Welcome to Open Carnage

A resource for Halo Custom Edition and MCC modding, with unique means of rewarding content creation and support. Have a wander to see why we're worth the time! - EST. 2012

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  1. Today
  2. Welcome to the crazy, nutty world of all Halo's but typically Halo1.
  3. pffft:quality
  4. Hey, welcome aboard!
  5. Hi everyone my name is arad ralami, Recently I've playing halo wars 2, it's a good game in the strategy genre and now I want to try your first person shooter game, Halo 5: Guardians, I think it's an amazing game, so I searched about the other halo games and found your community so I decided to register, so I hope we have a great time with each other here. Sorry if i have any mistake in my grammar English is my second language.
  6. Yesterday
  7. Being bored with the normal radio while driving, I decided to youtube search "music to listen to while driving" and now can't get out of the Eurobeat hole.
  8. Last week
  9. Some news today! I've reworked some bitmap-related things, including some details about mipmap generation and error handling. This isn't going to affect most bitmaps, but accuracy is accuracy! The GitHub repository has also been moved to https://github.com/SnowyMouse/invader. If you currently have the master branch of the Invader repository checked out using git, you can switch to the new upstream URL by running these commands: git remote set-url origin https://github.com/SnowyMouse/invader.git git pull People have requested tutorials for using Invader on the Invader Discord, so I've made the first tutorial: how to create a bitmap tag. You can find this at https://github.com/SnowyMouse/invader/wiki/Creating-a-bitmap, but I'll copy it here this time so you don't have to go there, yourself (note: the copy on this post MIGHT be outdated by the time you see this, as I'm not going to edit it for future revisions of the tutorial - click the link for the latest version). I'm planning on posting more there, later, such as a tutorial on how to make a map (after some prerequisite tools are finished). I probably won't post any of them here, as most people on this forum don't really use Invader. This guide will tell you how to create a bitmap tag using invader-bitmap. Choosing an image editor To create a color plate, you will need a raster image editor. Traditionally, Adobe Photoshop has been the main tool people have used in the past for editing Halo bitmaps, but there are free and open source options such as Krita or GIMP which will work just as well well. Please note that this tutorial will not teach you how to use an image editor. If you want to learn how to use Photoshop, Krita, or GIMP, there are many tutorials on the Internet. Setting up the color plate A color plate is a bitmap that contains all bitmaps to be put into the image editor. Therefore, you should create a bitmap that can fit all of your bitmaps in it. On the top row of pixels, it can contain up to three reserved colors: Transparency - This is used for spacing out individual pixels (required for the other two) Sequence divider - This is used for separating bitmap sequences Spacing - This is used for changing the horizontal registration point of a bitmap These colors are specific to the color plate, itself, and will be replaced with 100% transparent black if used in a bitmap. Therefore, you should pick three colors you do not intend to use in any bitmap. Any color you don't want to specify should be left as transparency. The sequence divider and spacing color must also not match. If there are more than three unique colors on the top row, then the whole color plate will be treated as one bitmap. Note: All of your bitmaps must be a power-of-two width and height (e.g. 32x256) unless the bitmap type is set to Sprites (generates sprite sheets instead of bitmap sequences) or Interface Bitmaps (generates no mipmaps). If you want to use a sequence divider, make sure the second row of the color plate is filled with the sequence divider color. Then, when you want to make another bitmap sequence, create another horizontal row in between the sequences. Note: The sequence divider color is treated as transparency if the first pixel on a row is not the color. So, this color can be used for creating visual guides for editing purposes. Colors used for spacing can be used to horizontally offset, while relative placement of the bitmap from the sequence divider vertically offsets the registration point. Registration point does not affect textures used for shading objects or level geometry, but it can affect HUD elements and particles. Note: If you want a bitmap to be centered horizontally and vertically, do not use spacing colors and make sure the bitmap is vertically centered between the sequence borders. If the sequence borders are an even number of pixels, this is simple. Here is an example color plate: invader-bitmap supports lossless formats such as TIFF, PNG, and TGA. Saving as a PNG or TGA presents the least hassles, as libTIFF may have issues with certain TIFFs saved by image editors. Note: To keep your tags organized, we recommend putting bitmaps inside of a folder called "bitmaps" unless the bitmap is used for lightmaps. For example, data/invader_tutorial/bitmaps/example_color_plate.png Generating the bitmap tag You can generate your bitmap tag using invader-bitmap. If the bitmap tag exists, any settings used in that will be re-used in invader-bitmap unless overridden with a command-line argument. For example, if your bitmap is at invader_tutorial/bitmaps/example_color_plate, you can use this command to generate the bitmap tag: invader-bitmap invader_tutorial/bitmaps/example_color_plate By default, invader-bitmap will create a 32-bit 2D texture with the default usage. You can see the other options by using the -h argument. If everything was done correctly, you will see output such as this: Found 5 bitmaps: Bitmap #0: 64x64, 6 mipmaps, X8R8G8B8 (32-bit color) - 0.021 MiB Bitmap #1: 64x64, 6 mipmaps, X8R8G8B8 (32-bit color) - 0.021 MiB Bitmap #2: 128x64, 7 mipmaps, X8R8G8B8 (32-bit color) - 0.042 MiB Bitmap #3: 128x64, 7 mipmaps, X8R8G8B8 (32-bit color) - 0.042 MiB Bitmap #4: 32x64, 6 mipmaps, X8R8G8B8 (32-bit color) - 0.010 MiB Total: 0.135 MiB Previewing the bitmap tag You should preview your bitmap to make sure everything looks correctly. In invader-edit-qt, you can navigate to your bitmap. Alternatively, you can quickly open your bitmap tag in invader-edit-qt from the command line like this: invader-edit-qt invader_tutorial/bitmaps/example_color_plate.bitmap Once you've opened your bitmap tag, click "Preview bitmap" at the top of the window and you will see your bitmaps.
