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Kavawuvi

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Everything posted by Kavawuvi

  1. I've been working on my take on sightjacking. This functions similar to HAC2's sightjacking except: You can see the player's reticle You can see the player's ammo, battery, and and heat You can see the player's grenade selection and count You can see the player's weapon You can see the player's armor color You can see the player's health and shield status You can see the player's motion sensor You can see the player's respawn time It works with vehicles Since it's not restricted to showing you the player's first person view, so I felt calling it "chimera_spectate" instead of "chimera_sightjack" was more appropriate. Here's a video demonstration:
  2. (Icon is by SteamFox) Chimera is a mod that adds additional functionality to Halo Custom Edition. Features: Enables player_magnetism without requiring HAC2 or devmode Fixes descoping issues in multiplayer servers Fixes aim assist, enabling it for both the movement and aiming versus just aiming (chimera_magnetism) Adds diagonals to analog input when in multiplayer servers (chimera_diagonals) Mimic's Xbox's automatic uncrouching when using analog input (chimera_auto_uncrouch) Enable anisotropic filtering without using config.txt (chimera_af) Override HUD with splitscreen HUD (chimera_split_screen) Allow video input to continue playing even when tabbed out (chimera_tab_out_video) Disable multitexture overlays (chimera_block_mo) Disable multiplayer map fade transition (chimera_skip_loading) Disable zoom blur and pixelation (chimera_block_zoom_blur) Make objects' movements appear much smoother to take advantage of higher framerates (chimera_interpolate) Allow mouse users a more granular sensitivity control (chimera_sens_mouse_<h/v>) Set deadzones for controllers (chimera_deadzone_looking and chimera_deadzone_movement) Show budget information for map developers (chimera_budget) Disable the 30 FPS lock in cutscenes (chimera_uncap_cinematic) Throttle your frame rate to a set frame rate (chimera_throttle_fps) Prevent your vehicle from aiming for you (chimera_block_vehicle_camera_leveling) Fix the scope when scoped (chimera_widescreen_scope_mask - requires HAC2 widescreen fix) * This feature requires Halo Custom Edition to function properly. Cyan features are enabled by default without user input. Green features are disabled by default and require use of the console to enable them. Use the chimera command to list commands. Download (build 49): chimera build 49.7z There is also a Discord server: https://discord.gg/ZwQeBE2 FAQ Very frequently do people ask me the same questions about Chimera, so here’s a little FAQ about it. How do I install Chimera? Place chimera.dll into your controls folder. What OS do I need? Windows 7 or newer OR Linux with Wine 3.0 or later. Older versions of Windows or Wine may work, but they are unsupported. If you are on an unsupported operating system, do not submit bug reports. Is there a list of commands? All commands are listed in the help menus using the chimera command. Is Chimera compatible with HAC2 and Open Sauce? Yes. Is Chimera compatible with HaloMD? No. Will Chimera be integrated with HAC2 or Open Sauce? No. What levels of interpolation do what? This graph details what levels do what: Note: Off is 0, Velocity is 1, Low is 3, Medium is 6, High is 8, Ultra is 9. Ultra has the same level of interpolation as High, but no distance check optimization is in place. Will interpolation work on frame rates higher than 60 FPS? Yes. Objects are jittery with interpolation on. Here is what I'd do: First of all, if you're not using the latest version of Chimera, install this. If you have vSync turned on, try turning it off. vSync causes poor frame pacing in Halo and can result in dropped frames even on fast hardware. If you need to throttle your framerate, use chimera_throttle_fps 240. If you need to play without tearing, use HAC2's borderless window feature (play in -window and set resolution to Windows's resolution). Using -vidmode always enables vSync. If you're getting bad performance (lag spikes or average frame rate dropping below refresh rate), turn your interpolation setting down. It's likely your PC cannot keep up. I recommend these settings if you want