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Chimera (build 49)

108 posts in this topic
20 minutes ago, Cutt said:

What is a *disable multitexture overlays* feature and should I enable it? Using Chimera in SPV3 currently.

 

It disables the moving lines that appear in the original sniper HUD when in zoom.

 

Doesn't SPV3 use 'animated' reticles? If so, disabling multitexture overlays would prevent the reticles functioning properly.

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36 minutes ago, Cutt said:

Guys, complete newbie here and got a really silly question: 

 

What is a *disable multitexture overlays* feature and should I enable it? Using Chimera in SPV3 currently.

It's for stock maps, and the sniper rifle scope has a buggy scope because it implements multitexture overlays poorly. This disables MOs completely, which can break maps that properly use them.

 

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Also reporting a possible bug: when using sprint in SPV3 the weapons sway appears in 30fps sometimes.

 

Huge thanks to the developer and this community for continuing to improve Halo CE!

I tried fixing that to the best I can a while back. On the latest version, it usually isn't in 30 FPS, but it can happen. Also, thanks.


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I still can't believe you were able to get interpolation to work in FP. I'd love to get a general idea of how you even did it, since (I assume) FP assets aren't exactly [obj] tag classes in the memory, or are not easily accessed. I like to imagine the method must be relatively abstract.

 

On a potentially unrelated note in regards to Chimera, will interchangeable FP models in-game ever be a thing? I know you've made mention of it before in another thread, even making mention of writing some kind of app.

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6 hours ago, Bungie LLC said:

I still can't believe you were able to get interpolation to work in FP. I'd love to get a general idea of how you even did it, since (I assume) FP assets aren't exactly [obj] tag classes in the memory, or are not easily accessed. I like to imagine the method must be relatively abstract.

Someone gave me an address to where the FP model stuff is used and I mapped it out. It does use a different type of rotation, but MosesOfEgypt showed me the function for handling this with his FPS animation changer from his Python-based MEK and I converted it to C++ code and it works like a charm.

 

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On a potentially unrelated note in regards to Chimera, will interchangeable FP models in-game ever be a thing? I know you've made mention of it before in another thread, even making mention of writing some kind of app.

What do you mean?


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1 hour ago, MokouPrice said:

Did you remove the ADS function? The code doesnt work

For the time being I had to remove it due to it crashing on certain weapons on certain maps when certain things happened.


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On 9/11/2017 at 2:27 PM, 002 said:

What do you mean?

 

This is the post I was referencing: 

Now, with the experimental lua build of Chimera 45, us OpenSauce folks can experiment with SAPP scripting in our maps, and team-specific bipeds is something I've always wanted to take a shot at. However, there's a consistency issue with FP hands when you decide to set something up like spartans for one team, and elites for another.

I'd like to see about getting around that, if possible. Covenant weapons would be configured in such a way that their thirdperson weapon labels, and their first person animations, are set up for and only usable by elites, whereas the contrary applies for human weapons and the spartans. Then, somehow have two different FP models that the player will switch between depending on their team.

Edited by Bungie LLC

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4 hours ago, Bungie LLC said:

 

This is the post I was referencing: 

Now, with the experimental lua build of Chimera 45, us OpenSauce folks can experiment with SAPP scripting in our maps, and team-specific bipeds is something I've always wanted to take a shot at. However, there's a consistency issue with FP hands when you decide to set something up like spartans for one team, and elites for another.

I'd like to see about getting around that, if possible. Covenant weapons would be configured in such a way that their thirdperson weapon labels, and their first person animations, are set up for and only usable by elites, whereas the contrary applies for human weapons and the spartans. Then, somehow have two different FP models that the player will switch between depending on their team.

 

Chimera's Lua scripting isn't the same as SAPP scripting, but I suppose you could swap FP models.

 

And yes, only alpha builds will have Lua scripting until it's stabilized.


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I made a horrible mistake. I used "SAPP scripting" interchangeably with "lua scripting," without even realizing it. Sorry if that came off as foolish.

The idea is still the same, however, that with lua scripting features within this test build of Chimera, OpenSauce users can emulate what SAPP is currently capable of doing with lua scripting, unless that assumption is also incorrect. I understand there's a large difference between what is capable of being performed with a server-side application, and one of a host-and-play setup.

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1 hour ago, Bungie LLC said:

I made a horrible mistake. I used "SAPP scripting" interchangeably with "lua scripting," without even realizing it. Sorry if that came off as foolish.

The idea is still the same, however, that with lua scripting features within this test build of Chimera, OpenSauce users can emulate what SAPP is currently capable of doing with lua scripting, unless that assumption is also incorrect. I understand there's a large difference between what is capable of being performed with a server-side application, and one of a host-and-play setup.

Chimera's Lua scripting functionality is currently limited in terms of callbacks, but you do have full access to reading and writing to Halo's virtual memory like SAPP, thus you can edit tag data.

 

https://docs.google.com/document/d/1noKt8eTJE_8ozxT_RSbBYx2PPciw5hYOdxLgTm9fSyM/

 

aLTis has been the only person who has directly tested this, and he was able to do things like sync bipeds (he used console messages and rcon for this) as well as adding HUD swaying when walking.


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