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Kavawuvi

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Everything posted by Kavawuvi

  1. Sorry there hasn't been any recent update on this mod posted here. I've been working pretty hard on it for the past few days on releasing a version 1.0. Version 1.0 of Chimera is a nearly complete rewrite and is going to take a while to complete. Here’s a little FAQ that should detail what is being done. What is planned for this release? I’m planning on adding everything from previous versions as well as adding new features. Some things will also be improved, too. I also want to get started on multiplayer enhancements. What is done right now? Right now, there aren’t very many features in the 1.0 source code, but I’m working as fast as I can on fixing this. Here is what is done at the time of this post: Enhancements chimera_disable_buffering – Disable buffering, potentially improving input lag (added 2018-06-11) chimera_enable_console – Enable the console (added 2018-06-14) Fixes chimera_fix_auto_center – Fix or disable auto centering (added 2018-06-12) Mouse chimera_block_mouse_acceleration – Disable Halo’s mouse acceleration (added 2018-06-11) chimera_mouse_sensitivity – Set mouse sensitivity granularly (added 2018-06-11) Visuals chimera_block_gametype_rules* – Don’t show gametype rules upon joining (added 2018-06-11) chimera_block_hold_f1* – Don’t show the “Hold F1 for score” message upon joining (added 2018-06-11) chimera_block_loading_screen – Don’t show loading screens except when needed (added 2018-06-11) chimera_fov – Set vertical or horizontal FOV (added 2018-06-17) chimera_interpolate – Make movement appear smoother (added 2018-06-15) chimera_interpolate_velocity – Use velocity-based interpolation (added 2018-06-15) chimera_potato* – Wreck Halo’s graphics to get more FPS (added 2018-06-11) chimera_uncap_cinematic – Get or set whether to uncap Halo’s frame rate in cutscenes (added 2018-06-14) *brand-new feature Multiplayer enhancements? This includes removal of warp as well as improvements to hit registration. I’ve already done some of these enhancements, but this mod is only available on select Good Maps Ya Fucks servers and uses a much older version of Chimera. Do the enhancements work with SAPP? Presently, it does require SAPP to load them, but I cannot guarantee this in the future due to SAPP being closed source and Chimera being open source. More information will be available whenever I come up with it. For now, I'm not focusing on this portion of the mod. When will this be released? I don't know. I will be releasing early builds of it from time to time in here, though. Some of these builds will not be released on the Chimera Discord, thus you will have to come here to get them.
  2. (Icon is by SteamFox) Chimera is a mod that adds additional functionality to Halo Custom Edition. Features: Enables player_magnetism without requiring HAC2 or devmode Fixes descoping issues in multiplayer servers Fixes aim assist, enabling it for both the movement and aiming versus just aiming (chimera_magnetism) Adds diagonals to analog input when in multiplayer servers (chimera_diagonals) Mimic's Xbox's automatic uncrouching when using analog input (chimera_auto_uncrouch) Enable anisotropic filtering without using config.txt (chimera_af) Override HUD with splitscreen HUD (chimera_split_screen) Allow video input to continue playing even when tabbed out (chimera_tab_out_video) Disable multitexture overlays (chimera_block_mo) Disable multiplayer map fade transition (chimera_skip_loading) Disable zoom blur and pixelation (chimera_block_zoom_blur) Make objects' movements appear much smoother to take advantage of higher framerates (chimera_interpolate) Allow mouse users a more granular sensitivity control (chimera_sens_mouse_<h/v>) Set deadzones for controllers (chimera_deadzone_looking and chimera_deadzone_movement) Show budget information for map developers (chimera_budget) Disable the 30 FPS lock in cutscenes (chimera_uncap_cinematic) Throttle your frame rate to a set frame rate (chimera_throttle_fps) Prevent your vehicle from aiming for you (chimera_block_vehicle_camera_leveling) Fix the scope when scoped (chimera_widescreen_scope_mask - requires HAC2 widescreen fix) * This feature requires Halo Custom Edition to function properly. Cyan features are enabled by default without user input. Green features are disabled by default and require use of the console to enable them. Use the chimera command to list commands. Download (build 49): chimera build 49.7z Source code (GitHub): https://github.com/Halogen002/Chimera/tree/master There is also a Discord server: https://discord.gg/ZwQeBE2 FAQ Very frequently do people ask me the same questions about Chimera, so here’s a little FAQ about it. How do I install Chimera? Place chimera.dll into your controls folder. What OS do I need? Windows 7 or newer OR Linux with Wine 3.0 or later. Older versions of Windows or