one of the reasons people hate halo 5 is the lack of game modes at launch and even now but
there is a reason why the game came out at this state :
-the game is build from scratch unlike other halo games halo 5 uses a new engine which means non of the assets from the past halo games can be used for it . Stuff like gamemodes ,shooting macanics and abilities were in the past halo games at launch because all the developers needed to do was to modify them so instead of remaking 9 game modes in 3 years bungie only added 2 or 3 new game modes with every game they made and just modified the game modes from the previous game they made
so when 343i made halo 5 most of the time they worked on the campaign,graphics, shooting/movement macanics
so by the time the game released it lacket a lot of the game modes
Another one of these threads? Someone want to tell the OP that the engine is still based on 10 year old code, or is it my turn this time?
> 2533274915643658;2:
> Another one of these threads? Someone want to tell the OP that the engine is still based on 10 year old code, or is it my turn this time?
So thanks for updating me since I actually heard this from my friends
> 2533275020656777;3:
> > 2533274915643658;2:
> > Another one of these threads? Someone want to tell the OP that the engine is still based on 10 year old code, or is it my turn this time?
>
>
> So thanks for updating me since I actually heard this from my friends
And, actually, 343i isn’t the first company that had to update the Halo engine. Bungie had to update it for the Xbox 360 during the development of Halo 3. PowerPC is very different than x86, which was what the original Xbox’s architecture was based on. And Bungie had the same amount of time to develop Halo 3 as 343i had for Halo 5’s development; 3 years. 343i also had more money to use than Bungie. But Bungie was able to cram all of the content from Halo 2 into Halo 3 and add new game modes as well.
While I have read that H5 is built on the original engine platform doesn’t it seem like the shooting mechanics are different? Or is that just me? lol
> 2533274915643658;4:
> > 2533275020656777;3:
> > > 2533274915643658;2:
> > > Another one of these threads? Someone want to tell the OP that the engine is still based on 10 year old code, or is it my turn this time?
> >
> >
> > So thanks for updating me since I actually heard this from my friends
>
>
> And, actually, 343i isn’t the first company that had to update the Halo engine. Bungie had to update it for the Xbox 360 during the development of Halo 3. PowerPC is very different than x86, which was what the original Xbox’s architecture was based on. And Bungie had the same amount of time to develop Halo 3 as 343i had for Halo 5’s development; 3 years. 343i also had more money to use than Bungie. But Bungie was able to cram all of the content from Halo 2 into Halo 3 and add new game modes as well.
Updating a game engine, and modifying code is different than building a new engine from scratch. I’ve only taken 2 programming courses in college so far, but I can tell you having working code for one compiler, and making it work on another isn’t as simple as copy and pasting. For the most part you have to re-write everything line by line to put code into the correct formating for the new compiler. And if you aren’t doing that, then you’re taking a function, finding is purpose, scrapping the entire thing, and writing a new function from scratch to accomplish the same thing.
> 2614366390849210;6:
> > 2533274915643658;4:
> > > 2533275020656777;3:
> > > > 2533274915643658;2:
> > > > Another one of these threads? Someone want to tell the OP that the engine is still based on 10 year old code, or is it my turn this time?
> > >
> > >
> > > So thanks for updating me since I actually heard this from my friends
> >
> >
> > And, actually, 343i isn’t the first company that had to update the Halo engine. Bungie had to update it for the Xbox 360 during the development of Halo 3. PowerPC is very different than x86, which was what the original Xbox’s architecture was based on. And Bungie had the same amount of time to develop Halo 3 as 343i had for Halo 5’s development; 3 years. 343i also had more money to use than Bungie. But Bungie was able to cram all of the content from Halo 2 into Halo 3 and add new game modes as well.
>
>
> Updating a game engine, and modifying code is different than building a new engine from scratch. I’ve only taken 2 programming courses in college so far, but I can tell you having working code for one compiler, and making it work on another isn’t as simple as copy and pasting. For the most part you have to re-write everything line by line to put code into the correct formating for the new compiler. And if you aren’t doing that, then you’re taking a function, finding is purpose, scrapping the entire thing, and writing a new function from scratch to accomplish the same thing.