to use chimera_interpolate 3 or higher: If you're going to use chimera_interpolate, I recommend you have at least these specifications. These should get you chimera_interpolate 3 (low), max Halo settings (make sure you aren't locked to 30 FPS), 1080p, at approximately 60 FPS: CPU (Intel): Intel Core 2 Duo E8400 (3.0 GHz) or better CPU (AMD): AMD Athlon II X2 250 (3.0 GHz) or better Graphics (Intel): Intel HD 3000 or newer Graphics (Nvidia): NVIDIA GeForce 8600 GT or better Graphics (AMD): ATI Radeon HD 5450 or better RAM: 4 GB Note: These values are listed only for reference and are recommendations. The chimera_interpolate command does not directly utilize the GPU, nor does it use a large amount of RAM for interpolation, but your game will run better if you have enough RAM for the rest of your PC. If you're getting good performance but your interpolation setting is less than 9, try turning it up. It's possible the object in question isn't being fully interpolated. Is the retail version of Halo supported? No. Halo Custom Edition on version 1.10 is the only version supported by Chimera. Are versions of Halo earlier than 1.10 supported? No. Does Chimera work with scrim mode? Client-sided features (interpolation, anisotropic filtering, zoom blur removal, etc.) are not affected by scrim mode. However, the server-side Lua script, which includes fixes for lag and analog movement, will not function. Does Chimera automatically update or have update notifications? Currently, you are responsible for keeping Chimera up-to-date, and if there is an update, you will have to come back here to get it. Notifications are planned, however auto updating will not be included. Why are Chimera releases slow? Chimera does not function on donations, thus development is done on a portion of my personal time. If it takes a while, it takes a while. SPV3 includes Chimera. Are you in CMT? No. Can I install Chimera on my Mac? Yes. Install Windows, buy the Windows version of the game (if you don't own it), install Halo Custom Edition 1.10, then place chimera.dll into your controls folder. I can't install Windows on my Mac. Can I still install Chimera? Yes. Simply buy a PC, install Windows on it (if Windows isn't preinstalled), buy the Windows version of the game (if you don't own it), install Halo Custom Edition 1.10, then place chimera.dll into your controls folder. Older downloads If you need an older version of Chimera, here are older versions:
  3. If you mean it depends on where you live, I wasn't aware there was a regional dialect on how arithmetic works. Anyway, I looked up all four of those and they're the same. It's just called different things depending on where you live. Here's a quote from mathisfun.com on their BODMAS page: And on their PEMDAS page: Wikipedia also discusses the different mnemonics on its own order of operations page, particularly why going strictly by the mnemonics instead of understanding them is a bad idea: So, where you live doesn't matter. Just do it right and you'll get the answer. Or, you can have a search engine like DuckDuckGo, Bing, or Google do it. Your choice! Personally, I was expecting most people to look up the answer. Anyway, I changed the question to something else. The answer was 8. 20 - 12 / 4(4 - 2) x 2 20 - 12 / 4 x (4 - 2) x 2 - adjacent parenthesis is implicit multiplication 20 - 12 / 4 x 2 x 2 - evaluate the parenthesis (subtract 2 from 4) 20 - 3 x 2 x 2 - divide 12 by 4 20 - 6 x 2 - multiply 3 by 2 20 - 12 - multiply 6 by 2 8 - subtract 12 from 20 I guess a better, less confusing, and more sane way to write the phrase would have been 20 - ((12 / 4) x (4 - 2) x 2), but that wouldn't be as fun.
  4. Some stuff has been added: Bookmarks Server history Hotkeys (off by default) I also fixed an issue with maps in RAM when hosting client-hosted servers and changing maps. Here you go: chimera-20191212T232636Z.7z Thanks! I'll look into that. auto_uncrouch has a few issues.
  5. Here's another kickass song from the same guy. This guy was way ahead of his time. AIDS really sucks, though.
  6. Yeah, definitely! Since season 3 is free with prime, now is the best time to watch it before the fourth season comes out.
  7. I just rewatched the first three seasons of The Expanse. I'm quite excited for the fourth season that is coming out in under two weeks from now.
