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Tucker933

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  1. Tucker933 liked a post in a topic by Puddin in "AWW YEAH" Thread   
    My oldest boy has completed his High School requirements. Achieving a 3.9649 gpa. Woot.
    Aaand 1 more day until summer break for other son. woot woot.
     
     
  2. Tucker933 liked a post in a topic by SBBMichelle in Compressing Animation Data to save Tagspace   
    Someone asked me how to do it today because they were running out of tagspace, I thought I might as well explain it in a video so more people can use this knowledge.
     
    If you get problems with characters looking weird and broken, you will need to figure out what animation is broken and replace it in the same was as I added the two animations that didn't want to import before.
  3. Tucker933 liked a post in a topic by msalerno in Chimera (build 49)   
    Subscribed. I'd like to know what you can't do with HAC2 installed? There's a difference between "interfere with" and "being replaced by".
     
    I do know that if you offer map downloading, I would be happy to be the repo (or one of many) for it. Served by gigabit fiber in the US, and the potential of adding an Ireland repo, or anywhere else Amazon sells instances, I'd be happy to help. The one thing I ask is that we come up with a way to do it with redundancy and fault tolerance. I would be happy to provide all servers required for this.
     
    My current repo is 3249 maps. at about 85GB zipped, and would also be happy to support 7zip or whatever compression you see fit to use. I have another 2000 maps or so that I haven't put up yet.
     
    Disk space is not a problem for me.
     
    HAC2 support will never go away, I suspect there are plenty of players out there that don't even realize they have HAC2 installed, as it's been bundled with a Spanish-version of Halo CE somewhere along the way
     
     
  4. Tucker933 liked a post in a topic by Kavawuvi in Chimera (build 49)   
    Sorry for the month+ long thing of radio silence. I'm still working on this project, and I have plenty of plans. I'll go more into detail as things progress.
     
    Anyway, I do have some news, but you guys may or may not take it very well. This is quoted directly from the Chimera Discord:
     
     
    Basically, supporting HAC2 comes with benefits and drawbacks. On one hand, it's the most popular mod out there. On the other hand, there are some things I can't do with Chimera if I want most of Chimera's features to work with HAC2.
     
    If anyone has any questions or wishes to discuss this with me, feel free to do so in this topic. There is also a poll in the Chimera discord.
  5. Tucker933 liked a post in a topic by Sven in Woke New World   
    You've 'seen it', you've heard of the concept, maybe you're a professed victim of it. It's the hot button social issue™, so you'd better have an opinion!
     
    I remember when it was a niche term, something I'd seen on tumblr or repeated by some acquaintances. Not any more. You can't walk without stepping in cultural appropriation. Strange how the internet comes to haunt us all.
     
    Personally, I'm a little hesitant to abide by it. When I was in the US, I was always a bleeding heart lefty, but something about the concept just feels off. Wrong. Divisive & disingenuous. It makes all of the light in the world feel dull and untouchable, if led to its logical conclusion (And what is that? Is speaking another language cultural appropriation?). Employed in an argument, it shuts down all dissent because, often, the person arguing against it doesn't have the requisite lack of privilege to have a voice in certain left wing Anglosphere circles. 
    I'm a TCK (Third Cultural Kid). The moniker is clumsy, but it gets the point across. I didn't grow up monoculturally. The idea of barring culture to those who aren't part of it, to me, is beyond idiotic. My entire life has been framed by cultural differences! Blending and bleeding of culture is a natural process, as it has been for the entire time human beings have existed on Earth. Grod appropriated Thag's fire, then went over to Bik-lik's place and appropriated cave painting. 'Cultural appropriation' is part of how we learn, as a species and individually. An observer can only get so much. 
     
    I don't know why I'm poking (r: kicking) the hornet's nest with this one, but if we don't talk about our social policing, what's the point of anything?
     
