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MJOLNIR Code Mods mods-v0.18.0

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@github-actions github-actions released this 08 Oct 08:50
· 107 commits to main since this release
Immutable release. Only release title and notes can be modified.
d1d8180

Classic maps re-lit with our own radiosity solver

The classic maps' lightmaps are solved again at up to eight times Halo CE's resolution: crisp sun shadows, evenly lit scenery, and base interiors lit by their own lights.

Needs the CE runtime pack 1.4.0 and the 1.3.0 classic map packs.

Added

  • Lightmaps solved by MJOLNIR (1.3.0 map packs). Each map's lighting is
    computed again with our own port of Halo CE's radiosity, at up to eight
    times the resolution of the pages the game shipped with (Blood Gulch,
    Danger Canyon and Death Island at eight, Hang 'Em High and Gephyrophobia
    at four). Halo CE's ambient, sky fill and bounce light are kept texel for
    texel, and Unreal's sun draws every sun shadow, so a pillar's shadow on a
    base roof is one crisp edge instead of a soft blob inside a hard one.
  • Lit interiors. Death Island's bases are lit by their red and blue light
    strips and door glyphs, as in Halo CE; the earlier solve had left them
    near black.

Changed

  • Scenery is lit the way Halo CE lights it (MJOLNIRLevelLoader 0.4.1 and
    the 1.4.0 runtime's materials). Boulders and trees no longer come out half
    dark where the terrain's shadow copy cut across them; headlights no longer
    light placed scenery.
  • Sun colour (MJOLNIRLevelLoader 0.4.1). The sun and sky fill are set in
    the right colour space; Gephyrophobia's deck had lost half its red and
    green.
  • The sea floor on Death Island is lit through the water, as Halo CE has it.

Known issues

  • Death Island's base interiors are a little darker than Halo CE's.
  • Halo CE's placed light fixtures do not light the maps, matching Halo CE's
    own lightmaps, which carry none of their light either.

Full changelog · All releases


The signed set of UE4SS script mods. Every artifact's hash is in
manifest.json, and manifest.json.sig is its Ed25519 signature
over the manifest — verify with keys/mod-signing.pub from this
repository. The launcher does this automatically and installs
nothing that fails verification.

Script mods ship only from this repository's reviewed pull
requests — see docs/contributing_code_mods.md to contribute one.