So... I didn't see anything like this anywhere else so I was thinking that we should at least start a thread like this.
Post your ideas for things that Open Sauce can do to help out your experience playing Open Sauce! (I do not, nor should anyone expect Kornman00 to do this all on his own)
E: If we think a bit, I bet that we can come up with the technical solutions to these problems without coding.
Before we begin, read the following post by Korn:
"Little information update for OS CE:
What you can do:
Add new scripting functions\globals
Record the chat box (clients)
Theoretically create new game engines (ie, ctf). I've made significant advances in making this possible, but there is still amounts of work needed to be done, especially on the UI side
Have your Sauced servers\games come up in their own server listing, apart from the general server list (so you can hide or better filter your games from the public)
Multi-team vehicles
Have access to the networking extension code that I was developing. In theory, it should be working, but I have something up somewhere...because it doesn't. Who knows, maybe I'll figure it out before release?
Interface with objects in the current game state (ie, location, a unit's weapons, shield power, etc)
Create your own key bindings for executing custom code (ie, hold shift+g to turn the AI off)
Create menu interfaces a la Battery.
Edit the tags that are in memory
Edit loads of other game state related data
Add your own game event logging (already have some events that are logged while in game)
Modify the camera to your hearts desire
Almost everything from Battery
What you can't do:
Create new object types.
Can't replace the physics engine
Can't replace the rendering engine
Can't add a perfect Forge mode to the engine. You can replicate some of it's features, but in most cases the engine isn't outfit to do it
Both lists can be much longer but I just wanted to give an overview of a few things you can look forward to and to answer any questions people may have." -Korn
1. What team a player is on be transmitted/tracked by server (Me until #4)
2. Syncing doors/bridges etc. 3. Ability to move objects without calling them "vehicles" 4. Increased tag limits
5. Functioning Mancannon (Malloy) (same as grav lift)
6. "Max Payne" Sniper cam (Malloy)
>> Be more precise
7. Walking in/on Vehicles while moving without falling out/off. (Admiral Bacon)
8. Syncing Grav lift function (PopeAK49) (basically same as mancannon)
9. Killcam, where the camera follows the player that killed you until you respawn. (Advancebo)
>> Already happens, perhaps reduce the req for it to show?
>> Not "needed" if #12 is done.
10. Enabling more FP animations (HDoan) +2
>>"I think what Doan meant by enabling more FP animations was having a way to reference more than what we have. For example, if we were to enable sprinting or equipment or something of the sort, we would want to have an FP animation used." - ICEE
10. More than two teams (Not sure if this was said to be impossible or not). Would be pretty interesting. (STLRamsFan)
11. Sprinting (ICEE)
12. "Speaking of the killcam, it would be cool if you could pivot the camera around the player. Maybe even cycling through players with the weapon & grenade buttons?" (jcap)
13. Active Camo Tag (Malloy)
14. Animated projectiles(Malloy)
>> Explain please
15. Prone position (Napalm) 16. Recording demos (Napalm)
>> Is it possible?
17. Sync Ai (Dwood)
18. Medals. Achievements. (18-23 Advancebo) +1 by Napalm
>> Explain how it would work
19. Ingame Voice Chat +1 from Pyong
>> (I doubt that is within Open Sauce's "Practical" section)
20. Real Time Reflection 21. Increase player speed
22. Zombies (H3 Style)
23. More HUD feature
>> Not very precise, please explain
24. taunts, double jump (Pyong Kawaguchi)
25. Tweaking the Recoil System. (T3h Mookz) +1 from Napalm
>>This isn't very clear, please be more precise.
26. Graphical upgrades like normal mapping system. +1 (Killa)
>>Includes shader upgrades
27. Recorded Anims (advancebo)
28. Lunge (killa)
>> i.e., plasma sword
29. Physics upgrade (Killa)
30. Activate "Weapon Ready Tag" (killa)
31. Method for adding new Tags. (Corndogman)
>>Such as a new power up
32. Expansion of Halo Script (Dwood) +1 by Pwn
33. Permutations (include Item permutations) (Pyong)
>>Not only that, but explain further what you mean)
34. Able to use AVI files as UI backgrounds +1 by Advancebo 35. normal maps on tags like shader_model (hunter)
>>What makes this separate from the other graphics upgrades?
36. Increase Player per-server limit (Dwood)
Edit # 2: If you second a suggestion let me know, and I'll put a star or something by it.
37. Increase number of gunner seats in a vehicle +2, Corndog and another person
(hoodedSmack until noted otherwise)
38. Render_camera material
>> What?
39. Bullet_time command. (Mobster) +1 Hunter
>> Like Player speed but slows down everything BUT the player
42. Shock posted something about Spawn Points and multiple gametypes.
43. Ignoring Pyong on page 6, 90% of that is impossible
44. Jcap posted something I didn't understand:
Regarding the HUD, I have a few things I suggest/wonder if possible.
Several of these things I have in mind are already displayed somewhere else, such as on the F2 Game Info/MOTD screen.
The first thing would be an actual game clock that counts down from the start of a game. It would only be displayed if a time limit is specified, and it would basically be a tag or something that you can set the x and y coords for. It could be similar to the timer in The Maw during the warthog run, such as being able to specify an image for the number font, color, and critical warning.
The second thing is the ability to display the scores of both teams in a two-team game, but only you (and if possible the person in first/second) in a FFA game.
Third, and I'm not sure if this can be done, but the ability to specify a rotation angle for HUD text would be great.
I think that's it I have for now. A lot of these things are simply to bring it more up-to-date with Halo 3, though things like the time I would love to have. I'm sure CAD would love them too.
45. I totally ignored everyone up to Rhydgaled on page 8 because I am 90% sure most of that is impossible
46. Fp animation permutations, that are coordinated with their 3p animation permutation..
Meaning the permuations match up, in both fp and 3p, so you don't see one fp anim, and everyone else sees a different 3p animation.. (KiLLa) +1 from Lone
47. Wide Screen Resolutions: (DEEhunter) [Heck, higher resolutions would be great too!] +1 from Malloy
48. VickJr and AdmiralBacon: (play_bik [file])
49. I want to be able to attach devices and vehicles to another vehicle such that they:
1. Stay still (ie, are actually attached, like the warthog to the Pelican in campaign) and
2. Can still be utilized.
50. proximity doors on vehicles (Malloy)
51. More Fields on Tags (like Can_walk on []) (Hunter)
52. A new Shader_Environment Shader (il Duce Promo) +4 from random people that have no idea what Open Sauce is/can do.
53. object_cannot_take_damage (chrisk123999)
>>>>>>>
E: Tried the above, it works but seems to randomly switch the invincible person if the person selected to be invincible leaves or gets unit_kill'd. Need something that works on a single person. " - Freelancer
54. High Res UI graphics +1 from Timo
>> the ability to increase the visible bounds of widgets from 640x480 up to anything - Timo, page 14
55. gubbin attachment idea (Malloy)
>>?????