     
  6. Tucker933 liked a post in a topic by Kavawuvi in Hidrofagia 0.6 Release (Beta)   
    I wanted to wait until the end of the competition to post this. I'm hoping this constructive criticism will be helpful for when you make 0.7 or whatever you call the next version.
    For your original post, you should write your original post in proper grammar and spelling. If you can't write in English very well, have someone else write it for you. A well-formatted post leaves a much better impression.
      Make buildings look unique. Right now every building looks the same and has the same concrete texture, and this makes it easy for me to get lost.
      Add proper windows. I see a bunch of buildings that have indentations where there should be windows.
      Please don't spawn players in a (nearly) inescapable room. I had to use a few tricks to jump out of the window and get to the street without dying from fall damage. If you want people to be able to explore your map, spawn them on the ground and let them run around freely. Even if there's nothing to do, there is even less  to do when the player is trapped in a room. 
      For stairs, make the stairsteps smaller or add some sort of invisible collision so the player can climb the stairs without having to be impeded by them. This is the same thing for when you're going from the street to the sidewalk. You don't jump in real life to get from the street to the sidewalk, so you shouldn't do it in a game.
      Add some detail. I'd have liked to see park benches or trees where you have grass. Flat grassy areas look super boring. Also, in the buildings you can enter, you could add some objects that can make rooms look somewhat interesting. As for roads, put parked cars. You could also add trash cans and other props.
      Add lighting in buildings that lack it. Some places are difficult to see because of darkness.
      I can see where the city cuts off into the void. Try surrounding your city with buildings or land to occlude the edge of the map in some way.
      I see a few instances of roads that have roads on top of them, and while this is fine, the roads above these roads are being supported by walls which block the road below. Roads are supposed to go somewhere and not directly into walls. Plus there is road in between each wall.
      I know you said it's an empty map, but I didn't realize just how empty it was. Your choice to make this version "0.6" has left me a little puzzled, as this implies that there's a significant amount of progress.
     
    Otherwise, I do see potential in this map and I wish you the best of luck when you complete it.
     
  7. Tucker933 liked a post in a topic by SBBMichelle in Church Map Study   
    Church is a fairly well known map. A big part of this is it's solid atmosphere and visuals. This is probably the CE map with the most precise lighting and visual texture depth. That is in part due to how the map achieves it's lighting.
     

     
    The map achieves it's lighting through a mix of ambient lighting in the lightmap, and a whole lot of dynamic lights that light the environment in real time. One advantage of these dynamic lights is that they are per pixel lit based on the direction of a surface. This means that special effects bitmaps like normal (bump) maps affect how this lighting is projected on each surface. But also accurate per polygon lighting on dynamic objects like players, weapons, vehicles, scenery, etc. Note how the textures without the dynamic lights still have a lot of depth. The darkness in the creases of these bricks helps highlight the projected lighting better and gives the image more contrast.
     

     
    It's shaders were composed with the final lighting in mind. There is effects like cubemaps based on the room you are actually in at work here. And the reflectiveness is tuned for how the player would except the surface to reflect. This room for instance completely falls apart when you take away it's dynamic lighting, it's reflection is over bright and more obviously fake. This shows how important it is to get your lighting right and then set up your shaders.
     
    https://i.imgur.com/8ibSVJx.gifv 

     
    Some rooms also have light that slightly flickers in an inconsistent pattern for an ominous effect.
     

     
    Also note how the ground in this room is a more soft material, part of this is achieved by adding less shadowing to the base texture.
     
    Church shows really well what the vanilla engine is capable of in terms of interior lighting. But it also shows one of it's slight downfalls. This map while looking pretty and having loads of depth also is one of the more demanding maps. All these lighting effects have to be calculated in real time, which for some non-modern PCs can be too much to handle.
     
    --------------------------------
     
    I decided to write this up when today I had a bit of a sudden realization as to why this map looks the way it does. It has just always been so well composed that I never really put thought into it.
  8. Tucker933 liked a post in a topic by EmmanuelCD in HNH Episode 2 Release   
    Ready, I already added credits
  9. EmmanuelCD liked a post in a topic by Tucker933 in HNH Episode 2 Release   
    Nice; these are your assets as well?
  10. Kavawuvi liked a post in a topic by Tucker933 in 2018 Map Competition - VOTING   
    All votes validated!
     
    @SBBMichelle is our ultimate winnar with Hornet's Nest! Congrats! Email goes out sometime tomorrow.
    @PopeTX28 came in 2nd with Brumal. What a disappointment to his family.
    @aLTis placed 3rd with Epicenter, winning @Kavawuvi's heart and his raffle ticket.
     
