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nil

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  1. Reginasaurus liked a post in a topic by nil in Has anybody here made their own games?   
    I've programmed two finished video games, around 8 or so incomplete/prototyped games that have some fun value, and 3 or so failed attempts that have no play value. I've utilized OpenGL, Panda3D, Unity, some TI calculator API. Suck at art. Like modding, but probably to a greater extent, it widens your view on game design, and teaches the difficulty of actually getting something done. Not really interested in writing 'em anymore.
  2. nil liked a post in a topic by WaeV in Quickbeam   
    New logo! =D




    "I should have finished this damn thing years ago"


    After struggling with the Spyder shell for some time, I snapped and said "screw it, I'm just embedding Sublime Text like I did for the demo video". I want Quickbeam to be something *I* enjoy using, and every other option just sucked too much. Fortunately, this means that we'll get loads of features with essentially zero effort on my part: lightning fast auto-completion, great syntax highlighting, and a kickass scrollbar thing (one of Sublime's signature features). Also it's way fewer megabytes than Spyder.
    Unfortunately, Sublime Text isn't totally free software. It's a free download (nagware), and strictly speaking I don't think I'm allowed to redistribute it without asking permission. However, it's easy enough for each of you to download it individually (I may require you to do this in the future). You'd just have to extract it and drop the folder somewhere.
    Ironically, the (nearing) final product hardly looks different from the demo I showed off in September 2013. (It's improved internally though, trust me)

    September 2013 for comparison
    I have a few more things I'd like to fix up. (And bring back, such as the docking I had before. Fortunately it's easier to revert code than to write it from scratch ) Docking Example:
    And there's some stuff to do on the backend, too. Unfortunately converting Sparky's plugins didn't work out. I mean it worked, but the names all suck after I'm done converting them.
    "projectile_projectile", "camera_collision_and_autoaim_collision_ground_friction_scale_modifier", "unit_new_hud_interfaces_defaultsolo_player_hud_multiplayer_hud", "alpha_outputs_output_ab_cd_mux_sum", and "_z" are among some of the resulting names.
    However I will be including Sparky's plugins (original, converted, and the converter program) as a reference. The default plugins will be neat, tidy, and officially supported.
    It looks like a lot, but notice there are fewer red tasks, at least!
    Todo List

    [in Progress] Sublime Text enhancements
    [ ] Author a plugin which, upon launch, closes all old tabs and opens a fresh REPL.
    [ ] Augment SublimeREPL to append Halolib's location to the hosted Python's sys.path
    [ ] Color scheme enhancements?

    [in Progress] Plugins -- Only the coolest and/or most common parts of popular plugins
    [bipd] model, collision, weapon references. run speed, jump height, misc flags.
    [Effe] spawned object references.
    [Proj] model, collision, effect references. speed.
    [Vehi] model, collision, flashlight references. driver string, speed, misc flags.
    [Weap] model, collision, projectile references. magazine size, rate of fire, misc numbers.

    [in Progress] Find missing offsets
    [ ] WMKillHandler for Halo PC
    [ ] WMKillHandler for Halo CE

    [Planned] Mirror Edits to Disk
    [ ] Open the map in memory, then also open its counterpart in the MAPS folder. Mirror changes from memory to disk.


    Postponed until after first release
    [Planned] Tag Research
    [ ] Reference detector (for mapping purposes; don't rely on this alone)
    [ ] Reflexives detector
    [ ] Extract known locations from Sparky's plugins
    [ ] Chart accounted-for areas, identify missing reflexives (if any)
    [ ] Rebuilding?

    [Postponed] Plugins -- Parts that were too hard to implement quickly
    [ ] TBD

    [in Progress] Main window enhancements
    [ ] Finish Dockability
    [ ] Rearrange Halo viewport to support PC/CE and dockability
    [ ] Change REPL to support dockability
    [Postponed] Embedded-window enhancements
    [ ] Fix clipping when the window is really small (hard, but it will be fun )
  3. nil liked a post in a topic by Kavawuvi in Misc HPC Development   
    I've never written a Lisp parser, so the best I could give you is checking if there are the same number of left parentheses as there are right. I'd probably also have to account for each and every function, and there are a lot of functions.
  4. Tucker933 liked a post in a topic by nil in Need Help in Java   
    To give some clarification and hopefully not confuse:
     
    What really happens behind the scenes,
    public void setBirdType(String birdType) { ... } turns into something like..
    public void BirdSighting_setBirdType(BirdSighting this, String birdType) { ... } and
    BirdSighting birdSighting = new BirdSighting(); birdSighting.setBirdType("falcon"); turns into something like...
    BirdSighting birdSighting = new BirdSighting(); BirdSighting_setBirdType(birdSighting, "falcon"); Remember, you can create multiple BirdSighting's. Hopefully this helps..
     
