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


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Everything posted by ST34MF0X

  1. It's just Halo Retail with some ReShade post-processing and the debug camera. I am forcing integer scaling and anti-aliasing as well as applying fake bounce-lighting, depth-of-field, and such.
  2. About TiaraCE is an open-source, cross-platform reimplementation of the Halo Custom Edition engine, written in C++. The primary goal of this project is to bring the Halo Custom Edition engine to 64-bit operating systems and to free the engine from the limitations imposed by the original closed engine. The secondary goal is to correct design flaws and bugs that plagued the original engine, and to extend the modding capabilities of this new engine. The tertiary goal is to put the engine code in the hands of the community. This will help facilitate the development of new modding and mapping tools, and as a result afford more freedom of creativity to the community as a whole. FAQ Q: Is TiaraCE a mod? A: No. Q: Is TiaraCE a standalone game? A: No. Q: What is TiaraCE? A: TiaraCE is an open-source, cross-platform reimplementation of the Halo Custom Edition engine. Q: What can I do with TiaraCE? A: TiaraCE will let you play maps made for Halo Custom Edition on Windows, Mac, and Linux, and allow you to connect to servers for online play. You'll also be able to host your own servers within a feature-rich dedicated server. Q: Will TiaraCE support HAC2? A: No. You won't need it. All of HAC2's features will be built into TiaraCE after the release of TiaraCE v.1.0. The same applies to SAPP and Chimera. Q: Will you add X feature? A: Any and all enhancement features will be added after the release of TiaraCE v.1.0. Until then, we are focusing on 1:1 compatibility with Halo Custom Edition. Q: Can I test the it? A: As of the time of writing, we are still in the research stage and laying out the fundamentals. You can become a tester, but you'll have to wait a while before there will be anything to test. Q: Can I help with the project? A: If you know C++, feel free to show us a portfolio or a sample of your work, and we'll see if we can hook you up. If you can't code, you can always sign up as a tester, or you can help us with research on the inner workings of Halo Custom Edition's engine. Links TiaraCE GitHub Reposirories Project Task List/Road Map TiaraCE Official Discord Channel Website (Under Construction) Icons
  3. Excellent! We could definitely use a few more hands on deck, so your enthusiasm is very much welcome! If you haven't already, please fell free to join our DIscord server.
  4. Hello, everyone. I realize it has been a long time since anything has been posted in here, and I feel I owe you all an explanation. As it turns out, people don't like to contribute code to a project that has no or little code. This has led to an endless cycle of no code being added because there is no code, but there's no code so none is added. Thanks to @Kavawuvi, that cycle is now broken. As some of you may know, Kavawuvi has started his own project, Dark Circlet, which he has generously offered as a component of TiaraCE and will likely serve as a basis for many more Halo-related projects, going forward. At this time, however, he has moved his focus back to completing Chimera, and will return to working on Dark Circlet once he feels he can dedicate the time. Thank you for your time, and I hope to have some more news in the near future. ~Aaron Morris
  5. Thank you! The time-frame is not set in stone, as work is sporadic and rare, at the moment. My assumption is that the completion of a renderer and core logic loop would result in an exponential jump in development pace and progress. Only time will tell.
  6. And then, as per-usual, they'll blame the fans. Probably also say some nonsense about Halo being "unfit" for PC or some shit, as well.
  7. He will be missed. His legacy will be enlightenment and the quest for knowledge. May he rest in peace.
  8. Necropost: Sorry if this has been asked a million times already, but are you still working on this? If so, would Chimera help at all?
  9. The pistol should probably be holstered with the grip facing backward, but this is epic, otherwise!
  10. Here's an OSX icon I made custom. It is quite visible on both light and dark Discord themes. OSX_icon.7z
  11. "The tinkers toil as the bells toll eleven.

    Seven tinkers twiddling their fingers and building their dog of war.


    When suddenly, at last, they saw their works and what their hands hath wrought.


    Feast your eyes upon the beast of flesh and iron in pure macabre delight.


    Walks like a man but looks like a statue.


