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

  1. #51
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Do you still see your FP weapons in-game? If not, what is the FOV value in your settings file?

    EDIT: odd, if you use those settings then go in-game then go to edit your FOV, it fixes it. time to check the code I ported once again...
    Last edited by Kornman00; August 27th, 2009 at 05:22 AM.

  2. #52
    Movie Maker Siliconmaster's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Oh, interesting. I didn't catch that. Glad I'm not the only one with that issue and that it's re creatable.

  3. #53
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I think I have a fix for all the current Battery feature issues. Waiting for jcap to get online so I can have him test it.


    As a note to OpenSauce HEK users: while reviewing some old code in the library that drives OpenSauceIDE I saw a potential problem. However the fix somewhat breaks the current public cheape_project files. While I could easily add a new versioning case to the file for backwards compatibility, it would require me to keep some old code, used no where else now, which I'd prefer to not do. This is a RC and doesn't represent the final product (so I can get away with this kind of stuff for now ;p). With that said, you'll have to redo your cheape_project files for the final tools. Not a real biggy.

  4. #54
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    can't you post the updated dll anyways? (not trying to rush you)

  5. #55
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I wasn't going to post it until I knew it was good to go. Like I said, the posted DX DLL is unsupported, so don't expect problems to be addressed by me same day.

    New dll in the first post

  6. #56
    Movie Maker Siliconmaster's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Beautiful. I missed out on the original battery, so this is the first time I have ever played in widescreen with a non-stretched HUD. Much thanks. As I'm sure you know already, the blue fog/wtf issue is also fixed. W00t.

  7. #57

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

    Is it possible to "integrate" what you've got in your d3d9.dll into another d3d9.dll? I know a few people that would love to have a Yelo Battery + SoftTH d3d9.dll...

  8. #58
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    In theory, if SoftTH's design just acts as a proxy as well, unlike xfire which actually modifies DX code.

  9. #59

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

    Quote Originally Posted by Kornman00 View Post
    In theory, if SoftTH's design just acts as a proxy as well, unlike xfire which actually modifies DX code.


    SoftTH d3d9.dll
    All of SoftTH 1.08

  10. #60
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I added some code earlier to make Yelo try to load a 'd3d9_proxy.dll' first, and if that fails, loads the real DX's dll. I'll send it to you on AIM to test it out before I post it for download

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