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Takka933 liked a post in a topic by Kavawuvi in Hosting Halo PC with 32 Player Slots
It's obviously fake. Do NOT do it.
Here's why it's fake: Halo allocates a fixed amount of memory for players and player machines. Because they only allocate exactly enough for 16 players and player machines, you'd need a heavily modified server AND client for it. Such things do not exist (to my knowledge), and if they did, I doubt you'd find 31 other people with it.
Even if it wasn't fake, there aren't any maps that would be good with 32 players, let alone even work with them. Most stock maps would run out of spawns, so you can kiss your dreams of 32-player Chiron TL34 or Blood Gulch goodbye here. And no, meme maps like Coldsnap and Extinction won't work with 32 players either. The only reason these maps are large is because they have vast amounts of empty, useless space. As a result, these maps end up being terrible even with 16 players. Bigass won't be good, either. It may be big, but most of the terrain is just empty and hilly. People will just crowd the bases, assuming there are even enough spawns for 32 players.
Personally, I think it's a bad idea and that you will obviously get ripped off if you do it. But if you want to foolishly throw money away for a service that they cannot give you, go right ahead. Be my guest. At least when you complain that it doesn't work, it'll be on the Internet and people will know to stay away from them in the future. Or, of course, you did the smart thing of not doing any business with them.
Takka933 liked a post in a topic by Kavawuvi in Serpent 2.1.0
Serpent is a tool that provides an alternative scripting syntax for users to use. The script can be then be converted into a .HSC script and put into a map.
Here is a sample script:
global string hello_world = "hello world" startup start developer_mode = 127 if (4 + 1) > 4 print(hello_world) print("5 is greater than 4!") elseif 5 / 0 print("wait, what?") end end This script is then converted into HSC's Lisp format. To keep size down, the amount of whitespace characters are kept to a minimum. This produces an unreadable blob of data like this:
(global string hello_world "hello world")(script startup start (set developer_mode 127)(if (> (+ 4 1)4)(begin (print hello_world)(print "5 is greater than 4!"))(if (/ 5 0)(print "wait, what?")))) Documentation
Here is a link to the readme:
Python 3.7 (or newer)
Windows and macOS users can get it from the Python website. Linux users likely already have it (try running python3), but if not, you can probably get it from your package manager.
Halo Editing Kit
To put a script into a map, you will need Sapien and tool.exe.
I also recommend getting Mo's Editing Kit. It's probably not required, but Guerilla sucks, so it might as well be.
Serpent (2.1.0): serpent-2.1.0.zip
Serpent (2.1.0 - GitHub): https://github.com/Kavawuvi/serpent/tree/2.1.0
Serpent (Unstable - GitHub): https://github.com/Kavawuvi/serpent
Takka933 liked a post in a topic by EmmanuelCD in Shipment 2552 (Release)
A recreation of the Shipment map from Call of Duty 4 Modern Warfare
A small port in a distant planet, ideal for 2-8 players
Ideal for fast matches
Suggested 2-8 players
MAX 8 PLAYERS
RECOMENDED 4 PLAYERS
-King of the Hill
-Capture the Flag
Does not Support
+ Shadowmods crew for Testing
+ Infinite Ward for Original Layout
The map also includes 2 easter eggs, its up to you to find them
Takka933 liked a post in a topic by blitzburns4 in Howdy. Just got back.
I've been chatting up in the discord yesterday, enjoying a few of your guys' company. (Thank you so much Tucker, Aer, Reaply, Sunstriker, Solaris and Wolf Demon for the warm welcome and the pleasant conversation) My name is Blitzburns4 and--as you can probably see from my account--I've technically had this account for quite awhile. I used to be active on Modhalo.net back in the day and really enjoyed the community there, and remembering that most of the original core members migrated to open carnage; I wanted to re-join the community and stop by to say hello. I hope that you guys won't mind me sort of jumping back in the bandwagon after I flaked out for a number of years. I still enjoy Gaming and hope to be a pleasant and contributing member of this community.
For those who don't know/remember me. Back in the day, I was a forge map-creator and modder for Halo 3. I posted my work on Modhalo and mingled with the few modders there. The maps were decent, nothing special, but I came in at the tail-end of that modding scene's life so I didn't end up doing much. My Xbox 360 RROD'ed anyways and I didn't get another and fell out activity with the community. Back at the time, I figured that I would have the opportunity to jump back into the Halo modding scene if/when the titles would migrate to PC. There were a lot of rumors circling at the time that Halo 3 port would appear on Steam, and I also figured that the community would become active again when that happened. That didn't ever pan out, real life stuff started happening, and I lost track of time with other hobbies. I never forgot how much I enjoyed the community though. I love good conversation, following other Halo modding posts, and observing the fine creations of other halo modders from this community. With that in mind I wanted to circle around. I'm also active on Starredit and Anime Planet for those who are interested in those things.
Thanks for reading, I hope to meet some of you guys soon.
Takka933 liked a post in a topic by Vaporeon in Netcode-Compatible stock maps with refined tags
I might as well post this here too.
If anyone is interested, I have put together an archive of the stock maps with the fixes contained in the refined tagset, that was started off by Moses of Egypt.
