A title update was implemented today, one fix I am sure will interest you guys; Has anyone noticed a change in Forge's lighting system? If so, what exactly is the change?
Today? No I have not noticed... What was the problem in the first place? The list of fixes is vague...
Yup. I'm sure they are fully aware with all the **** ups in it, but they just choose to ignore it and hope it goes away.
They have not only chosen to ignore that.. What an awful patch, its the least of the problems we have with it.. But hey, it's something?
Yeah, its something, better than nothing. Maybe it is something to do with how many pieces the engine can generate shadows for??? That would be class.
The lightning system change. The invisible budget ( http://www.forgehub.com/forum/halo-4-forge-discussion/142634-guide-dynamic-lighting.html ) is more advanced.
Have you guys considered that some things CAN NOT be fixed simply because it's to much to alter without harming another system.
No, many of the problems brought up numerous times both here an on waypoint do not require in depth code. The problem is further compounded by the fact that in Certain Affinity's own statement, "The code was done in such a way to allow changes if need be" or something like that, I forget the exact quote but I know they said something to that effect. At bare minimum the "oversight" of not including precision movement should have been added back in. I've lost quite a bit of faith in 343i in how they handled the fileshare and how they're handling forge. According to 343 they hired a fair amount of community people to help out with Halo 4 but apparently all that "community" effort went just into matchmaking.
They tweaked the lighting/shadow system in the TU, however I wouldn't call it "fixed" by any means. If anything I'd say it's more complicated now. I've been trying to figure it out for the past two hours and I keep getting more and more confused. While the lighting glitch is still present, it seems as though you have a greater lighting budget than before (still working on the exact number). However, after you run into this glitch, things start getting really finicky. Sometimes shadows won't appear at all, sometimes they only appear for certain objects. Here's one of the stranger situations I came across: I merged a shadowless object into an object with a shadow, and when I switched the first-person mode, somehow the object with the shadow transferred its shadow to the shadowless object. Not sure why I'm so intrigued by this, but I'm still going to try to figure it out. I'll come back (hopefully) with some new findings shortly.
They hired Certain Affinity to create, do Forge, and a couple of the maps we have seen in-game as well, instead of taking the time to work on it themselves, and it seems they simply neglect the issues with Forge in general and how horrible the textures look as well. 343i straight from Bsangel and a couple others mouths, said they would not be implementing Precision Editing.. which is bull to be honest, Precision Editing was the best part of Reach's Forge, made it so easy to do much neater and cleaner designs. The entire Title Update list shows no potential, barely anything critical was actually worked on or tweaked.
Apparently the new lighting creates (ugly) shadows on Erosion, not to mention increased framerate problems.. Yeah, they managed to make Erosion worse.
Really? It doesn't show. I'm mainly just disappointed that they didn't even try to revive the custom games community by reimplementing more than just respawn timers in Slayer. Perhaps they'd be able to feature maps/gametypes on their website again if they had made customization an option in custom games...
Boltshot was nerfed, finally. No friendly fire on your own teams vehicles, so no more damn vehicle plasma spamming from that guy who wanted the Mantis. Lighting budget higher, a budget I've still never managed to hit. And other much needed updates. I'm a "Glass Half Full" kind of guy I suppose.
Since I don't see the point I'll make in this post much on Forgehub, I'll post it here.. The boltshot is not overpowered as a semi-power weapon. It is only overpowered as a loadout weapon. In terms of non-Infinity settings, all the nerf does is make it impossible to use on maps as a semi-power weapon. A better way to do a "nerf" would be to remove aim assist, make the boltshot secondary fire take more of the ammo to use, and make the boltshot's damage scale if you have less than the required. That way, if you miss, you can't just re-charge or you won't be able to 1SK. Same maximum potential with less freedom to miss shots.
I'll still take something for it. Whether it worked as something else or not, fact is it IS a loadout weapon in Halo 4. It seems like this thread is ignoring the fact that updates were even made. A TU fixing things is bad because you didn't get everything you wanted? Sorry? Better some fixes than none, and complaining about the things you wanted that didn't happen won't solve the problem, or at least in this thread it won't. All it will accomplish is creating an angrier/ less enjoyable atmosphere.
If the update is just going to fix a few relatively minor things that wouldn't take much more than a constant value change in the code somewhere then it should come a lot faster than this and probably should have showed up in testing before release.