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Thread: OpenSauce Halo CE SDK Update #2 (RC)

  1. #121
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    This tuesday will mark the two weeks after release. This weekend is when you can expect the final release of Open Sauce. The bug fixes and any additions will be included of course.

    For those with Guerilla problems: If you're getting dll errors for Adobe or other programs, try closing any processes (not just programs) which are for that program then try using guerilla. I had that guerilla Open Tag dialog issue once when I had just used Acrobat, but later on it worked without a problem and nothing related to Adobe was running. This is an unconfirmed bug fix, this is just something I noticed. So if someone else with the problem can try this that would be great.


    On the topic of Synapse. I've bit my tongue on this for too long and now the taste of iron is just getting too much. The whole re-announcement of C&S was done unprofessionally and premature. It was handled in a way which we try and preach to new comers on how not to handle their map creations: Don't post until you have something tangible. In other words: don't get ahead of yourself which I feel is what we did especially considering the team size. Yes, we have the grounds for the web interface but we were able to carry some of that over from back when this was H2V related and there are many other pieces to the puzzle which still aren't complete or targeted. I agreed to the project because I would love to see stats for this game, and still do. However it was after I told myself that I would start pushing away from Halo 1 affairs as it really is holding me back in learning and creating new technology (I do this in whatever free time the us gov't gives me remember...). I'm really tired of being depended on for a project which I shouldn't have committed myself to to begin with. It's not that I can't complete the Synapse side of the project, I can. I know what needs to be done to get the awesome stats we have planned and how to do it. However I didn't take into account at how burnt out I'd get from pushing Open Sauce out the door.

    I've dragged this post out too long. I'm taking it upon myself to declare Synapse development on hold publicly. Development for it will still continue, but I feel the project needs to go under the radar until we have something more for the public to consume. Doing that I feel is better than keeping people wondering whats going on and\or posting time tables which don't meet just to post a new one and so on.

  2. #122
    This place is just awful king_nothing_'s Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Kornman00 View Post
    The whole re-announcement of C&S was done unprofessionally and premature. It was handled in a way which we try and preach to new comers on how not to handle their map creations: Don't post until you have something tangible. In other words: don't get ahead of yourself which I feel is what we did especially considering the team size.
    I kind of suspected that.

  3. #123
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I realize this is a little late to ask for, but can you please incorporate the switch_lightmaps and structure_lightmap_index commands so we can use dynamic lightmap switching? Thanks.

    Also, when this comes out, will you please include the DLL this time so we don't have to ask for it like last time? Thanks a ton Kornman00.

  4. #124
    Gar TVTyrant's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    So do I rename the d3d9_20090829.dll to just d3d9.dll? How does this work? I have put it into the folder, but when I hit F7 for Yelo, nothing happens.

  5. #125

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by TVTyrant View Post
    So do I rename the d3d9_20090829.dll to just d3d9.dll?
    Yes.

  6. #126
    Gar TVTyrant's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Did it and got an instant exception. Halp.
    Says this:
    c:\Users\User\AppData\Local\Temp\dxdiag.txt
    c:\program files\microsoft games\halo custom edition\debug.txt
    c:\program files\microsoft games\halo custom edition\network.log
    C:\Users\User\AppData\Local\Temp\WER8F70.tmp.versi on.txt
    C:\Users\User\AppData\Local\Temp\WER9D47.tmp.appco mpat.txt
    C:\Users\User\AppData\Local\Temp\WERC956.tmp.mdmp

  7. #127

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Was Xfire running? This doesn't work with Xfire.

  8. #128
    Gar TVTyrant's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I've tried it with xfire on and off. Doesn't work either way.

    Should I try safe mode?

  9. #129
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I need more information than that, please post the actual exception data...

    Quote Originally Posted by Rambo View Post
    I realize this is a little late to ask for, but can you please incorporate the switch_lightmaps and structure_lightmap_index commands so we can use dynamic lightmap switching? Thanks.

    Also, when this comes out, will you please include the DLL this time so we don't have to ask for it like last time? Thanks a ton Kornman00.
    I don't have the time to research how to implement a switch_lightmap script function. It could just be as easy as changing the lightmap tag reference in real time however, it would be much more I just don't have the time to dedicate figuring out this kind of feature in my free time for this old engine. I provided a base structure in the tag definitions so that someone in the future could figure it out.

  10. #130
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Does it complain about DirectX 9 not being installed? You need DirectX 9 with this.

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