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Thread: Open Sauce Ideas thread

  1. #101
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by paladin View Post
    Make it so I can have water planes at two different heights please. kthnxbai
    I don't even think that's a possibility without the source code. A water/fog plane is really just a definition of where on the Z-axis to start rendering fog.
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  2. #102
    Senior Member Hunter's Avatar
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    Re: Open Sauce Ideas thread

    Some kind of blur/disortation effect on engines and heat. Like is does on most games, and Halo 3. I would of thought it can be done because the game already has disortation coded in.
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  3. #103
    Senior Member Malloy's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by p0lar_bear View Post
    I don't even think that's a possibility without the source code. A water/fog plane is really just a definition of where on the Z-axis to start rendering fog.

    Yeah well somehow tell that shit to stop :P

    Quote Originally Posted by Hunter View Post
    Some kind of blur/disortation effect on engines and heat. Like is does on most games, and Halo 3. I would of thought it can be done because the game already has disortation coded in.
    Remember that recent more accurate Bubbleshield effect achieved by the biped taggage, well maybe play with that 'active camo mirage effect... rigged and animated planes maybe?
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  4. #104

    Re: Open Sauce Ideas thread

    Quote Originally Posted by Hunter View Post
    Some kind of blur/disortation effect on engines and heat. Like is does on most games, and Halo 3. I would of thought it can be done because the game already has disortation coded in.
    Already possible:
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  5. #105
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by Choking Victim View Post
    Already possible:
    Spawns a unit shaped like a sphere with camo that dies almost instantly?
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  6. #106

    Re: Open Sauce Ideas thread

    Quote Originally Posted by p0lar_bear View Post
    Spawns a unit shaped like a sphere with camo that dies almost instantly?
    Yea, same principle as my bubbleshield, but applied to an effect. I did the tags that spawn the biped, cad tagged the hammer and effects.
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  7. #107
    おはようございます klange's Avatar
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    Re: Open Sauce Ideas thread

    To get the effect onto a vehicle, attach a biped. Do some fancy things to make the biped change size, etc. to match effects coming off the engines.

    I'm going to try the same thing to camo my Draco. Don't know if it'll work out, though.
    e: How the hell do I actually give a biped active camo?
    Last edited by klange; June 12th, 2009 at 01:37 PM.
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  8. #108
    For Gnomejas sevlag's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by AdmiralBacon View Post
    To get the effect onto a vehicle, attach a biped. Do some fancy things to make the biped change size, etc. to match effects coming off the engines.

    I'm going to try the same thing to camo my Draco. Don't know if it'll work out, though.
    oh so it'd be like a UNSC prowler
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  9. #109

    Re: Open Sauce Ideas thread

    How about the ability to make certain players in a server invincible, but not everyone? I'd love to have a feature like this for administration purposes, and it'd be nice if melee's to the back didn't kill you. This would have to be a server-side command that only worked though rcon or some such.
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  10. #110
    Kid in the Hall Kornman00's Avatar
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    Re: Open Sauce Ideas thread

    I had written most of this at the beginning of the week so I might have missed some things. That and I was looking at both this and the Update thread (where people have been wrongly posting ideas...), so things may be a little out of sync. I've had a busted middle finger since wednesday, so typing (and many other things actually) isn't the easiest thing for me right now. I don't think its broken, but it sure as hell got sprained-the-fuck up.


    Lets get a fact straight before I continue:
    OS should only be used to extend the game; to re-purpose the features already there. The idea to redefine portions of the engine's functionality isn't the brightest idea. If the source code was readily available, then yes, it would be gloves off in terms of modification. However, the engine continues to be closed source.


    Think of the engine and Yelo as Forge. You can use whats already at your disposal to tweak and spice up the underlying foundation, but you can't actually go in and redefine the existing world you're in or the properties of the objects. This is how Yelo should be used in terms of changing the engine.


