Welcome to Open Carnage

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


  • Content count

  • Joined

  • Last visited

About Kavawuvi

  • Birthday April 10

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

127,045 profile views
  1. I don't. Unfortunately this is a netcode thing and can't actually be increased without breaking compatibility with clients. I suppose since it's rcon, you'd just need a special client in order to send rcon requests and everything else would work fine, but still...
  2. Chimera randomizes your hash by default. It also does this every time you join a server.
  3. So apparently a potential security vulnerability was discovered and successfully exploited. If you're running a server, I recommend reading this for information on how to safeguard against it. First, let me preface by stating that CD hashes are not private. They are sent in plaintext to every server you join, and there are hundreds of servers, many of which have a database of CD hashes to handles. If you've ever played online, assume everyone knows your CD hash and profile name at this point. Many servers use CD hashes to associate players with administrator privileges. Doing this depends on the fact that the master server can protect against this, but it appears the newer reverse engineered master server does not correctly do this. Since Chimera supports spoofing your CD hash and hashes are obviously not private, you can spoof your hash as someone else's. As a result, it is possible to steal people's administrator permissions if the server is configured to accept only CD hashes as verification. This is not the intended functionality of Chimera, and I do NOT support or condone doing this. But now that this is known, server owners should avoid solely using CD hashes for verification. If you must use this, also use a secondary form of verification such as IP addresses.
  4. Based on what everyone has written here, it seems people define cheating as having something that other people don't have, but not always. Automating your controls to get an upper advantage (aimbotting, auto firing, etc.) and abusing mods to see or do things you shouldn't see or do (wallhacking, turning on motion sensor, making it so you can shoot while holding the flag/oddball, sightjacking enemies you aren't suspecting of cheating, changing your FoV to fake zooming in, etc.) are clear-cut cheating. Changing your settings to get the best chance of seeing players (e.g. turning off particles to see players through explosions, tweaking Halo's config DisableAlphaRenderTargets to make the camo easier to see, etc.) is NOT cheating since anyone can do it in the game, itself, but it is an abuse of settings intended for ancient PCs that can't actually run the game without them, and it isn't how you're supposed to play the game. Abusing bugs is not cheating. However, again, it isn't how you're supposed to play the game. People do it all the time as second-nature, so it may as well be allowed (i.e. "it's not a bug, it's a feature"). Mods CAN exist to fix these bugs, but nobody wants to use them because it strays away from what many have now defined as the core gameplay. Mods that give features or fix things that players don't have may be a gray area, but in most cases, aren't a cheat. For example, changing your field of view to something above 70 degrees (technically ~63 degrees) was never intended by the developer to be a thing, and it absolutely gives you an advantage over players who don't have the mod, even if you use a reasonable field of view (e.g. 90 degrees at 16:9 is reasonable). It can be argued that most people are running mods that have this feature at their disposal, but before hacking the field of view because commonplace, most people were viewing the game at this low field of view, and relatively few people were running a mod that fixed it. Today, there are probably only be a few people actually running the stock game, so it can be reasonable to assume most people have a FoV mod of some kind. Also, some mods fix things that other mods don't. For example, some mods (such as Chimera) fix vehicle camera centering being tied to frame rate but others don't. As a result, driving a vehicle while playing the game at a high frame rate is only possible with these mods, where driving without these mods can be difficult unless you lock the frame rate to 60 or 30 FPS. It can be reasonable to assume that many players do not have such a fix and thus you are at an advantage if you have the fix, and it can be argued that developers never intended for this to be fixed (even if the bug shouldn't have existed). So I suppose the benchmark for determining if X feature is a cheat is: Does everyone playing the game have the option to use it? If so, then it's NOT a cheat. Abusing the game's settings and bugs, while possibly annoying to people wanting to play the game as intended, is not actually cheating. Also, server mods that provide buffs such as increased speed, unlimited ammo, etc. are not cheating provided every player has access to it. Does it provide a gameplay advantage if you have it on? If not, then it's NOT a cheat. Changing the Warthog's texture to be Hot Wheels, while making the game 100x more awesome than everyone else's versions of the game, is not cheating. Is it reasonable for a game like this to have this as a feature? If not, then it's NOT a cheat, but it is more of a gray area since it does still provide an unintended (and technically unfair) advantage. Fixing bugs is not cheating, nor is adding quality of life improvements like adjusting the field of view (within reason). Anything that fails this benchmark is most likely a cheat. This includes actual cheats or abusing mods on the client (or server, such as giving you god mode on your own server). I don't think I can expect much from