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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About DSalimander

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  1. I found a backup on my computer. Hope this helps anybody. AI_synchronization_scripts_by_IceCrow14_v.1.1.rar
  2. I had to do a workaround that accomplished this same result a few times for one of my scripts and hated it. Wasted variables and extra scripts to track the time. Very cool that this function exists. Nice work.
  3. Eye candy.
  4. Lovely work as usual. 9/10 How do you have time to do maps when you're so busy working overtime? Pros: The theme. Perfectly executed. Modeling and UVs, obviously. Xbox-like shaders. You know your target demographic well. Cliche but effective layout. Level as well as item placements. Cons: Outdoor lighting is too dark; indoor lighting is too saturated. I'm a big fan of dark moody ambiance but for juicy 2's action, it's just a tad too dark. Way too much scenery. Teleporter source and destination rotations are different, resulting in you coming out of the destination teleporters with sideways velocity. Personally, I didn't like the fog. The "secret" room.
  5. I've been out of the loop on MCC Reach news. Exactly how much can you mod this game? Is it easy? Can you get in trouble for modding the game? What methods did you use to do your mod? The 'moddability' of MCC Reach was a hot topic prior to release and now that it's out... how is it? Hope you don't mind me clogging your thread up with these questions. Maybe this info could be a separate thread.
  6. Anybody that preorders this will get stage 4 butt cancer.
  7. Well scenery mods don't sync over the internet. One of the first mods I ever made was a huge floating racetrack on Bloodgulch made entirely out of those logs. Halo could only render like half of it at any given time but it was still cool.
  8. Seeing you mention interpolation problems reminded me that a glitchy interpolation issue in newer builds kept me from trying the newest Chimera[s]. In general I'm lost with what's been added and can't remember what other bugs kept me from switching from -366. I looked around for a nice overview of all the commands/features/bugs of the latest Chimera. The OP is well formatted but needs updating. I checked Github since I assume you're probably more active there and saw that some of the command usage arguments/parameters/variables are a little vague. And I can't really tell if Github has the latest information either, but that might be because I'm unfamiliar with how Github works.
  9. Disclaimer: This is not meant to replace the normal way of doing teleporters. If you can, model the geometry in the BSP and use the teleporter_shield.scenery and teleporter_loop.sound_scenery tags in conjunction. I am only releasing this because I had to make it as part of a larger project [to be announced?] and the existing available 'telebox' scenerys are extremely poorly made. A pre-made teleporter entry that is meant to butt up against a wall. It contains everything you need, done properly. More info: This is a piece of scenery that combines what would normally be BSP geometry, with the teleporter_shield scenery, the teleporter_loop sound, and a non-dynamic light [because shaders that normally cast light won't do so when in scenery]. I have ensured that the shader applied to the geometry looks correct. The bounding radius is exact. The gizmo you use to move this piece of scenery around should correspond exactly to where you need to place the netgame teleporter flags, for added convenience. The extents of this telebox scenery are further than they should be on purpose so it can properly seal to the BSP and in-case the BSP wall isn't completely flat. Push the scenery back into the wall so it doesn't stick out too far but not so much that the wall behind it clips into the center of the telebox. Don't forget to run radiosity after placing scenery! Notice where the Sapien gizmo is for the scenery object. This will help you also place the netgame teleporter flags in the correct spot. Push the scenery this far into the rear wall if possible. It is much larger than it should be in case the wall is uneven such as a cliff wall. The bottom of the geometry also protrudes downward more than it needs to, but not as much. You shouldn't be placing these on extremely uneven ground anyway. This requires some tags not included in this release. All of these tags should have been included in the default installation of HEK. If you find the scenery is not working, you are probably missing these tags for some reason. Download: Telebox Scenery.zip
  10. For the server I help administrate, we disable sightjacking simply because it's a method of cheating. Nothing to look into there. But there is one huge downside to this- administrators cannot sightjack either. This is supposed to be fixed but it never was. Because of this, us administrators are handicapped against our will. We do not use the built in aimbot detection because there are known methods where trolls can get HAC2 to false positive on an innocent person and get them banned. Blaming server administrators for HAC2's deficiencies isn't fair.
  11. Or just include the required Refined tags within the release already.
  12. Good combination of ideas thrown into that, while building off of Echo77's recent release, nice. I was wanting to see what that skin looked like--applied to the model. Results are very interesting. I wish acquiring the HUD wasn't so convoluted.
  13. Gifted Minecraft to @Derj with some of the map contest money.
  14. Watched the Fantastic Four from 2015 to see if it really is as bad as they say. It is.