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Kavawuvi

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Everything posted by Kavawuvi

  1. Watching it will soon be mandatory as per our updated Posting Guidelines. You may as well get a head start.
  2. Yeah. They pay way too much attention to detail. I'm really upset that the physics actually make a lot of sense despite it being science fiction. First of all, they use the ship's acceleration for gravity rather than the floor just emitting gravity for an unexplained reason. This brings too many interesting scenarios and that Really. Pisses. Me. Off. And where are the energy shields? Isn't a space battle supposed to be whose shields last the longest and then the loser surrenders? Actual space battles are STUPID. And why aren't the consoles exploding and randomly murdering the people using them? I Am So Tired Of This Not Happening It Really TAKES ME OUT OF THE STORY. I really hope they fix these issues in season 4 or I'm just gonna have to go back to watch Star Wars The Next Generation because the original is SO MUCH BETTER.
  3. The Expanse (seasons 1-3) @Tucker933 suggested it to me about a month ago. Around five days ago, I decided to watch the first season, and yesterday, I finished watching the third season.
  4. HDLP or Halo Dedi Launcher for Penguins is a script is intended for those who are new to hosting Halo servers on Linux, and as such, this takes care of the following tasks: Installing Wine and Screen* Downloading the Halo Custom Edition dedicated server and maps (especially useful for people on a data cap) Setting up a dedicated user for the Halo server to improve security Setting up a Wine prefix for your servers Creating server directories Deleting server directories Starting servers Stopping servers *Currently, for installing Wine and Screen, it requires apt-get. In the future, I'd like to support other options for installing this software, such as for users on CentOS, but as this script was really only thrown together in less than the span of a day, only apt-get is supported for now. If it detects wineconsole, 7z/7za, and screen as being valid commands, though, then you should then be able to use this script regardless. The Halo Custom Edition dedicated server and maps are all hosted courtesy of @Vaporeon. To use this script, simply upload hdlp.sh to your Linux server and run it. In the future, maybe I could write some commands you can use to download and execute it, instead. Also, note that SAPP is not currently installed for you - only vanilla servers are generated. For now, you will have to do this yourself. I may add this in the future, but from what I've heard, later versions of SAPP do not work well with Wine and sehe doesn't seem to care, therefore having it install Wine for you might either give you an enhanced server or a server that won't start. Download (.zip): hdlp.zip
  5. Using a VPS requires a lot more setup than a game server, but the value is much, much better. Even if dedicated game hosting was $5, a $5 VPS can potentially host two or more servers or even be used to host other things in addition to your server, such as a web server. You can also use whatever player cap you want, too, rather than paying for a player cap. So here are the requirements: A basic understanding of Linux, namely the command line interface - It isn't hard to learn, but it can be daunting to people unfamiliar with command line interfaces. A basic understanding of computer hardware, namely CPUs and RAM - Your VPS provider isn't going to know what kind of hardware you need for something. SFTP client to remotely access your VPS's files - Most FTP clients support SFTP. This is because most VPSes do not come with an FTP server due to it being massively insecure. SSH client to remotely access your VPS's command line interface - I recommend PuTTY There are some other notes you should know: You are getting what is called an "unmanaged" VPS. An unmanaged VPS means that your VPS provider is NOT going to help you set up your VPS or troubleshoot any problems with your software. They probably don't even know or care how Halo, Wine, or Linux works, so please don't ask them to fix your Halo server. An unmanaged VPS is cheaper, however. If you cannot do this and are not willing to learn how to do any of this, do not get a VPS. If you are, then here's a quick write-up of what you must do:
  6. Something like this was similar to an idea I had, actually. My idea was being able to distribute a .zip or .7z of all of the tag files necessary to compile the map (or maps if this is a map pack), and you'd include a .json file inside of the root of this archive to determine the maps in the archive. There are quite a few benefits to this approach: You only distribute a single archive of the tags for your map(s) rather than individual cache files. You only send your tags and not the tags included with the game, potentially saving space when distributing maps, especially multiple maps that are in the same tags folder Also, your maps are invariably and indisputably yours, because you do not include any assets from the original game with them, nor are they being run through tool.exe when being built. A single archive files means you send each tag only once rather than the same tag for each map file, saving space if distributing a map pack. However, there