Welcome to Open Carnage

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


  • Content count

  • Joined

  • Last visited

  • Raffle Tickets


Everything posted by Lambdacomplex

  1. https://mega.nz/#!pZJwCSRK!3WB1xUGRCGWtMiiD01EOppFV1f3IlAuJ5RP9V1zn3_k I ripped these long ago, models from a defunct MMO called UCGO a MMORPG created by DIMPS that died in early alpha that centered around the OYW of Mobile Suit Gundam. Two samples, the RX-78-1 Gundam prototype and a MS-14A Gelgoog. The packaged archive has a lot more suits from both EFF and Zeon as well as vehicles like the HLV and hovertruck. The textures are included but due to how UCGO handled colour presets they're in grayscale outside parts like the main camera. Weapon models are included in a bulk package.
  2. That's TF2 though isn't it, not vintage? Seems they're in a rut right now without any coders so they're just focusing on things they can fix in the meantime. They did have a gamenight of sorts and it was fun playing Seems their randomized still needs work since it doesn't give a new set on respawn and instead you have to visit a resupply cabinet for it.
  3. Well a friend pointed me towards this. It's a sourcemod that strips out all the visual clutter from TF2. Mod's called TF2 Vintage, seems to just be stock TF2 with stuff like airblast and building carry added on ontop of gamemodes that came later in TF2's lifespan. Only reason I'm actually talking about this is valve kinda killed community servers with the only servers really left being gimmick gamemodes like VSH, trade and idle servers and Skial. It looks like they're using a older build of TF2 because the code for things like payload isn't perfect, the HUD relies on the capture point HUD and some things are glitched and bugged like the high res building models causing crashes if destroyed. So far playing it though it's been fun. Nice to play TF2 again and each class feels like they're a bigger part of something and rely on each other. Not to mention I don't have to wade through a sea of really mish-mash hats and whatnot http://www.moddb.com/mods/team-fortress-2-vintage
  4. Eh I played that but the devs for classic started doing that "let's make our own content" things and it sounds great but a lot of the stuff is still broken and they claim the broken stuff is "fixed" but you just have to be part of their inner closed beta testing circle. Another thing was there was drama that kinda killed the community when some underage kid ran a server and started banning people left right and center for things like being a furry, liking undertale and other things. Then it turns out he's guilty of the same crap he's banning people for. Then to top it off that inner circle I mentioned got upset when vintage was created. To me classic got soured mainly because they stopped focusing on the "classic" aspect and focusing more and more on their deathmatch mode Still both are noteworthy in they're trying to do something unique. I just like Vintage a bit more because it's got that "simplistic beauty" with just stock where all the classes actually feel like they work well together
  5. So wait you just want Chaos Gulch? This seems like some HPC tier stuff honestly.
  6. Which I find funny since Termy started this didn't he? If any case if the ship goes down with Sehe and he's reluctant to release source code so someone else can carry the torch phasor and other offshoots might end up replacing it wholesale.
  7. sounds about fair. If I can be arsed I'll dig through an archived verison of the site. But that won't do much good since the files are hosted on site. so SEHE would have to give us a pack with everything
  8. I'd say archived builds of sapp as well as scripts that didn't get posted here. Frankly a good archive of any possible SAPP scripts might be good. Also Sehe any chance of putting back in the ability to control client lead server side so scripts like stable lead can be used again?
  9. IIRC the shark on hydrolosis actually just uses a modified origin point to "float" on the water. it's one of the cheapest options honestly. No idea what whoever made the boathog did, but every map I've seen it in it was a buggy mess
  10. That's an issue with the tag itself. The map separated by Admiral Bacon actually had a mini PoA on it that was set to not ping damage thus making the pilot invincible. You'd most likely have to edit the map and fix some tags to the desired values.
  11. I was making a very bad joke of it. Yeah the community for HCE is more or less on life support and I don't have much faith in the fan projects because focus is more on forge than any kind of EK.
