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EmmanuelCD

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  1. Tucker933 liked a post in a topic by EmmanuelCD in Negative Atmosphere (Indie Horror Game)   
    Looks interesting, but they show less the monster to make more tension, i was more afraid the first seconds rather the last ones
  2. Tucker933 liked a post in a topic by EmmanuelCD in Negative Atmosphere (Indie Horror Game)   
    Looks interesting, but they show less the monster to make more tension, i was more afraid the first seconds rather the last ones
  3. DSalimander liked a post in a topic by EmmanuelCD in LM_Tool - A version of tool specifically for speeding up lightmaps   
    I will try it later and post some graphs on the performance
  4. PopeTX28 liked a post in a topic by EmmanuelCD in WIP Quadra-Stasis   
    Just as I suspected, you already won the competition
  5. PopeTX28 liked a post in a topic by EmmanuelCD in WIP Quadra-Stasis   
    Just as I suspected, you already won the competition
  6. EmmanuelCD liked a post in a topic by PopeTX28 in WIP Quadra-Stasis   
    Hello OC!
     
    I'm currently in the development stage for a map that will ultimately be submitted for the competition. My main goal for this map is to feature all 4 factions in halo ce: UNSC, Covenant, Forerunner, and Flood. UNSC and Covenant factions will be represented as team bases. Each base will have the same layout, but different architectural styles. Red base will be UNSC themed, Blue base will be Covenant themed. Forerunner structures will be located towards the center areas of the map. Flood environments will be found in underground areas (as if the infection was contained behind doors).
     
    I haven't decided on an overall layout for the map, but it will be obviously outdoors. I'll have to decide if it will be grass, snow, desert, island, or swamp themed later. Kinda hard to decide, but I might learn towards and overall island environment.
     
    Right now, I am modeling bases for the map. The UNSC base is completely modeled and textured.
     


     

     

     

     
     
  7. EmmanuelCD liked a post in a topic by Lateksi in Ascend   
    Hi, this is my third map.
     
    Fight for the high ground on four blocky towers standing on a lonely space island. Supports all game types.
    I used a Minecraft texture pack to make this. Thanks to Michelle and DSalimander for the help regarding my lightmapping questions. The map has a few errors and could definitely use some grass scenery but I'm too lazy to keep working on it. Have fun!
     
    Mirror 1: https://megaupload.nz/E5eaTfvfb1/ascend_zip
    Mirror 2: https://www.dropbox.com/s/j5xmsuvkelfjlug/ascend.zip?dl=0

     


  8. tarikja liked a post in a topic by EmmanuelCD in Serpent 2.1.0   
    It looks a lot more clean, I will definitely use it in the future for more proyects
  9. EmmanuelCD liked a post in a topic by Kavawuvi in Serpent 2.1.0   
    Serpent is a tool that provides an alternative scripting syntax for users to use. The script can be then be converted into a .HSC script and put into a map.
     
    Here is a sample script:
    global string hello_world = "hello world" startup start developer_mode = 127 if (4 + 1) > 4 print(hello_world) print("5 is greater than 4!") elseif 5 / 0 print("wait, what?") end end This script is then converted into HSC's Lisp format. To keep size down, the amount of whitespace characters are kept to a minimum. This produces an unreadable blob of data like this:
    (global string hello_world "hello world")(script startup start (set developer_mode 127)(if (> (+ 4 1)4)(begin (print hello_world)(print "5 is greater than 4!"))(if (/ 5 0)(print "wait, what?")))) Documentation
    Here is a link to the readme:
    https://github.com/Kavawuvi/serpent/blob/2.1.0/README.md
     
    Requirements
    Python 3.7 (or newer)
    Windows and macOS users can get it from the Python website. Linux users likely already have it (try running python3), but if not, you can probably get it from your package manager.
     
    Halo Editing Kit
    To put a script into a map, you will need Sapien and tool.exe.
    I also recommend getting Mo's Editing Kit. It's probably not required, but Guerilla sucks, so it might as well be.
    Download
    Serpent (2.1.0): serpent-2.1.0.zip
    Serpent (2.1.0 - GitHub): https://github.com/Kavawuvi/serpent/tree/2.1.0
    Serpent (Unstable - GitHub): https://github.com/Kavawuvi/serpent
     
  10. Aer liked a post in a topic by EmmanuelCD in Shipment 2552   
    Shipment 2552
     
    A recreation of the Shipment map from Call of Duty 4 Modern Warfare
    A small port in a distant planet, ideal for 2-8 players
    Ideal for fast matches
     
