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

Sunstriker7

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  1. Kavawuvi liked a post in a topic by Sunstriker7 in Currently Listening   
    Well duh, it's David Bowie.
     
     
  2. Sunstriker7 liked a post in a topic by Kavawuvi in Currently Listening   
    This song... wow.
     
    David Bowie made something magical here.
  3. Sceny liked a post in a topic by Sunstriker7 in I demand free raffle tickets!   
    0 tickets available
     
    Ah, fuck.
  4. Sunstriker7 liked a post in a topic by reaply in I demand free raffle tickets!   
  5. Sunstriker7 liked a post in a topic by Sceny in I demand free raffle tickets!   
    Please ;-)
  6. Sunstriker7 liked a post in a topic by Kavawuvi in Self Driving Warthog   
    You install this script
    That's it.
  7. Sunstriker7 liked a post in a topic by Tucker933 in Update: More high frame rate fixes (camera shake/F2 screen)   
    It's super lame.
  8. Sunstriker7 liked a post in a topic by Kavawuvi in Update: More high frame rate fixes (camera shake/F2 screen)   
    Yeah.
     
    We used to have a means to embed videos when we were on IPB 3 when we had custom BBCode. That functionality was lost, so we'd need to install a plugin (costs $$$ or time if we want to write it ourselves) to readd it. Also, if you try to embed videos by editing the HTML directly, IPS will filter it out.
     
    The forum only supports embedding from the following sites:
     
  9. Sunstriker7 liked a post in a topic by Kavawuvi in Update: More high frame rate fixes (camera shake/F2 screen)   
    The camera shake is now fixed when playing the game at a high frame rate. In addition, the camera shake is interpolated. Here's the rocket launcher, for example:
     

     
    The forum doesn't allow me to embed videos, so I made an ugly gif that sort of looks okay. If you want to see the 120 FPS video recording of this, I posted it on Discord.
     
    Also, the F2 (game rules) screen is also now interpolated, and it's no longer instantly appearing/disappearing at high frame rates unless you edit the chimera.ini file. This is similar to the scoreboard fix.
     
    Lastly, I fixed an issue where the scoreboard faded too slowly at low frame rates.
  10. Sunstriker7 liked a post in a topic by Kavawuvi in Invader   
    I've updated Invader a bit!
    invader-bludgeon can now fix invalid strings caught by invader-build. invader-build now takes rotation into account when placing objects and determining if they wouldn't spawn. It also now has some more checks. invader-compare can now look for duplicate tags. Fun fact: There are over 800 instances where a tag is a duplicate of another tag in the stock tag set. If you were to dedupe these, you could possibly save quite a bit of tag space in some maps. invader-edit-qt now has some help text for bitmap tags to help guide you through the various formats. invader-extract: You now have the option to not load resource maps. If so, then tags that require them cannot be extracted. However, this is required for some maps. invader-info: I've refactored it, and I've updated some of the checks in it to better diagnose issues. invader-refactor can now copy tag directories while also updating all references internal to said directory. For example, if you copy weapons\assault rifle to weapons\assault waffle, then the weapon, model, shaders, bitmaps, etc. will be copied to the new directory with the references updated to match the new paths. invader-string now checks to see if your last string ends with ###END-STRING###. This is to prevent you from generating string lists where the last string is missing. tool.exe does NOT have this check, interestingly, so it can have the issue. Anyway, Invader is now 0.37!
  11. Sceny liked a post in a topic by Sunstriker7 in PC Case Recommendations   
    I have a Phanteks case myself and can't speak highly enough of them. I got this one, specifically, like 5 years ago and I expect to have it for at least another 15 years.
  12. Sunstriker7 liked a post in a topic by Sceny in PC Case Recommendations   
    Phanteks Evolv X 
     
    I wanted one of those myself, but I need something with unobstructed airflow. 
  13. Jerry liked a post in a topic by Sunstriker7 in Halo exe files with HQ icons   
    Pre-applied patch is a nice touch.
  14. Sunstriker7 liked a post in a topic by Vaporeon in Halo exe files with HQ icons   
    Here are edited versions of the halo exe files with better quality icons, thanks to tjsase and Jakey on discord for making the images for them.
    The resolution goes up to 256x256 so it will look nicer at larger size views or on high DPI monitors.
     