56. Function to teleport objects to points on other objects. (Bacon)
>> Technically, I'm looking for an object_teleport with the format of objects_attach: -object_teleport object string object string
57. attach trigger volumes to objects (MissingSpartan7)
58. allowing more object types in the attatchments box (Rhydgaled) +1 from Bacon
>> " It would also be really nice if an attached proximity door still detected a biped presence... then I could just add more doors as attachments with no extra scripting..." (page 15 by bacon)
59. Function that treats teams and their players as objects for use with volume triggers.
i.e. (Simplified version) If(Volume_test (blue_team) true)
60. Some kind of blur/disortation effect on engines and heat. Like is does on most games, and Halo 3. I would of thought it can be done because the game already has disortation coded in. (Hunter)
61. Can we get a sort of "campaign scoring" system like in Halo 3? Or at the very least some way to easily trigger something when a kill is made in a campaign. Rob Oplawar wanted Cerebrum-Synapse to track his Bridge campaign, and I don't see much point unless we can do scoring. (AdmiralBacon, also known as Klange)
62. Small idea, what about a landing/damage FP animation? Something Halo lacked? (Mookz)
Animations like holster (played when weapon is put away), stealth-melee (special animation played when the melee attack that's thrown will be instant kill, like a Spy backstab), light-on/off, fall-damage, melee combo animations (a la E3 Halo 2, named melee-1/2/3), and such. And these special case animations would inhibit any player actions until they finish; doesn't make sense to be firing off a weapon when the MC's hands are yanked off-screen to support his weight when he fell. And if these animations do not exist in the tag, they aren't called and things continue as normal (if there's no stealth-melee or melee combo animations, the normal melee attack is played in all circumstances)
62 Also, would it be too much to ask for FP animation permutation support and the ability to use glow tags on FP weapons? (polar)
^^^^^ This idea has been 50% accomplished. Glow tags are not useable (yet?)
May 29th, 2009, 04:27 PM
Malloy
Re: Open Sauce Ideas thread
functioning mancannon?
if possible 'Max Payne' sniper cam? lol would own.
May 29th, 2009, 04:32 PM
klange
Re: Open Sauce Ideas thread
Walking in/on vehicles while they're moving (without falling out/off). There are a number of possibilities for how to do this.
May 29th, 2009, 05:14 PM
PopeAK49
Re: Open Sauce Ideas thread
A grav lift function that would sync would be cool.
May 29th, 2009, 05:24 PM
Advancebo
Re: Open Sauce Ideas thread
Killcam, where the camera follows the player that killed you until you respawn.
May 29th, 2009, 06:32 PM
HDoan
Re: Open Sauce Ideas thread
Enabling more FP animations.
May 29th, 2009, 06:40 PM
Malloy
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Advancebo
Killcam, where the camera follows the player that killed you until you respawn.
shut it revenge killing noob.
If anything make it black screen for more sheer skill needed luls.
May 29th, 2009, 07:18 PM
STLRamsFan
Re: Open Sauce Ideas thread
More than two teams (Not sure if this was said to be impossible or not). Would be pretty interesting.
May 29th, 2009, 07:20 PM
ICEE
Re: Open Sauce Ideas thread
sprinting
May 29th, 2009, 07:24 PM
Dwood
Re: Open Sauce Ideas thread
Quote:
Originally Posted by ICEE
sprinting
Nice one, that's not even in Halo 3 lol.
May 29th, 2009, 07:24 PM
jcap
Re: Open Sauce Ideas thread
Speaking of the killcam, it would be cool if you could pivot the camera around the player. Maybe even cycling through players with the weapon & grenade buttons?
May 29th, 2009, 07:30 PM
ICEE
Re: Open Sauce Ideas thread
Also, I second Doan's idea about adding more fp anims because it is relevant to my interests. Also necessary for my idea to work
May 29th, 2009, 07:44 PM
Limited
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Advancebo
Killcam, where the camera follows the player that killed you until you respawn.
Already happens. You just spawn too quickly. I was playing around with spawn time counter, froze it and it went to this "killcam" thing you want.
Currently just requires a high spawn time.
May 29th, 2009, 07:51 PM
Malloy
Re: Open Sauce Ideas thread
Sync buttons and doors and shit cleanly without this biped compremise.
What about Vehicular Active camo options... hell fuck it, make an Active camo tag which can be used for vehicles, scenery... anything. would be cool what people use it for.
animated projectiles please?
erm energy drinks dont stimulate me at all just make my type shit.
May 29th, 2009, 07:52 PM
Napalm
Re: Open Sauce Ideas thread
I think he meant somthing like cod's killcam, where you have the option to watch yourself being killed.
Now Im going to say a bunch of random crap 2 ;D
Prone
recording demo's. I don't know jack about OS so I don't know if this would be remotely possible.
May 29th, 2009, 08:04 PM
Dwood
Re: Open Sauce Ideas thread
I just had 2 ideas: World persistency (Player's points are the same as when they exited the game) would need some restrictions however if someone thinks it's a good idea let's brainstorm it a bit.
and another, which was obvious, was the Ai Sync problem. We should have the server be the one broadcasting the ai to the clients in this case, and not even allow the clients to spawn their "own" ai, the server just sends the ai info over to the clients.
Also, check the OP for ideas you like and want to be seconded. If Korn comes in here he can order the ideas from *easy* to *impossible* to accomplish with Open Sauce.
May 29th, 2009, 08:06 PM
Advancebo
Re: Open Sauce Ideas thread
Medals. Achievements. Ingame Voice Chat. Real Time Reflection. Increase player speed. Zombies (H3 Style). More HUD features.
May 29th, 2009, 08:09 PM
Napalm
Re: Open Sauce Ideas thread
Medals, haw about a ranking system like in CoD ;P
May 29th, 2009, 08:12 PM
Advancebo
Re: Open Sauce Ideas thread
Or in Halo 3 :B
Actually I liked the CoD ranking system better. Its much more simple and it still does what it does.
May 29th, 2009, 08:17 PM
Pyong Kawaguchi
Re: Open Sauce Ideas thread
Voice chat, taunts, double jump
May 29th, 2009, 08:39 PM
t3h m00kz
Re: Open Sauce Ideas thread
Just throwing this out there, but how difficult would tweaking the recoil system be? Like, say, something similar to Counter Strike where the recoil goes up and up, hits a limit, and then comes back down into place?
Also: Max Payne, not Mac Payne on OP
May 29th, 2009, 08:41 PM
SMASH
Re: Open Sauce Ideas thread
graphical upgrades like normal mapping would be awesome
May 29th, 2009, 08:52 PM
Advancebo
Re: Open Sauce Ideas thread
And an easier to use shader setup.
May 29th, 2009, 08:53 PM
Vicky
Re: Open Sauce Ideas thread
Put the good things from h2v in it (if any) so we can just dump it in the trash...
May 29th, 2009, 09:01 PM
Napalm
Re: Open Sauce Ideas thread
Quote:
Originally Posted by t3h m00kz
Just throwing this out there, but how difficult would tweaking the recoil system be? Like, say, something similar to Counter Strike where the recoil goes up and up, hits a limit, and then comes back down into place?
Also: Max Payne, not Mac Payne on OP
I support this post. It's something that doesn't sound too hard to implement but would make the difference of the game.. that sounded weird.
If you've noticed the recoil goes in the shape of a T, I think if we could do that it would be awesum.
May 29th, 2009, 09:22 PM
Heathen
Re: Open Sauce Ideas thread
a T?
