What happened to OC? - CLOSED Carnage?!

tarikja

Regular
  • Content count

    992
  • Joined

  • Last visited

  • Raffle Tickets

    0

Reputation Activity

  1. tarikja liked a post in a topic by Pfhunkie in Currently Playing   
    So desperate to play something engaging after Halo Infinite disappointed me that I turned to the distant past. Even learned how to bunny hop finally
     
     
  2. ShikuTeshi liked a post in a topic by tarikja in SoTM Submissions & Hall of Fame   
    Wait a moment! We can still submit videos, right? :v
    Sky themed! Bv
  3. tarikja liked a post in a topic by Galap in Marines with fixed permutations   
    The unarmored marine variant has an issue that's bothered me for a long time. I've tried to fix it several times on and off, but it's evaded my multiple attempts to understand and fix it, Until now!
     
    The problem is that the long-sleeved no-hat Stacker permutation is severely overrepresented when spawning unarmored marines. I think it will get selected more than half the time. 
     
    I've managed to correct this issue, and have the distribution of permutations be much more reasonable:

     
    Replace the regular marine gbxmodel with the attached one to use the fix.
     
    For those interested, here's a somewhat long explanation for what the problem was, and how it was fixed, copied from the reclaimers discord server:
     
    the issue comes from the interaction between the arm permutations and the head permutations. These are the arm permutations on the unarmored marine gbxmodel. the base permutation corresponds to the short-sleeved arms. The base permutation of anything serves as a default case that will be used if nothing else can be selected. It doesn't have to be named "__base". the default case will be whatever is in the first position of this array.
     

     
    These are the head permutations. "__base" in this case is Stacker's head with no hat, which would have a systematic name "head_marcus" followed by a number. Now I will explain the numbers, and in general how the permutations are generated.
     

     
    The game will generate permutations starting with the first region in the regions array. In the case of the unarmored marines, it is the arms region. It will randomly select between the possible permutations in the permutations array. I believe that perms with numbers over 100 are special in some way and get selected less often. In the case of the marines they are used for Sgt Johnson and Sgt Stacker (with baseball cap). I don't yet understand the behavior of numbers over 100 fully. So essentially in this case the game will randomly select between the base and long sleeve 19 perms, and sometimes pick johnson. Next, it moves on to generating the perms for the next region in the regions array. in this case it is the head. What happens here is the game will search for a permutation with the same number as the permutation in the pervious array (in this case arms). If it does not find it, it will select the default permutation in this array. If the permutation in the previous array had no number, it will select randomly from the permutations in the current array. THIS IS WHERE THE ISSUE COMES FROM: Since the long sleeved permutation has a number of 19, and the head perms (excluding the Sgts) have numbers 10-18, what happens is if the marine will have long sleeves, it is forced to select the default case of the head permutation, which is no-hat Stacker. This is why you get so many no-hat stackers. I figured this out by swapping the order of the regions in the array, putting the head first. what happens in this case is that it will pick randomly from the heads first, and then go for the arms. since 19 never shows up in the heads, the marines will all be short-sleeved. The way to fix the issue in this case is to delete the number 19 in the long sleeved arms, so it now reads "arms_full_sleeve". Since there is no number, it will no longer try to match the arm perm to a head perm number that doesn't exist, and won't fall back to the default permutation.
    marine.zip
  4. tarikja liked a post in a topic by Sunstriker7 in MCC CEA "hell tools" (base tools with disabled limit check)   
  5. tarikja liked a post in a topic by Sunstriker7 in Halo MCC April 2022 Update   
    6 months after Infinite comes out MCC drops more content in one update than all of Inifinite
  6. tarikja liked a post in a topic by Vaporeon in MCC CEA "hell tools" (base tools with disabled limit check)   
    I updated these dumb tools for the latest MCC update that was just released.
  7. tarikja liked a post in a topic by Little Helper in Halo MCC April 2022 Update   
    Halo Waypoint News Blog for MCC April 2022
     
    TL;DR
    Halo 3: ODST - Floodfight
    UI Improvements
    CGB Full Title Support and Quickmatch Flow
    Forge updates across Reach, 4 and 2A.
    New/Updated Mod Tools; CE/2/3 Updated, Halo 3: ODST Mod Tools released - still refusing to comment or document on the tools, leaving it entirely to the modding community to work out.
    Unlisted: Users discover Halo 3 Mod Tools now supports audio.
    Campaign Crossplay for Halo 3 and ODST
    Campaign Customization for Halo 4
    Halo 3 Medal Update
    Adjustments to Monthly Challenges and Exchange Rotations
    Skulltacular! - Skulls from CEA, 2A and additions from the seasonal updates being spread across multiple titles
     
    Check the blog for additional details including where they plan to go afterwards.
     
  8. tarikja liked a post in a topic by Sceny in How's the Weather?   
    Rain on Tuesday, but then it's supposed to warm up again this week.
  9. Sceny liked a post in a topic by tarikja in How's the Weather?   
    No idea who that is but I like that you're mistaking me for someone who owns a crown. :v
  10. Sceny liked a post in a topic by tarikja in Currently Playing   
    Currently playing Metro Exodus Enhanced Edition (with RTX n' stuff).
    Damn, haven't been this impressed with graphics in a long time! :v

  11. Sceny liked a post in a topic by tarikja in Currently Playing   
    Currently playing Metro Exodus Enhanced Edition (with RTX n' stuff).
    Damn, haven't been this impressed with graphics in a long time! :v

  12. tarikja liked a post in a topic by Solaris in Pet Projects   
    sweet, now i can link my onlyfans
  13. tarikja liked a post in a topic by Chalwk in Ready to go Halo PC/CE Server templates   
    This project contains two semi-ready Halo server templates; One for Halo: PC (retail) and one for Halo: CE (custom edition).
    These servers are compatible with Windows and Linux.
     
