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#Eldewrito 0.6
smellbringer · 15 days
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Gaming News 4/23/24: Halo Online Returns, Embracer Splits, and More
Has it been a month between articles? Fuck yeah. Told you I’d crash again and my brain currently feels like molasses even now. But that’s enough self-kicking, onto the news. Halo Infinite Teases a New Event and No One Is Happy Yesterday 343 teased a Banished themed event for Halo Infinite and for a fandom like Halo there’s a lot of venom going around. Mostly because there’s an assumption there…
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oneangrygamer · 6 years
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Halo Online ElDewrito 0.6 Download Now Available
Halo Online ElDewrito 0.6 Download Now Available | #Halo #HaloOnline
If you don’t know, ElDewrito is a community-made project for Halo Online, standing as a PC mod that allows multiplayer games to be played on player-hosted servers. As it stands now, ElDewrito 0.6 is currently available to download for PC. (more…)
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craftycodie · 4 years
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My time with Halo: Online
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On the 27th of March 2015, an early build of a new game, Halo: Online, was leaked. This game was developed by Saber Interactive, licensed by Microsoft. The idea was to test the market for a free to play, but pay to win PC shooter in Russia.
Before Halo: Online reached public alpha, some fans of the game had already begun to work on projects to load the early leaked build, known as ms23, and to implement multiplayer lobbies to make the game available everywhere early. These efforts created a project known as 'ElDewrito'
When the public alpha began, development on ElDewrito slowed down. The alpha, despite being intended for a Russian audience, was available worldwide. So there wasn't much motivation to keep forcing the earlier leaked build to do things that were available in a more developed public alpha anyway.
But that changed on December 23rd 2015, when it was announced that Halo: Online's servers would be shut down in two days. This brought players back to ElDewrito, it was the only way they could continue to play the game. Eventually, Saber announced that Halo: Online was fully cancelled, so fans started to put a lot more effort into ElDewrito.
On January 15th 2016, ElDewrito 0.5 released bringing content from the public alpha builds back into the leaked build that ElDewrito was and is still based on today. On April 20th 2018, Version 0.6 released, fixing hundreds of bugs, adding many new features and completely revamping parts of the game.
On April 25th 2018, Microsoft asked ElDewrito developers to pause the project, and the team started to work with Microsoft for future Halo PC titles.
How I Got Involved With ElDewrito
I was a big fan of Halo 3 on the Xbox 360. So when a PC game was leaked on Halo 3's engine, and people were digging around in the files and finding things from Halo 3, I was very interested. I joined in researching the game on the day that it leaked, which back then just involved messing with game assets in memory, for example, changing a weapon's projectile reference, so that a gun fires vehicles instead of bullets. It was a silly way to figure out what object assets were left in the game.When ElDewrito began I had not yet started college, so all of my programming knowledge was self-taught. But that didn't stop me from contributing, I even created a small project before ElDewrito. In the first year my contributions to the game were changes and fixes to game assets. I had no experience reverse engineering or unmanaged memory programming, so I couldn't contribute directly to the project source, but I was impressed with the the people that could.So I researched the game's assets more and more to help people more experienced with the programming side, I then got the chance to exchange with some of the developers, and eventually I knew how to work on ElDewrito myself. So I started adding features. After making a pull request a day for a week or so, I was invited to join the ElDewrito team.
Research & Learning
My favourite thing about participating in this project, the thing that kept bringing me back, was all of the research that was involved. I started off with no experience with the engine, and I ended up mastering some parts. I got familiar with the engine's functions and assets, and I defined structures and routines to develop features and fixes.
Some of my changes
A Whole New Gamemode - Headhunter
Probably my most exciting change and where I left off. I added Headhunter from Halo: Reach to Halo: Online. This gamemode involved players collecting skulls and taking them to capture points. Players drop a skull when they die, as well as any skulls they've picked up. More about this here.
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Custom HUD Colors
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Voice Chat HUD Integration
The HUD was functionally very similar to Halo 3's, and I noticed that in future builds of Halo: Online, Saber were planning to add voice chat. So that made me wonder, was there any code left for voice chat indicators on the HUD? And there was! And I found it! And I fixed it!
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As well as the HUD changes, Implemented some small features and fixed some bugs. Here are some of my other changes:
Added Equipment, Dual-Wielding and Race support to the HUD
Added a Bottomless Clip option for servers.
