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View Full Version : HCE HaloCE - OpenSauce - V3.1 Released



Amit
January 18th, 2012, 01:27 PM
I'm surprised Korn hasn't posted this here, but I found it via HBO's homepage. I'm posting this in the discussion section for now just to let you guys know that it has been released. I have no doubt Korn will be posting it in the Release section soon.


kornman00 let us know that OpenSauce v3.0 has now been released (http://www.halomods.com/ips/index.php?/page/index.html/_/articles/frontpage/haloce-opensauce-v3-released-r11) - it's a project to extend the HaloCE game engine and tools. The announcement article contains screenshots and a video to show you just what this powerful package can do - and get you started on using it, if you're so inclined. Take a look!

You can view the entire thread (with all the media goodness) at Halomods

(http://www.halomods.com/ips/index.php?/page/index.html/_/articles/frontpage/haloce-opensauce-v3-released-r11)Download the latest version: http://cdn1.iconfinder.com/data/icons/packy_by_etcoman/48/Download.png (http://code.google.com/p/open-sauce/downloads/detail?name=OpenSauce_Halo1_CE_20130120.7z&can=2&q=)

EagerYoungSpaceCadet
January 18th, 2012, 02:34 PM
Great to see it's done :)

But where is the d3d9.dll?

Also, hasn't FireScythe said somewhere that he will bring back object motion blur? Because I still see unblurred bipeds in the motion blur demonstration :/

Amit
January 18th, 2012, 03:27 PM
Dude, there's a link to the installer in the post at Halomods. Well since you're lazy, here's the direct link: http://open-sauce.googlecode.com/files/Halo1_CE_20120117.7z

EagerYoungSpaceCadet
January 18th, 2012, 03:34 PM
Yeah I installed that onto my laptop and there was nothing new in the Halo CE folder, but it does work on my desktop.

Amit
January 18th, 2012, 04:15 PM
If there's no d3d9.dll in your Halo directory, it didn't install properly.

Cortexian
January 18th, 2012, 05:13 PM
Kornman00, updating the Halo engine for PC so Bungie/Microsoft doesn't have to!

NullZero
January 18th, 2012, 06:11 PM
Awesome, native 1080p with nosync. No need to use RadeonPro anymore (it will crash if you use it with RadeonPro). Also, I think xfire likes to battle it out with OS as to which one halo uses. Disabling xfire in-game removes any errors.

Motion blur is the first thing I noticed. Also, shooting into water effects. Pretty nice, loving it!

Kornman00
January 18th, 2012, 06:50 PM
I had FS add a start-up check in OS for detecting Xfire. OS stops loading if it finds it (and should prompt about it)

ThePlague
January 18th, 2012, 06:51 PM
Awesome, native 1080p with nosync. No need to use RadeonPro anymore (it will crash if you use it with RadeonPro). Also, I think xfire likes to battle it out with OS as to which one halo uses. Disabling xfire in-game removes any errors.

Motion blur is the first thing I noticed. Also, shooting into water effects. Pretty nice, loving it!Also, uninstalling Xfire makes your computer faster :)

Sweet deal Korn, glad you're still working hard on this.

Amit
January 18th, 2012, 07:29 PM
Whoa, there are water effects, too? *Heads off to Battle Creek*

nuttyyayap
January 18th, 2012, 08:17 PM
I honestly never thought I'd see the day... :iamafag:

Kornman00
January 18th, 2012, 08:23 PM
I honestly never thought I'd see the day... :iamafag:
You must've been getting confused with Prometheus :-3

=sw=warlord
January 18th, 2012, 08:35 PM
You must've been getting confused with Prometheus :-3
You did work on that for a short while if I remember right.

StankBacon
January 18th, 2012, 08:58 PM
:O

reinstalling CE to check this out

Ryx
January 18th, 2012, 09:10 PM
That motionblur is sexy :D

Also, i didn't notice anything different about beavercrek water.

Kornman00
January 18th, 2012, 09:14 PM
You did work on that for a short while if I remember right.
Yeah, then I left, they redesigned a lot of the internal framework, and disappeared into the night. I recall asking N- about the source a while ago (maybe 6mo) and he said it's on a server that doesn't get turned on all that much or something. Most of the guys have moved on (family, work, etc).

DarkHalo003
January 18th, 2012, 09:21 PM
Any chance that someone will be working on AI enhancing expansions in the future?

Pyong Kawaguchi
January 18th, 2012, 09:23 PM
http://aluminas.net/images/b866ed.png

woop

Amit
January 18th, 2012, 09:32 PM
http://aluminas.net/images/b866ed.png

woop

Success!

chrisk123999
January 18th, 2012, 09:49 PM
If I disable XIG for Halo CE is it possible to bypass the Xfire detection? At the moment I'm just restarting Xfire after I started the game.

Cortexian
January 18th, 2012, 10:58 PM
I like how I can select my triple-monitor resolution in the game now.

Edit: Some menus are really screwed up with a triple-monitor resolution. The server browser seems to be scaled but my mouse odesn't align properly or something. To hit get list I need to mouse over to the far bottom-left corner of my left screen and click, even though the button is in the bottom left corner of the center monitor.

Something is causing my friendly player indicators and names to not scale either.

Amit
January 18th, 2012, 11:25 PM
What's everyone's obsession with Xfire? It's a piece of shit. Move on to adding your games as non-steam games so you can still have the ability to chat in-game and use OS. Fuck.

Timo
January 18th, 2012, 11:28 PM
Does the version not screw around with Steam anymore? The previous version I used with steam didn't allow me to enter the in-game F7 menu.

Kornman00
January 19th, 2012, 01:42 AM
I'm only going to post about using our Issues system (http://code.google.com/p/open-sauce/issues/list?can=1&q=&colspec=ID+Type+Status+Priority+Milestone+Owner+Su mmary&cells=tiles) once. After that, it's your own faults for not referencing it for your problems or using it to report said problems.


Edit: Some menus are really screwed up with a triple-monitor resolution. The server browser seems to be scaled but my mouse odesn't align properly or something. To hit get list I need to mouse over to the far bottom-left corner of my left screen and click, even though the button is in the bottom left corner of the center monitor.

Something is causing my friendly player indicators and names to not scale either.
See issue 8 (http://code.google.com/p/open-sauce/issues/detail?id=8&can=1).

Does the version not screw around with Steam anymore? The previous version I used with steam didn't allow me to enter the in-game F7 menu.
It's Steam's fault, not OS. See issue 6 (http://code.google.com/p/open-sauce/issues/detail?id=6&can=1) for more details.

Amit
January 19th, 2012, 01:46 AM
Does the version not screw around with Steam anymore? The previous version I used with steam didn't allow me to enter the in-game F7 menu.

Works now. Didn't I tell you about this a few weeks ago?

Timo
January 19th, 2012, 04:13 AM
Works now. Didn't I tell you about this a few weeks ago?

At the time steam overlay wouldn't work with it. Not that i'm complaining, i'd take OS any day over steam chat.

Amit
January 19th, 2012, 04:24 AM
Oh yeah.

t3h m00kz
January 19th, 2012, 05:10 AM
Kornman00, updating the Halo engine for PC so Bungie/Microsoft doesn't have to!

probably a good idea, considering microsoft's idea of an upgrade was halo 2 vista

Higuy
January 19th, 2012, 06:16 AM
Whoa, there are water effects, too? *Heads off to Battle Creek*Cou

Is distortion like effects? Mind posting a picture?

FireScythe
January 19th, 2012, 07:41 AM
No changes have been made to how water is rendered that I am aware of, so it should be the same as it is in the stock game.

Amit
January 19th, 2012, 02:03 PM
Cou

Is distortion like effects? Mind posting a picture?

I just went through and checked. Nothing has changed :/

And sry Timo, yeah the Menu is still fucked while using steam.

Cortexian
January 19th, 2012, 02:07 PM
Added a couple of issues.

The Fraps one might be related to the overlay things as well from what I've read. Not being able to record with Fraps is kind of a big deal though.

Amit
January 19th, 2012, 05:23 PM
What are you talking about? Of course you can record with Fraps.

Cortexian
January 19th, 2012, 08:03 PM
Nope, hitting F9 does nothing while OS is installed. Hitting F10 crashes the game with an Exception.

Might be restricted to triple-monitor resolutions only, as Kornman says its a Fraps issue.

Pyong Kawaguchi
January 19th, 2012, 08:49 PM
Can someone point out how to use external shaders?
I've had no luck after setting the config files and placing shaders, then using pp_unload and pp_load each time I change it, but i never see anything, even when using the standard my_tint.fx in the wiki.

Amit
January 19th, 2012, 09:17 PM
Might be restricted to triple-monitor resolutions only, as Kornman says its a Fraps issue.

