Shotgun Role: Close-range specialist – capable of one-shot kills Damage per pellet: 12 pellets fired, doing 4.0 - 9.1 damage each, depending on distance. Headshot modifier: Between x1.0 and x2.7, depending on distance. Projectile speed: 250 meters per second Bleed applied per pellet: ¼ (per pellet) Fire Rate: Pump action Note: Shotgun damage decreases over distance. It will inflict max damage at point blank and begin to decrease beyond 8 meters. It will inflict minimum damage at ranges of 14 meters and above. .308 Hunting Rifle Role: Long-range specialist – capable of one-shot kills Damage per shot: 65 Headshot modifier: x4 Projectile speed: 1000 meters per second (up from 659) Bleed applied per shot: 3 Fire Rate: Bolt action Notes: Scope sway & hold breath mechanics have been removed. Bypasses the 50% bleed reduction that body armor provides. Also increased zoom from 4x to 8x. Magnum Role: Powerful pistol - packs a huge punch Damage per shot: 51 (increased from 30) Headshot modifier: x2 Projectile speed: 350 meters per second (down from 375) Bleed applied per shot: 2 Fire rate: Semi-automatic, slowest pistol Notes: Bypasses the 50% bleed reduction that body armor provides. M1911 Role: Versatile pistol - good in many situations Damage per shot: 27.5 (increased from 25) Headshot modifier: x4 Projectile speed: 300 meters per second (down from 375) Bleed applied per shot: 1 Fire rate: Semi-automatic Notes: Increased magazine size to 10 rounds, up from 7. M9 Role: Run and gun pistol - large magazine and low recoil Damage per shot: 18 Headshot modifier: x5 Projectile speed: 400 meters per second (up from 375) Bleed applied per shot: 1 Fire rate: Semi-automatic, fastest pistol Notes: Increased magazine size to 17 rounds, up from 15. New Camera Options Two new camera options have been added to the game; Dynamic and Static. These are both over-the-shoulder cameras that give you a much clearer connection to your character and line of sight to your target. Static will be the default option, and you can choose between the two new cameras, and the classic live camera, in Settings. The Dynamic camera will pull in tight in buildings for a better view of interior spaces and will move back to when running forward to provide a better view of your character. It will also shift over a bit to the side when aiming down sights to give you the clearest possible view of your target. The Static camera is also side-shifted like the Dynamic camera but does not move at all. With both the Static and Dynamic cameras, you can swap which shoulder the camera is on during gameplay, default key: left control. Gameplay UI Improvements There is now a rotating compass centered at the top of the screen that is much easier to use than the previous directional indicators, which have been removed. This is the first implementation of the Compass. More features will be added to it soon, like your Map Grid coordinates. Exact locations of players and their teammates are now shown on the map. The red box that indicates the grid location has been removed. Players and their teammates can now place a marker on the map by clicking on it. Use this to call out destinations or targets for your teammates! Multiple players can now simultaneously interact with lootable containers such as player loot bags and vehicle inventory. Loot bags can now be looted from proximity by opening Inventory while standing next to them. Medical items and throwable items now stack in the loadout slot instead of having 1 item in the loadout and the rest stacked in the inventory. Shift-dragging a stack of items now defaults to half of the stack. Overall inventory performance should be improved. Proximity items should update faster, dragging items from slot to slot should be crisper, and large stacks of items should no longer cause performance issues. The diagnostic HUD is now enabled by default. This is massively helpful when it’s turned on when we are sent videos of lag, desync, etc. It can still be disabled (default: N) however we ask that if you are streaming or recording to leave this on to help us identify issues when videos are sent our way. Vehicles All passengers can now use the vehicle inventory, even while it’s in motion ATVs no longer require a key or hotwiring to start ATVs no longer spawn with keys or biofuel Doubled the number of ATVs that spawn in The Arena Improved the vehicle flip function to prevent “overflip” and be much more consistent Vehicles will no longer give the “cannot exit” message when parked in tight spaces like garages. Instead, the player will exit the car from the nearest available door. We’ve adjusted the Pickup Truck to be a bit less bouncy when going over rough terrain