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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


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Everything posted by DSalimander

  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.
  15. I don't recall shitposting and bumping old threads, but ok...
  16. Butter The remnant of an old refinery now serves as a location for your duels. By DSalimander 7-27-19 Use its intricate layout and verticality to your advantage. Don't lose track of your enemy in the spaghetti. Designed for Deathmatch... I mean Slayer. The other gametypes are great too! Thank You: Testing/Ideas - Hasuku, Hirsute, Derj, Pfhunkie Most Halo Tags - Fubih's Dredwerkz PB4 [featuring m00kz, SBB and their subs, aLTis, Aquilum, Xylodrin] Pickup Icon Tags - m00kz's UT2K4 Map Pack for Halo CE Original Level Design - Alexander Lehmann, Epicgames: Unreal Tournament 2004 To quote Fubih, the author of Project Aerial's Dredwerkz PB4, the tags feel like gameplay from Unreal, Doom, and Quake. This map, Butter, uses a newly modified version of those tags. The level itself is a light remodel of Unreal Tournament 2004's Deathmatch 1on1 map, Roughinery. [Beta test was nicknamed Smoothery.] Player mobility has been retweaked, which complement the map's features. Instead of throwing grenades, you have an alternate firing mode for your gun. It's more useful than you think. The backpacked weapon you spawn with is called the Shield Gun. Charge up it's alternate fire and release it at the ground and jump. You just jumped higher. Failure to jump higher sometimes means you can't navigate some parts of the map. Keep this in mind before throwing "that useless thing" away. Slanted surfaces give you a small speed boost. Some slanted surfaces with a special animated illumination strip will help you boost even higher when you run against them. There is a Redeemer that spawns on a ledge every four minutes. Keep an eye out for it. This was the development topic and public beta: Notable changes since beta: Corrected Flak Cannon ammo pickup model/textures. Increased player control in air. Rebalanced Minigun damage. Fixed bounding radius of many items in tagset. Full quality radiosity. Renamed. Download: https://opencarnage.net/applications/core/interface/file/attachment.php?id=994
  17. Nice to meet you too.
  18. This is going to piss so many people off. I love it. Next do a fix for the double melee glitch.
  19. Is this a new version of https://haloce3.com/downloads/ui/ddlc-styled-ui-for-hce/ ? That old version had a bug where the polka-dots would disappear if you used Open Sauce IIRC.
  20. 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/
  21. 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.
  22. Quality content. "it's a must have"
  23. 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?