Gearbox. Several of their ports are well-known dumpster fires. Halo Custom Edition is generally presented and advertised as an 'expansion' or 'add-on' to the game, and if Gearbox had no authority to make it, they didn't care. I suppose the community are to be thanked for keeping the game alive despite all odds. Without the many talented people who developed mods, maps, and fixes for this game, I highly doubt it would've survived this long on its own. Technically, unless there's a legal agreement, no developer is obligated to support their games once they're released. And yes, that even means that it is actually perfectly reasonable for a developer to release a heavily buggy, broken game and call it a day if they want to as long as the game otherwise works as advertised. My example with Warcraft III boils down to the fact that Halo PC did not have to be this way, nor is there any excuse for it to be that way.
  5. Let me give you an example of an actually good PC game made by competent developers, Warcraft III: Reign of Chaos. Warcraft III is a real-time strategy game released in 2002 by Blizzard. This game was a commercial success, resulting in a sequel to the game, Warcraft III: The Frozen Throne, being released as an expansion. And yes, this was an actual expansion that warranted its own name, as it provided yet another fantastic set of campaigns, new multiplayer maps, tons of improvements to level editing, as well as tons of balancing changes. It's worth noting that both the original game and expansion released the same updates from then on. Warcraft III also paved the way to the 2004 subscription-based MMORPG, World of Warcraft, which came out a couple years after Warcraft III came out. This game was obviously yet another commercial success. Despite the fact that World of Warcraft was obviously far bigger and more commercially profitable than Warcraft III, Blizzard had a small team of developers that maintained Warcraft III through its lifespan. Warcraft III received numerous updates, bug fixes, and balancing changes over the years, as well as numerous technical updates that made the game a more enjoyable experience for people on modern systems. Here are some highlights: In patch 1.21b, released in 2008, the game dropped the annoying CD requirement to play the game. (Halo PC did this in 1.08, also released later that year) In patch 1.25b, released in 2011, the game was given support for higher resolution, widescreen (albeit, with stretched interfaces) aspect ratios. In patch 1.29, released in 2018, the game was given native widescreen support (in addition to bug fixes and balancing changes). The game, like Halo, was originally 4:3, so this did require reworking some of the interface. In patch 1.31, released in 2019, the game added DirectX 11 support for Windows users and Metal support (Apple's equivalent of Vulkan) for macOS users in addition to the usual bug fixes and balancing changes. It also dropped 32-bit support on macOS and made the game 64-bit on both versions. So what is my point? My point is that "at the time" arguments don't apply to Halo PC. There is, in fact, zero valid excuses for what they did, no matter what way you look at it. Gearbox willingly and knowingly held the game back every single time they released a new version of this game, and even if ruining the game's visuals, audio, gameplay, and netcode got some more people to play it back then, it ultimately killed it in the end. Warcraft III is not only a more niche genre than Halo PC (RTS vs. a FPS) and was older than Halo PC, but at the time, Blizzard had much bigger things going on at the same time (World of Warcraft, Overwatch, etc.). Despite that, it outlasted Halo: Combat Evolved, and it only took a shit because Blizzard completely and utterly fucked it up by cashing in on the goodwill established from Warcraft III by releasing Warcraft III: Reforged.
  6. II've added toggleable hotkeys to Chimera. Essentially, this allows you to bind two commands to one hotkey. The first command is executed when you press it once, the second is executed when you press it again, and then the first, and so on. To use this feature, separate the commands with a double pipe || so that the first command is on the left side and the second command is on the right side. Extra spaces before and after the pipe are ignored. I've also moved toggling the default command for debug camera to alt-shift-4 for easier usage (it was ctrl-alt-shift-4 before), and it now takes advantage of this new feature. This not only improves the functionality of the feature, but it gives you an example of a toggleable hotkey! alt_shift_4=begin (debug_camera_save) (debug_camera_load) || begin (camera_control 0) There are a number of uses for this added feature: Toggle cheat commands (cheat_super_jump, cheat_medusa, chimera_block_damage, etc.) Switch between a faster and normal game speed (pressing it once can do game_speed 10 to make the game run at 10x speed, and pressing it again does game_speed 1 - VERY useful for skipping unskippable cutscenes like The Silent Cartographer's opening cutscene) Toggling debug features such as chimera_budget, chimera_show_coordinates, rasterizer_wireframe, etc. In other news, here's what I'm planning to do with Chimera. Note that I may or may not do all or even any of these. Nothing on this list is a promise or guarantee of any kind. A brand mod and engine agnostic Lua scripting API. I want to make a future proof scripting API that can be used across multiple mods and engines. Mod makers will be able to easily implement this in their own mod, and scripts that strictly use this API will, in most cases, be able to work with anything that implements this API, be it Chimera, MCC CEA (if it becomes worth modding), other mods, or even, say, an engine reimplementation (one can only dream right?). This API