May 29th, 2009, 09:45 PM
Dwood
Re: Open Sauce Ideas thread
Just updated the OP. Either keep the ideas coming or give a +1 to ideas you like on the OP. this would be great so we can prioritize. (can't prioritize the impossible however I don't know what is/isn't unless Korn posts etc)
May 29th, 2009, 10:07 PM
Advancebo
Re: Open Sauce Ideas thread
Recorded animations
May 29th, 2009, 10:08 PM
Ki11a_FTW
Re: Open Sauce Ideas thread
Quote:
Originally Posted by SMASH
graphical upgrades like normal mapping would be awesome
Pretty much this.
Shader Environments with working functions of shader model tags (like multipurpose maps)
Enable the function in the shader environment tag "bumped radiosity"
(supposed to baked the normals into the texture, currently does nothing"
Getting the lunge to work
Physics upgrades
Enable the "weapon ready" animation in a biped animation tag. (currently does nothing when applied)
thats all i can really think of right now
Quote:
Originally Posted by Advancebo
Recorded animations
The code for moving the vehicle when making recorded animations has been completely removed
May 29th, 2009, 10:09 PM
Delta4907
Re: Open Sauce Ideas thread
Prone MAY be possible already, because I had an idea on how to do it, and I think Me [KS] came up with a script for it to work, although I never really got to it. Anyways, you would animate the positions in 3ds, probably about 4+ animations (not entirely sure), then give them each a prefix of prone, like the "alert" animations already in the cyborg.model_animations. Then, after added to to the original animation tag, a script would be used so that pressing Q (or whatever your flashlight would be) would make the player go into the "prone" mode. This already works for going into "alert" mode, because I've tested it ingame, and I could use all, but limited to, the animations with the alert prefix. I have some pics of me getting this ingame sort of, but it's nowhere near completion. The only problem I've seen is that this does not sync, because when I tested going into "alert" mode, the other player saw me running, but warping back a bit so it would keep up with my position. However, I may have an alternate solution on how to get this to sync on everyones computer.
May 29th, 2009, 10:46 PM
Dwood
Re: Open Sauce Ideas thread
Quote:
Originally Posted by t3h m00kz
Also: Max Payne, not Mac Payne on OP
fixed.
May 29th, 2009, 11:08 PM
Corndogman
Re: Open Sauce Ideas thread
Maybe some new types of power ups. Its been a while since i toyed with them, but iirc theres only the few set types of them. Maybe its possible to add some new powerup tags with unique properties.
May 29th, 2009, 11:42 PM
Advancebo
Re: Open Sauce Ideas thread
Or get the other powerups to work properly.
May 30th, 2009, 05:43 AM
PwN Lone
Re: Open Sauce Ideas thread
Ok, before this thread becomes a crap-hole of stuff that is quite impossible with Open-Sauce, I think a quick copynpaste from Korn's original OS thread would be nice where he states what is and is not possible with OS.
*goes to find it*
"Little information update for OS CE:
What you can do:
Add new scripting functions\globals
Record the chat box (clients)
Theoretically create new game engines (ie, ctf). I've made significant advances in making this possible, but there is still amounts of work needed to be done, especially on the UI side
Have your Sauced servers\games come up in their own server listing, apart from the general server list (so you can hide or better filter your games from the public)
Multi-team vehicles
Have access to the networking extension code that I was developing. In theory, it should be working, but I have something fucked up somewhere...because it doesn't. Who knows, maybe I'll figure it out before release?
Interface with objects in the current game state (ie, location, a unit's weapons, shield power, etc)
Create your own key bindings for executing custom code (ie, hold shift+g to turn the AI off)
Create menu interfaces a la Battery.
Edit the tags that are in memory
Edit loads of other game state related data
Add your own game event logging (already have some events that are logged while in game)
Modify the camera to your hearts desire
Almost everything from Battery
What you can't do:
Create new object types.
Can't replace the physics engine
Can't replace the rendering engine
Can't add a perfect Forge mode to the engine. You can replicate some of it's features, but in most cases the engine isn't outfit to do it
Both lists can be much longer but I just wanted to give an overview of a few things you can look forward to and to answer any questions people may have." -Korn
The only thing I 'really' want in this list new script functions or globals. Mainly, multiple permutations, being able to differentiate between certain player, having a game only start (new gametype) when the match is full.
May 30th, 2009, 06:32 AM
Dwood
Re: Open Sauce Ideas thread
I am 100% for the expansion of Halo Script. Not only that, but it would be awesome if we could change it so that the syntax was more understandable. I know it would be tough but I think that if we adopted a more java-esque syntax then more people would be able to learn how to code in HaloScript.
Heck, if I knew what section of Open Sauce Halo Script was on, I would edit it myself lol.
Quote:
Originally Posted by PwN Lone
The only thing I 'really' want in this list new script functions or globals. Mainly, multiple permutations, being able to differentiate between certain player, having a game only start (new gametype) when the match is full.
I don't think you need multiple permutations... we need players to be able to switch models through halo Script. This way they wouldn't have to use the same rigging/boneset. (Ergo, you can be an elite without any problems)
May 30th, 2009, 06:43 AM
Dwood
Re: Open Sauce Ideas thread
Delete this post pls
May 30th, 2009, 11:05 AM
Pyong Kawaguchi
Re: Open Sauce Ideas thread
Permutations
Item permutations
ingame web browser
Able to use AVI files as UI backgrounds
May 30th, 2009, 11:58 AM
Dwood
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Pyong Kawaguchi
ingame web browser
Say hello to xfire.
May 30th, 2009, 12:07 PM
Hunter
Re: Open Sauce Ideas thread
I would kill for normal maps on tags like shader_model ect...
May 30th, 2009, 01:23 PM
Advancebo
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Pyong Kawaguchi
Able to use AVI files as UI backgrounds
Seconds.
It takes forever to convert an AVI to a BIK file.
May 30th, 2009, 01:57 PM
FireScythe
Re: Open Sauce Ideas thread
As the camera is freely editable I'd love to see even basic head tracking using a webcam.
May 30th, 2009, 08:49 PM
klange
Re: Open Sauce Ideas thread
Can we up the maximum seat count in vehicles? My particular project requires a significant number of seats. They don't need to be used at once, but they all need to be there. The current limit is a bit too low for me... 8 if I remember correctly, I'd like something more along the lines of 64.
(Also, +1 on vehicular active camo, I'd love to cloak a ship)
May 30th, 2009, 08:57 PM
CtrlAltDestroy
Re: Open Sauce Ideas thread
Quote:
Originally Posted by AdmiralBacon
Can we up the maximum seat count in vehicles? My particular project requires a significant number of seats. They don't need to be used at once, but they all need to be there. The current limit is a bit too low for me... 8 if I remember correctly, I'd like something more along the lines of 64.
(Also, +1 on vehicular active camo, I'd love to cloak a ship)
You can increase maximum tag blocks without OS. You can also cloak vehicles with some clever tagwork.
May 30th, 2009, 08:58 PM
klange
Re: Open Sauce Ideas thread
Huh. You'll have to point me in the right direction on that in a PM.
May 30th, 2009, 09:02 PM
Dwood
Re: Open Sauce Ideas thread
Oh yes, Another thing I would love to see is an increase in the number of players possible in a server running Open Sauce. Who's with me?
May 30th, 2009, 09:51 PM
thehoodedsmack
Re: Open Sauce Ideas thread
Increase number of gunner seats in a vehicle?
Render_camera material?
I don't exactly know what OS is or isn't capable of, to be honest, so I'm just throwing in some things off my wish-list. >__<
May 30th, 2009, 10:01 PM
Advancebo
Re: Open Sauce Ideas thread
Quote:
Originally Posted by AdmiralBacon
Huh. You'll have to point me in the right direction on that in a PM.
