OK, OK... I thought ya meant home from work or something.
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OK, OK... I thought ya meant home from work or something.
As I've said before, and you have seemed to ignore, what makes you think changing the lightmap tag reference in real time will automatically update the lightmaps on the bsp? I fail to see why that tag reference would be monitored by the engine for changes, so I highly doubt it is as simple as changing that tag reference.
If you would have bothered to look above at FireScythe and Kornman's posts, you would see that there is apparently something wrong with the script functions in this OS release. That means this might not be possible even if you do figure out how to swap the lightmaps out in real time and find a competent programmer (read: not dwood).
One last thing, not trying to be a backseat moderator, but shouldn't your conversation between each other be kept to private messages rather than cluttering up this thread with useless posts.
Looking forward to it. :)
OK so Dwood sent me a test version of the lightmap thing. No matter what I compile in OS_Sapien, it crashes. Can someone tell me what the progress is on the fix for this issue and how close we are to an RC2 that works?
Just wait until Korn fixes the script problem.
ok. I hope that happens fairly soon because i really wanna make something beautiful with the new Open Sauce that isn't over-bloated.
How do you plan on fitting atleast 100mb of bitmaps holding that lightmap data into a multiplayer map. Does open sauce allow to get through that map size limit?
I'm not 100% sure, but if you build with the build-cache-file-ext thing it might.
OS increases all(?) max limits by 50%... Not sure if that means we have to use the build-cache-file-ex exclusively or if build-cache-file will work... ergo if you go over the max you may have to have OS to play... But then again, 32 bsps works in Halo when compiled by OS tools but without the OS .dll
Oh btw in appetizer korn you forgot to include gamestate.hpp
PHP Code:
struct s_game_options
{
UNKNOWN_TYPE(int16);
UNKNOWN_TYPE(int16); // ?, not sure about this field
UNKNOWN_TYPE(int16); // ?, not sure about this field
_enum difficulty_level;
int32 random_seed;
char map_name[0x7F+1];
byte unknown[0x7F+1]; // pretty sure this is just an unused string
}; BOOST_STATIC_ASSERT( sizeof(s_game_options) == 0x10C );
struct s_game_globals
{
bool map_loaded;
bool active;
bool players_are_double_speed;
UNKNOWN_TYPE(bool);
UNKNOWN_TYPE(real);
s_game_options options;
}; BOOST_STATIC_ASSERT( sizeof(s_game_globals) == 0x114 );
s_game_globals* GameGlobals();