to help compensate for the additional top speed that was added last patch. Cruise Control is now in the Keybindings menu and can be rebound. Footwear We’ve done a tuning pass on all footwear in the game to make sure they have distinct and useful roles depending on the situation. Shoes found in the world will auto-equip if a lesser type of shoe is currently equipped, and can now be salvaged into useful crafting materials. Details below. Quiet Shoes Found: Starting item Footstep volume: lowest Can now be shredded for 2 scraps of cloth 5% sprint speed bonus (increased from 2%) 25% falling damage reduction (increased from 5%) 30 inventory space Sturdy Shoes Found: Looted from the world Footstep volume: highest Can now be salvaged for 2 composite fabric 12% sprint speed bonus (increased from 7%) 90% falling damage reduction (increased from 65%) 200 inventory space Fast Shoes Found: Looted from the world Footstep volume: moderate Can now be salvaged for 2 composite fabric 16% sprint speed bonus 15% falling damage reduction 200 inventory space Barefoot Found: Only used if player removes footwear Footstep volume: light No bonuses to speed or falling damage The Arena New Points of Interest Harris County Fairgrounds in E5 – these abandoned fairgrounds feature a quick-changing mix of long to short range combat. CWP Water Treatment Authority in C6 – this spot offers good protection and visibility of the surrounding area, making it a great spot to dig in and fortify. East Valley Shopping Center in I7 – large shopping center that offers loot to be grabbed on the move. CWP Utilities Compound 62 in F4 – an electrical utility area which has been fortified and used as a hold-out by survivors during The Outbreak, offering cover and a great view of the surrounding area. Sunny Pines in G3 – the former trailer park has expanded to a community of trailers, houses, warehouses, and a church spreads across the hills. World Improvements Added Leaderboards back into Fort Destiny Reduced the number of explosive barrels that spawn in the world Reduced explosive barrel damage so that single explosions will no longer kill full health players Adjusted the spawn logic so that multiple explosive barrels will not spawn next to each other Increased the time to reach the safe zone for the first two gas phases Old rocks have been removed and replaced with new, varied rock formations. These new rocks have more accurate collision for more precise combat gameplay. Tents now flatten when shot Blue mail boxes, newspaper boxes, cement trash cans, fire hydrants, woodpiles, and playground slides are all now destructible Updated road, tree, bush, and ground visuals to look more realistic and visually appealing Updated lighting and ambient occlusion to give the world better visual quality In Training, weapons and ammo will respawn if they have been partially looted (e.g. only the ammo boxes were looted, but not the weapon). Bug Fixes Players should no longer be killed by the environment when parachuting on or near vehicles Players should no longer fall out of their parachute Players should no longer experience loading screens after exiting a vehicle Fixed two issues that could cause footsteps to be incorrectly muffled or silent. We’re still looking into other potential causes of this bug; please let us know if you encounter it. Fixed a rare issue that could cause players to be killed by the gas before the first gas phase The second to last kill in team games should always count towards the kill score Fixed a crash that could occur when loading into a fives match with teammates from the previous game End screens should properly show even if the last players teammates all disconnected Machetes and axes now properly break glass Gas grenades no longer cause biofuel to explode Stun grenades now have a sound effect when picked up Armor icon will now show up properly after looting armor from proximity Group Tier text is once again present for Royalty One players on the end screens Group Tier now specifies Duos or Fives depending on the game mode The last player on a team will no longer briefly see the option to Spectate after dying Menu items should no longer disappear after backing out from the Top 10 screen Dying while interacting with a loot bag will no longer prevent other players from looting it Various text and Steam inventory bug fixes Fixed many clipping, floating, and other miscellaneous issues in The Arena. Known Issues There are a number of known issues in this build which we are fixing before anything goes Live. These are our highest priority to fix as quickly as possible and will get the fixes up to Test as they are verified internally. Occasionally, thrown grenades