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Thread: And Eight Is Great

  1. #31
    Codesaurus Skarma's Avatar
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    Re: And Eight Is Great

    Quote Originally Posted by Kornman00 View Post
    We don't use a SVN based repo, we use a Mercurial powered one, so you can't sync using SVN tools. Google code has resources you can hit up for accessing Mercurial repos with whatever OS and/or editor you use.
    This is strange. I am guessing this is an option in Google Code? I have never had a problem with the tools I am using and they have always synced for the past 2 years with the projects I have been a part of...

    I know I saw a "Stubbs" folder in one of your OpenSauce demo videos, don't whack around the bush lol!!!
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  2. #32
    Kid in the Hall Kornman00's Avatar
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    Re: And Eight Is Great

    Like I said, we don't use SVN. We use Mercurial. They are two totally different SCCs. Google code allows you to use SVN or Mercurial as the SCC back-end of choice. I picked the latter.

    Quote Originally Posted by Shock120 View Post
    Great job kornman00, as always.
    Well when you use the methods they use for symbol detection, of course it's damn near impossible. Complicated problems, like LTCG, require "smarter" (as in "dumb" AI vs "smart" AI, not as in "their system is stupid") detection algorithms which track more detail than just a series of 20 or 32 bytes. There is so much more detail which they can gather and track from the SDKs for symbol detection that they're not using with their system.

    If you happened to notice, I said the Xbox1 module system is made for any targeting any game. So a Halo1 or Stubbs module could be written with it.

    Great post Shock, as always!
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  3. #33
    Codesaurus Skarma's Avatar
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    Re: And Eight Is Great

    Ok so I finally got a client program working. I cloned a fresh copy of the source tonight, didn't add any code, compiled a release build and threw the d3d9.dll in my Halo CE folder ( I am running 1.09 ). Halo crashes on startup. I ran Halo through OllyDbg and it is crashing somewhere in the IDirect3DDevice9::Reset() call in the engine.

    Edit: After commenting out the post processing system, the crash went away. I think it's because I don't have the required files loaded and used by this system like the shader files, which were not included in the google code project so how was I suppose to know? This shouldn't crash Halo though, there should be a check in place for this kind of thing.
    Last edited by Skarma; October 14th, 2010 at 11:17 AM.
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  4. #34
    Senior Member FireScythe's Avatar
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    Re: And Eight Is Great

    I've just pushed a fix for this. I hadn't put a null pointer guard around the gbuffer debug effect object after I moved it into its own class. Sink ur sauce.
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  5. #35
    Codesaurus Skarma's Avatar
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    Re: And Eight Is Great

    GREAT! Works like a charm now, thanks FS! I also noticed Kornman did not put any null pointer checks for his menu resources. It will probably never crash because of the way it's setup, but it can happen so I would probably recommend adding them just in case and for good programming practice. Oh and I seen that the TextBlock class is created with the new keyword, but isn't it a memory leak when not deleting it before the game is closed? Thanks guy!

    Edit:

    Tip for other developers, to switch Halo versions, go to Common -> Platform.hpp and at line 40 and 41 is where you would uncomment the version you are building OpenSauce for.
    Last edited by Skarma; October 14th, 2010 at 02:15 PM.
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  6. #36
    Codesaurus Skarma's Avatar
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    Re: And Eight Is Great

    I have a small request to add some math functions to BaseBlamTypesPc. Here are a few I have written into OS and use currently. I am working on an angle distance one and I'm sure there will be other very common ones used in 3D math:

    real_point3d(applies to 2d also without z):
    Code:
    API_INLINE real Distance(real_point3d& rp) const
    { 
            real_point3d d = {
                this->x - rp.x,
                this->y - rp.y,
                this->z - rp.z
            };
            
            return (real)sqrt( d.x*d.x + d.y*d.y + d.z*d.z ); 
    }
    real_vector3d:
    Code:
    API_INLINE real Dot(real_vector3d& v) const
    { return (real)( this->i*v.i + this->j*v.j + this->k*v.k ); }
    
    API_INLINE real_vector3d Cross(real_vector3d& v) const
    {
            real_vector3d cross = {
                this->j * v.k - this->k * v.j,
                this->k * v.i - this->i * v.k,
                this->i * v.j - this->j * v.i
            };
            
            return cross 
    }
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