are plenty of downsides and obstacles: Map loading time is increased in order to build the necessary cache file(s) when they're needed. This can mostly be solved by caching the map files, only rebuilding them if a tags folder they depend on is changed, but this negates any space saving benefits. Everyone will need the Halo Editing Kit tags folder present, particularly one that matches their language, otherwise you'll have issues such as Spanish speaking players seeing only English assets as well as, potentially, mismatched tag data. Including the entire HEK can be easily done and the EULA allows it to be distributed in whole, but it will make the download size larger. I don't know where you can obtain a non-English HEK, but it probably wouldn't be that much effort to rip the installed bitmaps.map, sounds.map, and loc.map files and distribute only the English HEK. Invader may produce files slightly different to the files made by tool.exe, and revisions to Invader may produce slightly different files from previous revisions. Either will result in not being able to join multiplayer servers with the slight differences. Removing the check or just checking tags rather than the resulting maps could also solve this problem, but would you want to risk issues to occur if the user has a different map file? It's less effort to rip your tags because they're already in HEK format, ready to be used. Although map protection is a futile endeavor, some map makers may still want it as an option with reasons such as for distributing betas or for preventing modifications and preserving the original mapper's intent. Simply accepting the fact that your map will be ripped regardless of if, how, and/or why you protect it will solve this issue for you. Sapien, Guerilla, and tool.exe all assume a single tags directory. Therefore, for this approach to be cohesive for both mappers and players, all of these tools will likely need to be modified and/or replaced. For Guerilla, MEK replaces it through Mozzarella, and this open source alternative could simply be modified, if needed. I'm sure MosesofEgypt would be happy to accommodate Invader's ability to use multiple tags folders. Sapien has no known, complete replacement. This tool is required for compiling Halo scripts as well as populating scenario tags. tool.exe has no known, complete replacement, but I'm sure MosesofEgypt is working on replacing a lot of its functionality.
  7. Invader is a work-in-progress, open source tag data compilation tool. What this does is it converts a tag file, such as a .damage_effect file, into tag data Halo can use. While I can't guarantee anything will come of this, I'm giving this a try at the very least. Why do this? I'm bored and I want to work on something other than Chimera for a change. How long has this been worked on? Since 2018-07-25 What could this (theoretically) do? There are several uses for a tag compiler. Building (your) maps While the obvious use is building a map, many argue that when you compile a map with tool.exe, then the resulting map belongs to Microsoft. Often, these people will cite the End User License Agreement and tool.exe specifically, despite the fact that neither the Halo Custom Edition EULA nor Halo Editing Kit EULA indicate anything about tool.exe. Regardless, by using an open source tool such as Invader, you can be sure that your map file is yours because I'm not a huge asshole. Distributing and loading (your) maps via tag folders By only distributing only your tags when distributing your map, you can save space, as clients and servers will already have all of the Halo Editing Kit tags installed. Also, you do not distribute any Bungie/Microsoft created assets by doing this - only your content. This can also help with organization, too. Rather than replacing the tag files in one tags folder, you simply override them in a second tags folder that's dedicated to your map. Larger cache files Cache files are limited to 384 MiB (402653184 bytes) of data. Any more than this and Halo will refuse to load the map. As a result, tool.exe may not allow such large map files to even be generated. In maps with large amounts of internalized assets such as custom bitmaps and sounds or large amounts of BSPs, it can be very easy to run into limitations. A potential new cache file format Halo limits the amount of tag data that can be loaded at once to 23 MiB (24117248 bytes). This includes all tag paths, the tag array, the tag data header, all non-BSP tag data, as well as the currently loaded BSP tag. Normally this isn't a problem for most multiplayer maps, but many large singleplayer maps with heavily complex geometry can get constrained by this. By compiling the map to a format that supports loading BSP tag data to load into a space separate from tag data, you could make bigger BSPs as well as use more tag data. There are some hurdles to such an idea. For one, Halo CE would need to be modified to support this format, and this would require changing how BSPs are loaded into memory. Also, Sapien and tool.exe will have to either be modified or replaced to support the new format. Roll the screenshots BSPs and shaders working (after being imported to a map via Eschaton) Loading the map (almost) works. Models are broken and the game crashes after a few seconds, but it lived long enough for me to take a screenshot.
