Forge is Coming to Windows 10 PC

Discussion in 'Announcements' started by WAR, May 19, 2016.

By WAR on May 19, 2016 at 12:27 PM
  1. WAR

    WAR Cartographer
    The Creator Forge Critic

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    Forge-Halo-5-Guardians-Edition-for-Win-10-Big[1].jpg

    From the very beginning, community creations have been central to the Halo experience. From stacking up grenades underneath an unsuspecting Warthog to multiplayer movie-making, the Halo sandbox has always been fertile soil for millions of moments and memories created for, and by, the fans.

    In 2007, Halo 3 upped the ante with the introduction of a map manipulation tool called Forge, and quite literally changed the game forever, enabling a cascade of creativity, from new map and unique game type experiences to interactive art – all created by the community itself.

    When Forge was redesigned from the ground up for Halo 5: Guardians on the Xbox One, it opened the door to even more inventive community-created content, pushing the boundaries even further to give players more power and control than ever before, and removing as many constraints as possible to allow for the creation of incredibly high quality maps. From the stunningly beautiful maps created by WyvernZu, to the hilarious mini-games from TurbTastic, we’ve been continually blown away with the countless crazy and creative experiences that Halo fans have made. As a famous Spartan once said, however, “I think we’re just getting started…”


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    Today, we’re excited to announce that we’re bringing this same spirit of creation and collaboration to the PC later this year with Forge – Halo 5: Guardians Edition for Windows 10. Best of all? It will be absolutely free. In addition to the evolutions already present in the mode on Xbox One, Forge – Halo 5: Guardians Edition for Windows 10 will include some exciting new features designed specifically with PC users in mind, including:

    • Keyboard & Mouse Support – For the first time ever, Forgers will have the option of using a keyboard & mouse allowing for more precision control than ever before.
    • Increased Resolution – Support for multiple resolutions including 4k.
    • Test and Play with Friends – Enlist the help of Friends to help build, test, and play your Forge creations on Windows 10.
    • Build on Windows 10 and Publish to Xbox One – Experiences built on Windows 10 can be published to and played on Xbox One, opening the doors for countless new experiences to be enjoyed by players all over the world.
    If you’re already finding yourself excited about the incredible possibilities that are opened up by expanding Forge to the Windows 10 platform, trust us, you’re not alone. 343 Industries UGC Director, Tom French, and his team are already chomping at the bit to get these new creative tools into the hands of the community.


    [​IMG]


    “Forge on the PC will finally give the mouse/keyboard editing precision the community has always been clamoring for. On top of that, an updated and optimized UI geared towards mouse interactions makes a lot of the inputs in Forge easier/faster than before.

    Since we released Forge in Halo 5 we’ve seen so many amazing new things come from it – from weird mini-games we could have never anticipated to meticulously crafted maps that are even approaching the visual quality of internally built maps. The team has continued to wonder what we’d get if we could put Forge in the hands of as many people as possible, and making it free on Windows 10 literally gives the chance to anyone who wants to jump in and try their hands at building a cool new map for Halo 5. I’m excited to see what the future content from the community will bring!”

    • Tom French, UGC Director, 343 Industries
    We’ll have a lot more to share about Forge – Halo 5: Guardians Edition on Windows 10 later this year, but look for even more exciting updates coming to the Forge experience in Halo 5: Guardians on the Xbox One in the coming months – including new environments, advanced file sharing capabilities, new pieces, palettes, props, and much more.

    source: xboxwire
     
    #1 WAR, May 19, 2016
    Last edited: May 19, 2016
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Comments

Discussion in 'Announcements' started by WAR, May 19, 2016.

    1. WyvernZu
      WyvernZu
      You do know that was just a pr stunt, right? Apple is selling everyones information left and right lol.
      AnonomissX and MultiLockOn like this.
    2. MrGreenWithAGun
      MrGreenWithAGun
      We may be talking about two different things then. I was addressing privacy because you talked about the government seeing the pics on our phones. Now you are talking about information that the consumer has on file with Apple?
    3. Preacher001
      Preacher001
      What company wouldn't.

      I had a whole big response half written but it just seemed pointless. Your post just seems like an ad for why to buy Windows 10. (Except for your testicular selfie)

      If you think google is storing more info than Microsoft you are sadly mistaken. The only reason they would have less info is that Edge and to lesser degree IE or maybe more to the point Bing sucks, so anyone with any sense is using an alternative browser/search engine. Bing is a search engine and Microsoft wields it (or at least attempts to) much the way Google does.

      Your privacy is being whittled away every day. You can choose one of 3 paths; be ignorant of it, accept it and persevere, or put on your aluminum hat and rant to anyone who will listen. I refuse to live in ignorance but I'm not about to run around in a shiny hat about it.

      For the record I haven't once said not to buy windows 10. All I stated was that it has privacy concerns. Much the same way, but to a lesser degree, that we have on our mobile phones.
      BodeyBode and MultiLockOn like this.
    4. NOKYARD
      NOKYARD
      So the NSA is going to steal my forges?
    5. Preacher001
      Preacher001
      That depends, can you save a map in Forge without it being visible on waypoint?

      I think the NSA is already playing on that map you just started. You know, the one under your alt profile ;)
    6. K a n t a l o p e
      K a n t a l o p e
      Cynical much?
    7. MrGreenWithAGun
      MrGreenWithAGun
      Idk....



