>>538926658
>Kornman00 : I've always wanted to do scripting in Halo since I first saw some script commands in a Halo Xbox game save back in 2002, this was my outlet for testing the limits and such with scripts over the net.
MCC was a love letter to Bungie's Halo games that was broken for 5 years until Halo modder Sean Cooper (kornman/kornman00) was hired to fix it.
Reminder to thank Sean Cooper (kornman00) for fixing Custom Edition and MCC after 343 abandoned it
MCC was outsourced and MS hired Halo modders to fix it.
https://docs.google.com/spreadsheets/d/1gpklokblI006QYtGlxUeds747lPZD_JSph56qLJqzhw
>Five Long Years. That is how long ago I started at 343 Industries, working within the very small Publishing arm of the organization.
>Over those five years, I have of course worked on Halo: The Master Chief Collection. Starting with the initial 2018/4K “let’s try that again” update, then adding Reach, then porting the games to PC, then releasing each game’s development tools, and most recently adding “plug-n-play”/Steam Workshop mod support. Plus, many other things under the hood.
>Using some simple search filtering of those results, I can roughly break down how many commits related to which things (although not exhaustive)
150 commits — Halo Wars 2.
654 commits — Halo 1
572 commits — Halo 2
586 commits — Halo 3
469 commits — ODST
435 commits — Reach
372 commits — H4
241 commits — H2A MP
783 commits — MCC Frontend
57 commits — MCC dedicated server driver
152 commits — a fork of H1 built on the original Xbox code/content, then HaloPC, then Custom Edition, then various noodling, some of which eventually was added to MCC’s H1 code.
https://medium.com/@KornnerStudios/5-years-a9faa0e3227