  8. I did more work on Invader on and off in the past week. HUD works, effects work, but particles and lights are broken. Also, some particles appear to freeze the game. Yet again, use map_name to load this one. Do not load it any other way or the game will crash. Download here: tutorial.7z
  9. It's Cuddles the Conduit
  10. (Icon is by SteamFox) Chimera is a mod that adds additional functionality to Halo Custom Edition. Features: Enables player_magnetism without requiring HAC2 or devmode Fixes descoping issues in multiplayer servers Fixes aim assist, enabling it for both the movement and aiming versus just aiming (chimera_magnetism) Adds diagonals to analog input when in multiplayer servers (chimera_diagonals) Mimic's Xbox's automatic uncrouching when using analog input (chimera_auto_uncrouch) Enable anisotropic filtering without using config.txt (chimera_af) Override HUD with splitscreen HUD (chimera_split_screen) Allow video input to continue playing even when tabbed out (chimera_tab_out_video) Disable multitexture overlays (chimera_block_mo) Disable multiplayer map fade transition (chimera_skip_loading) Disable zoom blur and pixelation (chimera_block_zoom_blur) Make objects' movements appear much smoother to take advantage of higher framerates (chimera_interpolate) Allow mouse users a more granular sensitivity control (chimera_sens_mouse_<h/v>) Set deadzones for controllers (chimera_deadzone_looking and chimera_deadzone_movement) Show budget information for map developers (chimera_budget) Disable the 30 FPS lock in cutscenes (chimera_uncap_cinematic) Throttle your frame rate to a set frame rate (chimera_throttle_fps) Prevent your vehicle from aiming for you (chimera_block_vehicle_camera_leveling) Fix the scope when scoped (chimera_widescreen_scope_mask - requires HAC2 widescreen fix) * This feature requires Halo Custom Edition to function properly. Cyan features are enabled by default without user input. Green features are disabled by default and require use of the console to enable them. Use the chimera command to list commands. Download (build 49): chimera build 49.7z There is also a Discord server: https://discord.gg/ZwQeBE2 FAQ Very frequently do people ask me the same questions about Chimera, so here’s a little FAQ about it. How do I install Chimera? Place chimera.dll into your controls folder. What OS do I need? Windows 7 or newer OR Linux with Wine 3.0 or later. Older versions of Windows or Wine may work, but they are unsupported. If you are on an unsupported operating system, do not submit bug reports. Is there a list of commands? All commands are listed in the help menus using the chimera command. Is Chimera compatible with HAC2 and Open Sauce? Yes. Is Chimera compatible with HaloMD? No. Will Chimera be integrated with HAC2 or Open Sauce? No. What levels of interpolation do what? This graph details what levels do what: Note: Off is 0, Velocity is 1, Low is 3, Medium is 6, High is 8, Ultra is 9. Ultra has the same level of interpolation as High, but no distance check optimization is in place. Will interpolation work on frame rates higher than 60 FPS? Yes. Objects are jittery with interpolation on. Here is what I'd do: First of all, if you're not using the latest version of Chimera, install this. If you have vSync turned on, try turning it off. vSync causes poor frame pacing in Halo and can result in dropped frames even on fast hardware. If you need to throttle your framerate, use chimera_throttle_fps 240. If you need to play without tearing, use HAC2's borderless window feature (play in -window and set resolution to Windows's resolution). Using -vidmode always enables vSync. If you're getting bad performance (lag spikes or average frame rate dropping below refresh rate), turn your interpolation setting down. It's likely your PC cannot keep up. I recommend these settings if you want to use chimera_interpolate 3 or higher: If you're going to use chimera_interpolate, I recommend you have at least these specifications. These should get you chimera_interpolate 3 (low), max Halo settings (make sure you aren't locked to 30 FPS), 1080p, at approximately 60 FPS: CPU (Intel): Intel Core 2 Duo E8400 (3.0 GHz) or better CPU (AMD): AMD Athlon II X2 250 (3.0 GHz) or better Graphics (Intel): Intel HD 3000 or newer Graphics (Nvidia): NVIDIA GeForce 8600 GT or better Graphics (AMD): ATI Radeon HD 5450 or better RAM: 4 GB Note: These values are listed only for reference and are recommendations. The chimera_interpolate command does not directly utilize the GPU, nor does it use a large amount of RAM for interpolation, but your game will run better if you have enough RAM for the rest of your PC. If you're getting good performance but your interpolation setting is less than 9, try turning it up. It's possible the object in question isn't being fully interpolated. Is the retail version of Halo supported? No. Halo Custom Edition on version 1.10 is the only version supported by Chimera. Are versions of Halo earlier than 1.10 supported? No. Does Chimera work with scrim mode? Client-sided features (interpolation, anisotropic