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Topics - nightcrafter27

Pages: 1 [2]
16
Halo Reach General Discussion / Winter Contingency Cataloging
« on: January 08, 2011, 23:09:47 »
I went through Winter Contingency, and noted things of interest in the Settlements. I may do the same for Nightfall.

17
Halo Reach General Discussion / Jorge's flare throw
« on: January 08, 2011, 22:47:34 »
On Winter Contingency, when you and Jorge "clear the hole" in the comms array, Jorge tosses out a flare. The trajectory of this throw is different every time. Just something I thought was cool :)

18
Intel / Reach Racer
« on: September 25, 2010, 03:33:29 »

19
ODST Fan Fiction / \\USER.INITIATE//
« on: September 08, 2010, 17:01:30 »
\\USER.ERROR//
[USER_UNDERSTANDING\\NULL]
[INITIATE.TUTORIAL]
[...]
[...]
\\USER.TUTORIAL//
\\DISPLAYING PROGRAMMING LANGUAGE
::LOG::
::LOG.ID[SYSTEM.NAME][MM-DD-HH-MM-SS]::
[INTERNAL_PROCESSING]
=|CALCULATION|=
<<[DATA-NET//REQUEST]
<<[QUERY}}DATA-NET]
>>[DATA-NET//INPUT[<<
>>]QUERY{{RETURN[<<
O;;EXTERNAL.HARDWARE;;O
THANK YOU FOR USING NitetalK PROGRAMMING LANGUAGE.
REMEMBER TO STAY LINKED TO THE DATA-NET TO RECIVE UPDATES//

20
Intel / YouTube: Untested
« on: August 14, 2010, 03:30:47 »

21
Intel / 38 days and counting...
« on: August 08, 2010, 15:29:46 »

             REACH IS GOLD!!!              

Hit the jump for more info on;
    -New Multiplayer Maps;
      Reflection!{Ivory Tower}
      Zealot!{Not Midship}
    -A New Invasion Map;
      Spire! {The Roles Are Reversed!}
    -The Revenant!
    -Elite Armor Sets!
    -This;
    [/list]

    http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_080610




    22
    Intel / Forge World
    « on: July 23, 2010, 18:51:39 »
    It's new. It's huge. It is Forge World.

    In the Screenshots for FW, I think I can see the new "Thunderstorm powered" vehicle.

    23
    SGP Task Force: Marty / Ideas on Musical Tones in Squidhenge
    « on: June 26, 2010, 14:59:12 »
    I've been mulling this idea over in my head for awhile, and need to get it out.

    What if, when you walk through a specific pair of the Henge Coulombs, a musical tone is produced. BUT, if you walk through the wrong pair, the game logs "You fail, no more chances for this session!" This might explain how some people accidentally produce a tone, then can never re-prove it, probably because they immediately walked through the same pair.

    My Proposition is this; Someone starts a new game, walks through a pair. No tone? Start an new game, start over. Hear a tone? Write the pair down, and start searching for the next tone, using the same method.

    Any takers?

    24
    Intel / Two Universes, the Same Subliminal Messages?
    « on: June 22, 2010, 21:15:42 »
    We already know that most of the Firefly/Serenity cast were voice actors for ODST. For a refresher, here's the list:
      -Buck is voiced by Nathan Fillion, who plays Mal in Serenity
      -Dutch is voiced by Adam Baldwin, who plays Jayne Cobb in Serenity
      -Mickey is voiced by Alan Tudyk, who plays  Hoban 'Wash' Washburne in Serenity

    [crazytalk]Buck and Mal have something else in common. Mal fought in a war against the empire called the Alliance, and is now a smuggler. Buck fought on Reach against the Covenant. Where do these come together? The Covenant is an alliance of several different alien species.[/crazytalk]

    I might have found another link. To keep it short, this happens. After some future-y computer dissection of the ad, a message is found. I believe the exact words are "It's subliminal. A subliminal message." (spoken by Mal) Very shortly after, binary is shown on the screen. I am going to try and decode the binary, if it isn't just 0101010101 repeated endlessly.

    I know it my lead nowhere, but it gives me something to do.

    25
    Halo Reach General Discussion / Juicy Firefight trailer
    « on: June 16, 2010, 15:48:05 »
    The firefight trailer is live. What did I find?

    Lets start with the airstrike.



    In these two images, you can clearly see that the AirStrike (AS) uses a green laser to target the death zone.


    This is the death zone. Once the target is acquired, the blue ring of destruction is where the AS will hit.

