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Kavawuvi

Chimera (build 49)

187 posts in this topic

Build -556

 

Hi there, great work as always. One annoying thing... the red damage indicator arrows have been centred 4:3 with your widescreen fix enabled. Can you put the left and right arrows back over to the far left and right?

 

Could you also have an option to have the Carnage Report and "game join" image to be stretched if desired? It doesn't look so bad stretched on 16:9, imo, and that's what I'm used to, having them 4:3 looks a little less consistent.

 

EDIT: another unintended consequence, the grey chat bar is centred 4:3 too, could you stop it from being chopped off at either end?

 

EDIT 2: UUI Halo sign doesn't centre properly with your widescreen fix.

 

Also, critical bug: disabling mouse acceleration makes vehicle (hog at least) mouse movement while in a seat cause the screen to go completely grey or white. Exiting the vehicle doesn't fix this

 

 

Edited by Zetren

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clua_version = 2.04;

set_callback("tick", "OnTick");
set_callback("command", "OnCommand");
set_callback("map load", "OnMapLoad");
--set_callback("","");

musicPlayer = false; --this controls whether the music player is off or on

skipSong = false; --this allows the player to skip a song in the playlist

songCount = 6; --amount of songs in the playlist

--used for array access

minSongs = 0; 
maxSongs = songCount - 1;

isPlaying = false; --checks to see if a song is playing or not. Controlled by tick count.

tickCount = 0; --used to determine if a song is over or not.

songSelection = nil; --used for array access

SONGS = --playlist
{
    [0] = " twisted_metal\\music\\loops\\dragula ",
    [1] = " twisted_metal\\music\\loops\\gentlemenStartYourWeapons ",
    [2] = " twisted_metal\\music\\loops\\objectIdentified ",
    [3] = " twisted_metal\\music\\loops\\raceToDestruction ",
    [4] = " twisted_metal\\music\\loops\\ready2Die ",
    [5] = " twisted_metal\\music\\loops\\readySetDestroy ",
}

--to calculate song lengths: 
-- given a song length of 3:15 as an example.
-- 1. Multiply 3 * 60 (since there are 180 seconds in 3 minutes)
-- 2. add + 15 (since there are 15 additional seconds in the song
-- 3. multiply the entire result by 30 (since there are 30 ticks in one second)
-- RESULT: (3 * 60 + 15) * 30 for a 3:15 long song.

SONGLENGTHS = --lengths of each song in the playlist. They align with their respective slots in SONGS
{
    [0] = (4 * 60 + 37) * 30, --8310
    [1] = (3 * 60 + 23) * 30, --6090
    [2] = (3 * 60 + 9) * 30, --5670
    [3] = (3 * 60 + 17) * 30, --5910
    [4] = (3 * 60 + 50) * 30, --6900
    [5] = (3 * 60 + 37) * 30, --6510
    
}

function OnTick()

    if musicPlayer then --if player wants music

            if isPlaying == false then --if a song is not playing
                --pick a random song to play,
                math.randomseed(os.time());
                songSelection = math.random(minSongs,maxSongs);
                --and play the song
                playMusic(songSelection, 1);
                isPlaying = true;
            else --if a song is playing
                if tickCount >= SONGLENGTHS[songSelection] or skipSong == true then --if the song has ended or the player wants to skip the song
                    --stop the music.
                    tickCount = 0;
                    playMusic(songSelection, 0);
                    isPlaying = false;
                    skipSong = false;
                else --if the song has not ended
                    --increment the tick count. 
                    tickCount = tickCount + 1;
                    --console_out(tickCount);
                end
            end
    else --if the player does not want music
            for i = 0, maxSongs do
               playMusic(i, 0); --safely stop all songs from playing.
            end
            isPlaying = false;

    end

end

function playMusic(songSelection, toggle) --playMusic is a utility function
        
        if toggle == 1 then
            execute_script("sound_looping_start"..SONGS[songSelection].."none 1");
        else
            execute_script("sound_looping_stop"..SONGS[songSelection]);
        end
end

function OnCommand(command)
    if command.sub(command,0,4) == "play" then --if the command is play
        musicPlayer = true; --turn on the music player
        return false
    elseif command.sub(command,0,4) == "stop" then --if the command is stop
        musicPlayer = false; --turn off the music player
        return false;
    elseif command.sub(command,0,4) == "skip" and musicPlayer == true then --if the command is skip
        skipSong = true; --skip the song
        return false;
    else
        return true;
    end
end

A music player that I made for Chimera.