Except, as I’ve stated and others have as well, 343i has stated that the engine is still based on 10 year old code in a vidoc. It isn’t new. They tell you it’s new so that people would think that it is cutting edge; it’s just like Treyarch saying that the engine in BLOPS 3 was an actually new engine, then saying that it is the old id tech 3 engine that they have upgraded a ton, which thus means that it is new because of the overhauls and upgrades. Just because it has been upgraded, doesn’t mean that it is new.
> 2533274915643658;7:
> > 2614366390849210;6:
> > > 2533274915643658;4:
> > > > 2533275020656777;3:
> > > > > 2533274915643658;2:
> > > > > Another one of these threads? Someone want to tell the OP that the engine is still based on 10 year old code, or is it my turn this time?
> > > >
> > > >
> > > > So thanks for updating me since I actually heard this from my friends
> > >
> > >
> > > And, actually, 343i isn’t the first company that had to update the Halo engine. Bungie had to update it for the Xbox 360 during the development of Halo 3. PowerPC is very different than x86, which was what the original Xbox’s architecture was based on. And Bungie had the same amount of time to develop Halo 3 as 343i had for Halo 5’s development; 3 years. 343i also had more money to use than Bungie. But Bungie was able to cram all of the content from Halo 2 into Halo 3 and add new game modes as well.
> >
> >
> > Updating a game engine, and modifying code is different than building a new engine from scratch. I’ve only taken 2 programming courses in college so far, but I can tell you having working code for one compiler, and making it work on another isn’t as simple as copy and pasting. For the most part you have to re-write everything line by line to put code into the correct formating for the new compiler. And if you aren’t doing that, then you’re taking a function, finding is purpose, scrapping the entire thing, and writing a new function from scratch to accomplish the same thing.
>
>
> Except, as I’ve stated and others have as well, 343i has stated that the engine is still based on 10 year old code in a vidoc. It isn’t new. They tell you it’s new so that people would think that it is cutting edge; it’s just like Treyarch saying that the engine in BLOPS 3 was an actually new engine, then saying that it is the old id tech 3 engine that they have upgraded a ton, which thus means that it is new because of the overhauls and upgrades. Just because it has been upgraded, doesn’t mean that it is new.
In the ViDoc they said it’s based off the old engine, but also built from the ground up for XB1. I believe this to mean they programmed it to function like the old games, but still had to build the engine with all new assets. In my courses every time we were allowed to "base"or program off of another program, all that meant was we knew what the problem was, and got to look at how other programs functioned. We still had to write our entire program from scratch.
> 2533275020656777;1:
> one of the reasons people hate halo 5 is the lack of game modes at launch and even now but
> there is a reason why the game came out at this state :
> -the game is build from scratch unlike other halo games halo 5 uses a new engine which means non of the assets from the past halo games can be used for it . Stuff like gamemodes ,shooting macanics and abilities were in the past halo games at launch because all the developers needed to do was to modify them so instead of remaking 9 game modes in 3 years bungie only added 2 or 3 new game modes with every game they made and just modified the game modes from the previous game they made
> so when 343i made halo 5 most of the time they worked on the campaign,graphics, shooting/movement macanics
> so by the time the game released it lacket a lot of the game modes
Not a new engine so your whole argument is invalidated.
“why i don’t expect every gamemode to be at launch…”
because I have no standards…
> 2533274795501334;5:
> While I have read that H5 is built on the original engine platform doesn’t it seem like the shooting mechanics are different? Or is that just me? lol
The core mechanics behind shooting are the same, controller input - hitscan (raycasting) - damage and visual feedback (animations, particles, shield effects etc).
The individual variables have certainly been tweaked, a big difference is the vertical and horizontal sensitity which are now separate (and will be in the next update for players to manually tune). Also, things like auto-aim have been changed so the result will feel different but the mechanics are the same.
Movement mechanics however…
Also, code that works will always work, you might have to update depreciated functions and change some syntax but if you stay within the same language then you should be able to re-use large portions of code and simply adapt them to include new methods, functions and variables.
I think a big part of why Halo 5 seems underbaked is that they went out of their way to create completely new systems like the REQ system and that would have taken a lot of time to develop from scratch and test and tune.
> 2614366390849210;8:
> > 2533274915643658;7:
> > > 2614366390849210;6:
> > > > 2533274915643658;4:
> > > > > 2533275020656777;3:
> > > > > > 2533274915643658;2:
> > > > > > Another one of these threads? Someone want to tell the OP that the engine is still based on 10 year old code, or is it my turn this time?