Wine may work, but they are unsupported. If you are on an unsupported operating system, do not submit bug reports. Is there a list of commands? All commands are listed in the help menus using the chimera command. Is Chimera compatible with HAC2 and Open Sauce? Yes. Is Chimera compatible with HaloMD? No. Will Chimera be integrated with HAC2 or Open Sauce? No. What levels of interpolation do what? This graph details what levels do what: Note: Off is 0, Velocity is 1, Low is 3, Medium is 6, High is 8, Ultra is 9. Ultra has the same level of interpolation as High, but no distance check optimization is in place. Will interpolation work on frame rates higher than 60 FPS? Yes. Objects are jittery with interpolation on. Here is what I'd do: First of all, if you're not using the latest version of Chimera, install this. If you have vSync turned on, try turning it off. vSync causes poor frame pacing in Halo and can result in dropped frames even on fast hardware. If you need to throttle your framerate, use chimera_throttle_fps 240. If you need to play without tearing, use HAC2's borderless window feature (play in -window and set resolution to Windows's resolution). Using -vidmode always enables vSync. If you're getting bad performance (lag spikes or average frame rate dropping below refresh rate), turn your interpolation setting down. It's likely your PC cannot keep up. I recommend these settings if you want to use chimera_interpolate 3 or higher: If you're going to use chimera_interpolate, I recommend you have at least these specifications. These should get you chimera_interpolate 3 (low), max Halo settings (make sure you aren't locked to 30 FPS), 1080p, at approximately 60 FPS: CPU (Intel): Intel Core 2 Duo E8400 (3.0 GHz) or better CPU (AMD): AMD Athlon II X2 250 (3.0 GHz) or better Graphics (Intel): Intel HD 3000 or newer Graphics (Nvidia): NVIDIA GeForce 8600 GT or better Graphics (AMD): ATI Radeon HD 5450 or better RAM: 4 GB Note: These values are listed only for reference and are recommendations. The chimera_interpolate command does not directly utilize the GPU, nor does it use a large amount of RAM for interpolation, but your game will run better if you have enough RAM for the rest of your PC. If you're getting good performance but your interpolation setting is less than 9, try turning it up. It's possible the object in question isn't being fully interpolated. Is the retail version of Halo supported? No. Halo Custom Edition on version 1.10 is the only version supported by Chimera. Are versions of Halo earlier than 1.10 supported? No. Does Chimera work with scrim mode? Client-sided features (interpolation, anisotropic filtering, zoom blur removal, etc.) are not affected by scrim mode. However, the server-side Lua script, which includes fixes for lag and analog movement, will not function. Does Chimera automatically update or have update notifications? Currently, you are responsible for keeping Chimera up-to-date, and if there is an update, you will have to come back here to get it. Notifications are planned, however auto updating will not be included. Is Chimera open source? Yes. Why are Chimera releases slow? Chimera does not function on donations, thus development is done on a portion of my personal time. If it takes a while, it takes a while. SPV3 includes Chimera. Are you in CMT? No. Can I install Chimera on my Mac? Yes. Install Windows, buy the Windows version of the game (if you don't own it), install Halo Custom Edition 1.10, then place chimera.dll into your controls folder. I can't install Windows on my Mac. Can I still install Chimera? Yes. Simply buy a PC, install Windows on it (if Windows isn't preinstalled), buy the Windows version of the game (if you don't own it), install Halo Custom Edition 1.10, then place chimera.dll into your controls folder. Older downloads If you need an older version of Chimera, here are older versions:
  3. Yeah, and honestly, I'm not sure there will ever be a Halo FPS where Microsoft won't gimp it in some way on the PC version.
  4. Most of the time, the stuff I play on the UWP store works perfectly fine. Minecraft for Windows 10, for instance, is very fast and seems to be quite efficient, too. Halo 5 Forge is mostly stable (mostly - it's still buggy, unoptimized, and feature incomplete, and it sometimes crashes). However, other people get stuttering issues, driver crashes, application crashes, slowdowns, and the application not opening despite the PC exceeding the minimum and probably even the recommended specifications. I've even had to reinstall games before, myself, even when they were working fine minutes ago, as they'd stop opening and a restart would do nothing. And yeah, I'm also concerned that the fact it's a UWP exclusive will mean it will be dead on arrival. Not only will Halo 6 inherit all of these UWP issues, but it will be limited to Windows 10. More people are using Windows 10 than before, sure, but it's still going to greatly limit its reach.
