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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
ShikuTeshi liked a post in a topic by Vuthakral in Halo MCC Feb 2021 Flight -- "Edge" full visual comparison
This thread is created solely for providing a full list of visual differences between the versions of the map "Edge" as we have seen it appear in Halo Online (the most popular build of ms23) versus the version we currently have in the Halo: The Master Chief Collection flight.
As one of the Seven documented people on the planet who actually likes this map, this map coming to Halo: The Master Chief Collection is a huge deal to me. While this map will undoubtedly play very awkwardly given it was designed with sprint in mind, it's always good to not see talented peoples' work go to waste.
This is going to be a very in-depth observational post discussing plain old differences in visuals, map geometry, engine tech, and etc.
But first, We need to talk about parallel universes cover a few bits of grounding information about "Edge" and it's original game.
"Edge" is a map originally from a cancelled free-to-play Halo game developed by Saber Interactive called "Halo Online" which was held in closed testing in Russia back in 2015 through the 4game service. Halo Online runs on a very heavily modified version of the Halo 3: ODST engine, which also has some new rendering features such as true HDR and screen space reflections just to name the ones relevant to this thread. As the version I will be drawing comparisons with compared to the MCC version is an old build of the game, some differences that may seem like missing objects are more likely to actually be updates.
All of these screenshots were taken & saved as a high quality PNG. I play both Halo Online & MCC with proper brightness configurations. Yes, I am one of those people who take my time to get those settings right.
All images shown in this thread will have Halo Online on the left side, and MCC on the right. (Or top/bottom on mobile) The point of this thread is by no means to berate the work that has gone into porting this map from Halo Online into the Master Chief Collection. It is solely to archive information on the port itself and any possible differences, bugs, or etc. Any technical terminology on my part ranges anywhere from "I solidly know what I'm talking about" to "I'm honestly just taking a guess here" as most of my knowledge with the Blam engine is from Halo Custom Edition & Halo 2 Vista.
Now, let me start by getting one big huge point out of the way immediately: The screen space reflections, and true HDR. One huge difference you are going to notice in almost every comparison immediately is that the images taken from Halo Online will generally appear to have much brighter environments. This is not due to any kind of bug in either game. It is a side-effect of engine differences. MCC Halo 3 multiplayer still uses Halo 3's Bloom & Fake HDR, whereas Halo Online uses Halo 3 ODST's rendering, which includes its true HDR. Colours overall in the MCC version are going to look a little drowned out the closer they are to white due to this. It's a very small difference, but it's very noticeable in some places. The other thing is that Halo Online had technology for screen space reflections in the engine. As far as I know, it's still the only version of the Blam engine to have this feature to this day. So you are going to be frequently noticing that images from Halo Online seem to have reflections absent in the MCC version. This should be considered normal. Below, the first image demonstrates both of these two major effects very obviously.
Comparing SSR & HDR
Note: In MCC, the map in general has a very thick fog along the interiors. This is undoubtedly a change made later in development after ms23.
Hammer / Rocket platform
Central Interior Entrance
In here if you're observant, you can probably notice the first issue present in this port. Bonus points if you can figure it out before I explain it further below.
Red Base Center Doorway
Interestingly, despite weapon spawns being changed, you can see the plasma grenades in both images above have not been altered in spawns at all. They even share the same angles.
Also, do not be fooled by how much darker this environment feels in MCC. It is entirely caused by the fog.
Red Base Central Overview
This is another comparison which helps show that the version of Edge present in MCC is from a later version of the map than what was in ms23.
If you look about the central iconic formation, in Halo Online it causes a sharp line in the lightmap, whereas by the time it reached the version ported to MCC, this was fixed.
Red Base Corner Overview
The most notable difference is the removal of the panel decoration above the doorway, which actually still has its glow visible in the lightmap.
Personal note: If it were up to me, I'd have this map's lightmaps re-run before pushing this into MCC solely because of issues like this, among others you will see further down.
Skybox, Vegetation, and Fog Downgrades. Cliff Shader Upgrades.
