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About SBBMichelle

  • Birthday March 10

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    The left side of the bed

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  • Central Processor
    AMD FX-6300 "Vishera" 3.5GHz 6-Core cooled with a Hyper 212 EVO
  • Motherboard
    ASRock 970 PRO3 R2.0
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    GTX 1060
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    24GB DDR3-1600
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    Creative Sound Blaster Audigy from 2001 to replace my broken onboard
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    3.5TB - 1TB WD Blue + 2TB WD Green + 500GB That I just found lying around
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    Sharkoon WPM600
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    Aerocool V3X Black Edition (The internal layout is awful)
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    2x1080p 16:9 + 1x1024p 4:3
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    Fujitsu KB400 ps/2
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    Trust GXT 152
  • Operating System
    Windows 7 x64

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  1. 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.
  2. 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.
  3. The fucking belt animation 10/10.
  4. Check the item_collection tags used in the map. You are likely picking up those as I think you're in mp.
  5. Are you sure that the grenades you are picking up are using the same equipment tag as the one set in the globals?
  6. As I said before, it's probably a problem with the hud tag. But I went in there to confirm it this time, there actually is a text index there. Change that and you should be fine.
  7. The google drive link was wrong, so the maps were never updated. Download them ***AGAIN***.
  8. Idk if bumping like this is allowed, but it's a slight emergency. There was a bug with the max grenade counts being 3 and 2, this is fixed now and they are set to 4 and 4. The new versions of the maps are still compatible with the old. Only the server needs the fix for it to work on the client and to show up on the client. The new version can be downloaded from the same link as before.
  9. @ScenyHalo 1.5 is a mod for halo on the Xbox. The maps that already are on halomaps are buggy, I know, I was the one who ported them using old bad methods and edited things I should not have edited. I know because I got teased for it for 3 years now... This is a more true port. The people who work with the people who worked more closely on the xbox project seem happy about me releasing these the way they are now. Edit: An example of a prevalent issue in the old port is how I changed the teleporters a bit, which can send people in infinite loops they have no control over and destroys a part of the meta. I want to phase out my old bad ports of these maps and have these new ones be used.
  10. ----- 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.
  11. Someone asked me how to do it today because they were running out of tagspace, I thought I might as well explain it in a video so more people can use this knowledge. If you get problems with characters looking weird and broken, you will need to figure out what animation is broken and replace it in the same was as I added the two animations that didn't want to import before.´╗┐
  12. Church is a fairly well known map. A big part of this is it's solid atmosphere and visuals. This is probably the CE map with the most precise lighting and visual texture depth. That is in part due to how the map achieves it's lighting. The map achieves it's lighting through a mix of ambient lighting in the lightmap, and a whole lot of dynamic lights that light the environment in real time. One advantage of these dynamic lights is that they are per pixel lit based on the direction of a surface. This means that special effects bitmaps like normal (bump) maps affect how this lighting is projected on each surface. But also accurate per polygon lighting on dynamic objects like players, weapons, vehicles, scenery, etc. Note how the textures without the dynamic lights still have a lot of depth. The darkness in the creases of these bricks helps highlight the projected lighting better and gives the image more contrast. It's shaders were composed with the final lighting in mind. There is effects like cubemaps based on the room you are actually in at work here. And the reflectiveness is tuned for how the player would except the surface to reflect. This room for instance completely falls apart when you take away it's dynamic lighting, it's reflection is over bright and more obviously fake. This shows how important it is to get your lighting right and then set up your shaders. https://i.imgur.com/8ibSVJx.gifv Some rooms also have light that slightly flickers in an inconsistent pattern for an ominous effect. Also note how the ground in this room is a more soft material, part of this is achieved by adding less shadowing to the base texture. Church shows really well what the vanilla engine is capable of in terms of interior lighting. But it also shows one of it's slight downfalls. This map while looking pretty and having loads of depth also is one of the more demanding maps. All these lighting effects have to be calculated in real time, which for some non-modern PCs can be too much to handle. -------------------------------- I decided to write this up when today I had a bit of a sudden realization as to why this map looks the way it does. It has just always been so well composed that I never really put thought into it.
  13. Finally am allowed to do this minor update: https://drive.google.com/open?id=1StGxaknpW5iY2uJ108QN04XrbuaVNGin I didn't do more because I decided to just take a rest. I'll fix some of the bigger issues and add more scenery at a later date.
  14. I originally wanted to change more before I made a new version, but I ended up deciding that the crate issue was a bit too important to not release a minor revision for. It's downloadable from the same link as the first version. The first version is also still available through the link, but is in a sub-folder called "old". Download: https://drive.google.com/open?id=1StGxaknpW5iY2uJ108QN04XrbuaVNGin ---Change Log--- Version 0.1.1: -Lowered the volume of the background sound. -Fixed the collision material on the chaingun turret. -Crate collision now shouldn't allow you to glitch trough parts of the map now. -Added garbage collection every 30 seconds as a performance experiment --- I have diagnosed the main issues in the map's portals. The next major revision (0.2) should have the map hitting the rendering limit on vanilla fixed.