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  1. I'm glad you like it. Lots of people like @Tucker933 felt similarly; he's been playing the game with the 30 FPS cap on for all this time. I spent those years just biting the bullet and dealing with it with the frame rate unlocked. Actually, I've been approached at least once before to help fix up Halo 2 Vista. My response has always been that I don't know enough about Halo 2 Vista to pull off the same thing. I'd also have to buy the game, too, and also come up with a way to inject my code into Halo 2. The amount of time required to do this for how few people are playing it just seems more trouble than it's worth. If you must know, I've been dicking around with Halo PC since I was in elementary school. While I can no doubt take my previous knowledge and apply it to Halo 2 Vista, I do not know how long it'd take, as I don't have the virtually unlimited free time I had back then. I don't know what state its be in when I'm done if it'll even have a community. With how I did interpolation, I was lucky that Halo CE was written in such a way that it wasn't hard to implement, relatively speaking. In fact, it's entirely possible it could be applied to the source code.
  2. I forgot to mention that with Chimera's lua scripting, if you create a folder called chimera_lua in your -path folder (by default, the My Games\Halo CE folder), then you can put Lua scripts in here without having to insert them into your map. The filename is the same as the map name, but instead it ends with .lua. Note that if Chimera detects a script in here, then it will load this instead of the script in the map file. There's also an unlisted command, chimera_reload_lua, which can be used to reload the Lua script without the need to reload the map.
  3. Yes. Not at the moment. Currently I'm only working with one group for testing the server stuff, and this is because of the nature of how these updates work. If you need to know what's going on, I'm currently working on getting vehicles going. Controlling the vehicles is smooth as butter and has little to no warping whatsoever - a great improvement over stock Halo. However, vehicles other players are controlling are a little worse than stock aside from the fact that they don't warp now. There's a bit of jitteryness going on, mainly. As for bipeds, they're much better than stock aside from slight jitters that may happen on occasion, and this is mostly mitigated by interpolation. Player control feels exactly or close to exactly like hosting the game yourself in LAN, except now you have analog movement if you decide to use a controller. You can do tricks like nade jumping and you'll be fine as long as you have a decent connection.
  4. If anyone wants to play around with the current version of the Lua scripting thing I wrote for Chimera, here's what you'll need: Chimera build -363 (to be able to use Lua scripts): chimera build -363.7z Lua API information: https://docs.google.com/document/d/1noKt8eTJE_8ozxT_RSbBYx2PPciw5hYOdxLgTm9fSyM/ (note that this is updated as I add functions and by the time you download -363, you will most likely have an outdated version of the Lua scripting API) chimera_ltool.exe (for inserting Lua scripts into map files): chimera_ltool.7z If you want some example maps: boardingaction_grav_6.7z (Boarding Action with reduced gravity between the ships, as well as gravity that pulls towards the ships rather than just straight down) set_callback("tick","OnTick") clua_version = 1.0 abs = math.abs MIDDLE = 10 DISTANCE = 9 function OnTick() for i=0,2047 do local object = get_object(i) if object then local x_coord = read_f32(object + 0xA0) local velocity = read_f32(object + 0x70) local z_coord = read_f32(object + 0xA8) if x_coord > MIDDLE - DISTANCE and x_coord < MIDDLE + DISTANCE and z_coord > -6.0 and velocity ~= 0.0 then local difference = abs(MIDDLE - x_coord) local scale = (1 - (difference / DISTANCE)) * 0.85 + 0.15 if difference < DISTANCE * 0.15 then scale = 0.95 end local grav_scale = 1.0 if read_u16(object + 0xB4) == 5 then local tag_data = read_u32(get_tag(read_u32(object)) + 0x14) grav_scale = read_f32(tag_data + 0x1CC) end if z_coord > 10.0 and velocity > -0.01 then scale = scale * (20.0 - z_coord)/20 if scale < -0.15 then scale = -0.15 end end write_f32(object + 0x70, velocity + 0.003665 * scale * grav_scale) if difference > 2.0 then local x_velocity = read_f32(object + 0x68) local x_scale = (1 - (difference / DISTANCE)) * 0.85 - 0.15 if x_scale < 0 then x_scale = 0 elseif x_coord < MIDDLE then x_scale = x_scale * -1 end write_f32(object + 0x68, read_f32(object + 0x68) + x_scale * 0.003665 * grav_scale) end end end end end pacmanthing_1.7z (a Pac-Man maze where the hallway in the middle maintains relative position and momentum when an object crosses it) set_callback("pretick","OnTick") clua_version = 1.0 SIDE_A = 59.988 SIDE_B = 80.388 DIFF = math.abs(SIDE_B - SIDE_A) function OnTick() for i=0,2047 do local object = get_object(i) if object then local otype = read_u16(object + 0xB4) local owner = read_u32(object + 0x11C) if otype < 6 and owner == 0xFFFFFFFF then local x = read_f32(object + 0x5C) if x < SIDE_A then write_f32(object + 0x5C, x + DIFF) elseif x > SIDE_B then write_f32(object + 0x5C, x - DIFF) end end end end end
  5. You could write a SAPP script to change these values in Halo's tag data, but what I'd do is open ratrace.map in Spark Edit, go to the frag grenade that you want to remove, then either move it below the map or delete it. You can change the respawn timer using a modding tool such as Eschaton. This is another thing that can be solved using Eschaton. Go to the cyborg_mp biped tag, go into the biped flags (it's a bitmask32 value in Eschaton) then enable the "Passes through other bipeds" flag.
  6. That's not what nitpicking means, as it would have meant I found errors in your sentence, which I acknowledged that some outlets do run on 110 V, but most are 120 V with some outlets being 240 V. And no, it's not exact. I get about 121 V from the wall typically.
  7. 220/240 V outlets are used in the US, but those are usually for larger appliances like dryers and refrigerators and they use a different socket. Voltage in the US is actually typically around 120 V. Some still get 110 V, but devices should tolerate either.
  8. For compiling, you can compile the Lua script if you want to, but it's not required to insert into a map. To compile, you'll need to run luac on your Lua script. While there are several advantages for doing so (slightly shorter load times and prevent users from tampering with your script), your script will only work for the Lua version and architecture you used with luac. For more information, check here: https://www.lua.org/manual/5.3/luac.html For loading it into a map file, the Lua script can be inserted into the map file using a tool I wrote, or it can be loaded if it's found in the chimera_lua folder. The latter part is useful for testing.
  9. Chimera's Lua scripting functionality is currently limited in terms of callbacks, but you do have full access to reading and writing to Halo's virtual memory like SAPP, thus you can edit tag data. https://docs.google.com/document/d/1noKt8eTJE_8ozxT_RSbBYx2PPciw5hYOdxLgTm9fSyM/ aLTis has been the only person who has directly tested this, and he was able to do things like sync bipeds (he used console messages and rcon for this) as well as adding HUD swaying when walking.
  10. Chimera's Lua scripting isn't the same as SAPP scripting, but I suppose you could swap FP models. And yes, only alpha builds will have Lua scripting until it's stabilized.
  11. For the time being I had to remove it due to it crashing on certain weapons on certain maps when certain things happened.
  12. Someone gave me an address to where the FP model stuff is used and I mapped it out. It does use a different type of rotation, but MosesOfEgypt showed me the function for handling this with his FPS animation changer from his Python-based MEK and I converted it to C++ code and it works like a charm. What do you mean?
  13. It's for stock maps, and the sniper rifle scope has a buggy scope because it implements multitexture overlays poorly. This disables MOs completely, which can break maps that properly use them. I tried fixing that to the best I can a while back. On the latest version, it usually isn't in 30 FPS, but it can happen. Also, thanks.