    This image shows the acquiring bar at different stages.

    Now the Concussion Rifle (CR)

    Here, the CR is showing it's mighty might by beating up a Covenant Crate.

    Here, you can see an explosion caused by the CR on the right side of the picture.

    So far, it looks like the CR=Brute Shot. Also, at 00:39 you can see a CR F'N a Purple.


    I don't care what the attached armor is called. I want it.

    26
    Report In! / Strange spawning by the Magic Wall
    « on: May 26, 2010, 21:51:17 »
    Proof, Better Images, and maybe a video coming soon!
    Last night (May 25), I noticed something strange about the magic wall when trying to get my Glyph Hunter achievement.
    I was in theater mode, and had the film paused, just as the DD's where opening. I flew through in pan cam, and noted that the brute and enjies hadn't spawned yet, but the plasma batteries and communications post, and glyphs where there. Zipping over the ledge, I reached the magic wall. Seeing nothing there, I turned to exit, and fast forwarded a bit. The SuperTri, the signs on the walls, and several Covenant Weapons Crates, spawned.

    This got me thinking:
    Is the SuperTriGlyph an object?
    Why did the Covie Crates spawn later than the Plasma Batteries and Comm Post? The signs?
    What does this mean about the Magic Wall?

    I restarted the film, and the same thing happened, but no SuperTri.

    Before:
    http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=111966142

    After:
    http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=111966176

    Glyph Hunter:
    http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=111966129

    Something else interesting to point out, is that Engineer's searchlights go through objects, and shine on others, like shining a flashlight through glass.
    If that didn't make sense (probably), then check out the pic:
    http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=111917205
    You can see the light shining on the coulomb, but is also shining on the wall behind it.

    >>SENT: [FOREMAN.ADMIN.SGP] 2010.05.27 >>  ACHIEVEMENT CRITERIA MET - GLYPH HUNTER - SGP MEMBER 'nightcrafter27'  : BLOOP BLEEP!

    27
    Halo Reach: Beta / Halo: Reach Launches 09.14.2010!
    « on: May 24, 2010, 23:06:21 »
    You picked a hell of a day to join up.

    Biggest Blockbuster Game of the Year 'Halo: Reach' Launches Sept. 14, 2010

    More than 2.7 million players make history with record-shattering demand for the "Halo: Reach" multiplayer beta.

    REDMOND, Wash., May 24, 2010 - The most anticipated game of the year is making its worldwide debut this September. "Halo: Reach," the blockbuster prequel to the best-selling video game franchise and hailed as the No. 1 game series of all time,(1) will leave its mark on the entertainment landscape when it launches worldwide, starting Sept. 14, 2010, and in Japan on Sept. 15.

    Developed exclusively for Xbox 360 by acclaimed studio Bungie, "Halo: Reach" drops players back into the iconic universe they love so they can experience the birth of the "Halo" legend. During the past 10 years, the "Halo" franchise has inspired multiple New York Times best-selling novels, comic books, action figures, apparel and more, and it has sold more than 34 million games worldwide to date.

    "'Halo: Reach' is the culmination of a decade of 'Halo,' a franchise that has become a global entertainment and pop-culture touchstone," said Phil Spencer, corporate vice president of Microsoft Game Studios at Microsoft Corp. "Just as 'Halo: Combat Evolved' catalyzed the success of the original Xbox to define a decade of entertainment, 'Halo: Reach' will push the boundaries for what's possible in video games and help make 2010 the biggest year in Xbox history."

    "There's no doubt in my mind that 'Halo: Reach' will be one of the biggest games and hottest entertainment products of the year," said Bob McKenzie, senior vice president of merchandising at GameStop. "Pre-orders for 'Halo: Reach' have been off the charts, with fans snapping up the limited and legendary editions since they were introduced just a month ago. Overall, it's a real testament to the passion of the 'Halo' fan base."

    Consumers Help Make History With Record-Breaking "Halo: Reach" Beta

    As a testament to the anticipation for its release, more than 2.7 million "Halo" fans helped make entertainment history this month by participating in the "Halo: Reach" multiplayer beta on Xbox LIVE, making it the largest console video game beta test on record and more than triple the size of the "Halo 3" beta. Players completed more than 13 million online games and logged over 16 million hours of online gameplay, amounting to over 1,826 years of total play time in just over a two-week period. The data and user feedback gathered from the beta will help Bungie and Microsoft further refine the game and deliver a blockbuster experience that fans have come to expect from the "Halo" franchise.

