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Joined: Jan 28, 2015 02:11 PM
Last Post: Jan 9, 2018 11:08 PM
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Website: http://opencarnage.net
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What Games do you play: Halo is not a game, it is real life, so it should be treated as such.
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002 has contributed to 58 posts out of 466889 total posts (.01%) in 1,241 days (.05 posts per day).

20 Most recent posts:
Halo CE General Discussion » Questions About OpenSauce Jan 9, 2018 11:08 PM (Total replies: 2)

If you seriously must use the retail version of the game for some strange reason, HAC2 has a fov command:

fov new_fov_in_degrees



I'd imagine it's possible to get something playable, even making it play very similar to the original game, but you'd need to throw around a lot of workarounds.

Graphics and model geometry would have to be dumbed down. Halo CE's shaders are limited, and the engine itself has limitations on particles and BSP polygons. Too many on-screen objects will cause the frame rate to tank due to poor optimization. There is not much you can do about this.

Physics obviously won't be the same. In Halo CE, it's almost as if looking at a warthog too hard will kill you. Perhaps it would be possible to scale this damage more properly, though.

Recreating cutscenes 1:1 would no doubt be extremely time consuming, and some elements may need to be improvised to make up for this nearly 16-and-a-half-year-old video game's limited set of assets.

I've talked to altis about Halo CE scripting and, according to him, the Halo CE scripting engine is very limited. However, he's demonstrated some pretty interesting things with early versions of the Lua interpreter in Chimera. For instance, he made a demo of him being able to see his legs when you run. According to him, Lua is a lot better in things like logic and looping, and my Lua interpreter allows you access to Halo's memory as well as the ability to spawn arbitrary objects.

I imagine if I were to go back to working on Lua scripting with Chimera, I could add a drop_weapon and assign_weapon function, and you would be able to, more or less, make proper dual wielding out of this by spawning/despawning a dual version of a weapon and changing the ammo directly.

If you need to use more than two grenade types, there is Open Sauce, but you could also be able to do this with Lua scripting as well by changing the grenade HUD interface, grenade count, and grenade projectile dynamically when players change grenades.

For a Halo 3-style health/shield system, you could use Lua scripting to heal players over time when the player's shield is full.

However, I'm not sure if tool.exe would actually be willing to go through with putting these ginormous assets (BSPs, textures, sounds, etc.) in one map file, even if they were dumbed down. It wouldn't surprise me if some maps ended up having to be split up into multiple parts.

With a Halo CE engine augmented with a new scripting system to work around Halo's limited scripting system, as well as 1-3 cache files per map, cut-down graphics, and Halo CE's notoriously bad physics, sure it's possible after months or years of painstakingly remaking all of the cutscenes and scripting from Halo 3. However, in that amount of time, you could have started a decent indie game and made a lot of money off of it.

Not only would this be a ginormous waste of time, but no matter how hard you try, you wouldn't get the original Halo 3 experience, and people would no doubt heavily criticize you for this. Still, I think it would be pretty cool if someone did this.


I don't know very much about Halo mapping/scripting in Custom Edition. I just make mods. However, this is my personal analysis. Take it as you will.
Edited by 002 on Jan 2, 2018 at 01:49 PM

Halo CE General Discussion » How do I block interpolation on my server? Dec 30, 2017 07:10 PM (Total replies: 26)

Quote: --- Original message by: Jam
Quote: --- Original message by: MosesofEgypt
I'll admit, I wasn't aware of the wireframe mode, however I still think you need to just get over it. I really just don't care enough to argue my point, and I'm pretty sure most everyone else here feels similarly.


wireframe can be used on chimera even if hac2 (halo ANTICHEAT) blocks wireframe giving anyone wallhacking abilities that aren't blocked by sapp.

Chimera is bypassing an ANTICHEAT therefore it is a CHEAT!! 002 is making CHEATS and doesn't care about the community and the fact he hasn't defended himself proves this


I do not need to defend myself, because the HAC2 and Chimera topics speak for themselves.

