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Kavawuvi

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Everything posted by Kavawuvi

  1. (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:
  2. Yeah, definitely! Since season 3 is free with prime, now is the best time to watch it before the fourth season comes out.
  3. 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.
  4. 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!
  5. 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):
  6. 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.
  7. 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
  8. 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.
  9. 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.
  10. 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?
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. You can't detect if someone is pressing specific keys in a SAPP server, nor would you want to.
  20. I'd totally give you tickets if I was allowed to. That's really cool!
  21. Before you read, note that I did play a little bit of the GBC version of the game, but only up until the first dungeon. All of my other knowledge of the GB/GBC version game comes from watching gameplay. However, I did beat the Nintendo Switch version. Also, this review contains no spoilers. The Legend of Zelda: Link's Awakening is a remake of a game of the same name from the Game Boy and Game Boy Color era, featuring the traditional top-down perspective from classic 2D games like it. The main difference is that everything is presented in 3D, kind of like The Legend of Zelda: A Link Between Worlds on the Nintendo 3DS except with a toy-like art style. The original game is, indeed, a classic, with the cruft of classic games that go along with it, and this remake is no different. Premise Link wakes up on an island. To leave the island, he must wake up the Wind Fish. To do this, he has to defeat all of the Nightmares and obtain all of the Instruments of the Sirens. To do this, he has to beat all of the dungeons, similar to most other Legend of Zelda games. Unlike most other Legend of Zelda games, Zelda is absent from the entire game, even in the ending. Dungeons Dungeons play very similarly to The Legend of Zelda: A Link to the Past. You have to find keys, solve puzzles, obtain items, and find the Nightmare Key to finally unlock the door to the boss of the dungeon. Some dungeons also have mini-bosses which provide a fair challenge, but to obtain the Instrument, you must defeat the boss (the Nightmare). Unlike A Link to the Past, dungeons contain subsections that involve 2D platforming. Items In addition to obtaining items inside dungeons, Link must obtain items outside of dungeons in order to progress. Much of the content is completely optional, such as three bottles (captures and holds fairies - Link's only manual healing item), two tunic upgrades (reduces damage taken), heart pieces (increases maximum health for every 4 pieces), the Boomerang (ranged attack like the bow), and medicine (heals Link to full health if he dies - fairies do NOT do this unlike ALttP). I managed to complete the game with the starting green tunic, 15 hearts, one bottle, only half the seashells, and no boomerang. Some required items must be found outside of the dungeon, including the Bow which is sold at the shop for an obscenely high price. You can steal from the shop, but if you do, your name gets permanently changed to "THIEF" and the shopkeeper will instantly kill you the next time you visit the shop regardless of if you have medicine, though he won't kill you when you re-visit after that. Note that there is a secret ending that you can see if you survive without dying, so maybe don't steal from him. You also have to go through a trading quest where you have to obtain an item and trade between different NPCs throughout a good part of the story. There are also other collectibles: seashells, figurines, and dungeon tiles. Seashells are used for obtaining items from the Seashell Mansion. Figurines are used to decorate rooms, and there are many of them - some of them are Mario universe cameos. Dungeon Tiles are used for Chamber Dungeons. If you want to 100% the game, there's obviously a lot to stuff to find. If you hate doing this stuff, though, then this game isn't too hard on doing this stuff if you just want to beat the game. Chamber Dungeons Chamber Dungeons are a new feature of the game (the "gimmick"), and this consists of a simple dungeon editor. This dungeon editor allows you to place rooms you've collected into one big dungeon. You can do things like make a boss rush dungeon or a place to get money at a steady rate. Like regular dungeons, each dungeon needs to have a Nightmare for you to defeat in order to win. Doing any of this is completely optional, but you can obtain some rewards for doing so. Unfortunately, you can only place premade rooms. You can't create rooms, and the amount of control is limited. Also, you can't share dungeons. Game Controls Also, the game controls are interesting to say the least. Before, every action that didn't involve moving or interacting had to be bound to either A or B, but this game changed it so the sword (attacking), shield (blocking), power glove (grabbing), and pegasus boots (dashing) are always usable. I wish they expanded upon this and made the Roc's Feather (jumping) permanently bound to a button, too, as I found that I had this item bound for most of the game anyway, but this is still a very nice change. This game uses 8 directional movement, which is perfect for the D-pad. Unfortunately, the D-pad does nothing in-game, and instead, the left analog stick is used. They really should have used the D-pad or at the very least both for movement, instead. Art style As I said before, this game has a sort of toy-like aesthetic to it. Plenty of things have a slight shine to it as if it was made out of plastic. At first, I thought it was strange to look at, but it kind of grew on me. In my opinion, this game overall does it well, but the depth of field effect can be a little overboard. That said, it does sometimes stay with the original source material a little too much. The game is still a sort of grid-like system, which while it does copy the original game, I think it copies it a little too well. For example, many pits you can fall in are still circular shaped tiles like in the original game when they could be actual connected pits. This doesn't detract from the game in my opinion, but I wouldn't have complained if they changed this. The game has also been changed so a lot of places take up more than one screen