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A resource for Halo 1 modding and tech, with unique means of rewarding individual content creation and support. Have a wander to see why we're worth the time! EST. 2012

Kavawuvi

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About Kavawuvi

  • Birthday April 10

Extra Information

  • Gender
    Male
  • Contributed
    $100 (US) to Open Carnage
  • Raffle Victor
    One-time

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. Invader 0.10.0 is now out! invader-bitmap has been massively overhauled. with supports for sprites, 3D textures, cubemaps, interface bitmaps, height maps, as well as the ability to make P8 bitmaps. Detail maps and 2D textures are also better, too. Also, dithering has been improved and is now available for 16-bit and P8 bitmaps. You can read the entire changelog on GitHub: https://github.com/Kavawuvi/Invader/blob/master/CHANGELOG.md Here are all of the changes since 0.7.2: Added A changelog is now used to track changes invader-bitmap: Added --usage (default, bumpmap, and detail) and --bump-height parameters invader-bitmap: Added support for bitmaps with color plate data invader-bitmap: Added support for cubemaps, sprites, 3D textures, and interface bitmaps invader-bitmap: Added the ability to specify custom spacing for sprites invader-bitmap: Added the ability to specify bitmap type in the command-line invader-bitmap: Added p8-bump support based on Stubbs the Zombie's palette Changed invader-bitmap: Spacing now attempts to sort both vertical and horizontal to see if sprites will fit in a sprite sheet invader-bitmap: Changed how spacing is stored in the bitmap to effectively match how tool.exe calculates its spacing invader-bitmap: Double multiply sprites now simply replaces the pixel like tool.exe rather than alpha blend into gray invader-bitmap: Usage and the p8 compression flag are now preserved invader-bitmap: Height maps now generate bump maps similar to tool.exe invader-bitmap: --detail-fade replaces --mipmap-fade and is now only usable on detail maps. invader-bitmap: --detail-fade now approximately matches how tool.exe does fade to gray invader-bitmap: Dithering is now available for 16-bit and palettized bitmaps invader-bitmap: Dithering now takes an argument: `<channels>`. Channels are letters (i.e. `argb`). invader-bitmap: Sprite spacing now affects the maximum number of mipmaps you can have with sprites invader-bitmap: Non-divisible by 4 bitmaps are no longer compressed invader-bitmap: Registration point calculation has been changed to better match tool.exe's calculations invader-bitmap: Alpha is now ignored when checking if a pixel is blue, magenta, or cyan Fixed invader-build: Fixed an issue with certain sounds not being played correctly, such as the "Come on! We've got to get the hell out of here!" dialogue at the start of the game invader-string: Fixed cutting the last character of every string Removed invader-bitmap: Removed being able to specify negative mipmaps to remove mipmaps As always, you can get builds from https://invader.opencarnage.net/builds/nightly/download-latest.html and https://invader.opencarnage.net/builds/nightly/
  2. blue-gen is something I quickly whipped up on request, originally being a Linux alternative to halospritedoer written in C. By request, it has been released for Windows, as well. What it does is generate TIFF sprite sheets from BMP/PNG/TGA/TIFF images to be used as input for invader-bitmap OR tool.exe. By default, it uses blue and magenta for the color plate data, but if it detects that you are using either color for your bitmaps, it will choose a different color for the color plate. There are two programs: blue-gen and Blue Genstone. blue-gen is a command-line program that does all of the work (see the readme for the exact usage). Blue Genstone is a graphical user interface for blue-gen. You can use blue-gen by itself, but if you use Blue Genstone, ensure that blue-gen as well as any dependencies (e.g. DLL files) are the same folder. Here's the command-line program in action: I also made a GUI for it as a proof of concept: And here's the Windows version which has been slightly updated: Download (Windows 64-bit): blue-genstone-r2.7z Source code: https://github.com/Kavawuvi/blue-gen
  3. As of Invader 0.8.0, invader-bitmap can now make sprites, cubemaps, 3D textures, and interface bitmaps. I've updated the original post with this. We're a little over halfway there for a full open source HEK replacement.