Could be. I'm not sure why you haven't tried a single monitor alone yet. You would surely know then.

Pooky
January 19th, 2012, 10:02 PM
How do I turn off the godawful bloom that seems to be enabled by default and drops my FPS from 200 to 30?

BobtheGreatII
January 19th, 2012, 10:05 PM
Nope, hitting F9 does nothing while OS is installed. Hitting F10 crashes the game with an Exception.

Might be restricted to triple-monitor resolutions only, as Kornman says its a Fraps issue.

You're wrong. I have been recording with Fraps. It works just fine. The only things I don't have turned on in Fraps are the overlays.

Spartan094
January 19th, 2012, 10:32 PM
Nope, hitting F9 does nothing while OS is installed. Hitting F10 crashes the game with an Exception.
Not on my end, I can record and take screenshots without a hitch.

Fake E: What Bob said.

Kornman00
January 19th, 2012, 11:32 PM
How do I turn off the godawful bloom that seems to be enabled by default and drops my FPS from 200 to 30?
Well, you could begin by reading (ps, it helps sometimes)

I could go on, but you're better off checking out the various documentation entries we have for Halo1 in our project's wiki (http://code.google.com/p/open-sauce/w/list). If you're just a casual HaloCE gamer, you're best off checking out the Getting Started (http://code.google.com/p/open-sauce/wiki/Doc_Halo1_GettingStarted) and User Settings (http://code.google.com/p/open-sauce/wiki/Doc_Halo1_Settings) entries. Please note that our documentation is continuously being updated based on user feedback and questions. The best way to comment on our wiki articles is to use the comment box found at the bottom of each article.
The wiki is the end-user's best friend. (ps, You can also turn it off while in-game via this (http://code.google.com/p/open-sauce/wiki/Doc_Halo1_NewScriptInterfaces#pp_motion_blur_enabl ed).)

You can lead a horse to water, but you can't make 'em drink it.

Cortexian
January 19th, 2012, 11:45 PM
You're wrong. I have been recording with Fraps. It works just fine. The only things I don't have turned on in Fraps are the overlays.

Not on my end, I can record and take screenshots without a hitch.

Fake E: What Bob said.
I appreciate you guys telling me what is and isn't working on my system and all but you're wrong. Fraps recording doesn't work with overlays or otherwise. It might be a triple monitor thing but I'm not gonna go through the hassle of disabling it all through drivers to check if it is or isn't. As it stands it doesn't work on my machine, an issue was made on Kornmans Google Code thing.

Amit
January 20th, 2012, 02:12 AM
We all know that Fraps isn't affected in a single screen scenario. They clearly didn't read the part where it's a multi-screen issue. Could it be the TripleHead shit messing with OS? Also, you should take the time to disable it all and check again. It'll benefit others as much as you.

BTW, Fraps does work with overlays. It works with both OS and the Steam Overlay running at the same time. I've done a fair bit of recording of CE using OS through Steam as a non-Steam game (including full use of the Steam Overlay).

Timo
January 20th, 2012, 02:43 AM
I appreciate you guys telling me what is and isn't working on my system and all but you're wrong. Fraps recording doesn't work with overlays or otherwise. It might be a triple monitor thing but I'm not gonna go through the hassle of disabling it all through drivers to check if it is or isn't. As it stands it doesn't work on my machine, an issue was made on Kornmans Google Code thing.

I have recorded multiple films while using OS. Even using it and steam overlay at the same time. I couldn't access the F7 menu, but could still use the steam overlay and record at the same time. I doubt people will want to watch stuff recorded in a 48:9 format anyway.

Kornman00
January 20th, 2012, 03:10 AM
I doubt people will want to watch stuff recorded in a 48:9 format anyway.
http://www.modacity.net/forums/images/customavatars/avatar18_46.gif (http://www.modacity.net/forums/member.php?18-Timo)

Amit
January 20th, 2012, 05:00 AM
http://www.modacity.net/forums/images/customavatars/avatar18_46.gif (http://www.modacity.net/forums/member.php?18-Timo)

Adventure Time Season 2, ftw. Such an epic two-part season finale. "Are you cold Finn?"

=sw=warlord
January 20th, 2012, 06:34 AM
are you sure you're running HCE in the right language?
You never know, your system might be having troubles understanding American English on a Canadian system.
:allears:

Cortexian
January 20th, 2012, 11:33 AM
We all know that Fraps isn't affected in a single screen scenario. They clearly didn't read the part where it's a multi-screen issue. Could it be the TripleHead shit messing with OS? Also, you should take the time to disable it all and check again. It'll benefit others as much as you.

BTW, Fraps does work with overlays. It works with both OS and the Steam Overlay running at the same time. I've done a fair bit of recording of CE using OS through Steam as a non-Steam game (including full use of the Steam Overlay).
There's no TripleHead. That died when Nvidia added Nvidia Surround natively into their drivers.

Pyong Kawaguchi
January 20th, 2012, 01:55 PM
Decided to try to use the internal postprocessing with the default my_tint.fx shader, however, it didn't work at all ingame, there is no tint whatsoever, why? is it an ATI issue?

Spartan094
January 20th, 2012, 05:02 PM
are you sure you're running HCE in the right language?
You never know, your system might be having troubles understanding American English on a Canadian system.
:allears:
http://www.modacity.net/forums/images/customavatars/avatar1207_13.gif

Pooky
January 20th, 2012, 06:32 PM
Well, you could begin by reading (ps, it helps sometimes)

Yeah, I did read that, and I didn't find anything that helped. I wasn't going to spend half an hour close to bed time searching through poorly presented documents for one fucking command, thanks.

On that note, how the fuck would anyone know that a command called MOTION BLUR has anything to do with bloom?

Sean Aero
January 21st, 2012, 05:30 AM
Yeah, I tried to read it, but I was not able to find anything that seemed to help. I was about to head to bed when I searched, so I didn't really take the time to go through all of the wiki thoroughly, thanks any way.

On a side, how come that a command called MOTION BLUR is related to the amount of bloom?
FTFY

Wow, the world is in a much better place if you put it like this. :golfclap:

StankBacon
January 21st, 2012, 08:50 AM
:|

FireScythe
January 21st, 2012, 12:34 PM
Yeah, I did read that, and I didn't find anything that helped. I wasn't going to spend half an hour close to bed time searching through poorly presented documents for one fucking command, thanks.

On that note, how the fuck would anyone know that a command called MOTION BLUR has anything to do with bloom?

What Korn was pointing out in a round-about way is that motion blur and FXAA are the most expensive effects built in to OS so turning those off in the user settings xml will result in higher fps.

If you have comments and suggestions to make about OS's documentation feel free to add a comment to the wiki pages on how we can improve it.


Decided to try to use the internal postprocessing with the default my_tint.fx shader, however, it didn't work at all ingame, there is no tint whatsoever, why? is it an ATI issue?

If you followed the guide (http://code.google.com/p/open-sauce/wiki/Doc_Halo1_PostprocessingQuickStart) step be step then it should just work. If you have and it doesn't, throw a thread up on Halomods or something explaining exactly what you did and we'll see if you/i've missed something :).

DarkHalo003
January 21st, 2012, 02:38 PM
Maybe i should phrase my question in a better manifestation: what kinds of scripts/code would have to be written to allow improvements to the AI? I know ChokingVictim developed on some relevant works regarding Flood Infection (though I believe he mentioned it had little to do with the actual AI). Or even further, would OS even support much more functionality and improvements to AI?

Pooky
January 21st, 2012, 03:35 PM
FTFY

Wow, the world is in a much better place if you put it like this. :golfclap:

Sorry but that's the kind of reaction you get when asking for help results in some smartassed, faggoty reply.

Sean Aero
January 21st, 2012, 04:28 PM
Sorry but that's the kind of reaction you get when asking for help results in some smartassed, faggoty reply.


http://www.youtube.com/watch?v=rkvRYg2ZmY0

( Not saying I approve smartasssed replies or anything. However most topics tend to go to waste because people lose their temper fast.)

As for the Sauce, everything on max/highest res is possible as long as you play the maps with the amount of people it was designed for.
Small custom map, 12+ player Koth with nades is a bad idea if you like to have your FPS a bit high.

Amit
January 21st, 2012, 06:22 PM
I didn't realize how demanding the new OS stuff was until I ran it on my laptop and got slapped in the face with a 50FPS framerate reduction. Oh well, I only play on my desktop now, anyways.

Cortexian
January 21st, 2012, 09:27 PM
Yeah I get some weird FPS jitters and lags when doing certain things with OS and triple-monitors. Especially when I'm zoomed in for some reason.

Spartan314
January 21st, 2012, 10:19 PM
I get it when actually playing campaign. :(

Amit
January 21st, 2012, 10:28 PM
I'm not talking about jitters and weird shit that shouldn't be happening. I'm talking about the toll it takes on your system. My desktop plays it completely smooth with no jitter or weird stuff.