    Suggested 2-8 players
    MAX 8 PLAYERS
    RECOMENDED 4 PLAYERS
     
    Supports
    -King of the Hill
    -Slayer
    -Capture the Flag
    -Oddball
     
    Does not Support
    -Race
     
    Pics
    Comparison

     
    More pics

     

     

     

     

     
    Credits
     
     + Me
     + Shadowmods crew for Testing
     + Infinite Ward for Original Layout
     + Bungie
     + Gearbox
     
     
    Download
    https://mega.nz/#!ft1RCa6A!sAYCMtoNqhFZeNjrnEuuMQVw44m1McypEUhdGW3p2_g
     
    The map also includes 2 easter eggs, its up to you to find them
     
  11. Aer liked a post in a topic by EmmanuelCD in Shipment 2552   
    Shipment 2552
     
    A recreation of the Shipment map from Call of Duty 4 Modern Warfare
    A small port in a distant planet, ideal for 2-8 players
    Ideal for fast matches
     
    Suggested 2-8 players
    MAX 8 PLAYERS
    RECOMENDED 4 PLAYERS
     
    Supports
    -King of the Hill
    -Slayer
    -Capture the Flag
    -Oddball
     
    Does not Support
    -Race
     
    Pics
    Comparison

     
    More pics

     

     

     

     

     
    Credits
     
     + Me
     + Shadowmods crew for Testing
     + Infinite Ward for Original Layout
     + Bungie
     + Gearbox
     
     
    Download
    https://mega.nz/#!ft1RCa6A!sAYCMtoNqhFZeNjrnEuuMQVw44m1McypEUhdGW3p2_g
     
    The map also includes 2 easter eggs, its up to you to find them
     
  12. Aer liked a post in a topic by EmmanuelCD in Shipment 2552   
    Shipment 2552
     
    A recreation of the Shipment map from Call of Duty 4 Modern Warfare
    A small port in a distant planet, ideal for 2-8 players
    Ideal for fast matches
     
    Suggested 2-8 players
    MAX 8 PLAYERS
    RECOMENDED 4 PLAYERS
     
    Supports
    -King of the Hill
    -Slayer
    -Capture the Flag
    -Oddball
     
    Does not Support
    -Race
     
    Pics
    Comparison

     
    More pics

     

     

     

     

     
    Credits
     
     + Me
     + Shadowmods crew for Testing
     + Infinite Ward for Original Layout
     + Bungie
     + Gearbox
     
     
    Download
    https://mega.nz/#!ft1RCa6A!sAYCMtoNqhFZeNjrnEuuMQVw44m1McypEUhdGW3p2_g
     
    The map also includes 2 easter eggs, its up to you to find them
     
  13. Aer liked a post in a topic by EmmanuelCD in Shipment 2552   
    Shipment 2552
     
    A recreation of the Shipment map from Call of Duty 4 Modern Warfare
    A small port in a distant planet, ideal for 2-8 players
    Ideal for fast matches
     
    Suggested 2-8 players
    MAX 8 PLAYERS
    RECOMENDED 4 PLAYERS
     
    Supports
    -King of the Hill
    -Slayer
    -Capture the Flag
    -Oddball
     
    Does not Support
    -Race
     
    Pics
    Comparison

     
    More pics

     

     

     

     

     
    Credits
     
     + Me
     + Shadowmods crew for Testing
     + Infinite Ward for Original Layout
     + Bungie
     + Gearbox
     
     
    Download
    https://mega.nz/#!ft1RCa6A!sAYCMtoNqhFZeNjrnEuuMQVw44m1McypEUhdGW3p2_g
     
    The map also includes 2 easter eggs, its up to you to find them
     
  14. Aer liked a post in a topic by EmmanuelCD in Shipment 2552   
    Shipment 2552
     
    A recreation of the Shipment map from Call of Duty 4 Modern Warfare
    A small port in a distant planet, ideal for 2-8 players
    Ideal for fast matches
     
    Suggested 2-8 players
    MAX 8 PLAYERS
    RECOMENDED 4 PLAYERS
     
    Supports
    -King of the Hill
    -Slayer
    -Capture the Flag
    -Oddball
     
    Does not Support
    -Race
     
    Pics
    Comparison

     
    More pics

     

     

     

     

     
    Credits
     
     + Me
     + Shadowmods crew for Testing
     + Infinite Ward for Original Layout
     + Bungie
     + Gearbox
     
     
    Download
    https://mega.nz/#!ft1RCa6A!sAYCMtoNqhFZeNjrnEuuMQVw44m1McypEUhdGW3p2_g
     
