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

  1. #301
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Wish i could. There is no exception data to post, unless ya mean the debug.log file. The program used to crash until I did a system restore. I even got rid of CE and reinstalled it, thinking that would help fix it, so it's working fine now. It was definitely something that Live Essentials installed.

    I saw stuff like Visual Studio Runtime files, Sync Runtime, and a bunch of other crap that was installed.

    Edit: No, OS_Tool didn't exception. It ran just fine.
    Last edited by Rambo; February 2nd, 2010 at 12:54 PM.

  2. #302
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Rambo View Post
    Wish i could. There is no exception data to post, unless ya mean the debug.log file.
    Vista has a "Errors and Reports" section (or something to that name) in the control panel. If there was a problem inside the tools themselves, they would have entries in that. Unless the restore cleared the data.

  3. #303
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Yeah it probably did clear it.

    I'm not worried about it now like I was.

    The only reason I'm still thinking of it is just a curiosity factor. Does your thing use Visual C++ 2005/2008 runtimes? If it uses C++ then perhaps Live Essentials screwed it up by installing conflicting C++ runtimes with the latet.

  4. #304
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Yeah, the HEK uses the 2003 and my extensions use the 2008 runtimes. However, unless LE fuged the actual DLL code I don't think the runtimes were the problems. But it's over now

  5. #305
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Fire/Rambo will you be available for contact on the 12th thru the 15th?

  6. #306
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I should be, yes. 14th possibly not.

  7. #307
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    If you need, i can help too.

  8. #308
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Absolutely!

  9. #309
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Might have a small cheApe bug here, the version field doesn't get set to its intended value by guerilla when a new tag is created. For instance my shader collection tag has this:
    Code:
            <TagGroup name="shader_post_process_collection" groupTag="shpc" version="1">
                <field type="ShortInteger" name="version" locked="true" />
                <field type="Pad" definition="2" />
    ...and always has version 1 when created by guerilla. But the os bitmap tag:
    Code:
            <TagGroup name="os_bitmap" groupTag="osbm" version="1">
                <field type="ShortInteger" name="version" locked="true" />
                <field type="Pad" definition="2" />
    ...has version 0.
    Also, whats the field type name for real argb color? I've tried a number of variations but can't find the right one .

  10. #310
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I actually had to write code to fill the version fields in the tags included in the OS SDK, it's not a "feature". This was just to make sure that versioning information is stored even when building a cache file.

    It is probably RealRgbaColor. Or RealArgbColor. I don't have access to the source ATM

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