with the camera following Link in a sort of bounding box, such as in the overworld or in some of the dungeon rooms. Otherwise, many dungeon rooms take up one space with the camera at a fixed position until Link goes to a different room. The game handles this well, in my opinion. Music This game features an orchestral version of the original sound track. There is a small variety of music in the game depending on where Link is or what he is doing, including music for each dungeon. In my opinion, I think it all complements the visuals very well, but I recommend you listen for yourself. How well does it run? Since it's a console game, you might be wondering if it runs poorly. It doesn't run poorly, but it isn't flawless. This game runs at 60 frames per second with a dynamic resolution, and I personally appreciate this. The dynamic resolution scaling is sometimes noticeable, but only for a moment when you're entering rooms, so it's not really intrusive. Unfortunately, the game can intermittently drop to 30 frames per second when going between different locations. For example, if you are inside a house and you go outside, or if you're going from the outskirts to a desert or a forest, it can drop in frame rate momentarily. There is also one area in the game, a swamp, where the game does not run at 60 frames per second the entire time. It is important to note that I exclusively played this game in portable mode, but people who have played this game with their Switch docked have encountered the same exact issues. I recommend watching Digital Foundry's review of the game if you want more information on performance, as they did an excellent performance analysis (the performance analysis is at 15:25). Conclusion Overall, despite the few issues the game has, this is a great game, and if you're a fan of The Legend of Zelda series, I highly recommend picking this up if you have a Nintendo Switch. Is it was worth the $60? For what you get, it's no Breath of the Wild, but you can sink a lot of hours into this game on just finding all of the items, and the main story isn't exactly short. Perhaps if you're into completing the game, maybe! However, if you want to get this, you could buy a used copy or wait for it to go down in price if you want to buy a retail copy. However, there are plenty of games out there that have a similar amount of content which cost much less than $60, so keep that in mind. Pros Lots of new content Improves upon the original game without straying from the original source material Excellent soundtrack Runs at 60 FPS Cons Analog sticks should not be used for digital input No option to turn off depth of field Some performance issues
  22. Here's a monthly update for the progress made in October. I hope everyone had a good Halloween last night. Invader is now 0.15.2, and there have been a number of changes, including the new invader-compress program. View this topic for more information. Added invader-archive: Now accepts filesystem paths for the tag if -P is passed invader-bitmap: Now accepts filesystem paths for the image input if -P is passed invader-build: Now accepts filesystem paths for the scenario tag if -P is passed invader-dependency: Now accepts filesystem paths for the tag if -P is passed invader-font: Now accepts filesystem paths for the the TTF file if -P is passed invader-string: Now accepts filesystem paths for the text file if -P is passed invader-crc: Now prints a warning to stderr if the CRC32 in the cache file header is wrong invader-crc: Now errors with a useful error message if a resource map is loaded with it invader-build: Halo Demo / Trial maps can now be built (-g demo) invader-crc: Halo Demo / Trial maps can now be used invader-build: --no-indexed-tags was renamed to --no-external-tags invader-build: Building retail and demo maps now uses the resource maps invader-build: The gain modifier for sound\sfx\impulse\ting\ting.sound is now changed to 0.2 if building for retail or demo and 1.0 otherwise invader-build: Now shows the target engine of the map invader-compress - Compresses cache files using the Zstandard algorithm invader-resource: Added --retail / -R which will allow you to build retail maps invader-build: Copying TagString data now checks for string overflow invader-crc: Works with maps compressed with invader-compress invader-indexer: Works with maps compressed with invader-compress Changed invader-build: The diagnostic messages now show tags using external raw data when building a retail or demo map invader-dependency: Now uses -R instead of -r for reverse dependencies invader-dependency: Now uses -r instead of -R for recursive dependencies invader-build: Bitmaps and sound data are now shown separately next to their combined total in the diagnostic output invader-build: The number of tags that could be cached/indexed is now shown invader-archive: Now handles exceptions instead of calling abort() while either compiling or parsing cache files invader-build: No longer errors when orphaned model nodes exist invader-bitmap: Made detail fade factor closer to tool.exe's output - still needs more work but it's remarkably close Fixed invader-build: Fixed decals with null references crashing the game invader-bitmap: Fully implemented and fixed 3D textures invader-dependency: Fixed an issue where it didn't include a null terminator, causing some tags to fail to open invader-archive: Fixed an issue where some stock HEK .gbxmodel tags tried (and failed) to be archived as .model tags invader-bitmap: Fixed an issue where sprites spanning the entire width wouldn't be detected invader-archive: Fixed an issue where the root tag would have its full system path included when using -s As always, you can get the latest build at https://invader.opencarnage.net/builds/nightly/download-latest.html or view the changelog at https://github.com/Kavawuvi/invader/blob/master/CHANGELOG.md. If anyone has any comments, suggestions, or bug reports, feel free to reply here. Otherwise, see you next month! Stay warm.
  23. I sort of agree. Being able to turn off or at least tone down the depth of field would be really nice. It doesn't ruin the experience for me, but it is a little excessive in my opinion. Also, again, analog sticks are being made to do what the directional pad does 100x better. This is a great game, but I think they should address these things in a patch. Every other problem I have with the game that I can think of, besides the frame rate issues, isn't necessarily the remake's fault. No problem. You might be able to pick up a used copy in a few years from now for a good price. I get plenty of cheap stuff off of eBay and Amazon this way.