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


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About Kavawuvi

  • Birthday April 10

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    $100 (US) to Open Carnage
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    Dark Citadel
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    AMD Ryzen 5 2600
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    MSI GeForce GTX 1070 Gaming 8G
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    32 GB [2x 16 GB] G.Skill Ripjaws V Series
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    500 GB Samsung 970 EVO
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    EVGA SuperNOVA 650 G3
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    Fractal Design Node 804
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    Acer G257HU smidpx 25" 2560x1440 60 Hz
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    MAX Keyboard Nighthawk X9
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    Logitech M510 Wireless Mouse
  • Operating System
    Arch Linux

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  1. Well, I guess we don't need a competition for this month.
  2. Good news to MEK users: Mozzarilla now supports creating both PCM and Xbox ADPCM sound tags! It does not yet support Ogg Vorbis, though, so I'm not going to put it on the list until that's completed, but if you want a GUI-based program that can generate sound tags and you're okay with being limited to uncompressed PCM or low quality ADPCM, you now have an option for that.
  3. I've increased the bounties of most of the requests above. I've also reduced the minimum script count to enter in the Friday mini-contest from 3 to 2. Go ahead and grab yourself some easy tickets, as this offer won't last forever. Note: Any scripts completed that were requested in the past 7 days will also be awarded 6 tickets as per the monthly raffle, but they will not be counted towards winning this contest. The +6 tickets do not count towards the Friday mini-contest as this is operated separate from the Monthly Raffle (though only non-staff can still participate since it uses raffle tickets), so you are not at a disadvantage if someone else is on the ball with the latest script requests. That said, I still recommend completing recent script requests as you get more tickets for doing so. Anyway, I've put the current standings now that someone has actually completed a script request from this list.
  4. Ammo sets maximum ammo, not loaded ammo (which is what mag does).
  5. If you want to disable ammo pickup for the entire game, one trick is to set the maximum (NOT starting) ammo of all weapons to 0. This means that the weapon will spawn with ammo, but since the maximum ammo is 0, it starts with more than the maximum amount of ammo, thus you cannot pick up any more ammo. If you want this and you don't know how to do it, then I suggest making a SAPP script request here: https://opencarnage.net/index.php?/forum/60-sapp-script-requests/
  6. The Legend of Zelda: Breath of the Wild did bring something unique and new to the series that was actually interesting, and, for a first game in the series to have open world in it, they did an excellent good job it. It has replay value to it, too, if you want to try your hand at Hero Mode and, if you bought the DLC, the insanely hard Master Mode. There are also many ways to tackle different problems, and there is a massive variety of content to explore and enjoy even without buying any DLC. Pokémon, on the other hand, tries to play it way too safe. They added exactly one thing to the battling system: bigger Pokémon. Not only is the mechanic uninteresting since they had (and removed) Mega Evolutions which were basically bigger, stronger, cooler versions of the Pokémon, but it's also broken: ANY Pokémon can do it at ANY time without sacrificing a held item, unlike Mega Evolutions They get 2x their HP, the whole "super effective" stuff basically gets thrown out since your Pokémon can now sponge nearly everything They can spam Z moves for three turns. Such moves not only partially bypass protect, but they can now raise your stats, lower your opponent's stats, change the weather, set up entry hazards, inflict status, delete Reflect/Light Screen from the field, trap your opponent, and more. See this page for a list of effects. They are immune to moves like Encore, and, if they have a Choice item, their item is temporarily disabled (thus they are no longer Choice locked) I'm sure these games take a non-trivial amount of time to develop. However, the latest games have showed just how rushed these games were. Removing half the roster, including some of my favorites like Ampharos, Skarmory, and Dragonite, doesn't quite sit well with me, as they said they did it for time constraints, but the game seems way too rushed for that. Really, if you want my honest opinion, I don't think the switch to 3D really has been kind at all to the series. Especially in the postgame, the character animations are often just plain bad. For example, rather than the box art legendary Pokémon having an animation for turning around, it walks in place and turns on a swivel. There is also a part of the game where a Pokémon uses an electric type attack on a door to unlock it, and the game simply cuts to black and plays the sound of it happening rather than showing it happen. It really seems like they put most of their time towards Pokémon Camp animations, a completely optional part of the game, rather than the actual cutscenes you have to watch to complete the game. I'm worried that they'll probably do what they did with Sun/Moon: release a "director's cut" version of the game for full price. This game, should they release it, would have stuff that should have been in the game on Day 1.
