Welcome to Open Carnage

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


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About Kavawuvi

  • Birthday 04/10/1995

Extra Information

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  • Contributed
    $100 (US) to Open Carnage

Computer Details

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    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
  • 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

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  1. I do like it when there are more platforms to get games, as that encourages competition. For example, GOG is a really cool platform, as there's no DRM, for example. Many Steam games do have DRM, however. GOG offers something that Steam doesn't have, and that's what I want to see. It means we can choose and pick the best option for ourselves. What Epic Games is doing is not this. Quite a few companies have actually broken promises such as a Steam or GOG release of a game, and they've done this in exchange for whatever money Epic gave them to keep them exclusive to Epic for a year. We aren't getting a better option when they do this. Instead, we're getting shafted. This is anti-competitive. I have nothing against choosing to release on just Epic Games in itself. Sure, that's disappointing and I probably won't buy that game, but that's it. What is wrong is the way they are being deceitful about it.
  2. Here is another table. This one is for the entire Refined campaign. Here are the important points: On average, compression ratio is under 40%. This reduces the total size of the Refined campaign on disk from around 2.65 GiB to around 1 GiB. Decompression on 8+ threads provides the best decompression times. It is worth noting that times and scaling can be improved further, but it will come at the cost of compression ratio. Even on CPUs that don't have 8 physical cores but have at least 8 threads (e.g. desktop Intel Core i7 CPUs, Ryzen 5 CPUs, etc.), SMT/HT can still provide improved throughput. Decompression on 4 threads provides worse (longer) decompression times compared to 8+ threads. CPUs that are dual core but have four threads (e.g. pre-Cannon Lake Intel Core i3 CPUs, Kaby Lake and Cannon Lake Pentiums, etc.) will perform worse than true quad cores but may still get better times than those that have only two threads. Even when locked to 2 threads, decompression usually takes under 4 seconds. Note that PCs with CPUs that actually have only 2 threads will probably perform worse due to having low clock speeds, slow memory, etc. Also, the operating system may be doing tasks in the background, consuming CPU time.
  3. Not really. Nearly everyone who was on the Halo PC modding scene has come and gone. Most of the few who are left are on Halo Custom Edition and use the Halo Editing Kit.
  4. I have decided that Chimera version 1.0 will be released under General Public License version 3 or later. It is my opinion that making a mod closed source and never releasing the source code to it is hypocritical and detrimental to the modding community, and that kind of content has no place here.
  5. Games for Xbox Live
  6. Here are some more questions that were asked about map compression: Does it use LZMA or LZMA2? LZMA2 is not actually a compression algorithm but a container format that can use LZMA. However, if you were to strip the cache file header and the table of blocks from a compressed map, then it could possibly be decompressed using tools like xz. Does it compress in blocks or is it one stream of data? That depends on the uncompressed size. Generally, smaller blocks result in a worse compression ratio. If the uncompressed size is less than 8 MiB, then it will not do it in blocks. There isn't any significant performance benefit to separating such small files into blocks, while doing so would result in worse compression ratios. If anyone has any more questions, feel free to ask them here. Also, I'm considering dropping Open Sauce support. There are several reasons why I'd want to do this, but here are the main reasons: - It is difficult to use Open Sauce on Linux with Wine, and this makes it difficult for me to develop Chimera while testing Open Sauce. - Chimera's widescreen mod and Open Sauce's widescreen mod do not play well, and I'd rather not upset people by disabling the widescreen mod if Open Sauce is detected. - Open Sauce has a map downloader, and I absolutely do not want to make a workaround to support it while still having my own map downloader. - Chimera's map downloader does not support Open Sauce maps, anyway, and I have no way of knowing if the server is hosting such a map. Essentially, this means that Chimera's features will not care if Open Sauce is installed. However, like HAC2, if you encounter any problems, I won't try to fix it and will tell you to uninstall Open Sauce or Chimera, instead.
