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DSalimander

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Posts posted by DSalimander


  1. 16 hours ago, Kavawuvi said:

    I'm surprised servers don't have super badass log forts like this, instead opting for some really silly healthpack teleporters, instead.

    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.


  2. 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.

     

    Spoiler

     

    Does this want 0-1 decimal values or 0-255 integer values-
    chimera_console_prompt_color [<red> <green> <blue>]

     

    No idea what this command wants-
    chimera_deadzones [deadzones]

     

    I assume this is supposed to be a boolean toggle but it doesn't say-
    chimera_block_all_bullshit

     

    Reading the description on this one really confuses me-
    chimera_fov [fov]

     

    This sort of makes sense but a better idea of ideal values could help-
    chimera_model_detail [detail]

     

    For this one, I would specify that it's the index you want, not the name. I see that's why you used angle brackets on it but that's pretty subtle-
    chimera_player_info <player>

     

    Stupid nitpiky stuff but whatever.

     

    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.

    Kavawuvi likes this

  3. 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.

    Kavawuvi likes this

  4. 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.


  5. There are many places that have collections of tutorials but the most OG collection I can confidently recommend is TheGhost's. With that said, you will need a 3d modeling program and that's the most difficult part. Most people use a copy of 3ds Max via student licence but there is a free alternative called Blender as well. For image editing, you can use GIMP or find an old outdated version of Photoshop, version CS2, which was released for free.

     

    Other tutorial collections:

    https://opencarnage.net/index.php?/forum/63-halo-ce-modding-tutorials/

    http://www.modacity.net/forums/showthread.php?18957-The-Ultimate-Halo-CE-Tutorial-Index

    http://hce.halomaps.org/index.cfm?pg=1&sid=23

    https://haloce3.com/tutorial-index/

    Tucker933 likes this

  6. I wouldn't say there's a lack of interest but rather you're covering all the bases so well that there isn't anything to do but like your posts. As is with your past projects, most bugs reported are already known and praising for the sake of showing interest can get old quick. Keep doing what you're doing.


  7. 1 hour ago, Krazychic said:

    I actually tested the map before going to bed last night and found the wind noise overbearing

    I tried to replicate Sidewinder but I used a different sound environment tag. I've never considered this before but possibly the sound environment tag makes the overall volume louder? I always assumed it was just for EAX stuff like echo/reverb. Can anybody confirm?


  8. The type of fog you're thinking of is inside a .fog tag, not the .sky.

     

    So this problem you are seeing is because of that sky. Specifically the model it uses. You need to swap it for another or modify it yourself somehow. Consider moving to Halo Custom Edition if you really want to create cool looking maps easily.

    Tucker933 and Kavawuvi like this