Now, I can already safely assume the exact reason for the downgrades: Performance. If you were around trying to play Halo Online (either legitimately through 4game or otherwise),
if you were running on anything other than a modern NVIDIA & Intel combo this map probably crashed or lagged A LOT for you.
Edge was bar none the most unoptimized map during this time period, so it only makes sense that elements like vegetation & the skybox were cut back to save performance.
In terms of upgrades, it is plainly obvious that the cliffs themselves have gotten some very nice material overhauls.
The skybox of Edge is undoubtedly marred the most by the lack of Halo Online's lighting. High tones in the clouds, sun, and volumetrics went from white to grey, and as a result even made some of the clouds nearly invisible against the backdrop. I'm unsure if the lens flare plainly visible in MCC is a side-effect of Halo 3's sun, or was an intentional change later in development of Edge for Halo Online.
Personal note: I do hope that with MCC being able to run this map a lot more stabily, we can see the return of all the extra skybox & foliage details from the old version of this map.
Red Base Central Sword/Rocket Platform Overlook
Blue Hall to Outer Center
Blue & Red Base Back Wall
The forcefield floor in here seems to be missing its team-coloured tint. I have a feeling this has to do with the next comparison.
Central Platform Forcefield Floor
Notice how on the edge of the floor that in Halo Online the shader fades out around it? This leads me to one of two assumptions:
1) These shaders are tied to the wrong shader type, which does not fade around geometry edges & does not support colour change
2) The shader IS set, but does not function correctly in MCC. (more likely). Note how in earlier images, this shader seemingly disappears when viewed from a near-parallel angle in MCC.
Gravity Lift Exit
Here we can see one of the very few real differences in the bsp between these versions. The wall is roughly 1/3 taller than in ms23.
Also, note the forcefield rendering differently.
Bottom of the Central Room
Obviously enough, these details were removed due to performance concerns. While I'm not sure just how much of a save this would have made, if any, there's really no other logical way of thinking about why these details would have been removed.
Top of the Central Room
Some odd object lighting errors up there.
ShikuTeshi liked a post in a topic by Zatarita in OC Tutorial Contest
Today marks OC's 9th birthday, so lemme preface by saying:
Happy 9 years, OC!
Thank you for providing this awesome platform c:
We love you, you'll always be our valentine.
Let's celebrate with the..
2021 Tutorial Competition
With MCC modding becoming more popular, plus some new faces coming to the scene. I was hoping we could get some new information flowing. I've teamed up with some of the people here at OC so we could help share some knowledge, and have some fun at the same time. We've pooled together a prize pool, and are going to follow a three-tier system:
1st place: $50 2nd place: $35 3rd place: $15 Payments will be in USD via PayPal.
1. All posts need to be made at OC.
- The method of distributing the prize money will be handled through one channel. Mitigating potential issues, and also lending credibility by having a third party.
- A consistent platform makes this easier. If you're new, follow this link to create an account c: we don't bite.
2. All posts need to be prefixed with "[TC21]" in the title. This lets us know that the post wishes to be included in judging.
- eg "[TC21] Halo Reach - Changing vehicle animations".
3. All posts need to be put into their appropriate subforum.
- Halo CE, Halo MCC, Halo Software Extensions, etc.
- If the subject spans multiple subforums. Just choose the one that is best suited.
4. Aggregate material is allowed. Feel free to make a YouTube video or reference other external info.
5. You are allowed to edit your submission, but final submissions are march 14th.
6. Multiple submissions ARE allowed; HOWEVER, an individual may only win once (you can't get second AND third).
7. The tutorials may span any halo game. However in order for the judges to be able to test, PC is the target architecture.
