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About Kavawuvi

  • Birthday April 10

Extra Information

Computer Details

  • Name
    Dark Citadel
  • Central Processor
    AMD Ryzen 5 2600
  • Motherboard
  • 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

177218 profile views
  1. Played a game with some friends last weekend, and it performed pretty well. Granted, it isn't a very recent game, but I am happy with it nonetheless. That said, I am upgrading the motherboard to have better expansion options, and I've decided to go to AM5 on X670 with the 7950X. I'll be gifting my current 5950X CPU to a friend of mine as well as helping them buy a whopping 128 GB of RAM. They have desperately needed an upgrade from their current 8700K/32 GB RAM setup, and they have needed way more cores and RAM for what they need to do, but sadly they cannot afford to go all the way due to sky-high prices in their region, so I am sure they will be happy with this late birthday present of what is basically an fully maxed out AM4 PC. I could just upgrade my board, but buying yet another expensive board now that I will probably not want to use in 4 years sounds unwise (although the same can be said for any recent Intel board these days). Frankly, the 7950X isn't that much better than a 5950X, and to make matters worse, it has a relatively worse time with four DIMMs than the 5950X. However, I won't need to upgrade much in the future, so I see this as a win.
  2. Working on some more features. This one's a command for fullbrighting BSPs so you can quickly debug them without baking lightmaps. This is great for incremental changes or for placing objects in Sapien without lighting.
  3. I got sick with the flu on the weekend. Ended up sleeping for about 16 hours and didn't eat much. It wasn't that I wasn't hungry - I was actually very hungry - but that merely getting up to eat food was way too exhausting. I finally got enough energy to eat a banana and some grapes, and I feel a bit better now. Why do people think it is OK to go to work with this? (not that anyone where I worked did, but this thing basically utterly wrecked me for three whole days)
  4. It can be the tiebreaker.
  5. The Rust rewrite of Invader has been going fairly smoothly, as you can now extract bitmaps and sound data from extracted tags. I've also been working on improving performance among other things. In other news, Discord announced that they were going to add support for subscriptions so you can support your favorite content creators in exchange for perks such as bonus content and cosmetic perks. So, to help with the development of Invader, I've decided to roll out Invader's new subscription plan which I like to call Invader++, replacing the old model entirely. With Invader++, you will get priority access to new builds, new features, and other services, all for a very low price! Here's the pricing for each tier: I imagine most people will probably get Invader++ Ultra. I will also be awarding one year of free Invader++ Ultra to the first person to the winner of this month's screenshot of the month. That's right, no pizza pics are needed today, just good old fashioned screenshots of your favorite game. Post your entry here and you might just win a free year of Invader!
  6. Good to see people still making maps for CE!
  7. I'm going to start releasing builds of the rewritten parts of Invader as those become more feature complete. For example, the new bitmap command is not only faster than old Invader but extremely accurate to tool.exe where it matters and straight-up better in all other cases, featuring higher quality DXT compression, highly accurate sprite sheet and bunpmap generation, highly accurate sharpening, and a superior blurring filter that is gamma-corrected. While an already superior tool in its own right compared to any other released bitmap tool, it also features more powerful data recovery, tag conversion, and script compilation, making it the best tool for all of these features. Being written in Rust, it is also inherently less prone to stability issues, being that nearly all code is "safe" Rust.
  8. It seems the download problem is an issue on the server's end, as it no longer works with the "new" way of downloading maps, where HAC2 uses the "old" way. I am planning to later push an update that uses HAC2's older method of downloading. Hopefully the problem will be solved then.
  9. Oh dear, I hope things are okay!!

  10. I thought I would put here that this guide is now a bit outdated. They have cache version 13 in the header (0x000D) and the tag data address is 0x50000000. They also no longer use compression of any kind, so they are clear to read in a hex editor or with Eschaton. Otherwise they are still really similar to the retail Halo PC cache files, being that the game is based off of it rather than them opting to use code or features from Halo Custom Edition.
  11. A bit of a year-long bump, but I think it is worth noting that, in recent news, 343 Industries are planning on dropping Custom Edition map support. This means that, if you want to run your maps on the latest version of the game, you will have to extract the tags and then fix them up and rebuild the map for Halo: Combat Evolved Anniversary. If any maps you liked were protected, then this will not be possible without fixing the maps. In fact, even today, map protection is still used. As previously stated, those map developers made a conscious decision to corrupt their maps, and in doing so, their content was essentially restricted to only one version of the game forever. All of this was to prevent people from extracting their tags and using them in new maps. However, moving forward, this is ironically the only way you will be able to play these classics on newer versions of the game. Despite this, there is a question raised in this thread: Should we respect their choices and leave their maps in the dust, the way the authors technically intended? Some people may say "Yes" here, and that's fair. Personally, I think we should absolutely not respect this decision. After all, it is unreasonable to expect someone in the 2000's to mid-2010's to know that this would be Halo PC's future. After all, Microsoft had long kept Halo as an Xbox console exclusive despite the player base having asked for a new Halo FPS on PC since Halo 2 Vista, effectively dashing away any hopes of us getting a new Halo PC release. Therefore, as a community, we should preserve Halo PC's history by porting our favorite maps to this newer engine. However, it does mean that a nontrivial amount of effort will be required for some maps, especially as later-generation protectors became a thing which did worse things than just nuke the tag paths. Now it's more important than ever to keep map protection out of Halo as: Map protection does not work with CEA Custom Edition maps will not work with CEA Protected Custom Edition maps are stuck on Halo Custom Edition Therefore, map protection should absolutely not be supported or enabled. Instead, we should support high quality map deprotectors that allow us to preserve these classic gameplay experiences. I, myself, am working on a new map decorruptor in Invader targeting various forms of map corruption, ranging from map protection to issues caused by Eschaton. One longstanding goal has been to port Phoenix 3 and Ice Floe into the CEA map format, but because of artifacts created by Eschaton's map rebuilding process among a few tag-related issues and weird tag paths (e.g. +++++++++++++++), it's not so simple to port it into loose tags.
  12. I love it! This is really good.
  13. Invader supports the new features of CEA introduced in the MCC August 2022 Update. This includes the following: Script parameters are now supported! This goes for both compiling AND decompiling scripts. New functions and globals for scripting! These are more features you can use to make your maps more dynamic and do things you were not able to do before. New definitions! One useful flag you might like is the ability to turn off the "Jason Jones" hack. This is the patch Jason Jones famously implemented which, when compiling a singleplayer map, the pistol and plasma rifle would get buffed significantly. Now you can turn off this hack, making the pistol and plasma rifle more in line with the multiplayer versions. Note that it is recommended you update all MCC-related tools immediately, including both Invader AND the MCC mod tools from Steam. Running old tools on new tags causes issues, and 343 Industries never devised a good way to prevent this.