filtering, zoom blur removal, etc.) are not affected by scrim mode. However, the server-side Lua script, which includes fixes for lag and analog movement, will not function. Does Chimera automatically update or have update notifications? Currently, you are responsible for keeping Chimera up-to-date, and if there is an update, you will have to come back here to get it. Notifications are planned, however auto updating will not be included. Why are Chimera releases slow? Chimera does not function on donations, thus development is done on a portion of my personal time. If it takes a while, it takes a while. SPV3 includes Chimera. Are you in CMT? No. Can I install Chimera on my Mac? Yes. Install Windows, buy the Windows version of the game (if you don't own it), install Halo Custom Edition 1.10, then place chimera.dll into your controls folder. I can't install Windows on my Mac. Can I still install Chimera? Yes. Simply buy a PC, install Windows on it (if Windows isn't preinstalled), buy the Windows version of the game (if you don't own it), install Halo Custom Edition 1.10, then place chimera.dll into your controls folder. Older downloads If you need an older version of Chimera, here are older versions:
  11. I've known this for several months. Are you sure you're posting in the right section?
  12. The Nintendo Switch has been out for a year now, so I figured I would finally give a little review after it has been updated for a while, now. Note that I am reviewing the console in its current state, and things may change, especially at the end of this year when Nintendo makes online multiplayer a paid service. What is it? The Nintendo Switch is Nintendo’s latest home console. It’s a hybrid console that essentially mashes together aspects of Nintendo’s handheld and home consoles. Like past consoles, Nintendo does for the Nintendo Switch what Nintendo does best: innovating things that may or may not have actually needed to be innovated. Portable Console Gaming The Switch’s main selling point is that it can be played portably. While being able to play full console-like games portably isn’t anything new, Nintendo presents the Nintendo Switch in a way that still retains its identity as a home console. In a nutshell: you can take your console gaming experience with you on its 720p capacitive touch screen, or you can put the Switch in the included dock and plug it into your TV for up to 1080p output. This type of functionality provides a level of convenience that other 8th generation consoles do not bring. After all, some people may not have time to sit down in one spot in front of a TV or monitor and may need to move around, and the Nintendo Switch nicely fulfills this niche. That said, smartphones more powerful than the Tegra X1 processor inside the Nintendo Switch are a thing, so it is not like this is the first system or the most powerful system that can accomplish mobile gaming. The Nintendo Switch also has a kickstand on the back, allowing you to set the Switch on a surface. You can then detach the included wireless controllers (Joy-Cons) and/or use a wireless controller like the Nintendo Switch Pro controller to play. However, because the charging port is on the bottom of the Nintendo Switch, it won’t be possible to play this way while charging its battery if you were to set it on a regular table. Is playing portably a 1:1 experience to playing docked, though? For the most part, yes. You play the same games, and it’s a very seamless transition of just taking the console out of the dock or putting it back. However, there is some stuff that happens under the hood when you take it out. For one, the game is now limited to 720p output due to the Switch’s resolution. Also, the Switch’s GPU runs slower. Games may have to reduce their graphics a little bit. Speaking of the screen, the Nintendo Switch uses plastic. While this does make it shatter-proof, it’s not very scratch resistant. If you take good care of it, it most likely won’t get scratched, but just to be safe, you can get a pair of tempered glass screen protectors for around $8. Then, you don’t have to worry about scratches. Switch vs. Wii U One of the things the Wii U had was a tablet-like device which operated as a controller and a screen. Many games could be played this way without having to use the TV. While the Nintendo Switch does this as well, it is not tethered to a console as, this time, the tablet is the console. There is no Gamepad for the Nintendo Switch, so it’s likely we won’t see any Wii U backwards compatibility. We probably also won’t see any DS or 3DS virtual console, either, as it would be difficult to play those when docked if there is no touch screen. Due to the 16:9 aspect ratio of the Nintendo Switch, playing those games undocked may also be difficult if you still want to have the controls on the side of the Nintendo Switch. Perhaps Nintendo may change this by allowing you to connect a Wii U Gamepad or something similar, but I can’t gauge how likely this would be. The only time you’ll ever see two screens in one game is if you are playing wireless multiplayer