    The LAA patch is applied to these too so mods like chimera can use more available RAM.
    halo_hq_exe_icons_and_laa_fix.7z
  15. Sunstriker7 liked a post in a topic by ShikuTeshi in A Minecraft Server. Again...   
    I now have the server hosted on the Google Cloud Platform (those interested should look into taking advantage of their free $300 credit offer while it lasts). I've retained my own copy of the world just in case since it's almost free reign. But I'm gonna go ahead and open it to guests of OpenCarnage who happen to come by it.

    Correction on Google, you get $300 for premium services to spend and anything else for free for 3 months. While it's a good substitute I guess I'll be looking at a specialized service afterwards since $25+ a month for a server is a bit much.
  16. Sunstriker7 liked a post in a topic by tarikja in August 2020 - SoTM Voting   
    shouldn't've'd voted by mail! :v
     
  17. Sunstriker7 liked a post in a topic by Jerry in Update: Another update on Lua and a FAQ   
    Well, you're right, there are a lot of people who keep forgetting the ini file haha, so yeah, keeping everything in one DLL is the best way.
     
    PS: If I'm not wrong, I found a way to fix it without having to use the Lua dynamic library, maybe I'll release a "pack" with some useful Lua libraries fixed to work with the Chimera's built-in Lua VM.
  18. Sunstriker7 liked a post in a topic by Kavawuvi in Update: Another update on Lua and a FAQ   
    Chimera is distributed as a single .DLL because it's the least likely to be screwed up when installing.
     
    Let's just say that, throughout my days of making these kinds of mods, I've seen a lot of people fail to follow simple directions in the most spectacular of ways (though I'm... uh... not saying I've never messed up simple directions, myself, before O-O). For example, one of the ways people commonly mess their install up is by only partially updating something. That is, they replace a file with a new file, but that file requires a new version of another file, except they didn't update the other file. Of course, I'm don't think Lua is susceptible to this since the DLLs are named lua52, lua53, lua54, etc., but hey, better safe than sorry.
     
    So, at this current point in time, the official builds I put out will probably be static linked. You're certainly free to choose not to static link, of course, and this may be useful for having Lua scripts load DLLs that depend on the same Lua DLL (since you won't load the same exact Lua DLL twice).
  19. Sunstriker7 liked a post in a topic by Kavawuvi in Update: Another update on Lua and a FAQ   
    First off, after posting the previous news post about Chimera's Lua scripting, I was informed that requiring people edit the ini file in order to install -5XX scripts was, in fact, super dumb. Having thought about it, I agree.
     
    So, instead, I'm going to have a folder based on the Lua API version:
    Newer scripts go in to api-3 as such:
        scripts\api-3\my-1.0-script.lua Older scripts go into api-2 as such:
        scripts\api-2\my-5xx-script.lua  
    I'll still allow you to configure in the ini whether or not you want scripts to load automatically or load certain scripts not automatically, but the default option will be to load everything automatically.
     
    Next, some frequently asked questions I've gotten over the new Chimera Lua API.
     
    What is the expected release date?
    I don't typically promise release dates. Sorry! Even though I have been working on a lot of other things, I'm still working on this Lua API to get everything I want in here, and maybe more based on feedback.
     