Its a shader attached to when you press crouch or shift. And it makes the vehicle clear. Like what the Tachikomas do on Hugeass.
May 30th, 2009, 10:44 PM
Corndogman
Re: Open Sauce Ideas thread
Quote:
Originally Posted by thehoodedsmack
Increase number of gunner seats in a vehicle?
Render_camera material?
Was just about to say multiple gunner seats. so a second on that.
and whats render_camera material?
Also, I doubt this is at all possible, but would you be able to implement anti-aliasing?
May 30th, 2009, 10:54 PM
thehoodedsmack
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Corndogman
and whats render_camera material?
Think security camera.
May 30th, 2009, 10:55 PM
HDoan
Re: Open Sauce Ideas thread
Couldn't you make a seat with a built in gunner, and the gunner is set to be invisible?
May 30th, 2009, 11:22 PM
Advancebo
Re: Open Sauce Ideas thread
Quote:
Originally Posted by HDoan
Couldn't you make a seat with a built in gunner, and the gunner is set to be invisible?
That wont work for MP.
May 30th, 2009, 11:46 PM
English Mobster
Re: Open Sauce Ideas thread
Ooh! Rippable turrets like in H3!
A "bullet_time" command, which modifies speed for everything BUT the player (ex. "bullet_time 0.25" would make everything move super slowly around the player, "bullet_time 0" would freeze everything BUT the player, "bullet_time 2" would make everything go twice as fast.
Also, a "player_speed" command. Unlike bullet_time, this would increase/decrease the speed of the player, without slowing anything else down.
These two could be used together for a "Mythic" run through a SP campaign, with "bullet_time 2" to speed everything up and "player_speed .5" to slow down the player, making everything MUCH harder.
May 31st, 2009, 01:11 AM
klange
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Advancebo
Its a shader attached to when you press crouch or shift. And it makes the vehicle clear. Like what the Tachikomas do on Hugeass.
First off, that's just not the same; second, I was referring to increasing my max seat count.
May 31st, 2009, 07:15 AM
Hunter
Re: Open Sauce Ideas thread
Slow Mo? Which syncs? So EVERYTHING/Everything apart from the player moves at a set speed, so you could run around a rocket or bullets ect... Like English Mobster said.
May 31st, 2009, 10:50 AM
klange
Re: Open Sauce Ideas thread
This may seem fairly pointless, but can we get a (printf formatString [object [object [object ...]]]) function for scripting? Particularly for easy debugging in-game.
May 31st, 2009, 04:12 PM
Rhydgaled
Re: Open Sauce Ideas thread
Post moved to later page, I've added an extra idea too.
May 31st, 2009, 04:21 PM
FRain
Re: Open Sauce Ideas thread
There is a way to do lunging, and it's been done, but over MP its incredibly laggy.
May 31st, 2009, 04:30 PM
Shock120
Re: Open Sauce Ideas thread
Change Spawning system.
Being able to change it to that of another gametype's.
like CTF, Team slayer or maybe Co-op (where allies respawn near each other)
June 2nd, 2009, 03:41 PM
Pyong Kawaguchi
Re: Open Sauce Ideas thread
+1 for increased playercount
Preformance optimizations
Support for decals on 8000 series GFX cards
Wider range of visual settings
visual settings saved in a cfg file in a similar way as oblivion, or crysis
Animated reticules
Better netcode (bullet syncing)
AI stationary turrets (like the ones on snowbound)
Multiple map formats (able to use simple map formats, like quake 1 or quake 2 since they all use bsp map styles)
HL2 map support :3
Shader Module 3.0 support/emulation
Sandbox game mode (like gmod, but in halo)
Support for lua scripts and gametypes (like gmod, again, lol)
Support with gmod addons (if the above are allowed, or with a special converter)
Full RTR shadows, Dynamic lighting (both soft, and hard lights, chosen by user preference, or the map itself)
External Rcon app for controlling and monitoring the server and chat without having to enter the game.
use IRC chat system ingame, allowing the above to be possible, or atleast easier.
Customizable armor
Custom player models (like ut3 and ut2k4)
June 2nd, 2009, 04:15 PM
Heathen
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Pyong Kawaguchi
+1 for increased playercount
Preformance optimizations
Support for decals on 8000 series GFX cards
Wider range of visual settings
visual settings saved in a cfg file in a similar way as oblivion, or crysis
Animated reticules
Better netcode (bullet syncing)
AI stationary turrets (like the ones on snowbound)
Multiple map formats (able to use simple map formats, like quake 1 or quake 2 since they all use bsp map styles)
HL2 map support :3
Shader Module 3.0 support/emulation
Sandbox game mode (like gmod, but in halo)
Support for lua scripts and gametypes (like gmod, again, lol)
Support with gmod addons (if the above are allowed, or with a special converter)
Full RTR shadows, Dynamic lighting (both soft, and hard lights, chosen by user preference, or the map itself)
External Rcon app for controlling and monitoring the server and chat without having to enter the game.
use IRC chat system ingame, allowing the above to be possible, or atleast easier.
Customizable armor
Custom player models (like ut3 and ut2k4)
lots of that is impossible afaik
June 2nd, 2009, 05:38 PM
Dwood
Re: Open Sauce Ideas thread
I'm not going to post any of those until we know what of that is possible or impossible.
June 2nd, 2009, 05:38 PM
leorimolo
Re: Open Sauce Ideas thread
Make the netcode better by simply confirming that host said yes to every kill. I'm trying to talk about halo ce how the host has to confirm every kill to make sure there is no cheating, remove that and trust client leading to a much better netcode.
June 2nd, 2009, 05:39 PM
Dwood
Re: Open Sauce Ideas thread
Quote:
Originally Posted by leorimolo
Make the netcode better by simply confirming that host said yes to every kill. I'm trying to talk about halo ce how the host has to confirm every kill to make sure there is no cheating, remove that and trust client leading to a much better netcode.
I can tell you the answer to that right now.
June 2nd, 2009, 05:47 PM
Hunter
Re: Open Sauce Ideas thread
Real time shadows would be awesome.
June 3rd, 2009, 09:15 AM
Kornman00
Re: Open Sauce Ideas thread
1. This is already done, I don't understand what more is being requested
2. Possible with working networking extensions
3. Not feesible without source (NFWOS)
4. Already in Yelo
5. IDK
6. Local effect, wouldn't be that hard as long as the programmer knows their stuff
7. Would probably be a rather ugly hack if its done
8. ?
9. Explain how its limited currently.
10. NFWOS
11. Possible with working networking extensions
12. Pivot the camera? a la Halo 3?
13. IDK
14. Explain please, I don't see how this isn't possible already
15. Don't think so
16. Won't be able to play them back...
17. For the last time. No.
18. If you can figure out how to code it
19. Plenty of other 3rd party programs to do this. Compartmentalization.
20. IIRC, Xbox did this, did they not carry over in PC?
21. Already possible
22. New game engines can be registered with Yelo, however its not a setup you can just plug-and-play, so your own research would need to be done
23. Explain
24. ...
25. Explain
26. NFWOS
27. IDK
28. Possible with working networking extensions
29. NFWOS
30. What?
31. You'd realize you would also have code the affects for this right?
32. Syntax changing isn't in the scope of Yelo. As long as you compile it into the proper expression tree, you can do the syntax however you like.