> > > > >
> > > > >
> > > > > So thanks for updating me since I actually heard this from my friends
> > > >
> > > >
> > > > And, actually, 343i isn’t the first company that had to update the Halo engine. Bungie had to update it for the Xbox 360 during the development of Halo 3. PowerPC is very different than x86, which was what the original Xbox’s architecture was based on. And Bungie had the same amount of time to develop Halo 3 as 343i had for Halo 5’s development; 3 years. 343i also had more money to use than Bungie. But Bungie was able to cram all of the content from Halo 2 into Halo 3 and add new game modes as well.
> > >
> > >
> > > Updating a game engine, and modifying code is different than building a new engine from scratch. I’ve only taken 2 programming courses in college so far, but I can tell you having working code for one compiler, and making it work on another isn’t as simple as copy and pasting. For the most part you have to re-write everything line by line to put code into the correct formating for the new compiler. And if you aren’t doing that, then you’re taking a function, finding is purpose, scrapping the entire thing, and writing a new function from scratch to accomplish the same thing.
> >
> >
> > Except, as I’ve stated and others have as well, 343i has stated that the engine is still based on 10 year old code in a vidoc. It isn’t new. They tell you it’s new so that people would think that it is cutting edge; it’s just like Treyarch saying that the engine in BLOPS 3 was an actually new engine, then saying that it is the old id tech 3 engine that they have upgraded a ton, which thus means that it is new because of the overhauls and upgrades. Just because it has been upgraded, doesn’t mean that it is new.
>
>
> In the ViDoc they said it’s based off the old engine, but also built from the ground up for XB1. I believe this to mean they programmed it to function like the old games, but still had to build the engine with all new assets. In my courses every time we were allowed to "base"or program off of another program, all that meant was we knew what the problem was, and got to look at how other programs functioned. We still had to write our entire program from scratch.
Honestly, I’m just concerned about what 343i spends their time on when developing a game; I’m not a developer by any means, but, since the engines for the more modern Halo games, Halo 3 and Halo 4, were ported over to the Xbox One, I feel that they could have simply taken the Halo 4 engine and tweaked it to work with the Xbox One platform. I think that it would have been more cost effective, and would still allow for things like Splitscreen and 60 FPS to happen, as H2A had a functional, if buggy, splitscreen component.
There’s only 1 reason why there wasn’t enough playlists at launch…
Warzone = $$$
> 2533274873954403;13:
> There’s only 1 reason why there wasn’t enough playlists at launch…
> Warzone = $$$
You’re not wrong.
Honestly the ‘built from the ground up’ line is so overused I don’t know why anyone pays credence to it. It usually applies to things like the graphics engine, or the physics, or the animation. It rarely has to do with the actual entire engine, largely because there’s no point reinventing the wheel.
Most halo game modes are extremely simple and shouldn’t take too much effort to recreate. New things like warzone sure, where you have to tweak 100 things to find out what works and is fun, but like Assault, or Griffball, or Infection really shouldnt be that difficult.
> 2533274915643658;12:
> I think that it would have been more cost effective, and would still allow for things like Splitscreen and 60 FPS to happen, as H2A had a functional, if buggy, splitscreen component.
h2a’s cutting other corners to make splitscreen and 60fps happen. Its not that they couldn’t code it, its that the xbox one couldn’t handle it.
> 2533274964189700;15:
> Honestly the ‘built from the ground up’ line is so overused I don’t know why anyone pays credence to it. It usually applies to things like the graphics engine, or the physics, or the animation. It rarely has to do with the actual entire engine, largely because there’s no point reinventing the wheel.
>
> Most halo game modes are extremely simple and shouldn’t take too much effort to recreate. New things like warzone sure, where you have to tweak 100 things to find out what works and is fun, but like Assault, or Griffball, or Infection really shouldnt be that difficult.
>
>
>
>
> > 2533274915643658;12:
> > I think that it would have been more cost effective, and would still allow for things like Splitscreen and 60 FPS to happen, as H2A had a functional, if buggy, splitscreen component.
>
>
> h2a’s cutting other corners to make splitscreen and 60fps happen. Its not that they couldn’t code it, its that the xbox one couldn’t handle it.