    Will scripts be available on release?
    There are a number of scripts I've written or will be written that will come with the newer API. Here are some examples:
    Auto balancing If teams are unbalanced, then the next player to die gets switched. This is retuned so it does NOT switch players who have contributed towards the team score in objective games. Xbox safe zones Elements at the edge of the screen will be drawn towards the center of the HUD. Taxi If you type "taxi" in chat, then you will be teleported to a vehicle, with the following order of priority (so if it doesn't find one, it checks for the next): Driver seat of a vehicle that is occupied by a friendly gunner or passenger Gunner seat of a vehicle that is occupied by a friendly driver Passenger seat of a vehicle that is occupied by a friendly driver Driver seat of a random unoccupied vehicle (optional) A warthog spawns at your location (optional) If you recently exited a vehicle, you will not teleport back to it unless there is no other vehicle to teleport to Recommended for Race Anti-glitch If you are outside of the BSP for longer than three seconds, you will be respawned Spawn protection If you spawn, all damage taken will be heavily reduced until you move. While protected, you will be unable to damage other players or throw grenades.  
    As I give copies of the new Lua API to more testers, I imagine some people may even make scripts of their own and submit feedback. This is something that I want to be "semi-open" in which you may ask for builds. Of course, any time this is distributed, source code will always be public under a branch as per version 3 of the GNU General Public License.
     
    Do Lua scripts have to be GPL?
    Generally, they'd only have to be GPL if your scripts use GPL code or they are distributed alongside a GPL library or program such as Chimera. Merely writing a script for a GPL program's API does not make the script GPL.
     
    Will all scripts work with all version of the game?
    No. Many scripts already use memory pointers specific to one version of the game, and while I am providing a means to abstract these hardcoded addresses away in more sane and more universally compatible manner, I imagine some people will stick to what they're used to regardless. To ensure people on other versions of the game do not load scripts that break the game, I'm adding optional functions that scripts can run to tell Chimera what version of the game ([retail, custom, demo] and [client, server]) they can use.
     
    Will scripts for -5XX work with the newer API?
    Ideally, most older scripts should work fine, but some may not, and that is due to a number of limitations:
    It has one of the incompatibilities listed due to the switch to Lua version 5.4 It was compiled for Lua version 5.3 (we aren't supporting compiled scripts anymore, though it still wouldn't work even if we did) Subtle differences in the behavior of some functions (since they're being reimplemented) It is a map script (we're redoing how these are done)  
    How will I be able to tell if a script is written for the newer or older API on the forum?
    Script releases will have tags.
     
    Will compiled scripts work?
    Probably not. Script compilation is more-or-less a form of unnecessary obfuscation. There are plenty of (more) effective ways to obfuscate your scripts without compiling your scripts, and while I wish people wouldn't do it, that's life.
     
    Will scripts work with protected maps?
    That will depend on the script. Some scripts require functionality that simply does not work on protected maps. I'll be looking into adding a variable you can check to see if the map is, indeed, protected. Chimera can already determine this with the chimera_map_info command.
     
    If anyone has any further questions, feel free to ask away.
  20. WaeV liked a post in a topic by Sunstriker7 in Future of MCC PC: Playercounts   
    I just hate matchmaking because every time I play I know exactly what gametypes I want and no way to play them. Curated playlists can suck my chode.
  21. Sunstriker7 liked a post in a topic by Pfhunkie in Speedtest Thread   
    I hate all of you.
  22. Sunstriker7 liked a post in a topic by Jerry in Chimera's Spanish Translation Bounty (CLAIMED)   
    oops :b
  23. Kavawuvi liked a post in a topic by Sunstriker7 in Chimera's Spanish Translation Bounty (CLAIMED)   
    Fuckin' Jerry, man.
  24. Kavawuvi liked a post in a topic by Sunstriker7 in Chimera's Spanish Translation Bounty (CLAIMED)   
    Fuckin' Jerry, man.
  25. tarikja liked a post in a topic by Sunstriker7 in Future of MCC PC: Playercounts   
    I'm not sure if it's appeared in the MCC yet but I'm almost positive it has. It was a very popular gametype in OG Halo 3. There'd be all kinds of wacky gametypes available if there was a server browser. My all-time favorite gametype ever: plasma punchout. From the last days of the Halo 2 glory days before Halo 3 came out. I'd love to see it again but that won't be happening with shitty curated playlists.