  7. Halo Demo/Trial is a cut-down version of the full version of the game. For example, on Campaign, you are limited to The Silent Cartographer. You can't play the full game, and if you beat this level, you are treated to a video of Sgt. Johnson ordering you to buy two copies of the game, and you are ordered to buy another two when you close the game. Money-wise, playing the demo/trial is expensive if you have to keep buying two copies of the game every time you play it. But in seriousness, on Multiplayer, you are limited to Blood Gulch on Free-for-All Slayer or CTF with no access to custom gametypes. Also, you don't have access to the console nor do you have access to dedicated servers. This means: You are stuck on Blood Gulch unless you convert a full version or custom edition map You are stuck with banshees and warthogs being on the field unless you mod the map You have limited access to custom gametypes, requiring you to go through very roundabout ways in order to use custom or alternative gametypes Due to Trial being an old build, you cannot use "Reset Game" as it will just effectively do what "New Game" does except with the current gametype and map, thus you cannot use it to do a count-of-three Someone always has host advantage, giving them a massive advantage over all of the other players These drawbacks make it unviable for scrimming compared to something like Halo Custom Edition which has: All of the maps and gametypes of the full version of the game Custom maps and gametypes Dedicated servers No-lead The console sv_map_reset (so you can do a count-of-three) By design, the demo/trial version is inferior and is only intended to sell the full version of the game. Also, scrims and clans exist in Custom Edition and the retail version of the game. Even if the trial did exist, I don't see why anyone would prefer this over Custom Edition or even the retail version of the game aside from the fact that the trial is free.
  8. Moved to General Gaming. Also, being limited to Blood Gulch and The Silent Cartographer got old for me when the Mac modding scene died. What benefit is there to going back to this now?
  9. Yesterday, I made map compression a thing, and I am considering implementing it into Chimera. Here's a mini-FAQ on it: What compression algorithm are you using? LZMA What compression ratios can be achieved? Compression ratios vary from map to map. Generally, uncompressed data compresses better than compressed data. For example, model data and tag data generally compress better than DXT texture and OGG sound data with OGG sound data being the least compressible. For example, the Refined Campaign is a collection of 10 singleplayer maps. These maps, when combined, take up a large amount of data: 2.649 GiB. When compressed, they are reduced to 1.003 GiB, achieving a compression ratio of 35.27%. How are loading times impacted? Loading times vary depending on the size of the compressed map, but it more depends on the specifications of your PC. Faster storage and more CPU threads will drastically improve performance. Judging by the results of the recent poll, most people have at least four threads. How do I make a compressed map? A tool is in development to turn existing Halo cache files into compressed files. Not all maps can be compressed, however. Maps compiled using os_tool, most protected maps, and maps with embedded Chimera scripts are examples of maps that cannot be compressed. How long does it take to compress a map? While LZMA decompression is fast, LZMA compression is much slower and can be fairly memory-intensive. Compressing Refined's d40.map took 20.591 seconds with RAM usage of around 4 GiB. Reducing RAM usage without affecting the output file is possible, but it requires limiting the thread count, further increasing compression time. Can compressed maps be used with Refinery? Currently, no. The tool that compresses maps can decompress maps, but those maps will still not work with Refinery. Making it work would most likely be trivial, however, if anyone is up to the task.
  10. I'm considering dropping HAC2 in the 1.0 release of Chimera. In the past, I've received numerous complaints about people's HUDs looking wrong when using Chimera's widescreen fix while having HAC2 installed. It was that reason why I made the full widescreen fix unavailable when these mods are detected. Some people were not happy with this decision, but unfortunately, I had to do it. In the 1.0 test builds, this restriction was removed. Since I'm considering ceasing support of HAC2 in the 1.0 release of Chimera, I'm probably going to be removing this restriction for good. This means that you will be allowed to use the widescreen fix even if you have HAC2 installed. However, if you encounter any problems by using HAC2 and Chimera together and you try to report it as a bug: I will NOT try to fix it. I will instead tell you to either uninstall HAC2 or Chimera. If and when I do decide to formally drop HAC2 support, I will make a more detailed post.
  11. Here's a little experiment: lightmap generation on multiple threads. Tool's lightmap generation is single threaded, and hacking tool.exe to be multithreaded is next to impossible. What isn't impossible is running multiple instances of tool.exe at once. By doing this, each BSP for a map can have its lightmap generated in parallel. This means that there would be no time savings for one BSP, but two or more BSPs could see the time greatly reduced in theory. To test the theory, I wrote a Bash script that, when given a scenario tag, quality, and stop threshold, will attempt to generate lightmaps for every single BSP tag in the scenario tag's directory. If anyone wants to use it, here's the thing: For the benchmark, I tested a10 (stock) using the "fresh" tags set. I set quality to 1 and tested both 0.9 (for a really short amount of time) and 0.001 (for a lengthy period of time). I also tested both single (one instance of tool.exe at a time) and multi (multiple instances of tool.exe at a time). Here are the results: As you can see, there is a massive time improvement to doing it in parallel. With 0.9, it resulted in a savings of over 8 minutes, reducing the time by 76%. With 0.001, it resulted in a savings of over 4 hours, resulting the time by over 68%. It is worth noting, though, that a10.map has nine BSPs. Maps with fewer BSPs will probably see a much smaller gap.