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stunt_man

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About stunt_man

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    $25 (US) to Open Carnage

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  1. Sorry I don't come around here much... The teleporter shader I'm using in unreleased versions of my Xbox ports is actually a custom shader (2 shaders, actually) created by DSalimander. The ones in the "rc_final" versions of the maps is outdated, but was ripped from DSali's H2 Beaver Creek. The new one looks much better. I have an old thread for my project on here and I'll update it when everything's finished.
  2. Yes it's possible to port the Xbox versions of the maps, I've been working on them for awhile. Latest public releases are here: https://www.dropbox.com/s/82rc79du09el2q4/Xbox Versions - Final Release Candidates.zip?dl=1 https://www.dropbox.com/s/dthwxkf7r35whkb/Xbox Versions - Imminent %26 Levee.zip?dl=1 https://www.dropbox.com/s/dzu59884dtimxvi/xbox_exhibit_h1.5_rc_final.map.zip?dl=1 https://www.dropbox.com/s/nps0hgyhf3791nt/xbox_hotbox_h1.5_rc_final.map.zip?dl=1 It's not a complete set and is missing some maps, but I'll be releasing the final versions sometime in the next few months
  3. Ah well. Anyway it's thanks to him that I'm able to achieve equivalent (and better) results without NeX's script on my servers. I hope the info I posted above will be useful to anyone look to host this sort of thing.
  4. Actually I wanted to tag you and 002 but for some reason it wouldn't let me do two consecutive tags? Anyway just thought it'd be worth clearing up any lingering confusion about NeX's script and fixing the item time offsets. The above configuration is what I use in my servers and it's been working well. Also you said something about raffle tickets but I wanted to say, send them to... Kavawuvi's doppleganger
  5. Sorry for the bump but I just want to confirm that this doesn't work anymore. Forgot to answer back in October :/
  6. Haven't check in here in awhile, but NeX's script (which was truly an impressive techinical feat and groundbreaking at the time) is now obsolete. SAPP now has a command called disable_timer_offsets that, when enabled in SAPP's init.txt, fixes the problem addressed by NeX's script, regardless of gametype. It seems to be much cleaner and item times remain accurate. The functionality that was lost includes was the grace period at the beginning of the match and the on-screen timer. The benefit of using this method vs NeX's script: more stable server performance (I was experiencing seemingly random crashes all the time when using NeX's script),proper compatibility with floating powerups, and longer more accurate spawn times in long games (after the 30 minute mark). This lost funcationality can be restored though. Kavawuvi has since released a script that syncs "item time" with sv_map_reset (see attached full_reset.lua) and yet another script that adds some HUD elements (console output) including talking timer, teammate spawn countdown, and teammate pickup notifications for powerups/rockets (see attached team_info.lua). A grace period can be added manually by using SAPP's event system to simply display a countdown in chat to all players at the beginning of a match, leading into a "sv_map_reset". Personally I prefer the more graceful method of using SAPP's event system to force "gamespeed 0" (requires players to have HAC2, not sure what happens for players that don't have HAC2) for the first 15 seconds of a match, and display a countdown to all players, leading into a "gamespeed 1" when the match is to start. team_info.lua full_reset.lua @Tucker933
  7. I'll re-check when I'm at home, I could have sworn this still worked as recently as last week.
  8. Hey dude, thanks for your donation!

    1. stunt_man

      stunt_man

      No problem, I didn't even know there was as a donate button, otherwise I would've donated earlier.

       

      Cheers

  9. Thank you aLTis you've fixed Oddball on Damnation.
  10. Wait a sec... Are you sure? On my servers I have it set to 18ms in the script, and I don't allow players to change it. For players in the server, if they type /clead x, it says something like "reverting to 18ms" Not sure I'm understanding exactly what was broken in the SAPP update?
  11. So I'm using tmux to split into two panes (I think that's the right terminology) and using multiple screen sessions in the left pane (one for each server instance). I'm trying to set up this script as you suggested, combined with something like this: #!/bin/sh ps auxw | grep apache2 | grep -v grep > /dev/null if [ $? != 0 ] then /etc/init.d/apache2 start > /dev/null fi This is what I have so far: #!/bin/bash ps auxw | grep --perl-regexp " *[0-9]+ [a-z|0-9]+\/[0-9]+ +[a-z|A-Z|0-9|\+]+ +[0-9]+:[0-9]+ haloceded\.exe -port 2304" | grep -v grep > /dev/null if [ $? != 0 ] then /home/username/start-dallas-2.sh exec > /dev/null fi Where the start-dallas-2.sh script looks like this: #!/bin/bash (cd ~/halo-dir && exec wineconsole cmd /c haloceded.exe -port 2304 -exec init-dallas-2.txt -path c:\Dallas-2) The "auto" script seems to work, but I would like the server instance's console to launch in a specific Screen pane. Any suggestions? I feel like I'm over-complicating things but using screen and tmux together. How do you guys handle multiple instances while maintaining console access to each one? @002
  12. As you may have heard, sehe has update SAPP with a new functionality called "disable_timer_offsets": For the less mathematically-inclined, would you willing to draw a comparison between this method and the one used in your script? @NeX Some players have reported that drift is still present. I haven't put aside the time to test it myself yet (since your script includes the on-screen timer <3 ), but from a theoretical standpoint, do you see any issues with it? Pros/cons of using sehe's method vs. your script? Not trying to start anything here, I'm genuinely curious about the differences between the methods used,
  13. General Halo Support

    Semi-relevant observation: on PC, it appears to be like 002 says - having a ping higher than another player isn't such a big deal, and in the worst case the high-ping player is at a disadvantage. However, on the Master Chief Collection, players with high ping seem to always have an advantage (they appear to stutter and warp all over the place, making them very hard to hit). The latency compensation seems to work very differently than on PC - from what I can tell, on a PC dedicated server, higher-ping players never really have an advantage. It's a major problem on MCC because players with bad connections benefit greatly and compromise the poor excuse of a ranking system. On the other hand, one thing that H1 in MCC seems to have eliminated is the warping induced by bump-lag and player velocity. But stability in those things seems to have been traded for shot registration, which imo is far less consistent than on PC. Also I'll add that on my "MLG noscope pro metagame xbox veteran servers" you won't see many South American players calling you out on your ping But I have been called a "pinger" before and I couldn't decide whether to laugh or cry.
  14. Alright I now have access to a the console of one of my servers (hosted on VPS as per the Linux VPS thread). So the print command outputs only into console? There's no way to print to the log?
  15. I might not reply here often but I appreciate the replies and will be trying this out soon!