  5. Yeah, it was a rushed port for a rushed OS. But I stand by the fact that I feel DRM and Games for Windows Live really fucked over Halo 2. I didn't see it as an attempt, either. When it came out, it was just Forge but you could play with people on your friends list. I didn't have a problem with that in itself, to be honest. Rather, I didn't see much point in it given the requirements for running it, as I doubt many people with an Xbox One would have a PC with the specifications in the game. After all, it's supposed to be something you use alongside the retail game rather than played as a game itself. Also, Halo 5 Forge was a bit crashy and laggy, the lack of an simple FOV slider was kind of dumb, and 60 FPS locks are gross.
  6. So here is their track record of Halo FPS titles on PC: Halo Combat Evolved is a buggy mess that has only one reason for its continued existence: the modding community. Halo 2 Vista was an insult to the original Xbox version of the game. Not only that, but it was plagued with DRM - something I would have expected from EA, not Microsoft. I didn't even bother getting this version of the game. Halo 5 Forge doesn't seem to have much point in existing. The rather heavy requirements limit its usage to primarily gaming PCs, and it's not even a good PC game. Also, it runs poorly and has a pretty dismal custom games browser. As for UWP, remember Quantum Broken? Or Cupstutter: Don't Deal With The Microsoft? The Steam versions were alright, but the Windows 10 Store versions were horrible. Maybe they'll get it right this time. Right now I'm pretty doubtful, and the only thing that can alleviate my doubt is a set of reviews of the PC version of this game from reliable sources.
  7. I'm really liking the art style and design of everything that was in the trailer. Also, you play on another ring? That's pretty awesome. I'm sure this could very well be the game that people have been wanting for years. Though I do have some concerns with it going on PC. The problem many people will have with this is that, on PC, it's going to be a Windows 10 Store UWP exclusive. Also, they'll probably lock vSync on and/or have a 60 FPS lock, and even if they don't, it's probably not going to run that well. Either way, Microsoft's track record of porting Halo games to the PC is rather bad, and UWP as a platform isn't much better despite being on the "best version of Windows" as Microsoft calls it. Sorry if I seem like a downer, but I personally find it difficult to be excited for this.
  8. I got this monitor a month ago to replace my older 1080p display. Having used it every day, I feel it's time to give it a review to tell you if it sucks or not. What's good about it? This monitor is a 2560x1440 (or quad HD) 60 Hz display. For what I do, this is great because I have plenty of room on my desktop, now, to read and write code. It's also pretty good for gaming, though if you do game in native 1440p, you will want a graphics card that can play games at such a resolution effectively. Also, this monitor is an IPS display. Therefore, viewing angles should be (and are) good, being rated at 178 degrees horizontal and vertical. Also, the bezel is quite small, and the monitor itself feels quite sturdy. The input options are also pretty good. You get one DisplayPort, one HDMI port, and one DVI port, and it comes with one of each cable. You can use the DisplayPort cable for your PC and the HDMI port for a console. I would have personally traded the DVI port for another DisplayPort or HDMI port, though. Also, for a 1440p IPS display, it's fairly cheap. I got this for $241 with free shipping off of Amazon. What's not so good? There are a few issues I have with this monitor that make it a little difficult to recommend. As they say, you get what you pay for. First, you will want to modify some settings in the monitor settings before you use this. Namely, you want to turn off OD (overdrive) as it causes more problems than it solves, especially in gaming. This is the only problem you can solve. For problems you can't solve, let's start off with the fact that there is no VESA mounting, so you are stuck with the stand unless you want to use some clever method of mounting it. That wouldn't be such a bad thing if the stand wasn't crap. There's no swivel and it wobbles. Next, the built-in speakers are pretty bad. In a pinch, they work and the audio quality is good enough to be listenable, but you can just buy some $15 speakers and plug those into the monitor. I would have been just as happy if they didn't add built-in speakers. Lastly, the monitor is not overclockable. Granted, this isn't something most people should care about, but it is locked at a vertical refresh rate of 60 Hz. Some reviewers claim that the monitor is overclockable, and it is true that the monitor will support (and recognize) a 75 Hz signal, and, as far as your PC is concerned, it's running at 75 Hz. However, the panel itself operates at 60 Hz and simply skips frames. You can verify it with this test. Overall This 1440p IPS monitor is pretty good despite its drawbacks, and it's cheap. However, these same drawbacks will be deal breakers to some people. Pros Good price (for 1440p IPS displays) Decent input options Small bezel Sturdy (except for the stand) Cons Crappy stand Crappy speakers No VESA mount Unoverclockable
