Welcome to Open Carnage

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


  • Content count

  • Joined

  • Last visited

About Kavawuvi

Extra Information

  • Gender
  • Contributed
    $100 (US) to Open Carnage
  • Raffle Victor

Computer Details

  • Name
    Dark Citadel
  • Central Processor
    AMD Ryzen 5 2600
  • Motherboard
  • Graphics
    MSI GeForce GTX 1070 Gaming 8G
  • Memory
    32 GB [2x 16 GB] G.Skill Ripjaws V Series
  • Storage
    500 GB Samsung 970 EVO
  • 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

69,222 profile views
  1. Here is another small update: invader-build: New argument: --always-index-tags. This will force all indexable tags to be indexed without checking, speeding up map build time slightly. Only use this if you have not modified any tags present in bitmaps.map, sounds.map, or loc.map. invader-bitmap: Dropped libpng, instead opting for stb Added support for TGA and BMP formats through stb TIFFs won't have their RGB multiplied with alpha by libtiff anymore. If you want this behavior, do it yourself. You don't, though. Want to test this? You can download a build (Windows 64-bit) here: invader-win32-20190717T223957Z.7z edit: Uploaded a new build again. I just realized that accidentally built this with outdated code.
  2. Here's a small update I added a new tool: invader-resource. This tool compiles bitmaps.map, sounds.map, and loc.map. You will need the HEK tags directory as well as a complete, extracted Halo Combat Evolved tags folder to use this. You can also use multiple tags directories like with invader-build. There are a few applications for this: Smaller campaign maps, since some of the tags are now located inside of these maps rather than in the cache file Campaign maps that work across all languages of the game - I've built a d40.map that can interchangeably use any language assets provided you use a patched tool.exe to do this. Custom resource maps that retroactively apply to your maps (e.g. a 4K AI upscaled set of bitmaps) Also, I changed the argument, --output-format, for invader-bitmap to --format. Lastly, bitmap, sound, and unicode string tag compilation are now slightly more accurate. They should compile to exactly the same size tags as tool.exe would do.
  3. The s command only sets currently present players' speeds. Since nobody is present at the start of the game, it won't do anything. You could do this, though: event_alive $mode:speed_ctf 's $n 2' For every second any player is alive, that player's speed will be set to 2.
  4. Yes. Use this to set everyone's speed to 2x: s * 2 The speed value is the kill penalty/death bonus value, a trait that only exist on Slayer gametypes. The speed penalty/bonus gradually goes back to 1, because being able to be 3x speed or 0.2x permanently would be broken. You can work around this by disabling gradually reducing the speed and then resyncing the speed every tick. I imagine on Oddball, it's used for the speed bonus for holding the ball or not holding the ball depending on gametype settings. This results in it instantly resetting to 1 or some other value depending on gametype settings. You cannot work around this because the client also locally instantly sets the value, so it'd be the same effect as setting the running speed in Eschaton if you disable the resetting back to 1 thing: a warp fest. It's unused on CTF, so while it increases/decreases speed, the game doesn't have any reason to change it back to 1. I imagine it's the same deal for Race.
  5. s * [speed] If you play the game in Slayer, then the speed will gradually go back to 1. If you play the game in CTF, then the speed will stay at what you set it to. If you play the game in other gametypes, the speed may end up instantly resetting back to 1.
  6. I've noticed there are several unfulfilled script requests. Let's fix that, together! If you complete one of these script requests, you can earn a set number of tickets. The number of tickets earned will be indicated above the link. Here is the process: Reply to the linked script request topic with your script. I recommend attaching your script to your post as links can go stale after a while. Reply to this topic with the link to your post to ensure your reply is seen. I'll probably still see your post even if you don't reply here, but I recommend posting here just in case I don't. To get a link to your exact post, click the share button on the top right corner of the post and copy the link. If I verify your script works correctly, then you will be credited tickets. If it does not work correctly, I will reply to your post telling you what is wrong so you can fix it. Verify that your script works correctly before posting. Starting next week, on every Friday, bonus tickets will be awarded to the person who earned the most tickets this week from this contest as long as that person completed at least three (3) requests that week. These tickets do NOT need to be in your possession to win, so feel free to use your tickets for whatever you want the moment you get them. If there is a tie, though, then the prize will be split between the winners. The current bonus is 4 tickets. Here are the bounties: 5 tickets VIP escort gametype 3 tickets Animate a biped Disable fall damage under certain situations 2 tickets Vote for lo3 Spawn weapon to the passenger Expanded weapon respawn timer Prevent portal camping Change points for an item (A market) Remake of "Breakout" Gametype Block wdel $n with the flag 1 ticket Disable Rod or Rox or OS, or camo Weapon Layout script breaks CTF Custom spawns Suicide Area Vehicle spawner Record Stats Frag spawns Block Access to Map Area TIP: Lower ticket values will typically take less time than higher ticket values (with the exception of 5 ticket requests), but, of course, they have a lower reward. If you are trying to get the bonus tickets and you are one or two requests away from the request requirement, try doing these! For more information on the monthly raffle, check out the FAQ. Lastly, happy scripting! This mini-contest will go on until either there are no more scripts or there isn't any activity.
  7. Could be another useful script! Moving really fast makes it really easy to die from fall damage, so something like this could be useful to server hosts. Therefore, I'm offering another three (3) raffle tickets to the first person who successfully fulfills this request. For more information on our monthly raffle, check out the FAQ. If nobody takes it within one week of my post being made, I will fulfill the request, myself.
  8. There isn't much to share today. I've just gotten in monochrome bitmaps, though these will require a later version of Chimera to function properly. I'm considering updating the OP of this topic to reflect the current state of the project as well as have download links to the Windows build of the project. Linux users must compile from source for now, but from my experiences, this isn't hard provided you have the required dependencies installed. Also, since building my PC, nearly all testing has been on Linux, so you can be sure that if you compile it for Linux correctly, it will probably work better than the Windows build provided you're running it on a true Linux kernel and not WSL 1. If WSL 2 ends up being easy to use and performs well (WSL 1 is not easy to use and performs poorly), I may start recommending people using that, too, but I'll still provide Windows builds for Windows 7 users.
  9. Halo Custom Edition is an expansion of the Windows version of Halo Combat Evolved. It supports user-created maps, and it is freely available to anyone who purchased the retail game.
  10. If you're using the main one, then it's not really a VM. You aren't using the actual Linux kernel but rather a compatibility layer akin to Wine. WSL 2, on the other hand, is virtualized. Anyway, I'll be looking into fixing this script, if possible. Going to be trying that Ubuntu VM tomorrow. I can't really promise too much, though.
  11. Are you using an insider build of Windows 10?
  12. I'll look at it in a bit. I'll have to fire up an Ubuntu VM for that, though.
  13. Here's a small update: The .bitmap tag will be read for some of the values (format, mipmap count, etc.). The registration point is now set in the bitmap. I'm not entirely sure how to calculate this, so I'll be looking into updating this later. --input-format was removed. Instead, it will try all available extensions until it opens the bitmap. Bitmap sequences are generated. With 2D textures, this is primarily required for user interface widgets. From this moment on, I will no longer be posting builds daily unless I'm fixing a critical issue such as a crash.
  14. That's good enough for the tickets.
  15. The syntax appears to be correct. Did you copy and paste the text to a .lua file? Make sure to click the "download" button from Pastebin if you want to use the script to avoid any potential issues from copying and pasting.