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Kavawuvi

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Everything posted by Kavawuvi

  1. I've built a (mostly) new PC. The build was started and completed yesterday. Specs CPU: AMD Ryzen 5 2600 Previous PC had an Intel Core i7-6700K MB: MSI B450M MORTAR Previous PC had a Gigabyte Z170X Gaming 5 RAM: 32 GB (2x 16 GB) G.Skill Ripjaws V Series DDR4 @ 2933 MHz Previous PC had 16 GB (2x 8 GB) of Corsair Vengeance LPX DDR4 SSD: 500 GB Samsung 970 EVO Previous PC had a 250 GB Samsung 850 EVO (which used SATA III 2.5" instead of PCIe x4 M.2) Video card: MSI GeForce GTX 1070 Gaming 8G Previous PC had this same graphics card PSU: EVGA SuperNOVA 650 G3 Precious PC used an EVGA SuperNOVA 750 G2 Case: Fractal Design Node 804 Previous PC used a Fractal Design Define R5 Before I put it in the case, it looked like this SSD, RAM, CPU, and CPU cooler are all installed on the motherboard. Inserting everything was easy, though I didn't have a larger Phillips-head screwdriver, so I had to make use with the one on a pocket knife. M.2 drives are easy to install, but for some reason, they put the screws in box in tiny bags where they could be easily lost rather than preinserting them on the motherboard. Second boot attempt (first boot attempt with a GPU inserted; the actual first boot attempt was successful but no GPU was inserted and Ryzen 5 2600 has no integrated GPU, so there was no video output) The RAM supports 3200 MHz, but it isn't enabled by default. Enabling XMP solves this. The motherboard is now in its case, along with the power supply, and it has an OS installed (I also took this with a better camera)
  2. "Setting the standard for food distribution excellence"
  3. Today I bought a bunch of stuff at Newegg and Amazon AMD Ryzen 5 2600 ($159.99) 2x 16 GB G.SKILL Ripjaws V Series DDR4 @ 3200 MHz ($226.99) 500 GB Samsung 970 EVO M.2 SSD ($119.98) MSI B450M MORTAR AM4 MicroATX board ($79.99) EVGA SuperNOVA 650 W G3 80+ Gold PSU ($49.99) I'm planning to swap this CPU out for the upcoming 8 core Zen 2 CPU (i.e. a Ryzen 7 3800X) and then sell the Ryzen 5 CPU, but I could use the upgrade today. I'm going to continue using my 6700K-based PC for school work, though.
  4. (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 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. 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:
  5. I'm planning on making future versions of Chimera not work when run as admin. There are a few reasons for this: Chimera supports custom scripts. It's not a good idea to have these have administrator access to your PC. Chimera has various functions that require a network connection. This is dangerous when the program has admin privileges. If you can't play Halo without running it as admin, something is wrong with your installation of Halo Custom Edition and this problem may break the functionality of Chimera. If you have any questions or concerns, feel free to reply here.
  6. Currently, the way to do this is to spam the console with empty messages (newlines, spaces, etc.) before sending your message, and you'd do this a few times a second to ensure it refreshes on the screen quickly. In Lua, this would look like this: for i = 1,26 do rprint(PlayerIndex, "|n") end rprint(PlayerIndex, "Insert message here") Or in events.txt, you could put this in your event: rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "Message"
  7. Yes. Why are the numbers on the HUD so big as well as outside of where they should be?
  8. Oh yeah I rewrote the update notifier in Python. It is worth noting that each Python module can add a small amount of time to the startup time. However, the startup time has been massively reduced thanks to a custom strings.dll and keystone.dll file, so it should more than make up for any startup time penalty the new Python API may bring, provided that you don't overdo it. Chimera includes only one module, so you have a lot of room to work with this. Also, Python 3.7 is unsupported on Windows XP. Although Chimera has never supported anything below Windows 7, this does mean that if you do want to continue using Chimera on Windows XP, you might have to use an older version.