  7. I'm considering whether to go with Vulkan over OpenGL right now. I originally planned writing an OpenGL renderer and writing a Vulkan one later, but writing a Vulkan one now may be better for performance, especially on Linux. This does mean that this renderer will not run on certain old hardware, and it will take a little longer to write. According to this page, this is the hardware you'd need: Nvidia: GeForce 600 series or newer AMD: Radeon HD 7700 series or newer Intel: 6th generation Core (Skylake) or newer See Nvidia or AMD requirements Obviously, it will be difficult for most people to obtain such hardware since some graphics cards that meet the requirements cards cost almost as much as a copy of Halo (around $20-$40) and most people cannot seem to afford that, either. However, I don't care, because it's my project and I can do whatever I want with it.
  8. Here's an update for the month of December! Normally I post these at the start of the next month, but I felt like not doing that this one time because it's my project and I can (mostly) do whatever I want with it. This update is a bit smaller than last update, but it's also just as important as it introduces a new tool: invader-sound. As the name suggests, this tool allows you to generate sound tags. You can either opt for 16-bit PCM (you will need either the latest builds of HAC2 or Chimera to enable these in Halo!), or you can use lossy compression through Ogg Vorbis. Xbox ADPCM is supported, too, and you do NOT need to pirate obtain the original codec to use Xbox ADPCM with invader-sound, but note that ADPCM is worse, compression ratio and quality wise, than Vorbis. If you're unsure as to what to use, check out the readme. Added New tool: invader-sound Generates sound tags Added colors for various diagnostic messages depending on the user's terminal invader-info: Added `-T external-tags` which indicates the number of tags that use external resource maps, including indexed tags invader-info: Added `-T external-bitmaps` which indicates the number of bitmap tags that use external resource maps, including indexed tags invader-info: Added `-T external-loc` which indicates the number of loc tags that use external resource maps, including indexed tags invader-info: Added `-T external-sounds` which indicates the number of sound tags that use external resource maps, including indexed tags invader-info: Added `-T external-bitmap-indices` which indicates the number of externally indexed bitmap tags invader-info: Added `-T external-loc-indices` which indicates the number of externally indexed loc tags invader-info: Added `-T external-sound-indices` which indicates the number of externally indexed sound tags invader-info: Added `-T languages` which lists all languages valid for the map separated with spaces invader-info: Added `-T external-pointers` which indicates whether the map uses external pointers (sometimes occurs if built from tool.exe due to a bug with indexing raw data) invader-info: Added `-T tags-external-pointers` which list tags that have external pointers that were not indexed Changed invader-extract: Tag IDs are now set to FFFFFFFF when extracted. This will make extracted tags more reproducible independent of the map being extracted. invader-info: Now outputs some details in color on some terminals Fixed invader-build: Fixed an issue with some old device_light_fixture tags being treated as device_control tags. This generally did not result in gameplay issues, but it may have resulted in a prompt to "activate" it when the player was close to the object. invader-build: Fixed converting radians to degrees with the lens_flare rotation scale invader-extract: Fixed converting degrees to radians with the lens_flare rotation scale As always, the latest build can be retrieved from https://invader.opencarnage.net/builds/nightly/download-latest.html
  9. I've added images, most of which were from my own gameplay. Anything not mine has been credited. Images are also captioned, too, if you want to read a slightly snarky remark on it or something.
  10. I've just updated the list, since my new invader-sound has been pushed to the master branch of Invader. Right now, it does not do Xbox ADPCM. Then again, neither does tool.exe unless you obtain the codec from the Xbox SDK. So, your only option for lossy compression is Ogg Vorbis for now. The MEK sound compiling branch is still in the process of being merged from what I have heard, so it may be a while before you can get that through the MEK easily. However, it can do Xbox ADPCM without requiring you to commit morally questionable acts or be an original, licensed developer for the Xbox system, so there ya go. Update: I added Xbox ADPCM support to invader-sound. Merry Christmas!