33. Explain
34. ...
35. Wasn't normal maps already requested? See that question's answer
36. How many times can I say no? No, no, no, no, no, no, no, no, no, no, no, no- going to stop myself right there and end with a big NFWOS.
June 3rd, 2009, 10:16 AM
klange
Re: Open Sauce Ideas thread
Hey, I never +1'd #36, stop making me look bad ;)
Good to hear that vehicular traversal is feasible. Maybe I'll look into it myself later...
June 3rd, 2009, 10:25 AM
Dwood
Re: Open Sauce Ideas thread
See, Korn, this thread is what I guess we could call a "bringing us back down to earth" thread. And since you practically made Open Sauce, there's no one better to do it I guess xD.
June 3rd, 2009, 10:28 AM
Kornman00
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Dwood
See, Korn, this thread is what I guess we could call a "bringing us back down to earth" thread.
Well then...Prepare to Drop
June 3rd, 2009, 10:29 AM
Choking Victim
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Dwood
And since you practically made Open Sauce...
He didn't practically make it, he made it.
June 3rd, 2009, 10:41 AM
ICEE
Re: Open Sauce Ideas thread
I think what Doan meant by enabling more FP animations was having a way to reference more than what we have. For example, if we were to enable sprinting or equipment or something of the sort, we would want to have an FP animation used.
June 3rd, 2009, 02:57 PM
jcap
Re: Open Sauce Ideas thread
Regarding the HUD, I have a few things I suggest/wonder if possible.
Several of these things I have in mind are already displayed somewhere else, such as on the F2 Game Info/MOTD screen.
The first thing would be an actual game clock that counts down from the start of a game. It would only be displayed if a time limit is specified, and it would basically be a tag or something that you can set the x and y coords for. It could be similar to the timer in The Maw during the warthog run, such as being able to specify an image for the number font, color, and critical warning.
The second thing is the ability to display the scores of both teams in a two-team game, but only you (and if possible the person in first/second) in a FFA game.
Third, and I'm not sure if this can be done, but the ability to specify a rotation angle for HUD text would be great.
I think that's it I have for now. A lot of these things are simply to bring it more up-to-date with Halo 3, though things like the time I would love to have. I'm sure CAD would love them too.
----------
Also, about that deathcam thing. Yeah, it would be like Halo 3. It would sit on your player until you click a mouse button to cycle forward or backwards. Then, you can use your mouse to rotate around them.
As for the Recoil system, I was thinking something along the lines of.. let's say you start firing. You're aim goes up, and your bullets spread out. Release the trigger, you're aim is back in it's original position, after spraying bullets in a T shape. Honestly though, it seems like it'd be a bit complicated.
E: Sorry if some are dupes.
June 6th, 2009, 02:18 AM
Inferno
Re: Open Sauce Ideas thread
Hit detection online so I don't have to fucking lead.
June 6th, 2009, 02:21 AM
t3h m00kz
Re: Open Sauce Ideas thread
^ This times infinity.. Even if it's not possible, I can hold my breath.
Oh my god please... It would make it so much easier to emulate Halo 3 if the NETCODE worked right... :ohdear:
June 6th, 2009, 06:09 AM
Rhydgaled
Re: Open Sauce Ideas thread
Section One - Quote With My Comments
Using the list from the first post, I'm just going to make some suggestions. I have no idea what is possible and what isn't. In many cases I'm just trying to further explain what could be done or a possible back route that might help get it done.
Quote:
Originally Posted by Dwood
1. What team a player is on be transmitted/tracked by server Method to allow different bipeds (or at least permitations of the same biped) for each team. Also other different traits for each team, such as starting weapons (even more likely to be impossible), sheild strength, speed, jump height etc. UPDATE: You might be able to do some of this (especially starting weapons for each team, maybe not biped perms though) in your project_yelo scenario tag.
3. Ability to move objects without calling them "vehicles" Allow objects such as .scenary tags that have a physics tag asigned to them actually have physics, just the same as vehicle physics. If somebody then wants some scenary without physics, as it is now, they can just leave the physics box in guerila blank. To refrase that, I think there is already a slot for a physics tag in the .scenary tags anyway, but it would be nice if it would work.
6. Walking in/on Vehicles while moving without falling out/off. (Admiral Bacon) Expand accepted tag types in the attachments or widgets section (currently you can only have stuff like antenas) to include stuff like device machines, so you can attach a device machine to avoid falling off. The device machine in most cases would probablly just be a simple col lison-only model. EDIT: As Admiral Bacon said later, it would be nice to be able to attach proximity doors and other vehices too. The slot for attachments is there, but is adding to it's accepted tag types within the scope of open sauce?
9. Enabling more FP animations (HDoan) Look up and look down animations would be good, so sombody can add fp legs. Also somebody suggested an animation to reload the secondary trigger, and as I have suggested full-auto to semi-auto switching during zooming an animation for zooming in, then one for zooming back out, could be useful too (maybe you could even add a scilencer).
16. Recording demos (Napalm) recording the game (saved films) would be nice, playing them back would probablly be even harder though EDIT: Kornman has said it was impossible.
18. Medals. Achievements. (18-23 Advancebo) +1 by Napalm Comments Moved To Section Two.
20. Real Time Reflection Shader enviroments on non-bsp objects, although it's not as simple as that, you can put a shader_transparent_glass with dynamic mirror on a .gbxmodel and it doesn't work (I think), also I think Kornman has now said it cant be done.
22. Zombies (H3 Style) If it can be done, other game varients could be added too, like VIP.
28. Lunge (killa) Didn't The_Arbiter from Sigma find a way to do that with just tags? if not, try to replicate Arbiter's script in C++ code.
33. Permutations (include Item permutations) (Pyong) Do randomly selected model permetations on a gun change when the gun is picked up? if not there shouldn't be any need for the sauce here (unless I mis-understood what you want to do)
34. Able to use AVI files as UI backgrounds +1 by Advancebo Comments Moved To Section Two.
Section Two - Extended Elaboration On Other's Ideas (2.)A. - Medals. Achievements. (18-23 Advancebo) +1 by Napalm
More "triple kill", "over kill", "killtacular" slots would be nice (not that I've ever got more than an overkill in HALO 3 matchmaking anyway), and "killing spree", "killing frensy", "running riot" slots too. A "perfection" medal (called out in the same way as double kill, killing spree etc.) could be an interesting medal too, and a new one "Unfreaking Beliveable" which is if you get a perfection with more than 45 kills. As for achivements, maybe you could add new items to the profile's saved game files, like if they have ever achived a killing frensy or a triple kill or saved a particular marine in a certain campaign mod. It would be good if you could add some more settings too, maybe including model permetation selection which would only effect compatable maps. Some of these new settings (model permitations mainly) could be unlocked based on which "achivements" have been completed, a "service record" page could be added to UIs by UI creators which show the player's current level (already shown in-game) and which of the "achivements" have been completed. Unfortunately I can't be of any help implementing any of this, and much of the other stuff too.