Quote: https://opencarnage.net/index.php?/topic/6916-chimera-build-49/&page=14
chimera_wireframe was added. This enables wireframe mode, but only if you're not in a dedicated server. This command exists to bypass HAC2's blocking of rasterizer_wireframe, even when used for legitimate reasons.

Quote: https://opencarnage.net/index.php?/topic/1487-hac2-client/
Halo Anticheat 2 is a new mod, supporting all versions of both Halo CE and Halo PC. Download is at the very end of the post.

Despite the name, there's no anticheat in this build. This release is an alpha/preview to gather feedback on some of the features and a chance to get them tested on a wider array of machine configurations. Expect there to be bugs and gripes; removing them is the point of this alpha/preview release.


The fact I haven't defended myself is literally meaningless in your argument - literally, because it only means I don't care about your argument. The only reason I bothered making this post is because people keep bringing it up on Discord.

If you do not like people having access to interpolation due to an unfair advantage (however slight it may be), then I suggest playing Halo: The Master Chief Collection for the Xbox One console. It's $39.99 (plus the price of Xbox Live and an Xbox One), and everyone gets interpolation. Or, if you hate interpolation entirely, try playing the original Xbox version of the game and invite your friends over. You can buy an Xbox and a Halo: Combat Evolved disc for pretty cheap off of eBay. Or don't play online where people can have advantages. Either way, you'll be happy.

Have a good day, Jam.

Edited by 002 on Dec 30, 2017 at 07:12 PM

Halo CE General Discussion » How do I block interpolation on my server? Dec 22, 2017 11:26 AM (Total replies: 26)

Quote: --- Original message by: KVOND

Following your kind of mentality, why not lock FOV or Graphic settings like explosions and banning config.txt modifications such as DART for everyone uh?
Edited by KVOND on Dec 14, 2017 at 03:57 PM


Presently, Chimera doesn't lock particles or DART, but it can report their status to the server if the server is running a certain unreleased mod.

The only valid reason to turn off particles is to hide explosions, giving you a gameplay advantage over those who have them off. If you turn them off because you don't want to see the particles from weapons, Chimera can turn those off without affecting other effects.

Also, don't tell me your PC is old or too slow for particles. My late-2012 MacBook Air, a laptop that was pretty low-end graphically even when it came out, can handle Halo at 720p 100 FPS max settings with chimera_interpolate set to high (8). If your PC is so much slower than a 5-year-old low-end Mac that it can't even handle the Low particles setting, then upgrade; you have much bigger problems than a particles setting.

As for DART, yes, it does make the camo a little more visible, but I'm not anal over that as what some are, as this can be mitigated easily.

Halo CE General Discussion » How do I block interpolation on my server? Dec 15, 2017 03:55 PM (Total replies: 26)

Quote: --- Original message by: R93_Sniper

Quote: --- Original message by: 002

I am planning on open sourcing Chimera in the near future. After I do so, you will be able to remove interpolation, yourself. You can then dispatch this modified code to everyone who joins your server and set a password on your server so people who have the official version cannot join.

Hope that solves your problem.


I feel like you shouldnt bother allowing that. If people want to turn off interpolation, it should be clientside. Having a serverside restriction for whats effectively a cosmetic mod does nothing helpful to anyone
Edited by R93_Sniper on Dec 15, 2017 at 03:33 PM


What I am saying is that Jam can simply download the source code and modify it, then give it to clients. Why someone would actually want to download Chimera without one of its key features is beyond my comprehension, of course.

While I won't disallow it, I'm not going to support such mods, either.

Edited by 002 on Dec 15, 2017 at 03:56 PM

Halo CE General Discussion » How do I block interpolation on my server? Dec 15, 2017 01:55 PM (Total replies: 26)

I am planning on open sourcing Chimera in the near future. After I do so, you will be able to remove interpolation, yourself. You can then dispatch this modified code to everyone who joins your server and set a password on your server so people who have the official version cannot join.