  9. I got Xbox BSPs to export into .obj files.
  10. I'm writing this map parser for TiaraCE, though if anyone wants to use it in their programs, I'm releasing it under the MIT license. This project is written in C++. This map parser attempts to satisfy a few goals: Speed - Everything should load quickly. Although it should load faster on faster PCs, it shouldn't take too long to load on any modern PC. Therefore, I've made it important to test it on the slowest PC I have: CPU: Intel Core i3-4030U @ 1.9 GHz (Haswell Refresh) RAM: 4 GB DDR3 @ 1600 MHz Safety - When you provide a broken map to Halo, it segfaults. I think I can do better than this. In this map parser, maps should either: Not load at all, generating an exception error that the program can handle Load (if possible), but when something is wrong, generate an exception error that the program can handle Load successfully Cross platform - It must compile successfully on Windows (with Visual C++), macOS (with LLVM Clang), and Linux (with GCC). It must also function identically between platforms. Note that I am using the C++11 standard. Tag mapping - I'm mapping out all of the tag classes using data from Guerilla and Sparky's Plugins as well as any data of my own. This will allow the programmer to easily access tag data without having to search for offsets (assuming that data is mapped out). These maps are supported - Halo PC (retail and Custom Edition) OG Xbox (both compressed and decompressed) I'm also planning on including a map deprotector later down the line to handle maps that are protected. Source (GitHub): https://github.com/Halogen002/TiaraCEMapParser Here are all of the tag classes that I currently plan on mapping out:
  11. The Joy-Cons are okay. They work, and they feel pretty good for the most part aside from things being a little on the small side. I prefer the PowerA wired controller or the Switch Pro controller. Oh yeah. Apparently it's easy?
  12. The Nintendo Switch has been out for a year now, so I figured I would finally give a little review after it has been updated for a while, now. Note that I am reviewing the console in its current state, and things may change, especially at the end of this year when Nintendo makes online multiplayer a paid service. What is it? The Nintendo Switch is Nintendo’s latest home console. It’s a hybrid console that essentially mashes together aspects of Nintendo’s handheld and home consoles. Like past consoles, Nintendo does for the Nintendo Switch what Nintendo does best: innovating things that may or may not have actually needed to be innovated. Portable Console Gaming The Switch’s main selling point is that it can be played portably. While being able to play full console-like games portably isn’t anything new, Nintendo presents the Nintendo Switch in a way that still retains its identity as a home console. In a nutshell: you can take your console gaming experience with you on its 720p capacitive touch screen, or you can put the Switch in the included dock and plug it into your TV for up to 1080p output. This type of functionality provides a level of convenience that other 8th generation consoles do not bring. After all, some people may not have time to sit down in one spot in front of a TV or monitor and may need to move around, and the Nintendo Switch nicely fulfills this niche. That said, smartphones more powerful than the Tegra X1 processor inside the Nintendo Switch are a thing, so it is not like this is the first system or the most powerful system that can accomplish mobile gaming. The Nintendo Switch also has a kickstand on the back, allowing you to set the Switch on a surface. You can then detach the included wireless controllers (Joy-Cons) and/or use a wireless controller like the Nintendo Switch Pro controller to play. However, because the charging port is on the bottom of the Nintendo Switch, it won’t be possible to play this way while charging its battery if you were to set it on a regular table. Is playing portably a 1:1 experience to playing docked, though? For the most part, yes. You play the same games, and it’s a very seamless transition of just taking the console out of the dock or putting it back. However, there is some stuff that happens under the hood when you take it out. For one, the game is now limited to 720p output due to the Switch’s resolution. Also, the Switch’s GPU runs slower. Games may have to reduce their graphics a little bit. Speaking of the screen, the Nintendo Switch uses plastic. While this does make it shatter-proof, it’s not very scratch resistant. If you take good care of it, it most likely won’t get scratched, but just to be safe, you can get a pair of tempered glass screen protectors for around $8. Then, you don’t have to worry about scratches. Switch vs. Wii U One of the things the Wii U had was a tablet-like device which operated as a controller and a screen. Many games could be played this way without having to use the TV. While the Nintendo Switch does this as well, it is not tethered to a console as, this time, the tablet is the console. There is no Gamepad for the Nintendo Switch, so it’s likely we won’t see any Wii U backwards compatibility. We probably also won’t see any DS or 3DS virtual console, either, as it would be difficult to play those when docked if there is no touch screen. Due to the 16:9 aspect ratio of the Nintendo Switch, playing those games undocked may also be difficult if you still want to have the controls on the side of the Nintendo Switch. Perhaps Nintendo may change this by allowing you to connect a Wii U Gamepad or something similar, but I can’t gauge how likely this would be. The only time you’ll ever see two screens in one game is if you are