Re: OpenSauce Halo CE SDK Update #2 (RC)
someone can tell me how to install this!
"I have little knowledge of 3D, and if I can serve, just let me know.
Also if anyone can teach me a little of what they know, i would be happy to learn "
PD: I speak Spanish
PD2: I do what can to understand what they say.
u.u
Re: OpenSauce Halo CE SDK Update #2 (RC)
So I lied when I said the next release's source would be for VS2010. While I want to move to the latest and greatest VS, I figure that not everyone else may feel the same or their only option for 2010 may be the Express versions (but not for 2008). So yeah, the next codebase release will still be VS2008.
I'm also working on making the .NET tools that accompany the OpenSauce SDK compliant with x64 targets. Whether or not the tools will see any speed improvements is questionable (I'm not spending any time to gather profiling metrics). Obviously, I can't make the Yelo component of OpenSauce x64 compliant as the Halo engine and its tools are all x86 based. Also, I think Express versions of VS don't have x64 tools so you'll still be stuck with compiling for x86 targets.
There's been some...delays you could say. Moving has fucked with development but I can still work on parts of OpenSauce again and hey, I can even run HaloCE again :party:.
Re: OpenSauce Halo CE SDK Update #2 (RC)
I was hoping to put out a new update about OS in the spirit of Bungie Day but I've been up since yesterday and blah blah blah, life, etc etc, tired as fuck, etc etc, school, etc etc. So instead the official update will have to wait some odd amount of days.
Just to give you an idea of what's going on though, I've started integrating (part of the reason I've been up all night, the other being 7 seasons of TPB) what I hope will be the final reversion of the Postprocessing system. FS sent me his codebase the other day and I've been reviewing it all, making sure it adheres to to a few standards (OS and Halo standards). We've also got some stuff in the process of being researched and developed that I think will really just add some fucking major pizazz to maps of anyone who uses who uses what we're baking. However, I don't want to go into any explicit details until we're positive that we know we can execute it right and without consuming too many resources. So I'll just leave you with that little tease for now!
Plenty of other surprises to watch out for too; HaloCE isn't the only boat being sailed these days. So yeah, I think I'll be nice and let Bungie have the spotlight for today while I try to catchup on some missed sleep. That and I don't want to jinx myself for a third time...
Re: OpenSauce Halo CE SDK Update #2 (RC)
There's no spotlight for you unless you made the new networking work. :P
Re: OpenSauce Halo CE SDK Update #2 (RC)
Anyone who is working on OS related code modifications needs to contact me ASAP if they wish to have their changes considered for inclusion in the official OS2.5 release. Anyone who can't have their changes done and tested by August need not apply.
Re: OpenSauce Halo CE SDK Update #2 (RC)
I just added light-map switching (works) and exposed the isKeyDown function to halo script. want to include that?
Re: OpenSauce Halo CE SDK Update #2 (RC)
I've had "structure_bsp_lightmap_reset" and "structure_bsp_lightmap_set_change" implemented for a while now, but haven't had a chance to test that they actually work. If someone can provide the sample data (test lightmaps, yelo tags, etc) using tutorial then I can make sure it is changing the lightmap/sky based on what the tag data specifies. Note that the "skies" block must match what the scenario's "skies" block exactly (every reference, in the same order) in order for sky switching to work with your lightmap set changes.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
Dwood
I just added light-map switching (works)
I had shadow test with tutorial and lightmap-set switching functions I wrote work (lightmap and sky changes)
plus many other things.
wouldn't be right of me to not tease about magical mystery features that are in and working ;p.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
Kornman00
I had shadow test with tutorial and lightmap-set switching functions I wrote work (lightmap and sky changes)
plus many other things.
wouldn't be right of me to not tease about magical mystery features that are in and working ;p.
Those are the wrong things to tease about! :P
Re: OpenSauce Halo CE SDK Update #2 (RC)
Any way to check if someone is in a vehicle? First Seat and not being in a vehicle share TStructGetPtrImpl(int16, VehicleSeatIndex, 0x2A) being '0'.
Also, how can I check if someone is still in a server? I don't think I found an implementation for this in OS but I thought this was the right thread for asking :v: