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


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About Kavawuvi

  • Birthday April 10

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    $100 (US) to Open Carnage
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    Dark Citadel
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    AMD Ryzen 5 2600
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    MSI GeForce GTX 1070 Gaming 8G
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    32 GB [2x 16 GB] G.Skill Ripjaws V Series
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    500 GB Samsung 970 EVO
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    EVGA SuperNOVA 650 G3
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    Fractal Design Node 804
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    Acer G257HU smidpx 25" 2560x1440 60 Hz
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    MAX Keyboard Nighthawk X9
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  1. 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.
  2. Oh, wow, amazing! This was definitely needed for so many years.
  3. 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.
  4. 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
  5. 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).
  6. 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.
  7. 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.
  8. Invader has dropped MCC support. For an explanation and what I plan to do on going forward, please read this post:
  9. Invader is dropping direct support for Halo: Combat Evolved Anniversary (MCC) maps. This means that Invader, itself, will not natively support building CEA maps or extracting tags anymore. There are a few reasons for this, but it mainly boils down to the fact that supporting both CEA and Gearbox Halo PC maps at the same time would be insane for a project developed by one person (me) while trying to add new features. I don't know how many times I've added a feature, only to break MCC or break Gearbox Halo PC maps and having to take time to fix that, too. I am planning on writing a couple tools that use Invader and build/extract MCC maps, but they will not be a direct part of Invader by themselves. Anyway, let's talk about why this change is being made. It is impossible to identify a compressed CEA map without decompressing part of it, unlike every other type of map file. Because CEA maps compress the header, it is impossible to determine what kind of map it is without decompressing it. This is a pretty big deal, because I can't be sure if, say, bitmaps.map, sounds.map, or loc.map files are actually MCC maps, so I have to attempt to decompress it. This makes things like map loading less efficient, as a result, and it also makes it prone to being broken by feature additions. It is impossible to rationally tell the difference between a CEA map and a retail Halo PC map, and this is an IMPORTANT distinction. Halo: CEA changes up the rules for map parsing in its format, yet for some reason, they decided to continue using engine version 0x00000007, the same as retail Halo PC. These are different formats, though! Here's a list of what they did: CEA maps no longer use a fixed base memory address. Instead, they can have any base memory address, and this address is derived from the tag array address. It just so happens that there's a tool that does the EXACT same thing: Eschaton. This means that MCC maps cannot have their tag array moved, but Halo PC maps can. CEA maps (that are stock) use a different base memory address than Halo PC (0x40448000 instead of 0x40440000). CEA maps' BSP data can overlap the base tag data by address. Just going by the map alone, the tag space would appear to have been reduced to 16 MiB (in actuality it was increased). However, BSPs are loaded in separate buffers, and this 16 MiB window provides a high chance for an overlap. Halo PC maps cannot do this, thus Invader's map parser accounts for this when it comes to potential BSP data being placed in tag data (Invader's -O does this). CEA maps can have BSP data located outside of the BSP tag, itself. Maps are limited in what custom assets can be used. Someone (likely Saber) changed the way bitmaps and sounds are loaded to a way that completely bypasses tag data. Basically, all of the bitmap data is located in the inplace1.ipak file and referenced in .imeta files, and the sound data is located in .fmod files. For whatever reason, CEA does NOT use tag data for determining the location or format of bitmap and sound data, even if that data were internal to the map, itself. This means custom lightmaps, textures, sounds, etc. are impossible by map file alone. You can use custom assets, but to do so, you'd need to replace the inplace1.ipak file, the fmod files, and the .imeta files of all maps. The inplace1.ipak file is a massive file, containing both CEA and classic CE assets. Unless you're okay with all of your other maps not working, you need to include that, too. Most CEA custom maps work around this massive limitation by deleting the lightmaps (so everything is fullbright - better than not being able to see anything I guess) and swapping textures with stock CE textures until it resembles the original. What tag data is even used? It appears that the way 343 Industries prefers to fix issues is through code. A quick look at the game executable confirms that they use a large number of hardcoded tag paths, thus some tags are directly referenced for some reason. From reading discussions from 343 Industries developers, this somewhat implies this. For modding, this limits us even further. This quote basically sums tag data in CEA up: Getting custom maps to work on MCC is an error-prone process. As seen in Storm's video, even correctly installing a map can fail, resulting in even 2v2s failing to work in some custom games. Correctly installing a map requires replacing an existing map while modifying a file in a completely separate file. This is a far cry from Halo: Custom Edition (or Halo Trial / retail Halo PC with a mod like Chimera) simply letting you copy the map into the maps folder. Speaking of which, the game, by popular demand, has anticheat. Guess what anticheat does NOT like you doing? Replacing or modifying files. This limits how you can even play the game. Even a theoretical "Refined Anniversary" would have to be played with anticheat turned off, and you're only limited to singleplayer and custom games. We don't know how modding support will work, assuming CEA will even support custom maps. We don't even know how 343 Industries plans on supporting custom maps in the future, if at all. We assume that, if they wanted to, they would want to support Halo: Custom Edition maps, and if they do, Invader supports generating Halo: Custom Edition maps, anyway. -- tl;dr: It's difficult to support a game that is actively and openly hostile towards custom content being loaded. Invader is developed by two people, with me being the only person who actually writes code. I do this in my spare time, and I do it for free. Maybe it'd be different if I was actually getting paid for this, but I'm not. Also, Invader's scope is tag data and maps that reference or have tags. Traditionally, a Halo map file is an archive of tags. However, this game actively disregards tag data, and its assets are stored in ipak/fmod files which do NOT use tag data to reference. Supporting something that falls within the scope of Invader (Halo PC) and something that is well out of scope (CEA ipaks, etc.) at the same time in one project is insane, so this was the path we both agreed on.
  10. Added Razer Serval as a duplicate of Xbox 360, then. And, uh... lol.
  11. Added @giraffe's config. Thanks a lot! I've also found that Steam Controller + Steam = Xbox 360. Obviously most games that support controllers support Xbox 360 controllers, so it makes sense that a lot of them go to this.