  8. Here's a update on the month of November! Invader is now 0.20.2. Not much has changed, besides adding a new tag extractor and a new meta data viewer as well as fixing a lot of issues, of course. Added New tool: invader-info - Displays meta data of a map file but can also show specific data (-T): build, compressed, compression-ratio, crc32, crc32-mismatched, dirty, engine, map-type-scenario-scenario-path, stub-count, tag-count, tags New tool: invader-extract - Extracts tags from cache files Added a new tag parser invader-build: Added -N to rename scenarios when building invader-build: Added -c for compress (forging CRC now uses -C) invader-build: Strips default data from compressed animations now invader-font: Added support for .otf files Changed Help menus have been rewritten All tag definitions have been converted to .json format invader-bitmap: Changed -m to -M to avoid confusion with --maps invader-bitmap: The default bump height is now 0.026 invader-build: Shows map type when building invader-build: Uses new indexer format (previous index files will not work) invader-build: 32 byte strings are now zeroed out on copy invader-build: The stub count is now shown invader-build: Index parsing is now case insensitive invader-compress: Strings are now zeroed out before copy invader-compress: The default compresson level is now 19 invader-indexer: Changed index format to simply list tag paths with extensions Fixed invader-bitmap: Fixed -P not working with non-.tif files invader-build: Fixed indexed sound data taking up more space than needed in the tag file; this will reduce tag space usage a little more invader-build: Fixed -g not erroring if an invalid engine was given invader-build: Fixed sound looping tags' gain being set to 0 invader-build: Fixed some values in shader_transparent_plasma being set to 0 invader-build: Fixed biped A In, B In, C In, D In being set to 0 invader-build: Fixed some objects' flags being set to 0 invader-build: Fixed an undefined behavior issue with firing positions invader-build: Fixed light tag durations not being properly multiplied by 30 invader-build: Fixed some sound tags not working as intended invader-build: Fixed lens flare rotation scale not being converted properly invader-build: Fixed setting mouth data and subtitle data to 0 size invader-build: Fixed incorrect footstep sounds being used if not using an MEK-extracted BSP tag Removed Removed invader-crc. invader-info now fulfills the same exact purpose invader-compress: Levels above 19 were removed; they are pointless and needlessly use extra memory Another feature added post-0.20.2 was colored diagnostic text output. I'm still figuring out how I'll do this for Windows. Basically, here are some screenshots: Lastly, I posted this earlier today on the Halo CE Reclaimers Discord, but basically, I'm considering removing dithering and nearest-neighbor mipmapping from invader-bitmap. Here's the whole spiel from the Discord I gave: [12:18 PM] Kavawuvi: So, next version of Invader, I'm considering removing dithering as well as nearest-neighbor mipmapping from invader-bitmap. Any thoughts? [12:20 PM] Kavawuvi: The problem is that the original point of having these bitmap tags having all of this data was so that it provided parameters for the bitmap tool (tool.exe) to generate the bitmap data. [12:21 PM] Kavawuvi: Previously, in order to satisfy this, I added more flags to specify how to generate bitmap data, and this included dithering and mipmap settings. [12:22 PM] Kavawuvi: The problem with doing this is that there is no way to know if a tag has these flags or not, since tags lack a versioning system once they're in the map file. For all I know, MCC uses the data where these flags are located for other purposes. [12:25 PM] Kavawuvi: Considering hardly anyone actually uses Invader let alone invader-bitmap, these features probably won't be missed anyway, so having them in here is more a liability than an asset in my opinion. Anyway, as always, you can download Windows builds from the Nightly Builds page. https://invader.opencarnage.net/builds/nightly/download-latest.html Stay tuned until next month for the next update!