  4. Good job! While I probably wouldn't use this on my own servers (I feel it is part of the core Halo experience even if it is technically a glitch/bug), I can see why people wouldn't want it. Being able to reload a weapon without holding it is pretty stupid.
  5. My efforts towards this map parser have gone towards Invader. I'll probably go update the original post to indicate this.
  6. Praise is nice as an ego boost, but honestly, all I want people to do is test my stuff. I do get bug reports from people every few days ago, but it's rarely on here. Also, while it is true that I don't upload builds anywhere else, I've provided a means for people to get the latest build (which is automatically uploaded every day or so) without having to compile it themselves. Therefore, it is unnecessary make a reply to this topic for new builds. Before I started using this system, I was able to track how many people downloaded a certain build, and I found that nearly every build I posted had 0 downloads. This meant that nobody was testing the builds I was posting. Has that suddenly changed for nightly builds? Maybe, but it's unlikely. Each of these updates takes time to write. I have to go through the past source commits as well as look at issues that were resolved. Then I have to use that aggregate information to write a forum post in a way that non-programmers will understand. I really don't want to commit so much time into writing so many posts, as it seems like they just go nowhere. I'm still going to post updates for those who are interested in the project, but they're going to be more condensed and much less frequent.
  7. I haven't posted a full update in a couple days, so I guess I'll do that. I've posted Invader 0.7.2. Here are the changes since 0.5.0: An issue with invader-bitmap was fixed. invader-string has been started. Currently it only does string_list and unicode_string_list tags. HUD message text tags are not implemented yet. Some more hidden values have been calculated for machines. This probably won't fix anything, but for the sake of accuracy, I did it. When building maps that potentially use indexed tags (loc.map), invader-build will now compare the string data rather than comparing file size to determine if it matches what is in loc.map. invader-build no longer allows you to go beyond the number of bitmaps/sounds/loc tags used in stock bitmaps.map, sounds.map, or loc.map when building multiplayer maps, nor will it allow you to go beyond the Invader-extended tag set when building singleplayer/ui maps. This is to discourage people from creating a situation where you would need different, custom resource maps for different maps in your maps folder. This is also to discourage people from creating multiplayer maps that require custom resource maps - something which could theoretically happen accidentally when using a map downloader. Due to the lack of interest in Invader/this topic on this site, I'm not going to be posting updates here as often. Sorry! Continue to check nightly builds and the GitHub repository for updates, though.
  8. TUCKER WHAT HAVE YOU DONE TO THESE PEOPLE??????
  9. I fixed a bug with invader-bitmap. It wasn't setting the pixel offset value correctly.
  10. That doesn't help me. You need to explain what a timer/"partner respawn's in" is, and you'll need to explain what you mean by it not being steady. I can't help if I don't know what you're talking about.
  11. I'm an author? Does that mean people want a sequel to Bomb Walk?
  12. I'll try, but I can't guarantee this will be added.
  13. Here's a fix for the chimera_block_gametype_rules command. Download: chimera-20190830T024658Z.7z Map downloading is planned. No. The amount of time it would take to do this without disabling/removing any of Chimera's features, ensuring HAC2 support indefinitely, and making sure everyone gets Chimera updates in a timely manner would basically turn developing Chimera into a part time job that I don't get paid to do. Sorry, but you'll just have to use an older version of Chimera if HAC2 support is absolutely required. What do you mean?
  14. I've added chimera_auto_uncrouch and chimera_shrink_empty_weapons. This means that all commands from previous versions of Chimera have been added in with the exception of a few for various reasons that I won't be adding in. Here's an update to Chimera's netcode that I posted on the Chimera Discord: Anyway, with all that bad news out of the way, here is a download to the new build. Download: chimera-20190829T164912Z.7z