  9. Chimera development continues.
  10. If you don't want to make a new animation, you could try setting the seat label to something that is compatible for the cyborg's animation tag, such as W-passenger, but it'll look weird.
  11. Really hard to choose between 2 and 6 for me, so I random.org'd that. Plenty of nice screenshots this month.
  12. Yes. I'm still working on it.
  13. I've added a list of issues that I am working on. You can see the list here: https://github.com/Kavawuvi/Invader/issues I've already solved one issue since posting the source code, and that was an issue with antennae missing some values that weren't calculated, resulting in no antennae being easily visible. There are more issues to fix, and more issues may be added onto this list in the future. Also, model data is now deduped, similar to bitmap and sound data. This saves around 0.18 MiB on tutorial.map. Other things are now deduped, too, such as animation data and tag paths, saving a total of 575 KiB over tool.exe's tutorial.map.
  14. Invader is a work-in-progress, open source tag data compilation tool. What this does is it converts a tag file, such as a .damage_effect file, into tag data Halo can use. While I can't guarantee anything will come of this, I'm giving this a try at the very least. Why do this? I'm bored and I want to work on something other than Chimera for a change. How long has this been worked on? Since 2018-07-25 What could this (theoretically) do? There are several uses for a tag compiler. Building (your) maps While the obvious use is building a map, many argue that when you compile a map with tool.exe, then the resulting map belongs to Microsoft. Often, these people will cite the End User License Agreement and tool.exe specifically, despite the fact that neither the Halo Custom Edition EULA nor Halo Editing Kit EULA indicate anything about tool.exe. Regardless, by using an open source tool such as Invader, you can be sure that your map file is yours because I'm not a huge asshole. Distributing and loading (your) maps via tag folders By only distributing only your tags when distributing your map, you can save space, as clients and servers will already have all of the Halo Editing Kit tags installed. Also, you do not distribute any Bungie/Microsoft created assets by doing this - only your content. This can also help with organization, too. Rather than replacing the tag files in one tags folder, you simply override them in a second tags folder that's dedicated to your map. Larger cache files Cache files are limited to 384 MiB (402653184 bytes) of data. Any more than this and Halo will refuse to load the map. As a result, tool.exe may not allow such large map files to even be generated. In maps with large amounts of internalized assets such as custom bitmaps and sounds or large amounts of BSPs, it can be very easy to run into limitations. A potential new cache file format Halo limits the amount of tag data that can be loaded at once to 23 MiB (24117248 bytes). This includes all tag paths, the tag array, the tag data header, all non-BSP tag data, as well as the currently loaded BSP tag. Normally this isn't a problem for most multiplayer maps, but many large singleplayer maps with heavily complex geometry can get constrained by this. By compiling the map to a format that supports loading BSP tag data to load into a space separate from tag data, you could make bigger BSPs as well as use more tag data. There are some hurdles to such an idea. For one, Halo CE would need to be modified to support this format, and this would require changing how BSPs are loaded into memory. Also, Sapien and tool.exe will have to either be modified or replaced to support the new format. Roll the screenshots BSPs and shaders working (after being imported to a map via Eschaton) Loading the map (almost) works. Models are broken and the game crashes after a few seconds, but it lived long enough for me to take a screenshot.
  15. I put the source code online a few days ago. Here is a link: https://github.com/Kavawuvi/Invader Invader is not done and has lots of issues that need to be fixed before I can even consider releasing it. Therefore, it will be a while before I actually start posting binaries (e.g. exe files). If you want to use it early for some reason, you must compile it from source.
  16. Tutorial.map is almost entirely finished. There are more issues to work with, but for the most part, it works. I also wrote a feature to force a specific tag order, thus you can use the same tag order as stock tutorial. This means that, if there are no tags missing, the map can be network compatible, assuming you correctly spoof the CRC32. Here's tutorial.map: tutorial.7z Also, ui.map builds and works. Download that here: ui.7z Edit: I found an issue with item_collection tags' default timers. I've updated the map with the fix.