with two Nintendo Switches. Games The Nintendo Switch has a lot of first and third party games this time around, and many of the third party games are quite good. Rocket League, for example, is a big seller on the system. Nintendo’s first party lineup is also quite strong, with a few games ported over from the Wii U and a bunch of new games made for the Switch. You also have two options for how you can use games: physical or digital. Physical games come in cartridges instead of traditional discs, similar to Nintendo’s past handheld consoles. Cartridges have the benefits of being smaller and easy to bring with you in a carry case. Of course, the most portable option is downloading the games. Nintendo will even credit you 5% what you spend on digital games on the eShop, where if you buy a physical game, you’ll only get 1% and only if that game was released in the past year. User Interface One thing I really like about the Nintendo Switch is its user interface. Everything is organized and clean, and it is very easy to navigate around it. Nintendo still uses tiles for games like they did with the 3DS and Wii U, but this time, only games or things you download are in tiles. Things like the eShop and settings are placed in small circles on the menu, separate from your games. One welcome improvement over the 3DS and Wii U is the fact that you also have access to the entirety of the main menu even when a game is running. You don’t have to close the game before opening the eShop or the settings. You can also pair controllers and set the controller order with the Controllers button next to the Settings button on the main menu even while a game is running. Also, going between the main menu and back in-game is a lot faster than the 3DS and Wii U. On those older consoles, it would take several seconds before I would see the menu. On the Nintendo Switch, it’s almost instantaneous. Being able to use the touch screen to navigate the menu or type things seems pretty natural (though you can also plug in a USB keyboard into the dock). That said, it’s not perfect. The eShop, while fairly easy to navigate, is a little sluggish (FPS-wise) for some reason. For example, if I go to select Games on Sale, wait for it to list the games, then go to select a game, it plays a very choppy animation to zoom in the list of games that are on sale. Some categories are less laggy such as the Best Sellers or if I use an option that doesn’t list any games, such as Enter Code. Obviously I’m not playing a game, so it’s not like it’s that detracting, but it does negatively impact my experience in a small way. Everything outside of the eShop is fine, though. To be honest, I mainly browse the eShop on my PC and buy games from there rather than using the one in the Switch. Graphics The Nintendo Switch mostly does a good job with outputting decent graphics, but it is outclassed by its competition here. For example, DOOM runs at 60 FPS on the Xbox One and PS4. On the Nintendo Switch, the settings are reduced and it is locked to 30 FPS. It doesn’t look bad, and you can play it portably, but it is something to keep in mind if you get this system. Of course, if you were looking for the most powerful system for $300, you’d be better off buying some used PC parts. GTX 760s are cheap these days. The Controllers The Nintendo Switch comes with two controllers (Joy-Cons) which can function either as one controller together or, for some games, two separate controllers. You can also connect additional Joy-Cons as well as the Nintendo Switch Pro Controller (plays like an Xbox One controller but lacks analog triggers). The Pro Controllers are pricey ($70 USD), and so are Joy-Cons ($80 USD per additional pair), but there are also cheaper controllers out there. PowerA, for example, has cheaper, Nintendo-themed wired controllers which work similarly to a Pro controller but without motion controls, and it costs only around $30. Controllers also have a share button that allow you to take a screenshot or save the last 30 seconds of gameplay to the Nintendo Switch. You can then access this from your Album and upload it to Facebook or Twitter. The saved video is 1280x720 at 30 FPS, however, so games that run at 60 FPS may look choppy in the video. If you want to record continuous footage or record at a higher frame rate/resolution, use a capture device. Joy-Cons The Joy-Cons work quite well, but they are a little on the small side of things. The tiny analog sticks can impact games like Mario Kart 8 Deluxe when having to be used with my somewhat large hands, making a full-sized controller more appropriate even if it may otherwise have the same button layout. Putting them both in the included Joy-Con grip does improve things a little bit, as it at least feels like one single controller now, but it’s not quite the same experience as using a full controller. One issue is that the left Joy-Con does not have a directional-pad. Instead, Nintendo has opted to have it mirror the right Joy-Con by including another set of four buttons. As such, you can use these Joy-Cons individually to play