Welcome to Open Carnage

A resource for Halo Custom Edition and MCC modding, with unique means of rewarding content creation and support. Have a wander to see why we're worth the time! - EST. 2012

Kavawuvi

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About Kavawuvi

  • Birthday April 10

Extra Information

  • Gender
    Female
  • Contributed
    $100 (US) to Open Carnage
  • Raffle Victor
    One-time

Computer Details

  • Name
    Dark Citadel
  • Central Processor
    AMD Ryzen 5 2600
  • Motherboard
    MSI B450M MORTAR
  • Graphics
    MSI GeForce GTX 1070 Gaming 8G
  • Memory
    32 GB [2x 16 GB] G.Skill Ripjaws V Series
  • Storage
    500 GB Samsung 970 EVO SSD (NVMe) + 240 GB ADATA XPG SX930 SSD (SATA III)
  • Power Supply
    EVGA SuperNOVA 650 G3
  • Case
    Fractal Design Node 804
  • Display
    LG 27GL850-B 27" 2560x1440 144 Hz IPS
  • Keyboard
    MAX Keyboard Nighthawk X9
  • Mouse
    Logitech M510 Wireless Mouse
  • Operating System
    Arch Linux

Recent Profile Visitors

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  1. Blocking IPs should have less of an impact on frame rate due to using a more efficient regex (thanks to pr0ps) and a few additional optimizations made to chat overall (thanks to num0005). Also, the ability to get your console utterly spammed with rcon messages is now back! Simply uncomment the server_message_allow_unsolicted_rcon_messages=1 line (that is, remove the ; at the start of that line). This feature was requested by people who play on servers that use scripts that abuse rcon messages for things like timers. Please note that enabling this may make it difficult to see your screen or use the console when playing on these servers. Lastly there are a few issues to fix with Windows XP support since there are a few unimplemented functions to workaround. I'm working on these.
  2. This restores the colored rcon messages from the older build of Chimera and also disables redirecting rcon messages to the server messages. Download: classic_rcon.lua
  3. The Refined version of the safe zones script has been updated (courtesy of Jerry) to support the new version of Refined. Enjoy!
  4. Dammit. I ran this for about 5 minutes and got almost 200 errors. I tested the kit from my older PC on this PC and it was fine. I guess I have bad RAM. Hopefully they honor the 'lifetime' warranty.
  5. I generally use the latest version of Wine on my Arch Linux install, version 6.16, though SAPP is known to have issues with Wine, of course. If you want to install an old version of Wine on a new distro, you may need to compile it from source as most distros do not provide such old, 8+ year old versions on their repos. On Ubuntu, this can be achieved by pulling the Wine repo, checking out the wine-1.7.53 tag, and then compiling. git pull git://source.winehq.org/git/wine.git git checkout wine-1.17.53 ./configure make You will, of course, need to make sure you have build tools installed to compile (apt install build-essential should do it), and this may take a good while.
  6. The Library is way more fun to play in multiplayer than in singleplayer. Good job!
  7. After all the time I spent making it work with all gametypes... I spent at least 5 minutes clicking stuff in Sapien to do this! Unsubscribed, unfollowed, unnotification belled, and unhit the like buttoned.
  8. As you may notice, waypoints use meters in-game. But 1 world unit, as you may have noticed, does not equal 1 meter. As it turns out, a world unit in Halo is equal to 10 feet, thus the math is pretty simple: if 1 foot equals 0.3048 meters, then 10 feet equals 3.048 meters. Next, for the exporter, I recommend using General 101's Halo Asset Blender Development Toolset (https://github.com/General-101/Halo-Asset-Blender-Development-Toolset). This allows you to choose three types of scaling: Default(JMS), World Units, and Custom. Default(JMS) means 1 Blender world unit equals 1 JMS world unit World Units means 1 Blender world unit equals 1 Halo world unit (100 JMS world units) Custom allows you to specify your own scaling For new maps, right now I recommend using the default setting "Default(JMS)" as the WRL files use JMS world units. This is because if tool.exe has an error, it will output a WRL file which may be useful for finding issues with your map, and if you import them, you don't want them to be 100x larger than your map. If you're working on an existing map and you use the more intuitive World Units scaling, you don't need to change to using Default(JMS). It'll only slightly change the tutorial a little bit! note the options in "Scale" here Next, in your Properties view, click Scene. Set the Unit System to Metric. Depending on the units you're exporting with, set Unit Scale to 0.03048 if you're using the Default(JMS) setting OR 3.048 if you're using World Units in the