Kornman00
January 21st, 2012, 10:48 PM
Seeing as how we don't have the testing resources or funding like that of MGS, you can't expect OS to run as smoothly on all cards, even if those cards are suppose to be "lolgood", because we can't test on all of today's cards and fine tune for them. If all cards behaved the same, MGS wouldn't have even needed to include config.txt along with HaloPC.

Different strokes for different folks. Some folks have nice and smooth strokes, others are giddy and jitter bug.

Daishi
January 22nd, 2012, 05:48 AM
Can someone post up the .dll, i've downloaded and uninstalled/reinstalled four times now and no d3d9.dll ever shows up post-install.

EagerYoungSpaceCadet
January 22nd, 2012, 06:10 AM
I'm having some weird crap like not being able to play the original campaign and fps going bonkers when using Ctrl+F12 (according to the graph, fps shuffles between 50 - 500 lol)

Amit
January 22nd, 2012, 02:32 PM
Turn on Vsync, then.

Spartan314
January 22nd, 2012, 03:31 PM
How is the question.

Amit
January 22nd, 2012, 03:37 PM
How is the question.

...in the graphics options....

Kornman00
January 22nd, 2012, 05:33 PM
Can someone post up the .dll, i've downloaded and uninstalled/reinstalled four times now and no d3d9.dll ever shows up post-install.
No, because OpenSauce is more than just one .dll. If it was, we wouldn't need an installer.

Refer to the documentation (http://code.google.com/p/open-sauce/wiki/Doc_Halo1_FAQ).

Cortexian
January 22nd, 2012, 09:21 PM
What installs to C: without letting me chose the download location btw?

us people with SSD's and limited space on C: don't appreciate installers placing things willy-nilly.

Timo
January 22nd, 2012, 09:38 PM
Damn you kornman, installing 17mb of OS-awesomeness to C:.

Pyong Kawaguchi
January 22nd, 2012, 09:56 PM
Damn you kornman, installing 17mb of OS-awesomeness to C:.

:like:

Amit
January 23rd, 2012, 02:06 AM
What installs to C: without letting me chose the download location btw?

us people with SSD's and limited space on C: don't appreciate installers placing things willy-nilly.

Wrong. It picked up my installation on the E: drive no problem. Of course, I'm assuming the installer pulls that information from the registry. Check your halo registry key to make sure it is pointing to the drive Halo is installed on.

Cortexian
January 23rd, 2012, 02:04 PM
Wrong. It picked up my installation on the E: drive no problem. Of course, I'm assuming the installer pulls that information from the registry. Check your halo registry key to make sure it is pointing to the drive Halo is installed on.
Wrong.

Did you even pay attention to the Disk Usage statistics when it was installing? Obviously not, the installers states that it installs a few MB's of stuff to C:, regardless of where your installation is. The larger portion is installed into your CE directory, but some is installed to C: regardless.

I want to know what that was. If it's runtimes or other distributions that I need then fine. Otherwise GTFO.

Amit
January 23rd, 2012, 04:34 PM
I want to know what that was. If it's runtimes or other distributions that I need then fine. Otherwise GTFO.

That's probably what it was. I can't imagine that OS would install stuff onto the OS drive if the stuff wasn't absolutely needed. And who gives a fuck anyways? A few megabytes of awesome sauce isn't going to fill your SSD up.

Kirby_422
January 23rd, 2012, 04:59 PM
isn't it just opensauceIDE in your appdata folder?.. cant you just manually move it yourself later?..

Cortexian
January 23rd, 2012, 05:19 PM
I don't know what it was, that's why I'm asking...

StankBacon
January 23rd, 2012, 05:24 PM
http://bacon.modacity.net/img/images/derpoio.jpg


that was so difficult to find out.

TVTyrant
January 23rd, 2012, 09:36 PM
So many Modacity tabs :O

TVTyrant
January 23rd, 2012, 10:55 PM
Not to sound like a dipstick here, but I can't find where the settings files are to lower the damn motion blur. Can anyone help me out?

JackalStomper
January 23rd, 2012, 11:56 PM
Documents -> My Games -> HaloCE -> OpenSauce

Or something like that, it's an xml file

TVTyrant
January 24th, 2012, 12:19 AM
So if I wanted it off would I change it to false, or would I simply change its value?

E: Changed it to false, solved all of my problems.

Daishi
January 24th, 2012, 02:51 AM
So, do tell what your answer actually provided me. The installer still doesn't install anything for me.

Amit
January 24th, 2012, 04:04 AM
So, do tell what your answer actually provided me. The installer still doesn't install anything for me.

Run it as admin then and see if it works. If it doesn't do anything, don't give us that attitude because this issue lies with your computer.

StankBacon
January 24th, 2012, 05:25 AM
So, do tell what your answer actually provided me. The installer still doesn't install anything for me.

your ce install is fucked up, simple as that.

opensause didn't put the dlls in my halo folder at first, i had to reinstall and then it worked fine... just make sure you back up your maps and whatnot.

Daishi
January 24th, 2012, 09:17 PM
Run it as admin then and see if it works. If it doesn't do anything, don't give us that attitude because this issue lies with your computer.
No attitude intended, just trying to figure it out. Ran it as admin manually and still had no result. I suppose I'll just have to deal since the problem is my computer.

Masterz1337
January 24th, 2012, 09:36 PM
Sometimes the best thing to do is just copy your CE files and re-install. That's solved the problem for every user I've helped so far.

Daishi
January 25th, 2012, 02:45 AM
Alright well I don't know what my game's problem is, but I figured out a way to get mine to work. I installed a different copy on my computer, moved mine to my brother's computer, and tried again, and for whatever reason this copy is working with it. Thanks for the help mates. Excellent work on this.

TVTyrant
January 25th, 2012, 11:42 PM
Sorry to bug you guys with a dipstick question again, but how do I use the Yelo Battery features with the new OpenSauce release?

Cortexian
January 26th, 2012, 12:15 AM
Join game, press F7, press numbers/move mouse/click mouse.

Warsaw
January 26th, 2012, 12:33 AM
And then there are, of course, console commands to make more pretty visuals.

TVTyrant
January 26th, 2012, 01:52 AM
And then there are, of course, console commands to make more pretty visuals.
Elaborate plz.

Warsaw
January 26th, 2012, 02:22 AM
OpenSauce can do motion blur, FXAA (or was it FSAA?), show you your video buffering for channels, etc. From CMT pictures, it looks like they've stuffed bloom and dynamic lighting in, too, though I don't know how to activate those or if they'll make a difference without map tweaks anyways. This stuff is in the OpenSauce dev thread, old news (not sounding condescending, just pointing it out for those that care to take a look and see what else is in there).

pp_motion_blur_enabled <integer 0,1> I think this one is on by default when you use OS.
rasterizer_rt_display <-1 through 5, 0 is default> Not really useful unless you are trouble shooting, but fun to mess with nonetheless.

I can't remember the one for AA. Oops.

E: Yup, from the OS thread over at HaloMods, you need to edit the maps to make them look prettier.

Kornman00
January 26th, 2012, 03:44 AM
And then there are, of course, console commands


Elaborate plz.
From our wiki (http://code.google.com/p/open-sauce/w/list): New Scripting Interfaces (http://code.google.com/p/open-sauce/wiki/Doc_Halo1_NewScriptInterfaces).

TVTyrant
January 26th, 2012, 05:02 AM
Thanks Korn

Kornman00
January 27th, 2012, 01:57 AM
It's Steam's fault, not OS. See issue 6 (http://code.google.com/p/open-sauce/issues/detail?id=6&can=1) for more details.
Got a reply back today

Hello,

A staff member has replied to your question:

Hello,

Thank you for contacting Steam Support.

Unfortunately we do not offer support for running non-Steam games through Steam.

We will be unable to assist you with this issue.
However, if you guys can confirm such input problems in other non-Steam games, I may be able to convince a Valve dev to reconsider not looking into this (no promises).

Amit
January 27th, 2012, 03:43 AM
Seeing as the view/HUD customization menu is the only aspect of OS that doesn't play nice with the Steam Overlay, I don't think this really needs to be fixed. Since your FoV and weapon positions won't change after you set them, you won't need to access the menu anymore. To set these, just run Halo normally (not through steam), set your stuff, then exit and run it through steam to get chat/web browsing functionality. Of course you can't remove the HUD while using the Overlay (well you can with a bit of well timed button pressing), but you can still use the flycam for taking screenshots and videos (not sure what you're recording in 3rd person cam if it's not to show off a map).

So, this isn't really an issue if you have any ounce of patience to employ a simple workaround.

Sean Aero
January 27th, 2012, 04:00 AM
So, this isn't really an issue if you have any ounce of patience to employ a simple workaround.