Fixed an issue where map images did not show in pregame lobbies.
Added an option for players to disable visor distortion on their HUD (flat hud).
Added an option for players to disable visor outlines on their HUD.
Fixed crosshair bugs.
Added a Third Person FOV setting.
Added a flashlight on indicator to the HUD.
Fixed every issue with player markers
Fixed every HUD bug.
Many More
Other Halo: Online Projects
Map Variant Editor: Foundry
Before ElDewrito revamped Halo: Online's forge, I had a slightly different idea. Instead of improving on the game's map editor, I wanted to create an external map editor. I wanted to make something that would be available online, and I also wanted to provide a map viewer for map variant sharing sites.
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The Halo Online Tag Tool
The Halo Online TagTool is a program used to modify the game's assets, known as tags and tag resources. Tags are simple data structures, and tag resources are data like Textures and Audio referenced by Tags.
TagTool Compare
Mod makers use TagTool commands to create mod installers, they can write a list of commands to edit the game's tags and then share those commands with a simple batch script to run them. However, lots of mod makers don't just use the TagTool to create mods. In these cases, the modder creates a mod, then has to essentially recreate the mod using the TagTool so that other players can install it. I wasn't satisfied with this, but I had an idea. I added a command to the TagTool which would read and compare assets from two installs of Halo: Online, and automatically write a list of commands required to create the changes between the two installs.
GenerateAssemblyPlugins
Tag structures are defined in different tools that interact with the game. But the problem is, different tools use different definitions, meaning that there can be differences where there shouldn't be. A developer created a C# library containing definitions designed to solve this problem, but one large asset tool called Assembly hasn't adopted this library, instead it uses XML definitions. So, to keep Assembly up to date, I added a command to the TagTool that would read through Tag structures defined within the library and convert them to XML, suitable for Assembly.
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ElDewrito: The Future of the Mod, And our Involvement with 343 on MCC PC.
Note: It’s been 10 months since our last blog post. The purpose of this post is to clear some confusion, correct some incorrect information floating around regarding ElDewrito, and update everyone on what we’ve been doing since last April. It’s been a roller-coaster of events since then. There are some things I can not speak about, such as features or scope of MCC that have not already been publicly announced/discussed by 343, but I’ve been granted permission to speak about certain things, including any meetings that took place that were not under NDA. But first....
Some Thanks Are in Order
There are so many people who’ve helped the team along the way to make ElDewrito what it is today. As of the time of writing of this post, ElDewrito players have played over 1 million games since 0.6′s launch; 1,101,115 games to be exact. We have been humbled by the support of the players, the creativity of the forgers who have made amazing maps, and the hosters who have kept a steady supply of ElDewrito servers to play on. 
Thanks to the previous ElDewrito devs who are no longer active. The groundwork you layed out gave us the means opportunity to deliver 0.6 successfully.
The server hosts who volunteer their own hardware to keep plenty of ED servers up. The ElDewrito team does not host a single server - All are ran by you, the community. An extra special thanks to those that are hosting the ranked and social servers. 
Thanks to all of the 0.6 testers. Over 3000 full-lobby test games were played prior to the launch of 0.6, and without this extensive testing, 0.6 could have been 0.5 all over again. 
The forge map makers who put in countless hours recreating maps as well as designing completely original maps. We’ve been extremely impressed with the creativity this community has. 
Despite the posts saying goodbye to ElDewrito and the thanks we are giving out, do not be mistaken; the mod is not dead, nor is it inactive or going away. In fact, it’s the most popular it has been in many many months. Within the reddit post, I have made a comment regarding some statistics detailing the million+ games played.
Our Involvement with 343
On April 24, four days after we released 0.6, the few of the more active members of the ElDewrito team met with certain 343 employees and other members of the Halo Universe, including Frank O’ Conner, the Halo Franchise Development Director.  Our initial meeting, which was not under NDA and therefor did not touch on the topic of MCC at all, was about ElDewrito and a simple request that we pause development. After the success of our 0.6 release, where we had 12,000 concurrent players, they were professional, impressed, congratulatory, and even sympathetic and apologetic about the unfortunate circumstances surrounding Microsoft issuing DMCA takedowns against Halo Online and Twitch Streamers. They publicly released this statement:
“One thing remains clear – the community really wants more Halo on PC. As we look ahead, we’re very excited about the prospects of an official classic Halo experience making its way to PC and we hope to be able to partner with the ElDewrito team and broader mod and content creation community to help inform the types of experiences and features our fans desire. While we have nothing to announce today, please know that the PC community is very important to us and top of mind as we work towards the future. “
They mentioned to us that our success with ElDewrito lit a spark and we were told it "gave us a kick in the pants”. MCC has obviously always been planned to eventually be on PC, but was never on the current roadmap. So while ElDewrito is not responsible for MCC coming to PC, it is responsible for it coming to PC right now. So for that, the ElDewrito team would like to thank you, the community, for spreading the word, playing ElDewrito with such positive reactions, and enjoying the game we poured our hearts and souls into; ElDewrito is what set MCC PC in motion.