8. Tutorials should be new, dating after Feb 14 2021.
Grading will follow a 1 - 10 scale. There are 4 judges. Each one of us will accumulate an average score based on the following categories:
Conciseness: How well you are able to explain the subject at hand in a way that is understandable, but not so verbose that the reader gets lost in a sea of words. We want to make sure that all of the information is there; however, you don't want to bloat the information. Take advantage of aggregate material when possible. Don't misinterpret though: length alone wont effect your score; lengthy digressions will. Organization: How well the information is structured. In hopes of being a bit more inclusive, this does not include grammar. If there is a language barrier, don't be discouraged. The community or myself can try to help and make suggestions for edits if it's unreadable, if we're able to follow along. The information is what's important. Your score will be determined by how the data is presented, and how we're guided to progress through it. Relevance: We want to be trying to move forward. While there is nothing to say you CAN'T do a meta swapping tutorial in 2021; I would highly recommend against it. It's a gambit, either you create the "one and only meta swapping tutorial that ever needed to exist", or "another meta swapping tutorial". To avoid this issue I would advise to try and keep it relevant. Community interaction: How willing you are to answer follow up questions, and edit mistakes. Take advantage of being able to edit your submission to give the best one possible before the deadline.
Any questions can be replied to here.
And remember to have fun c:
Tucker933 liked a post in a topic by ShikuTeshi in Discord - full player mute within a voice channel
Yeah. So I guess make that meeting room a place where nobody can talk in unless they have the appropriate roll. They'll still be allowed to be in there and listen in. But unless they have the specified roles they can't speak in there.
From there you can just give whoever you want speaking the speaker role.
I don't know if you've ever messed with specialized permissions per channel but from what I understand that's exactly what you're looking for.
Permissions>@everyone>Speak set to disabled
Add a role to the channel and allow it to speak instead. You may need to make a new role specifically for this privilege. And it will only apply to said voice room. (just make sure not to click 'Sync Now' or it will apply the settings to all channels within a given category.
ShikuTeshi liked a post in a topic by Kavawuvi in Update: Widescreen fix update, bug fixes
The widescreen fix now has a new feature: centered mode. This will present the HUD in a 4:3 aspect ratio without stretching. To use this feature, pass "2" into chimera_widescreen_fix instead of "1" or "true". Note that it does not currently move the HUD text to the center. I'm going to be looking for a good way to do this.
In other news, @pR0Ps submitted a bug fix to Chimera that fixes an issue with non-ASCII paths in chimera.ini.
ShikuTeshi liked a post in a topic by PopeTX28 in Snowbind-PB
This is for the reclaimers map competition hosted by CE3. The map is a public beta.
The map is obviously an inspiration of the Halo 3 map Snowbound. I wanted to create a larger symetrical version of the map for CE. Plus, there aren't a lot of covenant maps. Overall, I'm highly satisfied with where this map is now.
Recommended Gametypes: CTF and Team Race. Please post any issues here as well, I eventually want to release a final version of this map, which will be 10x more prettier.
Thank you OC for remaining cool.
Link to the map file: Snowbind-PB.zip
ShikuTeshi liked a post in a topic by Fubih in Aerial
Aerial aims to redesign Halo: Combat Evolved to resemble Old School Arena shooters, introducing new gameplay through "launch" pads, pickups and a brand new weapon set.
Almost everything was recreated from the ground up, all the models, textures, shaders and animations. so I'm proud to finally share a release.
With that said, welcome to the arena!
There have been many changes over the development period of the mod, you can view some of them here.
Download: MEGA Updated to version 3 (19/01/2021)
Heavy Only game modes will spawn the Big Fuelrod Gun and the Chaingun.
This tagset uses specific weapons on spawn, should this be unwanted, they will be disabled if the server runs any gametype with the general starting equipment.
To enable the minimal HUD (recommended for 4:3 resolutions), make sure you are running Chimera alongside the console command chimera_split_screen_hud 1.
If you want to build your own map with this tagset then you can grab the full version below. it includes unseen goodies such as the machete and energy sword, and will be updated for singleplayer later.
Forerunner textures (03/02/2021)
Thanks to SBB for testing everything through out the years.
Particle effects are by Ifafudafi from The Silent Cartographer: Evolved team.
human weapon sounds are by Magmacow from GameBanana.
All other sounds come from Halo Online/Reach.
ShikuTeshi liked a post in a topic by Fig-Traxx in Issue with Halo CE
The issue is solved and now know how to fix this problem. I had to open windows explorer. Type %localappdata% into the address bar and hit enter. Go to VirtualStore/Program Files (x86)/Microsoft Games and delete the Halo Ce file. That's what fixed it for me. Thank you everyone for trying to help me figure it out.