Yep, I agree.
Speaking of 3rd person cam or any other SJ or what ever.
Does the OpenSauce Project, allow any utilities to be added to the "official" project code?
Since I'm assuming OpenSauce became a new standard and future apps/utilities should be integrated with it.(?)

Delta4907
January 27th, 2012, 11:35 AM
I noticed in the .project_yellows tag there's a flag to "prohibit" multi-team vehicles, however checking it allows multi-team vehicles. Prohibit means to prevent, not allow. Nothing huge or worth re-releasing over, just pointing it out.

Kornman00
January 27th, 2012, 07:14 PM
Does the OpenSauce Project, allow any utilities to be added to the "official" project code?
Since I'm assuming OpenSauce became a new standard and future apps/utilities should be integrated with it.(?)
Only after we review it and determine it fits the engine's and our designs.

I noticed in the .project_yellows tag there's a flag to "prohibit" multi-team vehicles, however checking it allows multi-team vehicles. Prohibit means to prevent, not allow. Nothing huge or worth re-releasing over, just pointing it out.
MTV is enabled by default. Checking that will disable MTV only for that specific map.

Cortexian
January 27th, 2012, 07:48 PM
Is there documentation on the included OS dedicated server? I'm just wondering what it does that the regular one doesn't (I would assume MTV).

Delta4907
January 27th, 2012, 08:42 PM
Only after we review it and determine it fits the engine's and our designs.

MTV is enabled by default. Checking that will disable MTV only for that specific map.
It didn't for me. In my compiled map MTV only worked when it was checked.

Shock120
January 28th, 2012, 09:20 PM
I'd love for an OS-based launch of Halo CE on Steam.

Kind of like how SKSE for Skyrim does it.

TVTyrant
January 28th, 2012, 11:14 PM
What does SKSE even do? I have heard it referenced online before, but never explained.

Kornman00
January 29th, 2012, 03:03 AM
Skyrim is already officially on Steam, so what does SKSE have to do with anything?

Amit
January 29th, 2012, 08:22 PM
SKSE is an extra download for Skyrim. I don't know if it has special menus or something that would cause compatibility issues with the steam overlay, though.

EagerYoungSpaceCadet
January 30th, 2012, 04:31 PM
I'm pretty sure SKSE is a script loader for Skyrim, that's how I get playable performance on my laptop (using the script on the Skyrim Steam news page)

On topic now: Halo CE locks up while loading a campaign map with a controller plugged in while using OS.

Amit
January 31st, 2012, 03:00 AM
I'll try this tomorrow to see if it's true. What controller are you using, btw?

EagerYoungSpaceCadet
January 31st, 2012, 08:25 AM
A Logitech Rumble Gamepad F510.
Haven't tried tinkering with its XInput/DirectInput switch, but I prefer XInput on stock Halo since you can move in all directions and at different speeds (only in singleplayer though)

Also, only the original and modded campaign maps lock up (a10, a30 etc.), the rest work, but have some sort of loading issue when starting the map (looping sound, but it eventually fixes itself)

Amit
January 31st, 2012, 12:51 PM
You've turned off OS to make sure it is indeed what is causing these lock ups?

EagerYoungSpaceCadet
January 31st, 2012, 01:08 PM
Doesn't work. Strange, it used to.

Never mind, I won't be playing Legendary with a controller anyway :)

Kornman00
February 5th, 2012, 10:07 PM
Version 3.0.1 released! (http://code.google.com/p/open-sauce/downloads/detail?name=Halo1_CE_20120205.7z) View the ChangeLog (http://code.google.com/p/open-sauce/wiki/ChangeLog) for specific fixes and changes.

Ryx
February 6th, 2012, 11:29 PM
Did I just see "bloom toggle"? Pure sex.

edit: says I need directx 9.0b, which I already have a higher version of, only when I run OS. :(

NullZero
February 7th, 2012, 04:05 AM
Says that when I run Halo CE with xfire. Have you made sure that xfire is disabled in-game?

Amit
February 7th, 2012, 04:06 AM
Says that when I run Halo CE with xfire. Have you made sure that xfire is disabled in-game?

LOL. Xfire. Don't use that. It's evil. Also, it doesn't work with OS...because its evil and must be purged by windows uninstaller.

TVTyrant
February 7th, 2012, 04:13 AM
LOL. Xfire. Don't use that. It's evil. Also, it doesn't work with OS...because its evil and must be purged by windows uninstaller.
Havent had XFire on my PC in years...

Kornman00
February 7th, 2012, 11:17 AM
Reinstall HaloCE, update haloce, install OS

Ryx
February 7th, 2012, 11:24 AM
Reinstall HaloCE, update haloce, install OS
I'm running a legit copy of Halo ce 1.09 that I recently reinstalled, without xfire, and a new install of OS. Is anyone else having a problem with the update?

I can run it normally without OS.

Amit
February 7th, 2012, 02:35 PM
Havent had XFire on my PC in years...

Same here. Must be 4 at least.

NullZero
February 7th, 2012, 03:14 PM
LOL. Xfire. Don't use that. It's evil. Also, it doesn't work with OS...because its evil and must be purged by windows uninstaller.
No halo scrims are going to get organised through steam/other chat platform, so I'm stuck with it.

inb4 halo is dead

Amit
February 7th, 2012, 03:59 PM
Oh, well you're probably better off without OS running. Just use Sky's the Limit to fix your FoV and play scrims with that. The motion blur and bloom that comes with OS makes it harder to see things in a few cases, so it's probably no worth jeopardizing a round because you couldn't see someone on your motion tracker.

NullZero
February 7th, 2012, 04:57 PM
Nah, I just don't use xfire in game. I don't get any errors, was just trying to help Ryx trouble-shoot his error.

Rosco
February 10th, 2012, 12:40 PM
2629

Thought I'd take a trip down memory lane with SuperSunny's map paradise, such a pretty place! OS is great, I don't mind the performance hit :)

Warsaw
February 10th, 2012, 03:11 PM
Does OS break through the previous limitations on lightmap size in Halo CE?

Kornman00
February 10th, 2012, 05:56 PM
What were the previous limits?

Warsaw
February 10th, 2012, 08:11 PM
Neither Silicon nor I know the exact limit, but at higher resolutions it would just refuse to compile. Precipice's lightmap size is 16,337 kB, and Silicon said his method involved lower it from a size that gave the "Lightmap size too large" error in Tool to a size that wouldn't produce that error. I'm guessing that means that the size limit he is referring to isn't much higher than that. He uses 2048x2048 in all the major areas and 512x512 in less important places on that map.

Choking Victim
February 10th, 2012, 09:59 PM
Neither Silicon nor I know the exact limit, but at higher resolutions it would just refuse to compile. Precipice's lightmap size is 16,337 kB, and Silicon said his method involved lower it from a size that gave the "Lightmap size too large" error in Tool to a size that wouldn't produce that error. I'm guessing that means that the size limit he is referring to isn't much higher than that. He uses 2048x2048 in all the major areas and 512x512 in less important places on that map.
I took a quick look at the disassembled code of tool and sapien and didn't see any error associated with lightmap size. I did see an error saying "tag data '%s' too large" so it's possible that your bitmap data was too large for the bitmap tag, which can be increased (but i have no idea if it'll affect anything).

Warsaw
February 10th, 2012, 11:11 PM
So perhaps it was just lightmaps pushing the map and/or tags over the size limit.

Awesome.

Kornman00
February 11th, 2012, 12:05 AM
If we increased the maximum size for bitmap data, it would mean those bitmap tags which are over the stock limit would be incompatible with the stock HEK. Currently, only scenarios made/saved with the OS HEK, and shader_models which have a shader extension element, are the only stock tag groups which won't open in the stock HEK.

EagerYoungSpaceCadet
February 11th, 2012, 02:26 PM
What happened to the old motion blur? You know, the one which capped FPS to 30 but had blur on everything and not just BSPs?

Lateksi
March 1st, 2012, 07:19 PM
Since version changer doesn't work with this, how would one get to play on 1.00 servers? I recall Kornman saying there's a undocumented feature that lets you do so. I tried the game engine console commands but I guess that's totally wrong direction.

Edit: Never mind, found the command. It's "game_change_version_id true 1.00"

Kornman00
March 1st, 2012, 10:53 PM
Yeah, it's 'documented' now (http://code.google.com/p/open-sauce/wiki/Doc_Halo1_NewScriptInterfaces#game_change_version_ id), along with (http://code.google.com/p/open-sauce/source/detail?r=940232f09205e7e077385049dd35820e4851f5e7&repo=wiki) a few other script functions that I hadn't gotten to around first release.

chrisk123999
March 2nd, 2012, 08:55 AM
Is there a way to switch a player's team using OS? change_team exists in normal Halo, but it has to be run by the client.