  9. Invader is a work-in-progress, open source, cross-platform toolkit for creating Halo: Combat Evolved maps. There are a number of tools that come with Invader: invader-archive - CLI program for creating archives of all of the tags required to build cache files invader-bitmap - CLI program for generating .bitmap tags invader-build - CLI program for building cache files from scenario tags invader-compress - CLI program for compressing cache files invader-dependency - CLI program for listing the dependencies of a given tag OR the tags that depend on a given tag invader-extract - CLI program for extracting tags from a map invader-font - CLI program for generating font tags invader-indexer - CLI program for generating a list of all of the tags in a cache file or resource map (useful for invader-bitmap) invader-info - CLI program for getting metadata of a cache file invader-resource - CLI program for generating resource map files (i.e. bitmaps.map, sounds.map, loc.map) ... and (hopefully) more programs to come! You may be wondering, why am I taking time to replace the Halo Editing Kit, something that already works fine? I'm glad you asked (or I asked?)! The Halo Editing Kit... ...is closed source. This means that you cannot make changes to it or add functionality without resorting to modifying the .exe file directly. Also, information has been obfuscated away through compilation. Invader is open source. ...is unsupported. Since it's closed source, you cannot rely on the developers to issue any updates to fix problems with the program. If they never update it, then it is the final version you get. An ideal program should never need updated, but the HEK is very far from ideal. Because Invader is open source, anyone may fork and support Invader at any time. ...is limited. Since it's closed source, you have to modify the .exe file directly in order to make changes to it. If you don't, you're limited to building 384 MiB cache files. Also, singleplayer maps are tied to the resource maps you built them with, thus users must have the same exact bitmaps.map and sounds.map you used to ensure the correct assets are displayed/played. Invader does away with most of Halo's arbitrary limits, even the 384 MiB cache file size limit (it's 4 GiB now!). ...was made for older PCs. As robust as Windows's backwards compatibility may be, even it has limitations, especially with Win32 GUI programs like Guerilla and Sapien. Invader runs natively on 64-bit x86-based PCs. ...is slow. This is due to thousands of unnecessary checks as well as the program, itself, not being compiled with optimizations. Building all stock multiplayer maps with tool.exe takes over 4x as long as Invader. ...only works on Windows. Not everyone uses Windows, and Wine compatibility on Linux is, at best, a mixed bag especially in regards to the GUI-based applications Sapien and Guerilla. Invader natively runs on both Windows and Linux without having to worry about Wine. tl;dr: You can't guarantee the Halo Editing Kit will continue to work indefinitely, and it doesn't meet all of our needs anymore. Invader is here to fix that. I recommend reading this post for more information on why it is important that the Halo Editing Kit should be replaced: Please note that Invader is a work in progress. Using it would be nice, but it is limited. With invader-build, stock multiplayer maps are very close to perfect, while singleplayer maps and maps with scripts work but may have issues with AI, scripts, and detail object collection tags. Also, invader-bitmap cannot process sprites, yet. Lastly, Invader is untested for macOS. As such, macOS is not supported, but it will most likely work just as well as it does on Linux if built correctly. Here is a FAQ composing of some of the questions I've received: What is Invader? Invader is an open source replacement of various tools in the Halo Editing Kit. What license does Invader fall under? GNU General Public License version 3. Note that, for numerous reasons, this is specifically version 3 and NOT "version 3 or later" like what many GPL-licensed projects do, so if a GPL version 4 comes out, then you cannot use this project under that license. Where do I get Windows builds? https://invader.opencarnage.net/builds/nightly/download-latest.html Where do I get Linux builds? Currently you must build them from source. If you are on Arch Linux, you can use the package on the AUR to help you do this. Is Invader finished? No. Where do I get the source code? https://github.com/Kavawuvi/invader What operating system can run Invader? There are probably dozens of operating systems that can run Invader in some form since it's open source, but it's been at least tested on Arch Linux which is what I use to develop it. How do I compile Invader? I've written some instructions on the readme. What HEK functionality can Invader do right now? tool.exe build-cache-file, tool.exe windows-font, tool.exe bitmap Is there a tutorial on how to use Invader? No. Is there a 32-bit version of Invader? No. How can I contribute to the project? I recommend reading https://github.com/Kavawuvi/invader/blob/master/CONTRIBUTING.md Basically, there are several ways you can contribute: One of the most important things you can do right now is test Invader and report issues at https://github.com/Kavawuvi/invader/issues or here on this topic. You can also contribute directly to the project by fixing issues listed there. Simply fork the repository, fix the issue, and submit a pull request for me to review, ensuring you adhere to the standards I set in the CONTRIBUTING.md file. If I don't approve your changes, I will leave a comment explaining why. Source code: https://github.com/Kavawuvi/invader Builds: https://invader.opencarnage.net/builds/nightly/download-latest.html Original version of this post (for posterity):
  10. These features are left to be added before Chimera hits version 1.0: The rest of the controller features Server history (currently only partially implemented - still trying to figure out how I'll get that going) Server bookmarks Spectate If and when Chimera hits version 1.0, I'm going to drop build 49 from the original post. Note that this build is the last version to support HAC2. Due to a large number of reasons, version 1.0 of Chimera does not support HAC2 (or vice versa). Some of you may be wondering: Where is Lua scripting on this list? Not to worry - I haven't forgotten about it. Features like Lua scripting are still planned, but I plan on making Chimera a server mod as well, thus if and when I add Lua scripting, then it will most likely be done while I develop the server portion. Since Chimera is a client mod, then many of the server features I plan on making should also work on client-hosted servers.
