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A resource for modders and technology enthusiasts; have a wander to see why we're worth the time! EST. 2012

Kavawuvi

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About Kavawuvi

Extra Information

  • Gender
    Male
  • Contributed
    $100 (US) to Open Carnage

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 also written a patcher. Simply place this program in your Halo Custom Edition directory next to haloce.exe and haloceded.exe and run it. If you don't have write access to Halo Custom Edition, you should give yourself write access, or you can try running this program as an administrator. Download: laa-patch.zip
  2. Something I'm working on is loading Halo maps directly into RAM. The benefit to doing this is mostly performance, but it will also allow for compressed maps as well as not having to worry about the 23 MiB tag data limit outside of BSPs. However, to do this, you will need a slightly modified haloce.exe file. This isn't a modification in Halo's code but rather a flag in the .exe header, LARGEADDRESSAWARE. This is required in order to allocate such a large amount of RAM. To lay it out for you, here are the pros and cons: Pros Performance can be significantly improved even on high end PCs. This is because all of the disk reading is all done on load, removing the need to read from disk, removing hitches when loading assets. BSP transitions are now nearly instantaneous. Again, all of the disk reading is done on load. Map compression means that maps now take up a lot less space. To put it in perspective, @Vaporeon, using the compression tool I wrote, managed to compress over 3000 maps down to under 100 GB. I'll repost those map compression tables for you to see. Monochrome bitmaps can be used, drastically reducing the file size of bitmaps such as those used in HUDs without any loss in quality (lossless). The 23 MiB tag data limit is no longer an issue (outside of BSP tags which can now take almost all of the 23 MiB uncontested though I might even make those not limited), allowing for more complex maps with more content than ever. Because I've allocated a whole GiB, you can use as much as you want of that GiB for your maps. Cons You need a haloce.exe file that is patched to support LARGEADDRESSAWARE. This will allow Chimera to allocate larger chunks of RAM than what is normally possible. Loading times for Halo maps are increased to around 0.5-3 seconds depending on your PC specifications. This is because the entire map has to be loaded into RAM, and compressed maps have to be decompressed. Halo may use over 1 GiB of RAM. Loading 700+ MiB maps directly into RAM uses a lot of RAM. Map Compression Benchmarks Here are some familiar tables you've probably seen before. As you can see, the whole Refined campaign takes up nearly 2.65 GiB. When compressed, the Refined campaign takes up under 1 GiB (1024 MiB = 1 GiB). Compression ratios are usually at or under 40%, and with features like monochrome bitmaps, they can be dropped even further. On a mid-ranged CPU like the Ryzen 5 2600, these maps do not take that long to decompress. Here's another table containing some popular maps. Obviously compression ratio varies from map to map, but LZMA's compression ratios are really good.
  3. The flag tag is the banner that's attached to the flag weapon tag. This banner is basically a tessellated plane that is affected by wind and movement of the object.
  4. Cool! Does SAPP's map downloader not work?
  5. This is the quality content I've come to expect from this site. 21/10
  6. If you mean how much damage occupants take, check out the value @giraffe mentioned. If you mean how much damage a vehicle can take before exploding, the singleplayer Banshee, Ghost, and Wraith use health. When that runs out, all occupants in the vehicle die and the appropriate effect from the collision model is played. You *can* use shield for this, too, which can be useful if you want the vehicle to have recharging health, but that's more work, especially when you're not using the Halo Editing Kit and you have to compute some of the hidden values in the collision model for that.
  7. I am excited to play Halo 3 and Halo 3 ODST on PC, myself. I just don't really want to get my old Xbox 360 out when I want to play these games, nor am I interested in buying an Xbox One. Also, I don't want another online subscription to pay monthly for just to play on Xbox Live on an Xbox. That said, I'm still going to be sticking to Halo Custom Edition for most/all of my Halo Combat Evolved needs at least for the foreseeable future. Simply put, Custom Edition always going to be better than CEA, feature-wise.
  8. Here is the semi-open alpha. It's 83% instead of 85%, so you got it early. However I'm hungry now after working on all of this all day... I wonder what I'll eat. Download: chimera-1.0-semi-open-alpha-1-1.7z
  9. If you want to view progress on this mod, I have a Google Sheets page that you can look at. https://docs.google.com/spreadsheets/d/1WzUCMm99xvPDXumGyC4tmmWb_BmJ-ZR-caQUcdAfeRk/edit#gid=0 View the Stats sheet to see completion as a percentage and when builds will come out. Watch out for when this hits 85%, as I'll start posting builds for people to test. Because I like to play favorites, Open Carnage will be the first place to receive builds.
  10. I've sped up master server listing by a lot.
  11. Custom chat is pretty much finished. Here's an overview video of it
  12. You could disable SAPP's ping kicking, give players level 0 admin access, and then write an event in events.txt to handle ping kicking (event_alive will do the trick). event_alive $lvl<0 $ping>300 'k $n "High ping ($ping)"' I think ping kicking might also ignore players with level 0 admin access, too, so try just doing that, first, before messing with events. I can't remember though.
  13. Working on a new custom chat. This is intended to eventually remove the dependency on the Keystone library that comes with the game. This library has issues working on Wine as well as some installations of Windows. First off, something that has been commonly requested is custom chat colors. Another problem of Halo is that there is no distinction between team chat or vehicle chat. Server messages can also be pretty annoying. This moves them out of the way so they don't clutter up the chat and, soon, your console. Lastly, chat messages are animated. This looks better, and it makes it easier to follow along with the chat.
  14. I do like it when there are more platforms to get games, as that encourages competition. For example, GOG is a really cool platform, as there's no DRM, for example. Many Steam games do have DRM, however. GOG offers something that Steam doesn't have, and that's what I want to see. It means we can choose and pick the best option for ourselves. What Epic Games is doing is not this. Quite a few companies have actually broken promises such as a Steam or GOG release of a game, and they've done this in exchange for whatever money Epic gave them to keep them exclusive to Epic for a year. We aren't getting a better option when they do this. Instead, we're getting shafted. This is anti-competitive. I have nothing against choosing to release on just Epic Games in itself. Sure, that's disappointing and I probably won't buy that game, but that's it. What is wrong is the way they are being deceitful about it.
  15. Here is another table. This one is for the entire Refined campaign. Here are the important points: On average, compression ratio is under 40%. This reduces the total size of the Refined campaign on disk from around 2.65 GiB to around 1 GiB. Decompression on 8+ threads provides the best decompression times. It is worth noting that times and scaling can be improved further, but it will come at the cost of compression ratio. Even on CPUs that don't have 8 physical cores but have at least 8 threads (e.g. desktop Intel Core i7 CPUs, Ryzen 5 CPUs, etc.), SMT/HT can still provide improved throughput. Decompression on 4 threads provides worse (longer) decompression times compared to 8+ threads. CPUs that are dual core but have four threads (e.g. pre-Cannon Lake Intel Core i3 CPUs, Kaby Lake and Cannon Lake Pentiums, etc.) will perform worse than true quad cores but may still get better times than those that have only two threads. Even when locked to 2 threads, decompression usually takes under 4 seconds. Note that PCs with CPUs that actually have only 2 threads will probably perform worse due to having low clock speeds, slow memory, etc. Also, the operating system may be doing tasks in the background, consuming CPU time.