Also


(global boolean is_os_enabled (>= ai_debug_path_maximum_radius 3.0) )
(global boolean is_host false)


(script startup testing
(if is_os_enabled
(begin
(set is_host (machine_is_host))
(if is_host
(begin
(if
(and
(= (game_engine_data_get_integer "type") 2)
(= (game_engine_data_get_integer "is_teams") 0)
)
(begin
(sv_say "Gametype is right.")
)
(begin
(sv_say "Wrong gametype or team settings.")
)
)
)
)
)
)
)

Can't compile this in OS Sapien. I get this error:

http://dl.dropbox.com/u/1455347/os_error.png

I think it's because it's returning void instead of a long.

Kornman00
March 2nd, 2012, 12:00 PM
Upgrade to the latest version of OS

Also,

(global boolean is_host (machine_is_host))

chrisk123999
March 2nd, 2012, 12:48 PM
I didn't want to use that function without first checking if OS is enabled. I intend to have this work in both .map and .yelo forms.

Edit: When was this fixed? I thought I had the newest version from when CMT released a50. Just installed it again and it's working fine now.

Edit edit: Also back to the first question, there a way to change a players team via OS?

Kornman00
March 2nd, 2012, 04:05 PM
I suggest you re-read the docs (http://code.google.com/p/open-sauce/wiki/Doc_Halo1_NewScriptInterfaces#Compatibility_with_n on-OS_games) about the new script interfaces and compatibility. In order to use the new script interfaces, you *have* to build the map with memory upgrades enabled (ie, .yelo).

There was a typo in CheApe.map's source code, it was fixed in 3.0.2 (http://code.google.com/p/open-sauce/wiki/ChangeLog). The OS version number should flash in game at the bottom left part of the screen when there's a new version.

None of the new scripting interfaces support forcing a player's team, so no.

chrisk123999
March 2nd, 2012, 05:29 PM
Isn't this used to check if the player is using OS?

(global boolean is_os_enabled (>= ai_debug_path_maximum_radius 3.0))

That way I could build 2 different versions of the map and the one with OS can run OS specific code?

Kornman00
March 2nd, 2012, 07:01 PM
Any scripts which use any OS-specific script interfaces will require the use-memory-upgrades setting. We expose the version of OS thru that unused global. However, there's no way to use scenarios/maps with OS-based scripts in the stock game. Doesn't matter if they're never called.

Kirby_422
March 4th, 2012, 04:56 PM
About your changing teams thing, have the clients do it themselves.

(if (volume_test_object my_trig_vol (unit (list_get (players) (player_local_get)))) (change_team <short>))
*shrug*
Just have the clients allowed to check the criteria, and do it via player_local_get (OS command)

Lateksi
March 9th, 2012, 06:03 PM
HUD scaling seems to be working only in games created by me. If I join a internet server the scaling most likely doesn't work. Anyone else getting this?

Cortexian
March 9th, 2012, 06:50 PM
HUD scaling is really glitchy for me as well. Sometimes it just randomly switches back and forth between scaled and not-scaled really quickly for no apparent reason.

Amit
March 11th, 2012, 08:27 PM
Works fine for me. Check for GPU driver updates.

Cortexian
March 11th, 2012, 10:13 PM
I get update notifiactions as they are released, and nope.

sanni
March 18th, 2012, 09:01 AM
Not really OS related but maybe I can ask it here since there is no other place in my known universe where I could expect an answer anyway xd:

There is one thing I noticed over and over in Halo CE multiplayer.
You throw a plasma nade and it gets stuck to the head of an enemy. It stays there for 1-3 seconds (so quite long) and then it resyncs to the place where it would have been if it didn't hit the enemy at all in the first place.
This happens even if both players have 33ms ping.

Now my question is, is there a variable in the haloceded.exe that tells the server to do a "complete resync of all player and nade positions" every 1-2 seconds and if yes why couldn't one not hex edit this variable to lets say 10ms?
To me as a total nub this actually seems logical.

Kornman00
March 18th, 2012, 09:54 AM
I would need to see a video of this happening from the view of a player hosting a game, and the view of a client in the game, as I can't ever recall seeing this as described, nor have I heard of anyone else remarking at this behavior.

Cortexian
March 18th, 2012, 09:57 AM
I would need to see a video of this happening from the view of a player hosting a game, and the view of a client in the game, as I can't ever recall seeing this as described, nor have I heard of anyone else remarking at this behavior.
It's very easy to replicate and happens to me all the time as well, it happens when the nade "sticks" on your side but then the server updates the positions of everything and places the nade somewhere else.

Just join a multiplayer game and start throwing plasma nades at a bunch of moving players.

I always just tacked it up to the good old Halo netcode.

Kornman00
March 18th, 2012, 10:15 AM
What about from the view of the player hosting a game? I want to make sure this is actually the server's doing in tandum with a client's faulty prediction.

Clients try to predict player positions, which are updated every 30 game ticks IIRC, but obviously they can't predict player actions. However, I don't recall how often items or projectiles are updated (as they don't use the same update system as players or vehicles)

Cortexian
March 18th, 2012, 10:33 AM
I only ever notice it on dedicated servers myself, because who plays on client-hosted servers? I'm trying to think back to when I hosted client-games and I don't recall ever seeing this happen there.

Choking Victim
March 18th, 2012, 11:24 AM
Is there any way to make player positions update faster than every 30 ticks korn? I'd be happy to change it if you know the addresses I need to modify. Would it cause any issues?

=sw=warlord
March 18th, 2012, 11:35 AM
Wouldn't increasing the refresh rate, you know, cause more lag due to more data being sent and received?

Choking Victim
March 18th, 2012, 11:51 AM
Wouldn't increasing the refresh rate, you know, cause more lag due to more data being sent and received?
Yeah, I actually found the values you need to change and it only seems to increase the jitteryness of the game. If you're updating player/vehicle positions faster, then every small motion you make is accounted for. This causes vehicles/players to skip around alot more than usual.

Kornman00
March 18th, 2012, 12:18 PM
http://code.google.com/p/open-sauce/source/browse/OpenSauce/Halo1/Halo1_CE/Networking/MessageDeltas.cpp#102

It's what delagginator modified

Cortexian
March 18th, 2012, 12:36 PM
http://code.google.com/p/open-sauce/source/browse/OpenSauce/Halo1/Halo1_CE/Networking/MessageDeltas.cpp#102

It's what delagginator modified
What did Delagginator change the value to? Because I've read that Delagginator became obsolete when Bungie/Microsoft updated the game at some point.

Kornman00
March 18th, 2012, 01:22 PM
It changed them to those same values. And delagginator only worked with the version of Halo that was out at the time; it didn't become obsolete, it became outdated.

Cortexian
March 18th, 2012, 01:41 PM
Oh okay, well what are the default values?

Kornman00
March 18th, 2012, 02:33 PM
http://code.google.com/p/open-sauce/source/browse/OpenSauce/Halo1/Halo1_CE/Networking/Networking.hpp#422

Cortexian
March 18th, 2012, 04:55 PM
Ah okay, neat.

Is there a way to modify these values using hex or something on a current 1.09 server? Would it actually improve much? I never got to use Delagginator properly since I was too much of a n00b back then to host dedicated servers.

{XG}Gijs007
March 20th, 2012, 01:27 PM
I'm actually using the halocelagtweak.exe which adds the delaginator in the haloceded.exe.

It works pretty well, but it had some issues a while ago with red x and disconnecting players.
I'm currently testing if this is still the case.

If you want I can upload that exe, if I can find it in my old backups that is...

supersniper
March 20th, 2012, 02:40 PM
both of those are acient tools back for 1.07 lol if anything...

{XG}Gijs007
March 20th, 2012, 06:29 PM
both of those are acient tools back for 1.07 lol if anything...
They still work, but have some bugs.

Cortexian
March 20th, 2012, 07:07 PM
They still work, but have some bugs.
Delagginator doesn't work anymore and hasn't for a long time, I'm pretty sure lagfix doesn't either. They're the same as all other apps, since the version changes they don't work to to a "shift" in code locations.

Basically they try and change code at the wrong location, which 9 times out of 10 causes a crash or other undesirable effect.

sanni
April 7th, 2012, 05:46 AM
// Always force the game to think it's running on a LAN
*EncodingClass() = Enums::_message_delta_encoding_class_lan;

if(!g_enabled)
{
Networking::network_update_globals* settings = Networking::UpdateSettings();
settings->remote_player.action_baseline_update_rate = 30;
settings->remote_player.position_update_rate = 15;
settings->remote_player.position_baseline_update_rate = 15;

EnableMessageDeltaSteroids();

g_enabled = true;
}



Does this only work if I am the host of a game or does it also work for dedicated servers, like gameservers.com.
Also what would happen if I changed all the update rates to a lower value like 5?