  11. Here's a new build with a couple fixes: Fixed an issue with the game crashing and creating 0 byte map files if the download fails Fixed an issue with games not being joinable without turning on maps in RAM Here you go: chimera-20191127T114426Z.7z
  12. If you mean for the anti-warp thing that stunt_man used to use, I don't have that anymore, and it was on a very, very old version of Chimera. That said, I am looking into making Chimera into a standalone server mod.
  13. I've gotten a few requests to add some other community-made tools to this list. Please note that, unless I can locate an up-to-date version of the source code, I will not add tools to this list. While I am happy that there are people in the community who are willing to create and share useful software, the goal of this project is to have open source software. I did not title this list, "Replacing the Halo Editing Kit with community-made software". Also, not only is closed source community software out of the scope of this project, but I personally consider using community-made closed source software to actually be worse than using the Halo Editing Kit regardless of how much better the actual software is. The reason for this is because the software exists and, if it's a replacement, it is often better than the Halo Editing Kit equivalent, thus potential contributors will be less motivated to write an open source replacement, and this effectively screws over the community when everyone has to rely on it.
  14. The Halo Editing Kit sucks and everyone knows it. How do we replace it? I made a list of stuff that needs to be done and stuff that has already been done. Why should the Halo Editing Kit be replaced? The Halo Editing Kit is unmaintained and unsupported. It contains plenty of bugs, and it is not very user-friendly. It also contains numerous limitations and restrictions that may make sense with the limited 64 MiB memory of the original Xbox but not a PC game even from this time period. It was also made for much older systems (pre-2004 systems), and while it still works with modern systems due to Windows's robust backwards-compatibility support, issues have crept up in the past that make some things worse than what they were in the past (Sapien and Guerilla have UI issues, for example). Also, to use the Halo Editing Kit, you must agree to an additional restrictive license that takes away your freedom to use their software. Invader, on the other hand, uses the GNU General Public License version 3.0, and Mozzarilla and Refinery are part of the MEK which use the MIT license, a license with even fewer restrictions than the GNU GPL. But the worst of all is that the Halo Editing Kit is closed source and nonfree. Locking down the source code is not only unhelpful to the modding community, but if people begin relying on the software, it proves to be detrimental to the modding community. Why? Because if the software stops being actively maintained and supported, the modding community ends up having to rely on this unmaintained and unsupported software, resulting in potential complications and issues. If issues arise (bugs, limitations, or better ways to do things have been found), there is no way to update the software without resorting to reverse engineering and modification of the binary, so people end up being stuck with the limitations and bugs of the older, closed source software until this happens. Because the closed source tools technically already exist, fewer people are inclined to replace them despite their problems, so in a way, the closed source software ends up being worse than not having the software in the first place. What needs done? Questions we can answer right now: How do you edit your tags? Use Mozzarilla. How do you make string list tags? Use Mozzarilla. How do you make HUD message list tags? Use Mozzarilla. How do you make your bitmaps? Use Mozzarilla or invader-bitmap. How do you build your multiplayer maps? Use invader-build. How do you make your fonts? Use invader-build. How do you make sprites? Use invader-bitmap. How do you make cubemaps? Use invader-bitmap. How do you make animation tags? Use Mozzarilla. You currently need to use closed source software to make the .JMA files. How do you make physics tags? Use Mozzarilla. You currently need to use closed source software or an outdated version of Blender to make the JMS files. How do you make model tags? Use Mozzarilla. You currently need to use closed source software or an outdated version of Blender to make the JMS files. Questions we cannot answer right now: How do you make your