    [edit]
    And what may be puzzling you more perhaps, is that in get* methods, you leave out 'this'. But you are allowed to do public int getDay() { return this.day; }. If you just type "day", Java will automatically turn that into "this.day". You shouldn't omit "this." in your set* methods though, because the parameters to the function passed in have the same name -- and it's a little confusing to tell a local variable and instance variable apart without specifying 'this'.
  5. Tucker933 liked a post in a topic by nil in Need Help in Java   
    To give some clarification and hopefully not confuse:
     
    What really happens behind the scenes,
    public void setBirdType(String birdType) { ... } turns into something like..
    public void BirdSighting_setBirdType(BirdSighting this, String birdType) { ... } and
    BirdSighting birdSighting = new BirdSighting(); birdSighting.setBirdType("falcon"); turns into something like...
    BirdSighting birdSighting = new BirdSighting(); BirdSighting_setBirdType(birdSighting, "falcon"); Remember, you can create multiple BirdSighting's. Hopefully this helps..
     
    [edit]
    And what may be puzzling you more perhaps, is that in get* methods, you leave out 'this'. But you are allowed to do public int getDay() { return this.day; }. If you just type "day", Java will automatically turn that into "this.day". You shouldn't omit "this." in your set* methods though, because the parameters to the function passed in have the same name -- and it's a little confusing to tell a local variable and instance variable apart without specifying 'this'.
  6. Reginasaurus liked a post in a topic by nil in Has anybody here made their own games?   
    I've programmed two finished video games, around 8 or so incomplete/prototyped games that have some fun value, and 3 or so failed attempts that have no play value. I've utilized OpenGL, Panda3D, Unity, some TI calculator API. Suck at art. Like modding, but probably to a greater extent, it widens your view on game design, and teaches the difficulty of actually getting something done. Not really interested in writing 'em anymore.
  7. nil liked a post in a topic by Kavawuvi in HaloMD - Intel Graphics Renderer   
    Just typed this up. I got some of this information from http://www.euclideanspace.com and some from people in #macgamingmods IRC. Know that the last two columns of the matrix are backwards, the matrix has two rows instead of three, and pitch seems to be negative, so a lot of stuff I had to figure out on my own.
     

    #include <math.h> typedef struct Orientation { float yaw; float pitch; float roll; } Orientation; Orientation getObjectsOrientation(void *object) { float matrix_00 = *(float *)(object + 0x74); //float matrix_01 = *(float *)(object + 0x78); //float matrix_02 = *(float *)(object + 0x7C); float matrix_10 = *(float *)(object + 0x80); float matrix_11 = *(float *)(object + 0x84); float matrix_12 = *(float *)(object + 0x88); Orientation orient; orient.pitch = asin(matrix_10) * -1; orient.roll = atan(matrix_11 / matrix_12 * -1); orient.yaw = acos(matrix_00 / cos(orient.pitch)); return orient; } http://protonnebula.com/misc-files/vids/spinning.mp4
  8. Reginasaurus liked a post in a topic by nil in Has anybody here made their own games?   
    I've programmed two finished video games, around 8 or so incomplete/prototyped games that have some fun value, and 3 or so failed attempts that have no play value. I've utilized OpenGL, Panda3D, Unity, some TI calculator API. Suck at art. Like modding, but probably to a greater extent, it widens your view on game design, and teaches the difficulty of actually getting something done. Not really interested in writing 'em anymore.
  9. nil liked a post in a topic by Samuco in HaloMD - Intel Graphics Renderer   
    Managed to render a GLSL teapot into blood gulch (not related to any map objects)

     
    Managed to... sortof... render over map objects

  10. nil liked a post in a topic by Deafboy91 in Halo: FTW   
    Hi all,
    Pepness Project presents a whole collection of first version FTW series before FTW2.
    The FTW collection contains all maps (except sound.map) as .map file in .rar which completed a total re-skin for both campaign and multiplayer maps.
    Full details in original post: halomods read only archive.
    Credits: Pepness Project (Pepsi + Nessa) along with other contributors.
    If you want to upload other hosting as mirror (no paid per download please). I will gladly to add more mirror links.
     