two-player multiplayer. However, using a single Joy-Con limits how many controls you have. Not only do you lose an analog stick, but you don’t get any direction buttons or triggers, and the L and R buttons on the side of the Joy-Con labelled SL and SR are tiny. Personally, I’d just get a second controller, but this can be useful in a pinch. Motion Controls I mentioned it a few times. Yes, motion controls exist in the Nintendo Switch. Even in 2018, Nintendo has not given up on them. Like in all past iterations, they can be useful in some instances. Having more precise aiming, for example, can be seen in some games. Splatoon on the original Wii U made a lot of use of this and greatly benefitted from it, in my opinion. However, they can also be infuriating, such when as trying to roll a ball across a maze in one of the shrines in The Legend of Zelda: Breath of the Wild. Fortunately, Nintendo was less in-your-face about it, and in this game, you only need it for these few shrines, should you choose to do them, rather than every time you want to swing your sword like in certain Wii games. Local Multiplayer Another aspect I think the Nintendo Switch does well in is multiplayer, especially local multiplayer. There are quite a few ways to do this, actually. One method you may be familiar with is split screen. In many cases, the two Joy-Cons can function as separate controllers, and you can also connect additional controllers to the Nintendo Switch. This can be done docked or even undocked, though you should mind the smaller 720p screen if playing split screen while undocked. It also brings wireless multiplayer from Nintendo’s previous handhelds in several games, such as Rocket League. With this, you can play wirelessly between multiple Nintendo Switches without needing to connect a Wi-Fi network. Unlike past iterations, though, there is no form of DS Download Play which would allow you to download the game from the other console. This means that all players will need to have the game on their Nintendo Switch. It is possible for games to work around this, though, such as Namco Museum having a free download to let you join a Pac-Man Vs. game on the full version. Lastly, a few games also support wired LAN. Mario Kart 8 Deluxe, ARMS, and Splatoon 2 can make use of this. However, for a wired connection, you will need to plug in a USB Ethernet adapter. Nintendo recommends you use licensed adapters, but some non-licensed ones have been known to work. Paid Online Multiplayer Currently, online multiplayer is free, but Nintendo has announced paid online multiplayer (Nintendo Switch Online) to be introduced in September 2018. When this happens, all of the games that supported online multiplayer will require this to continue supporting online multiplayer gameplay. Here’s how much it costs: $20 per twelve months ($1.67 per month) $8 per three months ($2.67 per month) $4 per one month ($4.00 per month) This is a lot cheaper than what Microsoft and Sony offer, which at best is $60 per year ($5.00 per month). In the past, multiplayer has been free on Nintendo platforms, so it does suck a bit that they will be switching to a paid model as this does negatively affect the value of this console by tacking on more money you have to pay. Also, in the past, their online multiplayer hasn’t been the greatest in quality. Nintendo has been working on improving this, fortunately, but there is no guarantees. At least it's cheaper, though. Storage and Save Data The Nintendo Switch comes with only 32 GB of built-in storage. To make matters worse, you can only use 26 GB of that. This is extremely small, but you can, fortunately, expand this with a microSD card. With one installed, games, game updates, screenshots, and videos can be stored in the microSD card instead of the built-in storage. You do have choices in what you can put in your Nintendo Switch. Nintendo wants you to buy a Nintendo-licensed microSD card, but you are probably going to pay twice as much for it. Fortunately, any other microSDXC card up to 2 TB should work. Here are current prices: 64 GB microSD cards are ~$20 ($0.31 / GB) 128 GB microSD cards are ~$40 ($0.31 / GB) 200 GB microSD cards are ~$66 ($0.33 / GB) 256 GB microSD cards are ~$110 ($0.43 / GB) 400 GB microSD cards are ~$250 ($0.63 / GB) In terms of value, your best choices are 128 GB and 200 GB. 64 GB is way too small for some games, and if you do end up buying multiple 64 GB cards, you may as well be buying multiple 128 GB cards as you’ll have fewer to worry about. If you need something larger than 200 GB, you do take bigger plunge. 