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Kavawuvi

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  1. DSalimander liked a post in a topic by Kavawuvi in Invader   
    Added a new program to the Invader toolkit: invader-reverse-dependency.
     
    This program takes a tag and finds every tag that depends on it. This is a slightly slow process, taking about 0.72 seconds on my PC to search through the entirety of the Gearbox campaign and multiplayer tags to find a given tag, so using it on many tags at once probably isn't recommended.
  2. Tucker933 liked a post in a topic by Kavawuvi in Invader   
    Added a new program to the Invader toolkit: invader-archive.
     
    It works like invader-build except, rather than outputting a cache file, it outputs a .tar.xz file of the HEK tags that were used to build the map. This can be useful for distributing cache files as a set of tags, preserving the original tag data.
     
    Want to test it? You can download a Windows build here: https://invader.opencarnage.net/builds/nightly/download-latest.html
     
  3. Tucker933 liked a post in a topic by Kavawuvi in Invader   
    Added a new program to the Invader toolkit: invader-archive.
     
    It works like invader-build except, rather than outputting a cache file, it outputs a .tar.xz file of the HEK tags that were used to build the map. This can be useful for distributing cache files as a set of tags, preserving the original tag data.
     
    Want to test it? You can download a Windows build here: https://invader.opencarnage.net/builds/nightly/download-latest.html
     
  4. Tucker933 liked a post in a topic by Kavawuvi in Invader   
    Added a new program to the Invader toolkit: invader-archive.
     
    It works like invader-build except, rather than outputting a cache file, it outputs a .tar.xz file of the HEK tags that were used to build the map. This can be useful for distributing cache files as a set of tags, preserving the original tag data.
     
    Want to test it? You can download a Windows build here: https://invader.opencarnage.net/builds/nightly/download-latest.html
     
  5. Kavawuvi liked a post in a topic by Tucker933 in Squad System   
    Curious if anyone thinks it possible to build a very basic squad system with SAPP lua.
     
    I think for some maps it would be neat for teams to be able to vote on a Team Leader (any ally but themselves), where those that get selected get automatically respawned (to change their armor color to something that stands out), and all allies that die will respawn at existing spawn points closest to their Team Leader. That would make attacks more focused and create a high-value target, which when they die prevents all allies from respawning 'till they themselves do.
     
    Could definitely build off of that base concept if it can be implemented, but don't want to get carried away in the details unless that much is possible.
     
    Will credit 15 tickets to whoever can make this work!
  6. Kavawuvi liked a post in a topic by DSalimander in The Halo CE Ultimate Enhancement Guide - Updated 05/06/19   
    It's enough information to warrant a caution and recommendation to back stuff up before attempting what was outlined in the OP.
  7. ST34MF0X liked a post in a topic by Kavawuvi in Invader   
    It's a small but still quite important update for invader build:
    Firing position detection is more accurate Detail object collection tags now work Windows builds are also now being automatically uploaded as I work on Invader. You can get the latest build here: https://invader.opencarnage.net/builds/nightly/download-latest.html
  8. ST34MF0X liked a post in a topic by Kavawuvi in Invader   
    It's a small but still quite important update for invader build:
    Firing position detection is more accurate Detail object collection tags now work Windows builds are also now being automatically uploaded as I work on Invader. You can get the latest build here: https://invader.opencarnage.net/builds/nightly/download-latest.html
  9. Tucker933 liked a post in a topic by Kavawuvi in Invader   
    You can now download nightly builds which are hosted courtesy of @Tucker933.
     
    https://invader.opencarnage.net/builds/
     
    These are Windows builds that are compiled from a snapshot of Invader's git repository at the time the build was made. If you don't want to wait until I post the next build of Invader, this is the place to go. However, some features may be incomplete or outright broken. Also, only a limited number of builds will be retained.
  10. Tucker933 liked a post in a topic by Kavawuvi in Invader   
    You can now download nightly builds which are hosted courtesy of @Tucker933.
     
    https://invader.opencarnage.net/builds/
     
    These are Windows builds that are compiled from a snapshot of Invader's git repository at the time the build was made. If you don't want to wait until I post the next build of Invader, this is the place to go. However, some features may be incomplete or outright broken. Also, only a limited number of builds will be retained.
  11. Kavawuvi liked a post in a topic by Tucker933 in Girrafffee   
  12. Tucker933 liked a post in a topic by Kavawuvi in Invader   
    Every so often, I get asked these questions. I figured it's worth answering here so people can find it later.
     
