It only works for the machine that is running that code.
Those numbers are in game ticks IIRC. Changing them to 5 would make them update every 5 game ticks.
Today, we here at the (virtual) offices of Kornner Studios are happy to announce that version 3.1 of OpenSauce is coming soon! How soon? Why, none other than next month: January!
Unlike previous releases of the v3.0.x brand, this release introduces a lot of new features and improvements instead of -just- addressing bugs/issues. Hence why that '0' after the period ranked up to a '1'.
For OS 3.1 both FireScythe and I have some really juicy goodies in store for you. But we're not the only ones contributing to this next release of OS. ChokingVictim is a special guest this time around with some more gameplay enhancing features for you map makers to play with! He has contibuted work to OS before (e.g., he helped us implement the unit-infections system) but has become more active on the project for the past few months. We're hoping to keep him with us for the foreseeable future.
However, it being near the holidays and all he didn't really have the time to get all his and video written up and made before this annoucement was posted. So we're going to follow up later on with details directly from him on what you can expect in 3.1 and (hopefully) beyond. For today, you'll have to make do with what FireScythe and I. Deal with it.
Speaking of FireScythe, let's start with him first. He took the time to write up this longpost about this small feature he made, so why not. Wait, did I say small?
FS, if the community had a voice, I think it would be saying "music to our collective-ears". But it doesn't. It's a voiceless being. Well, until you make something that doesn't play well with Xfire. Then it grows a mouth and starts jibber jabbering and raising a bunch of stink.Originally Posted by FireScythe
But guess what?
OS 3.1 no longer fights with Xfire. In fact, they're seeing other people now. OS now infiltrates the game code via pretending to be dinput8.dll, instead of d3d9.dll. That means all you Xfire lovers who have never heard of the superior software known as Steam will be able to play Halo, use OS, and chat via Xfire's ingame overlay all at the same time. Of course, the Steam lovers have been able to do this for some time now. Neener-neener.
On top of various other fixes, we've also got some more user-oriented features coming in OS 3.1:
Of course, average joe users aren't our only target demographic. Map makers are in for some treats too:
I want to make two special notes here that are aimed at map makers:
* Since ChokingVictim has become a lot more active and has presented quite a number of potential new features that we'll be adding later on, we're giving him his own tag to use to implement these new features: project_yellow_globals_cv. Why this matters to you is because we will be moving the unit-infection definitions *to* this tag -from- the project_yellow_globals tag. We're not aware of any maps that have been released that make use of the unit-infections system yet, so in order to Keep It Clean, we're just going to add this system's tag fields to his new tag group. If there have been any final maps that have been released which use the unit-infections system, speak now or forever hold your peace (and not have working unit-infections in 3.1)
* The team index offset for MP teams for the GBuffer has been changed. MP teams now start at 10, not 9 (game_teams come first, tho technically the last few are 'unused' by Halo proper). This is a breaking fix, but I'm not aware of any major MP map releases that used this specific part of postprocessing.
Developers have things to look forward to as well (well, there's no looking forward as most of this is already in the code already):
That's all we're wanting to talk about today. Again, stay tuned for future updates involving what ChokingVictim has been working on. There may be even more features that make it into 3.1 from now until release, but we don't want to comment on them until we know their fate for sure.
Last edited by Kornman00; December 17th, 2012 at 12:57 PM. Reason: links
Pretty much, from a technical standpoint I wouldn't think that halomaps' structure is able to serve data fast enough for map downloads since it copies data between servers and such before the user can download it. Saying that there's no reason why Dennis couldn't set up a master server on halomaps, but it's not fair to put extra burdon on him to do so when hes already done so much to provide halomaps to the community. If he wants to run one in future then great, but he doesn't have to and we shouldn't have such a reliance on halomaps for this kind of system.
The main issue with the idea of map downloads is the cost of hosting them. If you have a single monolithic database of every map that everyone downloads from, the cost of that would make it unfeasible to run (Which i'm sure Dennis's wallet would agree with!). But with the master server setup in OS, when a substancial number of smaller hosts are serving a subset of maps the cost is distributed and should be more viable.
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