    The map also includes 2 easter eggs, its up to you to find them
     
  15. Aer liked a post in a topic by EmmanuelCD in Shipment 2552   
    Shipment 2552
     
    A recreation of the Shipment map from Call of Duty 4 Modern Warfare
    A small port in a distant planet, ideal for 2-8 players
    Ideal for fast matches
     
    Suggested 2-8 players
    MAX 8 PLAYERS
    RECOMENDED 4 PLAYERS
     
    Supports
    -King of the Hill
    -Slayer
    -Capture the Flag
    -Oddball
     
    Does not Support
    -Race
     
    Pics
    Comparison

     
    More pics

     

     

     

     

     
    Credits
     
     + Me
     + Shadowmods crew for Testing
     + Infinite Ward for Original Layout
     + Bungie
     + Gearbox
     
     
    Download
    https://mega.nz/#!ft1RCa6A!sAYCMtoNqhFZeNjrnEuuMQVw44m1McypEUhdGW3p2_g
     
    The map also includes 2 easter eggs, its up to you to find them
     
  16. EmmanuelCD liked a post in a topic by Vaporeon in Netcode-Compatible stock maps with refined tags   
    I might as well post this here too.
     
    If anyone is interested, I have put together an archive of the stock maps with the fixes contained in the refined tagset, that was started off by Moses of Egypt.
    They also contain other things like better versions of the stock bitmaps taken form the xbox version of the game.
     
    Download
     
    There is no requirement for using these maps other than replacing the default stock ones.
     

     
    r10, a couple of HUD fixes and fixed a bad bitmap on infinity.
    r11, hud warnings are now translated.
    r12-13, more fixes, this game is a meme
     
  17. Aer liked a post in a topic by EmmanuelCD in Shipment 2552   
    Shipment 2552
     
    A recreation of the Shipment map from Call of Duty 4 Modern Warfare
    A small port in a distant planet, ideal for 2-8 players
    Ideal for fast matches
     
    Suggested 2-8 players
    MAX 8 PLAYERS
    RECOMENDED 4 PLAYERS
     
    Supports
    -King of the Hill
    -Slayer
    -Capture the Flag
    -Oddball
     
    Does not Support
    -Race
     
    Pics
    Comparison

     
    More pics

     

     

     

     

     
    Credits
     
     + Me
     + Shadowmods crew for Testing
     + Infinite Ward for Original Layout
     + Bungie
     + Gearbox
     
     
    Download
    https://mega.nz/#!ft1RCa6A!sAYCMtoNqhFZeNjrnEuuMQVw44m1McypEUhdGW3p2_g
     
    The map also includes 2 easter eggs, its up to you to find them
     
  18. Aer liked a post in a topic by EmmanuelCD in Shipment 2552   
    Shipment 2552
     
    A recreation of the Shipment map from Call of Duty 4 Modern Warfare
    A small port in a distant planet, ideal for 2-8 players
    Ideal for fast matches
     
    Suggested 2-8 players
    MAX 8 PLAYERS
    RECOMENDED 4 PLAYERS
     
    Supports
    -King of the Hill
    -Slayer
    -Capture the Flag
    -Oddball
     
    Does not Support
    -Race
     
    Pics
    Comparison

     
    More pics

     

     

     

     

     
    Credits
     
     + Me
     + Shadowmods crew for Testing
     + Infinite Ward for Original Layout
     + Bungie
     + Gearbox
     
     
    Download
    https://mega.nz/#!ft1RCa6A!sAYCMtoNqhFZeNjrnEuuMQVw44m1McypEUhdGW3p2_g
     
    The map also includes 2 easter eggs, its up to you to find them
     
  19. WaeV liked a post in a topic by EmmanuelCD in Off Ground Classic   
    Off Ground was my second multiplayer map I made back in 2015, it was shitty, broken, etc. Now it has returned with stock weapons and a new balaced layout in weapons and player spawns
    Sugestion was by The Culo\HCE Player TM to bring this map back
     
    Storm's video on my map
     
    Changes
    -No SMG
    -BSP
    -H3 Weapons to stock H1
    -Player Spawns
    -No SMG
    -Fixed issues with CTF
    -Fized lightning
    -Add SMG Easter Egg (basically Assualt rifle with SMG model and animations)
    -Did I said no OP SMG?
     