    Will invader-build get a GUI?
    The short answer? If it does, it probably won't be from me.
    The long answer? Making a good GUI takes a lot longer than than making a good command-line tool. Since I work on Invader on my spare time without any compensation and I have a limited amount of spare time these days, I'm only going to give as much time as required for it to be a good command-line tools. Also, you don't strictly need a GUI to build cache files, and it may actually be faster and more efficient to type the invader-build command in a shell than to open a GUI and navigate your filesystem for directories and files. That said, anyone is welcome to create their own GUIs for any Invader program.
     
    Are there any plans for replacing other features of the Halo Editing Kit?
    The short answer? Yes!
    The long answer? The Halo Editing Kit is limiting and it's closed source. For many reasons listed in this topic, it should be replaced in its entirety. Therefore, if I finish invader-build, to achieve this goal, I should replace another functionality of Halo Editing Kit, repeating until there's nothing left to replace.
     
    Where is Salamander?
    The short answer? It's being worked on but it's not in Invader's repository. Stay tuned.
    The long answer? Salamander has been fully functional for a long time, but the reason I haven't released it was because I was waiting for Blender 2.8 to come out. Now that it's out, I'm going to be working on porting it to Blender 2.8.
     
    How far is invader-build in completion?
    The short answer? Pretty far.
    The long answer? If you are building multiplayer maps without scripts or detail object collection tags, it should work perfectly.
     
    Will invader-build support Open Sauce maps and tags?
    The short answer? If it does, it probably won't be from me.
    The long answer? As I said before, I work on Invader on my own spare time without any compensation of any kind. I'm only going to give it as much time as is required for it to work with the base Halo Custom Edition game. That said, anyone is welcome to fork the Invader project and add the definitions themselves, though I probably won't accept any pull requests for it.
  13. Tucker933 liked a post in a topic by Kavawuvi in Invader   
    Every so often, I get asked these questions. I figured it's worth answering here so people can find it later.
     
    Will invader-build get a GUI?
    The short answer? If it does, it probably won't be from me.
    The long answer? Making a good GUI takes a lot longer than than making a good command-line tool. Since I work on Invader on my spare time without any compensation and I have a limited amount of spare time these days, I'm only going to give as much time as required for it to be a good command-line tools. Also, you don't strictly need a GUI to build cache files, and it may actually be faster and more efficient to type the invader-build command in a shell than to open a GUI and navigate your filesystem for directories and files. That said, anyone is welcome to create their own GUIs for any Invader program.
     
    Are there any plans for replacing other features of the Halo Editing Kit?
    The short answer? Yes!
    The long answer? The Halo Editing Kit is limiting and it's closed source. For many reasons listed in this topic, it should be replaced in its entirety. Therefore, if I finish invader-build, to achieve this goal, I should replace another functionality of Halo Editing Kit, repeating until there's nothing left to replace.
     
    Where is Salamander?
    The short answer? It's being worked on but it's not in Invader's repository. Stay tuned.
    The long answer? Salamander has been fully functional for a long time, but the reason I haven't released it was because I was waiting for Blender 2.8 to come out. Now that it's out, I'm going to be working on porting it to Blender 2.8.
     
    How far is invader-build in completion?
    The short answer? Pretty far.
    The long answer? If you are building multiplayer maps without scripts or detail object collection tags, it should work perfectly.
     
    Will invader-build support Open Sauce maps and tags?
    The short answer? If it does, it probably won't be from me.
    The long answer? As I said before, I work on Invader on my own spare time without any compensation of any kind. I'm only going to give it as much time as is required for it to work with the base Halo Custom Edition game. That said, anyone is welcome to fork the Invader project and add the definitions themselves, though I probably won't accept any pull requests for it.
  14. Tucker933 liked a post in a topic by Kavawuvi in Invader   
    Every so often, I get asked these questions. I figured it's worth answering here so people can find it later.
     
    Will invader-build get a GUI?
    The short answer? If it does, it probably won't be from me.
    The long answer? Making a good GUI takes a lot longer than than making a good command-line tool. Since I work on Invader on my spare time without any compensation and I have a limited amount of spare time these days, I'm only going to give as much time as required for it to be a good command-line tools. Also, you don't strictly need a GUI to build cache files, and it may actually be faster and more efficient to type the invader-build command in a shell than to open a GUI and navigate your filesystem for directories and files. That said, anyone is welcome to create their own GUIs for any Invader program.
     
    Are there any plans for replacing other features of the Halo Editing Kit?
    The short answer? Yes!
    The long answer? The Halo Editing Kit is limiting and it's closed source. For many reasons listed in this topic, it should be replaced in its entirety. Therefore, if I finish invader-build, to achieve this goal, I should replace another functionality of Halo Editing Kit, repeating until there's nothing left to replace.
     
