What happened to OC? - CLOSED Carnage?!

Shelly Herself

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Everything posted by Shelly Herself

  1. Maybe you can use the RSS feeds on this site to spam the CE3 inbox so you will always be sure that you have everything for a HMU.
  2. The game stopped despawning bodies. Ended up hitting my PC really hard. They were everywhere, that's not even half visible there.
  3. If anyone wants to get something in for the Anaheim expo, in this Discord server https://discord.gg/YUJdesD there is a channel dedicated to letting people post stuff they want to show off that the organizer of the panel (Spiral) is using to collect content for the show.
  4. This is interesting, this map has always been interesting. But the original just has some flow problems that make it hard to play.
  5. Don't forget it, this competition is still going!
  6. I'm glad you found your way here. You should create some release threads for your older work here.
  7. I did vaguely remember it being in there. But when i last searched I just couldn't find it. I ended up just asking Lag for it.
  8. This patcher removes the max filesize limit while still keeping Halo able to load them. It does this by setting the size integer at the start of the map to 0. This also fixes Memory leaks (thanks gearbox). Another thing it does is it makes all maps use indexed tags. This means that singleplayer maps compiled in an English CE install will now work on all different languages of CE installs. Finally, and optionally you can increase the vertex and index buffer size, this will allow you to have more detailed models in your maps as it will take longer for tool to run into this memory buffer limit. usage: tool_patcher.py [-h] [-i] tool_exe A patcher to upgrade limits in tool.exe. Works for stock tool and OS_Tool. Does not work with packed tool exes that are compressed. Don't use this on anything but tool positional arguments: tool_exe The tool EXE we want to operate on. optional arguments: -h, --help show this help message and exit -i, --enable-vertex-and-index-buffer-upgrade Upgrades the vertex and index buffer size. Not done by default because of reports of it breaking animation import/compression. If you don't care about the vertex limit just drag your tool exe into this patcher and it will perform all the patches except that one. If you want to use the increased vertex limit then you can open a command line window, add the proper arguments and execute. It comes in both a python and exe format. If you can deal with using a python script and you don't trust random exes (you're on point for not just trusting them) that will be your answer. These patches are also part of MEK's Pool, as they were based on this patcher. tool_patcher.py.zip
  9. Maybe add some pillars around the flags like ratrace has!
  10. I just set whatever text editor I use to LISP and it looks good enough to work with. Because halo script is LISP.
  11. Is sad (in Dutch)
  12. Damn dude, you're really putting the pressure on. I wouldn't vote for my currently completely hypothetical map after seeing this. I want rolling hills, I love rolling hills. You should use those decals for blue and red team found in launch_bay_x. I've always loved those.
  13. Can I retroactively claim my raffle tickets?
  14. We here at Halo CE HQ care dearly about our players. One of the most recent concerns brought up to us was the possible inclusion of Custom Edition in The Master Chief Collection. Here we are proud to announce our new partnership with MountainDew. This sponsorship will help us raise money to petition Microsoft and 343i to get Custom Edition into the MCC. Our first release is Chiron-MD69. A favorite with all long-time team phantoms players. Get this free DLC right here:https://www.mediafire.com/file/25op4gwys4vsm6l/chiron-md69.7z/file You can support the game by playing this map on youtube, hosting it on your server, or buying a pack of MountainDew Custom Edition.
  15. put this before the message text: |l puts the message on the left |c centers it |r puts it on the right The |l |c |r things will not be visible to the user.
  16. I'd honestly do this very differently: -- My first impulse on how to do it: function GetPlayerDistance(index1, index2) p1 = get_dynamic_player(index1) p2 = get_dynamic_player(index2) p1x, p1y, p1z = read_vector3d(p1+0x5C) p2x, p2y, p2z = read_vector3d(p2+0x5C) return math.sqrt( (p2x-p1x)^2 + (p2y-p1y)^2 + (p2z-p1z)^2 ) end -- Less lines: function GetPlayerDistance(index1, index2) p1x, p1y, p1z = read_vector3d(get_dynamic_player(index1)+0x5C) p2x, p2y, p2z = read_vector3d(get_dynamic_player(index2)+0x5C) return math.sqrt( (p2x-p1x)^2 + (p2y-p1y)^2 + (p2z-p1z)^2 ) end -- The technically correct way (Also works in chimera without the bottom snippet): function GetPlayerDistance(index1, index2) p1 = get_dynamic_player(index1) p2 = get_dynamic_player(index2) return math.sqrt((read_float(p2+0x5C ) - read_float(p1+0x5C ))^2 +(read_float(p2+0x5C+4) - read_float(p1+0x5C+4))^2 +(read_float(p2+0x5C+8) - read_float(p1+0x5C+8))^2) end -- If you are using the chimera api read_vector3d() doesn't exist. -- And this piece makes it available if you're not on sapp if sapp_version == nil then function read_vector3d(address) return read_f32(address), read_f32(address+4), read_f32(address+8) end end