playing wireless multiplayer with two Nintendo Switches. Games The Nintendo Switch has a lot of first and third party games this time around, and many of the third party games are quite good. Rocket League, for example, is a big seller on the system. Nintendo’s first party lineup is also quite strong, with a few games ported over from the Wii U and a bunch of new games made for the Switch. You also have two options for how you can use games: physical or digital. Physical games come in cartridges instead of traditional discs, similar to Nintendo’s past handheld consoles. Cartridges have the benefits of being smaller and easy to bring with you in a carry case. Of course, the most portable option is downloading the games. Nintendo will even credit you 5% what you spend on digital games on the eShop, where if you buy a physical game, you’ll only get 1% and only if that game was released in the past year. User Interface One thing I really like about the Nintendo Switch is its user interface. Everything is organized and clean, and it is very easy to navigate around it. Nintendo still uses tiles for games like they did with the 3DS and Wii U, but this time, only games or things you download are in tiles. Things like the eShop and settings are placed in small circles on the menu, separate from your games. One welcome improvement over the 3DS and Wii U is the fact that you also have access to the entirety of the main menu even when a game is running. You don’t have to close the game before opening the eShop or the settings. You can also pair controllers and set the controller order with the Controllers button next to the Settings button on the main menu even while a game is running. Also, going between the main menu and back in-game is a lot faster than the 3DS and Wii U. On those older consoles, it would take several seconds before I would see the menu. On the Nintendo Switch, it’s almost instantaneous. Being able to use the touch screen to navigate the menu or type things seems pretty natural (though you can also plug in a USB keyboard into the dock). That said, it’s not perfect. The eShop, while fairly easy to navigate, is a little sluggish (FPS-wise) for some reason. For example, if I go to select Games on Sale, wait for it to list the games, then go to select a game, it plays a very choppy animation to zoom in the list of games that are on sale. Some categories are less laggy such as the Best Sellers or if I use an option that doesn’t list any games, such as Enter Code. Obviously I’m not playing a game, so it’s not like it’s that detracting, but it does negatively impact my experience in a small way. Everything outside of the eShop is fine, though. To be honest, I mainly browse the eShop on my PC and buy games from there rather than using the one in the Switch. Graphics The Nintendo Switch mostly does a good job with outputting decent graphics, but it is outclassed by its competition here. For example, DOOM runs at 60 FPS on the Xbox One and PS4. On the Nintendo Switch, the settings are reduced and it is locked to 30 FPS. It doesn’t look bad, and you can play it portably, but it is something to keep in mind if you get this system. Of course, if you were looking for the most powerful system for $300, you’d be better off buying some used PC parts. GTX 760s are cheap these days. The Controllers The Nintendo Switch comes with two controllers (Joy-Cons) which can function either as one controller together or, for some games, two separate controllers. You can also connect additional Joy-Cons as well as the Nintendo Switch Pro Controller (plays like an Xbox One controller but lacks analog triggers). The Pro Controllers are pricey ($70 USD), and so are Joy-Cons ($80 USD per additional pair), but there are also cheaper controllers out there. PowerA, for example, has cheaper, Nintendo-themed wired controllers which work similarly to a Pro controller but without motion controls, and it costs only around $30. Controllers also have a share button that allow you to take a screenshot or save the last 30 seconds of gameplay to the Nintendo Switch. You can then access this from your Album and upload it to Facebook or Twitter. The saved video is 1280x720 at 30 FPS, however, so games that run at 60 FPS may look choppy in the video. If you want to record continuous footage or record at a higher frame rate/resolution, use a capture device. Joy-Cons The Joy-Cons work quite well, but they are a little on the small side of things. The tiny analog sticks can impact games like Mario Kart 8 Deluxe when having to be used with my somewhat large hands, making a full-sized controller more appropriate even if it may otherwise have the same button layout. Putting them both in the included Joy-Con grip does improve things a little bit, as it at least feels like one single controller now, but it’s not quite the same experience as using a full controller. One issue is that the left Joy-Con does not have a directional-pad. Instead, Nintendo has opted to have it mirror the right Joy-Con by including another set of four buttons. As such, you can use these Joy-Cons individually to play two-player multiplayer. However, using a single Joy-Con limits how many controls you have. Not only do you lose an analog stick, but you don’t get any direction buttons or triggers, and the L and R buttons on the side of the Joy-Con labelled SL and SR are tiny. Personally, I’d just get a second controller, but this can be useful in a pinch. Motion Controls I mentioned it a few times. Yes, motion controls exist in the Nintendo Switch. Even in 2018, Nintendo has not given up on them. Like in all past iterations, they can be useful in some instances. Having more precise aiming, for example, can