256 GB requires spending an extra $44 for another 56 GB and 400 GB requires another $140 on top of that for 144 GB. I got a 128 GB card and I found it to be enough (for now). I may switch to a larger card if my library gets larger. However, I rarely buy games. If this happens, then moving data from a smaller to a larger microSD card is very simple with a PC. Simply copy the files from the microSD card to the other one. Then, start up a game from the destination card to verify it was successful. A word of caution: Beware of scams. Some smaller cards (e.g. 8 GB) are disguised as a larger cards (e.g. 128 GB) even to the point where, upon inserting them into a drive, it will actually appear to have its rated capacity. However, attempting to write data beyond the card’s actual capacity will result in data corruption. A good way to tell if a card is a scam is if its price is too good to be true or it has a lot of negative reviews. Exercise common sense and get a well-reviewed microSD card. How much does a Nintendo Switch cost? The MSRP of a Nintendo Switch is $300. This gets you the base console with 32 GB (actually 26 GB) of storage, two Joy-Cons (with Joy-Con grips), a dock, a non-charging grip, and a charger. This is around the same price as a new PlayStation 4 ($300) and a little more expensive than a new Xbox One ($240). However, you may find yourself paying a bit more than this beyond the games. Screen protectors cost around $8. Having one can be important due to the plastic screen being prone to scratching. Also, you’ll want at least a 128 GB microSD card to store all of your games if you download them, which will be $40. Even if you don’t download all of your games, your games do need room to put their updates. Not including the games, the total upfront price of the Nintendo Switch, after you factor in a 128 GB microSD card, and a screen protector comes to be $348. This puts it at an awkward price point between the PlayStation 4 and PlayStation 4 Pro, though at least multiplayer is currently free right now, lessening its current upfront price and actually making it slightly cheaper than the PlayStation 4 (with paid online multiplayer factored in). However, this will change when paid online multiplayer goes live for the Nintendo Switch this fall. Some other gripes Nintendo could do a lot better in some other areas, too. For example, if you want a second dock, such as for a different room, then Nintendo does sell those, but they are $90 each. Third-party docks have been out for a while, but ever since the Nintendo Switch 5.0 update, Nintendo Switch units have, for some reason, been bricked by these third-party docks. I would like to see this either addressed or have the official docks be less of a ripoff. Another thing that is annoying is that you have no method to backup your save data either to a microSD card or to the Internet, even though pretty much every other console console lets you do this. This means that if your Nintendo Switch is damaged and must be repaired or replaced, you can potentially lose all your save data and your only recourse is to start over on all your games. Ouch. Also, the battery life isn’t great. Some games, like The Legend of Zelda: Breath of the Wild, I’ve found I only get around two and a half hours. While I don’t play video games that long, anyone on a long bus or plane trip may appreciate a longer battery life. You can use an external battery to charge it through its USB type-C port, extending its lifespan a bit, but this goes back to the point with the dock: you risk bricking your Switch. Lastly, there’s no voice chat on the Switch itself. While I don’t personally care about voice chat and usually turn it off, others may find this really annoying, as now you can’t communicate with other people in the game. Nintendo does provide an app on your phone so you can voice chat with friends, but then you may as well use Discord. Overall Its main selling point of being able to be played portably makes it stand out from its competition, the PlayStation 4 and Xbox One. Many of the bugs that were present in its first year have been ironed out. Docked/undocked modes, the user interface, the many options for local multiplayer, and the game selection are all great. However, I’m not too fond about the limited storage space and the limited battery. They clearly did cut some very interesting corners here to make that $300 price tag possible. I also don’t like that I can’t backup my save data even though everything lets you do that, now. It would be nice if Nintendo fixed these issues as the console grows in popularity. Otherwise, this console is very nice to play games on and I do recommend it. Pros: Can play console games portably Good local multiplayer options Good user interface Good game selection Comes with two controllers (technically) Free multiplayer (for now) Cons: Limited storage - mostly mitigated with microSD card No (official) way to backup save data Limited battery life No voice chat Dock is overpriced
  13. Stuff looks a lot better than what it did before. It's still not playable in multiplayer, the HUD is still totally broken, vehicles are screwy, and plenty of other stuff doesn't work. However, crouching works, running around is now normal, fall damage is normal, and first person animations look correct. You can download this map here: Once again, use map_name to load the map. Do not load it any other way or else your game will crash. Note: To save space, every time I post a tutorial.7z file, I will purge the older tutorial.7z file. I am not saving these, so do not ask me for a copy.