    Thanks everyone for entering and voting!
  11. Kavawuvi liked a post in a topic by Tucker933 in 2018 Map Competition - VOTING   
    All votes validated!
     
    @SBBMichelle is our ultimate winnar with Hornet's Nest! Congrats! Email goes out sometime tomorrow.
    @PopeTX28 came in 2nd with Brumal. What a disappointment to his family.
    @aLTis placed 3rd with Epicenter, winning @Kavawuvi's heart and his raffle ticket.
     
    Thanks everyone for entering and voting!
  12. Kavawuvi liked a post in a topic by Tucker933 in 2018 Map Competition - VOTING   
    All votes validated!
     
    @SBBMichelle is our ultimate winnar with Hornet's Nest! Congrats! Email goes out sometime tomorrow.
    @PopeTX28 came in 2nd with Brumal. What a disappointment to his family.
    @aLTis placed 3rd with Epicenter, winning @Kavawuvi's heart and his raffle ticket.
     
    Thanks everyone for entering and voting!
  13. Tucker933 liked a post in a topic by SBBMichelle in Hornet's Nest v0.1.1   
    Finally am allowed to do this minor update:
     
    https://drive.google.com/open?id=1StGxaknpW5iY2uJ108QN04XrbuaVNGin
     
    I didn't do more because I decided to just take a rest. I'll fix some of the bigger issues and add more scenery at a later date.
  14. Kavawuvi liked a post in a topic by Tucker933 in 2018 Map Competition - VOTING   
    All votes validated!
     
    @SBBMichelle is our ultimate winnar with Hornet's Nest! Congrats! Email goes out sometime tomorrow.
    @PopeTX28 came in 2nd with Brumal. What a disappointment to his family.
    @aLTis placed 3rd with Epicenter, winning @Kavawuvi's heart and his raffle ticket.
     
    Thanks everyone for entering and voting!
  15. Tucker933 liked a post in a topic by PopeTX28 in Brumal   
    I should have made my map a giant health pack, then everyone would be happy.
  16. Tucker933 liked a post in a topic by Dragonslayer182 in Desktop Screenshots   
    Trackpoint symbol, it's a distinctive feature of Thinkpads. 
  17. PopeTX28 liked a post in a topic by Tucker933 in Brumal   
    More health packs plz.
  18. PopeTX28 liked a post in a topic by Tucker933 in Brumal   
    More health packs plz.
  19. Tucker933 liked a post in a topic by IkaBula in Back! Been a While!   
    Hi guys.
    Working 6 night weeks and running around after the kids kind of took it out of me, but I think I'm getting back into the rhythm of things.
    Looking forward to being back properly!
  20. Krazychic liked a post in a topic by Tucker933 in Currently Listening   
  21. DiSiAC liked a post in a topic by Tucker933 in 2018 Map Competition - Game Night!   
    We're going to be hosting a game night for the maps submitted to the map contest!
     
    Time: Tuesday the 15th @ 8PM EST (‎UTC-5:00)
     
    Map Pack: 512.7z
     
    Server Address: 23.92.54.3:420
  22. DiSiAC liked a post in a topic by Tucker933 in 2018 Map Competition - Game Night!   
    We're going to be hosting a game night for the maps submitted to the map contest!
     
    Time: Tuesday the 15th @ 8PM EST (‎UTC-5:00)
     
    Map Pack: 512.7z
     
    Server Address: 23.92.54.3:420
  23. DiSiAC liked a post in a topic by Tucker933 in 2018 Map Competition - Game Night!   
    We're going to be hosting a game night for the maps submitted to the map contest!
     
    Time: Tuesday the 15th @ 8PM EST (‎UTC-5:00)
     
    Map Pack: 512.7z
     
    Server Address: 23.92.54.3:420
  24. Tucker933 liked a post in a topic by killzone64 in Hornet's Nest v0.1.1   
    i'm glad i could put my architecture classes to work  i have a lot more detail geometry in the works, the final version is going to be that much better.
  25. DiSiAC liked a post in a topic by Tucker933 in 2018 Map Competition - Game Night!   
    We're going to be hosting a game night for the maps submitted to the map contest!
     
    Time: Tuesday the 15th @ 8PM EST (‎UTC-5:00)
     
    Map Pack: 512.7z
     
    Server Address: 23.92.54.3:420