(2.)B. - Able to use AVI files as UI backgrounds +1 by Advancebo
No, I think there's a better way. Instead of .avi files, we need animated .bitmap tags (like animated .gifs), so you can just stick one in the background image slot of the UI_widget_definiton. A special new tool command to take a folder of image files (exported from a video) and turn them into a perfectly set up animated.bitmap tag would be needed (or at least very, very helpfull) for this. A script allowing you to play .bik files (unless ending.bik is called by script anyway) would be a good related addition. (You could save tagspace by screen-recording all cutscenes then replacing them with calls to .bik files or call a .bik file if the user is idle at the main menu long enough (like the trailer thing that shows up in HALO 2 and HALO 3)). NOTE: Note that I have several other posts in this thread disscussing these ideas, this one esspecially.
(2.)C. - Split-Screen Co-op
Now, it has been said syncing ai is impossible, but how about re-enabling split-screen co-op. As you may know, two player co-op in campaign was available in the XBOX version of HALO via split-screen (not LAN, AI doesn't sync, as most members know). If possible I would very much like to be able to do this on PC, with a choice of using the keyboard (and mouse) for one player and a gamepad for the other or gamepads for both players. This would probally still be impossible, but is it?
(2.)D. - Corrolation between first and third person
There are two parts to this idea, each brought up by different pepole. The first part by KiLLa.
Quote:
Originally Posted by KiLLa
It's possible to make variations(aka permuations) of animations in 3p only currently, but it's not possible in fp, and if it was via OS, it would be nice if both animations matched up when played.
Also, PwN Lone mentioned a corrolation of fp and 3p models, to avoid playing as an elite or marine and still having Spartan arms. At present though the fp arms model is defined in the globals tag, that would need to be moved to each biped tag or unit_hud_interface tag (which makes me think it wouldn't be possible) if you expect to be able to bump posess other bipeds and see a change in fp arms.
__________________________________________________ ____________________________________________ Section Three - New (And New-ish) Ideas
Also, I have new ideas, these are the ones that I'm bringing forward, the above were just elaborating on ideas already here:
Checkbox making a projectile with the "giuded angular volocity" (eg. needler) only use that against vehicles, and otherwise act as if it has a "giuded angular volocity" of 0 (or whatever no homeing is). Leave the box unchecked to have it home in on bipeds too. Essentially this is just a method of re-creating the missle pod and HALO 2 rocket launcher (ok you won't have the second recticle that follows the vehicle to show you've locked on, but that's not really needed). Alternativlly, maybe you could have a .vehicle_seaking_projectile tag which does this, and make the projectile slot in .weapon tags able to hold either a normal .projectile or a .vehicle_seaking_projectile.
Extra Grenade Types (up to five or six grenade types maybe). The tag that lists the grenade types (globals?) looks like you could just press the add button and add more, but it won't let you press the add button.
Method to make the UI detect the folder the bsp for the map is in, and if it is the same as an exsisting map make it a varient of the exsisting map. (I didn't put that very well, think HALO 3 Forge varients). This would mean bloodgultch ai and all other bloodgultch mods would appear under the original bloodgultch after you click bloodgultch.
While we're on the subject of the map select screen, can you actually get the game to assign a string list index (and bitmap index) other than the "unknown level" one to custom maps, or would that require Open Sauce? maybe the .project_yelo scenario tag?
Checkbox in a damage effect tag that makes the damage effect stall the engine of any vehicle affected. (HALO 3 Plasma Pistol and Power Drainer), by stall I mean the EMP (or whatever it is) turns the engine off (so there are no engine sounds, but no silly sparks like HALO 3 has) and it is a while before the engine will start again. Again, Sigma may have worked out how to do this all with just tags, if not, open the sauce. EDIT: You say you can't add checkboxes to tags, so maybe you can have a special .vehicle_stalling_damage_effect tag instead (much like I suggested for homing projectiles.)
Somthing to allow re-assignment of the say to vehicle button or the extra weapon pick-up button (you can do it with action button, so you don't need a pick-up button too) (Sigma's equipment is set to replace flashlight, if you could re-assign somthing else instead you could still have your flashlight). (I suggested several alternative buttons to be re-assigned and was told flashlight was the only button that would work, no idea why).
Duel weilding? (VERY much doubt it's possible) with a duel-able checkbox in weapon tags. Maybe if you are holding a weapon with a duel-able attribbute set to true, then it constantly checks any weapons on the ground that you see a pick-up prompt for a duel-able attribbute that is set to true and if it finds one prompts you to press some other button (I suggest the zoom button, as you can't zoom with a duel-weildable weapon) to swap for a weapon with two guns in one. Here's where you get a problem, as you have no idea what weapon to swap to and you also need to pass the current ammo of both weapons to the current ammo of each trigger in the paired weapon. If you can get past that hurdle then re-assign zoom as a second secondary trigger button (so you can press either your zoom button or grenade button and it will fire the secondary trigger) and change melee to a button that drops a weapon and switches yours back to a standard weapon.
Ability to have a different trigger on a weapon when zoomed (allowing single-shot when zoomed, full auto when not zoomed), if this is not already possible with the HEK (if it is possible, could someone expain how please). Also I would like a checkbox in either the .weapon tag or a special .yelo_weapon tag that makes the weapon able to do this, but when you zoom in the magnification doesn't increase and the fp gun and arms remain visible, it just changes to single shot (but recticles and scope masks that are set to show only when zoomed should still show).
Script commands to open and close UI widgets, and to replace a widget with another (<widget tag>replace self with<widget tag>). My UI problem is getting me down a little at the moment, and I think being able to run scripts to replace a bunch of widgets with others at once would help alot.
More Vehicle Types (this might have been mentioned before). At present these include human plane, alien fighter, alien scout and human jeep (maybe more.) I'm not exactlly sure what they do, but some more could be useful (there's a human boat type in there too, if that actually could be used to make boats float it could be useful). This might also be why flying vehicles can't travel sideways (so I'm told, I keep meaning to attempt to prove everyone wrong, probablly to fail spectaculally), so a new vehicle type that allows sideways flying could help with a HALO 3 style Hornet vehicle.
Can you make the HUD show what your secondary weapon is just with HEK? I've never seen it done so I assume not, could this be done with Open Sauce? To explain what I mean, in HALO 2&3 a smaller version of the pickup icon for whatever weapon you have on your back or leg (or in your magic pocket in HALO 2) that is shown on your HUD. Can't really explain it more than that.
Could you implement an overhead map on the F1 or F2 key for campaign (equivelent to the back button on controler), with a system to create your own waypoints and view positions of Cortana's waypoints? I doubt it's possible but after HALO 3: Recon's VISR and mentions of the Cheif setting his own waypoints in the books I had to suggest it when the idea came to me.
Another idea that I doubt would be possible is some kind of sqaud control system, like Ghost Recon Advanced Warfighter on the XBOX 360. This would have one button to send your friends to where you are looking (D-Pad up if this was the 360), another to get them to regroup at your current possition (D-Pad down) and one to toggle between control of individual members and being able to give the same order to all commandable troops at once (D-Pad right, flashlight could be on D-Pad left). The control scheme buttons could be set to whatever keyboard or mouse button you want via settings, I was just giving controls assuming an XBOX 360 controler as I haven't played PC games much in a while. You'd have to get new button slots to do it though, you can't re-assign enough of the current commands, just one of many reasons I doubt this idea is possible.
June 6th, 2009, 09:24 AM
Syuusuke
Re: Open Sauce Ideas thread
Portal.
June 7th, 2009, 09:09 AM
Hunter
Re: Open Sauce Ideas thread
Maybe a particle blur effect for engines heat?