After that initial meeting, our small group of 5 met on occasion with 343 to discuss their future plans, gather opinions, and discuss and how they would like us to be involved in MCC on PC’s development. We have been acting as an advisory board prior to the Halo Insider program to help them shape the MCC experience. While we were brought in by 343 for our particular set area of expertise, we unfortunately have not been actively doing any technical work with them for some time now due to our area of expertise (modding) not being needed at this time. However, as Ske7ch/343 bublically mentioned in the Reddit AMA, modding is on the roadmap for a future time, and they have been focusing on bringing Halo:Reach into MCC. Here are a couple of questions you may have, which have been answered by 343 directly already. 
Will MCC have modding tools and/or Steam Workshop support? And splitscreen?
“We are working closely with the members of the modding community (including some friends on the ElDewrito team) to explore our options for "official" mod support, but we won't have this at launch. Our #1 priority for launch is ensuring we get each of these core games "right" for PC and security/anti-cheat is a big focus. As we've stated, this entire offering will grow and evolve over time.”
So to reiterate, MCC will not have any sort of modding capabilities on launch, but they have stated that they want to add support later down the road, and plan to work with our team to achieve this. 
What about forge/theater?
The initial launch of MCC will not include any forge or theater functionality. Again, as they stated in AMA, it is planned for later. Below is a quote from the AMA:
“Forge and Theater are awesome features but as we learned with Halo 5: Forge, these features require a lot of extra work and diligence to bring to PC - particularly with the complexities of M/KB and remappable key-bindings. With this in mind, Forge and Theater for Reach won't be ready at the same time as the MP/Campaign/Firefight experiences on PC. From a development perspective, it makes more sense for the team to tackle Reach's Forge/Theater a little later in the roadmap at the same time as Halo 3 and Halo 4 work.” 
While we are beyond excited that MCC is coming to PC and this is fantastic news for all Halo Fans, many of us are a little disappointed in what is being offered on launch. ElDewrito 0.6 didn’t just attempt to bring a Halo game to PC, it brought it with a very fresh experience while keeping the Original, classic “Yep This Is Halo” feeling. An insanely enhanced forge, and a plethora of gametype and player trait customization never before seen in a Halo game. While we feel that this is a crucial aspect that should be included on launch to keep players interested with the limited initial content, we are very glad that modding support and forge are on the roadmap for a future time, and look forward to helping 343 shape this aspect of MCC. 
There are a couple of tings we particularly commend/respect 343 for, including the following: 
Learning from some of the mistakes of the Xbox One MCC. 343 has made it clear that this will be released “when it’s ready”, which is the same approach we had with Eldewrito 0.6. There won’t be a broken release followed by two years of silence with MCC PC; it will be released when flighting has proved it is ready to be released.  
Increased transparency/communication with the player-base. This has been very important for the ElDewrito team and we are glad that 343 has gone to great lengths to keep the community updated with accurate information. 
We are not at liberty to reveal anything else regarding our involvement with 343.
What are we doing now? 
What any group of Halo Modders and reverse engineers would do. Continue to  mod and reverse engineer Halo. Regardless of the future of MCC on PC, the team isn’t going anywhere. We’ve never stopped reverse engineering the game, engine, and resources. 
Since last April, we’ve learned so much, and have been able to do some incredible things, some of which were thought to be impossible, and you will be seeing some of this work in the near future in the form of an update. 
Bottom Line: This is in not in any way a goodbye. The ElDewrito team is not going anywhere, and you’ll be seeing a hell of a lot more from us in the future, whether it be in the existing ElDewrito mod, or MCC PC itself. As always, we will keep the community informed of our activities. Feel free to ask questions on the reddit post where this was linked. We will answer what we are allowed to answer. The future is bright my friends, and it’s time to be patient now. As for the ED team, "I think we're just getting started.”