    Alas, the tinkers are not yet vindicated.


    They must assemble the world.


    A world of metal and flesh and war in the name of some long forgotten quarrel.


  12. I will do my best to answer any questions you might have regarding TiaraCE and the project as a whole.
  13. Since TiaraCE is an open-source project, the codebase can be used by the community to create anything they wish. This includes a whole new generation of modding and mapping tools. We could even open a repository for these tools and call it the Tiara Editing Kit, or TEK for short.
  14. Great questions! Yes, the editing will be somewhat similar to how things already worked, but just a bit more streamlined and less limited. As for exceptions 002 has already implemented far better exception handling than stock Halo CE has. Basically, if you were playing using the client and an exception occurs, the game will jump to the UI map instead of outright crashing.
  15. Something awesome, this way comes.


    What could it be...?

    To be continued.



    1. tarikja



      It's me


  16. Quick update! I've listed a few of the people in our task list/road map. This should better indicate progress to the public. Link is in the original post.
  17. Summerhill, by Kevin Frane. Pretty damned decent science-fiction.
  18. We cannot simply make random code and expect it to work exactly like the original engine. It takes a lot of research and reverse-engineering work and documentation to start on any code whatsoever. As of the time of typing this response, we are still in the research stage. Some initial code, like the map parser, is stored in separate repositories until such a time that the code is ready to be added to the main repo. The good news is that we are getting closer every day to having the documentation we need to actually start on the majority of the engine's code. Be patient, and we will start the long process of populating the repo with usable code. TL:DR: We are making lots of progress in the research department, which we need in order to develop. It's all behind the scenes, right now. To see just how much has to be researched for a project like this, have a look at the roadmap. Almost everything marked "TODO" is still in the process of being researched.
  19. Glad to be of help. We aim to keep backwards compatibility in our engine. People should refrain from creating forks that use non-standard features and instead should make feature requests or pull requests to the official repository. If somebody creates these non-standard custom branches anyway, one should be warned to use them at their own risk.
  20. Excellent questions. Yes, new shaders and materials will be possible in TiaraCE through GLSL and a shader preset system, soon after the release of TiaraCE v.1.0. This would allow for enhancing the look of existing maps without necessarily editing the maps themselves, although you could if you wanted to. Some of the bugs and development oversights like the way flashlights and fog volumes worked will likely be corrected before the 1.0 release. As for bitmaps, it will be possible to use PNG, TGA, JPG, and BMP format images in TCE maps. Because of this, things like normal maps, specular maps, and alpha masks could be done in-engine thanks to the aforementioned shader system. These are just some of our plans for the TiaraCE client. However, it is important to note that we are starting with the core engine and dedicated server (v.0.9), as those are easier to implement, and much of the code used will be used to create the client. Basically, once we have the first two, the client will take far less time to develop, since most of the work will be done by that point.
  21. Hello, everybody! I'm SteamFox. I've been a player of Halo Custom Edition on and off since around 2009. I've always loved modding games or attempting to create my own, and started off with Doom (1993) modding. I really liked being able to alter a game's graphics, sounds, levels, and even game mechanics. I've never done any sort of modding for HCE, but always was intrigued by the idea. Fast forward to present-day, I still tinker with game design and some light modding, but have mostly moved to simple Python programs and BASH scripts. I had been a lurker in the dark here for a while, admiring some of the work done here. I joined in order to ask questions and congratulate some of the users here. I'm learning C++ and intend to eventually learn more. I recently attempted to get into Halo modding, but most of the tolls do not work for me or crash constantly. Thanks to the issues I am faced with, as well as the need for a proper HCE for Mac and/or Linux, I chose to start up the TiaraCE project. I'll likely start a dedicated topic for Tiara, as it is not all that relevant to my joining the Open Carnage Forums.
  22. This sounds like a really good idea. We have some people working on a website for the project, but it's unfinished at the moment, and needs quite some work. Besides that, having a place here would solve our lack of a proper forum.
  23. Thanks! Really hoping to get more involved with things, in the near future.