sounds? We don't know yet. How do you compile your scripts? We don't know yet. How do you make .scenario_structure_bsp tags? We don't know yet. You currently need to use closed source software or an outdated version of Blender to make the JMS files. How do you make collision model tags? We don't know yet. You currently need to use closed source software or an outdated version of Blender to make the JMS files. How do you place your objects? Besides manually placing them in Mozzarilla or placing them in Blender and using an old invader-scenario tool I wrote to apply them to a .scenario tag, we don't know yet. How do you bake lightmaps? We don't know yet. How do you build your singleplayer maps? Besides invader-build which isn't 100% feature complete, we don't know yet. Milestones to achieve? Making a HUD from scratch: Requires being able to edit tag data (use Mozzarilla) Requires being able to create 2D texture bitmaps (use Mozzarilla or invader-bitmap) Making a simple multiplayer map: Requires being able to build a map (use invader-build) Requires being able to create scenario tags (use Mozzarilla) Requires being able to edit tag data (use Mozzarilla) Requires being able to place objects (use Sapien from the HEK) Requires being able to compile BSPs (use tool.exe from the HEK) Requires being able to bake lightmaps (use tool.exe from the HEK) Making a new object completely from scratch: Requires being able to make animation tags (use Mozzarilla and a closed source program) Requires being able to make model tags (use Mozzarilla and a closed source program) Requires being able to make physics tags (use Mozzarilla and a closed source program) Requires being able to edit tag data (use Mozzarilla) Requires being able to make sprites (use invader-bitmap) Requires being able to make cubemaps (use invader-bitmap) Requires being able to make a HUD for weapons, units, and vehicles (can be done fully in Mozzarilla, optionally using invader-bitmap for bitmaps) Requires being able to make collision model tags (use tool.exe from the HEK) Making a new campaign map: Requires being able to edit tag data (use Mozzarilla) Requires being able to make string tags (use Mozzarilla) Requires being able to create scenario tags (use Mozzarilla) Requires being able to make sprites (use invader-bitmap) Requires being able to build singleplayer maps (invader-build works, but it cannot yet place firing positions correctly, so use tool.exe from the HEK for better results) Requires being able to compile scripts (use Sapien from the HEK) Requires being able to place objects (use Sapien from the HEK) Requires being able to compile BSPs (use tool.exe from the HEK) Requires being able to create sounds for voice acting (using tool.exe from the HEK) Requires being able to bake lightmaps (use tool.exe from the HEK) Making a complete game: Requires being able to edit tag data (use Mozzarilla) Requires being able to make fonts (use invader-font) Requires being able to make multiplayer maps (incomplete) Requires being able to make campaign maps (incomplete) Requires being able to make objects from scratch (incomplete) Where do I get this stuff?
  15. Did you forward it on TCP or UDP? Online port checkers can check TCP, but because UDP is connectionless, they can't reliably check UDP. Halo uses UDP.
  16. Here's a build. I've added the map downloading feature and you can test it now. Note that map downloading isn't 100% stable and doesn't seem to work very well on retail, but it's here finally. I'll be ironing out bugs, and you can feel free to report them too. chimera-20191117T163956Z.7z
  17. A mini-update: I converted the tag definitions to the more parsable .json format. This won't significantly impact Invader's performance since these definitions will be transpiled back into C++ headers. However, it will allow me to tag parsers. As a test, I converted them into Eschaton plugins. I use Eschaton for viewing tag data and finding offsets (which for building cache files is VERY useful), and I've found Sparky's plugins to be fairly inaccurate in some cases. Since my definitions are basically used to build cache files, I figured these would actually be more complete and more useful for my purposes. Here's a screenshot of Eschaton with them: As usual, I will post an update to Invader next month. To give you an idea of the size of the update, this month is only half over and there are already a number of changes already logged in the changelog. These changes over 80 commits with about 40 more on the way in a separate branch, and there have been several version bumps.
