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Kavawuvi

Kavawuvi's Development Topic

Since I work on a lot of stuff, I figured it might be a good idea to talk about some of that stuff in a topic like this. I'll post screenshots and other stuff as I work, and you guys can comment on how bad you think the bugs will be.

 

Current projects in development
 

Chimera

This is a mod for Halo Custom Edition which provides a number of fixed and/or enhancements to the game.

Supports: Windows, Linux (through Wine 3.0 or newer)
 


 

Salamander

This is a .JMS exporter for Blender, adding an item into the Export menu for exporting .jms files. The resulting .JMS files can be fed into tool.exe to produce levels and models. This provides a way to make levels on your PC without requiring you to spend lots of money, have a student e-mail account, or commit piracy.

Supports: Windows, Linux
 


 

Invader

This is a program and library that builds cache files and tags and may be used in a number of my (or your) projects in the future.

Supports: Windows, Linux

 


 

xLAN

This is a program which can be used to tunnel Xbox system link connections over a wide range of Ethernet networks. Connections are peer-to-peer and do not require any master server, though a master server is an option for your convenience. It currently supports Windows, but Linux support is being worked on.

Supports: Windows only; Linux support is being worked on
 


 

Slipspace Launcher

This is a launcher for Halo which gives a variety of options to choose from without having to create a shortcut, allowing you to manage multiple Halo installations with convenience as well as check and/or join your HAC2 bookmarks directly without needing to be in-game to do so.

Supports: Windows, Linux (through Wine 3.0 or newer)
 

 

  


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Some may have noticed I do not have anything supported on macOS that is listed right now. This is because I no longer intend to release anything I make on macOS, and this can be summed up to three reasons.

 

The main reason is because Apple has announced that they are dropping 32-bit support (HaloMD is 32-bit) as well as deprecating OpenGL support (HaloMD uses OpenGL; when Apple "deprecates" something, it means they will eventually drop it). Essentially, this means Halo on Mac, as we know it, will be dead very soon. Developing for something that is going to be dead very much soon, considering few people will use it, is a waste of time.

 

A second reason is because my MacBook Air is basically dying now, and I cannot afford a new Mac, nor would I want to spend the “Apple tax” that Apple is known for dropping on their customers. This means that I cannot adequately test my software, and compiling for it becomes a hassle on its own. I could get someone else to test it like I have been doing with some builds, but this is also a hassle, too, plus few people actually would be able to.

 

Lastly, I do not support Apple’s practices as of late. I used to use their products, having grown up with an iMac and an iPod Classic and then graduating from high school owning a MacBook Air. However, they have changed greatly since Steve Jobs’s passing and not for the better. I cannot trust their products. I would say that they are walking down a path that could eventually be their undoing in the PC market.

 

In fact, that last statement could be said for Microsoft, too, especially with Windows 10 betraying my trust in more ways than even Apple did. I’d love to drop Windows support, in fact. Unfortunately, most people in this community use Windows, so doing that would be foolish. Also, I have to endure dealing with Windows 10 for another year at least for my own reasons, and that also annoys the hell out of me.

 

Anyway, back on topic: I don’t have the time, money, or patience to support macOS with my software. Therefore, to run any software I have compiled, you will need a Linux or Windows instance, either via dual booting or a virtual machine. Fortunately, much of my software is or will be open source, meaning you may be able to compile some software with little to no effort and run that on your Mac, but I will not assist you.

Vaporeon and Tucker933 like this

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I decided to benchmark Invader by building tutorial.map. While this map is not representative of what most people build, it is the example map that comes with the Halo Editing Kit, meaning this is repeatable by anyone. Each number is based on an average of five runs after running it once to cache everything.

 

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As you can see, tool.exe is much slower than Invader, taking over a second on average. This slowness will matter a lot more if you are building much bigger maps.

 

You may also notice that there are three different Invader numbers: one for Linux, one for 32-bit Windows, and one for 64-bit Windows.

  • On Windows, the 64-bit version takes around 10% less time to build tutorial.map than the 32-bit Windows build. I probably won't release a 32-bit binary, anyway, because there's no reason to support it.
  • The Linux build takes 54% less time than the Windows build, and it takes nearly 80% less time than tool.exe. That 54% reduction might be down to a number of things: a less bloated operating system, better I/O, and no Antimalware Service Executable most likely contribute.
Tucker933 and ST34MF0X like this

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