      Are they?
    8. a Chunk
      a Chunk
      Another quote, from Josh Holmes:
      "We are giving players the ability to play full custom games to test their Forge creations on PC. Because Forge supports and builds upon existing Arena content, that includes the same maps and modes that are available in Arena on XB1. The intent of the experience is to allow Win10 users to Forge more effectively w/ keyboard and mouse and test their creations on PC before publishing to Xbox One. As such, there is no support for matchmaking or server browser. You will need to invite friends into a session through LIVE."

      Source - http://teambeyond.net/forum/topic/5443-halo-5-guardians-discussion/page-4803#entry767081
    9. Jesus in Malibu
      Jesus in Malibu
      Holy ****ing ****.

      The last time I was this hyped, MCC happened.
      THIS PORT BETTER NOT BE BROKEN AT LAUNCH, 343.
    10. MrGreenWithAGun
      MrGreenWithAGun
      It doesn't matter to me at all. It is all literally free if you have an existing PC.

      this gets interesting. I don't have an XB1 and I wonder if I can forge for match making from my PC alone - AT NO COST TO ME??

      very interesting...
      MultiLockOn and a Chunk like this.
    11. Preacher001
      Preacher001
      Sort of. I mean I do have Super Mario Bros set up to play on the 100" 2k projector.

      Hey everyone, watch @a Chunk desperately try to keep this thread on topic :D

      Also, hasn't Destiny already proven that nobody has friends anymore.
      a Chunk likes this.
    12. Wally12
      Wally12
      They're going to use them as super secret blueprints for an NSA/CIA extreme training facility.
    13. A Haunted Army
      A Haunted Army
      do you have citations for other engines? there have definitely been games i've played that lock the physics to FPS, trials fusion being an example.
    14. NOKYARD
    15. Preacher001
      Preacher001
      I didn't have a little Tweety account so I couldn't comment but brushed metal is a must. The effect should be able to be done as an overlay as well though. I would love to see a side-by-side comparing brushed metal as a texture and brushed metal as an overlay to see what the difference might be. If it's only very slight, then definitely use it as an overlay and then pick a second overlay.

      I'm also wondering if the metal texture can't be tweaked slightly to float between a metal / plastic look when adjusting the shine. Right now it still has a bit of the roughness from when it had more of a concrete metal look.

      I just can't imagine needing anything that looks overly plasticky over metal or the value in the subtle differences between them.

      Two overlays is my vote if we do a little extra tweaking to current textures.

      Cracks, stains, scarring ect can be set up using decals in very intentional ways to create a specific look anyway.
      Last edited: May 21, 2016
    16. SecretSchnitzel
      SecretSchnitzel
      Shame we have to choose between one texture or two overlays, and that's the only addition that they can make as well. :(

      Being a left brained person, I'm not too good with aesthetics, so I leave this up to everyone else.
    17. BodeyBode
      BodeyBode
    18. MrGreenWithAGun
      MrGreenWithAGun

      ... give me a sec to rewrite this post...
      Last edited: May 20, 2016
    19. A Haunted Army
      A Haunted Army
      i'm absolutely certain, i asked on their forum when i was having performance issues at launch and why the game won't go other 60fps, the response whas that physics was the reason they wouldn't make it so the game can go above 60fps. also the fact that when the fps slows down the game starts running in slowmotion.

      other developers do the same, reddit post i found on the subject.

      edit, more links:
      http://gamedev.stackexchange.com/questions/1589/when-should-i-use-a-fixed-or-variable-time-step
      http://gafferongames.com/game-physics/fix-your-timestep/
      Fixed-time-step implementation
      Last edited: May 20, 2016
    20. MrGreenWithAGun
      MrGreenWithAGun

      OK, so let me back up and point out what I was addressing in my comment. JesusInMalibu said...

      I have a feeling it might be something relatively high to make sure the game runs at a consistent 60fps because the game psychics are most likely tied to the frame rate (which is stupid but common in video games) after seeing the lack of splitscreen.

      When I read that I thought he meant that he believed that the physics calculations could only be performed once per frame, which Unity clearly showed is not the case. You can calculate physics once per frame if you want and it won't be a real problem. But like Unity, you can also refine the calculations with higher resolution of reactions by calculating more often than say 60 times per second. The more times you calculate physical interactions, forces, and so forth, the more realistic form of physical behaviors you can render to the user.

      What I was trying to say was that frame rate is dependent only upon how fast the rendering of a frame takes. If the frame rendering is too long, then by virtue of us talking about displaying a new frame, the frame rate must slow as it waits for the frame to finish rendering. This is a no brainer, so I won't say any more about it.

      Now to your reference to the physics calculations being tied to the frame rate and thus everything begins to take on a slow motion effect if the frame rate drops - I would junk that physics engine, because it isn't even close to state of the art today.

      The typical physics engine today would note the last time it ran and would compensate how much distance an object travels based upon the longer delta time. EDIT: For example it will run more intervals to bring the physics up to date with the frame (at least that is how I understand Unity does it and I cannot imagine why it would not be done at all).

      EDIT: Well I guess I may have been wrong about some of this post here. I cannot imagine why a physics calculation in a game engine would not properly adjust to any delay imposed upon it (if there was a delay imposed).


      Good links, Army.

      What I was trying to say and did a poor job of is that if there is a delay, the physics engine is called more often to compensate - or at least it should be in order to prevent slow-mo.

      http://answers.unity3d.com/questions/10993/whats-the-difference-between-update-and-fixedupdat.html
      http://forum.unity3d.com/threads/the-truth-about-fixedupdate.231637/
      Last edited: May 21, 2016

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