  18. Are you sure? This one did sync over the Internet. In fact, those screenshots are screenshots of a client joining the server, and the client is using a totally stock map. No custom netcode, scripts, etc. were used. In fact, if you were to join it with no mods whatsoever, you would still see those logs. The good ol' 256 visible object limit. HAC2 and Chimera now raise that to 1024. Too bad your frame rate tanks if you have a lot of objects, because Halo isn't very efficient at rendering objects.
  19. These are each screenshots of a stock bloodgulch.map in an otherwise vanilla server hosting a modified map. I'm surprised servers don't have super badass log forts like this, instead opting for some really silly healthpack teleporters, instead.
  20. I've implemented map downloading. With widescreen fix: Without widescreen fix: Hopefully a build will be posted soon, as, for the most part, this feature is complete. I'm waiting on msalerno1965 to finish, so I've been using a friend's HTTP server and some stock maps for testing.
  21. The OP only applies to build 49 of Chimera. Technically this is not the latest version, and the version on GitHub is actually almost completely rewritten. I originally kept build 49 here as a sort of "stable" release, and all builds after that were newer versions but were less tested. When I start posting a public alpha of 1.0, I'll update the OP. 0-1. I suppose I could put that in the description. 0-1, where 1 = stick is all the way out and 0 = stick is in the center. I suppose I could put that in the description. It doesn't take any arguments. It simply turns on a bunch of features at once. 50 = 50 degrees horizontal - Use this if you don't plan on changing aspect ratios. 50v = 50 degrees vertical - Basically, it automatically adjusts horizontal FOV so the vertical FOV calculates to 50 degrees. Use this if you switch between aspect ratios (e.g. 16:9 fullscreen and 32:9 splitscreen). auto = Use this if you want your game to look like the Xbox version's FOV. It's basically just a scale, where 1 = 1x, 2 = 2x, etc. 1 = LODs appear as designed in the map 2 = Higher quality LODs will start to appear at half their pixel threshold 4 = Higher quality LODs will start to appear at a quarter of their pixel threshold There isn't any ideal value for this, though. The problem is that if you set this to anything higher than 1, then glitches like the headless chief glitch can appear when you play The Pillar of Autumn. Therefore, it's probably better to not touch this unless you just play multiplayer and you find LOD pop-in to be annoying, or you don't care about the headless chief glitch. So, I suppose if you just play multiplayer, you could set it to 10 and you'll always see the highest LODs of objects with no pop-in. I'm still not quite sure how I plan on taking <player> as an argument. Anyway, thanks, I'll look into updating the readme.
  22. I've fixed a few interpolation problems, and I've reimplemented maps in RAM and map compression using Invader's map compression for this. Map downloading is coming soon, too, but I need msalerno1965 to set some things up, first. If anyone wasn't aware, the password to the last build was cookies. I've decided to make this next one's problem simple: an arithmetic problem. I'll also include a PASSWORD.txt which will have hints to the password. If you want the files, you will have to either: a) Compile Chimera from source (https://github.com/Kavawuvi/chimera) b) Solve the below question (NOTE: the question may change; answers will be posted on Open Carnage eventually) c) Get Chimera from somewhere else Here's the question! What is 20 - 12 / 4(4 - 2) x 2 Note: x is multiplication and / is division. Order of operations matters. Note: All answers only contain lowercase letters and numbers. Also, when Chimera goes into open alpha, I'll stop requiring a password. Until then, good luck. chimera-20191113T185645Z.7z UPDATE: I fixed a bug where servers weren't joinable if you had maps in RAM enabled.
  23. You can't detect if someone is pressing specific keys in a SAPP server, nor would you want to.