be seen in some games. Splatoon on the original Wii U made a lot of use of this and greatly benefitted from it, in my opinion. However, they can also be infuriating, such when as trying to roll a ball across a maze in one of the shrines in The Legend of Zelda: Breath of the Wild. Fortunately, Nintendo was less in-your-face about it, and in this game, you only need it for these few shrines, should you choose to do them, rather than every time you want to swing your sword like in certain Wii games. Local Multiplayer Another aspect I think the Nintendo Switch does well in is multiplayer, especially local multiplayer. There are quite a few ways to do this, actually. One method you may be familiar with is split screen. In many cases, the two Joy-Cons can function as separate controllers, and you can also connect additional controllers to the Nintendo Switch. This can be done docked or even undocked, though you should mind the smaller 720p screen if playing split screen while undocked. It also brings wireless multiplayer from Nintendo’s previous handhelds in several games, such as Rocket League. With this, you can play wirelessly between multiple Nintendo Switches without needing to connect a Wi-Fi network. Unlike past iterations, though, there is no form of DS Download Play which would allow you to download the game from the other console. This means that all players will need to have the game on their Nintendo Switch. It is possible for games to work around this, though, such as Namco Museum having a free download to let you join a Pac-Man Vs. game on the full version. Lastly, a few games also support wired LAN. Mario Kart 8 Deluxe, ARMS, and Splatoon 2 can make use of this. However, for a wired connection, you will need to plug in a USB Ethernet adapter. Nintendo recommends you use licensed adapters, but some non-licensed ones have been known to work. Paid Online Multiplayer Currently, online multiplayer is free, but Nintendo has announced paid online multiplayer (Nintendo Switch Online) to be introduced in September 2018. When this happens, all of the games that supported online multiplayer will require this to continue supporting online multiplayer gameplay. Here’s how much it costs: $20 per twelve months ($1.67 per month) $8 per three months ($2.67 per month) $4 per one month ($4.00 per month) This is a lot cheaper than what Microsoft and Sony offer, which at best is $60 per year ($5.00 per month). In the past, multiplayer has been free on Nintendo platforms, so it does suck a bit that they will be switching to a paid model as this does negatively affect the value of this console by tacking on more money you have to pay. Also, in the past, their online multiplayer hasn’t been the greatest in quality. Nintendo has been working on improving this, fortunately, but there is no guarantees. At least it's cheaper, though. Storage and Save Data The Nintendo Switch comes with only 32 GB of built-in storage. To make matters worse, you can only use 26 GB of that. This is extremely small, but you can, fortunately, expand this with a microSD card. With one installed, games, game updates, screenshots, and videos can be stored in the microSD card instead of the built-in storage. You do have choices in what you can put in your Nintendo Switch. Nintendo wants you to buy a Nintendo-licensed microSD card, but you are probably going to pay twice as much for it. Fortunately, any other microSDXC card up to 2 TB should work. Here are current prices: 64 GB microSD cards are ~$20 ($0.31 / GB) 128 GB microSD cards are ~$40 ($0.31 / GB) 200 GB microSD cards are ~$66 ($0.33 / GB) 256 GB microSD cards are ~$110 ($0.43 / GB) 400 GB microSD cards are ~$250 ($0.63 / GB) In terms of value, your best choices are 128 GB and 200 GB. 64 GB is way too small for some games, and if you do end up buying multiple 64 GB cards, you may as well be buying multiple 128 GB cards as you’ll have fewer to worry about. If you need something larger than 200 GB, you do take bigger plunge. 256 GB requires spending an extra $44 for another 56 GB and 400 GB requires another $140 on top of that for 144 GB. I got a 128 GB card and I found it to be enough (for now). I may switch to a larger card if my library gets larger. However, I rarely buy games. If this happens, then moving data from a smaller to a larger microSD card is very simple with a PC. Simply copy the files from the microSD card to the other one. Then, start up a game from the destination card to verify it was successful. A word of caution: Beware of scams. Some smaller cards (e.g. 8 GB) are disguised as a larger cards (e.g. 128 GB) even to the point where, upon inserting them into a drive, it will actually appear to have its rated capacity. However, attempting to write data beyond the card’s actual capacity will result in data corruption. A good way to tell if a card is a scam is if its price is too good to be true or it has a lot of negative reviews. Exercise common sense and get a well-reviewed microSD card. How much does a Nintendo Switch cost? The MSRP of a Nintendo Switch is $300. This gets you the base console with 32 GB (actually 26 GB) of storage, two Joy-Cons (with Joy-Con grips), a dock, a non-charging grip, and a charger. This is around the same price as a new PlayStation 4 ($300) and a little more expensive than a new Xbox One ($240). However, you may find yourself paying a bit more than this beyond the games. Screen protectors cost around $8. Having one can be important due to the plastic screen being prone to scratching. Also, you’ll want at least a 128 GB microSD card to store all of your games if you download them, which will be $40. Even if you don’t download all of your games, your games do need room to