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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  2. Yesterday
  3. Perfect time to promote my favourite jungle mercenary simulator! Far Cry 2 is currently on sale on Steam for like $4! :v
  4. I was going to grab a screenshot from theater in Halo 3 PC but the insider build is gone and all my saved films are gone. RIP. Guess I'll have to wait for the full release and try to get something there.
  5. 'Grats @Pfhunkie for winning!
  6. Sabre unPacker is a program that will extract the contents from a s3dpak file (and with future updates hopefully other sabre files) Icon is still being developed. Currently it's in beta version. If there are any features you want to see added, just put them in the comments. To use the program simply open a *compressed* s3dpak file ceaflate will decompress the file and add it to the TMP directory. Select the files you wish to extract, and select a location for them to go. profit. I hope this is a good step towards helping research the engine a bit more. future plans are to repack, and add the ability to read ipak Big thanks to Kavawuvi for letting me use ceaflate. Source License: GNU GPL v3 SuP 0.1.0.rar
  7. Last week
  8. Looks like I can gotta add the other functions, but I can pull apart the file now
  9. Just a strings.dll replacement basically, backup the original. Take a look here for the basic functions of Gandanur. Manual for Gandanur
  10. Just curious, how do you get Gandanur to work? I've unzipped it and all it contains is .dll files no config files to set it up! Please help! I want to try Gandanur out.
  11. I've updated the download to include a copy of the GNU GPL v3. I forgot to do this, so it led to some confusion over whether the binary can be distributed (it can under GPL v3).
  12. Have you tried Kava's Script for Linux? Although I think it might have some bugs still present, but overall works. I can make a batch file later, but not atm; due to working on multiple current things.
  13. I don't have the bat file anymore
  14. could you send the bat file, sounds like -exec is not setup in it especially if your running haloded out of the same folder.
  15. Well, Roadhog made a script one time to run the server through a .bat file! and it included like something=bloody port=xxxx path=...... and some other stuff too. Do you know how to make that?
  16. yeah, def have to be weary with the Wine and its setup. what are the exact arguments you are utilizing
  17. No, it's the right name. I'm using VNC with Ubuntu trying to get it to work.
  18. Did you change the sv_name inside the other txt file?
  19. Now, about that. I tried that last night and got another server going, but it won't change the server name. I did change the in it.txt too. Please help. Thanks very much!
  20. Multiple Servers This guide will show you how on a single computer how to run multiple instances of the Halo Dedicated Server Software with Gandanur. Command Line Arguments haloceded.exe -argument [option] Example: haloceded.exe -exec c:\haloCE\init.txt -path C:\haloCE\variants -IP -port 2322 -? : Displays a list of all arguments. -exec : Specify which init.txt file to use for this instance of the dedicated server. The name of this file can be any name. -cpu : When using a multi-processor computer (SMP) server, it is possible to instruct Halo Dedicated Server to run on a specific CPU. To do so, use the –cpu n command line argument (where n is a given CPU, 0 being the first one). -path : Sets the default path to the Gametypes and the log file location. The default is C:\My Documents\My Games\Halo CE\savegames. -port : Different instances must, obviously, use different ports. -port is used to specify the port for the instance being launched. If a port is not specified the server will automatically choose an open port though the chosen port is not reported. -ip x.x.x.x : Server IP address used when you have multiple IP addresses and wish to bind the server to a specific IP address. If this command is omitted in servers running multiple IP addressess the the Halo Server will answer on all IPs. Running Multiple Servers The Halo PC & CE Dedicated Server supports multiple instances running on one computer. The maximum number of instances that can be run on a server is 8. When running multiple instances, each instance should use its own init.txt file and unless you desire it should have its own path for gametypes and log files. (See next section to learn how to relocate log files and custom gametype files.) Here is an example on how to run multiple instances, assuming the Halo PC & CE Dedicated Server is installed in the C:\HaloPC and C:\HaloCE folder: Instance 1: C:\HaloPC\haloded.exe -exec C:\halopc\init1.txt -cpu 0 -path C:\HaloPC\variants1 -port 2307 Instance 2: C:\HaloPC\haloded.exe -exec C:\halopc\init2.txt -cpu 1 -path C:\HaloPC\variants2 -port 2305 Instance 3: C:\HaloCE\haloceded.exe -exec C:\haloce\init6.txt -cpu 0 -path C:\HaloCE\variants3 -port 2312 Instance 4: C:\HaloCE\haloceded.exe -exec C:\haloce\init9.txt -cpu 1 -path C:\HaloCE\variants4 -port 2313 Another example is if you want to create a local directory (here called LocalDir) where the halo(ce)ded.exe is located: C:\HaloCE\haloceded.exe -path .\LocalDir -port 2313 Relocating Custom gametypes/log file folders Adding this argument to the startup of the Halo CE Dedicated server: -path C:\haloCE\variants1 It will tell the server to look in the C:\haloCE\variants1 for the \savegames folder that contains your custom gametypes. If enabled the log file will also be written to the same path. This is particularly useful for remote access to dedicated servers since the C:\My Documents\My Games\Halo CE\savegames will be determined by the account the server is running under. It is also required when you wish to run multiple instances of the dedicated server each with their own custom gametypes. Yes it says Gandanur (mostly I wrote the instructions for it), but this is the generic usage for the dedi software overall.