  10. Well duh, it's David Bowie.
  11. This song... wow. David Bowie made something magical here.
  12. https://github.com/antimomentum/haloce Scroll down to the step by step section. Also keep in mind that depending on the cloud provider you use, there could be security rules you need to set up outside the host OS to allow internet traffic to it. This is true for AWS, Google cloud services, and Azure if I'm not mistaken. Providers like Linode and DIgitalOcean don't have that extra step outside the OS. The github page should have all the info you need to run a halo custom edition dedi server with sapp and lua on Linode in Ubuntu 18.04 LTS server Here's the shortcut: apt update apt upgrade -y apt-get install docker.io docker run -it -p 2302:2302/udp -p 2303:2303/udp -p 80:80 --privileged antimomentum/haloce Wait a few minutes, grab some coffee. Done. You are booted to the haloceded.exe console and the server is running with sapp, and will show up in the game's server list There's another section on that github page for installing your own server/sapp/ idk what else files to a docker build. My server using this container was full last night. CPU usage was at 10-21% and ram was under 300mb on bloodgulch. This might even run in free tier cloud services lol, maybe depending on what maps you use.
  13. Great - thanks for all the help and advice
  14. Invader has its own forum topic here: Check out the links there for the download and github. The github has a very helpful readme which explains how to use the individual programs. Sapien is part of HEX HEK which can be downloaded from http://hce.halomaps.org/index.cfm?fid=411 So if you are hosting a modded map, it won't download and replace the original of the people joining your server. I think what you want to do is save the map with the original name and replace the map in your own maps folder. Depending on the changes you made to your version of the map, these should sync to the clients fine. Like Vaporeon said, moving the spawns of weapons/equipment will sync to the clients and they won't need your version of the map downloaded at all.
  15. Thankyou Where can I get hold of invader-build and sapien ? I won't be moving anything about - it's only to edit ammo, camo spawns etc One other thing - once edited and saved etc.. would the map auto download to replace the original for those who already have it - or would I need to rename the map? Thanks again
  16. If you only edit spawn points of players, weapons equipment and vehicles then it can be used online and the changes will sync provided the customised map is the host. You should use invader-build to build the map if you plan to do this. So to do that you would extract the map you plan to edit into a clean HEK tags folder, then edit the .scenario tag with sapien. after you have moved the spawns around, save it and then build the map with invader-build. This should "just work". Careful not to move things like scenery, that will cause de-syncs.
  17. You could edit custom maps with HEK, yeah (just make sure you extract the map's tagset with MEK's Refinery or Invader's invader-extract. The thing is: once you edit such stats, that custom map will become a "new" custom map. It won't be compatible with the "original" custom map since those edits would desync between the two versions.
  18. Is it possible to edit CE custom maps, similar to using Eschaton on PC maps ? eg. edit / remove / add camo, ammo spawn points etc ? I was thinking if it could easily be done using HEK maybe ?
  19. I've added threading to invader-sound. This will allow you to take advantage of modern, multi-threaded CPUs when resampling multiple sounds or encoding lots of sounds or split permutations. Here's an example graph: I included tool.exe as a baseline. Here are some notes about it: This test is being done on the latest version of Wine. When running the same tests on Windows 10, I've found it to be, on average, about 5% slower to compile sounds on Windows 10. Not really a significant discrepancy, and it does ultimately make tool.exe look better, but it's an unfair comparison nonetheless. tool.exe was not able to do entire albums. It'd fail to do some tracks, and the massive number of permutations due to being split exceeded its maximum permutation count of 256. Edit: Fixed an issue with invader-sound -j 1 being more than 4x slower than four threads.
  20. I was your 5th like. I'd like to thank the academy, and my mother.
  21. I'd just like to thank everyone who made this happen. <3
  22. 0 tickets available Ah, fuck.
  23. Meet me in the back alley...
  24. Left 4 Dead 2 is $1.99 on Steam in honor of having an update in the past 10 years. Roller Coaster Tycoon 3 Complete Edition free on Epic Games.
  25. Upgrade from Macbook Pro 13" 2017 to Macbook Pro 16" 2019 And GF's new PC:
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