June 7th, 2009, 07:10 PM
KiLLa
Re: Open Sauce Ideas thread
I don't remember adding any ideas XD
and what the fuck does NFWOS mean anywho?
My suggestion would be fp animation permutations, that are coordinated with their 3p animation permutation..
Meaning the permuations match up, in both fp and 3p, so you don't see one fp anim, and everyone else sees a different 3p animation..
Probally just day dreaming tho..ah well..
June 7th, 2009, 11:50 PM
Delta4907
Re: Open Sauce Ideas thread
Quote:
Originally Posted by KiLLa
I don't remember adding any ideas XD
and what the fuck does NFWOS mean anywho?
He said in his post that he'd use NFWOS instead of "Not Feasible without Source (Code)" after he mentioned it the first time.
June 8th, 2009, 10:12 AM
PwN Lone
Re: Open Sauce Ideas thread
Quote:
Originally Posted by KiLLa
I don't remember adding any ideas XD
and what the fuck does NFWOS mean anywho?
My suggestion would be fp animation permutations, that are coordinated with their 3p animation permutation..
Meaning the permuations match up, in both fp and 3p, so you don't see one fp anim, and everyone else sees a different 3p animation..
Probally just day dreaming tho..ah well..
This please, goddamn it would make things so much better if the fp permutation corrolated with the 3p permutation. Instead of having an elite with spartan arms, talk about off-putting.
June 8th, 2009, 11:32 AM
Rhydgaled
Re: Open Sauce Ideas thread
Quote:
Originally Posted by PwN Lone
This please, goddamn it would make things so much better if the fp permutation corrolated with the 3p permutation. Instead of having an elite with spartan arms, talk about off-putting.
The post you quoted was refering to animations, not the model I think. However I like both the animation and model permatation ideas, if they can be done they should be done, so the fp and 3p match up.
At present the fp arms model is defined in the globals tag, that would need to be moved to each biped tag (which makes me think it wouldn't be possible) if you expect to be able to bump posess other bipeds and see a change in fp arms.
I've just updated my post from a page or two back, please don't overlook it when you come to tell us what isn't possible and what is.
June 8th, 2009, 12:27 PM
p0lar_bear
Re: Open Sauce Ideas thread
For #34, I think it would be better to use Bink video, since the game already uses it, it has free official coding tools (RAD Game Tools), and it's a defined codec (whereas an AVI file can be encoded with any given format, like Cinepak, Windows Media, or MPEG-4). In fact, would it be possible to have a ui_widget_definition_os tag with the "movie" type reinstated? I'll elaborate on what I'm looking for below.
I +1 #27 as well. Sapien seems to still have stuff in it for recorded animations, but the problem is that Sapien doesn't accept player input, so all you can do is record a biped or vehicle standing there, doing nothing.
-Right, movie widgets. What crappens there is that you select it to be the movie type, define the bounds, and further down the tag, define an external (meaning not within the map cache file) BIK file and a placeholder bitmap (internal) in the event that the BIK file is missing or can't be loaded, and then a timeout in seconds before the video is loaded and played. Implementation? Level previews. Take what we have now for the level select screen, but if you keep one option selected for a few seconds, a video starts playing, like a teaser trailer. Kinda like the game select screen for the console version of the Orange Box. The defined bounds would clip the video (so if you had a 200x150px video and you set the widget to be only 150x150, it would cut off 50 px of the width), unless making it scale/squash the video to fit the bounds is less work can clipping it.
-Would it also be possible to make models animate in the UI? Right now, if you place a biped or animated scenery into a UI, it will freeze in place. I had to make scenery versions of the Chief and Spark with a fixed pose for my Library UI.
June 8th, 2009, 12:46 PM
Rhydgaled
Re: Open Sauce Ideas thread
Quote:
Originally Posted by p0lar_bear
For #34, I think it would be better to use Bink video, since the game already uses it, it has free official coding tools (RAD Game Tools), and it's a defined codec (whereas an AVI file can be encoded with any given format, like Cinepak, Windows Media, or MPEG-4). In fact, would it be possible to have a ui_widget_definition_os tag with the "movie" type reinstated? I'll elaborate on what I'm looking for below.
I've just updated my post from a page or two back, I added more about videos and widgets. See that post for my opinon on some of this.
Quote:
Originally Posted by p0lar_bear
Would it also be possible to make models animate in the UI? Right now, if you place a biped or animated scenery into a UI, it will freeze in place.
I second this idea. By the way the dust emmiter (and probablly others) doesn't work either (I once had a UI of my HALO 3 Anouncement map and the grunt sign animated scenery wouldn't animate and the dust wasn't there.)
June 8th, 2009, 01:56 PM
p0lar_bear
Re: Open Sauce Ideas thread
Quote:
No, I think there's a better way. Instead of .avi files, we need animated .bitmap tags (like animated .gifs), so you can just stick one in the background image slot of the UI_widget_definiton. A special new tool command to take a folder of image files (exported from a video) and turn them into a perfectly set up animated.bitmap tag would be needed (or at least very, very helpfull) for this.
I would imagine the overhead, not to mention the work needed on the end-user's part, for that would be more than it's worth.
Quote:
A script allowing you to play .bik files (unless ending.bik is called by script anyway) would be a good related addition. (You could save tagspace by screen-recording all cutscenes then replacing them with calls to .bik files or call a .bik file if the user is idle at the main menu long enough (like the trailer thing that shows up in HALO 2 and HALO 3)).
That would be a cool idea. Right now bink calls are hardcoded; it looks for bungie.bik, gearbox.bik, and mgs.bik on startup, and then plays ending.bik after the credits, when THOSE are called after running (game_won) on d40.map.
e: Another idea; support for a reload-2 animation for fake dualies or more conventional secondary-trigger weapons (e.g. grenade launchers). However, I don't know exactly how to go about making it work; if we made it into an overlay animation, it would work for dual weapons, but look weird if you reloaded both magazines at once on, say, the BRG. Perhaps add a flag somewhere to the weapons that, when checked, disables all triggers on a weapon until reloading is complete for either magazine?
Ooh, another one: is it possible to fix the double-melee glitch (throw a punch, when it hits, toss a grenade and immediately follow up with another punch)?
June 8th, 2009, 02:53 PM
bobbysoon
Re: Open Sauce Ideas thread
also, enter and exit vehicle-2 would be pretty cool, make the scorpion's 2nd hatch functional for a turret operator.
hit-testing scenery and other objects in sapien, for while placing and moving objects?
tool scripts_compile to speed up script debugging
maps\<mapname>.dll plugin support
June 8th, 2009, 02:57 PM
DEElekgolo
Re: Open Sauce Ideas thread
Realtime bump mapping system.
AA
Light attenuation?
Wide screen resolutions
A better reflection system.
Custom HLSL shaders.
June 8th, 2009, 03:24 PM
p0lar_bear
Re: Open Sauce Ideas thread
Quote:
Originally Posted by DEEhunter
Realtime bump mapping system.
AA
Light attenuation?
Wide screen resolutions A better reflection system.
Custom HLSL shaders.
Korn's said time and time again, can't do much in the way of shader-related things without the actual source code.
June 8th, 2009, 08:42 PM
KiLLa
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Delta4907
He said in his post that he'd use NFWOS instead of "Not Feasible without Source (Code)" after he mentioned it the first time.
Well excuse me for not hanging on every word typed..
Could have just explained the meaning, ina non assfaced like manner :)
Anywho, I was referring to animations, not models.