They also contain other things like better versions of the stock bitmaps taken form the xbox version of the game.
There are versions for each language that can be used with English CE if you wish.
There is no requirement for using these maps other than replacing the default stock ones.
Takka933 liked a post in a topic by AdrianSmith848 in Netcode-compatible Tutorial.map with Refined tags
I simply recompiled "tutorial.map" in multiple languages with the refined tagset. Every map are compiled with Invader and they have the same checksum. I tested them and they are "netcode-compatible" between them.
Just place them in the "maps" folder located in the root directory of the game.
Takka933 liked a post in a topic by Zetren in The Halo CE Ultimate Enhancement Guide. Updated 07/02/18
@Vaporeon's join-compatible Refined multiplayer maps have been updated from r8 to r9 to use better quality xbox bitmaps with less compression artifacts
Takka933 liked a post in a topic by Kavawuvi in How to Disable Scripts in Eschaton
Download Sparky's Plugins (if you don't already have it). Select the scenario tag. Make sure Sparky's Plugins is selected. Go through each script in Scripts. Change each script's script type to Static or Dormant. Either of these will prevent the script from automatically executing unless called by another script, which you prevented from executing, too.
An alternative is to open the map in a hex editor and change the script count to 0, but if you aren't sure how to use a hex editor, the other method works, too, though it will be pretty tedious.
Takka933 liked a post in a topic by Ryx in Christmas Creek
Can we talk about how horrible of a design that was? Yeah, let's put the flamethrower on ThE LARGEST MAP in the game but give the person on a balcony overlooking the entire map a OHKO area effect.
this is tongue-in-cheek, I realize that it is useful for controlling the caves. but still, wtf
Takka933 liked a post in a topic by Caesar in Christmas Creek
Christmas Creek (2016)
Christmas Creek is a winter/christmas themed Battle Creek mod that I made originally somewhere late-2016 (I didn't actually make the christmas deadline) which I never finished and thus never released. But in the light of Apple phasing out 32-bit support later this year, killing Halo on newer systems, I wanted to finish up some of the stuff that I've had around for years and release it in the coming months. So here it is.
-Winter themed map, got the snowz and the treez.
-Christmas presents (I gave up on decorations)
-Snowball grenades (originally by CMM, modified by me)
-Health packs that are now presents
-Some extra teles hidden around but nothing too crazy
The map's weapons are pretty much vanilla with the exception that I changed the rocket launcher spawn to a flame thrower, all grenades are now snowballs and the shotgun has infinite ammo (because I like the Shotty Creek servers and I also can't be arsed to undo it at this point). There's not really much else to say about, so enjoy!
PC/UB/MD Download Here
Takka933 liked a post in a topic by Kavawuvi in Dark Circlet
The survey closed a few days ago. Here are the results:
Most people who responded were on Windows, most of which were on Windows 10. No surprise.
11% of people who responded were on Linux, with Arch Linux and Ubuntu being the most popular distributions.
No Mac users were recorded. This was not very surprising.
Most people who responded had at least 8 GB of RAM, with most people using 16 GB or more RAM. This did surprise me a bit, though I imagine if there was a larger sample size, the results would be different.
Dark Circlet requires 4 GB of RAM. It can and will use more memory than Halo, but this will make it faster (faster loading times). In most cases, people who had less than 4 GB of RAM did not meet the required OpenGL version. I'm fairly confident this is a safe assumption for most users with less than 4 GB of RAM.
Here's another graph to show you supported vs. unsupported:
Dark Circlet requires OpenGL 4.3, and most people exceeded this. Most people who were on OpenGL 4.3 as a maximum were on Haswell Intel graphics, and nearly everyone who was on a discrete GPU met the requirements. People who were on 3.3 or older were on either old integrated graphics, 4000 series Radeon HD, or old Nvidia cards such as the 8 series.
Thanks for responding. This has helped me in finding what people use.
Takka933 liked a post in a topic by giraffe in Change Weapon Strength
You are loading the script through event_start, I assume.
If so, you can change OnScriptLoad function to this:
function OnScriptLoad() register_callback(cb['EVENT_GAME_START'], "OnGameStart") register_callback(cb['EVENT_GAME_END'], "OnGameEnd") OnGameStart() end
Takka933 liked a post in a topic by Vic Firth in Spawn Items inside Weapons Locker on Bigass Final
Also @Takka933 Thank you for you killer mod Phoenix 3! I really enjoy hosting it on my server!
Hey @Takka933 Sorry to keep on bothering you, I spoke to altis and he told me that there was no script and I should be using events. The thing is, that is where my struggle is. I feel like I pretty much understand events, and have been using them a lot, but I still can't get items like healthpacks and trip mine drops to spawn correctly.
Basically I want to be able to spawn a healthpack or tripmine and have it just stay there until someone picks it up. However, every time I make an event to spawn an item such as a health pack, it will stay there for a few seconds and then disappear. I have been pouring through the SAPP manual, trying tons of different versions of events, and even crashing my server multiple times. I am sure its something simple that I am missing, I can't seem to figure it out. Is there any way you could help me?