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

  1. #191
    Codesaurus Skarma's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Why do all caches have a salted index and a normal index for their instances instead of just a normal index? I just noticed that the first two letters of the DataHeader name is ORed with 0x8000 as the first salted index, then increased from there. Thought it was kinda cool, but can figure out why Kornman!

  2. #192
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    The vista side of my macbook went kaput after almost 34 months of use. However, since I can run OSX fine, I don't think it's hardware related (unless OSX is just THAT awesome...hmmmm).

    So yeah, until I get an alternative dev environment up, all endeavors of mine are down for the count. Expect designing. Don't need windows to design new things. Just the code development part heh.

    I guess it's fitting, since I'm moving next week and need to pack anyway vOv

  3. #193
    Codesaurus Skarma's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Man, that sucks. Good luck with the move and hope things will get back to normal for ya

    On another note, while reversing a function, I was referencing off your object definition struct for offsets and found a minor struct error. Your object_header_block_reference struct is backwards, the size is first and offset is second.

    Example of it being used in CE 1.08:
    Code:
    004F9D22 MOVSX EDX,WORD PTR DS:[EBX+1F2]
    ...
    004F9D33 ADD EDX,EBX
    Which is object_data.NodeMatrixBlock.Offset into edx, then object_data + offset.
    If you go to the address put in edx, it's the matrix block. If you highlight the matrix block, it adds up to the size at object_data + 0x1F0. So, just thought you might know in case you ever go to use it.

    E: Also, do you have node matrix definition in OS? I can't seem to find it. I know that it's always 13 floats: first float is usually, if not always 1.0f, the next 9 floats are unit vectors, and the last 3 floats are node world position. This is an unusual matrix, do you have any information on it?
    Last edited by Skarma; October 8th, 2009 at 03:51 PM.

  4. #194
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Found a bug, although you've probably already fixed it, but here it is just in case.

    In YeloSettings.cpp the LoadSettingsUser function doesn't close the file that it opens, which stops any settings from being saved later on. Also, in some of your components' LoadSettings functions you have "int32 i" being declared inside the if statement that reads from the settings file, which results in the component always loading default settings.
    Code:
    int32 i = 0;
    if (file != NULL && fscanf_s(file, "[FOV]\n") != EOF)
    {
         int32 i = fscanf_s(file, "vertical radians: %f\n", &_fov_globals.fov.vertical);
         fscanf_s(file, "\n");
    }
    //i will always be zero
    if (i < 1)
         _fov_globals.InitializeToDefaultSettings();
    Also, in Main.cpp the Settings component is initialised and loads all settings first, but should to settings not be loaded last? As currently it loads the settings of other components, which are then initialised afterwards, plausibly reverting any loaded values to defaults.

  5. #195
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Yeah, those were the fixes I had to apply to get the settings working. At least C# will typically inform me of silly mistakes when redeclaring variables in child blocks.

    There shouldn't be any cases in my own use of the system where the settings are modified in the component's Initialize function. The settings initialization should all occur within the LoadSettings crap, even when it is just to set them to the default values.
    The Initialize\Dispose system should really just be for runtime based computations. If the settings are known before the Yelo game state begins, then the initialize code can perform any game changes based on variable settings once and should treat all setting values as read only. It's not until the Yelo update state begins where it should be assumed safe to change the values of the settings.

    Could a better system been created? Of course (think XML). I really just wanted to keep a very simple system in place and decided to reuse the old Battery code with some adjustments in code flow and such. Allowed more time to be spent on other things

  6. #196
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Hey Korn before the final release of Open Sauce can you look at opening up Hud_Messages for editing in Guerilla?

  7. #197
    Sarcastic Bitch
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Dwood View Post
    Hey Korn before the final release of Open Sauce can you look at opening up Hud_Messages for editing in Guerilla?
    What are you talking about? There is no "hud_messages" tag type, are you talking about "hud_message_text"?

  8. #198
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by ShadowSpartan View Post
    What are you talking about? There is no "hud_messages" tag type, are you talking about "hud_message_text"?
    Yes.

  9. #199
    Sarcastic Bitch
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Dwood View Post
    Yes.
    Odd, some of the fields for that tag are still locked. You can use Korn's old Guerilla, it edits that tag fine.

  10. #200
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by ShadowSpartan View Post
    Odd, some of the fields for that tag are still locked. You can use Korn's old Guerilla, it edits that tag fine.
    Thanks! I didn't think of that, sadly >.>

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