exporter. Note that this will NOT change your model, as Blender will always internally use its own Blender world units. This simply converts it to meters for when you're inputting or viewing measurements. If you want a Blender meter to correspond to a world unit, then you can alternatively use 0.01 to have a Blender meter correspond to a Halo world unit or 1 if you're using World Units in the exporter. if you're using the default setting, set the Unit Scale to 0.03048 as shown, or 3.048 if you're using the "World Units" scaling ALTERNATIVELY, you can switch to the Imperial scaling (feet/yards) without changing your model. Use the same scaling (0.03048) as before but select Feet as the length. Wait, Blender doesn't let you use Fahrenheit?? How could they call it "free" software?! Lastly, if you're using the default setting "Default(JMS)" you're going to want to change the clipping distance in your 3D view as the default settings are too low. Just press N in the 3D view, click View, set the minimum clipping distance to 0.01 m and maximum to 1024 m. If you're making a large map, try something like 0.1 m and 10000 m. Again, if Clip Start is too high or Clip End is too low, you may get z-fighting. This is fairly safe unless you're making extremely large BSPs, which you could try going for a higher clip distance like 4096 m or something.
  9. Chimera should now be compatible with Windows XP! A couple notes: I have no means of testing Windows XP support, so I am going to consider it "unsupported" as before. Only Windows 10 is tested, thus only Windows 10 (and newer) are supported. Feel free to submit bug reports, but keep this in mind! Windows XP (prior to SP3) lacks support for the function for enabling DEP. While no one has exploited this before, a carefully crafted cache file may have the possibility of an arbitrary code execution vulnerabity. Make sure your Windows XP installation is up-to-date! Also, if the game is not LAA patched, it will no longer close if you try to enable maps in RAM. It will simply silently disable the feature, instead.
  10. This map is for testing the color output of Halo: Combat Evolved. Installation This map comes in two flavors: pc-custom and xbox-2276. Please note that the Xbox version is singleplayer only where the PC version is fully playable in multiplayer AND singleplayer (via map_name). The Xbox version is cut down like this because of limitations with implementing both singleplayer and multiplayer menus in one Xbox map without modifying the map compiler (Invader). Loading in singleplayer mode provides the best testing experience. Starting in single player mode will disable the HUD! pc-custom This version is for Halo Custom Edition. It can be loaded by copying colortest.map (from the pc-custom folder) into Halo Custom Edition's maps folder. You can also load this in Halo: Combat Evolved Anniversary (MCC) by replacing one of the singleplayer (e.g. a10.map) or multiplayer (e.g. bloodgulch.map) in your maps folder and loading the game with anticheat disabled. xbox-2276 This version is for the Xbox version. It can be loaded by copying a10.map (from the xbox-2276 folder) into the Xbox version's maps folder. Please note that you will need a modded or debug Xbox, and it will only work with build 2276 (i.e. 01.10.12.2276 or the US NTSC version) of Halo: Combat Evolved on the Xbox. Colors There are currently three tests: monochrome, primary colors, and gradients. Monochrome This wall has five shades, from black (left) to white (right). Primary Colors This wall is divided into eight columns: red, green, blue, cyan, magenta, yellow, black, and white/gray. Gradients The wall is divided into twelve columns: red, red-yellow, yellow, yellow-green, green, green-cyan, cyan, cyan-blue, blue, blue-magenta, magenta, magenta-red. Download: colortest.7z
  11. Welcome!!! And these look really cool.
  12. I've updated the nightly build of Invader with some fixes to the definitions courtesy of @Vaporeon as well as some readme changes.
  13. I'm currently in the process of redoing Invader's C++ code generator. This should make Invader compile considerably faster and make it easier to maintain. I'm also working on a script compiler and a few other things to help with MCC support. I'm hoping this will be useful! Unfortunately, the amount of time I have to work on this stuff might be significantly reduced soon as I might be finally finding myself in a programming job sometime soon! I should be able to continue working on stuff on my free time, but as I do a lot of programming by myself, updates to Invader and Chimera will be a bit slower. Sorry, I gotta eat.
  14. Sheesh. If you're going to nip it in the butt, at least take me out to dinner, first. Anyway, I think the wrong one was the first version I heard, but I later looked it up and found out the right version.