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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. 14th of February, 2012

Sunstriker7

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  1. WaeV liked a post in a topic by Sunstriker7 in 2K Stock Texture Upscales   
    At the very bottom of this thread he says:
     
     
    I'm sure once a large number of the most impressive upscales have been done they'll be archived as one texture pack. Very cool start though.
  2. Tucker933 liked a post in a topic by Sunstriker7 in Halo won't load (EDIT: FIXED)   
    Imagine modding always-online DRM into your pre-xbox live game.
  3. WaeV liked a post in a topic by Sunstriker7 in Working dedicated server for Halo Trial   
    Logs... logs everywhere...
  4. Sunstriker7 liked a post in a topic by Kavawuvi in Chimera (1.0 beta)   
    I've gotten the retail version of the game to load Halo Custom Edition maps. Setting this up is simple:
    Install the latest Chimera beta. Copy your Halo Custom Edition bitmaps.map, sounds.map, and loc.map files into your retail Halo PC maps folder as custom_bitmaps.map, custom_sounds.map, custom_loc.map. DO NOT OVERWRITE STOCK BITMAPS.MAP OR SOUNDS.MAP. Copy in your other Custom Edition maps as-is. You can also copy them to your downloads folder and they will work, but note that map downloading for Custom Edition maps on retail Halo PC is not set up yet. Simply copy in your Custom Edition bitmaps, sounds, and loc into your maps folder, renaming them to custom_bitmaps.map, custom_sounds.map, and custom_loc.map, respectively. Halo Custom Edition maps will use these files, and your retail maps will use the original files.
     
    There are a few things I'll need to take care of:
    Handle scripts that run commands or set variables introduced in Halo Custom Edition. Some maps, like coldsnap, use commands like multiplayer_draw_teammates_names or sv_say, and these will crash the game if they are not properly handled. Handle map downloading of Halo Custom Edition maps. This will require a small amount of work to get working, but it should be possible. Get the retail version to join Halo Custom Edition servers. This will require a lot of work towards reverse engineering, but it has been done before on the Mac version of the game through Samuco's sky bridge. Get the retail version to list Halo Custom Edition servers. It's easy to get it to switch between lists. Ideally, though, we want to use both lists in a seamless way. If this is done, then we can kiss this split client nonsense goodbye.
  5. Sunstriker7 liked a post in a topic by danielpz in HAPP (Halo CE APP)   
    Hello anybody, I do this title software to  have a simple, fast and easy way to config your Halo CE launch, I do it many time ago but I never out my PC xD, so, is here:
     

     

     
    happ.zip
     
    Is in spanish, I know, but is my native language :), I'm of Perú.
     
    GITHUB: https://github.com/dapize/happ
     
  6. (SBB) Storm liked a post in a topic by Sunstriker7 in Why Did You Buy Halo: Combat Evolved on Xbox Prior to Halo 2   
    I just now learned that that accent is German.
  7. Tucker933 liked a post in a topic by Sunstriker7 in Halo won't load (EDIT: FIXED)   
    Imagine modding always-online DRM into your pre-xbox live game.
  8. (SBB) Storm liked a post in a topic by Sunstriker7 in Why Did You Buy Halo: Combat Evolved on Xbox Prior to Halo 2   
    I just now learned that that accent is German.
  9. Tucker933 liked a post in a topic by Sunstriker7 in Halo won't load (EDIT: FIXED)   
    Imagine modding always-online DRM into your pre-xbox live game.
  10. Sunstriker7 liked a post in a topic by (SBB) Storm in Why Did You Buy Halo: Combat Evolved on Xbox Prior to Halo 2   
    Out of possibly 1% of Germany's population that may own an Xbox back then, my friend Blackbird owned one and introduced me to Halo. The rest is history.
  11. WaeV liked a post in a topic by Sunstriker7 in Happy Annibirthday OC   
  12. WaeV liked a post in a topic by Sunstriker7 in Donor Acknowledgement   
    Gets promoted to regular right as a donation happens.
     

     
    But seriously, thanks for donating.
  13. WaeV liked a post in a topic by Sunstriker7 in LongShot Map Dev   
    I just gave this map a quick test run. Love the coziness of it and the power weapons everywhere. It'll be an intensely fun map in the game night if we do one this time.
  14. WaeV liked a post in a topic by Sunstriker7 in [SDK] Core development   
    Before you re-invent the wheel:
     
     
    https://github.com/Kavawuvi/Invader
     
    It's extremely well written and easy to implement. You'd probably be better off modifying this to suit your needs. Hit me up in the TiaraCE discord if you need help with it.
  15. Tucker933 liked a post in a topic by Sunstriker7 in Chimera (1.0 beta)   
    Our brethren south of the equator disagree.
  16. Sunstriker7 liked a post in a topic by Kavawuvi in Chimera (1.0 beta)   
    Perhaps they can pirate a better graphics card.
  17. Sunstriker7 liked a post in a topic by Kavawuvi in Chimera (1.0 beta)   
    I've gotten more things done with Chimera.
     
    There are now two additional FoV settings: chimera_fov_vehicle and, by popular demand, chimera_fov_cinematic. You can set these in addition to chimera_fov if you want vehicle FoV and/or cinematic FoV to be different from your main FoV.
     
