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MJOLNIR Code Mods mods-v0.19.0

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@github-actions github-actions released this 09 Oct 22:54
· 55 commits to main since this release
Immutable release. Only release title and notes can be modified.
558a308

Classic vehicle sets, fog, MCC's shaders and the playtest fixes

Classic maps place Halo CE's vehicles per game type and team, draw their fog and MCC's teleporter and sky shaders, and CTF, headshots and event sounds behave again.

Needs the CE runtime pack 1.5.0 and the 1.4.0 classic map packs. The maps and
these mods go together: the 1.4.0 maps keep their vehicles hidden until this
MJOLNIRLevelLoader places them.

Added

  • Halo CE's vehicle sets (MJOLNIRLevelLoader 0.5.0, MJOLNIRLobby 0.9.0).
    Each game type places the vehicles Halo CE gives it, per team, instead of
    every game type's vehicles at once. Death Island had 46 vehicles out, which
    stalled the game and moved players to a spawn point about every 34
    seconds. The host picks each team's vehicles on the new RED VEHICLES and
    BLUE VEHICLES pages: Default, None, one type, or Custom, as in Halo CE.
  • Fog (1.4.0 map packs, CE runtime 1.5.0). Damnation's shaft,
    Gephyrophobia's chasm, the water on Battle Creek, Chill Out and Death
    Island are fogged as Halo CE fogs them.
  • MCC's transparent shaders (1.4.0 map packs, CE runtime 1.5.0).
    Teleporter fields, power-ups, light volumes and the night sky's ring and
    planet draw MCC's originals, not the soft stand-ins Halo CE for PC
    shipped with. The teleporters ripple again.

Changed

  • Maps are no longer drawn too bright (CE runtime 1.5.0). Every classic
    surface drew about 1.7 times too bright; Death Island's bases were white
    where MCC draws them grey.
  • Headlights light cliffs turned away from the sun (CE runtime 1.5.0).
    They stopped at a hard line.
  • The sky sits where Halo CE draws it (1.4.0 map packs, CE runtime
    1.5.0). It was centred 525 metres under Gephyrophobia's bridge, and its
    ring tore where its strips met.
  • Scenery sits flat (1.4.0 map packs). Tilted rocks and Ice Fields'
    beacons lean the way Halo CE has them; beacons and flag bases sit on the
    ground; health packs stand upright (MJOLNIRLevelLoader 0.5.0).
  • Infinity's energy beam is heard as it fires, from the beam, instead of
    looping (MJOLNIRLevelLoader 0.5.0).
  • F7 hides our HUD too (MJOLNIRHud 0.5.1): the kill feed, scoreboard and
    name tags go with the game's HUD.

Fixed

  • CTF stutter (MJOLNIRLobby 0.9.0). Matches no longer hitch every few
    seconds; flags keep their team colours, first-person flag included.
  • Every bullet a headshot (CE runtime 1.5.0). The Spartan's body counted
    as its head; body shots are body shots again.
  • "Slayer" at the main menu after a match (MJOLNIRLobby 0.9.0).
  • Late sounds on clients (MJOLNIRLobby 0.9.0): teleports and kills are
    heard as they happen.
  • Weapons stuck in the floor on Blood Gulch and Danger Canyon (1.4.0 map
    packs).
  • Covenant shields on Danger Canyon, Gephyrophobia and Rat Race stop shots
    from both sides, and so do rocks and trees (1.4.0 map packs, CE runtime
    1.5.0).
  • Damnation's lights no longer strobe.

Known issues

  • Rocket Warthogs spawn as chaingun Warthogs.
  • Death Island's Ghosts, Scorpions and Shades appear 30 to 40 seconds into
    a match.
  • Players, vehicles and weapons are not fogged.

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.