Til next time (Soon™), 
RabidSquabbit
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tggeko · 6 years
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Halo Online - ElDewrito 0.6 - Official Release Trailer
https://www.reddit.com/r/HaloOnline/
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apocalyptic-mailman · 6 years
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Mmkay serious post time
ElDewrito, the kickass project to basically resurrect Halo: Online, just had its 0.6 release threatened with legal action by Microsoft. Which is fucking infuriating bc this looked absolutely kickass and I was really excited for what was essentially a Halo 3 PC port.
And tbh? This is intellectual property at work. The Halo community had a need that was being unfulfilled by Microsoft (that of a PC port more recent and more stable than fucking Halo 2 Vista), which MS had no intention of fulfilling, given that no PC port of a Halo game has been made since 2007, and the original Halo Online was deep-sixed two years ago after an alpha test release exclusive to fucking Russia. The Halo community sought to address that need itself with ElDewrito, which was being released FOR FREE, at NO PROFIT TO THE DEVS, and got shut down for it.
Remember, this is a need Microsoft had NO INTENTION OF FULFILLING. They had no intention of attempting to exploit the PC market. And now Microsoft has C&Ded the people trying to fill that need--again, NOT FOR PROFIT--for “infringing” on “their” intellectual “property”.
IP is bad for creativity and promoting the arts, pass it on.
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totallygamerlife · 6 years
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Eldewrito, The mod for Halo: Online for PC, just announced their 0.6 release date (This Friday). Here is their Release Trailer.
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scooterpsu · 6 years
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ElDewrito Dev Update (11/28/17)
Late, but here we are. This time we’re switching it up again. Every Reddit thread for the blog posts have drummed up some great questions, and so I wanted to collect a few of the more important ones.
ED 0.6 Q&A (#2? maybe #3)
Q: Don’t you think it’s sort of a dick move waiting until the end of Sept to announce an “indefinite” delay on the update? A: We absolutely thought, at the time, that the end of Sept was a viable goal. Many of us pushed as hard as we could to meet it, but the result just wasn’t worth getting out there. Crashes, input issues, assorted bugs with all kinds of things. It was better than 0.5.1.1, but not at a quality level we felt comfortable releasing. For those of you that have been around, you remember that we needed a bug fix release pretty much immediately after every previous release. Descoping, the nVidia/AMD separate releases, so many big issues that needed immediate patches. Stuff like that scares the average user, and we don’t want to bring in people just to lose them again. Q: What do you have left to fix? A: Honestly, right now it’s hunting crashes. Push it until it breaks, find the issue, fix, repeat. The issue being until we catch everything, it’s hard to say how many actual issues are in there. Could be one, could be many, time will tell. Stability is key. Q: I hope 0.6 has [any H3 map]. A: Firstly, not a question. Second, 0.6 will not have any additional base maps. Progress has been made since the April Fools post on the sub, but we’re not there yet. Anything beyond this won’t be part of one of these blog posts, as I’m in no way an expert (or even vaguely versed) in what they’re doing with that. Q: You guys should really just release the 0.6 update and fix whatever bugs are left/reported weekly
A: While that sounds great to you, you get the update sooner, it’s the exact opposite of what we’re looking to accomplish. In this scenario, we’re either pushing new updates every time we find/fix a bug, or sitting on them until we have enough to justify an update. That would be terrible, people would be grabbing updates every time they started the game. Also, while the seasoned vets wouldn’t mind this, it’s instability like this that scares away new users. Q: There will be barely 10 people left playing at this rate A: Not too long ago there was a poll on the sub asking why people stopped playing. The vast majority are waiting on the 0.6 update (I know I am, 0.5.1.1 is painful). A good chunk of the remaining are waiting on fixes that 0.6 has in it. All told, that means most of the people polled will come back when this update drops. Sure at any given time we have ~30 people playing now, but that will explode when the update releases, and we want to keep as many of those new players as possible. Q: Why not release a point update with a fix for [one of many prevalent bugs]? A: So it's extremely easy to see what we've been doing and go "why not just copy X fix to 0.5.1.2". The very first issue that 0.6 sorted out was the input (exiting vehicles with a controller, accidental double creation of objects in forge, rebinding, etc). From that point forward, the codebase became fairly different. Some fixes for one really wouldn't work for the other.