Hope that solves your problem.

Edited by 002 on Dec 15, 2017 at 01:55 PM


Quote: --- Original message by: lolslayer
I find 30 fps completely playable, but 60 FPS just feels great to play with


Sure, 30 FPS is playable, and many people are fine with settling for it if their hardware cannot handle a higher frame rate even at lower settings.

I prefer 60 due to higher responsiveness and the overall better gameplay experience, and I'd even play the game at the lowest settings if my PC couldn't handle the game at 60 FPS just to squeeze as much FPS as I could.


Quote: --- Original message by: OrangeJuice
I tend to just lock most new games at 24fps or 30 because they usually have item-for-item-for-object motionblur


I don't know what an item-for-item-for-object is, but I turn off motion blur whenever I see the option to do so. For me, it looks bad regardless of what frame rate the game is running at, and I prefer the framerate uncapped and running at whatever it runs at unless the game engine craps out (e.g. Skyrim). I suppose this is person-to-person, though.


Quote: --- Original message by: OrangeJuice
I dislike the soap opera effect that comes from trying to smooth out lower-framerates.


If you're talking about an actually low frame rate, you're best off playing at a low native frame rate than at a higher fake, processed frame rate, or you'd basically kill whatever responsiveness you had.

If you're talking about a low tick rate like Halo's 30 ticks per second being played back at higher framerates, maybe? I'm not sure where you'd experience this, but I suppose this is another person-to-person thing. Personally, I find it easier to track enemies when I can clearly see where they're moving.


Quote: --- Original message by: sparky
So does this change the game clock speed to 1/60th of a second also, or is it merely interpolating animations, as in, anti-aliasing them so that it is still at 30 frames per second but with divided frames?


The game and physics are still 30 ticks per second. It'd be awesome if I could make it 60, and at one point I did try this, but the result was that the netcode broke down when you'd exceed 34 ticks per second, and it'd take way too much work to remake the animations in 60 FPS properly as well as change physics and stuff to work properly in 60 FPS.

It merely takes the position and rotation of each model node and positions them based on how much time has passed since the previous tick. The animations themselves are unaffected. This requires less work and it scales up to any frame rate.

Edited by 002 on Aug 18, 2017 at 04:58 PM

Halo CE General Discussion » Cannot join most of the servers Aug 15, 2017 02:16 PM (Total replies: 14)

Quote: --- Original message by: MEGA_VKNG

Am I a troll or is Halo full of retards who threaten each other over the stupidest things ever? Maybe I wouldn't be saying Halo is dead if this community didn't focus on trying to remove everyone from it. Of course, anyone who's modded this game for more than 4-5 or even 10 years has too big of an ego to care that users are up and leaving because of how toxic and disgusting this community is.
Edited by MEGA_VKNG on Aug 15, 2017 at 12:07 AM

If you think Halo is dead, why do you waste your time here? Because you're a troll.

As for if Halo is full of "retards who threaten each other over the stupidest things ever", that's only the worst of this game's community, and this is not an aspect unique to Halo. Most people who play Halo just play Halo or mod Halo, not troll online websites where people actually help each other.

So yeah, I'd say you're a troll. Case closed.

Edited by 002 on Aug 15, 2017 at 02:20 PM

Halo CE General Discussion » Cannot join most of the servers Aug 14, 2017 11:18 PM (Total replies: 14)

Quote: --- Original message by: lolslayer

Quote: --- Original message by: MEGA_VKNG
Maybe it's a message to stop playing halo.


Take your depression elsewhere and let us enjoy what we want to enjoy, k thx
Edited by lolslayer on Aug 14, 2017 at 07:03 PM


If it wasn't obvious, that's a troll. Someone who isn't a troll wouldn't spend their time on a Halo modding site telling people that Halo is dead or that people should stop playing it. If you want to get rid of trolls, you should stop reacting to them.


