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. 14th of February, 2012

Kavawuvi

Administrator
  • Content count

    4,255
  • Joined

  • Last visited

About Kavawuvi

Extra Information

  • Gender
    Male
  • 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
  • Power Supply
    EVGA SuperNOVA 650 G3
  • Case
    Fractal Design Node 804
  • Display
    Acer G257HU smidpx 25" 2560x1440 60 Hz
  • Keyboard
    MAX Keyboard Nighthawk X9
  • Mouse
    Logitech M510 Wireless Mouse
  • Operating System
    Arch Linux

Recent Profile Visitors

86,842 profile views
  1. Thanks, everyone, for responding. I'm going to leave this open for one more week, and then I'll start posting some cool graphs or something.
  2. The Bungie campaign now successfully builds in invader-build with no noticeable issues with firing positions. Many of the old issues, such as the softlock in The Pillar of Autumn, if you fail to make it to the door before the crewman, no longer appear to occur, so the campaign appears to be beatable. That said, you will need to run the invader-bludgeon tool on the campaign to resolve a couple issues: Invalid indices (e.g. command lists referencing an index that is out-of-bounds) Invalid enumerators (e.g. actor_variant tags using complete bullshit for enumerators due to Bungie changing the definitions mid-development) Invalid ranges (e.g. flood dropping 1.2 magazines of sniper rifle ammo for whatever reason) These issues are present on even the original Bungie release, as tool.exe does not do sufficient error checking while invader-build does a lot of error checking. Many of these issues can and have been proven to cause crashing on other maps, so it's kind of a wonder that it doesn't crash the base game. Fixing these issues does result in some slight changes to the maps that is actually apparent, particularly some unused dialogue being played. This isn't just random dialogue but actually appears to be dialogue that would have played if it were not for the fact that these tags were straight-up broken (not just a "legacy" bug but actual brokenness). To quote my announcement on the Discord server: Understandably, some "purists" may not want the "fixed" campaign and may prefer the broken, released campaign with less content, and we certainly sympathize. The two of us, Vaporeon and I, went through this for a while to find out what the best course of action was, and we've unanimously decided on the following: The fact that tool.exe doesn't check this stuff when it has checks for hundreds of other things is an oversight on Bungie's part. Just because Bungie inadvertently allowed technically broken, bullshit tags to go through tool.exe doesn't mean invader-build should allow it. It's easy to fix these issues using the invader-bludgeon tool. You can easily restore the older, broken behavior without having to make the tags, themselves, broken.
  3. I'm sure if I change the padding of enough <div>s, it'll be just enough to keep the place up.
  4. Hey, everyone! For the past two and a half years, I have been working hard as Administrator on this forum. However, today, I am proud to announce that my time as Administrator is going to come to an end very soon, and I will instead be fulfilling the role of Web Dev. The reasons should be obvious. I'm much better at editing CSS attributes and making small minute changes that nobody notices (which I am extremely anal about, by the way!) rather than actually administering a forum. Also, it is no secret that I like the color pink, and as you know, the Web Dev role is pink. <3 Therefore, effective on April 31st, I'm going to finally step down as Administrator to be replaced by 002 who will be reprising the role. Thank you very much for these past couple of years. I'm sure these changes will be hardly noticeable as I slowly adjust the font colors of all of your profiles.
  5. Since invader-build now makes campaign maps quite well, I've updated the list. That said, if you're using child scenarios that have scripts in them, you will still need to use tool.exe as Invader lacks a script compiler at the moment.
  6. All in good time
  7. I've done some work on script extraction. invader-extract now does it by default
  8. It's way too early to say for certain, but most people who responded have fairly decent setups.
  9. Have you tried connecting from outside your network?
  10. I decided to open another hardware survey similar to the one I posted a couple years ago. This one is intended to help me (and other developers) make mods, modding tools, or other content for Halo on the PC by gauging the systems that people use. The only thing that's required is the operating system part, but more information is helpful. Here's a link: https://docs.google.com/forms/d/e/1FAIpQLSe4j7b4WnJvnK3KmW9e5yn_Hv0hDtOintJp_qhxrJWtmrg25g/viewform As always, results will be posted in the form of some cool looking graphs.
  11. Probably not. It seems more likely that they probably Jason Jonesed it into the renderer. It really looks like 343 Industries is very hesitant to changing any of the tags in a map and are more likely to just change the tag data or game in code. If they weren't hesitant, maps like Assault on the Control Room wouldn't look messed up when looking at the sky.
  12. I've been looking into that. It's part of Chimera disabling Halo CE writing to the registry. Unfortunately, it writes the gamma values into the registry, too.
  13. Hey! As of today, I'm no longer going to be posting monthly updates into this topic. There are a few reasons why, but it mainly boils down to the fact that people in this community are generally not interested in testing or supporting unfinished, in-development software. I have heard from a lot of people that they are interested in the Invader project, but they are unwilling to use it due to it not being complete. For that, I completely understand, but know that hearing that is actually completely and utterly worthless for me. Funnily enough, there is equivalent software that people use that is far more buggy or broken (though somehow considered "complete"?). I have been upfront in stating that my project is, in fact, not complete, and I am not willing to be dishonest about the status of this project. Basically, I post these updates in the hopes that people will test my stuff. Since starting this project, numerous issues have been found, but almost none of these issues were reported from anyone on this forum (besides Vaporeon and myself, people already closely involved with this project), and some of these issues were present for months. Did you know that invader-build didn't work on Windows for over a month? I didn't until I found out and promptly fixed it within hours. In fact, nobody told me, and it was only until I randomly stumbled across it. Note that I'm not stopping or slowing development of this project. Updates will be posted as per usual on the Invader Discord server. Also, the MCC updates topic (https://opencarnage.net/index.php?/topic/7893-invader-mcc-updates/) will still get updates when that needs it. Oh, also, invader-edit-qt now has sound playback, so that's pretty cool!
  14. I had to disable CEA bitmap extraction due to some issues regarding how data doesn't match the actual stuff in the ipak. This doesn't prevent extraction in and of itself, but it may cause issues with rebuilding maps, so I'm looking into seeing if I can fix that. In the meantime, I began work on bitmap previewing in invader-edit-qt.
  15. The syntax is "chimera_fov 60" and "chimera_widescreen_fix 1". You put the underscores in the command name and you put spaces between arguments.