Oh. Okay. That explanation also works for me. Lol, Xbox One can’t really run anything decently nowadays, can it?
> 2533274915643658;16:
> > 2533274964189700;15:
> > Honestly the ‘built from the ground up’ line is so overused I don’t know why anyone pays credence to it. It usually applies to things like the graphics engine, or the physics, or the animation. It rarely has to do with the actual entire engine, largely because there’s no point reinventing the wheel.
> >
> > Most halo game modes are extremely simple and shouldn’t take too much effort to recreate. New things like warzone sure, where you have to tweak 100 things to find out what works and is fun, but like Assault, or Griffball, or Infection really shouldnt be that difficult.
> >
> >
> >
> >
> > > 2533274915643658;12:
> > > I think that it would have been more cost effective, and would still allow for things like Splitscreen and 60 FPS to happen, as H2A had a functional, if buggy, splitscreen component.
> >
> >
> > h2a’s cutting other corners to make splitscreen and 60fps happen. Its not that they couldn’t code it, its that the xbox one couldn’t handle it.
>
>
> Oh. Okay. That explanation also works for me. Lol, Xbox One can’t really run anything decently nowadays, can it?
Plus even in Halo 4. 343I basically stated they pushed the original engine to its limits. (As well as the 360) But because of this, they decided to rework the whole thing from the ground up for the Xbone
> 2614366390849210;6:
> > 2533274915643658;4:
> > > 2533275020656777;3:
> > > > 2533274915643658;2:
> > > > Another one of these threads? Someone want to tell the OP that the engine is still based on 10 year old code, or is it my turn this time?
> > >
> > >
> > > So thanks for updating me since I actually heard this from my friends
> >
> >
> > And, actually, 343i isn’t the first company that had to update the Halo engine. Bungie had to update it for the Xbox 360 during the development of Halo 3. PowerPC is very different than x86, which was what the original Xbox’s architecture was based on. And Bungie had the same amount of time to develop Halo 3 as 343i had for Halo 5’s development; 3 years. 343i also had more money to use than Bungie. But Bungie was able to cram all of the content from Halo 2 into Halo 3 and add new game modes as well.
>
>
> Updating a game engine, and modifying code is different than building a new engine from scratch. I’ve only taken 2 programming courses in college so far, but I can tell you having working code for one compiler, and making it work on another isn’t as simple as copy and pasting. For the most part you have to re-write everything line by line to put code into the correct formating for the new compiler. And if you aren’t doing that, then you’re taking a function, finding is purpose, scrapping the entire thing, and writing a new function from scratch to accomplish the same thing.
You mean like Halo 3 when they had to make it for the Xbox 360, Halo 5 engine isn’t new its just highly modified code.
Engine aside in every Halo ever made apart from odst they have reprogrammed the entire sandox andgameplay eliments and AI, Halo 5 is not unique in this sense and it isn’t an excuse.
> 2533274964189700;15:
> Honestly the ‘built from the ground up’ line is so overused I don’t know why anyone pays credence to it. It usually applies to things like the graphics engine, or the physics, or the animation. It rarely has to do with the actual entire engine, largely because there’s no point reinventing the wheel.
>
> Most halo game modes are extremely simple and shouldn’t take too much effort to recreate. New things like warzone sure, where you have to tweak 100 things to find out what works and is fun, but like Assault, or Griffball, or Infection really shouldnt be that difficult.
>
>
>
>
> > 2533274915643658;12:
> > I think that it would have been more cost effective, and would still allow for things like Splitscreen and 60 FPS to happen, as H2A had a functional, if buggy, splitscreen component.
>
>
> h2a’s cutting other corners to make splitscreen and 60fps happen. Its not that they couldn’t code it, its that the xbox one couldn’t handle it.
Why in your mind does Assault, Infection, or any other gamemode require no tweaks for Halo 5? Because a mode worked in an entirely different sandbox, with a different set of abilities and weapon damage abilities, it should obviously be ok to just slap in with no changes?
Despite my frustration with not having infection for my gamemode that I created at the launch of forge, the gametypes they have re-introduced have been significantly changed, and they work very well with the new changes. I think Infection will likely be fantastic. But it’s absurd to think that they just require no work.
Whether you think the new sandbox was necessary or not is up for debate, and we’ll never get anywhere because it boils down to opinion. But with the new sandbox, they needed to re-tool the modes.