BeamNG.Earth
A 1:1 scale streamed Earth for BeamNG.drive: real elevation and satellite imagery, floating origin, LOD streaming from a companion server
Halo: Combat Evolved games hosted by the community for the OpenCE and ChupathingyCE clients: games being played now, carnage reports and service records.
GamesC · PythonGitHub @ChupathingyCEOnlineOwner unconfirmed
Have you tried it? One tap is enough. No sign-in needed.
No updates detected yet. GitHub releases will appear here.
Owners of public repositories under a personal GitHub account can sign in to verify ownership and manage the introduction themselves. No administrator approval is needed.
Sign in, generate a verification file, and commit it to this repository’s default branch within 30 minutes. Files on other branches or forks do not count. Then check the file below to manage the project without administrator approval. Keep the file to retain your access.
If needed, you will go to sign-in. After signing in, return here and press your chosen verification button again.
Run /nomorevibe verify in your project folder to verify ownership and manage the introduction yourself.
Verify in one minuteAsk about other verification options
Warthog: Halo: Combat Evolved back on the original Xbox, ChupathingyCE's console line, playing online with the PC builds. Bring your own copy of the game.
Taken from the repository README
Loading the full README. The saved excerpt is shown below.
Halo: Combat Evolved back on the original Xbox: ChupathingyCE's console line, playing online with the PC builds.
Warthog follows ChupathingyCE: the shared game code comes from there, and this repository adds only the consoles' own code. You need your own copy of Halo; no SDK or game files are included.Read the full README ↗Play Chupathingy on the console Halo was made for. A softmodded or modded original Xbox joins the same online games as PCs, Macs and phones. Open Multiplayer > Online Games and pick a game. System Link works too.
It runs on a stock 64 MB console. A console with 128 MB gets a little more room, and the game plays the same either way.
Status: test builds. Online play, up to 32 players and Halo CE+ maps work today. Hosting PC players, online co-op and movies aren't in yet.
Test builds are shared in #xbox on the Discord. You can also build it yourself (below).
You need your own copy of Halo. No game files or SDK files are included.
This repository holds the original Xbox port. The game itself is the
chupathingyce submodule. The other consoles have their own repositories:
warthog-360,
warthog-wiiu and
warthog-switch.
chupa-32a). Joins hosts of network versions
11 through 33.D:\maps_cex (below).d3d8ntpr.lib.default.xbe (see "Building it yourself").maps folder from your own disc (about 2 GB) to your computer.python3 tools/xbox_package.py --maps /path/to/maps --out ~/Downloads/Warthog-xbox.
This puts default.xbe, your maps and a config.toml in one folder.E:\Games\Warthog\
(FTP from your dashboard, or a devkit's tools).default.xbe from the dashboard.tools/easy_build.py does steps 1 and 3 for you, with questions.
Warthog plays community packs of Xbox maps, such as Halo CE+ X (Original
Xbox) by VKMT, beside your retail maps. A pack's maps reuse the retail
maps' file names, so each pack has a folder of its own beside maps:
Halo CE+ goes in D:\maps_cex\. Copy the contents of the pack's maps
folder there, its maplist.txt included, and keep the retail maps in
D:\maps\. With the packaging script:
python3 tools/xbox_package.py --maps /path/to/maps --map-pack cex="/path/to/Halo CE+ X/maps" --out ....
The pack's maps appear in the multiplayer map list after the retail ones,
marked [CE+] and named as the pack names them (Abyss, Gothra, ...). Online,
a CE+ game is joined only with the same version of the pack, and a console
without it is told which map and folder it needs. The larger CE+ maps use a
campaign map's cache file on the utility partition. Warthog never provides
the pack's files: get them from the pack's release page. The pack's own
menus (ui.map) stay unused unless game.pack_menus = "cex" is set in
D:\config.toml.
The settings are in D:\config.toml (D:\ is the game's folder, beside
default.xbe), the same kind of file as the PC builds'. The first start
writes every setting, commented out at its default. Remove the # in
front of one, change its value and restart the game. Edit it over FTP, or
on the computer before copying the folder.