    Downloads: MEGA
    *.rar file size is about 400MB
    Screenshots gallery
    imgur (compressed after uploaded)
    minus (uncompressed; full quality)
     
    OP Note: I posted here for archive purposes. I found whole collection in .rar sitting in my external HDD for years. So recently I extracted this maps to folder for nostalgia. 
  11. nil liked a post in a topic by Samuco in Misc HPC Development   
    Next version is in development

  12. nil liked a post in a topic by DeadHamster in Nolead for Phasor   
    What I'm trying to say is that it's confusing as ****. To somebody who isn't a programmer, console commands aren't always the most self explanatory thing. Some people aren't as quick to grasp the idea of 1=On/True, 0=off/false, so now you're throwing that at the them with the additional option to add any other number after it as well.
    The point of adding set is to differentiate the SETTING of your lagtime with the ACTIVATION of the no-lead script. WHY would you combine those two features into a single command, except to confuse people? While we're on the topic; BLAM Script Bible, look there. Is there ANY command in Halo's default command list that serves a dual purpose of both activating a function and setting it's value? No there's not, because that's confusing as ****.
    Additionally and unrelated, it's backwards to the way I would see it. If I just added the No-Lead mod to my server, my thoughts are that to activate this new feature, I would need to set the command to 1 (true). You're setting the feature (not having to lead) on by default solely because you named the command /lead like the SAPP version did. Once again, just bad design there IMO.
    Waev here is a programmer, he's writing new software to do realtime collaborative memory editing on Halo maps. The average Halo user has no idea what the hell any of the stuff he's doing means, or how it's done. Even then, it took Waev a few minutes to figure out what was going on here because of how counter-intuitive the setup of the command is. If it took him so long to piece it together, how's your target demographic of the average halo user going to fare, while they're ingame playing and not on a forum actually reading the explanation.
    I'm not targeting you for this, or blaming you, I'm just explaining my perspective. You did this as a favor using someone else's pre-existing code and basing it off an existing (apparently poorly set up) feature in competing software. I thank you very much for it, just explaining what I'm seeing here when I look at it and how I would have done it differently.
  13. nil liked a post in a topic by TCK in Zeus   
    >my H1 program will cost money
    >actually it will be given to the winner of a contest I made
    >only by proving yourself mature and responsible can you get my H1 program source code
     
    Stop the cringe. Please.
     
    If you want a real response though, here's something you don't understand: the reason we use community-released tools is not usually that we need more tools; it's because they are available and we like each other and want to encourage each other. If you make your tool intentionally difficult to get, and climb on a high horse of arbitration, we'll just ignore you. Nobody feels the need to prove themself to you, and nobody is going to claw at any steel doors to get your program.
  14. nil liked a post in a topic by Kavawuvi in What did you do today?   
    I voted for the first time.

    It was easy. The right answers are the ones that say "Democrat" on them.
  15. Floofies liked a post in a topic by nil in Question about my old hard drive   
    I learned this the hard way a long time ago, though it was interesting how long I could re-use a failing HD =) [i did it twice!]
     
    I do a few things now that I didn't used to before:
     
    1) Not leaving my computer 24/7 running for server/internet connected related tasks..
    2) Buying a new computer around 3-4 year mark for obtaining a fresh new HD.
    3) Using an automated backup to drive solution (time machine in my case)
  16. Kavawuvi liked a post in a topic by nil in Hackers hold 7 million Dropbox passwords ransom   
    Not when it is effortless in creating such passwords, and when you don't have to memorize them. The biggest restriction for me really is how many characters a service allows my password to be.
  17. Kavawuvi liked a post in a topic by nil in Hackers hold 7 million Dropbox passwords ransom   
    Not when it is effortless in creating such passwords, and when you don't have to memorize them. The biggest restriction for me really is how many characters a service allows my password to be.
  18. Kavawuvi liked a post in a topic by nil in how do you pronounce "gif"?   
    The more common example is giraffe. I actually had no idea Giles was pronounced with a soft g, although it makes sense since Guiles isn't.
  19. swamp liked a post in a topic by nil in iPhone 6 Plus Bending in Users' Pockets   
    Apple has already reported that the reports of people bending their phone were over exaggerated (i.e, 9 people complained to them.); nothing new here..
     
    002: last I recall you barely even used a phone so maybe your opinion is a little biased, and you probably wouldn't want any smart phone either.
     