Kornman00
April 7th, 2012, 05:51 AM
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.

Kornman00
December 15th, 2012, 08:10 PM
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 :words: 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?



In-game Map Downloads

I’m sure you’ll be happy to hear that I have written an in-game map download system that is built in to OpenSauce v3.1.0 which will be coming to a Halo near you mid-January!

The system has 3 parts to it, the OS client, the OS Dedi and the web server.

You are probably a client which means you have the easiest job :D, simply try to join a server running a map you do not have and the following will happen:

* You will join, then disconnect from the server as you don’t have the current map
* OpenSauce will sense your distress and try to find and download the map for you
* It requests the map from the dedicated server first, which may or may not be serving it
* If the dedi isn’t serving the map OS will then try to download it from one of a list of master servers (described below)
* If it finds the map on the dedi or master server it will automatically download it, and if successful, extract it into your maps folder
* The map is then added to Halo’s map list and with the map now available, OS will attempt to reconnect to the dedi

All this happens without the user having to interact, restart Halo, or any other nonsense!

This takes place whenever you don’t have a map the server is running, so if a game ends and a different map is loaded that you don’t have, the process starts again to download that map and reconnect you to the server.

Of course, a map download system is pointless without somewhere to download the map from. If you are a cool guy you may well be running one or more dedicated servers, in which case you can serve the maps yourself.

The OS dedi has a HTTP server embedded, which is what makes the magic happen. The server is setup using functions you can pop in to your init.txt to keep things nice and simple. Full details on the OS dedi map server setup can be found here (http://code.google.com/p/open-sauce/wiki/Doc_Halo1_MapDownloadHost) but the main jist of it is:

* Compress and split your maps using OpenSauceIDE (included in the OS installer)
* Upload the map parts to a 3rd party file host that supports direct linking
* Setup your OS dedi to enable map downloads, pointing to your 3rd party file host as the data source
* Start the game server

When the client requests a map from the OS dedi, it responds with some information about the map and its parts, after which the client requests each part from the dedi. The dedi redirects those requests to the 3rd party file host you are using so that the client can download from them. This means the dedi’s bandwidth is free to use for the important things in life such as pretending to kill people.

Since the OS dedi has a HTTP server embedded it can also serve the map downloads itself, and as long as the HTTP servers bandwidth is throttled (again, set in the init.txt) this may be a viable option for some people.

If you are running a passworded server you can even encrypt your map using the server password at the map compression stage, so that people who shouldn’t have your map don’t get your map.

But wait! There’s more!

“What if the dedi is bad and isn’t serving the maps?” I hear you say. Well, thats where master servers come in. The master server is a set of php scripts that can be used on a normal web server running PHP and MySQL and is used to serve maps to the entire OS user base.

And this is where OS needs YOU!

The map download system won’t take off without a decent amount of master servers running, as that not only provides more choice to the players, but also distributes the bandwidth cost amongst many kind volunteers which is better for everyone. Halomods is currently the only website running as a master server.

So, we need people who run websites with a good deal of spare bandwidth to donate some of their bandwidth to help make Halo CE more accessible, and hopefully make custom map servers the norm.

The details on how to set up a master server can be found here (http://code.google.com/p/open-sauce/wiki/Doc_Halo1_MapDownloadMasterServer)


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.

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:

* You know that 'checking for updates...' message that comes up every time you try to do something MP related? Well now there's an xml setting to make the game think it already ran this check, saving you an additional second or two.
* We now have a command line parameter for specifying what version of the game you want to display a server list for. By default, if a value isn't given via this parameter, we get the ENTIRE server list from all the versions of Custom Edition. Or you can specify "disable" and the server list will behave as normal, populating the server list with 1.09 only servers.
* We've added new xml setting for forcing OS to use .yelo files first when searching for .map files (off by default). So with this feature on, OS will pick a10.yelo first instead of a10.map, assuming both files are present.
* There's now a command line parameter for turning off all OS-based gfx additions/upgrades.
* The installer has been improved. E.g. it installs the VC++9 runtime, allows the user to -not- install OpenSauceIDE, etc
* Mini-dump support has been added to haloce/dedi/tool/sapien (guerilla is the oddman out) to aid in any future debugging efforts when the EXEs crash



Of course, average joe users aren't our only target demographic. Map makers are in for some treats too:

* We've increased the max grenade types to 4. This works in multiplayer as well and there are fields in the scenario's starting profiles to specify the grenade counts for the 2 new types. In order to keep this feature working in MP without having to wait on new networking features, we couldn't go any higher than 4. Some people were already catching on to this new feature (http://www.halomods.com/ips/index.php?/topic/631-four-grenade-types/)
* We've added a script function for playing .bik videos (need to be in the same location as the game's existing .bik videos)
* We've added a system for displaying UI widgets via script code. You execute a function and then it displays a ui widget definition specified in the project_yellow/globals tag.
* We've added a 'runtime vectors' system in a similar fashion as the 'runtime integers' system. This system allows you to perform vector operations in script code. CMT was able to use this setup to essentially perfect vehicle boosting. You can check out teh_lag's prototype video of this here (http://www.youtube.com/watch?v=ABy4AEaWCDU)
* We've added script functions to perform bit operations (AND, OR, etc) and converting hex string to an integer
* We've increased the maximum number of particles that can exist at any given time. We're still playing with these settings, so the exact upgrade amount isn't set in stone yet.
* We've increased the maximum buffer size for model vertex and index data that Tool uses when building a cache file.
* The project_yellow_globals tag features a new flag for forcing the game to use 'stun jumping penalty' instead of 'turning penalty' in the engine's biped jump code. We're considering this a "patch" as I'm pretty sure this wasn't the intended behavior in the stock engine.
* We patched the weapon tag's magazine's magazine-objects block so that it will no longer crash when you try to add more than 2 elements. Uses the equipment field for the block name now too. This is a "patch" for a bug in the stock HEK. If you try to open the weapon tag in the stock Guerilla with more than 2 elements in the magazine-objects block, it will crash.


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):

* The codebase has been reworked to match that of the actual game engine's.
* There are now only two shared source folders (aside from 3rd party libs), "blamlib" and "YeloLib". These help to draw cleaner lines where there is data/code added/injected by OS, or where there is code that is specific to OS.
* The CheApe compiler has been modified to support faux tag-structs. So if you have tag definitions that have repeated fields (eg, in the case of the engine's shader and hud interface tags), you can use these to essentially have the compiler cut&paste the field definitions for that tag-struct.
* We've been working on a string_id system that is very much like what is used in the games following Halo1. A first-class citizen StringId field type has been added to the CheApe parser so it will handle the underlying hacks that we made to get such a system working in Halo1. When a cache is being built, the system will also take tag_string fields and create ids for their values, then mapping the address of those fields to those generated ids. So existing tag_string fields can be used in code that works with string_ids.



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.

Disaster
December 15th, 2012, 08:33 PM
Epic work guys. Each new release is always impressive.

DarkHalo003
December 15th, 2012, 10:18 PM
I'm so glad you guys are still trying to keep HCE alive for those who still love it. Maybe one day (even though the engine is still really old) we can bring a lot of people back with these advances you guys have done for us.

Amit
December 16th, 2012, 12:03 AM
Hell, with all the features going into the new release, it's almost like OS v4.0 for us simple people.

Con
December 16th, 2012, 02:27 AM
Does the map download system need master servers because you can't lookup maps easily on halomaps.org and/or Dennis doesn't want the site to be used that way (without ad revenue)?

Cortexian
December 16th, 2012, 02:53 AM
It's a Dennis said no deal I believe.

Plus the halomaps.org servers are slow as hell.

FireScythe
December 16th, 2012, 08:22 AM
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.

Kornman00
December 16th, 2012, 09:53 AM
Don't forget, maps can be hosted on the cloud as long as you can grab them via HTTP

Con
December 16th, 2012, 02:53 PM
A feature you might want to add to the client is pushing new maps you've downloaded to your own master server.

=sw=warlord
December 16th, 2012, 03:05 PM
Out of interest, would looking into whether it's possible to create new master server lists be something anyone would be interested in looking into?
reason I ask is Gamespy are axing old games master servers left and right after being bought out by another company.

Btcc22
December 16th, 2012, 06:11 PM
Out of interest, would looking into whether it's possible to create new master server lists be something anyone would be interested in looking into?
reason I ask is Gamespy are axing old games master servers left and right after being bought out by another company.

May or may not be already done.

FireScythe
December 16th, 2012, 06:41 PM
A feature you might want to add to the client is pushing new maps you've downloaded to your own master server.
Master servers aren't a per-person/client thing. They are meant to be run by established web hosts, in which case they would most definitely have FTP access to their server for adding new maps.

