Re: OpenSauce Halo CE SDK Update #2 (RC)
The only thing which would cause your map to be incompatible with the stock game would be if you used OS's memory upgrades (eg, more tag memory, new script functions, etc). When you build a map using the new build-cache-file-ex, it uses a ".yelo" extension instead, which a stock game will never use. However, we currently don't perform checks when you use the regular build-cache-file, to see if you're using any of the new script functions/globals exposed by OS (you're expected to use build-cache-file-ex).
Of course, if you're not running OS, none of the new tags will be used, so none of your detail maps will be rendered, and you'll be back to the old days.
As far as a FAQ goes, it's the reason why I don't respond to anyone over IM with individual questions. You got something to ask, ask it in an active thread so everyone can learn from the response. I don't have time right now to produce a detailed FAQ when I'm developing the OS codebase (which has more to it than some HaloCE related stuff), working on halomods, working on other code, and working in real life.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Most likely this has already been asked, but what's the issue with the d3d9.dll message saying one of the programs tried to access it but it is only compatible with Halo CE? I downloaded the new one from the attachments in the OP and renamed it to the original one, and it still gives the same error.
Re: OpenSauce Halo CE SDK Update #2 (RC)
The build in the first post is insanely old, and unsupported (and doesn't have all the features found in that vid). As far as that message, we have checks in place to make sure that Halo is trying to load it, and if the app isn't Halo, it will throw up that warning. The current codebase will silently ignore cases where say Sapien or Tool tries to load the local d3d9.dll.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Considering there are 50 pages to look through, could you give me a link to download the newest version? :P
Re: OpenSauce Halo CE SDK Update #2 (RC)
The next RC hasn't been released yet.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by Dwood
You can write your own shaders and compile them in the map and any os thing will work with it... what more do you want?
So that people don't get the wrong idea, you can compile post process shaders into tags that get added to the map cache, but you cannot create your own model pixel/vertex shaders.
Quote:
Originally Posted by NVOUS
This needs more documentation.
Or an FAQ or something.
first off can these new tags be compiled into a normal halo map file and run on clients without a bunch of extensions, or whatever?
I've written documentation for my post processing and shader extensions which i'll make available when/shortly after OS is released.
As Korn said, adding post processing tags and/or the shader extensions on their own won't cause non-OS clients to exception. However, using the post processing script functions would, unless they were avoided using conditionals.
A caveat to this in the shader extension is that using a specular colour map results in the parallel and perpendicular colours being used to tint the specular colour map by multiplying it. So if you don't want those values to tint the specular colour map you would set them to white, and that would make the specular reflections on vanilla CE white as well. It would look bad, but wouldn't exception :).
Quote:
Originally Posted by Dwood
Yes. All they would need is that specific OpenSauce dll. The maps won't break if people load the map without the OS dll, either. They just won't be able to use those normal maps
OpenSauce isn't a lone DLL dropped into your HCE folder, it has resources files that it depends upon, all of which will be neatly packaged into an MSI installer.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
Kornman00
The next RC hasn't been released yet.
Ah, I thought you were implying you had posted it somewhere else within the topic. Well, looking forward to its fruition!
Re: OpenSauce Halo CE SDK Update #2 (RC)
Oh, no, sorry not yet. With the release of Halomods and some personal problems, our OS schedule kind got shook up. We're currently targeting the next RC for very soon. Then once we know that all systems are green, we'll settle on a final release sometime after that.
Re: OpenSauce Halo CE SDK Update #2 (RC)
I just found the video you mentioned (and once again, apologies for any repeated questions) but I was wondering - you said the implementation of those effects were done via script, are they new commands added to the engine which will be included in the next build (along with a list of them, I'd hope, haha) or did you unlock the dozens of rasterizer commands which have previously only been available in Sapien, not in-game?
PS I registered at Halomods.