    Where is Salamander?
    The short answer? It's being worked on but it's not in Invader's repository. Stay tuned.
    The long answer? Salamander has been fully functional for a long time, but the reason I haven't released it was because I was waiting for Blender 2.8 to come out. Now that it's out, I'm going to be working on porting it to Blender 2.8.
     
    How far is invader-build in completion?
    The short answer? Pretty far.
    The long answer? If you are building multiplayer maps without scripts or detail object collection tags, it should work perfectly.
     
    Will invader-build support Open Sauce maps and tags?
    The short answer? If it does, it probably won't be from me.
    The long answer? As I said before, I work on Invader on my own spare time without any compensation of any kind. I'm only going to give it as much time as is required for it to work with the base Halo Custom Edition game. That said, anyone is welcome to fork the Invader project and add the definitions themselves, though I probably won't accept any pull requests for it.
  15. Kavawuvi liked a post in a topic by ShikuTeshi in Texture Upscaling Service   
    Welcome one and all to the grand Texture Upscaling Service!
    For the low low price of one of your organs you can have all your low resolution textures enlarged! *Some limitations apply
     
    @ShikuTeshi and @Tucker933 will help you on your way to obtaining that PC Master Race experience for your Halo Custom Edition content!
    With pure magic commonly known as Gigapixel by Topaz Labs you could see results like this! *Images presented contain 2K resolution textures that you can download here.

     
    HOWEVER
    You are required to prepare the files completely on your end. All we're doing here is upscaling your texture images. We are not here to prepare your entire texture tag for you.
    1) If your texture is meant to be used as a multimap or sprite, you MUST decompose them into separate images beforehand. Gigapixel will NOT retain the right RGB channels for them to function as intended.
    It's also highly recommended to just do this for every single texture you want to maximize image quality. You can then compose them back together for the final product when we return them.
     
    2) Make sure your images are saved as a PNG or JPG image. Gigapixel will accept TIF format as well, but there's an issue related to it that I'm not sure was fixed yet.
     
    3) Upload the images you want done individually to something like Google Drive or Mega. Any file share service will do as long as you can share an entire folder and we can preview all the images before downloading. These are just the services that I can confirm to do these and that I am personally comfortable with.
     
    4) Create a post here with a link to the download folder and what scale you would like. We would like to keep it in moderation for what Halo's game engine is capable of. So it would either be a 2x upscale across the board or simply bring everything up to 2K.
    The difference is the 2x upscale is in better moderation. So a 1024 size image will turn into a 2048, while lower resolutions like 256 go to 512 instead of 2048. This saves a lot of space where that higher resolution wouldn't make a difference for those textures in most cases.
    But if you REALLY just want everything in 2K. Sure, we'll do that for you.

    We will let you know when we have started on your images. Depending on the number you would like done and what type they are, it will take varying amounts of time that cannot be estimated.
     
    Once they have been processed, they will be uploaded to the OpenCarange FTP server for anyone to download. https://opencarnage.net/misc/upscale/
    If you provided us with a number of images, we will zip those beforehand to save space.
  16. ST34MF0X liked a post in a topic by Kavawuvi in Invader   
    I've made progress and have gotten firing positions to a point where most AI aren't standing still. The beach battle on The Silent Cartographer is now an actual battle.
     

     
    The raycasting function still needs work before I release builds of it. Thus, if you need this right now and are unwilling to wait for the next build, you'll have to compile Invader from source. Sorry!
  17. ST34MF0X liked a post in a topic by Kavawuvi in Invader   
    I've updated the OP to better reflect the current status and description of Invader: a toolkit rather than a singular program.
  18. VoidsShadow liked a post in a topic by Kavawuvi in Invader   
    Invader is a work-in-progress, open source, cross-platform toolkit for creating Halo: Combat Evolved maps. There are a number of tools that come with Invader:
    invader-bitmap - CLI program for generating .bitmap tags invader-build - CLI program for building cache files from scenario tags invader-crc - CLI program for forging CRC32 checksums of cache files invader-indexer - CLI program for generating a list of all of the tags in a cache file or resource map (useful for invader-bitmap) invader-resource - CLI program for generating resource map files (i.e. bitmaps.map, sounds.map, loc.map) ... and (hopefully) more programs to come! You may be wondering, why am I taking time to replace the Halo Editing Kit, something that already works fine? I'm glad you asked (or I asked?)! The Halo Editing Kit...
    ...is closed source. This means that you cannot make changes to it or add functionality without resorting to modifying the .exe file directly. Also, information has been obfuscated away through compilation. Invader is open source. ...is unsupported. Since it's closed source, you cannot rely on the developers to issue any updates to fix problems with the program. If they never update it, then it is the final version you get. An ideal program should never need updated, but the HEK is very far from ideal. Because Invader is open source, anyone may fork and support Invader at any time. ...is limited. Since it's closed source, you have to modify the .exe file directly in order to make changes to it. If you don't, you're limited to building 384 MiB cache files. Also, singleplayer maps are tied to the resource maps you built them with, thus users must have the same exact bitmaps.map and sounds.map you used to ensure the correct assets are displayed/played. Invader does away with most of Halo's arbitrary limits, even the 384 MiB cache file size limit (it's 4 GiB now!). ...was made for older PCs. As robust as Windows's backwards compatibility may be, even it has limitations, especially with Win32 GUI programs like Guerilla and Sapien. Invader runs natively on 64-bit x86-based PCs. ...is slow. This is due to thousands of unnecessary checks as well as the program, itself, not being compiled with optimizations. Building all stock multiplayer maps with tool.exe takes over 4x as long as Invader. ...only works on Windows. Not everyone uses Windows, and Wine compatibility on Linux is, at best, a mixed bag especially in regards to the GUI-based applications Sapien and Guerilla. Invader natively runs on both Windows and Linux without having to worry about Wine. tl;dr: You can't guarantee the Halo Editing Kit will continue to work indefinitely, and it doesn't meet all of our needs anymore. Invader is being made to fix that.
     