Cortexian
December 16th, 2012, 10:30 PM
It's to bad it's HTTP protocol exclusive.

I could almost be tempted to open up a torrent seedbox just to help serve these. And we all know that there are cheap 100, 250, and 500 Mbps seedboxes out there if you know where to look.

Btcc22
December 17th, 2012, 07:20 AM
Using torrents would very likely introduce their own set of problems that'd end up making things less reliable (and slower), not that I'm speaking on FireScythe's behalf.

Ki11a_FTW
December 17th, 2012, 02:50 PM
* We've added a script function for playing .bik videos (need to be in the same location as the game's existing .bik videos)

THANK YOU. This makes me very happy.

also, came up with some ideas for script functions for some focusing effects, for example
http://xboxmedia.ign.com/xbox/image/article/564/564370/halo-2-limited-collectors-edition-20041108012407982.jpg




cutscene_focus_objects <object_list> <integer> <integer> <boolean>
Focuses or unfocuses object of set integer amount in a certain period of time. False sets unfocused. Zero is completely unfocused.

cutscene_set_focal_amount_environment <integer> <integer> <boolean>
Integer controls how much the environment is in focus with the camera within a set period of time. Zero is completely unfocused.

camera_set_focal_amount_environment <cutscene camera point> <integer> <integer> <boolean>
Integer controls how much the environment is in focus with the desired cutscene camera point within a set period of time. Zero is completely unfocused.

cutscene_set_focal_horizon_radius <flag> <radius> <integer> <boolean>
Sets a radius around desired flag. Outside of this radius is where integer controls how clear the horizon is. Zero is completely unfocused.

cutscene_reset_focal_distance <boolean>
Resets all previous focal values to 1(default).

physics_volume_set_gravity_scale <trigger volume> <gravity>
Sets desired gravity amount for desired trigger volume.

pp_enable_cascade_shadows <boolean>
Enables or disables cascade shadowing.


cascade shadows would of course be the shadows that vehicles\bipeds give off, but applied for scenery objects aswell with a larger distance of rendering.

Thank you:)

sorry if some ideas are a little rough, but im sure you get it.

Kornman00
December 17th, 2012, 03:45 PM
As I recall, DoF wasn't added to the engine until H2.

And trying to do physics volumes isn't something I want to try rushing for 3.1. If we ever did them, it would be in a later release as gravity is applied to many different things, which we would then have to hook and then test to see if that point is in a physics trigger volume. And the trigger volume block only has 2 bytes of unused space that could potentially be made use of.

FireScythe
December 21st, 2012, 09:05 PM
Here's a quick video showing the map downloads in action.


http://www.youtube.com/watch?v=R-nVbexrN5M

Btcc22
December 22nd, 2012, 01:56 AM
Looking good, nice work. :iamafag:

INSANEdrive
December 22nd, 2012, 02:02 AM
Kornman00 are you a wizard? :iamafag:

http://i.imgur.com/ZJ9Fh.gif

Really though... thanks for your (group) efforts even after all this time.
Such a thing is much too fleeting. Good work twice so.
Again... Thank you.

Amit
December 22nd, 2012, 09:46 AM
Kornman00 are you a wizard? :iamafag:


Nope, but FireScythe is.

Higuy
December 22nd, 2012, 10:50 AM
Thats really cool. Does the dedicated server have to be running OS or something else, or no?

FireScythe
December 22nd, 2012, 11:22 AM
Yeah, the MP server has to be an OpenSauce dedi to download from it. Which is a shame since then you can't have the functionality of SAPP/Gandanur/etc. Although since the download protocol uses HTTP it is possible to have a separate HTTP server running along side a non-OS dedi which redirects to a personal master server, which is a more advanced setup.

Jazzyboy1
December 22nd, 2012, 01:28 PM
Yeah, the MP server has to be an OpenSauce dedi to download from it. Which is a shame since then you can't have the functionality of SAPP/Gandanur/etc. Although since the download protocol uses HTTP it is possible to have a separate HTTP server running along side a non-OS dedi which redirects to a personal master server, which is a more advanced setup.

Have you spoken to sehe or Rad to see if they can support OS?

Higuy
December 22nd, 2012, 06:58 PM
Yeah, the MP server has to be an OpenSauce dedi to download from it. Which is a shame since then you can't have the functionality of SAPP/Gandanur/etc. Although since the download protocol uses HTTP it is possible to have a separate HTTP server running along side a non-OS dedi which redirects to a personal master server, which is a more advanced setup.

Well, as long as OS dedi incorporated similar functions as SAPP and other programs do, then I don't see why it would be such a problem, and it would probably turn out to be a much more beneficial one to most players.

Kornman00
December 22nd, 2012, 07:35 PM
Assuming the ideas/features we have for post-3.1 come to fruition, we'd be able to integrate features seen in the server apps more fluidly and have better client side support.

Ki11a_FTW
December 22nd, 2012, 11:30 PM
Just used the in-game map download today personally. Very Impressive work.

Cortexian
December 23rd, 2012, 06:20 AM
Assuming the ideas/features we have for post-3.1 come to fruition, we'd be able to integrate features seen in the server apps more fluidly and have better client side support.
If you were to integrate all the useful features from SAPP and Gandanur, like all the text based commands which recognize admins based on hash/IP's, plus remote console applications and support for custom events and game types like zombies... You could definitely become the goto app for all server administrators. It would also be the best way to get most of the experienced server hosts on-board with the map downloading system.

You'd probably want to support Halo Rank as well.

Kornman00
December 23rd, 2012, 05:07 PM
We wouldn't want to use the hackish text based commands with the ideas we have for post-3.1. And one of the planned systems would make something like Halo Rank readily usable and customizable on the client side.

Cortexian
December 24th, 2012, 06:58 AM
Text based commands just make stuff a lot more usable, unless you can make it so you "log in" to RCON once, and from that point on you can execute commands without having to prefix everything with "rcon password".

sanni
December 24th, 2012, 08:13 AM
I would love an open source server app where everyone can commit ideas and code instead of how it's now that we have 3 different server apps and everyone does their own thing.

Kornman00
January 17th, 2013, 01:06 PM
TTDaVb19_PQ

Extended videos are linked at the end, so be sure to watch the whole thing (hey, it's less than two minutes!)

Announcement post for v3.1 (http://www.halomods.com/ips/index.php?/topic/6-open-sauce-halo-custom-edition/page__view__findpost__p__7383)

Con
January 17th, 2013, 01:23 PM
Wow km, amazing stuff! I don't even know this game anymore.

=sw=warlord
January 17th, 2013, 01:38 PM
Out of interest, I noticed in the list of updates there's the option to turn off or skip the version update prompt.
Is it possible or feasible to have open sauce do a update check of its own?
Reason I ask is it could be useful to have opensauce look for and download any updates which might fix any version compatibility issues that may arise.
I'm just going off on a limb here but was wondering if it was an idea you had considered at all?

Kornman00
January 17th, 2013, 02:22 PM
We have no intentions of mucking with Halo's UI system

DarkHalo003
January 17th, 2013, 03:53 PM
The trolling potential with boardable bipeds....

nuttyyayap
January 17th, 2013, 04:02 PM
Can't wait to get my hands on these features! :3 I can foresee board-able hunters being a thing soon... (we can put boarding junk on all units right?)
E: if we can board all units, Assassinations are totally a thing. It's a shame I don't like them.

=sw=warlord
January 17th, 2013, 04:02 PM
Capture the babes (http://www.youtube.com/watch?v=eWua1EMy_2I) in Halo?

xalener
January 17th, 2013, 10:11 PM
Gears of war style meatshield? Crysis style enemy grabbing/ throwing (stretch, probably impossible)?

n00b1n8R
January 17th, 2013, 11:40 PM
Map downloading is the greatest addition to this game ever.
fo shiz yo

ThePlague
January 18th, 2013, 12:49 AM
Jockey riding.

Lateksi
January 18th, 2013, 12:58 PM
I love you, Kornman.

Pyong Kawaguchi
January 18th, 2013, 01:35 PM
Wait, am I the only one confused by the way the biped moved at the end? the way the walking looks is very similar to halo 2 ?

STLRamsFan
January 18th, 2013, 02:38 PM
Impressive work as usual, awesome stuff. Really wish I had something to play it on because I really don't recognize the game anymore!