    I've added chimera_fp_reverb which enables environmental audio for first person animation sounds (e.g. firing, reloading, etc.).
     
    The default settings of Halo have been changed to something that makes sense in 2020. You will never have to visit the video settings ever again.
     

     
    I've also fixed a few Halo issues:
    Name and scoreboard fade times are now fixed (scoreboard fade time is configurable in the ini file, so feel free to set it to 0 if you want instant scoreboard opening/closing) Refined's coountdown timer in The Maw is now correctly sized. When hosting a server, Halo's netgame equipment now spawns at their correct intervals rather than being offset by floor(8.1 ticks * equipment index) shader_model's "detail after reflection" setting now does what it says (retail and trial only) fog's "atmospheric dominant" now does what it says if it's not water (retail and trial only) Holding the "ACTION" button (E by default) to swap weapons is now timed correctly, thus you can now reload with this button while standing on another weapon and having the game run at a high frame rate I'm also using a newer version of Zstandard, so decompression speed may be slightly improved.
  18. Pfhunkie liked a post in a topic by Sunstriker7 in Why Did You Buy Halo: Combat Evolved on Xbox Prior to Halo 2   
    The multiplayer was big of course but let's not leave out the split screen co-op. Like you, I had a friend begging me to come over and play it with him, but he wanted someone to play the campaign with. We spent many hours playing 1v1, of course, but when that got old (as it always did) we went back to the campaign. I think that's how the game was played most often. The LAN parties were a more rare treat.
  19. Sunstriker7 liked a post in a topic by Kavawuvi in Recent Purchases   
    https://www.amazon.com/AKG-K702-Reference-Studio-Headphones/dp/B001RCD2DW
     
    Really good headphones, by the way.
  20. Sunstriker7 liked a post in a topic by MrChromed in FP weapon animation permutations & sound reverb scripts   
    These scripts contain the following features:
    Show FP animation permutations for maps (and specifically weapons) that support them (this is a known cool feature in OpenSauce). Enable first person sound reverberation for non-reverb sounds in weapons, by changing the class type on-the-fly. Of course, you need either Creative ALchemy or DSOAL to enable EAX effects.  
    You'll need Chimera -572 or -581 to use these scripts (in fact, any Chimera with Lua script support should work just fine). Drag and drop the files into Documents\My Games\Halo CE\chimera\lua\global
     
    - DOWNLOAD (GITHUB REPOSITORY'S ZIP): https://github.com/Sledmine/Workarounds/archive/master.zip 
    - GITHUB (CONSTANT UPDATES WILL BE AVAILABLE HERE): https://github.com/Sledmine/Workarounds
    VIDEO: 
     
  21. Sunstriker7 liked a post in a topic by Enclusion in Renaming Players if Bad Words Detected In Name   
    Made at the request of @CartmansPieHole
     
    This script will changed anyone who joins your server's name to something else if their name contains something in a list of banned words/characters. Server moderators can use this to ban bad words in names or just names you don't like. This will log a message to the console when a players name is changed.
     
    Download: https://github.com/TagiaNetwork/Tagia-Server-App-Scripts/blob/master/Open Carnage/BannedNameChanger.lua
     
    Video: 
     
    Credits:
    OnNameRequest by @Devieth
    badwordsarebad by @Kavawuvi
     
     
     
    BannedNameChanger.lua
  22. Enclusion liked a post in a topic by Sunstriker7 in Renaming Players if Bad Words Detected In Name   
    It's only a matter of time before this becomes a pirate-speak translator
  23. Sunstriker7 liked a post in a topic by CartmansPieHole in Renaming Players if Bad Words Detected In Name   
    I'd like to see this integrated with banned words on chat, maybe with a way to easily turn on/off both filters through a script  For example:
     
    RenameBadNames =TRUE/FALSE (or "On" / " Off")
    RejectBadText = TRUE/FALSE (or "On" / " Off")
     
    I know there's a script out there that will send text to the player typing bad words and not display what they typed on the screen.  It just would be nice to have to end up having to edit only one table of banned words.
     
    Nice job on the script, though.  BTW, I just noticed that on another thread that you mentioned my name and made this script at my request.  Thanks!
  24. Sunstriker7 liked a post in a topic by Enclusion in Renaming Players if Bad Words Detected In Name   
  25. Sunstriker7 liked a post in a topic by aLTis in The Monster gametype   
    In this gametype a team of players needs to kill a powerful monster. The monster has a lot of health and a powerful weapon and abilities. The weapon is fired by holding the left click, rocket and plasma abilities are grenades and nuke is activated by pressing X (exchange weapon). When a player is killed, they drop a skull. Those skulls can be collected by the monster to restore health. If other players collect 3 skulls, they will respawn with a rocket launcher (the skulls don't reset if the player dies).
     
    The script only works on unprotected maps with a classic tagset and only on the gametype specified in the script ("monster" by default). Various stats can be customized in the script.
     
    DOWNLOAD: monster.lua
    DOWNLOAD RECOMMENDED GAMETYPE: monster.rar