[console]
bypass_security = true
join = "192.168.1.20"
Setting ([console]) | What it does |
|---|---|
bypass_security | true starts the network in its open mode, which the internet and the PC builds need. The packaging script writes true; --secure writes false for console-only System Link. |
game_list_server | A host or address (:port optional): where to get the game list if warthog.milenko.org doesn't resolve. |
join | A host's LAN address, or an invite (halo://join/...). System Link joins the address, ONLINE GAMES' Y the invite. |
trace | true writes detailed network traces to debug.txt, for reporting a join that fails. Other hosts appear only as tags, never by their addresses. |
memory_class | "auto" (the default): a console with 128 MB or more gets the extras, such as larger texture and sound caches; a stock 64 MB console keeps the Xbox's sizes. "64" gives any console the stock sizes, to test the 64 MB baseline or if an extra misbehaves. |
perf_log | true writes a perf: line to debug.txt once a second: the frame time and each part of the frame. For finding what makes a scene slow. |
debug_geometry | For development: true brings back the debug build's debug lines and triangles, whose buffers take 1.4 MB. Off by default. |
log_flush | When debug.txt is written: "buffered" (the default) once a second and at once for a crash; "every_line" each line as it comes (slow), for a crash hunt. |
large_caches | Deprecated and ignored: memory_class decides now. |
simulate_64mb | Deprecated and ignored. A devkit gets 64 MB from the executable's flag: tools/xbox_package.py --devkit-64mb. |
Many of the PC builds' settings work on the console too: field of view, the follow camera, chat, the scoreboard, music and effects volume, the network ones. port/xbox/README.md lists them, and port/xbox/FEATURES.md shows which PC features the console has.
brokers.txt beside default.xbe lists the signalling servers internet
play uses, one host:port a line, if the built-in ones can't be reached.
The game writes its log to D:\debug.txt. Attach it to bug reports.
Chat works in a game whose host runs Chupathingy.
perf_log); not fixed yet.Clone with the game:
git clone --recursive https://github.com/ChupathingyCE/warthog-xbox.git
cd warthog-xbox
(In a clone you already have: git submodule update --init.)
You need:
brew install llvm lld ninja.~/OXDK (or --oxdk DIR),
with its cxbe built, and your own 5933 Xbox SDK's libraries and headers
in OXDK's xbox/xdk/lib and xbox/xdk/include.d3d8ntpr.lib (the aug01 i386
build).Build:
python3 chupathingyce/configure.py --console-port port/xbox \
--xbox-d3d8 /path/to/d3d8ntpr.lib --console-no-debug-asserts --console-players 32
ninja xbox # build/xbox/default.xbe
port/xbox/tests/run.sh --xbox # the host tests
Or let python3 tools/easy_build.py check your tools, ask a few questions,
build and package (--check only checks).
Notes:
--console-players 32 is the test build. Without it the game's
configure builds 16, as the Xbox's own game had.docs/building.md has every step, the options, the versions tested and how to update the game submodule. Changes to the game itself go to ChupathingyCE/chupathingyce (CONTRIBUTING.md).
Warthog is free software: you can redistribute it and modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License or (at your option) any later
version (GPL-3.0-or-later), with the console SDK permission below. It comes
with no warranty. The full text is in LICENSE.
chupathingyce submodule) is under its own
repository's license, with its third-party code, fonts and art under
theirs.You may build Warthog yourself with a console maker's SDK (see "Building it yourself"), and share what you build:
Additional permission under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or combining it with the libraries of a Microsoft Xbox or Xbox 360 software development kit (such as the Xbox Development Kit and the Xbox 360 SDK, including their
xnet.liband Direct3D libraries), or a modified version of those libraries, containing parts covered by the terms of those kits' licenses, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code of the covered work, and need not include the source code of those libraries.
The permission only lifts the GPL's own objection. It grants no rights in Microsoft's libraries, whose own terms still apply, and you may remove it from your copies (section 7). Warthog's own published builds are made only with free, legally available tools and libraries; none contains code from Microsoft's SDKs.
Chupathingy is free and always will be. Support through Ko-fi goes to running the site and the servers. If there's a specific developer or port you'd like to support, ask them: they may not be part of our community.
port/third_party.Warthog is an unofficial fan project. It isn't affiliated with or endorsed by Microsoft, Xbox Game Studios, Bungie or Halo Studios. Halo is a trademark of Microsoft. No game files are included: you bring your own copy. The code is released under the GNU GPL, version 3 or later (see License).