"But Scooter, some of these fixes look like really simple hooks." You're right, some of these fixes are extremely small and could probably have been ported by now. The difference being at that point we would be actively supporting/bug fixing 2 completely different versions. On top of that, one of the other huge issues we're still dealing with in 0.5.1.1 is the launcher and it wiping/not saving people's settings/uids (making for duplicate entries on HaloStats). We swore when 0.6 started that we'd dump it completely, and moved forward in that direction. So then to get the update out, we'd have to fix the updater to actually supply this new update to people. Then we're maintaining 3 things. Q: Each of these blogs are showing off new features, aren’t you finding “feature creep” to be an issue? A: 0.6 has been in play a long time. There have been at least 2 points where dev mostly stopped completely. The team at the time had almost all but lost interest. A few people had stuck around, and took the opportunity to fix things/add features to try to fix things, leading to even more codebase drift. It wasn't until unk_1 came along that we really got motivated to move again. Lots of time/feature creep later, we're in a very different spot.    So now, a team that is fairly different than those who started 0.6 are actively pushing to fix it. But not everyone has the magic bullets, and in their free time they'll play around with things. Also some of the features don't come directly from us, the Discord stuff was mostly worked on by a community member and then submitted by a Pull Request (open source FTW). Also some things, while they look like straight up features, are implementations of fixes for larger issues. They just also happen to be impressive.
Final thoughts
The goal with this update, rather than just providing something that is less broken than 0.5.1.1, we’re actually aiming to provide something that isn’t broken. It won't be perfect, but comparatively it might feel that way. Bear with us just a bit longer, and we’ll make it worth your while. Q: But Scooter, where’s the sweet videos/pics/features?
A: I wanted to get this post out there, since I was late getting one out last week. I’ll post again when I’ve got some sweet clips/pics to show off.
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medsouz-blog · 7 years
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ElDewrito 0.6 Progress Update (10/7/17)
RGB Forge Materials (unk_1 and dany5639)
Unk and Dany collaborated on another feature for 0.6′s increasingly awesome Forge overhaul: RGB ReForge materials! You can choose whatever color your heart desires with either a glossy or matte finish.
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We can’t wait to see how the community incorporates this into their forge maps! Here’s an example of some pixel art done by PersonalityPi:
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Invisible Forge Material (unk_1)
ReForge objects can now be made transparent to create invisible walls for custom Forge maps.
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Forge Map Variant Descriptions and Renaming (unk_1)
Custom maps can now be renamed and have their descriptions updated ingame. Gone are the days of having to manually edit these values in a hex editor!
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Spectating Toggle (unk_1)
Spectating on death can now be toggled for specific game variants.
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Alert Carry (TheTwister)
Alert carry, a staple of the Halo machinima community, is now toggleable in ElDewrito through the Player.AlertCarry command.
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Bugfixes
The following bugs have been fixed:
Unable to select PWR Plasma Pistol as starting primary weapon
Loading screen inconsistently showing on startup
Crash when switching FOV
Unable use spaces in settings strings
H3UI not reshown when connecting to a server
Duplicate weapon names in weapon offsets screen
Hide voting UI if vote is canceled
Only allow a chat vote to shuffle teams if it is a team game
Restore Halo 3 respawn timer
Allow users without mics to connect to VoIP
Remove button conflicts from Reach controller layouts
Scale third person FOV to match first person setting
Fixed duplicate/empty VoIP names
Add support for custom game ports in server.ping
Properly set vibration for custom controller ports
Add controller support to camera.mode "flying"
Lower max FOV to 120 to prevent clipping the camera through walls
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gravityboom · 6 years
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Halo Online - ElDewrito 0.6 - Official Release Trailer
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divadiaries1-blog · 6 years
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343 Industries May Take Legal Action Against Fan Made Halo Project
343 Industries May Take Legal Action Against Fan Made Halo Project
The Halo Online modded project known as ElDewrito recently received version 0.6 in its short development cycle. The mod enabled PC gamers to play the defunct version of Halo Online with other people… online. However, Microsoft wasn’t too happy about that and there might be…
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x-fi-blog1 · 6 years
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Microsoft actúa contra ElDewrito, responsables del mod de Halo Online
La actualización 0.6 del conocido mod ha triunfado entre los aficionados. from 3DJuegos.com https://ift.tt/2qYjzfN via IFTTT
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gaminghardware0 · 6 years
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Halo Online mod threatened as Microsoft swoop to protect their IP
ElDewrito is a community-created mod for Halo Online, a cancelled free-to-play PC version of Halo’s multiplayer for Russian markets. The mod’s only goal is to allow people to continue playing the game, and thus, it’s one of the only ways to play Halo multiplayer on PC. Now Microsoft are moving to block it, citing protection of their intellectual property.