put their updates. Not including the games, the total upfront price of the Nintendo Switch, after you factor in a 128 GB microSD card, and a screen protector comes to be $348. This puts it at an awkward price point between the PlayStation 4 and PlayStation 4 Pro, though at least multiplayer is currently free right now, lessening its current upfront price and actually making it slightly cheaper than the PlayStation 4 (with paid online multiplayer factored in). However, this will change when paid online multiplayer goes live for the Nintendo Switch this fall. Some other gripes Nintendo could do a lot better in some other areas, too. For example, if you want a second dock, such as for a different room, then Nintendo does sell those, but they are $90 each. Third-party docks have been out for a while, but ever since the Nintendo Switch 5.0 update, Nintendo Switch units have, for some reason, been bricked by these third-party docks. I would like to see this either addressed or have the official docks be less of a ripoff. Another thing that is annoying is that you have no method to backup your save data either to a microSD card or to the Internet, even though pretty much every other console console lets you do this. This means that if your Nintendo Switch is damaged and must be repaired or replaced, you can potentially lose all your save data and your only recourse is to start over on all your games. Ouch. Also, the battery life isn’t great. Some games, like The Legend of Zelda: Breath of the Wild, I’ve found I only get around two and a half hours. While I don’t play video games that long, anyone on a long bus or plane trip may appreciate a longer battery life. You can use an external battery to charge it through its USB type-C port, extending its lifespan a bit, but this goes back to the point with the dock: you risk bricking your Switch. Lastly, there’s no voice chat on the Switch itself. While I don’t personally care about voice chat and usually turn it off, others may find this really annoying, as now you can’t communicate with other people in the game. Nintendo does provide an app on your phone so you can voice chat with friends, but then you may as well use Discord. Overall Its main selling point of being able to be played portably makes it stand out from its competition, the PlayStation 4 and Xbox One. Many of the bugs that were present in its first year have been ironed out. Docked/undocked modes, the user interface, the many options for local multiplayer, and the game selection are all great. However, I’m not too fond about the limited storage space and the limited battery. They clearly did cut some very interesting corners here to make that $300 price tag possible. I also don’t like that I can’t backup my save data even though everything lets you do that, now. It would be nice if Nintendo fixed these issues as the console grows in popularity. Otherwise, this console is very nice to play games on and I do recommend it. Pros: Can play console games portably Good local multiplayer options Good user interface Good game selection Comes with two controllers (technically) Free multiplayer (for now) Cons: Limited storage - mostly mitigated with microSD card No (official) way to backup save data Limited battery life No voice chat Dock is overpriced
  13. @Leo74800 Yeah, what @Vaporeon said. One option is to just change the checksum of the map with a tool. http://forum.halomaps.org/index.cfm?page=topic&topicID=50076
  14. The latest unstable release on the Discord allows this already, so yes. When it's stable enough to be released officially here, you will see it.
  15. When it comes to HAC2, "being replaced by" sometimes results in "interfere with" because HAC2 will error and not load Halo if it doesn't find a signature. I've found this to be an issue when I made things like removing zoom blur because HAC2 would end up crashing due to not finding a signature. I actually held off for months on making my widescreen fix because HAC2 has a widescreen fix on by default. Eventually, I decided to do so, and just as I predicted: not only does it "replace" it but it also "interferes" with it. Elements end up getting squished because Chimera has changed the resolution of the HUD while HAC2 is scaling elements. Then there's another thing to consider: 65k polygons. HAC2 only goes up to 32767 polygons. There is a lot of work to be done to get 65535 polygons, but it is possible. However, this would require changing code which HAC2 may want to change. This means you would have to choose between HAC2 or Chimera. As for something like map downloading, if I implemented it, then what would happen if you tried to join a server where you didn't have the map? Would HAC2 try to download or would Chimera try to download? I could work around this by just not having map downloading if HAC2 is detected, but then I may as well have not have made this feature despite so many people requesting I make it. This is the same with map queue. Nice! I'm sure people will always be using it. However, it hasn't seen updates in a long time, yet there are plenty of bugs in it. For example, widescreen fix still has the motion sensor stretched as well as the scope mask, and these were quite simple for me to figure out on Chimera. Another problem is that changing your HUD colors is broken because it can prevent you from moving your mouse vertically if you try to reset your colors. Also, if the HAC2 servers are down, simply using HAC2 becomes difficult, and forcing people to put hac.dll in their Halo folder means that they will never receive the fix for it.
  16. 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.
  17. 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.