NullZero
January 21st, 2013, 05:25 PM
Version 3.1 has been released (http://code.google.com/p/open-sauce/downloads/detail?name=OpenSauce_Halo1_CE_20130120.7z)


Unfortunately, there were some issues that couldn't be resolved with ChokingVictim's unit boarding in dedicated server builds, so we couldn't include it in this specific release. We're hoping to resolve the issue within the week for a v3.1.1 release


Change Log (http://code.google.com/p/open-sauce/wiki/ChangeLog)


Source: http://www.halomods.com/ips/index.php?/topic/6-open-sauce-halo-custom-edition/page__view__findpost__p__7615

(http://www.halomods.com/ips/index.php?/topic/6-open-sauce-halo-custom-edition/page__view__findpost__p__7615)
As an aside, halo force closes when I enabled xfire in-game. Started working after I re-disabled xfire in-game.
(http://www.halomods.com/ips/index.php?/topic/6-open-sauce-halo-custom-edition/page__view__findpost__p__7615)

Choking Victim
January 22nd, 2013, 02:38 PM
Wait, am I the only one confused by the way the biped moved at the end? the way the walking looks is very similar to halo 2 ?
That was my test map. The elite used Halo 2 animations and the spartan who's seat he entered used Halo 3 animations.

ThePlague
January 22nd, 2013, 03:04 PM
Someone posted about this on reddit yesterday, forgot to post here about it.
http://www.reddit.com/r/halo/comments/16y4ar/opensauce_v31_for_haloce/

sanni
January 25th, 2013, 09:47 AM
http://www.abload.de/img/haloce2013-01-2515-39fkowl.png
http://www.abload.de/img/haloce2013-01-2515-40xbrkf.png
http://www.abload.de/img/unbenanntjauux.png


:smith:

Pyong Kawaguchi
January 25th, 2013, 10:32 AM
That was my test map. The elite used Halo 2 animations and the spartan who's seat he entered used Halo 3 animations.
sweet stuff bro, a+

Lateksi
February 4th, 2013, 04:55 PM
HUD scaling doesn't work 90% of the time in internet games I join. Sometimes it switches back and forth between scaled and stretched. Works fine in LAN and single player, though.

Amit
February 5th, 2013, 11:32 PM
Reinstall OS. Worked for a friend of mine.

Cortexian
February 6th, 2013, 04:01 AM
I've reinstalled OS like 5 or 6 times and it hasn't fixed it. It randomly fixes itself then reverts throughout online play.

Lateksi
February 6th, 2013, 04:44 AM
Yes it's strange. You might want to look at Yelo battery because somehow it always worked, even online.

FireScythe
February 6th, 2013, 07:22 AM
If you can find a reliable repro for that, ie what specific situations cause the scaling to screw up, pop an issue on our issues database (http://code.google.com/p/open-sauce/issues/list)and i'll look at fixing it.

KantIZBack
March 20th, 2013, 06:44 PM
Before I go off on a tangent of my usual H2 area, does OS do real time tag editing?

Sorry if bumping something old, just didn't feel making a new topic for this was necessary

Btcc22
March 21st, 2013, 03:37 AM
Before I go off on a tangent of my usual H2 area, does OS do real time tag editing?

Sorry if bumping something old, just didn't feel making a new topic for this was necessary

You can do it with OSHEK. Here's another project (http://www.modacity.net/forums/showthread.php?24911-WIP-Quickbeam&highlight=quickbeam) with similar aims.

Kornman00
March 21st, 2013, 01:42 PM
The framework is there in BlamLib, but it hasn't been developed into something that can be used out of the box. One of the things on the TODO list for future versions is adding a file system watcher process to Sapien for automatic reloading of some tags, and possibly for tool (for automatic reimporting).

leorimolo
March 21st, 2013, 03:30 PM
You can do it with OSHEK. Here's another project (http://www.modacity.net/forums/showthread.php?24911-WIP-Quickbeam&highlight=quickbeam) with similar aims.

You could say that project has been put on hold

Kornman00
September 1st, 2013, 10:26 PM
Over the past 24 hours I've been working on and off on upgrading the build system for OpenSauce from VS2008 to VS2012 (which shouldn't require any additional work for VS2013 later this year)

This was no small feat, because it wasn't acceptable to just use what VS2012 generated during its own automated 'migration' of the build files. What's nice about moving to 2012 is that I'm able to finally use msbuild for the C++ projects. With that I'm able to verify that the person trying to compile OS has all the required libraries actually installed, and if not msbuild will bitch at them before the compiler starts touch the source.

This move to 2012 means we get to start using some of the C++11 features MS decided to implement. Sadly, it won't be until VS2013 when we're able to fully use all C++11 language features (including variadic templates!) and some proposed C++14 features.

Another thorn in my side right now is how the VS team moved the solution view of C++ files to a vcxproj.filters file. Most of my time has already been spent manually editing or creating xml files (which is what msbuild actually uses).


All of this work will be for a build that is after anything 3.1.x (and we're still debating on switching to a different public version naming scheme). We have a 3.1.1 build that CMT has been using for testing, hopefully we can get that out the door soonish.

Amit
September 2nd, 2013, 12:54 PM
So as far as features go, what does C++11 have to add to OpenSauce?

Kornman00
September 2nd, 2013, 07:40 PM
So as far as features go, what does C++11 have to add to OpenSauce?
List of new language features (http://en.wikipedia.org/wiki/C%2B%2B11). C++14 (http://en.wikipedia.org/wiki/C%2B%2B14). We will now have the ability to use most of those language features in our code (some won't be implemented in VC++ until VS2013).

Ki11a_FTW
September 3rd, 2013, 02:37 AM
Sweet. When will firesythes BSP normals be included?

Amit
September 3rd, 2013, 12:13 PM
I should have been more specific with my question. What sort of uses would C++14 bring to something practical CMT could use in their projects?

Btcc22
September 3rd, 2013, 01:14 PM
What sort of uses would C++14 bring to something practical CMT could use in their projects?

Nothing. Extra language features might be useful for producing better code but they mean zip for the end users.

Amit
September 5th, 2013, 12:47 PM
Well if it makes current OS functions more efficient and run better, that's good enough for me.

Jazzyboy1
September 5th, 2013, 01:12 PM
Well if it makes current OS functions more efficient and run better, that's good enough for me.

Yeah, I assume it will.
That is, while I assume the newer versions of C++ have provided more respectable arguments? (Learning an old version of C++ atm and it definitely seems like a lot of the common arguments are quite inefficient/difficult to write efficiently)

Kornman00
September 8th, 2013, 11:51 AM
We should be able to check for SSE2 support in the user's CPU with the installer for post 3.1.1 builds (current builds only have SSE enabled). Which is great, because I've noticed some more efficient combination of operations in the generated assembly with it enabled. We could enable AVX (http://en.wikipedia.org/wiki/Advanced_Vector_Extensions#CPUs_with_AVX), but it is still relatively new (my main dev machine's CPU is circa 2010 and thus doesn't support it). Plus requires Win7 SP1+ IIRC. So yeah, that would kind of narrow our userbase.

boogerlad
September 26th, 2013, 05:04 PM
Why don't you release multiple binaries?

Kornman00
September 27th, 2013, 03:36 AM
It would complicate the build system. We already have to release multiple binaries for all the different game related exes (5 in all). Then there's the issue of testing those binaries.

RadWolfie
October 17th, 2013, 12:35 AM
Have you spoken to sehe or Rad to see if they can support OS?

Am not sure about the discontinued DZS OS SAPP can be support. However I will not be supporting this. Although S-Ext's latest version appear to be working fine and so will H-Ext first release. But I'm not sure about H-Ext's later releases might do cause the conflict due to third-party integrations in Open Sauce.

"Rad" DZS|All-In-One

WaeV
October 24th, 2013, 10:36 PM
Yeah, it's 'documented' now (http://code.google.com/p/open-sauce/wiki/Doc_Halo1_NewScriptInterfaces#game_change_version_ id), along with (http://code.google.com/p/open-sauce/source/detail?r=940232f09205e7e077385049dd35820e4851f5e7&repo=wiki) a few other script functions that I hadn't gotten to around first release.
I see with 'game_change_version_id' the version-string can be "1.00", "1.07", "1.08", or "1.09". Are those CE versions which Open Sauce can join games with?

Also, this has probably been asked a thousand times before, but can Open Sauce join regular Full games at all? I know the CE and PC netcode is somewhat different...

Kornman00
October 24th, 2013, 10:47 PM
Those are CE versions, correct

Are you asking about joining full, ie 16/16, games? If a game is full, you can't join it. And CE's netcode definitions are incompatible with PC to a degree.

WaeV
October 24th, 2013, 11:15 PM
Sorry, I meant joining PC games. When talking with trial/demo modders, the term 'Full' is more common.

Foggily remembering this... Halo CE's netcode is more restrictive than PC's, right? And there's an extra packet type?

Kornman00
October 25th, 2013, 06:25 PM
I wouldn't care to ever try to get CE to join PC games.

CE's netcode has some changes that PC doesn't. Including a handful of new message delta types and at least one of the original network packets were changed to include the client's map hash IIRC.

Honestly, fuck PC. There's no real custom support and there isn't as much server support built in.