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Kavawuvi

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  1. Tucker933 liked a post in a topic by Kavawuvi in Chimera (build 49)   
    I've been working on my take on sightjacking. This functions similar to HAC2's sightjacking except:
    You can see the player's reticle You can see the player's ammo, battery, and and heat You can see the player's grenade selection and count You can see the player's weapon You can see the player's armor color You can see the player's health and shield status You can see the player's motion sensor You can see the player's respawn time It works with vehicles Since it's not restricted to showing you the player's first person view, so I felt calling it "chimera_spectate" instead of "chimera_sightjack" was more appropriate.
     
    Here's a video demonstration:
     
     
  2. Tucker933 liked a post in a topic by Kavawuvi in Chimera (build 49)   
    I've been working on my take on sightjacking. This functions similar to HAC2's sightjacking except:
    You can see the player's reticle You can see the player's ammo, battery, and and heat You can see the player's grenade selection and count You can see the player's weapon You can see the player's armor color You can see the player's health and shield status You can see the player's motion sensor You can see the player's respawn time It works with vehicles Since it's not restricted to showing you the player's first person view, so I felt calling it "chimera_spectate" instead of "chimera_sightjack" was more appropriate.
     
    Here's a video demonstration:
     
     
  3. Java liked a post in a topic by Kavawuvi in Chimera (build 49)   
    If you mean it depends on where you live, I wasn't aware there was a regional dialect on how arithmetic works.
     
    Anyway, I looked up all four of those and they're the same. It's just called different things depending on where you live.
     
    Here's a quote from mathisfun.com on their BODMAS page:
     
    And on their PEMDAS page:
     
    Wikipedia also discusses the different mnemonics on its own order of operations page, particularly why going strictly by the mnemonics instead of understanding them is a bad idea:
     
    So, where you live doesn't matter. Just do it right and you'll get the answer. Or, you can have a search engine like DuckDuckGo, Bing, or Google do it. Your choice! Personally, I was expecting most people to look up the answer.
     
    Anyway, I changed the question to something else. The answer was 8.
    20 - 12 / 4(4 - 2) x 2 20 - 12 / 4 x (4 - 2) x 2 - adjacent parenthesis is implicit multiplication 20 - 12 / 4 x 2 x 2 - evaluate the parenthesis (subtract 2 from 4) 20 - 3 x 2 x 2 - divide 12 by 4 20 - 6 x 2 - multiply 3 by 2 20 - 12 - multiply 6 by 2 8 - subtract 12 from 20  
    I guess a better, less confusing, and more sane way to write the phrase would have been 20 - ((12 / 4) x (4 - 2) x 2), but that wouldn't be as fun.
  4. Java liked a post in a topic by Kavawuvi in Chimera (build 49)   
    If you mean it depends on where you live, I wasn't aware there was a regional dialect on how arithmetic works.
     
    Anyway, I looked up all four of those and they're the same. It's just called different things depending on where you live.
     
    Here's a quote from mathisfun.com on their BODMAS page:
     
    And on their PEMDAS page:
     
    Wikipedia also discusses the different mnemonics on its own order of operations page, particularly why going strictly by the mnemonics instead of understanding them is a bad idea:
     
    So, where you live doesn't matter. Just do it right and you'll get the answer. Or, you can have a search engine like DuckDuckGo, Bing, or Google do it. Your choice! Personally, I was expecting most people to look up the answer.
     
    Anyway, I changed the question to something else. The answer was 8.
    20 - 12 / 4(4 - 2) x 2 20 - 12 / 4 x (4 - 2) x 2 - adjacent parenthesis is implicit multiplication 20 - 12 / 4 x 2 x 2 - evaluate the parenthesis (subtract 2 from 4) 20 - 3 x 2 x 2 - divide 12 by 4 20 - 6 x 2 - multiply 3 by 2 20 - 12 - multiply 6 by 2 8 - subtract 12 from 20  
    I guess a better, less confusing, and more sane way to write the phrase would have been 20 - ((12 / 4) x (4 - 2) x 2), but that wouldn't be as fun.
  5. Java liked a post in a topic by Kavawuvi in Chimera (build 49)   
    If you mean it depends on where you live, I wasn't aware there was a regional dialect on how arithmetic works.
     