    PICs



     
    Final Lightmaps

     
     
    Download here
    https://mega.nz/#!WodxyKgQ!9qciCCzNVGt9aznlpoa52v7j53kVE1BsF03yIPQkhO8
     
    Credits Belong to
     + Me
     + Rock Candy for testing and putting a server
     + Bungie
     + Gearbox
  20. EmmanuelCD liked a post in a topic by Nullen in Shrek Biped   
    So uhhh yeah... Here's a hilariously bad Shrek biped that I made for a one-off joke video a while back, where I spent more time trying to get a10's intro cutscene properly working, than on this biped. Uses marine animations & Sgt. Stacker's dialogue, I've also included 2 AI tags that use an assault rifle and plasma rifle respectively. Figured I'd upload it on the off chance that anybody has a use for it.. Enjoy!
     
     
     
    marine_shrek.rar
  21. EmmanuelCD liked a post in a topic by (SBB) Storm in Off Ground Classic   
    Just sneaking this in 
     
  22. WaeV liked a post in a topic by EmmanuelCD in Off Ground Classic   
    Off Ground was my second multiplayer map I made back in 2015, it was shitty, broken, etc. Now it has returned with stock weapons and a new balaced layout in weapons and player spawns
    Sugestion was by The Culo\HCE Player TM to bring this map back
     
    Storm's video on my map
     
    Changes
    -No SMG
    -BSP
    -H3 Weapons to stock H1
    -Player Spawns
    -No SMG
    -Fixed issues with CTF
    -Fized lightning
    -Add SMG Easter Egg (basically Assualt rifle with SMG model and animations)
    -Did I said no OP SMG?
     
    PICs



     
    Final Lightmaps

     
     
    Download here
    https://mega.nz/#!WodxyKgQ!9qciCCzNVGt9aznlpoa52v7j53kVE1BsF03yIPQkhO8
     
    Credits Belong to
     + Me
     + Rock Candy for testing and putting a server
     + Bungie
     + Gearbox
  23. EmmanuelCD liked a post in a topic by IceCrow14 in A Pair of Projects (Universal AI sync & MP map with PvE elements)   
    8/28/2018
     
    Well, first of all, I haven't given an actual name to this thread (I'll do later) because there are two "projects" (if you want to call them that way) on which I've been working on. I'm not so good with explaining this kind of stuff without getting into details, so... Let's take a better approach:
     
    Biped / AI synchronization
    Recently I've been playing with both SAPP and Chimera's Lua scripts to achieve this, and I have managed to get a somehow "more authentic" way to sync client-side stuff like bipeds, scenery and even vehicle custom animations (in theory we should be able to sync even object permutations, which could allow any server manager to set different model permutations for every team's vehicles and players in a CTF game, for example) using remote console messages. By now, I've made a pair of scripts, one for SAPP (which sends the data to the clients) and another one for Chimera that modifies anything that the server tells the clients to change.
     
    In comparison with other AI sync methods I've seen before (like the one that uses map scripts to attach and detach vehicles to AI bipeds, or the SAPP one where the server spawns a vehicle for every biped depending on it's current animation state to then assign it the current biped's location, rotation, etc.) with this one the client updates the actual properties of the server's biped, so you can see aditional stuff that is missing within those methods such as their effects and the crosshair's flash when you aim at an enemy. Also, another incredibly good new about this is that you won't need to modify the map files in which you use these scripts as long as the AI encounters' data and tags are there. Another great feature of this is that you don't need to modify lots of code or do massive tag witchcraft to get different types of bipeds simultaneously, however there is a long way to get this working smooth and pretty at the same time. End of the speech, watch with your own eyes what I'm talking about:
     
     
    Flood survival (PvE and PvP)
    Something I wanted to work on since a long time ago, basically what I'll try to do, at least by now is a multiplayer map that supports all the gametypes but also allows the players to summon Flood hordes to bring a somewhat new and strategic approach to Halo CE and also spawns them automatically in certain areas of the map. I plan to use the default tagset but with some balance changes (No more OP pistol and useless automatic weapons), add upgraded variants of certain vehicles and weapons and if possible, an option to choose your battlefield's spawn point (I'll set the spawn points for team based game types inside a pair of ships, part of the BSP).
     
    I'll be posting updates on this thread, currently, the scripts are a bit unstable and the BSP isn't finished so... I guess I won't be able to release anything yet.
     
