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Thread: Seven ate Nein...

  1. #191
    am I an oldfag yet? Heathen's Avatar
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    Re: Seven ate Nein...

    Might reinstall halo if anything epic comes from this. Keep me posted fellas.

  2. #192
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    Re: Seven ate Nein...

    Quote Originally Posted by p0lar_bear View Post
    Don't read too much into it. It's a funny little something that I made and showed kornman and it got him working again, kinda like how Bathroom Security's CMT trailer got me motivated to wrap up the HUD tagging for SPV1.
    Awww...

  3. #193
    TCTF Cult ****** bobbysoon's Avatar
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    Re: Seven ate Nein...

    Quote Originally Posted by Kornman00 View Post
    Well, it's mostly C++ code. There is a system that allows you to add new script functions\globals tho
    Could we see some example code? Is it like HMT's xml plugins, with the structs and offsets?

  4. #194
    Kid in the Hall Kornman00's Avatar
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    Re: Seven ate Nein...

    XML is in no way related to C++...

  5. #195
    Neanderthal Dwood's Avatar
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    Re: Seven ate Nein...

    Quote Originally Posted by Kornman00 View Post
    XML is in no way related to C++...
    On that note, sparked by his question I would like to know how you plan to make it so we can use/make new commands/allow for new tags like you claim this can do.

  6. #196
    Kid in the Hall Kornman00's Avatar
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    Re: Seven ate Nein...

    In the first release, you will only be able to utilize new script functions\globals in-game, there won't be any tools that allow you to compile scripts which call your custom functions\globals. As for utilizing new tags, its the same process done by the engine, get the tag index of your custom tag, get the assoticated address and the use the values in that tag definition to do whatever your wanting to do.

  7. #197
    $20 bill y'all Bodzilla's Avatar
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    Re: Seven ate Nein...

    Quote Originally Posted by p0lar_bear View Post
    Don't read too much into it. It's a funny little something that I made and showed kornman and it got him working again, kinda like how Bathroom Security's CMT trailer got me motivated to wrap up the HUD tagging for SPV1.
    bullshit!

    it's Delta isnt it!



    Staying tuned

  8. #198

    Re: Seven ate Nein...

    Quote Originally Posted by Kornman00 View Post
    In the first release, you will only be able to utilize new script functions\globals in-game, there won't be any tools that allow you to compile scripts which call your custom functions\globals.
    Will we ever have access to tools to compile scripts to call on our functions/globals? After first release? What will the first release have the ability to do?

  9. #199
    Kid in the Hall Kornman00's Avatar
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    Re: Seven ate Nein...

    I don't see it being a problem in the toolset having that ability further down the line. I mean, I could crunch it into the first release, but I'm not. The feature deadline was hit a while back to save me from finding myself not being able to make the public deadline.

    There exists a problem with having custom functions\globals, and thats versioning. See, the current scripting system only replaces unused elements in the functions\globals, instead of say actually adding more to the list of functions\globals (it's possible to do such a thing, but the time and effort to deal with all the code references doesn't make it worth it).

    So, I have to develop a system where one person's map thats scripted to be used for one yelo isn't ran with another. Sure, there exist ways to deal with this via the project_yellow tag, or just limiting them to campaign only maps. Another problem arises when someone tries to run a yelo scripted map in a regular build of Halo. I have ideas how to address this too, but I really want more time to address this to get solid solutions which won't confuse or bother end-users of Yelo who just want to play with the game enhancements.

    Which then leaves me with trying to make sure I figure out how future conflicting yelo builds from multiple people are handled. If none of this is done properly, you can get yet another big split in the community like when CE first came out and PC players barely came over.

  10. #200
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    Re: Seven ate Nein...

    Quote Originally Posted by Kornman00 View Post
    See, the current scripting system only replaces unused elements in the functions\globals, instead of say actually adding more to the list of functions\globals (it's possible to do such a thing, but the time and effort to deal with all the code references doesn't make it worth it).
    As a result of just replacing unused elements in order to add new functions/globals, wouldn't that limit us on how many new functions/globals we can create? If so, what is the limit on the amount we can create?

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