    Anyway, I looked up all four of those and they're the same. It's just called different things depending on where you live.
     
    Here's a quote from mathisfun.com on their BODMAS page:
     
    And on their PEMDAS page:
     
    Wikipedia also discusses the different mnemonics on its own order of operations page, particularly why going strictly by the mnemonics instead of understanding them is a bad idea:
     
    So, where you live doesn't matter. Just do it right and you'll get the answer. Or, you can have a search engine like DuckDuckGo, Bing, or Google do it. Your choice! Personally, I was expecting most people to look up the answer.
     
    Anyway, I changed the question to something else. The answer was 8.
    20 - 12 / 4(4 - 2) x 2 20 - 12 / 4 x (4 - 2) x 2 - adjacent parenthesis is implicit multiplication 20 - 12 / 4 x 2 x 2 - evaluate the parenthesis (subtract 2 from 4) 20 - 3 x 2 x 2 - divide 12 by 4 20 - 6 x 2 - multiply 3 by 2 20 - 12 - multiply 6 by 2 8 - subtract 12 from 20  
    I guess a better, less confusing, and more sane way to write the phrase would have been 20 - ((12 / 4) x (4 - 2) x 2), but that wouldn't be as fun.
  6. Kavawuvi liked a post in a topic by Sunstriker7 in Currently Listening   
    I love very talented vocalists like him with a wide range. He's an excellent performer too. He reminds me a lot of King Diamond.
     
    Here's a festive song they did:
     
  7. Sunstriker7 liked a post in a topic by Kavawuvi in Currently Listening   
    Here's another kickass song from the same guy.
     
     
    This guy was way ahead of his time. AIDS really sucks, though.
  8. Sunstriker7 liked a post in a topic by Kavawuvi in Currently Listening   
  9. WaeV liked a post in a topic by Kavawuvi in MCC for PC Info Thread   
    At least they're upfront about it.
     
    I've been asked a lot of times about porting Chimera features to MCC, and I basically answered this on my Chimera Discord, but here's basically the summary of it: As amazing as an opportunity it would be to mod Halo CE Anniversary, I'm probably not going to buy it. I don't have a lot of money, and I certainly can't justify spending $10 on a PC game I already own on the PC. Also, I don't want to release a fix for the game that bans you from Xbox Live. Ideally, they'd make it so if you have mods, anticheat gets disabled (obviously no matchmaking and stuff but that's fine). However, they could also have it so if you even so much as think about fixing the fog in Assault on the Control Room, you'll take a well deserved VACation from Xbox Live
     
    Halo 3 PC looks cool though.
  10. WaeV liked a post in a topic by Kavawuvi in MCC for PC Info Thread   
    If it turns out they can't get an uncapped frame rate working with Halo Combat Evolved Anniversary, then I will make additional memes that make fun of them.
     
    Anyway, here's stuff that has more-or-less been deconfirmed:
    Community-owned dedicated servers (explicitly deconfirmed) Modding (implicitly deconfirmed if anticheat is forced) Connecting via direct IP (implicitly deconfirmed since you have to use the server browser or Xbox Live) And here's stuff that is probably not going to be in the game but hasn't been explicitly or implicitly deconfirmed:
    Split screen (I know they said it's "on the table" but that's most likely PR talk for "That sounds cool but no") Unlocked frame rates on all games Custom singleplayer maps in Halo CE: Anniversary (custom multiplayer maps have been heavily rumored, but even that is iffy) Original HUD or sounds in Halo CE: Anniversary (they have refused to do it on Xbox One, so they probably won't do it on PC) Various Custom Edition fixes being in Halo CE: Anniversary (enjoy your moon-sized sun at 4K or your 30 FPS particles)
  11. Ryx liked a post in a topic by Kavawuvi in SmG ruined Halo   
    http://www.gametracker.com/server_info/72.83.240.171:2578/
    "This server has been detected to report fake or idle clients and it is not eligible to be ranked."

    Looks like almost all of them are NR (not ranked).
  12. (SBB) Storm liked a post in a topic by Kavawuvi in Chimera (build 49)   
    These features are left to be added before Chimera hits version 1.0:
    The rest of the controller features Server history (currently only partially implemented - still trying to figure out how I'll get that going) Server bookmarks Spectate If and when Chimera hits version 1.0, I'm going to drop build 49 from the original post. Note that this build is the last version to support HAC2. Due to a large number of reasons, version 1.0 of Chimera does not support HAC2 (or vice versa).
     
