Welcome to Open Carnage
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
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About Devieth
- Birthday 04/12/1995
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Male
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Wisconsin, USA
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One-time
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Devieth
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Deviethan
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Devieth
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Intel i7 8700K @ 4.8Ghz
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Asus ROG Z370-H
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Gigabyte Nvidia GTX 1080 Ti
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16GB DDR4 @ 2400Mhz
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256GB 850 Evo, 520GB Crusial SSD, & 1TB 7200RPM WD Blue
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Rosewill Photon 850
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NZXT H440 - Red
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AOC G2770PQU - 1920x1080 @ 144hz
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Razer Deathadder Elite
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Recent Profile Visitors
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aLTis liked a post in a topic: Race desync fix
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Devieth liked a post in a topic: Safe zones
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Tucker933 liked a post in a topic: Race desync fix
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This works exactly how I thought it would. Does make it easier on people instead of having to manually run the commands to achieve this. Nice.
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Devieth liked a post in a topic: Race desync fix
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Devieth liked a post in a topic: Grappling hook campaign mod
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Devieth liked a post in a topic: Halo: Minecraft Edition
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Devieth liked a post in a topic: Halo: Minecraft Edition
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AntiMomentum liked a post in a topic: Hit-reg Fix
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Devieth liked a post in a topic: Halo CE servers - DDOS
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Frank 791 liked a post in a topic: Anti-Speedhack
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This script exists already. Should be in the releases section.
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AntiMomentum started following Devieth
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Here is the link: https://cdn.discordapp.com/attachments/279602619947810818/279697864538456064/haloce.rar Found from this Discord: https://discord.gg/BSUPuq
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Opinion: I wouldn't run Halo in any type of windowed mode as it introduces a lot of input lag, more than expected compared to other games. Tabbing in and out sucks but if you are using Chimera 1.0 (or using HAC2 custom_chat or classic_chat) you won't have to worry about game crashes from tabbing, and the game resumes rather quickly. If you want there is even an executable that keeps the engine active even when tabbed out so things don't desync/freeze when the Halo window loses focus.
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VoidsShadow started following Devieth
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Since this is here, this is another version of Chimera (that has Lua support) that I worked on that could be used: https://github.com/it300/Chimera600 Comes with these couple changes (including the ones from gbMichelle's -581)
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Is there any way to bypass the stupid limitation in SAPP that makes it so you can't have a Lua script execute `reload`? Trying to set up a script that auto-updates server files (which works) but this block on the reload command is only thing getting in the way. I tried using firebird and crash the server to get it to restart the server (which works on windows as long as you have vcredist 2015 installed) which wont work on linux with the versions of wine that support SAPP. Tried making a module for ffi but failed (and tried to use the execute_script code from chimera -572 because I don't know asm. But kept getting an error saying `"push %0;"` is an unsupported instruction.)
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Sweet, if you want an easier way to detect input I have a custom build of Chimera (currently called -17.572) which has 2 Lua API functions like `get_key_press(VK_Key_Code)` `chat_out(Message, Mode)`. chimera.zip Other stuff that was done to this custom version:
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I am currently running 10.2.1 on wine fine, up-time hitting the month+ mark. Try different versions (even older versions) of wine in order to get it to run. Each Linux OS can have a quirk that requires a specific version of wine. I primarily work with Ubuntu. Ubuntu 12.04 = wine1.7 Ubuntu 14.04 and 16.04 = wine1.6 Ubuntu 18.04+ = unknown Also make sure you have English locale packages installed.
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KillerOneTM started following Devieth
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Vehicles break balance a lot and it is not something I am interested in doing as it makes the job of the zombies much harder. Giving zombie players grenades just makes things weird for human players as well. The problem giving all zombies camo for 20 seconds when one picks up camo with SAPP is it doesn't have an "ObjectInteraction" callback, which means its a bit more annoying to detect if they picked up a camouflage(but doable.) Also my SAPP script supports the Nav points, it just requires the right game type to be set up. It should be one the ones I included in my release. I do have an updated script on the back burner that is more stable but haven't had enough players in a server to make sure its 100% working the way I want.
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A script that, when you enter a vehicle after dying, teleports you to your last checkpoint (maintaining your yaw, pitch, and roll in those checkpoints as well.) This script is primarily made to accommodate maps that revolve around racing in vehicles (ex: halocart.) race_checkpoints.lua Note: Only works for Custom Edition.
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No
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That would be a yes, hence this:
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I AM NOT ASKING FOR THIS FOR 60 FPS ANIMATIONS. With that out of the way, the reason I am asking for this is to be able to run server and client at 60hz tick-rate. HAC2's recent update allows for the server to sync multiple things with the client, two of which are gravity and tick-rate. The idea is that with the 60hz tick-rate/animations SAPP's nolead will be (in theory) be twice as accurate as it is now. I am willing to put up $50 of my own money at the time to the person that does this, but you must have a PayPal account for me to send money to in order to get it. Requirements of this request are: - Works with chimera_tps 60 (or with HAC2, time 60) - Weapons function as they would in 30hz (so fire rate, reload time, bullet velocity. In my experience, projectile velocity for weapons that use bullets, so sniper, pistol, assault rifle, and ect does not need to be changed.) - Movement is scaled properly - Fall damage stun is corrected - Anything else that is needed to make the game look and feel the way it does in 30hz tick-rate. Things you should not need to do: - Correct tag weights/gravity scale, HAC2/SAPP should manually set these for HAC2 users with the use of the gravity command server side. (In the case that you do correct object gravity scale and weights, please make it known in your post, and don't use the gravity command below when testing. Also if the gravity setting below doesnt work, try cutting it in half again, its bee a while since I tested this.) Optional: - Refined tags Bugs I can forgive: - Inactive vehicles floating after being hit with a melee or explosive (60hz does break some physics checks, I can probably fix this server side with a Lua script.) How would I ask of you to test this? Well first you will need a SAPP 10.2.1 server and HAC2 on your client. HAC2/SAPP should sync the settings below if you have the latest HAC2 from: http://198.98.120.174/ In SAPP's init.txt you will want these commands: speed_hack_detection 0 gamespeed 60 gravity 0.001782589592 Note: You may need to use 25% gravity ( 0.000891294796 ), the setting above is 50%. It depends on how you make the maps, not sure but that is the case with this map by Kirby: http://maps.halonet.net/maps/bloodgulch_60fps.zip, but this map used his custom tags are very screwy. SAPP 10.2.1 Halo CE Server Download If you do this please DM me to your finished post with an email I should send the $50 to after I have tested them, thank you.
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Do you have any errors from the halocded console? That's the only way I can help. Otherwise it will do that if the command is not used right or map repo is being blocked by EGS.
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The combination will: --------------------------------------------------------------------------------------------------------- The client does not need the script, but its not recommended because in other servers it will alter your perception even more of what you think shoudl have hit. But once again: because The script is only useful ON THE CLIENT IF the server has the script as well. Once again, why its NOT RECOMMENDED to be used on the client side.