    But you are thinking of it as just a phone.. I think of it as a good portable computer that fits in my pocket, and with a good app ecosystem to boot.
  20. swamp liked a post in a topic by nil in iPhone 6 Plus Bending in Users' Pockets   
    Apple has already reported that the reports of people bending their phone were over exaggerated (i.e, 9 people complained to them.); nothing new here..
     
    002: last I recall you barely even used a phone so maybe your opinion is a little biased, and you probably wouldn't want any smart phone either.
     
    But you are thinking of it as just a phone.. I think of it as a good portable computer that fits in my pocket, and with a good app ecosystem to boot.
  21. WaeV liked a post in a topic by nil in AHK Scripting   
    It's better to say what you actually want to do since what you want to do could be possible even if an AHK alternative does not exist.
  22. nil liked a post in a topic by Kavawuvi in Flare Gametype Editor   
    Flare is a gametype editor meant for server owners who hate using Halo's gametype editor to edit every single gametype. Halo's gametype editor is adequate for most purposes, but navigating through it is slow, and being only able to edit gametypes in the savegames folder makes it a bigger pain to transfer gametypes to a server. This program does not require gametypes to be in a savegames folder, it is organized with efficiency in mind, it is more expansive than Halo PC's gametype editor, and can make gametypes that are simultaneously compatible with Halo PC (including Halo PC for the Mac and HaloMD) and Halo CE.

    It supports only Windows 7, Windows 8, and OS X 10.7 or higher. I can't guarantee it'll work on Windows XP because Microsoft considered it dead on April 8, 2014.
     
    To point out the main features that this gametype editor has over Halo's built-in gametype editor:
    More customizable game variants; much more freedom over your gametype than the stock gametype editor Support for up to 7 vehicles for one type of vehicle on one side of the map rather than 4, if the map supports it Game variants will work on both versions of Halo rather than the version that it was created in  
    If you're using Windows and -path is not set in the Halo executable's arguments, your gametypes are stored in a default path relative to your documents folder. In OS X, it's always going to be relative to your documents folder.
     
    On Windows, it's at: Home Folder > Documents > My Games > Halo (or Halo Custom Edition) > savegames
    On OS X, it's at: Home Folder > Documents > Halo (or HLMD for HaloMD) > savegames

    Remember that the file name of all gametypes is blam.lst, and they must be placed in a folder inside the savegames folder. The folder can be any name, but you'll want to have it be the same name as your gametype to avoid confusion.

    Download (Windows - 1.2.3) - Flare - 1.2.3 - Windows.zip
    Download (OS X - 1.2.1) - Flare - 1.2.1 - OS X.zip

    Old Versions (Windows):


    You are allowed to mirror these files, but you must know that it can update any time.

    Let me know if there are any issues or bugs. Remember that Halo cannot show you nonstandard settings in its gametype editor, and Halo CE will be unable to show nonstandard settings in F2. By nonstandard, I mean like having 120% health or 25 point Juggernaut or even 100 kill Team Slayer.
  23. Floofies liked a post in a topic by nil in Web Browser?   
    Make sure you're using html5, not Flash for YouTube videos. Used to use camino at one point insanely long time ago.
  24. nil liked a post in a topic by WaeV in .map documentation   
    Well, there's the writeup I made here for starters. There's a link at the top for Grenadiac's documentation for the mapfile format. There's also a lot of available source code:
     
    My "load_map" method here is based on Modzy's Open Halo Parser. It includes reading from Halo's memory, but doesn't support Trial. It's about 120 lines of Python.
     
    Zero2's Deathstar is open source, and unlike Quickbeam the whole project is grokkable in one sitting (assuming you understand C). Here is the header file for the interesting bits, and here's the implementation.
     
    There's also dirk's SDMHaloMapLoader, but he wrote it in an awful hurry, just to prove a point. Zero2's code is similar (both are written in C) but more cleaned up and full-featured.
  25. nil liked a post in a topic by Mr.Panos in Web Browser?   
    As an Apple Maniac, I always use Safari. It is my default web browser on my desktops, on my iPad, on my iPhone and on my iPads. Safari's performance is the best and it always gets improved. For example, with OS X Yosemite, Apple will also introduce new features and design for Safari.
    Of course, I have used most of the modern web browsers. Google Chrome has a wide variety of useful features, while Firefox is very fast. Comodo Browser tries to focus on security and safety, that's why many people use it while they visit their Paypal or their Credit Card e-page.