    Some of you may be wondering: Where is Lua scripting on this list? Not to worry - I haven't forgotten about it. Features like Lua scripting are still planned, but I plan on making Chimera a server mod as well, thus if and when I add Lua scripting, then it will most likely be done while I develop the server portion. Since Chimera is a client mod, then many of the server features I plan on making should also work on client-hosted servers.
  13. WaeV liked a post in a topic by Kavawuvi in Invader   
    Another update!
     
    What is new?
    I (probably) fixed lightning tags. Stuff like the monitor tapping into The Pillar of Autumn looks correct now.
     
    What isn't done yet?
    I'm still trying to figure out navigating the collision BSP tree so I can place AI encounters accurately. Strangely, Invader isn't correctly setting some encounters to the correct BSP on certain maps such as d40 and b30, so I'm going to spending a great deal of time fixing some of these issues. I've spent a few days on the issue, and I've come very close to the bottom of this. Sadly it's not close enough! But if I fix these issues and I fix other AI behavior issues, campaign maps should, in theory, work perfectly. Invader is almost done, basically!
     
    What is planned?
    I'm planning on introducing deduping to more types of tag data. This was done with animations and tag paths for a while, reducing tag space by over 1 MiB in some maps. To those who don't make maps, this probably doesn't sound like a lot, but the stock engine only allows up to 23 MiB of tag data that can be loaded at once, including the currently loaded BSP. Saving 1 MiB means saving over 4% of that space. For example, you could use that for better animations, better BSPs, or more tags, and it could mean the difference between the map filing to build and the map building successfully. What's great about this is that I can do this without requiring Open Sauce.
     
    Thank you! You can make these graphs by just using Microsoft Excel (or LibreOffice Calc if you're going the free route like me). Put the data on a spreadsheet, generate the graph you want, and make sure the data on the graph looks correct. The default graphs look really boring, but you can very easily change the colors and fonts until it looks good. These programs allow for a wide variety of customization.
     
  14. Tucker933 liked a post in a topic by Kavawuvi in Watched / Watching   
    I just rewatched the first three seasons of The Expanse. I'm quite excited for the fourth season that is coming out in under two weeks from now.
  15. Tucker933 liked a post in a topic by Kavawuvi in Watched / Watching   
    I just rewatched the first three seasons of The Expanse. I'm quite excited for the fourth season that is coming out in under two weeks from now.
  16. Kavawuvi liked a post in a topic by tarikja in Watched / Watching   
    Finished Battlestar Galactica a few days ago.
     
    Damn nice soundtrack!
     
  17. Kavawuvi liked a post in a topic by Tucker933 in Watched / Watching   
    So say we all!
     
    ...one of my favorite shows.
  18. ST34MF0X liked a post in a topic by Kavawuvi in Invader   
    Here's a update on the month of November! Invader is now 0.20.2.
     
    Not much has changed, besides adding a new tag extractor and a new meta data viewer as well as fixing a lot of issues, of course.
     