  17. Get the latest version in this: http://vaporeon.io/hosted/halo/archives/HaloCE_SAPP9X.rar And in your sapp init add: auto_update 0
  18. Well, the refined project has given us a nearly perfect CE campaign, a campaign closer to the original than PC gives us. So, honestly, fuck Halo PC.
  19. 2018/08/30 This is something I have been planning out for a while now and have been working on for two days now. What you are seeing right now is the most basic implementation. Currently only the big sync updates are sent right now. This is using a combination of a SAPP server side script and a Chimera client side script. I also plan on implementing smaller ones when the biped goes into a new state to make them more responsive and not jumpy like they are in the vid. I have methods of compression in place to keep the bandwidth lower. Here is an example of some messages that would be sent to the client: Different types of updates will happen at different rates. Some will be when a bipeds change what they are doing. Some others on set rates. The video is at 3 times a second, I don't have it higher because I believe it should be done using big updates supplemented with smaller updates. I'm posting this because there is some recent discussion on AI synchronization. If I'm not lazy tomorrow (Which I won't be because I'm hyped over working on this) I'll get action updates, deaths, and a safety mechanism for deleting bipeds that the client stopped getting updates about. In other words: It's going to look fucking crisp and I am going to vastly improve stability. I would go over the reasons why you see some of the bugs, but I'd rather explain it in a post where I show them fixed, as it would work better in context, I think. I'll post significant updates in this thread when I make enough progress. Once the scripts get far enough I'll implement a version system for compatibility and release it to the public.
  20. I mean, I could sync object names. I haven't worked on this for a while because I've been busy. It's not dead. I just need to rewrite most of it to be better.
  21. ----- Important for server hosts ----- If you downloaded the maps before june 7th, please redownload them as there was a bug that set the max frag and plasma counts to 3 and 2. That is fixed now and the maps are compatible with the originals and the client would never notice as they can see themselves pick up the right numbers as long as the server has the fix. -------------------------------------------- A few days ago I quickly converted the halo 1.5 map pack from Xbox to Custom Edition. There is no tag edits in this, the maps are left mostly untouched and for most maps I only redid the lightmaps and made the shaders render on CE. Download Link: https://drive.google.com/open?id=1C0SkWIZdRK-QD6OLi9PVaL4VmTDlZqo1 We'll soon also have a server up with these maps and a few others that we believe to play nice with halo 1 tags. Server Info: [Coming soon] The maps: Crossway by dds: Levee by insidi0us: Hotbox by insidi0us: Red Shift by insidi0us: Exhibit by PwNytar: Madhouse by PwNytar: Uplift by dds: Doubletake by insidi0us: Imminent by PwNytar: Downrush by PwNytar, Sic, dds: Zero Hour by PwNytar: Decidia by dds: Outbound by dds: The only map I touched outside of lightmaps and shaders is levee, which now has a spawn for a ghost which you have to manually enable in the gametype settings.
  22. Apparently the checksum spoofing technique used to make the old versions compatible with the new ones has a bug that writes a random byte somewhere in the map. This bug has caused a wall in outbound to be non-collidable. Here is a fixed version of the map. [Get link at the top of the thread] Purposefully not named the same so this can't start causing desyncs. The download for all the maps at the beginning of the thread has been updated to only contain this version of outbound and not the other. Edit: I've decided to just update all the maps to make sure no weird bugs can pop up in the future.
  23. Here's a little update: I've worked a bit on making the server clean up the list of ai that should be synced. There now also is action updates for when the ai do things such as change animations or turn more than a certain threshold. Today has been a bit slow, and I'll probably end up doing more. But I kind of wanted to show some stuff while I scratch my head on some issues like the bipeds sometimes flying at ridiculous velocities. Making ai that died on the server die on the client also isn't implemented yet, although I am only a few lines of code away from that. @IceCrow14 These AI run on the server and are sent over to the client. I spent a whole day on trying to use the braindead bipeds the server spawns, but I have had no luck working with them, even though I feel like I got really close. So I got rid of them(kind of). I'm not letting the client spawn them as I don't want potentially hundreds of ai to spawn because 10 people joined. The client actually has the ai turned off and I have some stuff set up so that if somehow client side ai still spawns they immediately get deleted. But this disabling and deleting only happens if the client has detected it is on a server with this script.
  24. The fucking belt animation 10/10.