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Thread: OpenSauce Halo CE SDK Update #2 (RC)

  1. #211

    Re: OpenSauce Halo CE SDK Update #2 (RC)


  2. #212
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I thought they fixed the whole bot problem?

  3. #213

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Mother Russia always finds backdoor

  4. #214
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Ah, motherland


    Anyway, did a little Wiki editing for OpenSauce. Thought it was the least I could do for not being able to push out the final release yet . Will probably do some more later, but not really Wiki formatting smert and don't really recall too much HTML tags

  5. #215
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    OK here's what I've done for a Lightmap extender function.

    I have set up the appropriate data for structure_lightmap_index and switch_lightmap in the XML file that comes with Open Sauce (examples.do.not.include) or something like that. I then recompiled. Presto! It works fine in Sapien. However, when I try to load the function in game it won't show up. My question is, why? What am I doing wrong? How do i migrate these functions into the project_yellow_globals or at least make them show up?

    Please help, someone. Thanks.

    Chaos and I are trying to get the lightmap functions to work and we've made it this far.

    Technical specifications:

    switch_lightmap returns a boolean and the argument is a short. Is this correct? The name for the argument I gave it is structure_lightmap_index.

    structure_lightmap_index retrns a short and the argument is a boolean with the name of structure_lightmap_index for the argument name. is this correct?

    I'm new to this so please don't come down hard on me. I'm actually trying to make this work. Thanks.
    Last edited by Rambo; October 30th, 2009 at 07:58 PM.

  6. #216
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Oh yes, Korn, another quick thing about OS_Tool. If I'm building a map, how come it doesn't check if that project name is already in the file?

  7. #217

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Ugh...Bungie just HAD to make a completely unneccessary update (1.09) that breaks OpenSauce. Without the Yelo Battery from the first post, my Widescreen monitor became a detriment instead of a minor advantage. Looks like someone'll have to update OS to (hopefully) the FINAL final version of HaloCE. And throw in an updated OS Yelo.

  8. #218
    Movie Maker Siliconmaster's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I thought the new update didn't break compatibility?

  9. #219

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    The Yelo on the first post of this thread was made for 1.08. When I ran 1.09, it did not run. I'll give another FOV utility a shot...

    EDIT: Double ugh...until someone makes an updated OpenSauce Yelo for 1.09, looks like I'm out of commission. The game keeps throwing non-IE exceptions at me, insulting me as I go.
    Last edited by ShockwaveS08; November 3rd, 2009 at 05:40 PM. Reason: Testing proved ineffective in fixing mah problem.

  10. #220

    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by ShockwaveS08 View Post
    Ugh...Bungie just HAD to make a completely unneccessary update (1.09) that breaks OpenSauce. Without the Yelo Battery from the first post, my Widescreen monitor became a detriment instead of a minor advantage. Looks like someone'll have to update OS to (hopefully) the FINAL final version of HaloCE. And throw in an updated OS Yelo.
    It was completely necessary. Are you telling me that it's acceptable to leave a game in a state where IE security updates cause the game to error on launch? No, that's unacceptable.

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