    Added
    New tool: invader-info - Displays meta data of a map file but can also show specific data (-T): build, compressed, compression-ratio, crc32, crc32-mismatched, dirty, engine, map-type-scenario-scenario-path, stub-count, tag-count, tags New tool: invader-extract - Extracts tags from cache files Added a new tag parser invader-build: Added -N to rename scenarios when building invader-build: Added -c for compress (forging CRC now uses -C) invader-build: Strips default data from compressed animations now invader-font: Added support for .otf files Changed
    Help menus have been rewritten All tag definitions have been converted to .json format invader-bitmap: Changed -m to -M to avoid confusion with --maps invader-bitmap: The default bump height is now 0.026 invader-build: Shows map type when building invader-build: Uses new indexer format (previous index files will not work) invader-build: 32 byte strings are now zeroed out on copy invader-build: The stub count is now shown invader-build: Index parsing is now case insensitive invader-compress: Strings are now zeroed out before copy invader-compress: The default compresson level is now 19 invader-indexer: Changed index format to simply list tag paths with extensions Fixed
    invader-bitmap: Fixed -P not working with non-.tif files invader-build: Fixed indexed sound data taking up more space than needed in the tag file; this will reduce tag space usage a little more invader-build: Fixed -g not erroring if an invalid engine was given invader-build: Fixed sound looping tags' gain being set to 0 invader-build: Fixed some values in shader_transparent_plasma being set to 0 invader-build: Fixed biped A In, B In, C In, D In being set to 0 invader-build: Fixed some objects' flags being set to 0 invader-build: Fixed an undefined behavior issue with firing positions invader-build: Fixed light tag durations not being properly multiplied by 30 invader-build: Fixed some sound tags not working as intended invader-build: Fixed lens flare rotation scale not being converted properly invader-build: Fixed setting mouth data and subtitle data to 0 size invader-build: Fixed incorrect footstep sounds being used if not using an MEK-extracted BSP tag Removed
    Removed invader-crc. invader-info now fulfills the same exact purpose invader-compress: Levels above 19 were removed; they are pointless and needlessly use extra memory Another feature added post-0.20.2 was colored diagnostic text output. I'm still figuring out how I'll do this for Windows. Basically, here are some screenshots:
     

     

     
    Lastly, I posted this earlier today on the Halo CE Reclaimers Discord, but basically, I'm considering removing dithering and nearest-neighbor mipmapping from invader-bitmap. Here's the whole spiel from the Discord I gave:
    [12:18 PM] Kavawuvi: So, next version of Invader, I'm considering removing dithering as well as nearest-neighbor mipmapping from invader-bitmap. Any thoughts? [12:20 PM] Kavawuvi: The problem is that the original point of having these bitmap tags having all of this data was so that it provided parameters for the bitmap tool (tool.exe) to generate the bitmap data. [12:21 PM] Kavawuvi: Previously, in order to satisfy this, I added more flags to specify how to generate bitmap data, and this included dithering and mipmap settings. [12:22 PM] Kavawuvi: The problem with doing this is that there is no way to know if a tag has these flags or not, since tags lack a versioning system once they're in the map file. For all I know, MCC uses the data where these flags are located for other purposes. [12:25 PM] Kavawuvi: Considering hardly anyone actually uses Invader let alone invader-bitmap, these features probably won't be missed anyway, so having them in here is more a liability than an asset in my opinion. Anyway, as always, you can download Windows builds from the Nightly Builds page. https://invader.opencarnage.net/builds/nightly/download-latest.html
     
    Stay tuned until next month for the next update!
  19. (SBB) Storm liked a post in a topic by Kavawuvi in Chimera (build 49)   
    These features are left to be added before Chimera hits version 1.0:
    The rest of the controller features Server history (currently only partially implemented - still trying to figure out how I'll get that going) Server bookmarks Spectate If and when Chimera hits version 1.0, I'm going to drop build 49 from the original post. Note that this build is the last version to support HAC2. Due to a large number of reasons, version 1.0 of Chimera does not support HAC2 (or vice versa).
     
    Some of you may be wondering: Where is Lua scripting on this list? Not to worry - I haven't forgotten about it. Features like Lua scripting are still planned, but I plan on making Chimera a server mod as well, thus if and when I add Lua scripting, then it will most likely be done while I develop the server portion. Since Chimera is a client mod, then many of the server features I plan on making should also work on client-hosted servers.
  20. (SBB) Storm liked a post in a topic by Kavawuvi in Chimera (build 49)   
    I've implemented map downloading.
     
    With widescreen fix:


    Without widescreen fix:

     
    Hopefully a build will be posted soon, as, for the most part, this feature is complete. I'm waiting on msalerno1965 to finish, so I've been using a friend's HTTP server and some stock maps for testing.
  21. ST34MF0X liked a post in a topic by Kavawuvi in Invader   
    Here's a update on the month of November! Invader is now 0.20.2.
     
    Not much has changed, besides adding a new tag extractor and a new meta data viewer as well as fixing a lot of issues, of course.
     