    10/3/2018
     
    UPDATE: AI sync
     
    It's been a long time since my last post, sometimes I wonder what I would be able to do if I was motivated enough... Enough sentimentality for today, because there's a lot of new stuff. Let's start, in my last post (from this topic) I mentioned something about taking advantage of some client side stuff to develop a somehow different mechanism to sync AI, and that's what I did (in the description of the video I wrote more information about it):
     
     
    Basically, the main difference is that the client no longer has to manipulate the bipeds spawned by the server (at least, not like it had to do before), what does this mean? That the bipeds a client sees in its map are spawned by itself (obviously, following the server's instructions received through RCon messages) and the bipeds spawned automatically by the server are moved to a hidden location (they are supposed to be deleted too, but it seems that it isn't possible). Now you may be asking yourself why I didn't just use these bipeds instead of spawning a local duplicate, well, because to manipulate an object's properties (a biped in this case) in the game through SAPP and Chimera you must know its object ID and memory address, and I had found that the object IDs between the server and the clients aren't the same (I already expected it would be that way before making sure), so I tried to use their "temporary" object IDs (iterating from 1 to 1024, the max amount of objects default Halo supports simultaneously, as far as I know, using a 'for' cycle to see which objects were bipeds and had a certain set of properties and so on... In the beginning I didn't think it would work, but it did), the problem about this was that once a biped disappeared, other objects spawned after that could take their temporary object ID, also, after leaving and joining back the server, the objects aren't spawned in the same order, besides making a join-friendly feature out this would've been incredibly tedious, this caused a lot of trouble that isn't worth mentioning. Let's move to the most important changes:
     
    Improvements
    The matches are join-friendly now, you can leave and join the same server as many times as you want and you'll always see the AI's bipeds at their current state (location, rotation, animation). The Lua scripts I wrote can be used to sync AI over any MP map without having to modify it, as long as any AI encounter/biped (other than the players') isn't set to spawn by default (there are more cautions that should be taken, but this is the most important one). The bipeds' effects are displayed properly.  
    Limitations/Glitches
    The max amount of bipeds that can be synced is about 150, it may be a little higher, but know that some features may be unstable if you have this, or a higher than that amount of AI simultaneously. The total amount of AI bipeds a client will have in its map is the double of the server's current amount (for example, 17 AI would mean 34 bipeds spawned in the client side). Almost every biped must be hit one more time after being detected as dead by the server (this is just an aesthetic glitch). Bipeds that can be killed by chain reactions (like the flood carrier and the infection form) become glitchy after being destroyed by other biped's explosion. It seems like the server kicks the clients that can't receive all the RCon messages and execute the necessary commands after that on time (this may only affect low performance computers).  
    Despite the limitations about this, I've automated as much as possible to make the process of syncing AI for a new map insanely faster than it was before, now just a dozen lines of code, or even less (actually, calls to other functions) can do all the job for themselves depending on the different amount of bipeds you include in a map.
  24. WaeV liked a post in a topic by EmmanuelCD in Off Ground Classic   
    Off Ground was my second multiplayer map I made back in 2015, it was shitty, broken, etc. Now it has returned with stock weapons and a new balaced layout in weapons and player spawns
    Sugestion was by The Culo\HCE Player TM to bring this map back
     
    Storm's video on my map
     
    Changes
    -No SMG
    -BSP
    -H3 Weapons to stock H1
    -Player Spawns
    -No SMG
    -Fixed issues with CTF
    -Fized lightning
    -Add SMG Easter Egg (basically Assualt rifle with SMG model and animations)
    -Did I said no OP SMG?
     
    PICs



     
    Final Lightmaps

     
     
    Download here
    https://mega.nz/#!WodxyKgQ!9qciCCzNVGt9aznlpoa52v7j53kVE1BsF03yIPQkhO8
     
    Credits Belong to
     + Me
     + Rock Candy for testing and putting a server
     + Bungie
     + Gearbox
  25. WaeV liked a post in a topic by EmmanuelCD in Off Ground Classic   
    Off Ground was my second multiplayer map I made back in 2015, it was shitty, broken, etc. Now it has returned with stock weapons and a new balaced layout in weapons and player spawns
    Sugestion was by The Culo\HCE Player TM to bring this map back
     
    Storm's video on my map
     
    Changes
    -No SMG
    -BSP
    -H3 Weapons to stock H1
    -Player Spawns
    -No SMG
    -Fixed issues with CTF
    -Fized lightning
    -Add SMG Easter Egg (basically Assualt rifle with SMG model and animations)
    -Did I said no OP SMG?
     
    PICs



     
    Final Lightmaps

     
     
    Download here
    https://mega.nz/#!WodxyKgQ!9qciCCzNVGt9aznlpoa52v7j53kVE1BsF03yIPQkhO8
     
    Credits Belong to
     + Me
     + Rock Candy for testing and putting a server
     + Bungie
     + Gearbox