    I recommend reading this post for more information on why it is important that the Halo Editing Kit should be replaced:
    Please note that Invader is a work in progress. Using it would be nice, but it is limited. With invader-build, stock multiplayer maps are very close to perfect, while singleplayer maps and maps with scripts work but may have issues with AI, scripts, and detail object collection tags. Also, invader-bitmap cannot process sprites, yet. Lastly, Invader is untested for macOS. As such, macOS is not supported, but it will most likely work just as well as it does on Linux if built correctly.
     
    Source code: https://github.com/Kavawuvi/Invader
    Nightly builds: https://invader.opencarnage.net/builds/
     
    Original version of this post (for posterity):
  19. ST34MF0X liked a post in a topic by Kavawuvi in Invader   
    I've updated the OP to better reflect the current status and description of Invader: a toolkit rather than a singular program.
  20. ST34MF0X liked a post in a topic by Kavawuvi in Invader   
    I've updated the OP to better reflect the current status and description of Invader: a toolkit rather than a singular program.
  21. Kavawuvi liked a post in a topic by Pfhunkie in Default Singleplayer Maps for Custom Edition   
    This is the complete default singleplayer campaign converted for Halo Custom Edition. This was originally converted and uploaded by "Renamon."
     
    https://opencarnage.net/misc/CE_SP-Maps.7z
  22. Kavawuvi liked a post in a topic by Moses_of_Egypt in Haloball map is it impossible to modify?   
    Don't use HEK+ to get your tags, use Refinery. If you think the map is protected, run Refinery's deprotection.
     
    Watch this video to see how to use Refinery.
     
    Here's a download link for the MEK Essentials(contains Refinery).
    https://bitbucket.org/Moses_of_Egypt/mek-essentials/downloads/MEK_Essentials_Setup(latest_version).exe
  23. ST34MF0X liked a post in a topic by Kavawuvi in Invader   
    I've made progress and have gotten firing positions to a point where most AI aren't standing still. The beach battle on The Silent Cartographer is now an actual battle.
     

     
    The raycasting function still needs work before I release builds of it. Thus, if you need this right now and are unwilling to wait for the next build, you'll have to compile Invader from source. Sorry!
  24. Sunstriker7 liked a post in a topic by Kavawuvi in Comprehensive SAPP Documentation (Rev. 2.4 - SAPP 10.1)   
    SAPP is an amazing extension for the Halo dedicated server, being the only extension that supports no-lead. However, its online documentation is a little frustrating to read through either because part of it is outdated, or sehe's site isn't up for whatever reason.

    Download: sapp-2.4.pdf (56 pages)
     
    View it on Google Docs:  https://docs.google.com/document/d/1RAnl68RN8z0RAvJcPqnv94ngzWZ6xavaX1EHsAqHeJU/edit?usp=sharing

    Older versions:
     
  25. Java liked a post in a topic by Kavawuvi in New aimbot released that cannot be detected by SAPP??   
    Automatic aimbot detection has always been unreliable, especially when it comes to server side detection. Even if someone writes a detection for this that doesn't have false positives, it will always be a game of cat-and-mouse.
     
    Best of luck to whoever wants to take this job, but I think the best way to curb cheaters is to have active admins. If someone who is bad at the game wants to cheat, they'll find a way, and you need to be there to stop them.