Welcome to Open Carnage

A resource for Halo 1 modding and tech, with unique means of rewarding individual content creation and support. Have a wander to see why we're worth the time! EST. 2012


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Everything posted by gbMichelle

  1. I know right? The last few years have been moving fast.
  2. Yeah, it's true, HEK+ is old and bad. Luckily a lot of us were able to come together and make a worthy replacement with Refinery.
  3. 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.
  4. The game stopped despawning bodies. Ended up hitting my PC really hard. They were everywhere, that's not even half visible there.
  5. 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.
  6. This is interesting, this map has always been interesting. But the original just has some flow problems that make it hard to play.
  7. Don't forget it, this competition is still going!
  8. I'm glad you found your way here. You should create some release threads for your older work here.
  9. This tool was originally created by Teh_Lag to help with creating sprite plates. It does this by taking in a folder and combining whatever is in it into one big tif which you will be able to compile with tool. This tool never had an official release, but I was allowed to release it. Known issues: The tool doesn't handle alphas properly; Therefore if you want to create sprite plates from images with alphas, split the alphas into a separate folder, compile them as two separate plates. And then combine them again your image editing tool of choice before compiling them in tool. I'm sure someone will find a use for this. I know CMT and Jesse still use it a lot. If you have any nice words for Lag, I can forward them. HaloSpriteDoer.zip
  10. 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.
  11. Have you ever been bothered by how long it takes to light a map in CE? This version of tool is optimized to do that exact thing faster! But how? The original version of tool is a debug build. This means that it has a lot of debug checks programmed into it to check performance, to see if code is being executed right, things like that. But that's slow... So, I removed a bunch of them. The speedup is up to 50% in a lot of cases. Of course, with editing the tool in such a way come precautions. This tool can only do lightmaps, all other commands are disabled, because some of the edited code might be in use in other parts of tool, I don't want to create new never before seen bugs. This video shows the lighting of an indoor map, but this really helps the time it takes for outdoor maps where lightmaps can take days. I should also specify, before anyone asks: The resulting lightmaps are identical. I hope someone will have some use out of this. LM_Tool.7z
  12. Ignore this

    1. tarikja


      ( ͡° ͜ʖ ͡°)

  13. 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
  14. Maybe add some pillars around the flags like ratrace has!
  15. I just set whatever text editor I use to LISP and it looks good enough to work with. Because halo script is LISP.
  16. Is sad (in Dutch)
  17. 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.
  18. Can I retroactively claim my raffle tickets?
  19. 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.
  20. 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.
  21. 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
  22. Get the latest version in this: http://vaporeon.io/hosted/halo/archives/HaloCE_SAPP9X.rar And in your sapp init add: auto_update 0
  23. 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.
  24. 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.
  25. 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.