    • Adding new fields or flags to the tag definitions should never have to be done. The only tag whose fields are modified in OS HEK is the scenario tag and thats so that it can reference a project_yellow tag (basically Yelo's scenario tag). Even then, it changed the scenario in a way which wouldn't break existing scenario tags.
    • Changing the rendering pipeline should be out of the question. If you really want to go next-gen, then do it with a next-gen engine.
    • Going so far as to change actual data structure layouts is out of the question as well. Yelo is designed to be as version complaint as possible (for the build of the game that it targets, ie 1.08).
      • So adding new fields to the engine variant files is out of the question (not to mention the technical problems it would introduce in the existing game code).
      • Reformatting how the cache files are loaded and stored in the maps directory is just out as well. The UI tag definitions are very crude in terms of adding new UI features, as you can only run with what the engine already exposes via function and event exports. Yes, in theory you could very well go about adding new function and event exports for the widgets, but that would require the changes not only in the Yelo code base, but also in the OS HEK code base (which is closed source) so that the tools are aware of these changes and thus don't fuck up when editing or building. Then you'd actually have to IMPLEMENT those functions. Do any of you have research into how the runtime of the ui works (runtime != tag state)? Don't try changing systems which you have no awareness of how it is implemented.


    Dual wielding isn't going to happen in a realistic manner, if ever. It will continue to be a kludge. You're not able to change the actual game state object definitions so you can't do things like adding an extra usable weapon (via the left hand), or add more than two grenade types, or allow more than one driver\gunner. Dual wielding is possible in Halo 2 due to advances in the model code (to allow dynamic mirroring in the model and animation data).
    Cosmetic changes such as models and achievements should be fine, as these would typically only require engine modifications and not actual new tag definitions. Depending on how you want to implement it, you may want to allow a special tag group to define specifics (ie, how many kills for X medal) which other scenario producers can configure. The server should communicate with an outside database however, when it wants to persist such data. There is something that may be included in U#2 which could aid in that last bit.




    http://www.modacity.net/forums/showp...0&postcount=75
    "Section Three"
    * I'm not going to modify the tag definition
    * NFWOS
    * NFWOS
    * Ummm, I could have sworn you can already re-map all of those keys...
    * NFWOS
    * I believe we had this going in H2 Zanzibar (for the BR) back in the H2CE days, so its possible with whats already in the tags.
    * I'm not doing this, nor do I recommend anyone do this until they actually know the UI internals.




    http://www.modacity.net/forums/showp...6&postcount=82
    * BIK videos played via the bink script functions (the internals anyway) play at full screen. You'd have to configure bink to play back at those demensions plus at the locations defined in the widget tag. While I have documentation on the Bink SDK (albeit a newer build) I'm not performing any graphical upgrades (which this falls under).
    * It is too late in this development phase for me to be looking at recorded animations again...but I'll see what I can do about including the existing documentation I have.
    * I'm not entirely sure why objects don't animate while loaded in the UI. Isn't the Halo ring animated though?
    * The double melee glitch: yeah, it should be possible, but I think it would be rather annoying to implement without source.




    http://www.modacity.net/forums/showp...6&postcount=85
    * scripts_compile should be OK, I'll look into it
    * I really don't understand what you're asking for that "plugin support". Please don't turn me into the Tasmanian Devil due to people not taking heed to what I said about EXPLAINING and DETAILING their ideas.




    http://www.modacity.net/forums/showp...2&postcount=33
    No




    http://www.modacity.net/forums/showp...6&postcount=35
    Heheheh, yeah I remember that. Looking back though, I see that I really didn't answer the actual questions. However, I believe Nitro was the one who came up with the questions (or maybe they had just sent him that list to ask the team, I'll have to check the convo log). I think I really couldn't apply my position to some of those questions, I was always more of a "behind the scenes" guy. Good to see they have that up still; I have it archived as well.

    Thanks for the kind words guys. I hope the future pans out nicely too, life would be great and productive if I got to make tools like these at work and at home. Plus you know, get paid for it, which would probably just make work my home then heh. Looking forward to separating myself (9ish months left!) from my fucking unit and the Army. Its sad to see a lot of these blokes live from paycheck to paycheck. You can't safely get out unless you're financially prepared (among other things).

    e: Like the new avatar there pedo bear lol
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