  18. Welcome back!
  19. I'm beginning to wonder what won't crash iMessages, because everything seems to do that nowadays.
  20. Let's look at the command for a moment: sv_kick $name You're using the command sv_kick which takes exactly one argument, and that is either the number of the player or the name of the player. The variable, $name will be substituted for the name of the player. So, if we have a player called Weyland, the command will then look like this: sv_kick Weyland You're giving it one parameter: Weyland. Therefore, it will be successful and the player will be kicked. Let's say our player is called Weyland Sucks for a moment. The command will look like this then: sv_kick Weyland Sucks The problem is now you're giving sv_kick TWO parameters: Weyland and Sucks. sv_kick only takes one parameter, so the command will fail. The player will not be removed from the game. Although it worked once when you were just checking for Weyland, it did not work this time. Now let's also say our player is called 002 (my old name). The command will look like this then: sv_kick 002 Note that "002" can be treated as a number, here, and thus Halo may instead kick player number 2 rather than the player named "002". Unless the player's number is also 2, then the command will fail, or worse: the wrong player might be kicked. However, if you kicked players like this: sv_kick $n Then it will always kick the correct player regardless of the name of that player.
  21. To my knowledge, event_prejoin's $name uses the name of the player who last took up that player slot, not the name of the player who is joining. It's possible sehe fixed this, but I can't be certain. Use 'sv_kick $n'. Using sv_kick to kick by name is very dangerous if scripting. If you programmed this to look for a name that is just a number, then sv_kick will possibly kick the person with that number as their player index rather than that number as their name. Also, sv_kick only takes one argument, and if $name has a space in it, each word in the name will be treated as its own argument causing the command to fail.
  22. $name is not valid during event_prejoin because the player hasn't been assigned their name yet. Use event_join, instead.
  23. I updated the above post - turns out I totally forgot to specify an optimization level for the compiler, and I've also been working on the code a little bit. So rather than With_Whiteness and Blood Gulch taking 1.456 seconds and 0.30 seconds, respectively, With_Whiteness actually takes 0.84 seconds and Blood Gulch takes 0.18 seconds. This includes loading everything (loc, bitmaps, sounds, and the map file) into RAM, not just the map file itself. However, if I were to load these maps without bitmaps.map, loc.map, or sounds.map (such as for a dedicated server): With_Whiteness takes under 0.68 seconds (-19%): Opening C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\maps\With_Whiteness.map (796558 kB) took 0.383308 seconds. Reading all maps from disk took 0.385347 seconds. TiaraCE::Map instantiation time: 0.28488 seconds. Total time: 0.672336 seconds. Blood Gulch takes under 0.03 seconds (-84%): Opening C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\maps\bloodgulch.map (13936 kB) took 0.00753896 seconds. Reading all maps from disk took 0.00936774 seconds. TiaraCE::Map instantiation time: 0.0168858 seconds. Total time: 0.0272645 seconds.
  24. It's been a while since I worked on this (other stuff happened), so I figured I'd share a few benchmarks. Specs for the machine tested are: Intel Core i7-6700K, 16 GB DDR4, Samsung 850 EVO SSD. As a worst-case, here's With_Whiteness.map which is under 0.84 seconds: Opening C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\maps\With_Whiteness.map (796558 kB) took 0.393546 seconds. Opening C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\maps\bitmaps.map (123547 kB) took 0.06261 seconds. Opening C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\maps\sounds.map (41718 kB) took 0.0215847 seconds. Opening C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\maps\loc.map (391 kB) took 0.000333924 seconds. Reading all maps from disk took 0.483417 seconds. TiaraCE::Map instantiation time: 0.353964 seconds. Total time: 0.838726 seconds. As a best-case, here's Blood Gulch which is under 0.18 seconds: Opening C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\maps\bloodgulch.map (13936 kB) took 0.00748735 seconds. Opening C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\maps\bitmaps.map (123547 kB) took 0.062807 seconds. Opening C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\maps\sounds.map (41718 kB) took 0.0217566 seconds. Opening C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\maps\loc.map (391 kB) took 0.00024297 seconds. Reading all maps from disk took 0.0983064 seconds. TiaraCE::Map instantiation time: 0.0739545 seconds. Total time: 0.172989 seconds.
  25. Halo Custom Edition removes the first item on the main menu - CAMPAIGN. Using Tritium, the first item on this ui.map map file was duplicated, restoring the CAMPAIGN option. Unlike many custom ui.map files, this one should work fine on most localizations. In order to actually play through the campaign on Custom Edition, you will need to convert all of the campaign maps on Halo PC to Custom Edition. This tool can accomplish this: Make sure that when you install this map file that the original ui.map is kept outside of the MAPS folder. Halo loads ui.map based on the tag path of its scenario tag, NOT the file name. Download: ui.7z