also abstracts away having to access the player table, object table, etc. for anything, making it much less error prone and far more beginner-friendly (pointers are hard!). Memory access will still be available in the base Chimera Lua scripting API, but these functions will be tied to Chimera and using them outside of Chimera will probably not work. Jerry said he'd help me out on this one, so I'm looking forward to working with him on this. This is not exclusively a Chimera feature but rather a library that Chimera (and hopefully other mods) will use, so PRs/commits will be directed to a repo separate from Chimera. Dedicated server support. I want Chimera to run on dedicated servers, and while I've had some success, its feature set is incomplete. I do NOT intend to make Chimera have feature parity with SAPP, so features like custom commands (besides Chimera's included commands), administration setup (e.g. admin levels, admin verification, etc.), server-side anticheat (e.g. anti-aimbot, anti-wallhack, anti-speedhack, anti-glitch, etc.), chat commands, etc. will be totally left up to the Lua scripting API. Therefore, installing Chimera on a server with no extra scripts will therefore give you a close to vanilla experience in addition to fixes such as item spawn time, ping compensation, etc. just as it is on the client. A new renderer. I want to make a renderer that accurately displays shaders as they originally were (so shader_transparent_generic) but also provide some level of extensibility (for example, custom shader code). For a while, I have been working on reverse engineering Xbox shaders and graphical behavior, and I've also made a proof-of-concept OpenGL renderer, Dark Circlet, which accurately displays environment shaders. You can watch the video here: Also, this renderer will not be tied to Chimera. I actually intend to use this with Invader for a scenario editor. However, if it is actually possible, I also want to see if I can implement this on top of Chimera. Note that reverse engineering and reimplementing the shaders will take a very long time, so do not expect this to be completed this year... or even at all. Therefore, I'd prefer to tie up any other major loose ends with Chimera before fully committing to doing this. Also this new renderer presently uses Vulkan which requires a somewhat recent GPU. To check if your current setup supports Vulkan, run the chimera_vk command which I added a while ago (this initializes a Vulkan instance and checks for any Vulkan-compatible GPUs). There is also a useful table on Wikipedia for determining if your card is compatible (https://en.wikipedia.org/wiki/Vulkan_(API)#Hardware), but basically, if your GPU is older than Nvidia's Kepler series (GeForce 600/700 series), AMD's Southern Island series (AMD Radeon HD 7700 series, or basically any GCN GPU), or Intel's Skylake architecture (Intel HD 530) or Intel's Sandy Bridge architecture (Intel HD 4000) if on Linux with the latest Mesa version, it will probably not work. Based on the results of this poll I held a while back, this does not appear to be a problem for most people, and if I did actually successfully implement it in in Chimera, I'll try to make it optional (after all, I want to run Chimera on a server).
  7. This might seem a little elitist, but I really do think that trying to support really low end graphics holds games back. My theory is that, as a result of them doing this, we ended up losing shader_transparent_generic, a shader that was responsible for a lot of really nice graphical effects. This hurt Halo back then, and it's also hurting it today, as the best we can come up is approximations of the original shaders. After all, those old GPUs that had no business running 3D games in the first place wouldn't have had any chance of rendering those effects, and it's not like you could disable them in a settings menu, either. Also, it's not like that shader is impossible to run on PC, since Stubbs the Zombie in Rebel Without a Pulse has no issue with these tags. They look fine. Since Halo's campaign lightmaps match the Xbox's campaign lightmaps (which were almost certainly lit by generic tags), it's probable that Gearbox, in fact, made the executive decision to disable/remove the shader class, likely to ensure that these lower end fixed function cards could run the game. Aspyr and Wideload Games, when porting Stubbs the Zombie, did not.
  8. I suppose the issue we're trying to solve is: what constitutes an advantage? If you mean something like being able to see players through walls, sure. But there's also if something is broken to the point where it negatively impacts gameplay, and a player has this fixed on their client due to a mod, would that constitute as a cheat then?
  9. I did add this feature to Chimera a while back to workaround the broken camera shake. I then removed the feature as I actually did fix the camera shake, but readded it due to a high amount of demand, plus people were staying on old versions of Chimera that had the option to turn off the camera shake. Needless to say, I regret making this feature. Given that this is standard in modern games and that most client mods let you do this now, I cannot consider this a cheat. You can turn this into a cheat using hotkeys, however. Basically bind one hotkey to setting your FoV to something like 30 degrees, and then another hotkey to set it back. Chimera even lets you do this. And yes, THIS would be considered a cheat. Changing textures has a legitimate use. Refined lets you change the HUD to a more Xbox-like HUD. You may also want higher quality, uncompressed textures. This wouldn't give you any advantage whatsoever, but it would make for a more authentic experience. Making walls transparent by way of changing the tag data is a cheat, but it's not a very good cheat since it'd be hard for you to