    Added
    New tool: invader-info - Displays meta data of a map file but can also show specific data (-T): build, compressed, compression-ratio, crc32, crc32-mismatched, dirty, engine, map-type-scenario-scenario-path, stub-count, tag-count, tags New tool: invader-extract - Extracts tags from cache files Added a new tag parser invader-build: Added -N to rename scenarios when building invader-build: Added -c for compress (forging CRC now uses -C) invader-build: Strips default data from compressed animations now invader-font: Added support for .otf files Changed
    Help menus have been rewritten All tag definitions have been converted to .json format invader-bitmap: Changed -m to -M to avoid confusion with --maps invader-bitmap: The default bump height is now 0.026 invader-build: Shows map type when building invader-build: Uses new indexer format (previous index files will not work) invader-build: 32 byte strings are now zeroed out on copy invader-build: The stub count is now shown invader-build: Index parsing is now case insensitive invader-compress: Strings are now zeroed out before copy invader-compress: The default compresson level is now 19 invader-indexer: Changed index format to simply list tag paths with extensions Fixed
    invader-bitmap: Fixed -P not working with non-.tif files invader-build: Fixed indexed sound data taking up more space than needed in the tag file; this will reduce tag space usage a little more invader-build: Fixed -g not erroring if an invalid engine was given invader-build: Fixed sound looping tags' gain being set to 0 invader-build: Fixed some values in shader_transparent_plasma being set to 0 invader-build: Fixed biped A In, B In, C In, D In being set to 0 invader-build: Fixed some objects' flags being set to 0 invader-build: Fixed an undefined behavior issue with firing positions invader-build: Fixed light tag durations not being properly multiplied by 30 invader-build: Fixed some sound tags not working as intended invader-build: Fixed lens flare rotation scale not being converted properly invader-build: Fixed setting mouth data and subtitle data to 0 size invader-build: Fixed incorrect footstep sounds being used if not using an MEK-extracted BSP tag Removed
    Removed invader-crc. invader-info now fulfills the same exact purpose invader-compress: Levels above 19 were removed; they are pointless and needlessly use extra memory Another feature added post-0.20.2 was colored diagnostic text output. I'm still figuring out how I'll do this for Windows. Basically, here are some screenshots:
     

     

     
    Lastly, I posted this earlier today on the Halo CE Reclaimers Discord, but basically, I'm considering removing dithering and nearest-neighbor mipmapping from invader-bitmap. Here's the whole spiel from the Discord I gave:
    [12:18 PM] Kavawuvi: So, next version of Invader, I'm considering removing dithering as well as nearest-neighbor mipmapping from invader-bitmap. Any thoughts? [12:20 PM] Kavawuvi: The problem is that the original point of having these bitmap tags having all of this data was so that it provided parameters for the bitmap tool (tool.exe) to generate the bitmap data. [12:21 PM] Kavawuvi: Previously, in order to satisfy this, I added more flags to specify how to generate bitmap data, and this included dithering and mipmap settings. [12:22 PM] Kavawuvi: The problem with doing this is that there is no way to know if a tag has these flags or not, since tags lack a versioning system once they're in the map file. For all I know, MCC uses the data where these flags are located for other purposes. [12:25 PM] Kavawuvi: Considering hardly anyone actually uses Invader let alone invader-bitmap, these features probably won't be missed anyway, so having them in here is more a liability than an asset in my opinion. Anyway, as always, you can download Windows builds from the Nightly Builds page. https://invader.opencarnage.net/builds/nightly/download-latest.html
     
    Stay tuned until next month for the next update!
  22. ST34MF0X liked a post in a topic by Kavawuvi in Invader   
    Here's a update on the month of November! Invader is now 0.20.2.
     
    Not much has changed, besides adding a new tag extractor and a new meta data viewer as well as fixing a lot of issues, of course.
     