  21. Today i decided to take a break from looking at code, and figured i'd do some mapping. This information isn't 100% I'm hoping as a we can pool together and this will at least be a good start. Preface in order to see the contents of the file, you're going to have to decompress the file. I used CEAFlate for this: Once you have decompressed the file, you will be able to see the contents. A few things to note about the format. Strings appear to be fixed length, and NOT null terminated. The file is little endian, and most of it is human readable. By the looks of it, it appears as though it might actually be broken down into a script style syntax. The s3dpak format from the little bit of digging i have done, I have looked into mostly multiplayer maps for sake of simplicity. I will look further into multiplayer maps; however, the hope is if we get the general gist of how things work. We can figure out more complex single player files as we go. The header: Since strings aren't a fixed size, the header also isn't a fixed size. The header consists of a few entry points for data. for multiplayer it seems common to see these TexturesInfo: Contains information about the textures (never would of guessed) the next one actually isn't labeled (string with length 0 for w.e reason): it points to the beginning of the scene data "mapname".lg: points to the data directly after scene data. I'm not sure what this means yet, i'm ASSUMING light groups "mapname".data "mapname".cdt I'm hoping together we can figure out the .lg, .data, and .cdt. I'm going to keep poking around. for campaign, it appears as though there can be many things, like lines in different languages, and objects and such. it seems like they follow the same format though. I think of this as an glossary in a sense. header structure: it seems as though most of the data follows a pattern. The beginning of most (at least multiplayer levels) seems to be as follows: int item_count: how many items are present in the block (the first one is how many objects are in the header) int offset: pointer to the data it's referencing (for the first item, it will also be the size of the header) int len_of_data: length of the data being referenced int length_of_string: length of the string following directly after char[length_of_string]: label for the data after this, it appears to repeat; however, from here forward there is 8 bytes of "padding" between the item_count and the offset. TexturesInfo: Textures info comes right after the header. more testing is to be done here, but it appears as though: int: length of the string string: label 3 unknown sets of integers = 0, 0, 0 3 unknown sets of integers = 1, 1, 1 integer unknown = 0 the weird thing is when I edit these parameters, it doesn't seem to change much of anything, so im having trouble figuring it out SceneData: The scene data is the pointer without a label. int length_of_scene_data: this encompasses ALL of the scene data, where as len_of_data is for the block (which may be a part of scene data) and it appears as though there can be many different things that go in here for example: Textures = [.."example",.."example_2",.] SoundData = [.."example",.."example_2",.] Templates, Scene, SceneCDT, SceneSM...etc What these things mean im not sure; however, some of them seem pretty straight forward. this is a start. Most of this looks like it should decompile into a script like format tbh. it looks like lists, declarations, and functions. It's 4 in the morning though. I should prolly think about sleep. EDIT: lol, so it turns out there are text documents sprinkled in. packed as is for example here is the "scene data" from beavercreek: litterally just copy and pasted the scene data into a new hex file, and saved it as .txt I realized what was going on when I saw the ascii tabs, and newlines I think I can unpack these files now. I might write a python script later
  22. Hello, I was curious what all I need to run multiple instances on a VPS server. I've done it before, but I forgot how I did it actually. I think you make like a file and put some stuff in it like something=bloody and other stuff also. I forgot what all needed to be in the file. Someone please help! Thank you so much!
  23. put ceaflate and desired files to decompress in the same folder, and you can use this bat file to decompress in a batch (remove /r to only do current directory, and not subdirectories) FOR /r %%i IN (*.*) DO ceaflate d "%%i" "%%i_decompressed"
  24. Radium now has a more up to date github repo. Just did a bunch of house keeping. Renamed a bunch of files, and reorganized. I wouldn't recommend downloading it, still not 100% functional; however, if you want to follow along. You can watch the repo: https://github.com/Zatarita/Radium
  25. I know @aLTis ported maps into VRChat which uses Unity
  26. GOOD
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