it's the first field in the tag so at the top of the scenario tag file
it's the first field in the tag so at the top of the scenario tag file
is there any way to create a branch in OS_Tool where if you have a Yelo tag referenced, it will use that to pull its data, or if you have a BSP tag it'll use that, but not both? That way when you compile it won't exception anymore?
Also, I tried build-cache-file-ex and it still bombs. The weird thing about both scenarioes (build-cache-file and build-cache-file-ex) is that it DOES recognize the BSP tags, because i see it starting to go and reporting errors in the clusters not containing both sound environment and background sound data. Then, the compiler senses the Yelo tag and exceptions, exploding like a bomb.
Hex editing can be a pain in the butt, especially for complete n00bs to hex editors and the likes, such as myself. If we could have a branch in the new tool command where both build-cache-file and build-cache-file-ex detect one or the other but not both, then it would save us all a ton of time.
Furthermore, We'd like to use script functions because they're more versatile, but then there's that stupid crashing error in Sapien with all OS script functions, regardless of their programming. What's going on with that and a possible fix?
Dwood, I know I should wait. I am. I'm just wondering what's up and experimenting with stuff on the side to see what our options are; that's all. I'm also reporting my finds of bugs to Kornman00.
BTW: I'm afraid that if I edit the .scrnario file that it will do the following.
- Not open in either editor
And / Or...
- Bring down the entire HEK when trying to compile in OS_Tool because it's considered foreign and not stock
That's why i'm hesitant to do this.
Last edited by Rambo; February 9th, 2010 at 10:50 AM.
In order to keep existing scenario tags savvy with OS I had to replace an existing tag field. The "DON'T USE" field which in normal cases expects a structure_bsp reference. Hence, if you try to open the scenario tag in a stock program or use a stock command it's not going to work. Ergo, you'd have to clear the field of the reference name plus IIRC, hex edit the group tag stored in the binary data to be 'sbsp' instead of 'yelo' (again, because in stock tools it expects it to be a structure bsp reference). It's a simple edit of 4 bytes.
Hex editing requires some work yes, but since it's the very first field and at the start of the tag file I really didn't see it as much of a mine field because 1) people shouldn't be mixing their OS enabled scenario tags with a stock pipeline and 2) it is assumed an end user has some level of degree of higher knowledge in these subjects if they're trying to implement something with OS. A hacked-in extension of black box software will almost always require some level of overhead from the end user.
You are making this a lot more complicated than it needs to be, and it doesn't help that you have little to none programming/reverse engineering experience. I did a little testing because I was beginning to get annoyed with you constantly posting about it, and I found it was pretty easy to do this. It took me less than an hour total.
http://www.youtube.com/watch?v=WTfy4hJainc
http://www.youtube.com/watch?v=BlpS6a_7KdI
I don't want to use the YouTube tags and clutter up this thread even more than it already is. Thanks to Siliconmaster for the test bsp.
Last edited by ShadowSpartan; February 10th, 2010 at 12:15 AM.
whoa that's awesome.
Well ShadoSpartan you beat me to it, even though that shouldn't surprise me, or you. Did you end up using the method I wanted to use for the switching of lightmaps or did you use another way?
ShadowSpartan, how in the HELL did you get that working? What the ****!!!!!!!!!!!!!!!!!
PLEASE, can I have the tag_groups.map and d3d9.dll? I owe you man.
PM me for E-Mail or Xfire info.
EDIT: I think I know how you did it. You referenced an explicit tag path (i.e. bitmap path) and set that to be the lightmap reference. Does this change sky also? If it doesn't, can you also make a switch_sky command that references a sky so that people can change those along-side the lightmap data? Just wondering. I'm asking nicely; not trying to be annoying.
Again, I want to thank you personally for doing what you did. This means that, on the current BSP, we can use as many lightmaps as we need, never having to switch BSPs.
EDIT 2: I heard from Dwood that the source code and project is about to be released. Any idea when? I would love to get started on working with it so i can script and be out of your hair for quite a long time. I've got a lot of programming and setting up to do for a test day-night system.
Could you at least please E-Mail me the d3d9.dll and the tag_groups.map file, ShadowSpartan? I'm so excited and bored at the same time, it feels like a five-year-old waiting for Christmas. I know the thing works; question is, is it ready for release?
Last edited by Rambo; February 11th, 2010 at 01:42 AM.
I need the exception data (from the problems and reports page and debug.txt) from sapien when it crashes when trying to compile custom functions.
Be sure you're setting "run_game_scripts" to false before you compile.
OS_Sapien is not showing up on the problems and reports page. Here is the debug.txt entry from when I try to compile.
Apparently Dwood can't understand simple English, sending PM so I'm not cluttering this topic.Code:02.11.10 16:42:45 sapien pc 01.00.08.0616 ---------------------------------------------- 02.11.10 16:42:45 reference function: _write_to_error_file 02.11.10 16:42:45 reference address: 401b13 02.11.10 16:42:45 Couldn't read map file './sapienbeta.map' 02.11.10 16:42:45 CreateDevice succeeded with refresh rate = 0 02.11.10 16:42:46 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 02.11.10 16:42:46 Increasing sound decompression buffer size to 1048576 bytes 02.11.10 16:42:47 WARNING: 1 clusters in structure_bsp levels\test\boxtest\boxtest_blue have no background sound or sound environment. 02.11.10 16:42:47 local player 0, weapon (0x0), deleted unexpectedly 02.11.10 16:43:21 EAX: 0x00000000 02.11.10 16:43:21 EBX: 0x00000040 02.11.10 16:43:21 ECX: 0xFFFFFFFF 02.11.10 16:43:21 EDX: 0x00000000 02.11.10 16:43:21 EDI: 0x0012E4E0 02.11.10 16:43:21 ESI: 0x0012EA0C 02.11.10 16:43:21 EBP: 0x0012E8B8 02.11.10 16:43:21 ESP: 0x0012E4C4 02.11.10 16:43:21 EIP: 0x00417E20, 8B 01 8B 96 ????? 02.11.10 16:43:21 0012FF94 ????? 02.11.10 16:43:21 004053C0 ????? 02.11.10 16:43:21 7FF89EB8 ????? 02.11.10 16:43:21 7FF514CE ????? 02.11.10 16:43:21 7FF5152C ????? 02.11.10 16:43:21 7FF528A2 ????? 02.11.10 16:43:21 00751B18 ????? 02.11.10 16:43:21 004F8200 ????? 02.11.10 16:43:21 EXCEPTION_ACCESS_VIOLATION
Edit: I don't know why you thought changing a bitmap would also change the sky tag, but that is not the case at all. The skies block has a maximum element count of 8, and in order to make the transition seamlessly you would need more than that. Looks like you won't be able to do this, oh well.
Last edited by ShadowSpartan; February 11th, 2010 at 09:14 PM.
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