navigate the map even if you've thoroughly memorized it. Also the game culls geometry that it thinks you cannot set, thus anything behind an object would no longer be visible. There is no pro to turning off particles besides gaining an advantage, thus while I can't consider this a cheat since it's built into the game, it's as bad as one. Gearbox should not have added this as a setting. No proper gaming PC, even from the 2003-2004 era, is too slow to run the game with particles on. Ah, yes, the classics. HAC2 even lets you change the game speed. If you set the game speed to 34-36 ticks per second (I don't remember), it's just below the server's threshold for detecting speed hacking. Chimera actually has a much better spectating mode, which, in addition to letting you see the other player's PoV, also lets you see their HUD, arms, and current weapon, thus you can see the ammo, grenades, motion sensor, weapon, health, shield, etc. of a player. Abusing this is undoubtedly cheating, but I left it in there because I felt the pros outweighed the cons. But if you're playing a gametype like CTF or Oddball and you're trying to locate the ball or flag, this would be a good way to do it unfairly. Many of these glitches have become standard in the main game, especially double meleeing and backpack reloading. They can provide an unfair advantage, but only if against people unaware of the glitch, and even then, it's not a significant advantage. Phantom shooting is annoying, though. Anyway, here are a few things that might be considered "grey" area and are features in Chimera: Interpolation. The game animates objects at 30 FPS, but if you have interpolation, it does it based on your frame rate. If you have this and other players don't have it, you have an advantage because you can track objects infinitely better than other players unless they also have interpolation. Disabling vehicle camera centering. The game is supposed to gravitate the camera towards the center. If you outright disable it, you can now drive (and gun) much better than other players since your camera is no longer being messed with by the game. MCC has this as a feature, so it is not a grey area thing (albeit in MCC only), but Chimera did it before MCC had it, and the base Halo PC game does not have it. This is extremely useful on racing servers! Disabling extra weapons. Chimera lets you disable weapons in the third/fourth slot on servers that give you these weapons. Generally these weapons go unused anyway (on a server with 999 ammo sniper rifles and pistols, are you REALLY going to use the less reliable shotgun with this cruddy netcode?), so I added this simply because it's annoying to play on these servers. Nevertheless, it can be considered an unfair advantage. By disabling these slots, you can switch to more useful weapons significantly faster than other players on the server. Obviously being able to hold a third/fourth weapon is, in itself, a mod and not part of the game, so no matter how big of an advantage such a thing is on those servers, it's a grey area. They're things I've thought long and hard about before adding them, but here you go.
  10. Oh yeah Steam may ban you or add restrictions to your account if you do a chargeback. Once did I ever get a refund for a game years after I got it. I bought Rocket League back in 2018 and got a refund for it in early 2020. The reason for the refund was because the game dropped support for macOS and Linux. The automatic refund process was rejected due to the purchase taking place longer than two weeks ago or played longer than 2 hours, but after further explanation (I cannot physically play the game as advertised anymore because my OS wasn't supported anymore), it went through. Since the purchase was so long ago, I was credited back via Steam Wallet. As per your agreement with Steam, you're neither guaranteed nor entitled to a refund to any games you buy if you are outside of the 2 hour/2 week threshold (which in my opinion is a bit short - GOG has a relatively generous one month return policy with no restrictions on play time), but they will obviously make an effort to provide some customer satisfaction.
  11. Gosh, I don't have easy access to the original source code for it as it's sitting on my old MacBook Air which hardly works anymore. Unfortunately this was before I was super staunch against closed source things in the Halo community, so it never crossed my mind that I'd want to extend this functionality or even maintain this old project from years ago. That being said, I've had a lot of good luck with cURL (libcurl) on Chimera doing POST requests, so it should be possible to take libcurl and use it with SAPP if the FFI stuff hasn't changed. I'll give it a look later this week, as right now I'm working on some Vulkan stuff on Linux, and switching over to my Windows 10 PC to work on this stuff can be a little inconvenient with this setup.
  12. Happy birthday to the best Halo 1 (and sometimes other games) modding forum on both sides of the Mississippi!
  13. I've added a new command line tag editor to Invader, invader-edit. You aren't supposed to use this directly for modding (that's what invader-edit-qt is for!). This tool is primarily for scripting, and it's been used a lot for various projects, including Refined. You can even use this to make your own tools. For example, here is a tool I wrote which can determine if any given point is inside a BSP. It's a little slow (takes about half a second to load large BSPs), but it gets the job done. This can be very useful!
  14. They added Halo 3: ODST. That's it.
  15. Here's a small update: I've bumped the file size limit from 384 MiB to 2032 MiB. You've been able to run these maps on Halo before, but it required putting an invalid size in the header. Now maps with the correct size in the header should run.