Re: OpenSauce Halo CE SDK Update #2 (RC)
XP:
Quote:
Originally Posted by
Kornman00
On XP, I believe there is a way to save the Exception Data of which it notoriously Gathers. Try clicking the "View Details" linkish looking thing (IIRC) and see if it lets you.
On Vista its a little different. This difference actually made developing hacks like Yelo more time consuming to debug on my end as the amount of steps involved.
1) Control Panel->Problem Reports and Solutions->View problem history
2) Find HaloCE (or it may be the name of the dll, dx3d9.dll or w/e)
3) Right click->View problem details.
4) Copy to clipboard & pasta in your post
5) ???
6) Fix?
7) Deficit
Vista:
Start>Control Panel>System and Maintenance>Problem Reports and Solutions>Find Halo report at specific date/time and copy to clipboard
W7:
Start>Search for "View all problem reports">Find Halo report at specific date/time and copy to clipboard
Re: OpenSauce Halo CE SDK Update #2 (RC)
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
TVTyrant
That stuff?
Yes, that is correct.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
FireScythe
Sorry i'm a bit late with this, but there's one more bug for CheApe.
Also, with the shader_postprocess_collection tag, where WERE you going with it :p? Compiled into a map, or just a tag loaded externally?
Fixed. Wasn't resetting a few things when there was a re-import
The tag was to be built into cache files so that people didn't have to use external files like you initially had with your post-process demo
Re: OpenSauce Halo CE SDK Update #2 (RC)
Ah ok then. I'll probably still have external shaders aswell, for global effects, with compiled shaders for map specifics, but that's for another time :P.
Re: OpenSauce Halo CE SDK Update #2 (RC)
About the lightmap thing, I would code it myself, if I knew XML, but I don't know any program languages except some HaloScript.
If someone could generate a library package with support for the lightmap functions I requested so we can at least find out what happens, I'd greatly appreciate it. Again, I don't know any programming languages at all. Sorry guys. I just want to see how well it works. I have this hypothesis it will work just fine, but I want to see to be certain.
If I were to program it, how would I go about it? I might ask around to see if there's people that could code it, but they'd need to know to what specifications and how.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
Rambo
About the lightmap thing, I would code it myself, if I knew XML, but I don't know any program languages except some HaloScript.
OpenSauce is not written in XML, nor is it even possible to write a program in XML. OS is written in C++, the only part of it that uses XML files is when defining custom tag groups. I don't know what your fascination is with XML.
Quote:
Originally Posted by
Rambo
I have this hypothesis it will work just fine, but I want to see to be certain.
Did you just completely skip over or disregard my post?
Quote:
Originally Posted by
Rambo
If I were to program it, how would I go about it? I might ask around to see if there's people that could code it, but they'd need to know to what specifications and how.
If somebody is going to go through the trouble of telling you how to do it, they might as well program it themselves.
Re: OpenSauce Halo CE SDK Update #2 (RC)
The part needed to add the script command is done in XML, but it needs to reference the stub code in OS itself for the solution to work, for example, the index for the script and what not.
I was asking if someone could please program that "connection point" between the stub code and the end-user by programming the XML part knowledgeably.
And I didn't mean to skip over your post or be an asshole.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Dude...someone doesn't just sprinkle magic dust on some code and all of a sudden things work. Someone would actually have to reverse engineer the game engine to figure out how it goes about updating to the render current lightmap, then program a script function in C++, as thats what the codebase is written in, to force that update to happen with a new lightmap. Things just don't appear out of thin air
Re: OpenSauce Halo CE SDK Update #2 (RC)
Fine I give up. I suggested the idea because I thought it would be fairly simple to get in-game, not knowing any programming languages. I thought that the current rendering part of the engine could handle it as-is and that all it would require was just coding into Open Sauce. Since it's obviously more complicated than that, or so it would seem, I'm done with it. I'll just assign my 64 lightmaps to 64 BSPs and make a huge filesize map and be thankful for that, even if it's at the expense of others for having to download such an attrocious filesize just to switch lightmaps more smoothly.
It shouldn't have to be that way. I still think it can be done, yet I'm stuck with "what is" because I'm a n00b that can't code a thing outside of Halo. I'm just stupid like that. I've never been good with coding or modeling (not that that even matters) or any of that stuff.
I'll just stand back and read from now on, since I feel so worthless and unwelcome here in this thread. After all, it's not my area of expertise, now is it?