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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

Administrator
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About Kavawuvi

  • Birthday April 10

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

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  1. I've finally done a version bump to 0.35.0. This one is a pretty big one. For starters, we now have an icon designed by @ST34MF0X. A palette-swapped version is used for invader-edit-qt (the normal orange/brown version is planned to be used as an icon for something else that will be much bigger). Word wrapping is now present in a number of warnings and errors for terminals wider than 80 characters (Windows and Linux only for now - other systems simply wrap to 80 characters) I've also fixed a number of issues with invader-build: Some maps with fog planes that would crash (such as d40) no longer crashes when built with invader-build Detail objects now appear when they're supposed to A number of issues with decals have been fixed Some errors have been made even more descriptive And more! For more information, read the changelog at https://github.com/Kavawuvi/invader/blob/master/CHANGELOG.md#0350---2020-07-14
  2. Now you've guaranteed his reply, here, to be his 10001th post.
  3. I've reuploaded Chimera. It looks like I forgot to unset a build flag when I was testing it. Basically, Chimera does not normally have the fog and model detail fixes enabled if you are on Halo Custom Edition since custom maps were made with the expectation of the old behavior, and this flag is used to override this so it does apply to Custom Edition. If you want to continue using a version with these fixes, use Vaporeon's builds, instead, which have the flag set. Otherwise, the official builds will not have it.
  4. I've fixed an issue where cinematic text was not properly right-aligned when using the widescreen fix. This was due to the fact that Chimera's widescreen fix fixes text being stretched and the fact that this game was made for 640x480. Therefore, the positioning of a lot of elements needs to be adjusted to fit wider displays. Enjoy.
  5. Are you sure? All of the log mods I've seen aren't joiner-friendly (the logs are invisible and cause you to warp if you don't have the mod), and nobody seems to host joiner-friendly log mods for whatever reason. What I'm presenting is basically a custom map that you don't have to download. Yes, it's a little crude for a "custom map" but I'd argue it goes a bit further than the dozens of servers that use the same Blood Gulch map with healthpack teleporters. And if someone thought of this before, I'm fairly certain I'd have seen it hosted by someone by now, and I'm also certain someone would be hosting something like it right now. Or, at the very least, they wouldn't be using healthpacks on Blood Gulch for teleporters but actual teleporter shields.
  6. Oh, wow, amazing! This was definitely needed for so many years.
  7. I'm working on a collection of joiner-friendly mods, particularly with Blood Gulch featuring added teleporters, bases, and more. And it's all joiner-friendly (aka "CSS"), so you do not need the mod to see the changes - only the original map (Blood Gulch). Due to the nature of this, I'm mostly restricted to log mods. However, I'm surprised nobody has ever thought of this before. Pretty much every "joiner friendly" server I see is just a map with some vehicles and healthpack teleporters sprinkled in. Not really any new content to see unless you count spelled your clan name in active camouflages, I guess? "Classic Cliff" Description: This is reminiscent of the classic Cliff Mod from Halo Trial. There's a center base suspended in the area with powerups and heavy weapons for players to teleport to, so players will be mostly drawn to this area. There are also some platforms on cliffs that players can access directly from the main bases. Recommended gametype: Team Slayer Download: TBD NOTE: As stated, these will work if you join without the mod. Do NOT put these in your maps folder unless you intend to host them. Your game will probably crash if you try joining a server with it even if it's a server with your mod.
  8. Use dgVoodoo2 to change the brightness. Chimera disables the gamma setting intentionally, and I will not be providing an option to re-enable it because it's actually really screwed up. This is explained in the readme that is included with Chimera: Maybe? Still unsure lol
  9. I've updated the download to include a copy of the GNU GPL v3. I forgot to do this, so it led to some confusion over whether the binary can be distributed (it can under GPL v3).
  10. Yesterday, I fixed the floor decal on stock maps. This applies to any "double multiply" decal on an alpha tested layer. Here's what it looks like without the fix: Basically, you can't see it. The game does not appear to render it. Here's what it should look like: It should appear bright green. Refined works around this issue by changing it to a regular multiply: However, it now looks like a dark green instead of a light green. Granted, floor decals would probably look more like this in real life, but it doesn't match Xbox. Chimera fixes the issue by making it follow the same code path as multiply but in a way where it's still rendered as double multiply: Much better! Like all fixes that were worked around with tags, there is a caveat. Because this is an issue with the game's renderer and not the tag, if you use the Refined maps with the workaround decal, it will still look just as dark as usual as that's what the tag is telling the game to do. The issue will only be fixed if you're using the stock double multiply decal because that is the only case where the issue exists. Therefore, if you choose to make maps that utilize such decals, know that they won't be fixed unless you have Chimera. But if you would prefer the decal to be visible for all clients, then you'll have to use the workaround as always, and this will apply to all clients, even those with the fix.
  11. I've added more controller configurations, partly in thanks to this topic: We now have profiles for the following controllers: Microsoft Xbox 360 Razer Serval (via Razer Synapse 2.0) Sony DualShock 4 (with or without DS4Windows) Steam Controller Xbox One Xbox One S Feel free to continue submitting gamepad information in the above topic for easy tickets if you have any gamepads that are not listed! I've also fixed a few issues with compiling Chimera from source, namely issues that occur if you don't have cURL installed.