It's possible to make variations(aka permuations) of animations in 3p only currently, but it's not possible in fp, and if it was via OS, it would be nice if both animations matched up when played..
If you look at the elites 3p sword animations you'll notice what I'm talking about..
June 9th, 2009, 01:29 PM
Rhydgaled
Re: Open Sauce Ideas thread
Quote:
Originally Posted by p0lar_bear
I would imagine the overhead, not to mention the work needed on the end-user's part, for that would be more than it's worth.
That's why I said about a new tool command to automaticly take a whole folder of images and set them up as an animated.bitmap for you. Maybe the command could be like this:
Code:
tool animated_bitmap <folder path> <animation framerate (frames per second)>
I think there are also a few video editing programs that can export every frame of a video in .tif format for you, all you would need to do is move them to you HALO data folder. The animated bitmaps would have to be compiled as interface bitmaps of course, video clips tend not to be power of two dimensions (I think).
Quote:
Originally Posted by p0lar_bear
Right now bink calls are hardcoded; it looks for bungie.bik, gearbox.bik, and mgs.bik on startup, and then plays ending.bik after the credits, when THOSE are called after running (game_won) on d40.map.
Ok, I knew the first three must have been coded into the game's .exe but I thourght ending.bik might have been script called.
Quote:
Originally Posted by p0lar_bear
Another idea; support for a reload-2 animation for fake dualies or more conventional secondary-trigger weapons (e.g. grenade launchers).
Good idea, also my idea of zooming to switch between primary and secondary triggers could use a zoom in and zoom out animation (those could be used to rasie the scope towards the visor in normal zooming suituations, except you can't really look down scopes with a helmet on (hence the smart-linking)). By the way, if you didn't have any keyframes for a frame anywhere else, could you move that frame during a zoom in animation and have it stay put until zoom out? (I'm thinking you could screw on a scilencer instead of switching fire mode on some weapons.)
Also has anyone mentioned new vehicle types? (eg. human plane, alien fighter, human jeep, alien scout).
I've also updated my ideas list, yet again.
June 9th, 2009, 02:48 PM
p0lar_bear
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Rhydgaled
That's why I said about a new tool command to automaticly take a whole folder of images and set them up as an animated.bitmap for you.
The problem there is making all the source images in the first place. Why dump each frame of a video into an image to be compiled back into a pseudo-video, when you could just transcode the video to a different format and be done with it?
June 9th, 2009, 03:04 PM
Delta4907
Re: Open Sauce Ideas thread
Quote:
Originally Posted by KiLLa
Well excuse me for not hanging on every word typed..
Could have just explained the meaning, ina non assfaced like manner :)
Or you could've just read it normally in the first place and I wouldn't have said it in an assfaced manner :)
June 9th, 2009, 05:15 PM
Rhydgaled
Re: Open Sauce Ideas thread
Quote:
Originally Posted by p0lar_bear
The problem there is making all the source images in the first place. Why dump each frame of a video into an image to be compiled back into a pseudo-video, when you could just transcode the video to a different format and be done with it?
I think I kinda get your point there, but as I said I think some video editing software can export all the frames for you easilly enough. Using actuall video files would probablly be easier for users as you say but in answer to your question:
Quote:
Why dump each frame of a video into an image to be compiled back into a pseudo-video, when you could just transcode the video to a different format and be done with it?
it is so you can just put the .bitmap tag in the current background image slot, which if this:
Quote:
Originally Posted by p0lar_bear
Would it also be possible to make models animate in the UI? Right now, if you place a biped or animated scenery into a UI, it will freeze in place. I had to make scenery versions of the Chief and Spark with a fixed pose for my Library UI.
can't be fixed could be used to replace an actuall bsp background with a "video clip" without the need for an .os_ui_widget_definition tag type. Of course I know nothing about actually coding anything for open sauce so I could be completly off track there.
Also, you said about the movie clip (not implemented) type in ui_widget_definitions, any idea what the game model (not implemented) type would have done? And is there a difference between the implemented types, especially coloumn list and container types, anyway? (other than the main menu widget exceptioning if you pick the wrong one).
EDIT: Just calling attention to the fact that I've added yet another idea to my main ideas post, I hope no posts before that get deleted and mess up the link.
June 9th, 2009, 08:52 PM
KiLLa
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Delta4907
Or you could've just read it normally in the first place and I wouldn't have said it in an assfaced manner :)
..who are you again?
oh, an asshole who loves to troll for responses..
Anywho, would animations that actually relocate the bipeds position be possible?
Like what would be used to make lunging possible, or even like dodging or rolling..
June 9th, 2009, 09:35 PM
p0lar_bear
Re: Open Sauce Ideas thread
Quote:
Originally Posted by Rhydgaled
I think I kinda get your point there, but as I said I think some video editing software can export all the frames for you easilly enough. Using actuall video files would probablly be easier for users as you say but in answer to your question: it is so you can just put the .bitmap tag in the current background image slot, which if this:
can't be fixed could be used to replace an actuall bsp background with a "video clip" without the need for an .os_ui_widget_definition tag type. Of course I know nothing about actually coding anything for open sauce so I could be completly off track there.
Even with something that would dump the movie into a series of images, think of the resources needed to run it? I would imagine a bik file would be much smaller and less intensive than a series of DXT1 textures.
Quote:
Originally Posted by Rhydgaled
any idea what the game model (not implemented) type would have done?
More than likely like how you can see your player model in Halo 2 and 3 menus. However, I see no easy way to make that work; you'd need to grab your profile's colors, and then apply it to the color change of the model in real time when you change colors in the menu.
June 10th, 2009, 04:24 PM
Delta4907
Re: Open Sauce Ideas thread
Quote:
Originally Posted by KiLLa
..who are you again?
oh, an asshole who loves to troll for responses..
What are you talking about? All I did was answer your question, and apparently it was in an "assfaced manner", albeit you could've read it right the first time, which is why Korn typed it in his post, so you would read it and know what it meant..
June 10th, 2009, 04:33 PM
teh lag
Re: Open Sauce Ideas thread
Cool it you two,
June 11th, 2009, 08:38 PM
VickJr
Re: Open Sauce Ideas thread
I Have an idea:
In the original campaign scrips, printing certain things will make the game exit and go to another mode. For instance, at the end of the last level, there's the command "Print("creadits")" -something like that. And it causes the game to go into the credits. Something similar happens for the beggining bungie movie and the ui wait screen movie. It would be great to have something where you can build these functions in OS to play movies.
June 11th, 2009, 08:54 PM
klange
Re: Open Sauce Ideas thread
^
(play_bik [file])
do it.
June 11th, 2009, 09:14 PM
p0lar_bear
Re: Open Sauce Ideas thread
Quote:
Originally Posted by VickJr
I Have an idea:
In the original campaign scrips, printing certain things will make the game exit and go to another mode. For instance, at the end of the last level, there's the command "Print("creadits")" -something like that. And it causes the game to go into the credits. Something similar happens for the beggining bungie movie and the ui wait screen movie. It would be great to have something where you can build these functions in OS to play movies.
(print) functions in the scripts were put there simply for debugging purposes. The credits call is hardcoded; happens when (game_won) is run on d40.map.
June 12th, 2009, 12:17 AM
paladin
Re: Open Sauce Ideas thread
Make it so I can have water planes at two different heights please. kthnxbai