One current issue with chimera_interpolate is that it's pretty CPU intensive, so the level of interpolation will be granular on a scale of 0 to 9. You can also specify using either "off", "low", "medium", "high", and "ultra" as well.

If you want an idea of how much of a performance hit each setting does, these values were recorded using FRAPS in The Silent Cartographer's opening cinematic:



If you have a potato CPU from before Windows 7 was released, you'll likely be sticking to low or medium. Otherwise, even the Haswell Pentium G3250 should be able to use 8 or 9 without issue. I'll be trying to optimize it even further, but I can't give any promises.


Quote: --- Original message by: Spartan314
Is chimera_interpolation only present in build 33?

There is a very early version of it, yes. It should work, but it might make maps like h3 foundry not work quite right. On stock maps, it should still be an improvement.

edit (August 16): I released Chimera build 38. This has first person interpolation (finally). Get it at https://opencarnage.net/index.php?/topic/6916-chimera-build-38/




Edited by 002 on Aug 16, 2017 at 10:29 PM


Quote: --- Original message by: Leo74800

I found a bug on the map a10 with Chimera build 33 (alpha 34)

The bug appears when chimera_block_lod is set to 1

http://zupimages.net/up/17/30/frdg.png

http://zupimages.net/up/17/30/cghf.png

http://zupimages.net/up/17/30/qnph.png

http://zupimages.net/up/17/30/bkzs.png
Edited by Leo74800 on Jul 23, 2017 at 09:39 PM


That appears to be due to the higher LOD having the cyborg armor (thus you see your armor when you're inside of the thing). That'll be a little hard to fix, but I'll see if I can look into it. Maybe I can check the cutoff values.

edit: It shouldn't do it in further revisions.

Edited by 002 on Jul 25, 2017 at 04:45 AM


I gave HeyPiRon the most recent alpha build that I had distributed and it worked.

Chimera's still pretty early in development, so these reports are helpful.

Quote: --- Original message by: Bungie LLC
Something I'd like to point out that I've noticed after using this for over a week: antenna tags, like those on the back of the warthog, seem to behave strangely. When viewed while in motion, when antennas animate, it's as if they've had a stereoscopic effect applied over them. They are very distorted and behave strangely.

Antenna and other widgets are not interpolated currently. I'm not sure when or even if they will be, but I'll do my best to see if I can.
Edited by 002 on Jul 23, 2017 at 04:28 PM


Quote: --- Original message by: Halonimator
Some dead bodies disappear in sp mode, and decals change of size when you enter new bsps.


What build are you using? Build 33 is pretty unstable and most problems with it have been fixed. I haven't released an updated build yet as playtesting and polishing up are being done.


Quote: --- Original message by: DeadHamster
Outside of the warthogs shell casings, there was no obvious difference. During gameplay I wouldn't see any difference at all, the only reason I could see it with the shell casings is because the video is playing at half speed.

Even at half speed, I saw no difference between the two images. Guess my human eyes just aren't up to par.


Just to verify that I can tell a difference, I made a video showing me being able to consistently tell the difference between the four different settings of Chimera's interpolation mod.

https://www.youtube.com/watch?v=ckKO50kuh94

That said, I don't doubt you. Also, this is a silly video without any real use or anything. If you can't tell the difference between 30 frames per second and 60 or you aren't used to it to be able to tell how annoying things look when you run Halo above 30 FPS, then sure, you probably wouldn't benefit from this. To me, the difference is very distinct - without it, objects appear to be moving 30 times per second rather than moving fluidly and consistently. It looks bad and it plays bad as a result, and were it not for the better camera responsiveness, I'd just play the game at 30 FPS rather than unlocked. With it, movement is consistent and looks like actual movement.

Edited by 002 on Jul 18, 2017 at 06:19 AM


Quote: --- Original message by: DeadHamster
Outside of the warthogs shell casings, there was no obvious difference. During gameplay I wouldn't see any difference at all, the only reason I could see it with the shell casings is because the video is playing at half speed.

