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

  1. #411
    chilango Con's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Maybe you could contact them about it. A .NET side to OS would go nicely with BlamLib.

  2. #412
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Hi. Im totally new to this open sauce thing. Wanted to know about the open sauce thing a bit more. Could some give me a more elaborate description of the Open Sauce HEK and how to use it?

  3. #413
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    What's your game modding background?

    That is to say, what other games have you modded? Are you a programmer or just a general game modder (ie, you use data editors to manipulate game data values)

  4. #414
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Im am just a general game modder curious about how OS HEK works?

  5. #415
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    At its core, OS is an SDK for Halo (in this case, Custom Edition). It allows game/editor extensions to be written. One example of an extension for the editors is the ability to add new tag groups (which are defined by programmers who use the SDK. 'biped' is an example of a tag group). Then modders instance those new tag groups like they would any other by a tag definition (eg, grunt.biped is a tag definition).

    OS offers a couple new tag groups of the of the box. One is called "project_yellow". It's what your scenario references for custom OS data. For example, the project_yellow tag has a field for overriding what globals tag is used. This way, you can use another globals definition besides the default "globals\globals.globals".

  6. #416

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

    While using the "d3d.dll" attached in the OP and a clean install of 1.09 with the 1.08 "haloce.exe" and "Strings.dll" the F7 menu only flashes in-game when I press "F7". I see all the options but the menu doesn't stay open.

    Help!

  7. #417
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Blame Canada?


    So I've got some ideas on how to better some of the existing networking...however, part of the changes would make OS invalid with connecting to or from stock game builds. I'd like to at least try testing the changes in a full server this or next month just to see if such a change is worth it. The changes assume everyone is running on broadband connections...which should have been the assumption by MS from the get-go, but I digress.

    I could also probably make it so that you can toggle the networking enhancements on and off, to allow you to connect to stock client/servers. However, I'd have to assume the end-user isn't a complete twat to know how to work the console to execute a script function...which is almost asking a lot, so the default would probably have to be off .

  8. #418
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    OS exclusive servers? Sounds all right to me...

  9. #419
    InnerGoat killed my dakimakura waifu because I didn't post my desk :( jcap's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    If it can prove to reduce the leading, I'm sure you'd get people to use it. That would fix the number one biggest issue we've always had.

  10. #420
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I pushed some code changes to OS's repo on google code which includes a debug-only test function which enables the possible fixes (if anyone wants to try it themselves, you'll need VS2008 to compiler a build). I'll try getting a test conducted later this month or next.

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