 

Hopefully someone will find it useful! 

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On 2/17/2018 at 10:23 PM, Zetren said:

Build -556

 

Also, critical bug: disabling mouse acceleration makes vehicle (hog at least) mouse movement while in a seat cause the screen to go completely grey or white. Exiting the vehicle doesn't fix this

 

 

Same problem here, but holy crap it works! Finally a real fix to that annoying acceleration after all these years. Much appreciated.

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On 2/17/2018 at 4:23 PM, Zetren said:

Also, critical bug: disabling mouse acceleration makes vehicle (hog at least) mouse movement while in a seat cause the screen to go completely grey or white. Exiting the vehicle doesn't fix this

 

12 hours ago, iNTERFACE said:

Same problem here, but holy crap it works! Finally a real fix to that annoying acceleration after all these years. Much appreciated.

 

Oh yeah, I fixed this five days ago. The build with the fix is on the Chimera Discord. I'll also post it here: chimera_build_-560.7z

 

I'll be posting another build with lots more features sometime within the next day or two.

ST34MF0X, Zetren and Sunstriker7 like this

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Idk what it is but the settings i typically use aren't working properly anymore, up until ver 544 everything wus fine but now im getting random drops and skipping :v

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Posted (edited)

Could someone please explain the retail map compatibility feature? I did everything that was instructed but the game doesn't seem to be doing anything in regards to patching the maps.

 

I already have all the campaign maps that I compiled myself but this seems like a nice feature that I'd like to try.

 

On 3/3/2018 at 10:28 PM, Huey said:

Idk what it is but the settings i typically use aren't working properly anymore, up until ver 544 everything wus fine but now im getting random drops and skipping :v

I've also noticed this but haven't been able to replicate it in awhile.

 

Edited by Ghost901

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7 hours ago, Ghost901 said:

Could someone please explain the retail map compatibility feature? I did everything that was instructed but the game doesn't seem to be doing anything in regards to patching the maps.

 

I already have all the campaign maps that I compiled myself but this seems like a nice feature that I'd like to try.

 

I've also noticed this but haven't been able to replicate it in awhile.

 

Presently, you also need a thing I made called Monolith, as it allows Chimera to load before Halo loads bitmaps.map and sounds.map.

 

 

On 3/3/2018 at 10:28 PM, Huey said:

Idk what it is but the settings i typically use aren't working properly anymore, up until ver 544 everything wus fine but now im getting random drops and skipping :v

 

7 hours ago, Ghost901 said:

I've also noticed this but haven't been able to replicate it in awhile.

 

I can't say I've ever experienced this issue on either vanilla or with Chimera, even on my lowly 5-year-old MacBook Air which uses a 2 GHz dual-core CPU and integrated graphics - stuff that was low end even when it came out.


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6 hours ago, Kavawuvi said:

Presently, you also need a thing I made called Monolith, as it allows Chimera to load before Halo loads bitmaps.map and sounds.map.

 

I can't say I've ever experienced this issue on either vanilla or with Chimera, even on my lowly 5-year-old MacBook Air which uses a 2 GHz dual-core CPU and integrated graphics - stuff that was low end even when it came out.

It's not the ordinary type of stuttering since the frame rate doesn't drop at all. It's as if I had used the "chimera_interpolate_predict" command. As if the camera was moving slow than the player.

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5 minutes ago, Ghost901 said:

It's not the ordinary type of stuttering since the frame rate doesn't drop at all. It's as if I had used the "chimera_interpolate_predict" command. Like if the camera was moving slow than the player.

As I said, I cannot reproduce the issue. I've been looking into seeing if I can ever since it was first reported, and I will continue to look into it, but if I can't reproduce it, I don't know how to fix it, as I don't know what  to fix.

 

Until then, I suggest uninstalling Chimera and waiting until I fix it (assuming I ever figure out how to reproduce it and then fix it). Sorry!


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7 minutes ago, Kavawuvi said:

As I said, I cannot reproduce the issue. I've been looking into seeing if I can ever since it was first reported, and I will continue to look into it, but if I can't reproduce it, I don't know how to fix it, as I don't know what  to fix.

 

Until then, I suggest uninstalling Chimera and waiting until I fix it (assuming I ever figure out how to reproduce it and then fix it). Sorry!

Well, It's not really much of a problem for me since I haven't experienced it in quite a while. It was on build -560 I believe.

 

Only reason I didn't report it then was because I couldn't reproduce it again.

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