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Kavawuvi

Chimera (build 49)

228 posts in this topic

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I posted this on the Chimera Discord as an announcement, but I figured it was important to put this here

Quote

I've been asked about reimplementing Halo Custom Edition's features. It's a great idea, but there are uncertainties involved with this.

 

For names over heads and gametype rules, this forces people to use hotkeys that, unlike Custom Edition, cannot be configured in the Halo settings. I've criticized HAC2 for doing this with things like FOV and custom HUD colors because it fucks me over intermittently in-game. These features will also be very difficult to implement without the source code, given my understanding of the game.

 

As for custom map support, it is true that I wrote a program called Sapphire which allowed HaloMD (a modification of the Mac version of the retail version of the game) to load Custom Edition maps. For anyone wondering, doing this is actually pretty easy:

  • Make Halo ignore the engine version in the header (offset 0x8)
  • Load the tag data into memory from the resource maps
  • Use an index to convert file offsets to retail

Also, there exists an open source mod for HaloMD made by Samuco that can make retail users join Custom Edition servers.

 

Having done some testing, there are numerous reasons against implementing these:

  • There exists a (very small) number of maps that crash on the retail version of the game but not on Halo Custom Edition. As an example, dmt-drug-bust doesn't work.
  • There are some very minor changes that have to be made to the tag data, and these may screw up maps that happen to use the same name as stock maps.
  • There may be some maps that reference external file offsets that are valid for an English copy of Halo Custom Edition but not the retail version of the game. Because people have been foolish enough to release protected maps, many of these will not work.

Halo's main problem has been that the game has been split between two communities: retail and Custom Edition. Unfortunately, even in 1.10, the problem still exists. Doing this would mostly solve the problem, but it may also be a bad idea for the above reasons. Thoughts?

 

chimera-20191018T012014Z.7z

 

Uh... Oops. My hand slipped!

 

Java, Sunstriker7 and Kinnet like this

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I've fixed a few interpolation problems, and I've reimplemented maps in RAM and map compression using Invader's map compression for this. Map downloading is coming soon, too, but I need msalerno1965 to set some things up, first.

 

If anyone wasn't aware, the password to the last build was cookies. I've decided to make this next one's problem simple: an arithmetic problem. I'll also include a PASSWORD.txt which will have hints to the password.

 

If you want the files, you will have to either:

    a) Compile Chimera from source (https://github.com/Kavawuvi/chimera)
    b) Solve the below question (NOTE: the question may change; answers will
       be posted on Open Carnage eventually)
    c) Get Chimera from somewhere else

Here's the question!

    What is 20 - 12 / 4(4 - 2) x 2
    
    Note: x is multiplication and / is division. Order of operations matters.

Note: All answers only contain lowercase letters and numbers.

 

Also, when Chimera goes into open alpha, I'll stop requiring a password.

 

Until then, good luck.

 

chimera-20191113T185645Z.7z

 

UPDATE: I fixed a bug where servers weren't joinable if you had maps in RAM enabled.

Edited by Kavawuvi

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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.

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4 hours ago, DSalimander said:

Seeing you mention interpolation problems reminded me that a glitchy interpolation issue in newer builds kept me from trying the newest Chimera. 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.

The OP only applies to build 49 of Chimera. Technically this is not the latest version, and the version on GitHub is actually almost completely rewritten.


I originally kept build 49 here as a sort of "stable" release, and all builds after that were newer versions but were less tested. When I start posting a public alpha of 1.0, I'll update the OP.

 

4 hours ago, DSalimander said:

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

0-1. I suppose I could put that in the description.

 

Quote

No idea what this command wants-
chimera_deadzones [deadzones]

0-1, where 1 = stick is all the way out and 0 = stick is in the center. I suppose I could put that in the description.

 

Quote

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

It doesn't take any arguments. It simply turns on a bunch of features at once.

 

Quote

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

50 = 50 degrees horizontal - Use this if you don't plan on changing aspect ratios.

 

50v = 50 degrees vertical - Basically, it automatically adjusts horizontal FOV so the vertical FOV calculates to 50 degrees. Use this if you switch between aspect ratios (e.g. 16:9 fullscreen and 32:9 splitscreen).

 

auto = Use this if you want your game to look like the Xbox version's FOV.

 

Quote

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

It's basically just a scale, where 1 = 1x, 2 = 2x, etc.

 

1 = LODs appear as designed in the map

2 = Higher quality LODs will start to appear at half their pixel threshold

4 = Higher quality LODs will start to appear at a quarter of their pixel threshold

 

There isn't any ideal value for this, though. The problem is that if you set this to anything higher than 1, then glitches like the headless chief glitch can appear when you play The Pillar of Autumn. Therefore, it's probably better to not touch this unless you just play multiplayer and you find LOD pop-in to be annoying, or you don't care about the headless chief glitch. So, I suppose if you just play multiplayer, you could set it to 10 and you'll always see the highest LODs of objects with no pop-in.

 

Quote

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>

I'm still not quite sure how I plan on taking <player> as an argument.

 

Anyway, thanks, I'll look into updating the readme.

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I've implemented map downloading.

 

With widescreen fix:

W65DBlG.png


Without widescreen fix:

Va44GOi.png

 

Hopefully a build will be posted soon, as, for the most part, this feature is complete. I'm waiting on msalerno1965 to finish, so I've been using a friend's HTTP server and some stock maps for testing.

Tucker933 and ST34MF0X like this

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