Cybersecurity Researcher | Halo Content Creator🇪🇸

Spain
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Hello everyone! Thanks for all the Halo PS Vita recomp support! ♥️ I started this project independently, but someone pointed out there was already a public port: github.com/BirchWoodGod/halo… Here is mine: github.com/isifire/halo-ce-v…
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Pues ya estaría: 4/4.
Gracias por la invitación, @JordiWild. Ahí estaré. ¡@NachoAmela, acuérdate de que mi lado bueno es el izquierdo!
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-----BEGIN RSA PRIVATE KEY----- 4 -----END RSA PRIVATE KEY-----
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NOOOOOOOOOOO 😭😭😭😭😭😭😭
🚨 Oracle publicó hoy una alerta de seguridad para Java: CVE-2026-91403, CVSS 9.1. Está en JSSE (el TLS de Java) y es explotable por red sin credenciales. Versiones afectadas que lista: Java SE 8u511, 11.0.33, 17.0.21, 21.0.13, 25.0.5 y 27.0.1, y GraalVM. oracle.com/security-alerts/a…
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Basta por favor, basta
🚨 CRITICAL: GitLab flaw (CVSS 10.0) affects 12 years of releases. CVE-2026-110264 could allow unauthenticated remote code execution on self-managed servers. Read - thehackernews.com/2026/10/cr…
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Halo has truly peaked with 128 player online multiplayer
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One of the rarest death's you'll ever see in Halo
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"The planned Halo 2 remake could have included: Dual-wielding" ME PINCHAS Y NO SANGRO
Xbox reportedly had much bigger plans for Halo 2 and Halo 3 remakes than fans may have expected. The projects, reportedly known internally as “Project Manihi,” were being developed by Halo Studios before layoffs and the subsequent restructuring around Halo. The planned Halo 2 remake could have included: -Dual-wielding -A more complete multiplayer experience -Classic gameplay elements The Halo 3 remake was reportedly even more ambitious, with: -Multiplayer -Forge -Theater -Firefight -Additional missions The idea was apparently to make the remakes feel like major flagship releases rather than simple visual upgrades. The plans were ultimately scrapped following the layoffs.
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Halo on mobile phone. Cursed? Blessed?
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Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team: Team, The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together. In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another. These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models. To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating. I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have. Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway. Asha
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this says a lot about society
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Digital-only PS5 are about to become not so digital-only anymore. Hey @sword_pdf this is all vibecoded on top of your work on PS5SX2 btw.
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🎮 H2: Project Gravemind — First Look! I'd like to introduce H2: Project Gravemind, a project inspired by H3: Project Reclaimer, created by the community, for the community, with the goal of keeping the Halo 2 experience alive. This is just a first look. In the coming days, I'll be releasing the project for everyone to try out and share their first impressions. All reviews, suggestions, and bug reports are more than welcome! ❤️ I'm currently working on implementing split-screen multiplayer and fixing a few bugs to improve the overall experience. 📌 Important requirement: To use this project, each user must own their own legitimate copy of Halo: The Master Chief Collection (MCC). The project does not include any original game files. Thank you to everyone who supports community-driven projects like this! This is just the beginning. 👀💚 #Halo2 #ProjectGravemind #HaloMCC #HaloCommunity #ProjectReclaimer #Halo
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Here's the first release of the Xbox 360 Peer Pressure softmod. Blog post will be out in a few weeks with all the technical details. Barring any critical bugs I'll be "hibernating" for the next 2 months to recoup my sanity from working on this project github.com/grimdoomer/Xbox36…
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Introducing Xbox 360 ⇄ PS3 ⇄ PC Crossplay. Unmodded Consoles. Online. Coming Soon.
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The Halo OpenCE Experience™
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GTA V RUNNING DIRECTLY IN A BROWSER?! A new project claims you can play GTA V without downloading the full game. It reportedly offers: 🎮 Story + Sandbox modes ⚡ Up to 60 FPS 📱 Works on mobile too 💾 Only 700MB of compressed assets ☁️ Game data streams as you play 👀 Even support for a leaked GTA 6 map GTA V is normally a 100GB+ download, so this is absolutely wild. But there’s a catch: it reportedly uses leaked Rockstar source code and assets, so it could face serious legal issues. Browser gaming is getting crazy. 🤯
Alex St. Louis
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