Even at half speed, I saw no difference between the two images. Guess my human eyes just aren't up to par.

https://s-media-cache-ak0.pinimg.com/236x/ea/eb/56/eaeb56efc71b0e013d2754712508ec0c.jpg


I suppose if you're not used to playing games at 60 FPS, you probably wouldn't be able to spot the difference, which then this particular feature isn't for you, then. Personally I find the juttery 30 FPS movement to be an atrocious eyesore, and so have many others, and that is why this feature exists.


Quote: --- Original message by: Bungie LLC
Right, because all of this works on the basis that all the things moving in the actual game scene are [obj]ect tag classes, and if I'm understanding this correctly, chimera's interpolation feature works by updating an object's position more frequently in between the game's tickrate.

Considering he does figure out how first person elements are implemented in the game runtime, 002 would probably have to create a whole new system solely for FP's interpolation since it probably doesn't deal with [obj]s.


Yeah, first person stuff appears to be a pretty tough nut to crack. I'd probably be in over my head if I tried that, not that I'm not already in over my head.


Quote: --- Original message by: lolslayer
It's just that it has some problems and it isn't really smooth because of the lack of velocity syncing. 002 made a system to sync velocity, but he never released it (Because he thought he never got enough praise for his other releases so he wouldn't release it -.-)


I'd say maybe most of the stuff I release doesn't get very much praise, which really doesn't really bother me. I just enjoy seeing to what extent I can manipulate Halo. The problem is that it's probably just not worth it for me or for anyone, really.

First of all, I don't wait on you or anyone in this community, and you shouldn't have to feel like that, either. People like Btcc22 and sehe are far more capable than me at hacking Halo PC, at least the Windows version, because they have far more experience in doing so. I have a rather limited knowledge on the game, the engine, how it works, etc. The way I synced velocity was quickly thrown together and is pretty trashy, and the way I'd want it if I wanted to release it would require knowing how to do a lot more than what I already know. People need to stop overestimating me.

Second, no, I don't get anything out of this. I don't have a reason to do half the stuff I do. I mainly just do cool things and then I move on, and that's what makes me happy. There are numerous proof of concepts out there for stuff like syncing velocity and syncing AI, and I've left my own proof of concepts on the table as well for anyone to be inspired.

Third, few people would actually see a significant benefit from this. If this would fix anything, it only fixes one or two issues out of numerous, more important issues that should be focused on, instead.

tl;dr I'm not the person you should be asking for this stuff. Not only is it not worth my time, but it isn't worth anyone else's time, either.

Edited by 002 on Dec 30, 2016 at 06:27 PM

Halo CE General Discussion » What's the particle limit? Oct 27, 2016 01:15 PM (Total replies: 4)

Quote: --- Original message by: notrododo93
Quote: --- Original message by: Tucker933

The limit was raised by 50% with HAC2, and couldn't get any higher due to inherent limitations of the engine, which leads me to believe OS has a very similar bump.

If I remember correctly, it was from 1000 to 1500.
Edited by Tucker933 on Oct 24, 2016 at 06:33 PM


Are you sure about that? 1000 is a pretty high number

Stock Halo's particle table has a hard limit of 1024, if this is what you mean.

This sounds like a high number, but it can add up very, very quickly even on stock Halo if you have 10 or more players, as this includes offscreen particles, as well.

Halo CE General Discussion » [Survey] Where are you? Mar 15, 2016 01:55 AM (Total replies: 104)

Deimos, Mārtius

Edited by 002 on Mar 15, 2016 at 02:05 AM

Halo CE General Discussion » sapp query system Feb 28, 2016 05:52 PM (Total replies: 2)

It's metadata that is attached to query packets, which can be read from a server query tool. This is the same data that servers report for things like the server name, players, currently running map, scores, etc. Simply send a UDP packet "\query" to the server, and it will respond with all of your querying variables.

Edited by 002 on Feb 28, 2016 at 05:56 PM


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