will disappear after leaving the players hand – if you encounter this and are able to reproduce the issue, please let us know! We’re looking into this as a top priority. We’re still doing a lot of tuning on corner-fire for the over the shoulder cameras. Please send over any issues you encounter so that we can make sure they’re included in our iterations. Fort Destiny leaderboards are not fully functioning yet and may not be ready for the Live update. Occasionally, the airdrop plane is missing its audio End Screen UI does not appear if the player wins with their Inventory open Remote Bullet trails are not visible from certain angles Bullet trails are not always perfectly aligned with projectile path Bullet trails may go through the targets body and come back through a second time Bullet trails visually stop short of impact Bullet trails originate from behind the remote player when aiming down Remote bullet trails can’t be seen unless the remote player and projectile are in view There are a few exploits that allow certain animations to be skipped Certain objects and angles may show the shot-block icon when the shot is not actually blocked. Entering the menu or map while in third person aim down sights can lock aim-point Camera moves slightly to the right when strafing and quickly moving the camera to the left in first person with the shotgun and crossbow. Scoped weapons do not aim precisely at the reticle when zooming in while a passenger in a vehicle Spamming ADS will slightly move the camera to the right over time Using ADS with scoped weapons briefly shows the player hand Using ADS with scoped weapons briefly shows a black box at the top of the scope Players will briefly change walking directions while aiming down sights while strafing. Animated skins can be slightly seen through smoke The SMG is missing its empty clip audio SMG reload audio is louder than other weapons Sound effect is missing when punching other players Royalty icon is missing on the leaderboards The animation for the knocking animation lags In-game sound effects can occasionally be heard while on the main menu Notifications to alert you that changing a keybinding will clear another are missing. Rifle firing animations repeat while crouching and aiming down sights AR-15 is pulled off the screen when transitioning from ADS to sprint in first person Reload animation does not occur after an auto-reload and switching to an empty weapon of the same type Pressing auto-run while prone causes the character to start standing then go back to prone When prone, the rifle is visually pointing lower than expected (it still aims correctly, visual issue only). Throwing multiple grenades (of any type) using offset cameras can cause the pin to float near the character Left hand is positioned incorrectly on the AK-47 and AR-15 Weapons can appear invisible after switching seats in a vehicle then switching camera types In first person, weapons bounce after the player lands from a jump Visually, recoil when strafing can appear to be less than when standing still. Vehicles aren’t properly despawning when they blow up inside of buildings. Error text may briefly display on End Screen panels before being replaced by the correct text. Zooming in with the binoculars for the first time after switching to them is slightly delayed
  11. Can't be the first one... I've got more fur than that... plus my tuxedo modeling days are over (yes I really did that back in the day)... and you will never catch me in a tuxedo again! Plus... pants restrict airflow to the necessary parts.
  12. Halo feature? I'm a feature now? lol Am I being compensated for being a feature? Do I get to pick my clothes? Do I even get clothes?
  13. Thank you my friend. After I get my homework done for the week in school (reading assignments, quizzes and a couple of lectures), I'm going full force into this week's work. Main city will hopefully be finished by the end of the week and then I'll be able to get started on the little stuff. Video updates will probably be come at the end of each week.
  14. Hello everyone! I promised I would keep up to date on what I've been working on so here goes. I posted a link below of a runthrough of a residential area. Now, before watching it, please keep in mind a couple of things. This is a first pass. I need to change a few things such as the lighting (you'll see the error message in the video), the mountains are a tad too tall still, the character model and the houses don't look rundown enough with time. Right now, I'm focusing on getting the map built, then going from there and adding things lol. I also need to get the UI put in that I've built... still working on getting it in.