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Thread: OpenSauce SDK for Halo CE 1.08

  1. #121
    Kid in the Hall Kornman00's Avatar
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    Re: Seven ate Nein...

    Little information update for OS CE:

    What you can do:
    • Add new scripting functions\globals
    • Record the chat box (clients)
    • Theoretically create new game engines (ie, ctf). I've made significant advances in making this possible, but there is still amounts of work needed to be done, especially on the UI side
    • Have your Sauced servers\games come up in their own server listing, apart from the general server list (so you can hide or better filter your games from the public)
    • Multi-team vehicles
    • Have access to the networking extension code that I was developing. In theory, it should be working, but I have something fucked up somewhere...because it doesn't. Who knows, maybe I'll figure it out before release?
    • Interface with objects in the current game state (ie, location, a unit's weapons, shield power, etc)
    • Create your own key bindings for executing custom code (ie, hold shift+g to turn the AI off)
    • Create menu interfaces a la Battery.
    • Edit the tags that are in memory
    • Edit loads of other game state related data
    • Add your own game event logging (already have some events that are logged while in game)
    • Modify the camera to your hearts desire
    • Almost everything from Battery
    What you can't do:
    • Create new object types.
    • Can't replace the physics engine
    • Can't replace the rendering engine
    • Can't add a perfect Forge mode to the engine. You can replicate some of it's features, but in most cases the engine isn't outfit to do it
    Both lists can be much longer but I just wanted to give an overview of a few things you can look forward to and to answer any questions people may have.

    Also note that in order to do some of the things you may want to do, you may have to further reverse engineer the game in order to find out what code in the engine you have to modify or call in order for it to work. I'm not including some documentation or code due to possible malicious use by script kiddies.

    As it stands, the CE portion of OS contains over 12,000 LOC and 65 code files
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  2. #122

    Re: Seven ate Nein...

    You can't replace the rendering engine, but what about modifying it? IE: normal maps on models.
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  3. #123
    Kid in the Hall Kornman00's Avatar
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    Re: Seven ate Nein...

    idk, have you found the code you need to modify in order to do such a thing?
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  4. #124

    Re: Seven ate Nein...

    Haven't looked for it yet tbh, was waiting for a release.
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  5. #125
    am I an oldfag yet? Heathen's Avatar
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    Re: Seven ate Nein...

    Ok, so what can normal maps do? Like....what would make me if I knew what it was?
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  6. #126
    Is bad, really bad SMASH's Avatar
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    Re: Seven ate Nein...

    Normal Maps, simply put are bump maps on steroids. They can display the "bump" without dynamic light and appear to add polies to a model unlike bumps which just basically displayed shadow information taken from a dynamic light.
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  7. #127
    nnh Ifafudafi's Avatar
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    Re: Seven ate Nein...

    As an example, here's a boot. The left is the base model, and the right is the model with a normal map applied.

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  8. #128
    am I an oldfag yet? Heathen's Avatar
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    Re: Seven ate Nein...

    Oh....badass.
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  9. #129
    lol modacity Timo's Avatar
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    Re: Seven ate Nein...

    Quote Originally Posted by Kornman00 View Post
    Little information update for OS CE:

    What you can do:
    • Edit the tags that are in memory
    Does this mean I can live-edit a UI? :o
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  10. #130
    Kid in the Hall Kornman00's Avatar
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    Re: Seven ate Nein...

    Quote Originally Posted by Timo View Post
    Does this mean I can live-edit a UI? :o
    through code, yes. there won't be a tag editor interface if thats what you're thinking. note that some fields in some tag groups are postprocessed and placed in uneditable (as far as the HEK is concerned) portions of the tag data, so you'd have to edit those instead in their cases.
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