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Added a new program to the Invader toolkit: invader-archive.


It works like invader-build except, rather than outputting a cache file, it outputs a .tar.xz file of the HEK tags that were used to build the map. This can be useful for distributing cache files as a set of tags, preserving the original tag data.


Want to test it? You can download a Windows build here: https://invader.opencarnage.net/builds/nightly/download-latest.html


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Added a new program to the Invader toolkit: invader-reverse-dependency.


This program takes a tag and finds every tag that depends on it. This is a slightly slow process, taking about 0.72 seconds on my PC to search through the entirety of the Gearbox campaign and multiplayer tags to find a given tag, so using it on many tags at once probably isn't recommended.

DSalimander likes this

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A few changes were made:

  • Invader is now version 0.2
  • invader-archive can now do single tags (-s)
  • invader-dependency (formerly invader-reverse-dependency) now lists the dependencies of a tag and indicates if they're broken
    • You can do reverse dependency checking, which will list all tags that depend on the tag (-r)
    • You can do recursive dependency checking, which will list all tags directly and indirectly referenced by the tag (-R)

As always, you can download Windows builds here: https://invader.opencarnage.net/builds/nightly/download-latest.html

ST34MF0X likes this

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Invader is now 0.3.0!


This is a major change to Invader. For one, Python is now required to build Invader. It is no longer an optional dependency.


Also, building a custom, non-stock cache file or a ui.map using custom resource maps (i.e. bitmaps.map, loc.map, sounds.map) will only be able to address a certain number of tags in the custom resource maps:

  • Multiplayer maps are limited to the number of resources in the stock Halo Custom Edition installation
  • Singleplayer maps are limited to the minimum number of resources in the resource maps invader-resource builds. Currently invader-resource only builds resource maps using purely retail tags, but an option to build a resource map with additional tags is planned

The reasoning for this is simple. Multiplayer maps have no need to access the extended resources and they shouldn't, anyway, as they may be distributed using a map downloader. Therefore, it is unsafe to assume that the user will have custom resource maps as, if they don't, the game will crash.


On the other hand, singleplayer maps are not typically distributed through a map downloader, so it is safer to use the extended resources, but I want to avoid an issue where people are forced to switch between different bitmaps.map, sounds.map, and loc.map files to use different singleplayer maps within the same maps folder. Therefore, only the stock maps or replacements for them can use custom resources beyond what was provided with the retail version of the game.


A more minor change: Command lists' BSPs are now calculated. This was actually 0.2.1's change, but I never announced it here on Open Carnage. So, it's getting included in the 0.3.0 announcement. This fixes a few issues with some campaign maps.


0.3.2: Fixed a bug with how resource data was counted, resulting in only half of the resource data being used for indexing when building cache files.

ST34MF0X and Tucker933 like this

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