  17. I'm planning on open sourcing this pretty soon. My license of choice for this one will most likely be GPL version 3.0 or newer. Such an license ensures that my program stays free and open source whether it's being used standalone or as part of a bigger thing, and in this kind of community, I feel everyone benefits from this. People who make useful tools only to never share the source probably should steer clear of my work, though I suppose the one person I know of who actually said he'd do this probably wouldn't have used this, anyway, simply because I made it.
  18. I decided to benchmark Invader by building tutorial.map. While this map is not representative of what most people build, it is the example map that comes with the Halo Editing Kit, meaning this is repeatable by anyone. Each number is based on an average of five runs after running it once to cache everything. As you can see, tool.exe is much slower than Invader, taking over a second on average. This slowness will matter a lot more if you are building much bigger maps. You may also notice that there are three different Invader numbers: one for Linux, one for 32-bit Windows, and one for 64-bit Windows. On Windows, the 64-bit version takes around 10% less time to build tutorial.map than the 32-bit Windows build. I probably won't release a 32-bit binary, anyway, because there's no reason to support it. The Linux build takes 54% less time than the Windows build, and it takes nearly 80% less time than tool.exe. That 54% reduction might be down to a number of things: a less bloated operating system, better I/O, and no Antimalware Service Executable most likely contribute.
  19. Since I work on a lot of stuff, I figured it might be a good idea to talk about some of that stuff in a topic like this. I'll post screenshots and other stuff as I work, and you guys can comment on how bad you think the bugs will be. Current projects in development Chimera This is a mod for Halo Custom Edition which provides a number of fixed and/or enhancements to the game. Supports: Windows, Linux (through Wine 3.0 or newer) Salamander This is a .JMS exporter for Blender, adding an item into the Export menu for exporting .jms files. The resulting .JMS files can be fed into tool.exe to produce levels and models. This provides a way to make levels on your PC without requiring you to spend lots of money, have a student e-mail account, or commit piracy. Supports: Windows, Linux Invader This is a program and library that builds cache files and tags and may be used in a number of my (or your) projects in the future. Supports: Windows, Linux xLAN This is a program which can be used to tunnel Xbox system link connections over a wide range of Ethernet networks. Connections are peer-to-peer and do not require any master server, though a master server is an option for your convenience. It currently supports Windows, but Linux support is being worked on. Supports: Windows only; Linux support is being worked on Slipspace Launcher This is a launcher for Halo which gives a variety of options to choose from without having to create a shortcut, allowing you to manage multiple Halo installations with convenience as well as check and/or join your HAC2 bookmarks directly without needing to be in-game to do so. Supports: Windows, Linux (through Wine 3.0 or newer)
  20. Menus have been added. Some other stuff was fixed. There are still a few issues left to fix with tutorial.map: Part of the sniper rifle zoom is flipped Some particles look a little off The warthog is making the sliding sound when it shouldn't Some tags, namely those stored in loc.map, aren't indexed, so you will see English strings regardless of your language Download the map here:
  21. When the world rolls the Covenant armada and the Flood instead of you
  22. As of yesterday morning, I got Invader to build maps that work with multiplayer without crashing as well as mostly functioning vehicles. Therefore, you may use the in-game menu to load the map now. Note, however, that the menu tags are not in the map, so to exit, you will need to use console commands. You can download the resulting tutorial.map file here: In other news, Invader's source code works on the Raspberry Pi with no modification required. I will not support the pi or anything like that, but it was a neat test, nonetheless.
  23. More work has been done on Invader recently. I ran into a snag a couple months ago and decided to take a break from the project. This snag was the game freezing with high CPU usage (an infinite loop possibly?) when shooting a surface with a weapon which I had suspected was something particle related, because the issue only started to occur when particles were being dealt with. After picking it back up a couple hours ago, I am pleased to announce that it no longer does this. Particles are now done, for the most part. If you want to download the resulting tutorial.map file, here: As always, use map_load tutorial to load this. Do not load from multiplayer. The game will still crash