    Default settings:
    Map Vote enabled (all maps, Classic CTF). Start-up commands can be edited in <server id>/cg/init.txt. SAPP commands can be edited in <server id>/cg/sapp/init.txt. No Lua scripts are configured (you'll have to add these yourself).  
    Running the server on Windows:
    Execute the run.bat file (located in the root folder). Running the server on a Linux OS with Wine:
    Navigate to ./Wine Launch Files/ and execute the run.desktop file. RELEASE PAGE
  14. tarikja liked a post in a topic by Zatarita in 2022 MCC Mapping Contest   
    Due Date: May 24, 2022
    Voting Opens: May 31st, 2022
     
    Welcome!
    So happy to have you here this fine Friday. @Takka has reached out to me with a fun opportunity. Like what they have done in the past, we're bringing you a mapping contest. The prizes sit at $100 for first, $50 for second, and 5 Raffle Tickets for third. Also first place ( Like our wonderful donors c: ) gets an exclusive badge next to their name they can use to brag to all their friends c;
     
    FAQ
    Q: What is it?
    A: All you need to do is create a custom map (not yet released), and submit a forum post about it before the deadline. This time our Halo overlords have blessed us with the editing kits for later games; so we felt it might be fun to expand our scope to allow any game from MCC. We've gotten some feed back from the community as well about previous mapping competitions and we hope this year we can fine tune things a bit better to the community. We will have a slightly extended submission duration at a month and a half from today. We wanted to keep the duration manageable, without incentivizing procrastination. This should also give some extra time to debug any issues we might have with the quirks of the newer editing kits. Submissions will be voted for 1 week, beginning a week after closing date. This will allow the community time to get acquainted with the new maps and form opinions. We are only going to allow one submission per person.
     
    Q: Can I work with a team?
    A: You are more than welcome to work in teams; however, this is not required. If you do work in a team though, you cannot submit individually. We request still that there is only one submission per person. This is to hopefully drive users to quality over quantity. In the case that you do work with a team, one user must be the designated liaison who will be responsible for receiving potential prize money and distributing it amongst the members. OC will not responsible for the distribution to individual members. This individual will also be in charge of hosting the map and creating the submission post.
     
    Q: How will I be contacted if I win something?
    A: In the event that you win a monetary prize, a moderator will reach out to you through the DM system on this website, and prize money will be paid out through PayPal. In the case you win tickets, the OC ticketing system will send you a notification on this website.
     
    Winnings
    1st Place: $100 via PayPal 2nd Place: $50 via PayPal 3rd Place: 5 Raffle Tickets  
    Additional Means of Reward
    Share the Knowledge: Tutorials based on an element of your submission will earn you 5 Raffle Tickets. Developer Commentary: Create a Work in Progress topic exceeding 100 words for your map, and you'll be awarded 1 Raffle Tickets per post per day, with a limit of 5 total tickets. Promotion: Share any link to Open Carnage, prove it, and earn 3 Raffle Tickets.  
    Rules
    Maps must be submitted to our MCC Map Releases section. Only one submission per person or team. Voting begins 1 week submissions close. Teams must have a designated liaison responsible for managing the release, and any winnings received.  
    Happy modding!
  15. tarikja liked a post in a topic by Solaris in Avatars   
  16. Sceny liked a post in a topic by tarikja in March 2022 - SoTM Voting   
    There was no collusion!
    And if there was, it would say 'tarikja is the greatest' because that's actually the truth! :v
  17. Sceny liked a post in a topic by tarikja in March 2022 - SoTM Voting   
    There was no collusion!
    And if there was, it would say 'tarikja is the greatest' because that's actually the truth! :v
  18. Sceny liked a post in a topic by tarikja in March 2022 - SoTM Voting   
    There was no collusion!
    And if there was, it would say 'tarikja is the greatest' because that's actually the truth! :v
  19. Sceny liked a post in a topic by tarikja in March 2022 - SoTM Voting   
    There was no collusion!
    And if there was, it would say 'tarikja is the greatest' because that's actually the truth! :v
  20. tarikja liked a post in a topic by Arcani in Currently Listening   
  21. tarikja liked a post in a topic by Sunstriker7 in March 2022 - SoTM Voting   
    I saw them bringing in fake ballots in vans, bro, this election was rigged.
  22. tarikja liked a post in a topic by ShikuTeshi in March 2022 - SoTM Voting   
    I don't know if we can consider it buying a vote but @Sceny wins!

  23. tarikja liked a post in a topic by Takka in General FAQ   
    It's back again, and fixed!
     
    Sorry.
  24. ShikuTeshi liked a post in a topic by tarikja in SoTM Submissions & Hall of Fame   
    Wait a moment! We can still submit videos, right? :v
    Sky themed! Bv
  25. tarikja liked a post in a topic by Takka in General FAQ   
    Fuck I forgot you use it. It started misbehaving after an update by having an all-white background, which is uncontrolled by the theme. I'll try to fix it.