  14. Invader can now create (barely) playable map files. You can download this map here: Be sure to load with map_name unless you like exception errors.
  15. a classic which definitely gets things going for me
  16. Models work now. Here's the cyborg model imported from an Invader-built map into the one map that everyone mods. Though I guess model animations aren't as finished as I thought they were. I tried importing the Invader built animation tag and... well... this happened. He's so happy, he doesn't want to leave the warthog even when you press the action button. Fixed
  17. Why? Player should never know their current bot score or anyone else's bot score unless the player is a server admin. Such information would allow cheaters to know if they are getting away with cheating, making your cheating countermeasures less effective. If you're trying to expose cheaters, use aimbot_ban with IP addresses. This will expose the cheater while also removing them from the server.
  18. Yes. Play a map that isn't so inefficient with particles. The reason this happens is because Bungie's tagset is very inefficient when it comes to particles and particle lifespans, and chain explosions make it even worse because they quickly flood the effect and particle limits. If you've ever played Phoenix 3, you'd see that @Tucker933 fixed many of Bungie's inefficiencies with particles while still managing to make even more use of them. Rather than fixing the particle limit, the best course of action is to fix what is causing the particle limit to be hit. Being a tag data related issue, this is something that would be difficult to accomplish with Chimera. If I were to make a command that would go through all of the tag data and change it so the issue won't occur, then the final result will look weird for this map and even weirder for custom maps. Changing this data requires having an eye for this stuff, something that is partially subjective rather than purely objective like what an automatic mod would be. I know that's not the answer you wanted, but from what I'm seeing, the computer running the game is also chugging when large amounts of these effects are happening. If I were to extend these limits, then it will lag a lot, and they would still hit these limits, causing the same artifacts to happen but now making the game unplayable rather than a little laggy.
  19. I'm working on a new and improved widescreen fix. Top: HAC2 Bottom: Chimera As always, no Open Sauce is required. Simply enable it and disable HAC2's widescreen fix (if you're using HAC2's widescreen fix). This widescreen fix should prove to be even more stable and compatible with custom maps than my previous widescreen fix, as it does not make any changes to the map's underlying tag data.
  20. Use rprint instead of say
  21. Yeah Maybe then I'd be finally able to afford a server for matchmaking.
  22. I've revamped chimera_budget and made chimera_show_fps a separate command. They no longer use the console for showing their values. Also I added chimera_show_coordinates. I've also made a command, chimera_extend_limits, which can increase the visible object count and visible BSP polygon budgets as well as increase Halo's maximum draw distance. Another useful command I've added is chimera_block_camera_shake, and this will prevent camera shakes when firing or taking damage. Note that this does not affect damage changing the actual rotation of your camera, such as from recoil from weapons making you aim slightly higher each shot you make.
  23. Chimera version 1.0 will not work with the retail version of the game. Sorry if this inconveniences anyone.
  24. Okay, but you better give me a raise.