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

  1. #171
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    You could potentially do something like that. However you'd have to setup a tag block in your scenario's py tag- Wait no scratch that, the py tag is closed source. You'd have to create your own scenario_trigger_volume_extension tag or something which has a tag block which takes the name of the trigger volume and a real value for it's gravity. Then you could just have an Update function check to see if the local player (this would only work for campaign) is in any of those, lets call them gravity well volumes, and then update the gravity to what that extension says.

    you could end up with something like:
    Code:
    scenario_extensions
        * tag_block: scenario_gravity_well_block
            - tag_string: trigger volume name
            - word_flags: flags
                - use interpolation
            - short integer: interpolation speed (game ticks or something)
            - real: gravity f(x)
            - real_bounds: gravity interpolation range
    If this was halo 2 or later, you'd have the benefit of a mapping_function to define a much more robust interpolation function.


    For your second question: it's not implemented...please explore the source code.

  2. #172
    ... *uses Shield Rifle*
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Kornman00 View Post
    For your second question: it's not implemented...please explore the source code.
    thanks. not much of a programmer. so ill have to look into it a bit when i get an editor.

  3. #173
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Would it be possible to have something that pushes the person too, like gravity + an angle?

  4. #174

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

    Me and Dwood were trying to figure out this problem, haven't solved it yet:

    fatal error RC1015: cannot open include file 'afxres.h'
    Everything needed for OS (DirectX SDK March 09 and Boost C++ Libraries all set up in Project Directories) are set, so I have no idea what's going on.

    Google said that afxres.h is installed with the Microsoft Platform SDK, in a MFC Folder. :/

  5. #175

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

    It's not installed on the express editions of visual studio. You can just delete the Halo1_CE.rc file.

  6. #176
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I don't use Express edition of VS (which doesn't have MFC). You'll need to delete the resource data in the DLL's project. I only used a VS_VERSION_INFO (or w/e it's called) resource so it's nothing terribly important

  7. #177

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

    Quote Originally Posted by skyline View Post
    It's not installed on the express editions of visual studio. You can just delete the Halo1_CE.rc file.
    I deleted the Halo1_CE.rc file, it resulted in:

    1>fatal error RC1110: could not open .\Halo1_CE.rc
    1>Project : error PRJ0002 : Error result 1 returned from 'C:\Program Files\Microsoft SDKs\Windows\v6.0A\bin\rc.exe'.
    Korn, unfortunately I am having trouble locating the resource data for Halo1_CE. Is it the resource.h in the Halo1_CE folder?

  8. #178
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Remove the following from the Halo1_CE.rc file:
    Code:
    #define APSTUDIO_READONLY_SYMBOLS
    /////////////////////////////////////////////////////////////////////////////
    //
    // Generated from the TEXTINCLUDE 2 resource.
    //
    #include "afxres.h"
    
    /////////////////////////////////////////////////////////////////////////////
    #undef APSTUDIO_READONLY_SYMBOLS
    Code:
    #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
    #ifdef _WIN32
    LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
    #pragma code_page(1252)
    #endif //_WIN32
    
    #ifdef APSTUDIO_INVOKED
    /////////////////////////////////////////////////////////////////////////////
    //
    // TEXTINCLUDE
    //
    
    1 TEXTINCLUDE 
    BEGIN
        "resource.h\0"
    END
    
    2 TEXTINCLUDE 
    BEGIN
        "#include ""afxres.h""\r\n"
        "\0"
    END
    
    3 TEXTINCLUDE 
    BEGIN
        "\r\n"
        "\0"
    END
    
    #endif    // APSTUDIO_INVOKED
    and optionally (doesn't do anything):

    Code:
    #ifndef APSTUDIO_INVOKED
    /////////////////////////////////////////////////////////////////////////////
    //
    // Generated from the TEXTINCLUDE 3 resource.
    //
    
    
    /////////////////////////////////////////////////////////////////////////////
    #endif    // not APSTUDIO_INVOKED
    E: Forgot to mention you can't directly open the .rc file using the express edition so just edit it with a text editor if you need to.
    Last edited by FireScythe; September 27th, 2009 at 11:54 AM.

  9. #179

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

    Thanks FireSythe, got it working

    Now, does anyone happen to have the source for the d3d9.dll plugin on the first post, that has the updated stuff in it?

  10. #180

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

    Quote Originally Posted by CodeBrain View Post
    I deleted the Halo1_CE.rc file, it resulted in
    Ugh. You didn't remove the file from the project...

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