Check out our list of the best multiplayer games on PC!
The mod recently hit version 0.6, which not only revives Halo Online but allows player-hosted servers, character customisation, bug fixing and even mod support. Unfortunately as it is ultimately based on Halo 3 multiplayer code Microsoft has moved to block the release of the mod, which they detailed in a post to Halo Waypoint.
from https://www.pcgamesn.com/halo-online/halo-online-mod-cancelled
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craftycodie · 4 years
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Halo: Online - Armour Customiser
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Demonstration
Halo: Online is a free-to-play Halo game available on PC. One player created a mod which adds Halo 3 style armour to the game. However, at the time it was difficult to use. Only the armour models had changed, but the names were different, so users had difficulty finding the armour piece they wanted. Additionally, the only way to edit armour customisation was to enter commands into a console, or edit a preferences file, which was inconvenient. So I decided to make a tool that allows users to view and select all of the armour pieces that were added, in a user-friendly form.
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Download
This project is outdated. It was created for ElDewrito 0.5.1.1, 0.6 has now released and includes a much nicer interface for customising halo 3 armour. Additionally, due to other changes in the code, this application no longer works. However, if you're still playing on 0.5.1.1 for some reason, and have the Halo 3 armours mod installed, you can find this application here!
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Microsoft’s Legal Action and the Future of ElDewrito
ElDewrito’s 0.6 update has been everything we could have hoped for and so much more. The community response and support we have been given has been exciting, humbling, above all, appreciated. We have poured our hearts and souls into this game, and you have been the best community we could have asked for. 
Unfortunately, 343 Industries and Microsoft have noticed it’s success, and have reached out to us regarding potential legal action, and have requested we temporarily halt development.
You can view their article and statement here: https://www.halowaypoint.com/en-us/news/eldewrito-community-content
Microsoft had this to say about 0.6′s release.
“While we are humbled and inspired to see the amount of passion poured into this project, the fact remains that it’s built upon Microsoft-owned assets that were never lawfully released or authorized for this purpose. As this project reverberated across the community, our team took a step back to assess the materials and explore possible avenues, while Microsoft, like any company, has a responsibility to protect its IP, code and trademarks. It’s not optional in other words. “
“BTW, we’re not “shutting down the mod” or going after the Eldewrito crew - we’re enacting action to remove the Halo Online code and packages from places it’s being hosted.. “
There was no Cease and Desist, no DMCA, just an brief conversation about what they suggest we do.  
What does this mean for the future of ElDewrito?
To be completely honest, we do not know the answer to this question yet. Our conversation with 343 was very brief. Since ElDewrito itself is simply an open source mod and not a Microsoft asset, the mod itself will not be taken down. However, it appears that any Microsoft assets required to play the game (MS23 builds, Full 0.6 game zips, ect) will likely be taken down by Microsoft. All we know is that have been told to temporarily halt development until more information is available, and we must honor this request. During this time, please do not make threats or harass 343 Industries. 
Can We Still Play 0.6? 
Yes, absolutely! Play the hell out of it. Create more incredible forge creations. You can resume playing 0.6 as normal. It is important to note that ElDewrito itself is not being taken down - just any and all of Microsoft’s assets are. In the meantime, enjoy the great game that we have poured our hearts into. 
The number of people that have played 0.6 has blown us away. At the time of writing this post, there are over 8000 players playing. Here are some cool facts about the stats recorded in just 4 days of playing 0.6.
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Weapon Distribution:
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Most Common Methods Of Betrayal:
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Methods To Commit Suicide:
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Medal Distribution:
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Map Distribution:
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Gametype Distribution:
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wantedrobot · 6 years
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Tweeted
I liked a @YouTube video https://t.co/8D71M0xor3 Halo Online - ElDewrito 0.6 - Official Release Trailer
— Martin James Murphy (@WantedRobot) April 25, 2018
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