  12. We'll see a slew of re-releases either from original authors or people who need Halo at 60FPS Halomaps will double in amount of files if not triple.
  13. Well aware of the site and the speed of posting there. Should take about a year till he responds :^)
  14. Now if only Sehe would make SAPP open sourced so we could re-add the ability to control leading server side. Still thanks for all the work over the years Btcc.
  15. Never overwrote anything. maybe I ought to check off "recursive" and just straight rip. Some of my memories on this issue are coming back and I believe at the time I got help from Kornman00 who told me it was an issue with the scoprion tags that come with HEK. I'll give this one more try on a clean install.
  16. EAX: 0x00000000 EBX: 0x05E80001 ECX: 0x00000000 EDX: 0x00000000 EDI: 0x0018A320 ESI: 0x00000000 EBP: 0x0018A1F8 ESP: 0x0018A1E8 EIP: 0x77930C52, 83 C4 04 C2 ????? EXCEPTION halt in \halopc\haloce\source\cache\cache_file_builder.c,#109: !((unsi gned long)scratch&31) Still getting this. Funny thing is I had this same error years ago but figured it out. Kinda wish I wrote down how I fixed it
  17. I tried to compile a renamed bloodgulch scenario but it didn't work. nothing but stock assets
  18. Nope the only error I get is the one at the very bottom where the EXCEPTION bit is. I had this exact same error ages ago and never posted how it was fixed leaving me in a pickle.
  19. Was digging around in some of my old files when I found this. the PB1 and PB2 of Gridlock, a unreleased and unfinished map by English Mobster. End bit from me is somehow eaten and part of the quote so yeah. Download: https://mega.nz/#F!1oEhiDLb!P0Yr3Yal9EaBvxiFUsYK6A Also included are some unreleased machinima maps, some really weird test maps a buddy gave to me also I think a beta of yoyorast Island V2 that has a script running at map launch that will CTD you if you don't input a beta code. Said beta code I have no idea since the map is from the time I was testing it with Inferno and Yoyoras
  20. Well this isn't my map. This is a map made by a friend of mine ages ago whose moved on from the scene and is highly likely they won't mind. As for the Turf BSP, it's actually the BSP from Domain Final. An earlier map done by English Mobster which I also tested (and released a beta you guys played IIRC) Also in the video I noticed a large empty room outside the map don't ask me what that was meant for because not even I know. There might have been more planned I dunno. I plan on actually trying to finish the map but until I can fix this age old issue 03.08.17 17:33:39 tool pc ---------------------------------------------- 03.08.17 17:33:39 reference function: _write_to_error_file 03.08.17 17:33:39 reference address: 42ca20 03.08.17 17:33:39 Couldn't read map file './toolbeta.map' 03.08.17 17:33:39 EAX: 0x00000000 03.08.17 17:33:39 EBX: 0x05EE0001 03.08.17 17:33:39 ECX: 0x00000000 03.08.17 17:33:39 EDX: 0x00000000 03.08.17 17:33:39 EDI: 0x0018A320 03.08.17 17:33:39 ESI: 0x00000000 03.08.17 17:33:39 EBP: 0x0018A1F8 03.08.17 17:33:39 ESP: 0x0018A1E8 03.08.17 17:33:39 EIP: 0x76FB0C52, 83 C4 04 C2 ????? 03.08.17 17:33:39 EXCEPTION halt in \halopc\haloce\source\cache\cache_file_builder.c,#109: !((unsigned long)scratch&31) It's going to be awhile. Actually with Altis finding out how to synch AI I also wanted to go back to say the Area 53 and 54 maps and get AI to synch. I think it would be nice to go back to those old maps with AI and try and rework them so people can actually play them.
  21. Was just trying to get a point across that the vast majority are stock, but good to see an exact number. It's just really depressing we went from a server list filled to the brim with custom maps to a few that maybe sometimes reach capacity.
  22. Shame that despite CE being a thing the list is like 98% of stockmaps played by hispanics with 300+ ping. Has anyone tried to circulate or maybe even talk to the server owners to inject a custom map or two into the rotation? Get them hooked on anything other than slayer on bloodgulch with infinite ammo?
  23. Forgive my necro, but was any progress made on this? a unified server list might help keep all three dying fanbases together.
  24. Scrounging my computer and some old file repos I have I;ve found some stuff non-Halo related. Probably gonna upload the PB2 of Gridlock to halomaps since it's mostly complete and it should give it more exposure.
  25. In any case hope people can find use for these. I think TLMP mindfuck is in there, if not I dunno. It's that map in the SAPP script request thread I mentioned as a reward for completion of the script. Oh on a side note, gridlock as is is mostly playable. Seems some polish just needed. but a majority of the map is playable