    "Halo: Reach" follows the story of Noble Team, a squad of heroic Spartan soldiers as they make their final stand on planet Reach, humanity's last line of defense between the terrifying Covenant and Earth. Representing the best-in-class multiplayer elements that have become the hallmark of the "Halo" series, "Halo: Reach" offers the most action-packed multiplayer experience yet on Xbox LIVE. The "Halo: Reach" experience is completed with an intense campaign, an unparalleled suite of features and stunning new visuals powered by groundbreaking new technology.

    "Halo: Reach" represents an enormous evolution for the genre-defining "Halo" games, and is testament to Bungie's 10 years of experience crafting amazing experiences. During the past decade, "Halo" fans have demonstrated their commitment to the franchise by logging more than 2 billion hours of gameplay on Xbox LIVE, sharing millions of pieces of user-generated content, creating original "Halo" machinima series and even holding "Halo" themed weddings.

    "Halo: Reach" is available for preorder in standard, limited and legendary editions at participating retailers worldwide. The standard edition has an estimated retail price of $59.99 (U.S.), and the limited and legendary editions of the game will retail for $79.99 and $149.99 (U.S.), respectively. The limited and legendary editions of "Halo: Reach" are packed with extras that fans won't want to miss. The centerpiece of the legendary edition is a 10-inch-tall, hand-painted and individually molded Noble Team statue crafted by the expert artisans at McFarlane Toys. As a special bonus, fans can receive a token to unlock an exclusive in-game Spartan Recon Helmet, by picking up a copy of the game on launch day at North American retail stores, and outside of North America by making a pre-order reservation at participating retailers.

    (1) According to a recent reader poll by Guinness World Records.

    SOURCE Microsoft Corp.

    (Strait from B.net!)

    28
    SGP Task Force: Ghost Chasers / Glyph Study
    « on: May 20, 2010, 21:32:18 »
    *PLEASE NOTE: I DID NOT COUNT THE DUPLICATE D SYMBOL IN THIS STUDY*

       I have seen everyone obsess over the super tri, di, and mono glyphs. Not that that is a bad thing. By all means, I'm probably wrong. But, is there something special in the symbols of Glyph A and B?
       To start, I have decided to recreate the symbols by plotting them on a grid. (I will be referring to my spreadsheet in this report) I have used the missing arks in the circles as a down orientation.
       THE NUMBERS
       Bungie loves numbers. So, do the symbols have some mathematical significance? But of  course. The number of squares in each symbol (circle not included) are 15, 20, 15, 16, and 18. Add them up, and you get 84. But we're not done. 84/12=7.  There's a clue. Also, the largest symbols, B, nicknamed sword by my friends and I, and D, fits in a 7*7 grid.
       CODES
       The symbols could be translated into binary. If the last bit (7-7) is left off, you get 6 characters per symbol (49-1=48/8=6). That would leave us with a 30 character message. The only problem is how to read it. Use the blanks as 0's or 1's? Rows or Columns?
       A-E; Rows, blanks as 0's:
    00010000 00100000 11100001 01110011 10000010 00010100/00111000 01110000 11100111 01110011 10000010 00000100/00000000 10001000 10100111 01110011 10000010 00000100/ 00010000 00101000 01100111 01110001 10000010 10000100/00000000 10001000 11100111 01110011 10001010 10000000
       A-E; Rows, blanks as 1's:
    11101111 11011111 00011110 10001100 01111101 11101011/11000111 10001111 00011000 10001100 01111101 11111011/11111111 01110111 01011000 10001100 01111101 11111011/11101111 11010111 10011000 10001110 01111101 01111011/11111111 01110111 00011000 10001100 01110101 01111111
       A-E; Columns, blanks as 0's;
    00000000 00000100 11100111 01110011 10000010 00000100/00010000 00100011 11100111 01111111 10000010 00000100/00010000 10100000 11100000 01110011 10001010 00000100/00010000 00100000 01000111 01110011 10001010 10000100/00010000 10101000 11100001 01110011 10001010 10000100
       A-E; Columns, blanks as 1's;
    11111111 11111011 00011000 10001100 01111101 11111011/ 11101111 11011100 00011000 10000000 01111101 11111011/ 11101111 01011111 00011111 10001100 01110101 11111011/ 11101111 11011111 10111000 10001100 01110101 01111011/ 11101111 01010111 00011110 10001100 01110101 01111011

    Which is all Gherjsz.

    Anybody have any ideas?

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