    Added
    New tool: invader-info - Displays meta data of a map file but can also show specific data (-T): build, compressed, compression-ratio, crc32, crc32-mismatched, dirty, engine, map-type-scenario-scenario-path, stub-count, tag-count, tags New tool: invader-extract - Extracts tags from cache files Added a new tag parser invader-build: Added -N to rename scenarios when building invader-build: Added -c for compress (forging CRC now uses -C) invader-build: Strips default data from compressed animations now invader-font: Added support for .otf files Changed
    Help menus have been rewritten All tag definitions have been converted to .json format invader-bitmap: Changed -m to -M to avoid confusion with --maps invader-bitmap: The default bump height is now 0.026 invader-build: Shows map type when building invader-build: Uses new indexer format (previous index files will not work) invader-build: 32 byte strings are now zeroed out on copy invader-build: The stub count is now shown invader-build: Index parsing is now case insensitive invader-compress: Strings are now zeroed out before copy invader-compress: The default compresson level is now 19 invader-indexer: Changed index format to simply list tag paths with extensions Fixed
    invader-bitmap: Fixed -P not working with non-.tif files invader-build: Fixed indexed sound data taking up more space than needed in the tag file; this will reduce tag space usage a little more invader-build: Fixed -g not erroring if an invalid engine was given invader-build: Fixed sound looping tags' gain being set to 0 invader-build: Fixed some values in shader_transparent_plasma being set to 0 invader-build: Fixed biped A In, B In, C In, D In being set to 0 invader-build: Fixed some objects' flags being set to 0 invader-build: Fixed an undefined behavior issue with firing positions invader-build: Fixed light tag durations not being properly multiplied by 30 invader-build: Fixed some sound tags not working as intended invader-build: Fixed lens flare rotation scale not being converted properly invader-build: Fixed setting mouth data and subtitle data to 0 size invader-build: Fixed incorrect footstep sounds being used if not using an MEK-extracted BSP tag Removed
    Removed invader-crc. invader-info now fulfills the same exact purpose invader-compress: Levels above 19 were removed; they are pointless and needlessly use extra memory Another feature added post-0.20.2 was colored diagnostic text output. I'm still figuring out how I'll do this for Windows. Basically, here are some screenshots:
     

     

     
    Lastly, I posted this earlier today on the Halo CE Reclaimers Discord, but basically, I'm considering removing dithering and nearest-neighbor mipmapping from invader-bitmap. Here's the whole spiel from the Discord I gave:
    [12:18 PM] Kavawuvi: So, next version of Invader, I'm considering removing dithering as well as nearest-neighbor mipmapping from invader-bitmap. Any thoughts? [12:20 PM] Kavawuvi: The problem is that the original point of having these bitmap tags having all of this data was so that it provided parameters for the bitmap tool (tool.exe) to generate the bitmap data. [12:21 PM] Kavawuvi: Previously, in order to satisfy this, I added more flags to specify how to generate bitmap data, and this included dithering and mipmap settings. [12:22 PM] Kavawuvi: The problem with doing this is that there is no way to know if a tag has these flags or not, since tags lack a versioning system once they're in the map file. For all I know, MCC uses the data where these flags are located for other purposes. [12:25 PM] Kavawuvi: Considering hardly anyone actually uses Invader let alone invader-bitmap, these features probably won't be missed anyway, so having them in here is more a liability than an asset in my opinion. Anyway, as always, you can download Windows builds from the Nightly Builds page. https://invader.opencarnage.net/builds/nightly/download-latest.html
     
    Stay tuned until next month for the next update!
  23. Kavawuvi liked a post in a topic by Vuthakral in [WIP] Rolling Thunder (Custom map & tags)   
    Here's my current progress on the tank model. I've UV mapped the exterior to the Halo Online textures. Not finished with the interior yet.
  24. ST34MF0X liked a post in a topic by Kavawuvi in Chimera (build 49)   
    Here's a new build with a couple fixes:
    Fixed an issue with the game crashing and creating 0 byte map files if the download fails Fixed an issue with games not being joinable without turning on maps in RAM Here you go: chimera-20191127T114426Z.7z
  25. ST34MF0X liked a post in a topic by Kavawuvi in Replacing the Halo Editing Kit with open source software   
    I've gotten a few requests to add some other community-made tools to this list. Please note that, unless I can locate an up-to-date version of the source code, I will not add tools to this list.
     
    While I am happy that there are people in the community who are willing to create and share useful software, the goal of this project is to have open source software. I did not title this list, "Replacing the Halo Editing Kit with community-made software".
     
    Also, not only is closed source community software out of the scope of this project, but I personally consider using community-made closed source software to actually be worse than using the Halo Editing Kit regardless of how much better the actual software is. The reason for this is because the software exists and, if it's a replacement, it is often better than the Halo Editing Kit equivalent, thus potential contributors will be less motivated to write an open source replacement, and this effectively screws over the community when everyone has to rely on it.