Re: OpenSauce Halo CE SDK Update #2 (RC)
Well I opted for putting them after InitializeCreateScriptFunction because if they are put before it, then no functions work :saddowns:, they all exception. But if you have had it work on your end, it might be something screwed up on mine.
Quote:
Originally Posted by Kornman00
Also, you're not consistant in your declarations vs definitions.
Fixed.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Yeah, the fact that it was working for me (was, because I can't test the code due to not having a machine with the ability to run HaloCE) makes me :confused: since the code was before that Init function :ohdear:
I know for a fact that it was working because I had a debug function that I made for testing future heatmaps based on parts of the map from the player's FOV. Don't see why I would have changed anything after I knew that script function creator was working. Now is one of those times it would be nice to have a server to run a SCM on.
EDIT: the only other thing I can figure being the problem is the function's call type. IE if it is cdecl or stdcall. All OS functions are stdcall, but the game engine is cdecl. The script function delegates are suppose to be stdcall btw. I have the vcproj settings set to assume stdcall on functions unless otherwise specified. So if someone messes around with the vcproj settings, this can lead to problems.
Re: OpenSauce Halo CE SDK Update #2 (RC)
I've had a go will a fresh OS RC1 but the same problem occurs. Any functions put before the init function cause an exception (including test_networking) and putting functions that don't have parameters after the init function work fine.
However, if a function with parameters is the first to be initialised after the init function then it will call the delegate successfully, albeit without the arguments being accessible. Functions with parameters after that still exception though.
I checked Calling Convention was set to __stdcall too.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Another thing I would like to note is that you were trying to set Developer_Mode = 4 and for some reason it wasn't working so we made it such that when a map starts up, it is set to 4 instead, which works when for some odd reason the way you had it previously didn't work.
Re: OpenSauce Halo CE SDK Update #2 (RC)
OK I know I brought this up before but I'm having trouble finding the page.
I am attempting to write a switch_lightmap and structure_lightmap_index function set.
What do I use for the Argtype, Returntype, and Name, for switch_lightmap, and what do I use for the Argtype, Returntype, and Name, for structure_lightmap_index?
I have tried setting the Argtype to string or real and the returntype to string and the name to string and any time I compile a simple test script with the following, it crashes Sapien.
(script continuous test
(switch lightmap rambo)
)
rambo = the codename in the lightmap set string in the project_yellow tag.
I am stuck, trying to create new functions in the XML tag when building it in Cheape.
Re: OpenSauce Halo CE SDK Update #2 (RC)
I will help you out a bit with the xml when i get back home.
Re: OpenSauce Halo CE SDK Update #2 (RC)
thanks.
EDIT: hey when are ya gonna help me? Last night came and went.
Re: OpenSauce Halo CE SDK Update #2 (RC)
In the coming months I'll be updating the Kornner website with publications and works that I've been meaning to put up. Some of which will be related to this and/or Halo. Other stuff will just be generic to the Xbox platforms or other engineering stuff. Some people may find the works interesting.
Goal is to have the site at v3.0 at the end of May/start of June. As things get posted there I'll be sure to update threads here if they relate.
Re: OpenSauce Halo CE SDK Update #2 (RC)
It keeps doing it. Every time I add new commands via the XML code, under the current build of OS, it crashes Sapien when I try to compile a script with the new commands. The new four commands that come with OS work fine though.
I need help with this, bad!
Kornman00, if I add structure_lightmap_index and switch_lightmap to the XML and set it up properly, will it still crash OS if I compile with it in Sapien? How can we fix this so I can use the commands in a compiled script?
All I want to do is read from the BSP section in the Project Yellow tag and pull a BSP and a Lightmap number from that list.
For example, if on BSP 0 I have 64 Lightmaps as well as on BSP 1, I want to be able to say to the program, "OK check what BSP it's on from the BSP Sets and then switch the Lightmap to such-and-such Lightmap." That's it. I also want to switch BSP when necessary from the BSP Sets without affecting the main BSPs in the .scenario tag.
My Day-Night system is going to have 128 Lightmaps spanning 2 BSPs in a BSP set type of setup in the project_yellow tag with more than 8 skies.
HOW CAN WE DO THIS???
Dwood, I need help with the XML part and if anyone at all is interested, I need a programmer for the DLL part, or someone that can explain to Chaos what to do so we can program it ourselves. Yes I understand the Lightmap code is RUDIMENTARY! I know that. But I want to finish it!
Re: OpenSauce Halo CE SDK Update #2 (RC)
Yes, I know you need help but atm I'm not home. and won't be till monday. And calm down too. :P